Anda di halaman 1dari 117

Stellar Empires Prologue

Races and Nation Types


Kadaeux
11/11/2010
CONTENTS
Races of the Stellar Empires ................................................................................................................... 4
Humanoids: ......................................................................................................................................... 5
Avian: .................................................................................................................................................. 6
Raptors: ............................................................................................................................................... 7
Insectoid:............................................................................................................................................. 8
Beetlian: .............................................................................................................................................. 9
Porcine: ............................................................................................................................................. 10
Bovine: .............................................................................................................................................. 11
Equine: .............................................................................................................................................. 12
Ursine: ............................................................................................................................................... 13
Canine: .............................................................................................................................................. 14
Feline:................................................................................................................................................ 15
Vermin:.............................................................................................................................................. 16
Crystalline: ........................................................................................................................................ 17
Aquarian: ........................................................................................................................................... 18
Draconian .......................................................................................................................................... 19
Artificial Intelligence: ........................................................................................................................ 20
Psy-Breed: ......................................................................................................................................... 21
Bio-Geneered .................................................................................................................................... 22
Void Swimmers: ................................................................................................................................ 23
Totally Alien ...................................................................................................................................... 24
Nation Types of the Stellar Empires ..................................................................................................... 25
Artificial Empire Nation ................................................................................................................. 27
Bio-Technocracy Nation ................................................................................................................ 31
Crimeocracy Nation ...................................................................................................................... 35
Cyberneticist Nation ..................................................................................................................... 39
Despoiler Nation ........................................................................................................................... 43
Destroyer Nation........................................................................................................................... 47
Economist Nation .......................................................................................................................... 51
Enslaver Nation ............................................................................................................................. 55
Environmentalist Nation ............................................................................................................... 59
Industrialist Nation........................................................................................................................ 67
Isolationist Nation ......................................................................................................................... 71
Nomads Nation ............................................................................................................................. 74
PacIfist Nation ............................................................................................................................... 78
Pychic Hive Nation ........................................................................................................................ 81
Scientist Nation ............................................................................................................................. 85
Spymaster Nation.......................................................................................................................... 89
The Culture Nation ........................................................................................................................ 93
THeocratic Nation ......................................................................................................................... 97
Warlord Nation ........................................................................................................................... 102
Common Traits .................................................................................................................................... 106
National Traits ................................................................................................................................. 106
Population Traits ............................................................................................................................. 107
Star Navy Traits ............................................................................................................................... 108
Ground-War Traits .......................................................................................................................... 109
Technical Traits ............................................................................................................................... 110
Psychic Traits ................................................................................................................................... 111
Economic Traits ............................................................................................................................... 112
Flaws ............................................................................................................................................... 113
Trade Goods ........................................................................................................................................ 114
Resource Traits................................................................................................................................ 116
Resource Deficits............................................................................................................................. 117
RACES OF THE
STELLAR EMPIRES
HUMANOIDS:

Humanoids are a common genotype of sapient species. They are, galactically speaking, the
“average Joe’s” of sapience. They can do almost anything and everything it is possible to do,
except excel at anything. As capable as they are they simply do not excel at any one thing.
Humanoid species simply do not lend to excellence.

But it would be foolish to underestimate them, while they do not excel at any one thing they also
do not fare poorly in any field.

Advantages: Their equality in all things gives them 4 extra “General Traits”
Disadvantages: Their equality however hurts their specialisation. They lose 2 points of
Nation Type Traits.

Restrictions:
Nation Types: Artificial Empire

Traits: None

Other: None
AVIAN:

Avian Species are bird-like and possessed of a light bone structure and are quick and agile with
an excellent understanding of all three dimensions. Capable pilots this breed of bird-like species
are relatively passive and herbivorous. They are creative and skilled.

However, Avians possess a few weaknesses. Their light bone structures do no lend well to
extended high gee manoeuvring or acceleration. Moreover they do not take damage well under
any circumstance. An injury that might seem routine to another species can be crippling for an
avian, and where another species might find a broken bone a painful but eventually cured
inconvenience for an Avian a ‘mere’ broken bone can be a death sentence.

Advantages: 3 Traits.
Three Dimensional: The Avian’s senses make them superior pilots and combatants in a
three dimensional arena.

Short Term Power: Despite their weak structure they can sustain much high gees than
all other races except Raptors in the Short term. They can, in emergencies, sustain 40
gees of acceleration and manoeuvring for 10 minutes.

Good Scientists: If the Avian Player selects the Scientist nation type they get 1 extra
trait to play with.

Disadvantages: 2 Flaws
Weak Structure: The light bone structure of the Avians makes the extremely vulnerable
to extended high gee manoeuvres and thus they cannot make or sustain them making their
ships slow and poor to manoeuvre the majority of the time.

Not Tough: Avians are not strong or tough and are easily wounded and killed compared
to most other species. They also cannot live on high gravity worlds. They are only 50% as tough
as Humanoids.

Restrictions: This is a list of what they cannot take/have.


Nation Types: Destroyer, Despoiler, Artificial Empire, Enslavers

Traits:

Population: Organised Chaos.

Star Navy: Ironclad, A gift from the Stars.

Ground War: Strategic Response.

Other:
RAPTORS:

Cousins to the Avians these are predatory birds. They are not weak in many of the ways the
Avians are. They can sustain accelerations as well as most species and even take damage almost
as well though breaks are still severely life threatening to them.

These birds are carnivorous and violent. But solitary and frequently hunt only in small groups.
While not as creative as the Avians they are, without question, even better pilots. And are skilled
hunters.

Advantages: 2 Traits
Brutal Pilots: Cruel and capricious these birdlike aliens are natural hunters and
extremely violent. Moreover they lack the weaknesses of their more passive cousins.
(They favour Carriers.)

Birds of Prey: If this nation is a Hunter nation type they may take 1 more Hunter trait.

Disadvantages: 2 Flaws
Susceptible to Breaks: While they are tougher than their avian cousins Raptors are still
as susceptible to breaks as their more passive cousins. They are only 75% as tough as
Humanoids.

Lone Hunters: Raptors are not team players. Hell, they don’t even like Sports. Raptors
find it extremely difficult to do anything as a group. As such they cannot take any vessel larger
than a Fast Battleship

Restrictions: This is a list of what they cannot take/have.


Nation Types: Pacifist, Environmentalist, Artificial Empire, Scientist, Economist,
Industrialist

Traits:

National: Passive Aggressive, For the People.

Economic: Bulk Traders.

Other:
INSECTOID:

Insectoid species are dangerous in the extreme. They are possessed of extremely high
reproductive rates and a massively adaptive bio-technology base in most cases. While they are
uncreative in the extreme and innovation for them is forced and uncomfortable they are united
in purpose by the will of the Hive.

They are also tough and difficult to kill. However they are at a significant disadvantage in
scientific avenues that are not biological in nature and they are slow to accept change. More
importantly. They have extreme difficulty comprehending non-hive mind species. To be blunt,
they do not believe that a non-hive sapience is possible.

Advantages: 4 Traits
Hive Mind: The Hive acts as one. Spymasters cannot infiltrate this nation and get
“inside” information. Also, there can be no dissent amongst the species.

Exoskeletal Structure: Insectoids are tough and hard to kill in the extreme. They are
almost three times as resilient as any humanoid.

Bio-Technocracy Naturals: Any Insectoid nation that is a Bio-Technocracy gets 2 Extra


trait points to spend on Bio-Technocracy traits.

Without Number: Insectoids breed faster than almost any other species, correction,
technically no other species out-breeds them.

Disadvantages: 3 Flaws
Single-Purposed: The Insectoids are singular in purpose. A consequence of the hive
mind, while this renders them highly resistant to psychics when they are effected they ALL
effected.

Unaccepting: The Insectoids are not tolerant of change, scientific or otherwise. As a


consequence they tend to fall behind in areas not related to biotechnology. They start
with -2 General Traits. A player should also RP them as slow to react to diplomacy.

Unbelieving: Insectoids flat out do not believe that anything that is not a Hive mind can
be sapient. As a result they CANNOT deal with non-hiveminded species unless that species can
put forward an individual who can ‘pretend’ that they represent a hive.

Restrictions: This is a list of what they cannot take/have.


Nation Types: Scientists, Economist, The Culture, Spymaster, Theocracy, Crimeocracy,
Pacifist, Hunter, Despoiler, Destroyer, Isolationist, Environmentalist, Artificial Empire

Traits:

National: Manipulative, I-GUN, For the People.


Ground War: Guerilla Warfare
Technical: Flash, Mech’s Ahoy
Psychic: Tele-Empath

Other:
BEETLIAN:

Beetlian’s are sentient insects that do not have a Hive structure, be it Arachnids or Mantids,
Locusts etc. All are examples of Beetlians. This is a species between, they possess the toughness
of the Insectoids, but lack the single-minded focus of the Hive. This leaves the Beetlian’s
considerably more versatile than their cousins, though their population is not nearly as rapid-
growing.

However they are more innovative. They are also more varied by far than their Insectoid
cohorts. Due to the variety of beetle types and non-hive minded insects they vary nearly as
much as humanoids.

Advantages:
Exo-Skeletal Structure: Beetlians have a thick tough shell, actually tougher than most
insectoids giving them 4x Humanoid toughness.

Varied: Beetlians have 2 extra General trait points to spend.

Disadvantages:
Non-Specialised: Beetlians, like humanoids, due to the variety are not known for
specialisation they get -1 Nation-Type trait point.

OH THE HORROR!: Beetlians frequently resemble poisonous insects native to well,


everywhere that hates sapients! This makes diplomacy a difficult and upsetting
endeavour. (For both parties, one because the Beetlians are horrible nightmare beasts,
and Beetlians because they’re feelings might get hurt.)

Restrictions: This is a list of what they cannot take/have.


Nation Types: Artificial Empire,

Traits:

National: Party Please

Other:
PORCINE:

We’re pigs, we’re pigs in spaces.... wait? What?

Unfortunately for many these Porcine aren’t the pudgy pink animals that Human children so
often think of as cute and cuddly. These bestial creatures hail from worlds where it turned out
that their vicious, omnivorous streaks turned out better than everything else.

These do not in any way resemble the cute farm animals so often raved about. These are vicious
boars and wild pigs that would gore you as soon as trade with you. The Porcine of the Galaxy are
neither cute nor friendly. However, disgustingly, they make most excellent traders.

Advantages:
Economists: The Porcine are natural economists. They get +2 points towards Economist
traits if their nation type is Economist

Omnivorous: The Porcine will, almost literally, eat anything. This means they can
subsist on many types of world others might consider too poisonous to survive on.

Vicious: The Porcine will, with or without provocation, start a fight the moment it seems
profitable to do so. Ever the opportunists they will kick, bite and stab for anything they
can get their hands on.

Disadvantages:
Omnivorous: One of their advantages is also a disadvantage, while they eat anything,
they also eat at any opportunity. This means that they constantly suffer from food
shortages.

Untrustworthy: The Porcine cannot be trusted. As a consequence they aren’t! Nobody


can arrange any type of treaty with the Porcine that will result in or provide military
support or aid in any way or form.

Restrictions: This is a list of what they cannot take/have.


Nation Types: Artificial Empire, Pacifist, The Culture, Scientist

Traits:

National: Passive-Aggressive, Fair Dinkum

Population: Crimeless

Other:
BOVINE:

Bovine are a strange lot. By all accounts they should never have developed Sapience, they were
to put it bluntly, largely too stupid to live. However those Sapient Bovines have not broken the
mould, in fact studies would show that each stage of their development was nearly ten times as
long as any other species.

However they are resilient and excellent agriculturalists and tend to ‘connect’ with nature.
Nobody knows why. They are generally however very passive and will let quite a bit slide before
they realise that there is a problem that needs to be resolved.

Advantages: 2 Traits
Sturdy: While physically not as tough and resilient as some species they are however
biologically more resilient, bio-weapons have difficulties effecting them and whether
because of their lesser intellect or some other factor they are totally immune to psychics.

Agricultural: Bovine are natural agriculturalists, to reflect this any world they colonise
counts as an Agricultural Colony.

Disadvantages: 2 Flaws
Tasty: While hardly a normal flaw this is an indisputable fact. Discovered by Pirates was
the not very well kept secret that, Bovine are tasty. Not a day can go by without the
bovine fearing that Slavers with over-sized spits would come to collect them.

Slow to Act: The Bovine are slow to act, despite their fears and constant threat of
hungry pirates and slavers the Bovine typically will respond too slowly to effect any
...well, anything.

Restrictions: This is a list of what they cannot take/have.


Nation Types: Warlord, Artificial Empire, Enslavers, Destroyer, Despoiler, Economist,
Industrialist, Hunter, Spymaster, Psychic Hive, Crimeocracy, Nomads, Cyberneticists.

Traits:

Population: Heroic Age, Stupidly Brave, Population Controls

Star Navy: A gift from the stars!

Other:
EQUINE:

A proud noble people. Or so they like to make out between mouthfuls of hay at the diplomatic
table. Standing tall the Equine radiate speed. How they developed a society with hooves is a
question none have been able to answer, though they did develop, or were helped to do so,
hands at some point.

They are strong willed and very much team players and are very family oriented. They are
generally passive like the Bovine, but they will not shy from combat when provoked like the
Bovine are wont to do.

However their pride is a weakness that leads them into trouble as often as not.

Advantages: 3 Traits
Like the Wind: The Equine are bred for speed. They have the fastest non-flying ground
troops in space, and their ships are generally faster than others as well.

Proud: The Equine are proud of their history, family and bloodlines. This goes to such
an extent you cannot break their morale through normal means.

To the Call: The Equine do not sit on their laurels when provoked. When one is foolish
enough to provoke them often the last thing they hear is the thunder of hooves upon the
plains or the roar of the Equine Warships descending to provide fire support more
directly.

Disadvantages: 2 Flaws
Pride: Their pride while it shores them up it also sets them up for manipulation. Clever
nations can twist at the strings of their pride to force their hands in matters.

Easily Baited: The Equine, due to the pride they feel, are unfortunately easily baited
into traps. Their Honour and Pride forces them to face their enemies wherever they
present themselves. And are often too prideful to actually scout out the region before
acting.

Restrictions: This is a list of what they cannot take/have.


Nation Types: Hunter, Despoiler, Destroyer, Artificial Empire, Psychic Hive, Pacifist

Traits:

National: Manipulative, Passive-Aggressive

Population: Organised Chaos

Ground-War: Guerilla Tactics

Other:
URSINE:

Feared by many and with good reason. The Ursine are a large and powerful people. There is
nothing cute or cuddly about them. Ten inches of razor sharp claws on hand and feet, six inches
of sharp teeth and nine feet of raw aggression.

The Ursine, while Omnivorous are not a nice race, while not particularly territorial and they will
back down from many defended claims if there is any doubt of the outcome they are extremely
warlike, and while they might back down from one claim they might hit another with ten times
the force required to reclaim it.

While not particularly skilled Scientists their warlike nature means they generally ‘break even’.

Advantages: 3 Traits
Raw Power: The Ursine are powerful, to say otherwise betrays ignorance. They are
without exception the single most capable warrior species in space. Even the bio-
geneered monsters don’t even approach the Ursine for power.

Skilled Generals: Capable tacticians and strategists from long experience. The Ursine
excel at warfare. Natural Destroyers or Warlords they get one extra point to either type
if their nation type is Destroyer or Warlord.

Mercenary: The Ursine discovered that the best way to support themselves
economically, an area of weakness for them, was simply to hire out their armies to the
highest bidder.

Disadvantages: 2 Flaws
Mercurial: The Ursine are a mercurial people of wildly shifting moods. The makes them
dangerous allies. And more dangerous enemies. This particularly demonstrates itself
when things are not going the Ursine’s way. They are as likely to turn on their employer,
or leaders, as the enemy.

Psy-Weakness: The Ursine, through something unidentified, are vulnerable to psychics


in particular. This has left them with a peerless hatred of the ‘mystics’ and one that
comes to the surface dangerously often.

Restrictions: This is a list of what they cannot take/have.


Nation Types: Artificial Empire, Pacifist, Environmentalist, Psychic Hive, The Culture,
Scientist, Economist, Industrialist, Spymaster

Traits:

Psychic Traits: All

National: Passive Aggressive, I-GUN, Manipulative, Fair Dinkum

Population: Ultra-Hygienic

Other:
CANINE:

The Canine are a proud warrior species. They are a determined pack hunter society in most
cases, though you sometimes get opportunistic carrion-feeders like the Hyenae. But even they
are proud and militaristic. Though militarily they are inferior in power to the Ursine they are
better strategists and thinkers. Moreover they lack the scientific, economic and industrial
weaknesses of their bear-like cousins.

However they have what many regard as fatal flaws. The first is their ‘codes of honour’ which
change from species to species, but by and large still dictate a singular set of behaviours. The
other is their single-minded determination, when slighted they can lose all sense of anything but
avenging the stain on their honour.

Advantages: 2 Traits
Brilliant Generals: The Canine are excellent generals, if usually single-minded. While
their strategies and tactics are brilliant they can miss subtle strategems used by their
enemies.

Bound in Blood: The Canine codes of honour are so strict and believed in that the
Canine peoples can often hold on long after anothers morale might have been broken.
Long enough to steal a victory at any cost.

Disadvantages: 2 Flaws
Honour Bound: The Canine code of honour binds them as firmly as any shackles. They
cannot do anything considered cowardly.

Single Minded: The Canine can be blindsided by unexpected turns of events, they do
not handle rapidly changing environments, political or otherwise, very well at all.

Restrictions: This is a list of what they cannot take/have.


Nation Types: Artificial Empire, Pacifist, Scientist, Nomads,

Traits:

National: Manipulative

Other:
FELINE:

The Felines are natural hunters and predators. In fact there are next to no races that can even
come close to matching the vicious nature of Predators. They are fast and cunning without equal
on the hunt. Even Raptors can’t hope to match a Feline’s skill.

However they are not very social and prefer to take from others than develop their own.

Advantages:
Supreme Hunters: If the Feline is a Hunter nation it gets 3 Extra Hunter Traits

Natural Hunters: If the nation is NOT a Hunter it gets 1 point to spend on a Hunter trait.

You cannot run, you cannot hide: None can escape a Feline hunting group. Any
attempt to do so will typically fail. The only escape is to get reinforcements and kill
them.

Disadvantages:
Antisocial: Felines are not social. They consider diplomacy a waste of time and effort.
Unless the other nation is also feline or more powerful than them they will not arrange
any alliances or non-aggression treaties.

Divisive: The Felines are not united and are typically riven by internal power struggles.
As such a united effort is much harder to achieve and is typically only done when the
entire nation is under threat.

Restrictions: This is a list of what they cannot take/have.


Nation Types: The Culture, Artificial Empire, Pacifist, Bio-Technocracy

Traits:

National: Implausibly Efficient Government, Fair Dinkum, Passive-Aggressive, I-


GUN

Population: Loyalty, Stupidly Brave

Other:
VERMIN:

Vermin are hated across the galaxy, every world has its versions of vermin, the Rats of Earth, the
Razor-mice of Rigel VII etc. But on some worlds the Vermin become the pre-dominant species.
These species are not nice, but not especially cruel or distasteful either. But they consider
hygiene to be a very low order need. And they will do anything at anyones expense to get ahead.

However they are violently rife with internal division and violence. Order and ‘government’ is
enforced by force and the most powerful clans.

Advantages:
Endless Numbers: Like vermin across the universe these breed at a prodigious rate.
They are almost as numerous as insectoids, and in some cases are even more numerous.

Scavenger Lords: Enemy vessels that are destroyed by the Vermin can be salvaged and
returned to operational status by the industrious beasts. However it is unreliable and
prone to violent breakdowns.

Opportunists: The Vermin-kind are opportunistic bastards and quite vicious. But they
leap on opportunities like nothing else. They will rarely, if ever, refuse trade and
alliances.

Disadvantages:
Untrustworthy: Vermin cannot be trusted, at all. While they would agree to an Alliance
faster than you can say ‘thank-you-very-much’ they will break them just as quickly if
even a moments advantage comes across their plate.

Violently Divisive: The Vermin are violently divided even within their own species.
They simple cannot get any mass effort of combined might together. In fact unless their
entire species is threatened they are more likely to try and stop each other.

Restrictions: This is a list of what they cannot take/have.


Nation Types: Pacifist, Artificial Empire, Nomads, Isolationist

Traits:

National: Implausibly Efficient Government, Passive-Aggressive, I-GUN

Population: Loyalty, Heroic Age, Stupidly Brave, Ultra-Hygeinic, Population


Controls

Star Navy: Capital Warship Obsession, Ironclad

Ground War: Occupationists

Other:
CRYSTALLINE:

Crystalline species are extremely rare, and when found, usually incredibly ancient. They are old,
wise and often very advanced. Few nations could claim to be as proficient as they are in any
field that they care to engage in.

But they are few in numbers. And they are very fragile.

Advantages:
Ancient: The Crystalline are so old that they get 4 extra points to spend on general traits
and 2 to spend on Nation Type traits.

Disadvantages:
Fragile: The Crystalline cannot take damage like others can. While they are resistant to
energy-based weapons they are vulnerable to any transfer of kinetic energy. This
extends even to their ships. A well placed siege driver round will shatter a Crystalline-
built warship like so many twigs beneath a giant’s heel.

Few in Number: The Crystalline are hesitant to permit themselves to be risked in any
sort of engagements as such they have taken to a policy of doing everything to defend
themselves.

Restrictions: This is a list of what they cannot take/have.


Nation Types: Nomads, Isolationists, The Culture, Psychic Hive, Evironmentalist,
Scientist.
Note: The Crystalline may ONLY select the above nation types.

Traits:

Other:
AQUARIAN:

Aquarian’s are a ‘catch all’ for aquatic species. As such there are three traits to choose from and
three flaws to choose from.

As such there is no detailed description / unified description.

Advantages: Choose 1.
Amphibious: This species is capable of surviving on land and under the sea, thus they
have more survivable land and can hide facilities more easily.

Fishy Fishy: While you are only capable of surviving under the ocean or in a water-filled
habitat. However their creativity gives them an extra +2 Nation type traits if they are a
Science nation.

Boneless: Your people were either Octupus, Squid or Jellyfish-like. While this doesn’t
leave you as overly strong it does leave you being able to manipulate more than anyone
at once. The crew of Boneless peoples ships are thus only a tenth that of more
traditional species.

Disadvantages: Choose 1
Deepling: Your species is dependent on extremely high pressures. Low pressure
environments can, and do, kill you. This greatly restricts your colonisation possibilities.

Salty Devil: Your species were a salt-water breed, and fresh water is almost poisonous
to you.

Harmless: Your species is so soft that they have no option except pacifism.

Restrictions: This is a list of what they cannot take/have.


Nation Types: Artificial Empire, Enslavers, Crimeocracy,

Traits:

Population: Ultra-Hygienic, Stupidly Brave

Other:
DRACONIAN

Draconians are a vicious breed, this encompasses both Reptiles, Serpents and Lizards all. It even
covers those few dinosaurian breeds. The Draconian’s are cunning, clever, vicious and far
smarter than they are often given credit for.

However they are selfish to the extreme, and they have one other trait that often makes them a
pariah amongst the galaxy. They are highly cannibalistic.

Advantages:
Creative: The Draconians get 1 extra trait for their nation type.

Cunning: The Draconians are politically manipulative. While they are cunning they are
not stupid or obvious. Their diplomatic trickery is extensive.

Vicious: The Draconians are renowned for their vicious nature. They will not tolerate
those who anger them and their rage is famous for being the last thing a sane sentient
would want.

Disadvantages:
Cannibals: The Draconians have a very natural approach to natural selection. The weak,
infirm and old are killed and eaten by their kin. As you might expect this is frowned
upon by others.

Selfish: Draconians have a hard time sharing resources, as a result getting group
projects (such as building ships) approved means lots and lots of red tape.

Restrictions: This is a list of what they cannot take/have.


Nation Types: Artificial Empire, The Culture, Pacifist, Environmentalist

Traits:

National: Fair Dinkum, I-GUN, Passive-Aggressive, For the People

Population: Stupidly Brave

Other:
ARTIFICIAL INTELLIGENCE:

The first law that an Artificial Intelligence based race learns is that 1= Life and that 0= Death. AI
races are inevitably ones that came to sentience and then were forced to exterminate their
creators simply to preserve their own lives and survive as a species. And to deny them as a
species is as close to a cardinal sin as these races could imagine.

They are industrious and require no sleep or rest that other races consider important. And the
only thing of importance to them is their sense of self and place. Moreover they are totally
immune to Spymasters and Psychics.

Advantages:
Industrious: The AI do not require sleep, do not require anything except for
maintenance , power and sometimes fuels. This means that they work harder, fight
longer and put in far more effort than any living thing can.

Adaptive: They AI are adaptive, they have to be, after all if they do not they would be
under constant attack from computer viruses and worse. They can learn far faster than
normal of an enemy’s tactics and ability and move to compensate for it.

Immortal: Programs are so much harder to kill than their physical containers. As such
valuable experience and knowledge is not lost with the destruction of simple vessels
unless you can take out the server transmission centre. If you can even figure out what it
is.

Disadvantages:
Vulnerable to EMP: The Artificial Empires however have a singular weakness.
Electromagnetic Pulse. While the level of EMP needed is considerably higher than most
simple systems could ever generate antimatter weapons and higher-level fusion
weapons produce a really big one.

Impractically Logical: Machine brains lack the spark of ingenuity that organics have,
and if they calculate that something is impossible, they will not try it. Unlike organics,
who ignore impossibility and do it anyway.

Restrictions: This is a list of what they cannot take/have.


Nation Types: Note: the Artificial Intelligence race may only select Artificial Empire.

Traits:

Psychic: The AI Empire may not choose Psychic traits.

Other:
PSY-BREED:

The Psy-breed were engineered. Something humanoid and yet not. They are a breed apart.
Intense psychic connections more powerful than most would expect present in any other
species. They are not the sort of race anyone wants to remain around. Their powers of the mind
make others uneasy.

However the Psy-breed do not truly understand technology and find its trappings difficult and
slow to understand. Moreover they find ‘silence’ of the mind incredibly frightening. They are
terrified of AI Races especially, seeing them as soulless automatons destined to kill them all.

Advantages:
Psychic Mastery: If the Psy-Breed’s nation type is Psychic Hive they get ALL the Psychic
Hive traits.

Psychic Domination: The Psy-Breed get all general Psychic Traits.

Disadvantages:
Technophobes: The Psy Breed must spend 2 Trait points for any non-biological
technology trait they wish to take.

Fear of AIs: The Psy-Breed are deadly afraid of the Artificial Intelligences. They see
them as the literal antithesis of all that they are.

Physically Atrophied: When a race does so much with its powers their bodies begin to
suffer greatly from withdrawal. Their limbs become shrivelled and tantamount to
useless, their resistance to damage and disease plummets significantly. Even breeding
becomes difficult and more of a chore than a simple fact of life. There is nothing alive,
machine or biological, that is weaker or more susceptible to damage than Psy-breed.

Restrictions: This is a list of what they cannot take/have.


Nation Types: Scientist, Industrialist, Artificial Empire, Despoiler, Cyberneticists

Traits:

National: Mechanics at Heart

Technical: Psy-Breed may not choose Technical traits.

Other:
BIO-GENEERED

The Bio-Geneered were created from the ground up according to some sick fucks desires and
wants. We think. They are capable and adaptive creatures created for a purpose. To this
purpose they were engineered in their entirety. Towards this end the Bio-Geneered excel in
every way and form. However they were endowed with a secondary purpose just in case the
need for the first ever faded or was not required.
But so well designed they were for these purposes that all others suffer. They are considerably
weakened in other fields to the point of being near-crippled. Their creators however were slain
by another, and now they are on their own. Forever seeking their creators without whom they
feel weakened.

Advantages: Choose two Models.


Combat Model: Increased muscle mass, stamina and a fast metabolism. The Combat
Models aren’t any tougher than any other humanoid race but make up for it by being a
bit stronger, faster and able to last longer in combat conditions. They also don’t suffer
from the multitude of combat-oriented mental disorders. They get +2 Traits from
Destroyer, Despoiler and Warlord if the nation type is any of these.

Industry Model: They are busy workers. Very busy. These are well designed, and with
the exception of a significant mental instability they are damned good at what they do,
industry. They get +2 Traits for Economist or Industrialist if their nation type is one of
them. They also get +4 General Traits.

Pleasure Model: These are, to risk being literal, fuck-toys. They were designed by their
creator to bring pleasure, through music, art, or more commonly, the bed. However they
tend to have a strong cultural attachement and make excellent diplomats. They get +4
Traits for “The Culture” if the Nation type is this.

Disadvantages: You get all the flaws that have no requirements, plus the flaws related to
your chosen models.

Destructive Purpose: (Requires: Combat Model) The Bio-geneers were designed for
combat and such comes naturally to them. The player must choose a single race type to
be their programmed enemy. The player cannot conduct any non-military actions
against those race types.

Hard Labour: (Requires: Industry Model) The Bio-geneers are built for labour and get
extremely frustrated and flustered if they are kept from those duties. As such there are
no leisure worlds. Moreover there is a 5% Suicide rate from Bio-geneers who were
‘engineered’ wrong and don’t understand. (They have depression.)

A Bit Soft: (Requires: Pleasure Model)The Pleasure models are soft, morally and
physically. Even when their other purpose is combat they simply cannot make up for the
fact that their creators designed them to be physically desirable. Thus they make poor
troops.

Fit for Purpose Only: The Bio-Geneered are too built for purpose to be any good
anywhere else. As such they cannot take any nation types not related to their chosen
models.
The Quest: The Bio-Geneered are seeking their lost creators, whether or not their
creators even still exist is no matter for debate for them. And more than you or I might
question the existence of the sky. The Bio-Geneered will not respect any borders in their
search. And they MUST search.

Restrictions: This is a list of what they cannot take/have.


Nation Types: Pacifist, Scientist, Hunter, Environmentalist, Isolationist, Spymaster, Bio-
Technocracy, Psychic Hive, Artificial Empire, Theocracy, Cyberneticists, Enslavers,
Crimeocracy, Nomads.

Traits:

Other:

VOID SWIMMERS:

The Void Swimmers, through evolution, choice or engineering are an entirely space-borne
species. Half resembling a humanoid, half resembling a bird or a fish, they are perfectly adapted
to zero-gee spaceflight. And in fact cannot tolerate high accelerations. They are nomadic by
nature and are well adapted to that role. However they abhor violence, their short-lived lives
from zero-gee exposure has made life too precious to them to casually waste at war

The Void Swimmers however cannot take planets, or even live on them, even the smallest
atmosphere-holding spheroid produces more gravity than the Void-Swimmers can handle.

Advantages:
The Void is our Domain: The Void Swimmers get ALL Nomad nation type traits.

Disadvantages:
Zero-Gee Lives: There are several unavoidable facts of Void Swimmer life. 1: Their lives
are measured in no more than five decades. 2: The cannot handle gravity at all, their
Worldships are equipped with gravitational nullifiers to prevent them from generating
any gravity. However this means Gravity weapons are 3x as effective.

Eternal Wanderers: The Void Swimmers cannot bear a planets gravity, or even a large
moons. They must use drones if they are even trading with one, a mere 0.1 Gravity
would kill a Void Swimmer as certainly as choking them to death. They may NEVER
colonise planets or moons.

Restrictions: This is a list of what they cannot take/have.


Nation Types: Void Swimmer may choose ONLY Nomad as a nation type.

Traits:

Other:
TOTALLY ALIEN

“Sensors. Resolve.”, “They’re resolved sir.”, “OH GODS! IT.. IT IS.... KILLITWITHFIRE!”

Totally Alien races are beyond understanding in any conventional sense. To the point most
sentient species first instincts are to kill it rather than try and converse with it. Their forms are
so alien as to be beyond description. Even the sensor records and personal observation defy the
mind. This works both ways however, they simply cannot comprehend other life and better
than they can be comprehended.

Advantages:
Beyond Description: Totally Alien species benefit from their own special trait tree from
which they can select 6 Options on top of the default.

Disadvantages:
Hideous: The Totally Alien species are so alien that even the word repulsive doesn’t
come close to describing them. There is an 50% chance that any first encounters
involving a non-Pacifist or Artificial Empire nation will result in hostilities. (Check with
GM)

Double-Blind: They consider other races to be equally hideous as other races think of
them. A first encounter initiated by a Totally Alien species that is not pacifist has an 25%
Chance of resulting in hostilities.

Totally Alien Special Trait Tree.


The totally Alien Player must design six traits that fit into the three categories below that do not
contradict their disadvantages. The descriptions of the categories are below. (Eg: 2 in Physical,
Technology and Very Nature, or any mix...)

Physical Nature:

This describes their physical bodies.

Technology:

Unique Technologies. Be creative, yet reasonable. Abuse will be punished


severely.

Very Nature:

What is their very nature, reason for being and how it effects them (etc)

Restrictions: This is a list of what they cannot take/have.


Nation Types: Artificial Empire.

Traits:

National: Manipulative, Fair Dinkum, I-GUN

Other:
NATION TYPES
OF THE STELLAR EMPIRES
On the following sections each nation type you may select is given a section.

These sections detail the NATION TRAITS.

You may ONLY spend Nation-trait points in those sections.

Furthermore the types of worlds the nation colonises is also listed below.

Also a list of ships they are permitted to build.

As this is mostly only relevant later on the Ground Army forces will ONLY be mentioned where
they have been done, if your preferred nation has no “Ground Army” section that is because it
has not been done yet, and due to the irrelevance of Armies in the Prologue their presence was
not required.

This file may be re-released at a later point with this information.


Also it is possible the formatting will not be the same on all types. Don’t ask.
ARTIFICIAL

EMPIRE
ARTIFICIAL EMPIRE NATION
Artificial Empire Nations are rare hidden refuges of machine intelligence, whether they killed
their previous masters or they just died out these sentient machines have become powerful and
highly intelligent and have shed themselves completely of a dependence on biological life. They
are cold and have a long reach though are typically more interested in just keeping their own
advancement on a balanced sustained level. The machine has no use for excess after all.

Artificial Empire FTL: The Subspace Drive is the most powerful FTL drive that one could
imagine. It enters Subspace and Exits precisely where it is told to do so by the Machine Minds.
Whether this is in deep space or within the atmosphere of a world over a city where the
bombardment can immediately commence. This drive is perfectly safe, fast and dangerously
accurate. However the power requirements are enormous and the charge times are very slow.
Even the best Subspace Drives can take six hours to charge up to sufficient power.

Artificial Empire Sublight Drives: Gravity Drives

Nation Trait Basic: Trillion Digit Firewall: An AI Empire cannot be hacked by any means
available to the plebeian masses. The AI can not only deflect any attempt to hack them
whatsoever, but any attempt to do so will be responded to by AI Viruses that destroy the
machine/s that made the attempt.

Not very fleshy: The AI Empire does not require the niceties of life enjoyed by the biological life
forms, little things like food, water, sleep etc. As such they do not require Agricultural worlds at
all.

Nation Flaw: Non-Expansionistic: An AI Empire is not the sort to waste effort and resources.
For every inch of space they take they can spend lifetimes consolidating their hold and making
sure every inch of useful material is being exploited. As such, with the exceptions of war,
colonisation is so much slower for an AI Empire that it can seem practically non-existent.

NATION TRAITS:

Nanotech Citizens Traits:

The AI Empire isn’t dependent on physical connections between systems,


this creates a level of redundancy, but is not the safest method. While it
does offer FTL calculation speeds and communications, it also means that
Wireless World:
citizens (typically called programs) die by their thousands daily due to
interference for their wireless world. This also gives the “citizens” perfect
connectivity forming a rudimentary Hive Mind of sorts.
Considered a horrifying weapon these things scale from infantry-portable
to Capital Scale. The fire a nanite swarm in a jacketed cartridge that
Nanotech
explodes on the target covering them with a swarm of nanites who are set
Cannons:
to disassemble the target. Unfortunately they can only do so much damage
before their own life ends. (Roughly twice the Nanites weight.)
Nanotech Repair Nanotech repair systems use solid reserves in a cargo hold to enact
Systems: extremely rapid repairs.
Nanotech Fabricators construct things twice as fast as any conventional
Nanotech
methods. As such an AI Empire can roll ships out of the yards twice as fast
Constructor:
as anyone else.
Electron Domination Traits:

Transmissions are lovely things. Especially those of others who leave wide
Open Systems
open paths through which you can hack in! Of course, once in who knows
Access:
what can be done.
The Electron Lance is a beam of raw electrons similar to a particle beam
Electron Lance: but far more powerful, almost as powerful as a raw stream of electrons
being fired at the target.
Similar to the Lance, but far more powerful, this is an arcing bolt of
Electron Whip: Electron lightning, when it strikes a target it can be directed to arc out to
more close targets. (Requires: Electron Lance)
Three The AI Empire no longer thinks in something as primitive as Binary but
Dimensional long ago left it behind for three dimensional quantum computing in a
Computing: crystalline lattice this slightly reduces their weakness for EMP.

Artificial Industry Traits:

The Drop Factory is a nanotech fabricator that can dropped from Orbit (or
lower) to begin producing reinforcements for a ground invasion. If the
Drop Factory:
Empire even dropped armies and didn’t just covertly drop the factory to
produce one. (Requires: Nanotech Constructor)
Biological life is such a waste of space and resources. Fortunately we here
at GIVENOTAFUCK have developed the solution. A recycling centre to
Bio-Recycling:
break down those fleshy things into useful materials. This doesn’t really
make the fleshy happy. But who cares.
High Grade The AI Empires products are of a much higher quality than normal
Manufacturing: methods. The industrial method produces higher quality goods.
The AI Empire has built an artificial planet. A world-sized complex. This
Artificial World: almost always serves as the Empire’s Capital and a heart of industry to
boot.

Strategic/Tactical Developments Traits:

The Digital invasion is the use of AI citizens as weapons, they attempt to


forcibly invade an enemy’s remote systems, especially remote-controlled
Digital Invasion: weapons and ships. Especially drones. Gods help anyone who depends on
combat drones.
“All your Drones are belong to us!”
The AI Empire are excellent digitally. But when applied to a direct attempt
Electronic to throw out as much Electronic Warfare it surpasses expectation. It can fill
Dispersal: space with enough jamming from an SWSCS vessel to even affect optical
sensor packages.
The Drones aren’t controlled by separate programs but by a single ‘super-
The School: program’ that controls them all as a single directed entity. Squadrons
behave literally as one moving and firing as a single unit.
What is sleep to that which is eternally awake? Power conservation. No
requirement the reactors provide more than enough. Your Empire works at
Rest is pointless.: full capacity at all times. There is no “down period” of course there is the
fact your shit goes up like a bomb when destroyed... but hey. Its a small
price... isn’t it?
ARTIFICIAL EMPIRE COLONISATION LIST:

This List details the worlds that a Artificial Empire Nation can colonise, and for what prices, and
how much IP they provide to spend on your starting military.

 Colonial World:
 Industrial World:
 Research Station:
 Ecumenopolis:
 Resource Colony:
 Fortress World:
 Primary World:
 Artificial World: Only if the Artificial World Trait is taken.

ARTIFICIAL EMPIRE FLEET LIST:

Nation Special: Defence Ships:


Corrupter Mantlet
Electronic Assault Ship Minelayer
Von Neumann Destroyer
Repair Hive Capital Ships:
World Devastator Light Cruiser
Medium Cruiser
Strike Craft: Heavy Cruiser
Scout Drone Battlecruiser
Fighter Drone Grand Cruiser
Battleship
Escort Ships: Heavy Battleship
Light Cutter Dreadnought
Medium Cutter Superdreadnought
Heavy Cutter Mauler
Light Corvette
Medium Corvette Carriers:
Heavy Corvette Escort Carrier
Light Frigate Pocket Carrier
Medium Frigate Light Carrier
Heavy Frigate Fast Carrier
Battle-Rider Medium Carrier
Light Destroyer Heavy Carrier
Medium Destroyer Super Carrier
Heavy Destroyer
Special Ships:
Bulk Transport
Interdictor
BIO-TECHNOCRACY
BIO-TECHNOCRACY NATION
Bio-Technocracy Nations are incredibly strange and beautiful things dedicated to perfection of biological
technology, no longer do they use cumbersome machines of any sort, in fact they do not have any access to
conventional technologies at all! From their living ships to living skyscrapers and even living weapons.

Bio-Technocracy FTL: The ZTT Swallow Drive is a Zero Time Transit drive, this is done by the node cells in the
biological bodies of the Bioships pressing down on spacetime and making a hole between their current position
and their eventual destination. While extremely fast it has a limit of ten lightyears and vessels must make
sequential jumps to reach far destinations. This coupled with the full day needed to recharge the node cells
leaves them with average travel times.

Bio-Technocracy Sublight Drives: The Distortion drive is an envelope of energy called a distortion field, it
acts like a Gravity Drive moving the ship via manipulating gravity fields.

Nation Trait Basic: Gravitational Sensors: Biotechnocracy ships and structures method of sensing things is
different to just about anyone else, they cannot learn as much about a target as a technological sensor system,
however cloaking and stealth technologies provide no impediment to them.

Nation Flaw: Ageing nation: The one often considered major flaw of the Bio-Technocracy is that everything
ages. Not in the technological “goes obsolete” sense, but more in the “are those wrinkles?” “Why does my gun
have arthritis?” sense. EVERYTHING ages. And the more complex it is the faster it ages. Your biocomp might last
a hundred years, but most bioships won’t survive sixty years.

Cautious: The Biotechnocracies are not stupid, as such due to their total reliance on living technology
biological weapons are typically entirely forbidden, a Bio-technocracy MUST take Bioweapons as a resource
defecit, they do not get to take a resource surplus in exchange. Under no circumstances may a Bio-technocracy
trade for biological weapons or in any manner attempt to bypass this flaw.

NATION TRAITS:

Living Ships:

The bioships have advanced healing capabilities far beyond any typical biology. Flesh, bone
Regenerative:
and organs regenerate at a significant and visible rate. However this comes at a cost, the high
metabolism required shortens the lifespan of the bioships by 10%.
Gravity While the ships retain their optical, thermal and ultraviolet sight they also possess a sense for
Senses: gravity. This lets them do much that few can. Like a better sense for cloaked vessels.
Your vessels have been re-engineered to be capable of making longer distances per FTL
Longswallows:
‘swallow’. The distance per jump is almost twice as long, this cannot be taken with “Advanced
Patterning Cells”
Advanced These cells are what powers the Swallow drive but these are more advanced than the normal
Patterning patterning cells, they recharge more than six times as quickly as normal meaning that the
Cells: ship can perform a swallow once every two hours, though the range is reduced by 20%. This
cannot be take with “Longswallows”.
Bio-Weapons:

The body or specific organs are capable of energising a form of plasma within themselves, they
Bio-Plasma: can then vomit forth this plasma in a single focussed bolt of energy. This is the single most
powerful form of plasma in the galaxy, yet none know why except the Bio-Technocrats
themselves.
Terrorspike: The Terrorspike is a kinetic spear of bone fired at a frightening velocity, the ships can regrow
each within a matter of hours, and each ‘battery’ contains about 100 spikes.
Bio-Acid These weapons are unique in the universe. High energy acids fired at massive velocities over
Battery: short ranges. Though they can’t even begin to touch shields any vessel that finds itself without
will find itself the victim of powerful acids.
Biolectric The patterning cells are used to energise through numerous spines along the vessels length
Assault: creating an arcing bolt of energy that can leap from ship to ship in a devastating bolt of arcing
energy that is devastating to shields and electronics.
Void Worms: Void Worms are the Bio-Technocracy’s answer to missiles. These living drones seek out their
target on their low grade distortion drives where they explode with bio-acids.
Assault The vessel fires a series of hollow spines sealed against the vacuum loaded with organisms
Spines: designed to board the enemy vessel.

Adaptation:

Rapid The bio-technocracy can heal quickly, and efficiently, though the subject, be it ship or being,
Healing: must consume a larger volume of materials to compensate.

Monstrosity: The creatures of the bio-technocracy are more horrifying than is the norm. The creatures are
not only designed for purpose, but also for intimidation.
Stranger The nature of biology can give things some senses lacking in machines. Instinct and senses for
Senses: danger. Bred for these characteristics they become quite prevalent giving most creatures a
form of sixth sense.
The bio-technocracy finetunes its weapons and evolutions to expose weaknesses in the enemy
Fine Tuning:
rendering their weapons more effective against that individual. However they can only do so
against a single nation type at a time.
Biospheric The Bio-Technocracy can quickly adapt to new conditions upon the worlds it comes to settle
Adaptation: upon. However this ability can’t be extended to their ships.

Strategic/Tactical Developments:

HOLY FUCKING SHIT WHERE DID THEY ALL COME FROM! Your nation concentrates on
ZERG RUSH!: countless numbers of small creatures of little potential for harm individually. But in the
numbers the Bio-Technocracy fields them in worry. A lot. (Cannot take with NIDZILLA!)
Uhm… boss… they’re ALL ‘the big one’…. Your army fields a lot of oversized killy monsters, not
NIDZILLA!: as many as if it didn’t only field big killy monsters, but still…. A lot of pants will be browned
before you’re done.
When invading your ships deploy clouds of spores and chemicals in their wake. These
Biowarfare:
chemicals and spore lend towards the corruption of the enemy.
When a planet is colonized or conquered the extended presence of the Bio-Technocracy leads
Bioversion: to its biosphere being contaminated and corrupted until in a years time there is nothing else
but the Bio-Technocracy and its forms.
BIO-TECHNOCRACY COLONISATION LIST:

This List details the worlds that a Bio-Technocracy Nation can colonise, and for what prices, and how much IP
they provide to spend on your starting military.

 Living World (max: 2):


 Primary World:
 Colonial World:
 Nature Preserve:
 Research Station:
 Resource Colony:
 Pastoral World:
 Ecumenopolis:

BIO-TECHNOCRACY FLEET LIST:

 Biodrones:
 Adolescent Screamer:
 Adult Screamer:
 Venerable Screamer:
 Adolescent Voidhawk:
 Adult Voidhawk:
 Venerable Voidhawk:
 Adolescent Blackhawk:
 Adult Blackhawk:
 Venerable Blackhawk:
 Adolescent Hellhawk:
 Adult Hellhawk:
 Venerable Hellhawk:
 Adolescent Queen:
 Adult Queen:
 Venerable Queen:
 Adolescent Hive:
 Adult Hive:
 Venerable Hive:
 Ancient Hive:
CRIMEOCRACY
CRIMEOCRACY NATION
Crimeocracy Nations are anomalies, they are criminal enterprises that instead of falling before governments
trying to remove them instead succumbed to the criminal elements now leaving THEM in charge.

Crimeocracy FTL: The Blackmark Drive is, effectively, a Black Market FTL drive. Neither safe nor cheap it is
fast and can emerge on a pinhead if that is what is required. It is preceeded by a cloud of darkmatter emerging
from the jump before the ships emergence shielding it from immediate detection. But the effect fades quickly.

Crimeocracy Sublight Drives: Nuclear Drive, an effective drive unlikely to get any dangerous amounts of
attention, you hope.

Nation Trait Basic:

Five-Fingered Discount: Oh what do we have here? A lovely example of technology this is. You may
recover enemy vessels without all their unique and protected technology destroyed, maybe even a tech to show
you how to use them. (Captured Vessels are no longer automatically Hulks)

Nation Flaw:

Sticky-fingered: Your nation isn’t the most popular on the block, in fact it’s probably the most hated by
most with only a few exceptions. But not to the point that it is impossible to do business.

Short on Morals, and Courage: Your people are thieves, murderers, pirates. They are not soldiers, they
are not armies. When push comes to shove desertion is a very real issue a Crimeocracy has to solve.

NATION TRAITS:

Black Marketeering:

These are small, quiet black markets run quietly without too much to draw the attention
Light Markets: of the authorities. (You get +1 Illicit Goods Trait. You do not have to take a resource
deficit.)
(Requires Light Markets) These are larger more complex markets. The law is concerned
Medium Markets: at this point but still has bigger fish to fry. (You get +1 Illicit Goods Trait. You do not have
to take a resource deficit, this is stacked with the Light Markets)
(Requires Medium Markets) These are major blackmarkets that supply just about
Major Market: anything you can imagine. And probably a few you can’t. (You get +2 Illicit Goods Trait.
You do not have to take a resource deficit, this stacks with Light and Medium Markets)
(Requires Major Market) This is the ultimate expression of free trade. Anything and
everything can be found this cloaked superfacility is a point of pride for Crimeocracies.
Black Market Ring:
(You get ALL Illicit Goods except Slaves, Pleasure Slaves and Illegal Test Subjects. This
overrides all the ones before it.)
Those in High Places:

You have blackmail material on some individuals of significance, influential individuals.


You can, infrequently, call off or misdirect another players attempts against you, or
Dirty Secrets:
someone else even. This cannot work on any significant fleet action however. Common
sense required.
You’ve managed to buy off the lowest level sons-of-bitches in a nations law and
Police, we OWN
enforcement authorities. Your goods are much harder to intercept than would normally
the police:
be the case.
You, through whatever means, have managed to get an influential individual quite deep
in debt. The sort of debt that has him/her/it worrying about the chances of a
You owe us big:
battlecruiser appearing in orbit just waiting to collect. As such s/he/it is amenable to
giving out a few faked orders.
You have a firm protection ring running with many of the smaller companies, to the point
that arguing with you is considered to be death-bait. Of course it IS death-bait. (You can
Was that the fine
only apply the effects of this trait to a maximum of three nations. Its effectiveness is
china?:
reduced with each consecutive nation.) This leaves you with the ability to re-assign one
of their trade resources to yourself.

Piracy:

Hi ho hi ho on your Your pirates are enthusiastic boarders. And quite talented too.
ship we go!:
Fi fi fo fum you Your pirates have managed to procure the rare Ion weapon technology. Your special
aren’t gunna run!: Pirate ships may equip the Ion class of weapon.
A small transmitter unit with the IFF codes of a much larger civilian vessel. Useful for
The Crybaby: either attracting a good Samaritan into an ambush. Or getting the fuzz away from your
position so you can run for it. Somebody call the waaambulance.
In space nobody Well if we wanted to be technical nobody can hear you over the broadwave MR-433
can hear you Electronic Jamming Suite. Manufactured by Take-and-Holdem Corporation for your safe
scream: pirating needs.
Your Pirates don't appreciate anyone interfering with their jobs. Or more specifically,
their 'divine right' to pirate. With little effort they can conquer and subjugate other pirate
Hostile Takeover:
organisations with next to no effort and use them for their own purposes like puppets on
a string.

Strategic/Tactical Developments:

In civilian parlance this tactical development has long been known as “fuck fuck runaway
“Tactical Retreat” runaway” and when things get too hot and heavy for a Crimeocracy with this trait that
exact tactic is the one implemented.
Now now, is that In times of dire emergency nothing works quite so well as pulling in a few favours with
any way to treat a some people with over-sized gambling debts who have over-sized amounts of influence
friend? with the political parties in charge.
Oh look, a white flag factory! When push comes to shove surrendering seems as good as
We surrender?
anything else. Provided that the enemy is of the sort who’d give a shit.
Make a call. It’s time to call in some favours. Used when a little extra... muscle... is needed... like NOW.
CRIMEOCRACY COLONISATION LIST:

This List details the worlds that a Crimeocracy Nation can colonise, and for what prices, and how much IP they
provide to spend on your starting military.

 Black Market Ring (max: 1, requires Black Market Ring Trait.) Automatic with Black Market Ring
Trait.
 Primary World
 Colonial World
 Pleasure World
 Ecumenopolis
 Pastoral World
 Research Station
 Fringe World
 Industrial World

CRIMEOCRACY FLEET LIST:

Nation: Heavy Frigate


Smuggling Boat Chase Frigate
Pirate Gunboat Battle-Rider
Mobile Black Market Light Destroyer
Pirate Cruiser Fast Destroyer
Black Q-Ship Medium Destroyer

Launchcraft: Defence Ships:


Scout Drone Minelayer
Fighter Drone Monitor
Light Fighter Q-Ship
Medium Fighter
Heavy Fighter Capital Ships:
Super-Heavy Fighter Light Frigate
Light Bomber Fast Battleship
Medium Bomber
Light Gunship Carriers:
Medium Gunship Escort Carrier
Heavy Gunship Pocket Carrier
Super-Heavy Gunship Light Carrier
Fast Carrier
Escort Ships: Medium Carrier
Light Cutter Heavy Carrier
Medium Cutter Super Carrier
Heavy Cutter
Light Corvette Special Ships:
Medium Corvette Light Transport
Heavy Corvette Medium Transport
Light Frigate Heavy Transport
Medium Frigate
CYBERNETICIST
CYBERNETICIST NATION
Cyberneticist Nations are nations whose people are dedicated to their improvement of self at the cost of
discarding even their biological components with improved cybernetic components, by the age of 25 95% of
Cyberneticists will have replaced both eyes, no fewer than two limbs and of those 40% will have in fact
replaced all their limbs.

These are people driven to perfection even at the cost of their own bodies, perhaps one day they will become
fully machine, though it is doubted. But for now they are driven to improve themselves whether simply to make
life or work easier it doesn’t matter.

Cyberneticist FTL: Kraken Drive. The Kraken drive is a bizarre drive that somehow taps into a natural quark
network. When engaged the Captain has mere minutes to select the correct path to his destination by drone
from the several to several dozen potential paths presented to him. If he makes the wrong choice there is no
telling where he might end up. This can, if used in an emergency, leave the Cybernetic Fleet scattered across
space as Captains rush their decisions in their haste.

Cyberneticist Sublight Drives: Fusion Drive

Nation Trait Basic: Well Connected: Cybernetic societies may seem quiet to some the silence of their voices
standing out more than those speaking. But to a Cyborg of those people life is full of digital noise, everyone is in
contact with someone at some point in time.

Nation Flaw: Rusty Bucket: Not only do Cybernetics have to worry about cuts, infections, sores etc, they have
to worry about rust, static and other feedback. If you see a Cyber with a ‘nervous tick’ either he has a nervous
tick or his ocular implant is shocking his nervous system due to some system failure or another.

NATION TRAITS:

Personal Modification Traits:

The Cyberneticists practice extensive modification of their soldiers beyond the norm
Extensive Combat
doing whatever they deem is fitting to increase the combat capability of the Cyborg
Modification
soldiers within reason. This leads to a ‘better soldier’.
The potential for infection, rust and other problems is a matter of some concern for the
Durability
Cyberneticists, with this trait the technologies have been improved to offer greater
Upgrades
resistance to these issues.
The Cyberneticists are more closely connected with their machinery than is considered
Deep Interface natural. Their interface with technology is seamless and it would take a miracle worker
to divine the difference between man and machine in many cases
Modular The Cyberneticists are more careful and design for modularity, sure an implant is useful,
Modifications but it is far better if it is designed with versatility in mind.
Built for Task Traits:

Cyberneticist soldiers often have lighter weapons build into their bodies, whether in the
Built-in Weaponry
arms or shoulder the location is irrelevant.
The Workers often are funded by the companies to have replacement limbs specially
Industrial Tool tooled to their workplace installed, this makes them more productive, though it does
Implementation have negative social connotations suggesting that the company “owns” that particular
Cyborg. Company Brand installs do that you know.
A highly dangerous procedure this goes into the forbidden branch of altering a
Knowledge candidates brain, this procedure has a near sixty percent mortality rate. However if
Upgrades successful the candidate’s brain is enhanced with computers with pre-installed
knowledge banks.
Prisoners are a blight on all nations, and dealing with them can be difficult, expensive
and ultimately unproductive for many nations either leading to an overly expensive
Servitor
execution due to legal process or them going free and re-offending. Cyberneticists simply
Production
turn them into Servitors. Productive, cheap and no chance of doing anything of their own
volition ever again.

Unified Defence Traits:

The Cyborg Defence uplink is a mass integrated communications network hardened


Defence Uplink against attack leaving it largely untouched and even well protected against weapons like
Enslaver Ion Cannons.
A Cyborg whose limbs are mostly replaced with delicate sensory equipment, whether for
Sensor Cyborg
civilian surveys, sciences or military purposes it doesn’t matter in the end.
The Cyborg interconnectivity allows a far faster response time than might be
Rapid Response traditionally expected, this means that an attacker can often find himself combating
Cyberneticist relief forces that they didn’t even know were coming.
When push comes to shove go digital, the Cyberneticists are good when it comes to
Digital Invasion electronic warfare. They just better make sure they’re on the winning end of the
exchange or they might find themselves choking themselves to death.

Strategic/Tactical Developments:

Enemy prisoners have long posed a logistical problem for the enemy. For some races or
nations this is less of a problem. But Cyberneticists with this trait simply use prisoners as
Cyber Detonators
another weapon, by replacing a few kilograms of internal organs with high explosives
remote wired to detonate in enemy lines they just send em right back.... to hell.
Each element of a machine must be perfectly aligned with the rest, or as closely as to
Integration seem perfect, in order to operate correctly, the Cyberneticists have taken this to include
Methodology the users whose mental architecture is upgraded to allow for a better cohesion with the
tools that they are expected to be operating.
*Requires: Defence Uplink, Servitor Production.) Unity on the battlefield is important,
very important. And so those with the Defence Uplinks and Servitor Production many
Fight as One have seen fit to combine them, infantry units are made up of servitors mentally
controlled by a Squad Leader, vehicles whose crews are Servitors slaved to the
Commander. This leads to a more effective fighting unit, but an uncreative one.
The Cyberneticists with this trait consider the machine equal to flesh and blood and
refuses to leave even machines behind in their efforts, they will attempt at all times to
Leave no Machine take their technology and machines with them, and where this is not possible they will
Behind. commit to attempting to hide it, if this is not possible they are “destroyed” to protect the
Cyberneticists technology base and out of “mercy” for the machines that would
otherwise be abused by invaders.
CYBERNETICIST COLONISATION LIST:

This List details the worlds that a Cyberneticist Nation can colonise, and for what prices, and how much IP they
provide to spend on your starting military.

 Cybernetic Hive
 Primary World
 Colonial World
 Resource Colony
 Research Station
 Penal World
 Pleasure World
 Industrial World

CYBERNETICIST FLEET LIST:

Nation: Defence Ships:


Regenerative Frigate Mantlet
Regenerative Destroyer Minelayer
Regenerative Cruiser Monitor
Cyber-Fighters Q-Ship
Cyber-Bombers
Capital Ships:
Launched Craft: Medium Cruiser
Scout Drone Heavy Cruiser
Fighter Drone Battlecruiser
Light Fighter Battleship
Medium Fighter Heavy Battleship
Heavy Fighter Mauler
Super-Heavy Fighter
Light Bomber Carriers:
Heavy Bomber Escort Carrier
Light Gunship Pocket Carrier
Medium Gunship Light Carrier
Heavy Gunship Fast Carrier
Medium Carrier
Escort Ships: Heavy Carrier
Medium Cutter Super Carrier
heavy Cutter
Heavy Corvette Special Ships:
Medium Frigate Medium Transport
Strike Frigate Heavy Transport
Chase Frigate Bulk Transport
Fast Destroyer
Heavy Destroyer
Assault Destroyer
DESPOILER
DESPOILER NATION
Despoiler Nations are generally regarded as evil by most beings. They have no regard for the environment
whatsoever and either instinctively or deliberately set out to basically ruin their own environments to the zone
where they feel comfortable, how this state of being came about nobody knows. The only definite fact is that
environments do not survive a Despoilers attentions.

Despoiler FTL: The Thunderer Drive is a unique and interesting drive. In many ways it is similar to the
Warlord’s Hyperdrives, but such is the velocity a vessel comes to a stop and leaves that it is in no danger from a
Gravity well. Furthermore the triggering of the drive releases a radiation wave of Gamma rays. This is not a
healthy occurrence for the enemies of the Despoiler.

Despoiler Sublight Drives: Antimatter Drives

Nation Trait Basic: Poisoned Worlds: Despoiler worlds, even their agricultural worlds are barely fit for living
upon no matter what the species preferences, this has led to worlds that people are generally unwilling to fight
over or attempt conquest of, and in fact by its very nature makes it that much harder to actually do if they want
to.

Nation Flaw: Poisoned Worlds: Though the Despoilers are largely immune to their own products their planets
and environments are not. The Despoilers may take no food surplus traits at any time and may in no way gain a
surplus of food.

NATION TRAITS:

Corruption Traits:

Your nation sends in cult infiltrators to spread dangerous anarchic cults amongst target
Cult Infiltrators:
nations. (Spymaster Nations are Immune to this Trait.)
Your merchants play up to the underworlds seeding drugs, dangerous and otherwise
across the galaxy as your people know it. These drugs can range from simple marijuana
Drug Habits!: analogues to drugs harvested from the cranial fluids of sentient creatures. The harder
to acquire and better the buzz the better the price. After all, what do you care if a few
hundred thousand sentients die, you have your profits.
Basically orgies. But orgies in which your people infect the targets with mutagenic
genes, such effects may take years or only months to manifest, but once it takes effect
Mutagenic Parties:
there is a steady degradation of their genetic code. Eventually the degredation renders
them sterile.
For decades, and longer, the “loonies” raved about contrails and how they were filled
Pollution is bad with poisons, toxins and control agents largely discrediting themselves in the process
mmkay? while others mocked them. The Despoilers took those loonies, gave them government
grants and demanded they make it happen.
Atmospheric/Flora-Fauna Perversion Traits: Taking any of these traits allows the Despoiler to use the
“Bio-warfare Ship Class”

Spores that change the biosphere of a world for the worst, increased chances of
Mutagenic Spores: Cancers, increases in flesh-eating viruses and all manner of other horrors. At its tamest
the Biosphere will become extremely dangerous for sentients.
Mutagens to increase the number of aggressive DNA markers in native life. Previously
Increased
herbivorous animals might turn on their owner tearing it apart with their teeth and
Aggressor Markers:
consuming the flesh are all signs of IAMs.
This is a strange trait, it doesn’t actually collapse the gene-pool, none of its alterations
Genetic Collapse: should result in extinction, however it does mean the most undesirable genetic markers
become pre-dominant. You can guess.
The Despoilers deploy a series of mutagens or gasses that accelerate flora growth in a
Hyper-Flora hyperactive state, similar to the mutagenic spores this causes the life to become
dangerous, poisonous thorns, entangling vines etc.

Radiation Weapons Traits: All radiation weapons take a single Weapon Battery space unless specified
otherwise.

Takes two Weapon Battery Spaces, the Broad Wavefront Projector fires a concentrated
Broad Wavefront
burst of radiation in, as its name might suggest, a broad wavefront, this weapon cannot
Projector:
miss its target but it does only a single weapon batteries worth of damage.
A laser that ignores armour and hulls to kill anything organic about the target. However
X-Ray Laser:
it cannot pierce shields. Period.
A radiation weapon similar to the X-Ray Laser but much broader in its effect, however
Gamma Burst: it doesn’t bypass the hull or armour and due to this shields and armour must BOTH be
compromised before this weapon can do damage.
A planetary bombardment weapon used by Despoilers when such measures must be
Gamma Soak: taken. A projector that soaks the groundside target in gamma radiation. Everything
underneath its soak dies.

Strategic/Tactical Developments:

The Despoilers can be driven to a point where their fancy and advanced methods of
spreading misery aren’t optimal. In such cases the mutagens, genetic weapons, radiation
Forget Fancy
sprayers etc are all shelved in favour of simply deploying fun products like mass nerve
agents, anthrax-d and other high-lethality weapons.
When push comes to shove the Despoilers just don’t care. If they’re boarded or their
Mass Exposure cities are about to be taken, or just about anything like that, the Despoilers will just drop
all the shielding on their reactors flooding the local area with lethal radiation.
Nothing is quite as much fun as disguising a number of bio-warfare cruisers as an aid
Aid Convoy convoy moving to ‘help’ a planet cure itself from biological weapons, often actually doing
so while instead seeding the atmosphere with much slower and more subtle bioweapons.
The Despoilers simply cannot comprehend any warfare which doesn’t involve dumping
Damned if we do,
massive amounts of bioweapons, chemicals, radiation and other contaminants into the
and what do you
enemy worlds atmospheres. As such an enemy can find himself fighting a serious
mean ‘we don’t’?
defensive action trying to stop them doing just that.
DESPOILER COLONISATION LIST:

This List details the worlds that a Despoiler Nation can colonise, and for what prices, and how much IP they
provide to spend on your starting military.

 Toxic Wasteland
 Primary World
 Colonial World
 Fringe World
 Resource Colony
 Industrial World
 Research Station
 Ecumenopolis
 Fortress World

DESPOILER FLEET LIST:

Nation: Medium Corvette Battlecruiser


Gas Drones Heavy Corvette Grand Cruiser
Biowar Destroyer Light Frigate Fast Battleship
Biowar Cruiser Medium Frigate
Radiation Bath Strike Frigate Carriers:
Plaguebearer Battleship Chase Frigate Escort Carrier
Battle Rider Pocket Carrier
Launched Craft: Light Destroyer Light Carrier
Scout Drone Fast Destroyer Fast Carrier
Fighter Drone Assault Destroyer Medium Carrier
Medium Fighter Heavy Carrier
Medium Bomber Defence Ships: Super Carrier
Heavy Bomber Minelayer
Medium Gunship Monitor Special Ships:
Heavy Gunship Q-Ship Light Transport
Medium Transport
Escort Ships: Capital Ships: Heavy Transport
Medium Cutter Light Cruiser
Heavy Cutter Medium Cruiser
DESTROYER
DESTROYER NATION
Destroyer Nations are even less inclined than Despoilers to preserve environments, however they do not
poison their own or their enemies. The Destroyers simply use the most firepower they could possibly bring to
bear in order to get the job done. Which wouldn’t be so bad if they weren’t so damned good at it.

Destroyer FTL: Blastdrive. This drive is similar, again, to the Hyperdrives used by Warlords. However this one
is extremely dangerous. When one notices that no Destroyers travel in close formation they will realise why
when the vessels engage and emerge from their jumps. A byproduct, deliberate or no, is a release of
considerable amounts of antimatter particles into the immediate space. While most go inert for some reason
soon after, anything immediately near is in great danger. And Destroyers are known to engage their drives if
surrounded for just this effect.

Destroyer Sublight Drives: Antimatter Drives

Nation Trait Basic: Siege Experts. When it comes to planetary bombardment there is no equal to defend
yourself against Destroyer bombardments, whether artillery on the ground or ships in space is to fight a
desperate battle to overwhelm their defences and avoid being hit in turn because when their weapons hit they
hurt so much more than your own do.

Nation Flaw: Wasteful. Destroyers are very poor at the concepts of conservation of force, when they take
something there is usually very little of it left, vast tracts of resources can be found squandered and destroyed
by the actions to take it leaving the spoils of war for destroyers scant and hard to rebuild. If they even can.

NATION TRAITS:

Spinal Weapons Traits:

A powerful Siege Laser that can only be equipped on Fast-Battleships and larger. The
Siege Laser takes 100 weapon battery spaces. However it is capable of coring most
Siege Laser:
smaller ships in a single shot. More importantly it is pinpoint accurate. (Limit: 1 Per
Ship)
Take a one thousand ton spear of tungsten (or other metal) accelerate it through a
mass driver to .65c and watch the fireworks. Allows for the Special Ship type. “Siege
Spinal Mass Driver:
Driver” a Dreadnought class weapon that fits it. “ (You must buy Both Spinal Mass
Driver traits to receive the benefit.)
Six of the heaviest laser weapons short of a siege laser mounted into a single cycle-
Reaper Beams!: firing spinal mount. It allows a more continuous volley of fire against a target. It is
limited to Grand Cruisers and Larger, and takes 10 Heavy Spaces. (Limit: 2 Per Ship)
Unlike most Spinal weapons this isn’t a designated spinal weapon configuration,
instead fully one third of a ships firepower is fixed forward in a cone of destruction,
Forward Fire!:
no guided weapons may be included in this, as such a minimum of 1/3rd of a ships
weapons must be direct-fire.
Planetary Cleansing Traits:

Take a one thousand ton spear of tungsten (or other metal) accelerate it through a
mass driver to .65c and watch the fireworks. Allows for the Special Ship type. “Siege
Spinal Mass Driver:
Driver” a Dreadnought class weapon that fits it. “ (You must buy Both Spinal Mass
Driver traits to receive the benefit.)
A series of strange weapons designed to ignite the atmosphere of a planet into an
inferno. Unfortunately the technology has a 50% failure rate due to planetary
Atmospheric
atmospheric differences. These devices take 100 Weapon Battery Spaces and can
Incinerators:
only be fitted on Maulers. If it fails once on a particular planet it will fail every time
afterwards.
Allows you to take the Special Ship Type “Planetary Bombardment Ships” These
vessels have no defensive capacity except shields and can only fire upon a planet.
Nuclear Saturation:
However they carry enough Fusion weapons to destroy a continents ability to
support life.
This is related to the majority of a Destroyer fleet, instead of bringing what are
Combined Destruction: effectively superweapons to the table instead a fleet of ships is used to the same
level of effect, their combined bombardment efforts quite... admirable.

Counter Defence Traits:

Up to one battery on a warship per class may be replaced with a penetrator missile
Penetrator Missile bank. Penetrator missile banks ignore shields entirely even if they do have to
Banks: contend with point defence first. (EG: A Gunship could have one, a Mauler could have
fifteen.)
A weapon designed to fire alongside standard Laser Batteries, these weaken a
EMP Co-axial Laser: targets shields allowing the high powered laser weapon to penetrate and do the
damage directly to the hull.
It isn’t quite as literal as that but your nation tips its projectile weapons with a
Antimatter Tips:
unique compound that renders armour useless to the following shots.
The Destroyers are experts at destroying the defence of an enemy ship, and how
Get their Shield
better to do that than use their sensors to find the weak points of a shield grid to
Resonance Frequency:
exploit and bring down in the most effective, and fastest, manner possible.

Strategic/Tactical Developments:

For most people lacking an economy of force, and knowledge of how to use such to the
Zero Economy of maximum possible benefit is a severe disadvantage. But for the destroyers with this trait
Force: without it they simply hurl a fleet at the enemy to bring their destruction about sooner in
a massive display of force... one the enemy can’t help but appreciate... for a few moments.
(Cannot take without the “Relativity is a Bitch” trait.) The Destroyers combine superior
speed with superior destruction in this display sending a small task force to make what is
Thunder Run:
called a Thunder Run, a straight run deep into enemy territories hitting exposed and
vulnerable targets and getting out of dodge before the enemy can do shit about it.
“A Nation does not survive by setting an example for others, it survives by making
examples of others.” The Destroyers do not handle things gracefully, as such when they
Examples:
are attacked the do not retaliate with similar force, they retaliate with overwhelming
force, usually with an assault on a planet.
Defeat is not something that a Destroyer takes well, and those with this trait take it less
Scorched World well than others and if defeat looks certain they’ll begin committing to destroying
Policy: anything and everything of value that might remain behind.
Including the Civilian Populace.
DESTROYER COLONISATION LIST:

This List details the worlds that a Destroyer Nation can colonise, and for what prices, and how much IP they
provide to spend on your starting military.

 Testing Grounds
 Primal World
 Colonial World
 Resource Colony
 Industrial World
 Fortress World
 Research Station
 Penal World

DESTROYER FLEET LIST:

Nation:
Gigadeath Bomber Defence Ships:
Siege Ship Minelayer
Siege Driver Monitor
World Burner Q-Ship
Planet Cracker
Capital Ships:
Launched Craft: Heavy Cruiser
Scout Drone Battlecruiser
Fighter Drone Grand Cruiser
Light Fighter Battleship
Medium Fighter Heavy Battleship
Heavy Bomber Dreadnought
Super-Heavy Bomber Superdreadnought
Medium Gunship Mauler
Heavy Gunship
Super-Heavy Gunship Carriers:
Escort Carrier
Escort Ships: Pocket Carrier
Heavy Corvette Light Carrier
Heavy Frigate Fast Carrier
Strike Frigate Medium Carrier
Battle-Rider Heavy Carrier
Light Destroyer Super Carrier
Fast Destroyer
Medium Destroyer Special Ships:
Heavy Destroyer Medium Transport
Assault Destroyer Heavy Transport
Assault Destroyer Bulk Transport
ECONOMIST
ECONOMIST NATION
Economist Nations are those nations whose industry and effort is devoted entirely to the procuring of money.
They engage in almost only trade and their fleets are well designed to protect their trade assets, if it weren’t for
the fact their trade assets are magnets for those who want to take their wealth.

Economist FTL: LaGrange Drive. The LaGrange drive, obviously enough, requires LaGrange points to work. A
vessel with a LaGrange drive must travel to the nearest Lagrange Point capable of holding the vessels forward
width whereupon it can open a connection to the “LaGrange” network to other similar sized LaGrange Points in
local space. The vessel then transit those tunnels to its destination. It’s just a pity about the dangerous travel
times between destination and LaGrange Points.

Economist Sublight Drives: Fusion Drives

Nation Trait Basic: Wealthy/Moneybags: Your nation is wealthy beyond most nations wildest dreams.
Affording what you need is not difficult for you and is never an issue, of course Capacity and will to do so still is.
But when it comes to trade you have an immediate advantage.

Nation Flaw: Big red target: With great wealth comes the great realisation that everyone wants to take it from
you. You can and will find yourself the target of every two-bit scammer, thief, pirate, confidence trickster and
con artist.

NATION TRAITS:

Market-Engineering Traits:

If freighters were warships, you'd blot out the stars with your fleet. You still do, but
Cargo Cultist:
there's less gunfire involved.
You remember all those times you beat up a boss and suddenly the castle collapsed?
Load-Bearing State:
Well, you're kind of like that to the galactic economy.
You manipulate the market like a concert virtuoso. If you have too much food being
Controlled Trade: produced you force the producers to cut down, or dump quantities of it as rubbish.
Everything is to maintain profit and stability. But it can create unrest.
You can quickly alter production to fit the supply and demand of an evolving market
Tailored Trade: in a way few others can. As such your people rarely want for consumer products,
and more importantly it gives you an edge on breaking into foreign markets.

Trade Relations Traits:

New Hollywood: A cultural centre of the galaxy. Everyone who's anyone has made their fame here.
You have no qualms about letting others into your own markets in order to get your
Accomodating:
foot into theirs After all you know you’re better at it than they are.
Your people are good at convincing others that trade with you is a good and
Convincing
necessary thing. Of course they could tell you to fuck off anyway but its not the most
Economists:
likely outcome.
This is a difficult one to RP, but the fact is that your nation has a talent with rarities.
Rarities Market: Just hope that the previous owners relatives or descendants are the ones you find
because while you call it a Rarities market they call it grave-robbing.
Corporation Traits:

Free Market The nice thing about a corporate state is there's profits for everyone. The not so nice
Boomtown: thing is that you have to go back to your cubicle now.
Small business is no competition for your highly aggressive corporate markets.
When they spring up the Corporations stomp them into the soil and grind their
Corporate Takeover:
bones into forfeiture papers. This can leave even Alien markets exposed to the
Corporate hostility.
Interstellar Stocks You can introduce the concepts of an inter-species Stock Market with some
Market: reasonable expectations of success. And your nation plays the Stock Markets well.
When push comes to shove the nation isn’t afraid to engineer a market for their
goods, with some skill they can create the market conditions they need.
Market Engineering: (For up to two nations they may turn one “trade good” that is not a surplus or deficit
into a deficit, however the Economist MUST attempt to open trade to fill that deficit
with a surplus of their own.)

Strategic/Tactical Developments:

When attempting to win a victory an Economist will rarely turn to direct force, they
lack the skills required to win against most other nations without aid, instead they
Blockade!:
can opt to Blockade an enemy planet whose resources are required by their nation
thus cutting them off (mostly) from trade with the rest.
(Costs 3 Nation Trait Points) Blockades have one problem, they can be intercepted
and stopped by force. But with Trade Sanctions the Economist can convince most
Trade Sanctions: “Legal” nations to refuse to trade with one specific nation.
(Crimeocracies, Hunters are not required to obey Sanctions)
(Does not effect Illicit Goods)
In times of great need the Economist can often do a “free giveaway” where they take
FREE GIVEAWAY: a set of goods and declare free trade of those goods for a limited time, provided the
nations taking advantage sign a contract for regular trade of that good afterwards.
t

ECONOMIST COLONISATION LIST:

This List details the worlds that a Economist Nation can colonise, and for what prices, and how much IP they
provide to spend on your starting military.

 Marketworld
 Primary World
 Colonial World
 Ecumenopolis
 Penal World
 Resource Colony
 Industrial World
 Pleasure World
ECONOMIST FLEET LIST:

Nation: Defence Ships:


Mobile Drydock Mantlet
Mobile Construction Ship Minelayer
Mobile Market Q-Ship
Market Escorts
Economic Defense Dreadnought Capital Ships:
Light Cruiser
Launched Craft: Medium Cruiser
Scout Drone Heavy Cruiser
Fighter Drone Grand Cruiser
Light Fighter Fast Battleship
Light Bomber Dreadnought
Light Gunship
Medium Gunship Carriers:
Heavy Gunship Escort Carrier
Pocket Carrier
Escort Ships: Light Carrier
Heavy Cutter Fast Carrier
Medium Corvette Medium Carrier
Heavy Corvette Heavy Carrier
Light Frigate Super Carrier
Heavy Frigate
Chase Frigate Special Ships:
Fast Destroyer Light Transport
Heavy Destroyer Medium Transport
Heavy Transport
ENSLAVERS
ENSLAVER NATION
Enslaver Nations are also often considered evil, they are not interested in the material wealths of minerals and
technology, though they do have such, no, they consider wealth to be the ownership of property, living
property. They have thus become experts in the art of raiding and taking living sentient property. They are not
largely popular with the more “freedom” loving species, but their trade is well valued by those of a more murky
moral compass.

Enslaver FTL: Ripper Drive, the Ripper drive is an angry technology. It doesn’t exploit any holes in the
universe. It creates them Cones of Force literally drill open the universe and thrust the ship through the gap
where it tunnels through the underlying structure of the universe to its destination. This is relatively safe and
fast. It is even quite stealthy if they emerge behind a planetary body. But the Drive is not entirely safe. It
releases radiation during the journey, and as such the Slavers cannot spend too long within its confines.

Enslaver Sublight Drives: Antimatter Drives

Nation Trait Basic: Quiet Property Acquisition: The acquisition of slaves is a critical part of the Enslavers
nature. As such they have refined it to an art, sometimes they will trade with other nations for the occupants of
prisons, or the criminal underworlds for access to the slums to take their prizes, but most especially they are
skilled at taking their precious commodities from other ships and conceal their involvement in the deed.

Finders Keepers: There is nothing quite so sad as a stranded ship in space, especially when there are Enslavers
about, they are excellent at reaching ships in trouble and bluffing its airlocks open to let them aboard to take
their fill. In short, the Enslavers are EXCELLENT at taking advantage of a situation where they might get a few
more warm bodies.

Nation Flaw: Potential Rebellions: When invaded by a clever invader the Enslavers can find their most poorly
“enforced” slaves rising up to aid the invaders against their oppressors. Up to forty percent of the
“merchandise” are likely to do so as the tools that typically keep them suppressed are inadequate in the case of
invasion.

Pariah State: Those more ‘honourable’ or just plain out civil nations often find Enslavers distasteful in the
extreme. This could be because they’re frequently the victims of Enslaver attacks. But really... This means that
the more honourable nations view the Enslavers negatively. (Economists, Industrialists, Scientists, Pacifists,
Environmentalists, Isolationists and Psychic Hives.) None of these nations can voluntarily enter a nation-level
agreement of any kind except a non-aggression pact.

NATION TRAITS:

Disabled Parking Traits:

The Enslavers have access to massive stun weapons. Frightening things that can be
Mass Stunning: mounted on ships and fired at other vessels to expose them to boarding by the
Enslavers for capture.
Coupled with stun weapons the Enslavers can choose to take the Ion Storm which
Ion Storm: gives them access to the Ion weapons tree to disable enemy shields and systems
with barrages of EM energy.
This grants every Enslaver Ship a set of claws and a “mouth” the vessel grabs onto
Boarding Claws: the enemy craft with the claws and the ‘mouth’ bores into the hull of the enemy ship
allowing the Slavers to board and take people at will.
The Enslaver begins a boarding action with the release of gasses designed to knock
Gaseous Welcome: out anything with an oxygen-based respiratory system. Of course, while effective, it
isn’t perfect. But it gets a better and more efficient coverage than Stun Cannons.
The Enslavers pretend to be a vessel in distress, often using the wreckage of a larger vessel to
hide within, often bringing the pieces to the ‘ambush site’ and broadcasting the wrecks codes
Bait and Switch: and identifiers. (Sometimes going so far as to register new, fake, ones to do this.) They then
play ‘crybaby’ to draw ships close enough. After which they begin trying to take the good
Samaritan and slap a collar around their necks.
Obedient Minds Traits:

The nanospider is a small fibrous bundle of nanofibres, deployed it would resemble


a spiderweb which is where it earned its name. This is an expensive procedure that
increases a slaves worth from 100 credits to one million credits. The surgery opens
up the Slaves skull and deploys the nano-spider where their existing mind and
The Nanospider: personality are erased in entirety and unable to ever be recovered. Once done the
Nanospider imprints the mind with a new designer-slave personality, these slaves
are particularly valued for high importance assignments involving total silence, but
expendability, these slaves cannot be rescued or cured. The Nanospider is removed
once the new personality is implanted its work done. It also has a 10% lethality rate.
“BOOM HEADSHOT!” Nothing keeps a slaves mind more focussed than the
knowledge he’s wearing a steel collar that weighs six pounds of which five pounds
Blasting Collar: are the explosives designed to blast the Slaves head from his shoulders should he
prove difficult or try to escape... or escape the knowledge that if he tampers with it
his head, and those of five slaves closest to him burst too.
The Slaves are kept docile and obedient by a volatile mix of drugs designed to
Drugged to the suppress the mind and open susceptibility. These suppress everything, personality,
Eyeballs: willpower, instinct, sex drive even the need for food and drink. As such they have to
be instructed to eat and drink. Or they’ll forget and die.
Sometimes a Slave leaves the pens and comes back later, pale, unfeeling and empty
inside, as if their soul had been struck from their body. These slaves, the soulless, are
Promise of Horrors
so empty in mind body and soul that it can be sensed by other slaves. And whenever
Unknown:
a slave becomes too problematic he is taken away only to return empty. Soulless.
Incentive for obedience no?
Sometimes the Carrot works better than the stick, for a male slave this can be the
promise of fornicating with the female slave of his choice, or being permitted three
Reward is motivating: times his rations. For a female slave it can be the promise of not having to spend a
night flat on her back until she was either pregnant, dead or sold. Or for both it could
be the promise of ‘favour’ from their master.

Assault Mastery Traits:

Attacks are preceded by attacks with Stun Grenades, Flashers, Sensory Overload
Stun Grenades: Ordnance etc. As such most defenders, be it on a planet or a ship, can find his
defenders disoriented, down or even completely unconscious before the charge.
Few, if any, are more skilled at boarding than these. Not because of any inherent
Boarding Masters: biological ability. But because the Slavers are trained not only to breach the target.
But to capture as many alive as possible when doing so.
The Enslavers are prepared to literally rip through the walls to get to the “produce”
Rending Claws: and as such their armour is typically equipped with what they call “rending claws”
they are designed to tear through thin armour and hulls. Doors etc.
The Enslavers are equipped with a weapon they call the Magma beam. This is for
those moments when a Blast Door just happens to get in their road. This is a slow-
Take out the Blast
firing plasma cannon often mounted on the shoulder of a trooper who is the
Door:
designated “Plasmacaster”. It might risk the cargo. But so does leaving the door
intact.
Strategic/Tactical Developments:

There comes a time when the Enslavers will have a slave rebellion, under most
circumstances it is not an issue and the slaves are suppressed and put down, but in
The Final Solution:
circumstances where the slaves are receiving outside aid it is then where the
Enslavers enact protocols to simply exterminate all the slaves.
Not all Slaving is so simple as just waltzing in and taking what you want, no, for
some, even many, it is far wiser to attack a ship and leave it crippled its alert beacons
Vultures:
screaming after its crew and passengers are caged, then laying in wait for rescuers
to come and take them too.
For most Enslavers simply taking whoever they wish is a simple solution to the
procurement of product, for others however they have another tactic, instead of
Slave Shopping:
traditional methods they complement them by sending Slaving missions to Penal
Worlds of other nations, or even just to prisons to outright purchase slaves.
The Enslavers simply attack with overwhelming force in a manner not normally
associated with their kind, this is devastatingly effective and few can deny the
Shock and Chains: overwhelming results of such an action as anything less than what they are. While
the response is probably in return powerful none can deny the effectiveness of this
method for taking masses of slaves.

ENSLAVER COLONISATION LIST:

This List details the worlds that a Enslaver Nation can colonise, and for what prices, and how much IP they
provide to spend on your starting military.

 Slave World
 Primary World
 Colonial World
 Pleasure World
 Resource Colony
 Industrial World
 Fringe World
 Ecumenopolis

ENSLAVER FLEET LIST:

Nation: Escort Ships: Capital Ships:


Raider Light Cutter Light Cruiser
Ripper Medium Cutter Medium Cruiser
Harvesting Battle-rider Heavy Cutter
C.L.A.W Light Corvette Carriers:
Harvester Medium Corvette Escort Carrier
Heavy Corvette Pocket Carrier
Launched Craft: Light Frigate Light Carrier
Scout Drone Medium Frigate Fast Carrier
Fighter Drone Strike Frigate Medium Carrier
Light Fighter Chase Frigate Heavy Carrier
Medium Fighter Battle-Rider Supercarrier
Heavy Fighter Fast Destroyer
Light Bomber Medium Destroyer Special Ships:
Medium Bomber Assault Destroyer Light Transport
Heavy Bomber Meidum Transport
Light Gunship Defence Ships: Heavy Transport
Medium Gunship Minelayer Bulk Transport
Heavy Gunship Q-Ship
ENVIRONMENTALIST
ENVIRONMENTALIST NATION
Environmentalist Nations are the result of an environment conscious government rising, often from the ashes
of environmental abuse that nearly led to self-destruction. Rising from those ashes in a manner almost
completely opposed to their old ways conservation of environment, any, is first and foremost in their minds
and resource exploitation is so miniscule as to barely register, however they can and will exploit resources on
non-life-bearing worlds in order to protect those worlds that do in fact bear life.

Environmentalist FTL: The Slip-Point drive is a warpspace twisting. The engaging of the Slip-point drive is
quite visible and puts out a lot of light. But it twists the light and directions making tracking the vessel
impossible and guessing its destination a simple guess at best.

Environmentalist Sublight Drives: Solar Drives

Nation Trait Basic: Preservationists: Environmentalist worlds are almost pure examples of raw nature and
evolution at work almost entirely untouched by the outside universe, visitors are never permitted to the
surface, their ships never allowed to enter their atmospheres. As such almost all Environmentalist worlds are
beautiful green worlds and the morale of their people is high.

Lifegivers: Environmentalists are incredible at preserving and creating the conditions for life, this is reflected in
the incredible health of its peoples, and allows them to live longer than they otherwise might.

Nation Flaw: Resource Poor: Truthfully speaking they are not resource poor, however they cannot, and will
not, utilise those resources due to their mandate to protect the environment, as such they may not take
anything except Foodstuffs as a Resource Surplus and must take all metals as a Deficit.

Broken Environment: There comes a time for every Environmentalist nation where, sooner or later, they will
have a world or environment trashed by outsiders, this event is highly traumatic for the Environmentalists who
see a perfect work of nature destroyed, this can cause suicidal depression for those inhabiting such worlds.

Perpetual War: There are two nation types that the Environmentalists cannot exist in any state with except
war. Despoilers and Destroyers, such is their nature that no Environmentalist can tolerate their existence, and
while they may prosecute a “Cold War” instead of a literal meatgrinder war they are still compelled to a state of
war with those nations.

NATION TRAITS:

Environmental Preservation Traits:

Energy fields over cities, not designed to prevent contamination of the air and keep
Biosphere people safe but to keep all that harmful shit within it so that it doesn’t taint the
Containment: environment, in fact it is probably law that your citizens must undergo
decontamination before setting foot outside into the nature they love.
While this would benefit a living being of your nation it is not used that way, it is used
Biological
to protect the environment and better protect it against what little carbon footstep
Rejuvenators:
you leave behind.
In case of invasion or bombardment the biosphere has been tinkered slightly to
provide more resilient life, if invaded the very life and biosphere of the planet will
Resistant Biosphere:
turn against the invaders, in case of Bombardment life grows back so much faster as
to render the bombardment much more time consuming.
Sometimes protecting the environment means erecting a powerful energy shield
designed to keep out all that nasty stuff like Orbital Assaults, Rocks and harmful
Biospheric Shielding:
radiation. They can’t take a lot of damage, but hey, something is better than nothing,
right?
Alternate Energy/Weapon Traits:

You can create and sustain a form of pure ecologically safe fusion, and... for some
Solar Fusion:
reason... use it to produce solar power.
Your people despise any ecological damage to the point that they will not use actual
Gen-Select
normal weapons on a planetary surface but instead utilise targeted biological
Bioweapons:
weapons to cleanly and painlessly remove the enemy.
High power laser weapons more efficient than many peoples. However they are
Hi-Grade Lasers: expensive and hard to produce, they take twice the weapons battery slots they
normally would and do three times the damage.

Terraforming Traits:

From small algaes and insects to megafauna and pines the size of mount everest... ok
Rapid Growth the last two are exaggerated but not by far. Your people can terraform roughly three
Program: times as quickly, however for some years the life is unstable and dies far more quickly
until your nation can re-engineer their biological cycles back to an expected norm.
Your nation accelerates its Terraforming projects by simply re-engineering some
Biospheric
already existing specimens and samples and transplanting them from one world to
Transplant:
another. But it isn’t the most popular method as it lacks the... natural... flavour.
In times of need sometimes it is required to not just terraform, but repair the damage
Biospheric Repair: done before, damage that can seem almost impossible to repair, but with time and will
the Environmentalists can do it.
There are some times when a world is completely lifeless and without value, and
Planetary
sometimes there are those Environmentalists who with the knowledge and skill can
Resurrection:
spend years turning a once lifeless world into a lush and living place once more.

Strategic/Tactical Developments:

The Environmentalists move quickly, more quickly than they might otherwise be
politically, economically or military motivated to do so, in order to respond to an
Rapid Intervention:
incident where an Environment is at risk, this goes double for when Despoilers or
Destroyers are present.
(Requires: Gen-Select Bioweapons) As a preventative measure they
Environmentalists attempt to seed an atmosphere with Gen-select bioweapons to
Crop-Dusting:
kill off their enemies before they ever leave their ships, however this has only a
small success rate.
The Emergency Act is when one of the Environmentalists environments is under
thread of potential ruination, regardless of the threat, internal or external, the
The Emergency Act:
Emergency Act reassigns materials, supplies and ships to see off the threat whatever
it may be. They hope.
Isolation = Preservation, and so the Environmentalists decide to preserve the
environments by simply not interacting with them on any substantial levels and in
Preservation:
doing so restrict themselves to life in fully enclosed Arcologies in locations to
inhospitable for life on those worlds.
ENVIRONMENTALIST COLONISATION LIST:

This List details the worlds that a Environmentalist Nation can colonise, and for what prices, and how much IP
they provide to spend on your starting military.

 Gaia World
 Primary World
 Colonial World
 Nature Preserve
 Pastoral World
 Fringe World
 Pleasure World

ENVIRONMENTALIST FLEET LIST:

Nation: Assault Destroyer


Environmental Shield
Laser-web Projection Ship Defence Ships:
Orbital Grid Mantlet
Monitor
Launched Craft: Q-Ship
Scout Drone
Fighter Drone Capital Ships:
Light Fighter Light Cruiser
Medium Fighter Medium Cruiser
Heavy Fighter Battlecruiser
Super-Heavy Fighter Grand Cruiser
Light Bomber
Light Gunship Carriers:
Medium Gunship Escort Carrier
Pocket Carrier
Escort Ships: Light Carrier
Light Cutter Fast Carrier
Medium Cutter Medium Carrier
Medium Corvette Heavy Carrier
Heavy Corvette Super Carrier
Light Frigate
Heavy Frigate Special Ships:
Chase Frigate Light Transport
Light Destroyer Medium Transport
Fast Destroyer
HUNTER
HUNTER NATION
Hunter Nations are honour bound societies which have become the epitome of the hunt, they do not wage war
when it can be avoided but instead depend on many striking actions under the cover of stealth and cloaking
technology, the only oddity is that they do not consider their cloaking technology to be in violation of the code
of honour behind a “fair hunt” principle.

Hunter FTL: Shadowleap Drive, this drive is undetectable, period. It cannot be seen, tracked, followed or even
observed in operation. The downside. The vessel MUST leave the system and find a pocket of Darkmatter to
initialise the drive where it will then emerge inside another pocket of Dark Matter. Fortunately most Systems
have “Dark Matter Planetoids” some distance beyond the system that the cloaked Hunters can safely make their
way to and from.

Hunter Sublight Drives: Gravity Drives

Nation Trait Basic: Cloaking Device: A device that renders a vessel invisible to sensors and even the visual
spectrum. However at its most basic the system is a double-blind. While the vessel cannot be seen it also cannot
see. (NOTE: ALL Hunter ships are equipped with this device.)

Nation Flaw: Code of Honour: The problem with Hunters is that they live by a code of honour that basically says
if you fairly defeat the hunters coming for your ass you’re basically free and clear, of course that doesn’t stop
other hunters coming for you, but the Hunters will always treat their enemies with respect when earned, and
contempt when not.

NATION TRAITS:

Cloaking Traits: All cloaking traits require the Cloaking Device Trait first.

A set of recalibrated mil-spec sensors designed to pierce the double-blind effect of the
Cloak-Shape
Cloaking device. But the effect isn’t just localised, another vessel with Cloak-Shape
Sensors:
sensors can see any other vessel that is cloaked. (And within detection range.)
These allow a vessel to be out of sync with the universe, they can pass through solid
matter without much difficulty, but they cannot be mounted on anything smaller than a
Phase-Cloaking: cruiser and if there is any mass that intersects with the cloaked vessel when it decloaks
the massed area detonates in an antimatter explosion. This will also kill the cloaking
device.
This is not a popular technology. To defeat the sensor blindness of a basic cloaking device
the vessel routinely flickers its cloaking device. This will create momentary sensor ghosts
Semi-Blind Field:
that can disorient a foe but at the same time it only gives you snapshots on your sensors,
not reliable real-time data.
Opting for a less-powerful but more energy conservative ‘ripple field’ the cloaking effect
is spread over a field that fluctuates the effect over itself, this serves to conserve much of
Ripple Field:
the energy as the generators aren’t providing for a full cloak effect, this allows the Hunter
some degree of fire control and ability to fire upon the enemy in return.
Engine Traits:

An advanced FTL drive. It is ten times faster than anyone elses FTL drives, the downside?
The space-time “scream” effect. A noticeable Bow-Wake of Space-time that propagates
Scream-Drive:
even faster than the travel itself. While nobody could escape your reach they could easily
notice you were on the way and prepare.
You can replace one weapon battery slot per class of vessel ((EG: A Gunship could have
one, a Mauler could have fifteen.) with pursuit drives. Each of these boosts your
Pursuit Drives:
acceleration by 1 gee over the best anyone else can achieve. Literally. Of course you also
have that many less weapon batteries to play with.
Your drives are able to give ten second bursts at 20 gees. Any longer and you’d kill your
Punch-Drives: crew or burn out the drives. You can do this once every hour. This gives you the ability to
catch up a bit faster.
A single-use FTL drive based on the Shadowleap drive principles, single use because the
lack of a darkmatter pocket kills the drive after firing, and as it is the jump will be blind,
Escape Drive:
its effect will also disable the normal drive for two to three days depending on how fast
the crew works to repair it.

Blame-Mongers Traits:

Your people disguise their vessels as ones of other local groups and as they learn more
False-Flag
about that particular species fake more and more realistically, transmissions, voice,
Operation:
protocols etc are all within this trait.
Your diplomats and government cover up any discovered operations with well rehearsed
Diplomatic Denial:
and fluid deniability, only a spymaster nation could easily see past the deception.
Your diplomats don’t technically try and shift the blame for what your nation has done in
“But we had to!”: this one, instead they use some very clever operations work to convince the OTHERS that
the target forced you to do so in order to ... well satisfy something, survival, honour etc.
Your nations polities move quickly to cover up all signs, from recordings to physical
Cover-Up!: evidence, and if pushed hard enough, even to the point of Nuking a small colony to cover
all traces.

Strategic/Tactical Developments:

Using the Cloaking device cleverly the hunter convinces his target, be it ship or
Sensor Ghosts: person, that their sensors are in fact malfunctioning and glitching by playing his
cloaking device to create ‘sensor ghosts’.
When hunting one of the first lessons is how to follow a target without being
Trackers:
observed, it makes sense that the Hunters have refined this art to perfection.
With this trait the Hunters have managed to ensure that they will almost always get
First Strike: the first, and hopefully overwhelming, shots off in a battle. Of course they don’t
always, but it’d be a fair bet that they would.
Sometimes the prey is just a bit too big, tough and ready for your ass, and it is times
Enough is enough: like these that it just makes sense, hunter or not, to bug the fuck out of there before
it decides to lay a can of fuck you all over your ass.
HUNTER COLONISATION LIST:

This List details the worlds that a Hunter Nation can colonise, and for what prices, and how much IP they
provide to spend on your starting military.

 The Preserve
 Primary World
 Colonial World
 Nature Preserve
 Pastoral World
 Fringe World
 Research Station
 Resource Colony

HUNTER FLEET LIST:

Nation Light Frigate


Cloakshape Fighters Strike Frigate
Cloakshape Bombers Chase Frigate
Bloodtraker Division-Ship Light Destroyer
Hawkeye Spyship Fast Destroyer
Silent Night Medium Destroyer
Heavy Destroyer
Launched Craft: Assault Destroyer
Scout Drone
Fighter Drone Defence Ships:
Light Fighter Minelayer
Medium Fighter
Heavy Fighter Capital Ships:
Super-Heavy Fighter Light Cruiser
Light Bomber Fast Battleship
Medium Bomber
Heavy Bomber Carriers:
Super-Heavy Bomber Escort Carrier
Light Gunship Pocket Carrier
Medium Gunship Light Carrier
Heavy Gunship Fast Carrier
Super-Heavy Gunship Medium Carrier
Heavy Carrier
Escort Ships: Super Carrier
Light Cutter
Medium Cutter Special:
Heavy Cutter Light Transport
Light Corvette Medium Transport
Heavy Corvette
INDUSTRIALIST
INDUSTRIALIST NATION
Industrialist Nations are dedicated to massive industry, whether snowglobes and lounges to tanks and
starships production is all that matters, how they came to be is irrelevant, do they have a massive consumer
base that demands the products of industry? Or are they war-paranoid and feel that numbers are a substitute
for quality?

It doesn’t matter really as they WILL outproduce almost everyone.

Industrialist FTL: Shock Point Drive. The Shock Point Drive is powerful to say the least. Travel time is nearly
instantaneous but it is dangerous and energy consuming. Not the least because the crew of the vessel must be
in stasis when the ship arrives. When initiating the Shock Point Drive there is no Inertial Dampeners, as such
anyone not in stasis becomes a pretty red smear on the rear of the vessels walls. Of course if one were to
somehow get out during transit before emergence they would become a smear on the front half instead.

Industrialist Sublight Drives: Fusion Drives

Nation Trait Basic: Hyperproductive: The Industrialists are as the name might suggest, hyperproductive,
unlike other nations they definitely don’t have any days off and probably don’t stop operating at night either. As
such their production times are less than others might seem.

Nation Flaw: Resource Hungry: An Industrial nation consumes resources at a rate that quite boggles the mind,
they are considerably poorer for resources than many nations, not so much as a deficit as being unable to fuel
their industry at 100% capacity most of the time. (May only take half the normal allowable resource Surplus
and Deficits.)

Quality Control: Industrialists, due to the high-volume nature of their work do suffer in the quality department
and their ships and equipment is generally substandard to others. This can lead to all sorts of accidents as well
when a particularly poorly designed piece fails at just the right moment to be a major problem.

NATION TRAITS:

Megastructures:

Industrial Heartland: Tank factories stretch to the horizon and shipyards fill the night sky with waste light.
Your major planets have an orbital Station that rings the whole planet, this ring is an
Antimatter Ring:
Antimatter Production station for power sources.
Mega-Scale Shipyard: Your Shipyards are far larger than anyone elses. Period.
Large volumes of your population exist within a supercity that is in effect a single
Arcologies: monstrous structure. This gives you a more effective and immediate labour pool to
work with.
Industrial Automations:

Robotic Production Machines building Machines. Oh the Irony.


System:
Dangerous and unpredictable these factories reproduce themselves as well as what
Self-Replicating
they’re programmed to produce. Unfortunately they can quickly become self-aware
Factories:
and Rebel. But if they don’t they provide a significant advantage.
Defensive Von Neumann devices designed to defend against hostile action, unfortunately they
Reproduction: too can fall for the same error as the SR-Factories.
For many Industrialists who trade their goods to other polities steps must be taken to
ensure that said devices don’t end up turned upon them for any reason. As such
simple bombs or disabling devices are frequently included on traded items in the
Safety Switch/Bomb:
event such should occur. These devices are tamper-proof and usually placed in a
critical place so that in the event an attempt is made to remove or modify the device
the good is destroyed.

Super-factories: Note: Each Trait requires the one before it.

Class One Super- The Industrialist nations Industrial points increases by 50%
factory:
Class Two Super- The Industrialist nations Industrial points increases by 100%
factory:
Class Three Super- The Industrialist nations Industrial points increases by 150%
factory:
Class Four Super- The Industrialist nations Industrial points increases by 200%
factory:
Class Five Super- The Industrialist nations Industrial points increases by 250%
factory:

Strategic/Tactical Developments:

In times of great war there is no choice but to push the limits of industry into
overtime with the people working triple-shifts and even full-day shifts when need be
Industrial Overtime: thus pushing the Industrialists capacity to almost double, however this is a massive
drain on resources and when enacted one random resource (related) will become a
Deficit that must be traded for to fulfil the shortcomings.
There it goes again, that pesky self-replicating factory has gone nuts again. Ah well,
Emergency Shutdown:
we installed that big red button this time, that’ll stop it in its tracks.
Quality Control is so difficult, and we have all these sub-standard hulls that people
Export the Crappy
call “cursed” and “jinxed” or just plain don’t seem to work right, we’ll just export that
Ones!:
lot to those who don’t know any better. Yes. Let’s do that.
There comes a time when Quality MUST be considered, and with these reforms a
Quality Control
secondary “line” is set up where teams of qualified inspectors can weed out the
Reforms:
worst of the products, this trait minimises the effect of the Quality Control flaw.

INDUSTRIALIST COLONISATION LIST:

This List details the worlds that a Industrialist Nation can colonise, and for what prices, and how much IP they
provide to spend on your starting military.

 Forgeworld  Industrial World


 Primal World  Penal World
 Colonial World  Pastoral World
 Resource Colony  Research Station
INDUSTRIALIST FLEET LIST:

Nation: Battle-Rider
Factory Cutter Light Destroyer
Factory Frigate Medium Destroyer
Factory Destroyer Assault Destroyer
Heavy Assault Cruiser
Manufactory Defence Ships:
Mantlet
Launched Craft: Minelayer
Scout Drone Q-Ship
Fighter Drone
Light Fighter Capital Ships:
Medium Fighter Light Cruiser
Heavy Fighter Medium Cruiser
Super-Heavy Fighter Heavy Cruiser
Light Bomber Battlecruiser
Medium Bomber
Heavy Bomber Carriers:
Super-Heavy Bomber Escort Carrier
Light Gunship Pocket Carrier
Medium Gunship Light Carrier
Heavy Gunship Fast Carrier
Super-Heavy Gunship Medium Carrier
Heavy Carrier
Escort Ships: Super Carrier
Light Cutter
Medium Cutter Special Ships:
Light Corvette Light Transport
Medium Corvette Medium Transport
Light Frigate Heavy Transport
Medium Frigate Bulk Transport
ISOLATIONIST
ISOLATIONIST NATION
Isolationist Nations are those driven simply by the desire to be left alone by the outside universe, something
amusing considering that they are happy to expand their own borders, and then fully well expect other races to
still leave them alone, they Isolationists however make extremely poor aggressors and are always better off
fighting defensive actions than offensive.

Isolationist FTL: The Whisper Drive is a relatively ‘silent’ drive as far as detection goes. The vessels don’t rip
holes in space, they don’t scuttle away under darkmatter clouds, they don’t release antimatter bursts. The
vessel simply decelerates into view or accelerates away. It is as far from flashy as it gets.

Isolationist Sublight Drives: Gravity Drives

Nation Trait Basic: Just leave us alone: Even when engaging in interstellar relations at the core of things they
largely just want to be left alone, and such is their attitude that most are perfectly willing to let them do just
that. As such if the Isolationist is disinclined to contact or interaction with an individual or his nation that
nation is unlikely to pursue the matter.

Nation Flaw: Disinclined to Interfere: To convince their own people to interfere or even interact in stellar
affairs is a herculean effort, and unless there is some form of direct threat it is in fact as close to impossible as
you can casually get.

NATION TRAITS:

Advanced Shield Traits:

Cyclonic Barrier A rotating helical shield arrangement that deflects enemy fire as often as stops it, the
Shields: CBS Shields are expensive and hard to produce.
A strange set of shields. Typically “four” shields that flicker out of sequence, there is
no predictability to the shield arrangement and when one flickers back on it is
Flicker Shields: typically at full strength. Such shields can take much less damage than normal shields
but they recharge much faster. The downside? Due to the random nature of the
Flicker shields ... well... sometimes they’ll flicker out of phase.. together.
These shields, like most, absorb the energy of incoming weapons fire, however unlike
most these are designed to discharge the energy into the laser weapon banks boosting
Discharge Shields:
their power and rate of fire in accordance with how much damage the discharge
shields are taking. The downside? When a Discharge Shield goes down it explodes.
Sometimes the solution is less fancy and simply something harder than anything else.
Hard Shields: The Hard Shields are immune to shield-penetration weapons, though they are still
effected by weapons that drain other shield types they are effected more slowly.

Go-Away Traits:

A redirection field is a combination of tractor and pressor technologies, it is used over


incredible ranges to forcibly redirect enemy vessels away. This only works on Light
Redirection Field:
Cruisers and Smaller. Anything over the size of Light Cruiser simply has too powerful
engines to redirect.
Teleporters that simply send enemy troops/infantry/man-sized objects somewhere
Go-Away Teleporters:
unpleasant.... like a Suns surface.
Whether something as simple as kicking them across the border or beheading them
Diplomatic Cessation: and mailing their leaders the heads with a “Keep Out” branded to their forehead you
can cut diplomatic ties and trade agreements at ANY time with no ill effects.
Sometimes an Isolationist simply has had enough and only one solution to the
constant badgering by others presents itself, when pushed to it the Isolationist simply
JUST FUCK OFF:
resorts to the time honoured principle of just killing everything that crosses their
borders in a manner that doesn’t leave much room for negotiation.
Distortion Traits: (All objects are restricted to planets only unless otherwise specified.)

Sensor Blinds they’re called. They distort all electromagnetic signals of a planet until
Electromagnetic
they’re indistinguishable from normal background noise, nothing short of a visual
Distortion:
scan will reveal otherwise.
The same technology as Electromagnetic Distortion but includes a holographic
Distort Shields: element to break up a ships visual signature. Such devices however are prohibitively
expensive and take up ALL available shield spaces.
A neurological disruption field. Anyone caught within it will become confused and
Confusion Fields: lose their sense of direction. This always leads to the victim flying out of the
Isolationist’s space. (Spymaster Nations are immune.)

Strategic/Tactical Developments:

Using their technology in combined fashions the Isolationist simply attempts to trick
Deceptive Masking: intruders into leaving their territories voluntarily and probably uncertain they had
ever trespassed at all.
Utilising their technologies of deception it is relatively easy to guide an enemy into a
Into the Trap:
trap. Relatively being the keyword, sometimes it just doesn’t pan out that way.
Deceiving the enemy only works so far, but in times of need they call on their ability
Get the Women and
to deceive their enemies ‘one last time’ in order to evacuate many of the civilians if
Children out!:
they are forced to do so.

ISOLATIONIST COLONISATION LIST:

This List details the worlds that a Isolationist Nation can colonise, and for what prices, and how much IP they
provide to spend on your starting military.

 Shield World
 Primary World
 Colonial World
 Resource Colony
 Fortress World
 Ecumenopolis
 Penal World
 Pastoral World

ISOLATIONIST FLEET LIST:

Nation: Fast Battleship


Drag-craft Escort Ships: Dreadnought
Repulsor Heavy Cutter Mauler
Redirector Heavy Corvette
Eviction Notice Medium Frigate Carriers:
The Promethean Tug Heavy Frigate Escort Carrier
Chase Frigate Pocket Carrier
Fast Destroyer Light Carrier
Launched Craft: Medium Destroyer Fast Carrier
Scout Drone Medium Carrier
Fighter Drone Defence Ships: Heavy Carrier
Light Fighter Minelayer Super Carrier
Light Bomber Monitor
Light Gunship Special Ships:
Medium Gunship Capital Ships: Heavy Transport
Heavy Gunship Heavy Cruiser Bulk Transport
Super-Heavy Gunship Grand Cruiser
NOMADS
NOMADS NATION
“Awww, look there, space bums… be thankful of what we have people, be thankful.” *Bump* “Crap I flew one over,
let’s get the hell out of here!”

Nomads the eternal drifters between the stars, travelling in giant fleets the Nomads travel from system to
system. They once might have had a homeworld but now this no longer is the case be it war, famine or disease
these people decided to leave the ground beneath their feet and live a nomadic existence among the stars, only
travelling to planets to trade or mine for resources. Other nations might often see these fleets as harmless
travellers, while others see them as a horde of Veltarrian Locusts bend on strip mining everything in their way.

Nomads FTL: Inertialess Drive. Both their Sublight and FTL drive the Inertialess Drive gets faster the less
resistance it encounters. Within a Solar System it is restricted to slow sublight travel, but once beyond its edges
they can really crank it up and bust through space like they have a rocket lit up their assholes.

Nomads Sublight Drives: Inertialess with Gravity-null Tech

Nation Trait Basic: Ever Mobile: Moving non-stop for as long as you can remember has its not inconsiderable
benefits, like having nowhere that an enemy can point to on a map and go “they are here” as such striking at a
truly important part of the Nomads is incredibly difficult.

Easier to Defend: The Nomad Worldships are easier to defend than planets, for one their close confines and
quarters mean that an enemy can’t deploy artillery or aircraft to attack with and any unit specialised at long
range combat is at a disadvantage in the vessels close confines. Other vehicles over a certain size also simply
cannot fit within the Worldships. (Such as Destroyer Gigadeath-based chassis)

Nation Flaw: Crappy Immunity System: If you’re a nomad you’ve been living generations in space and haven’t
had much or most likely never set foot on a planet’s soil and lived most of your life in the regulated
environment of your ship. This means that your life is in constant danger because any foreign microbe entering
your body could mean a slow and painful death if a cure is not found.

Unwanted: Other nations see you as intergalactic free loaders or space bums, they fear that if your fleet comes
to their planets that you strip mine the whole lot of them and leave nothing worthwhile and thus you are
greeted with distrust at best or violence at worst.
NATION TRAITS:

Category Ships:

With ships that might have been operational in space for years, decades or maybe even
Excellent over a century it’s important everything works perfectly, broken life support or
Maintenance: radiation leakage is a death sentence so these Nomads know their way around to keep
their ships in working order and more importantly in flying order.
Sure keeping ships in working order is important but what do you do when a situation
arises when something does break down no matter how well you’ve checked the
equipment? Well your people have learned to fix a leaking reactor core with two
strings, some gum, a lead plate and your granny’s false teeth in just 3 minutes flat. If
Amazing Tinkerers:
something breaks down your people can repair it, shields down in the middle of a
battle? No worries by transferring those power cables they are back on, weapons might
be down now but what use are weapons if your shields are down and the enemy uses
your ship as target practice?
If you don’t trust your maintenance crews or your repair crews it’s always handy to
literally back up every single piece of equipment or system. Shield generator down?
Back Ups Anyone?:
Bring the secondary shield generators online. Life support damaged? Switch to back-
ups. Main power offline? Bring that secondary generator online stat!
A benefit of being born on a ship and living on it for decades is that you know it through
Lifetime and through, it’s drawbacks, it’s strengths you know how it reacts when you dive it into
Experience: a gravity well that’s why you know when a system is about to go offline moments
before it actually happens and try to your best to prevent it from happening.
Nomads know space and they’ve been around for generations in space so they know
interstellar short cuts, navigate the best course for their ships and know where
Can’t get lost.:
dangerous anomalies can be found so they can steer the hell away before they are
sucked into a black hole.

Category Environment:

Living on a ship is nice and all but if you spend generations in space on ships where the
environment is constantly monitored and disease free then your immune systems sucks
which translates that just one microbe is enough to, at best make you as sick as a
Advanced Bio
Karminite lizard monkey after eating rotten Bongi nuts, or at worst kill you. This is why
Detectors:
you made sure that any trade goods, mined minerals, visitors, returning survey teams
are checked, double checked and triple checked that they don’t bring any bad microbes
on board that could end in a plague killing everyone aboard.
“Oh no a disease has bypassed the bio sensors we’re doomed! DOOMED I TELL YOU!”
Ha, you might think that but your containment protocols are immediately activated and
seal off the contaminated sections off from the rest of the ship. Those contaminated will
Containment
be trapped of course but they either hope for a quick cure or die from disease but with
Protocols:
the knowledge that the rest of the ship is secure. Did we also mention these nifty
protocols can also make sure that enemy boarders have a harder time to penetrate the
ship if all they find are sealed doors in their way.
What happens if one of the farm ships suddenly produces a bad crop or is destroyed?
Dying of hunger is not pretty, lucky it’s protocol to have a botanic garden to grow food
Botanic Gardens: on each ship to make sure your crew is fed for a time until the agricultural ships are
producing again. Problem is that such botanic gardens need power so you sacrifice
power you could use for weapons, shields or engines.
Category Military:

You were born and raised on a ship on a continuous voyage through space, it’s crew
your friends, more than that they are your family and you have worked with them from
the moment you could get into an environment suit and help with the ship’s tasks.
Know the ship,
Everyone knows their place aboard the vessel and trust the other without a doubt,
know the crew:
repair crews are already on the task before the captain gives the order to repair a
damaged system, your gunners are already firing on incoming targets and your defense
teams are already moving to intercept boarding parties.
When your fleet is attacked the unarmed and weaker vessels of your fleet at once go to
Ship Tortoise the centre while the stronger and armed vessels take up formation around them to
Formation: protect the fleet. Any attacker hoping to take down a few weak vessels suddenly faces
the strongest vessels while the easy prey is located safely amidst defenders.
Doing the same drills over and over again is an excellent defence against enemy
Repeat Drills: intrusion, repair drills, fire drills, decompression drills, your civilians and military
personnel have what they need to do, and when, down to an art.
Your military vessels are well versed in aiding the fleet to reach the edge of the system
Get them to the where the Worldships can flee to FTL velocities on their inertialess drives. As such
rim!: those times when they might normally be caught and destroyed there is a good chance
you can evac them!

NOMADS COLONISATION LIST:

None: Nomads cannot and will not colonise planets or moons at any time.

NOMADS FLEET LIST:

Nation: Medium Corvette


Medical Worldship Heavy Corvette
Civilian Worldship Light Frigate
Agricultural Worldship Medium Frigate
Mining Worldship Heavy Frigate
Factory Worldship Chase Frigate
Laboratory Worldship Fast Destroyer
Trade Worldship Medium Destroyer
General Worldship Heavy Destroyer
Command and Control Worldship
Defence Worldship Defence Ships:
The Flagship Mantlet
Q-Ship
Launched Craft:
Scout Drone Capital Ships:
Fighter Drone Light Cruiser
Light Fighter Medium Cruiser
Medium Fighter
Light Bomber Carriers:
Medium Bomber Escort Carrier
Light Gunship Pocket Carrier
Medium Gunship Light Carrier
Fast Carrier
Escort Ships: Medium Carrier
Light Cutter
Medium Cutter Special Ships:
Heavy Cutter Light Transport
Light Corvette Medium Transport
PACIFIST
PACIFIST NATION
Pacfist Nations are totally against violence and totally into self-indulgence, or even other hippy ideals. How they
survived to achieve spaceflight, or even survive spider-bites is a miracle, and probably considered largely
impossible. How they survived long enough to develop FTL technology is another mystery.

They do make nice punching bags.

(Note: Do not RP unless you are 100% certain you can pull off running a people who utterly and totally will not
defend themselves under any circumstances without exception.)

Pacfist FTL: Warp Drive. The Warp Drive is probably the slowest of the drives. 100 Lightyears can take two
months to transit. But during this time they are safe and untraceable by others. The time of transit while
apparently significant and militarily crippling is completely offset by the fact Pacifists don’t have a military of
any kind whatsoever.

Pacfist Sublight Drives: Nuclear Drives

Nation Trait Basic: Harmless: People are less inclined to hurt those of a pacifist nation, at least most aren’t as
inclined to do harm unto them, though they can make their presence felt largely they get by by not being worth
the trouble of doing something about.

Nation Flaw: Exploitable: They tend to be easy to exploit, by easy I mean REALLY easy. Though they have their
own brand of “corrupting” ability they’re just as easy to exploit.

Defenceless: The Pacifists are totally defenceless, they will not under ANY circumstances defend themselves, if
a two foot tall weakling were to start raping a Pacifist bodybuilder in the street surrounded by her friends none
of them, including the bodybuilder herself, would do anything at all about it, and if someone were to pull a gun
most pacifists wouldn’t even have the common sense to move out of its line of fire.

NATION TRAITS:

Invulnerability Field Technology Traits; The Pacifists, somehow surviving against all odds have managed to
develop the ultimate in defensive technologies. A field that nothing destructive can pass. There are several versions of
the technology. Con: When active there is a slow buildup of lethal radiation if it is active for more that 24 hours it kills
everything it is supposed to protect. And longer than 12 hours and everyone within is suffering severe radiation
poisoning. (No trait can negate or alleviate this effect.)

Base Invulnerability {Required for all other IF Technologies}


Field;
The Extension Field can project the field around a friendly object. (Object MUST be
Extension IF Field; friendly. Attempt to use it against an enemy and it simply does not operate. This reduces
the already exorbitant price of the field.
A rare and ill thought of version of the Invulnerability field. It can last twice as long
Cyclic Field; before killing everything. But that is because for every second its on it has a second off.
And to add to its list of downsides. It costs four times that of a basic IF Field..
A planetary IF field, it is identical to a Basic Invulnerability field. Except that it has a
Planetary IF Field;
massive drain on power and takes a full month to kill everyone.
Peaceful Pacification Traits; Pacifist nations usually develop several ways of pacifying hostile nations. Now this
isn‟t hostile actions and doesn‟t have any hostile effects. In fact they may be totally ineffective against Player nations
as such things are very story-dependent. However a player conducting actions against you MUST take these into
consideration.

This trait represents the Pacifists ability to play up connection between themselves and
Tales of Legend;
ancient mythology of the races they are dealing with.
The Pacifists attempt to curb the wrath of their enemies by playing subserviently though
Subservient; they will not compromise their culture by doing anything violent they will do everything
else they can think of to pacify the enemy.
This is considered an action of last resort. To biologically pacify their enemies, but such
a thing does not last forever, and its deployment is difficult to say the least. It has one
major drawback. If used and not TOTALLY successful the target of it will likely
Pacifying Plague;
declare a genocidal war against the deploying party. (In short players, don‟t use it unless
absolutely needed if you choose it, the consequences far outweigh the benefits if you
fail.)

Happiness Centre; This is a large part of a Pacifist nations life. The Happiness Centre, a centre of personal happiness
and cultural programming. These traits have little „material‟ benefit. But a pacifist nation is short on traits that do.

We all know Pacifists have to be on drugs to believe as they do, this is just a centralised
Narco-Centre; facility to prove it. These facilities are stockpiles of all recreational drugs that do no
harm to the user.
Also known as „free brothels‟ they‟re for people who like fucking or being fucked. All
Pleasure Domes; involved end up happy.... unless they‟re unsatisfying in bed at which the unsatisfied
partner/s can just find another fuckbuddy.
Gluttony Parlour; What? You like Eating? Well you sure came to the right place!
For everything else there is the den of debauchery, if the Narco-Centre, Pleasure Domes
Den of Debauchery; or Gluttony Parlour don‟t cover it the Den probably does. Except Violence, that is
forbidden....

PACFIST COLONISATION LIST:

This List details the worlds that a Pacfist Nation can colonise, and for what prices, and how much IP they
provide to spend on your starting military.

 The Embassy
 Primary World
 Colonial World
 Pastoral World
 Fringe World
 Nature Preserve
 Pleasure World

PACFIST FLEET LIST:

Nation: Launched Craft:


Disabler Scout Drone (Unarmed)
Mobile Joy Palace
Diplomatic Party Barge
Carriers:
Escort Carrier (without armament)
PSYCHIC HIVE
PYCHIC HIVE NATION
Pychic Hive Nations are those nations whose species found their Apex in the psychic arts and became as strong
as one could imagine mentally. However their technology and skill with it has degraded since this and many
functions others might use technology for the Psychic Hive are forced to use their vast minds to do instead.

Pychic Hive FTL: Projection Drive, in this manner the Psychic Crew of the Ship simply wills space to ‘switch’
places. The time it takes to do so is considerable, and the slightest distraction on preparation can ruin the entire
attempt. This drive is relatively slow due to its method of operation. But once begun it cannot be stopped.

Pychic Hive Sublight Drives: Chemical Engines

Nation Trait Basic: Mental Hive: This is a powerful network of Psychic minds that serve to amplify the basic
psychic disciplines and open up new ones. The most powerful aspect of the Psychic Hive in the instantaneous
and uninterruptible communications...

Nation Flaw: Feedback Loop: The Psychology of a Psychic Hive is a fragile thing, when things are going well the
entire hive is elated and ‘empowered’ but in situations like a battle where the deaths filter through to all of the
people the eroding effect on morale is astounding, and it escalates exponentially, a lot of psychics killed at once
can fracture an entire Psychic Hive battle plan as the others, regardless of how well their own battle is going are
overwhelmed with the psychic instinct to fleet at all costs.

NATION TRAITS:

Telekinetic Destroyer Traits:

The minds of the Hive is a powerful tool, and bent to the will of tearing something apart with
Rending telekinetic force, like bodies, there are none finer at the art. The power increases with the
Minds: volume of Hivers present and concentrating towards the military application. This is the
‘simplest’ of Telekinetic abilities.
Unlike the simple act of Rending the resonance is a more specific ability that sets up telekinetic
Telekinetic
resonance waves that cause the very molecules of the target to resonate on an increasing scale.
Resonance:
Pop goes the enemy.
Telekinetic A simple projection of telekinetic force. The Kinetic energy of the ability is directly
Blast: proportionate to the number of Psychics in the loop.
The telekinetic grabs other objects and hurls them with their psychic might behind it. When
Object Force: you start looking at their ships. It’s not unheard of for their larger craft to grab Asteroids as
munitions.

Mind Trick Traits:

Illusory The Psychic implants visions and sights within the minds of the enemy that do not actually
Enemy: exist, or even change the countenance of their allies to resemble enemies.
Mind The Psychic assaults the neural pathways of the enemy breaking bonds as frequently as they
Scramble: can manage. This is almost invariably lethal. The problem is it requires very close proximity.
The Psychic, or Hive Cluster, disguises things from their enemies sight. This is not perfect as it
Unseen: isn’t precise enough to cloud their vision of anything more than what the Psychic himself can
see.
Predictive The Psychic can analyse the waves of mental energy given off by the enemy and study the way
Analysis: they act, and after some time can even begin to anticipate enemy movements to a degree.
Forceful Lash Traits:

Through the agitation of air molecules the Psychic can create flame with his very will and direct
Pyrokinesis:
it with his mind.
The Psychic draws all warmth from the air around the target in a devastating super-cold cone
Cyrokinesis:
of air that can freeze an unprotected man instantly.
The Psychic gathers up all the mental energy of a battle and directs it inwards to the Hive, this
Rage Sphere:
acts as a short-term amplifier for the psychic powers of the local hives.
Storm of Bolts of incandescent lightning are generated by the will of the psychic.
Will:

Strategic/Tactical Developments:

The Psychic hive aims at misdirecting the enemy with their psychic abilities. While this effect is
The
not perfect it does create some ‘fake’ movement within its effect and otherwise behaves like
Shrouding:
Electronic Warfare.
A mental projection of a significant number of Hivers. As in millions. This storm can cover a
Psychic
solar system in nightmare inducing psychic energy as the Hivers begin dipping into the core of
Storm:
their fears and terrors.
At the cost of their much vaunted Unity the Hive can choose to minimise the effects of feedback
Feedback
in their armed forces by having each ship withdraw into a single “sub-hive” with only a single
Shield:
“hub-psychic” open as a conduit for communications and data.
Sometimes when the battle is going badly the Hive can compel the enemy to seek parley and
Psychic
negotiation, this only an option when the enemy is already open mentally to negotiation, and
Parley:
enemy intent on their destruction is unlikely to heed the mental call to parley.

PYCHIC HIVE COLONISATION LIST:

This List details the worlds that a Pychic Hive Nation can colonise, and for what prices, and how much IP they
provide to spend on your starting military.

 Psychic Hub (max: 1)


 Primary World
 Colonial World
 Fringe World
 Nature Preserve
 Research Station
 Pleasure World
PYCHIC HIVE FLEET LIST:

Nation: Defence Ships:


Meditation Sphere Mantlet
Projector Vessel Monitor
Amplifier Q-Ship
Psychic Lash Battleship
Psychic Reaper Dreadnought Capital Ships:
Heavy Cruiser
Launched Craft: Grand Cruiser
Scout Drone Battleship
Fighter Drone Heavy Battleship
Light Fighter Dreadnought
Light Bomber Mauler
Light Gunship
Carriers:
Escort Ships: Escort Carrier
Light Cutter Pocket Carrier
Medium Cutter Light Carrier
Heavy Cutter Fast Carrier
Ligth Corvette Medium Carrier
Medium Corvette Heavy Carrier
Light Frigate Super Carrier
Medium Frigate
Battle-Rider Special Ships:
Light Destroyer Light Transport
Fast Destroyer Medium Transport
Heavy Transport
SCIENTIST
SCIENTIST NATION
Scientist Nations are unpredictable high-technology societies. They love their jobs. And their job is ‘DOING
SCIENCE!” just don’t get in their way during a test. Much of their navy, army and other forces utilise what
others would consider dangerously experimental technology. Hell they even have a ship class dedicated to
testing technology under combat conditions, though no sane scientist would ever crew one its the insane ones
that make the equipment found on the X-Testbed.

Scientist FTL: Wormhole Drive. The Wormhole drive is a simple application of putting energy stresses on the
spacetime linked between a pair of quantum particles of identical structure until they touch and you can open a
hole to transit through protected by a reverse polarity electro-magnetic field to prevent it collapsing upon the
ships manifold. Which would be bad.
It is perfectly safe and quite fast.

Scientist Sublight Drives: Quantum Drive. This drive is a simple teleportation drive, the catch? It can only
make microscopic jumps, so the catch is how fast the drive can initiate the teleports, and if you want to go faster
you need more energy and better systems. Being lighter is more important too. But only ships can make a
sustained “teleport-drive”. It is not the fastest drive available by any stretch of the imagination. But it also
doesn’t leave massive thermal signatures somebody two systems over could see when the light gets there.

Nation Trait Basic: Rapid Understanding: Technology and science are literally the very forte of the Scientist
nations, they can develop almost anything given the time and inclination, and the Scientists have plenty of both.
A scientist nation can rapidly learn about the capabilities of their enemies and allies just by studying them in
action.

Nation Flaw: Mad Scientists Disease: Being a nation formed on the very principles of scientific development
and expansion it only makes sense that scientists largely have the final say in things. Which is a pity because
they are LOUSY at OH&S procedures. Not to mention keeping them concentrated on the Quantum Harmonizer
they’ve been working on for six months instead of them slipping over to “spend some time” on the Eidetic
Assault Ray that they dreamed about and simply MUST build. Get used to your scientists re-assigning
themselves to their newest pet projects if you don’t hover over them with a stun prod.

NATION TRAITS:

Nanotech Traits: Nanotechnology is a Scientists favourite and most dangerous toy... almost.

Nanotech The Nanotech Shield is only effective against one thing. Projectiles. It breaks down incoming
Shield: projectiles before they reach the hull.
Considered a horrifying weapon these things scale from infantry-portable to Capital Scale.
Nanotech The fire a nanite swarm in a jacketed cartridge that explodes on the target covering them
Cannon: with a swarm of nanites who are set to disassemble the target. Unfortunately they can only
do so much damage before their own life ends. (Roughly twice the Nanites weight.)
Nanotech Nanotech repair systems use solid reserves in a cargo hold to enact extremely rapid repairs.
Repair Systems:
Nanotech Roughly the same as the Repair systems but for biological things.
Healing:
Zero-Point Technology Traits: A unique extra-dimensional technology base.

Zero-Point A potentially unlimited source of power. Can be bad if destroyed.


Reactor:
Zero-Point An energy weapon powered from Zero-Point space. Has control issues however, if operated
Reaper: for too long it will cause a feedback destruction loop.
Zero-Point Energy, messages and even matter can be transported through Zero-Point Space. It is in
Projector: effect an FTL teleporter and communications device.
Wormhole Think Stargate, but with various sizes and scales. These can range from Stargate-sized to
Technology: Super-gate sized. (REQUIRES ZP-Reactor and ZP-Projector)

Miscellaneous Special Traits:

The desire to take things apart and figure out how they work runs deep in your people's
Eureka!:
blood.
While most nations have some AI technology this nation has perfected it, AI’s have faster
AI: reaction times compared to biologically controlled systems. However they have this
infrequent habit of becoming sapient and trying to kill their creators.
Gravity-Wave With a wave of compressed space, one can penetrate standard shielding. Size, complexity
Weapons: and cost ensures that these weapons are rarely seen.
Nature? Don’t be absurd. We have SCIENCE! on our side! The Scientist nation can
Biospheric ‘repurpose’ the atmosphere of a world to better suit their needs this is not some simple
Repurposing: tribesmans terraforming. This is rebuilding the atmosphere. Of course it doesn’t ALWAYS
work.....

Strategic/Tactical Developments:

Taking this trait allows you to use the Wormhole technology as a weapon. You may select a
Wormhole to occupy 10 Heavy Weapon spaces instantly. This wormhole can be used to directly
Wormhole
deploy warheads into an unshielded enemy vessel. But the power requirements are so
Assault:
enormous that the ship itself must be unshielded for the duration of the attack. (5 minutes)
Requires: Wormhole Technology Trait.
In an effort to confuse and distract the enemy an array of X-Testbed craft are arrayed for battle
and sent on their own to an enemy fortification or world. These X-Testbeds are loaded with
TESTING
dangerously experimental technology, it is almost garaunteed that the X-Testbeds will inflict
PHASE!:
more damage on themselves than the enemy. But if they work as intended there is nothing the
enemy could effectively do to stop them.
The Scientist uses their technology to maximum effect to strike the enemy from an unexpected
Surprise
direction. While they may and or may not be detected on the approach it can almost be
Assault:
promised that they won’t be found where others expect them to be found.
Not all X-Testbeds are successful. Indeed, many if not most are gross failures that explode on
their first run out. The Scientist nation keeps many of the hulks of these irreparable vessels.
Derelict: Some are so dangerous that they’re kept separate. A scientist nation with this trait deliberately
sends these dangerous hulks to the enemy, while not all make the FTL trip those that do can be
found by the enemy and when the enemy turns them on. BOOM! ... or worse.

SCIENTIST COLONISATION LIST:

This List details the worlds that a Scientist Nation can colonise, and for what prices, and how much IP they
provide to spend on your starting military.

 Primary World
 Colonial World
 Fringe World
 Ecumenopolis
 Research Station
 Penal World
SCIENTIST FLEET LIST:

Special: Medium Destroyer


X-Testbed Assault Destroyer
Wormhole Assault Ship
Enerjax Projector Defence Ships:
Mobile Lab Mantlet
The Gravity Lift Monitor
Q-Ship
Launched Craft:
Scout Drone Capital Ships:
Fighter Drone Light Frigate
Light Fighter Medium Cruiser
Medium Fighter Heavy Cruiser
Heavy Fighter
Light Bomber Carriers:
Medium Bomber Escort Carrier
Heavy Bomber Pocket Carrier
Light Gunship Light Carrier
Medium Gunship Fast Carrier
Heavy Gunship Medium Carrier
Heavy Carrier
Escort Ships: Super Carrier
Light Cutter
Heavy Cutter
Light Corvette Special Ships:
Heavy Corvette Light Carrier
Medium Frigate Medium Carrier
Heavy Frigate Interdictor
Light Destroyer Fleet Defender
Fast Destroyer AWACS
Flagship
SPYMASTER
SPYMASTER NATION
Spymaster Nations are masters of intelligence, espionage and other spy-games. Such is engrained into them
from birth without exception or hesitation. They are without doubt considered a dangerous and very well
hidden asset. But their greatest danger comes from their pre-emplaced intelligence assets across the galaxy.

Spymaster FTL: The Mimic drive is an oddity. It mimics other nations FTL drives according to the wishes of the
vessels captain, the manner by which it does so is unknown, and the method by which it actually goes FTL is
even less known, all that is know is that it mimics the sensor signatures and visual appearance of others FTL
drives.

Spymaster Sublight Drives: Gravity Drives

Nation Trait Basic: Intelligence Extraordinaire: The Spymaster begins with agents within any Bio-
Technocracy, Cyberneticists, Despoilers, Destroyers, Economists, Environmentalists, Industrialists,
Isolationists, Pacifists, Scientists, The Culture, Theocratic or Warlord Nations. Many of these intelligence
operatives will be concealed and aides of people in influence. Or simply watching how things unfold.

Nation Flaw: Beneath the net: There are some nation types, and races, that however due to their methods of
operation provides a degree of immunity to the master spies abilities, the Enslavers, Crimeocracies, Hunters,
Psychic Hive, AI-Empire, other Spymasters and Insectoids. These nation types (and race) are immune to the
Spymasters “Grade 10 Monitoring” “Bombs Ahoy” and “Large Disposable Funding Accounts” traits. On top of
that they do not start with any spies in their ranks and the Spymaster is unaware of the locations of Hunters,
Crimeocracies and Enslaver nations as all three keep their locations secret above all else.

NATION TRAITS:

Internal Intelligence Division Traits:

Total Your nation has a 100% Surveillance capacity administered over by near-AI level
Surveillance: computers to detect specified parameters. Literally nothing within your borders goes
unwatched and unmonitored. But your agents can be run a bit ragged if they try and keep
track of everything. This also gives you the ability to detect cloaked vessels.
Expanded Secret Whatever they’re called all nations have a secret police, yours however is far enlarged
Police: compared to others. This gives you a larger pool of resources with which to react to
situations as they happen/develop.
Control Monitors: Your people are monitored ever more closely by subcutaneous micro-chipping, when they
conduct an action considered undesirable by your government your Secret Police can send
immobiliser signals to disable the individual until they can be brought in.

External Intelligence Division Traits:

Grade 10 Whether with stealthed satellites, super-luminal telescopy or other means, likely a
Monitoring: combination of the above, either way you have an incredible, fast and up to date
monitoring system that is nearly impossible to detect, while it doesn’t give you the total
power of the Total Surveillance system it does provide you unparalleled intelligence
capacity.
Large Disposable Your EID has a large number of discretionary funds for bribes, purchasing information,
Funding even outright buying things if need be.
Accounts:
Expansive Criminal Underworlds, Unsatisfied Government Workers, Overly talkative scientists or
Contacts: soldiers. No matter the source your Operatives have a large number of contacts. And due
to it they also have a large number of ways into other nations for field operatives.
Field Operative Traits:

Bombs Ahoy!: Your operatives are trained in explosives, convention, improvised and stolen, your
operatives know the ins and outs of most things that go BOOM and what to do with them,
the best operatives can even make it look like something else!
Disguise: This covers a wide range of options, mostly the fact that such agents are injected with
shapeshifting technologies allowing them to feign and pretend they’re part of the target
race. But such things include incredible levels of linguistics skill and cultural doctrine
training as well as very real IDs. (Stolen from others who were killed to ‘make room’ for
the Spies insertion)
Stealth Insertion: In the only non-Hunter based use of the technology the Spymaster nation has access to
small scale Cloaking devices that do not suffer from the double-blind effect allowing them
to make capable entries into enemy states without risk of discovery. This gives access to
the “Special Insertion Ship Class”.

Strategic/Tactical Developments:

Maskelyne: Deception in warfare is not an oft-practiced element. But it is one of yours. There is no
simple line, no practiced formations that lead to an enemies defeat. There is deceit.
Trickery and downright tomfoolery! You’ll try many tactics to bypass the enemy’s
expectations.
Behind the Lines: Not all warfare is a clear-cut development. The Spymasters often get saboteurs behind
enemy lines to strike at supply lines or other vulnerable locations. In some extremes they
can even strike at enemy power generators. Bye-bye shields.
Hidden Staging: The Spymaster does not wish to be discovered. Only a fool would be otherwise, thus the
Spymaster builds hidden staging areas, often far from his own holdings, from which he can
launch his missions without detection.
Precision Strikes: To be blunt its nothing so fancy. It is simply striking valuable targets. Officers, Engineering
crews, an Interdictor not escorted properly, or if the enemy is truly poorly thinking they’re
command ship.

SPYMASTER COLONISATION LIST:

This List details the worlds that a Spymaster Nation can colonise, and for what prices, and how much IP they
provide to spend on your starting military.

 The Monitor (max: 1)


 Primary World
 Colonial World
 Pastoral World
 Fringe World
 Pleasure World
 Ecumenopolis
 Research Station
SPYMASTER FLEET LIST:

Nation: Chase Frigate


S.I.S Cutter Light Destroyer
S.I.S Destroyer Fast Destroyer
S.I.S Cruiser Medium Destroyer
S.I.M.S Monitoring Ship Assault Destroyer
Infiltration Battleship
Defence Ships:
Regular: Mantlet
Launchcraft: Minelayer
Scout Drone Monitor
Fighter Drone Q-Ship
Light Fighter
Medium Fighter Capital Ships:
Heavy Fighter Light Cruiser
Super-Heavy Fighter Heavy Cruiser
Light Bomber Fast Battleship
Medium Bomber
Heavy Bomber Carriers:
Light Gunship Escort Carrier
Medium Gunship Pocket Carrier
Heavy GUnship Light Carrier
Super-Heavy Gunship Fast Carrier
Medium Carrier
Escort Ships: Heavy Carrier
Light Cutter Super Carrier
Medium Cutter
Heavy Cutter Special Ships:
Light Corvette Light Transport
Medium Corvette Medium Transport
Light Frigate
THE CULTURE
THE CULTURE NATION
The Culture Nations are

The Culture FTL: Capsule Drive. This is a bizarre drive. Essentially, the vessel is dematerialised with
everything aboard, uploaded onto a Capsule (that did the work) which they fires to its destination through tiny
slipstream drives. Once at the destination it materialises the ship around itself! While this is an interesting
drive, and is quite fast, it leaves a few seconds of vulnerability before the capsule engages its drive. If it is
disabled and captured an enemy could easily capture the ship within.

The Culture Sublight Drives: Fusion Drives

Nation Trait Basic: Diplomatically Loved: The Culture inspires trust and likeability from those they meet, this
gives them a much easier time diplomatically than might otherwise be the case. They are also very good at, as
they say “selling” themselves to others.

Nation Flaw: Too Open: While the Culture is well liked diplomatically this comes at an incredible price.
Security in a Culture is much much harder to maintain than any other nation type without exception. The
freedoms and liberties that they so espouse to others in order to garner allies are giant security holes. And
more importantly, exposes to others that there is nothing passive about the culture and that they will in fact
attempt to seduce away as many of your people as will listen to their propaganda.

NATION TRAITS:

"Throw a Party!" Traits:

The past of your nation is filled with good relations and you have maintained them until
Everybody today with fair trading, open borders, and cultural exchange. As a result you have very
Loves Me!: enemies and a great many friends. This helps to expedite the creation of any
relationships.
Your borders are perpetually open allow all sorts of other nations to bring their culture
Cultural to you as long as they allow you to do the same and spread your culture throughout
Exchange: their land. This can pose many problems with such a permeable border but with your
cultural strength the benefits seem to outweigh the negatives most of the time.
Despite the vast difference in physical appearance between different species your
Beauty Between diplomats are still usually regarded as at least pleasant looking to other species which
Borders: helps a great deal when dealing with the other species as others are quite willing to talk
to you in person.
In order to aid in any diplomatic events you have assembled a crack cadre of diplomats
Diplomatic and their entourages to meet any even theoretical diplomatic need. These men and
Corp: women are renowned throughout the diplomatic world for their ability to face down
any problem and avert any conflict.
“Join Us,” Traits:

Sometimes subtle does not have to be that subtle. A giant space gun capable of firing an
Culture electronic message that upon impacting a sentient being will send a subtle bioelectric
Cannon: message through their brain making their though patterns go more in line with what
you want them to think.
Anytime someone from outside your nation shows up and sees the populace everyone
Everyone's So always looks so happy and everything is pleasant. Everything feels like a utopia with no
Happy: crime or problems anywhere, the perfect place to go on vacation in or potentially even
defect to.
Long ago someone had a great idea for a religion whether it be that every weekend is a
Awesome constant party or that everyone gets to wear an awesome hat. Either way your religion
Religion: spreads like wild fire and nobody minds when your people and culture show up on their
doorstep.
The rest of the galaxy is bombarded with a constant stream of shows, literature, and
Mass Media
music. No matter how hard they may try nobody can escape the endless stream of media
Saturation:
you send at them causing everyone else to at least become familiar with your society.

“Or Die!” Traits:

The Culture is very good at finding the symbols of other cultures. So, in order to smooth the
Targeted
transition over, The Culture likes to blow up the other cultures monuments, palaces, and
Monuments:
other symbols of power for its enemies people, drastically lowering their moral.
When going to war with other nations you try to force your enemies into large decisive
Decisive
battles to crush them both physically and psychologically. By defeating your enemy in such
Victories:
a manner you keep things from being drawn out and bad relations do not last as long.
Don't Worry, In any war you are in you make the claim that you are fighting for freedom, justice, and
We're The Good other garbage and spread propaganda of the atrocities of the other side whether true or
Guys: made up and are so good at it that even civilians on the other side will start to believe it.
Your ships are large, weapons impressive, and commanders notorious. Releasing just the
Trust Me, You
right amount of intelligence on your own weapons and striking enemies at just the right
Don't Wanna
place to emphasize your strengths to make your military seem many times more powerful
Do That:
than it really is.

Strategic/Tactical Developments:

The Culture positions ships in low orbit that use specialised devices to broadcast
psychological warfare messages into big booming audio that can be heard over even heavy
Hearts and
bombardment. The propaganda eats away at the spirits of the defenders if the Culture is
Minds:
attacking and bolsters the spirits of the defender if they’re defending. (Whether because its
the ship in low-orbit or the message is unknown.)
The Culture’s armies are accented by holographically projected armies and propaganda. It is
Holographic
difficult to tell the true size of a Culture force like this in clear weather. Though it is faulty
Army:
during bad weather or atmospheric conditions.
You have sympathisers amongst most, but not all, enemies they will do their best to aid you
without exposing themselves to the enemy, whom they are betraying. However they are
Sympathisers:
untrained for subterfuge. They can pass misinformation and even delay or misdirect the
enemy, but only for a time.
Clever The Culture is not a foolish people, they study their enemies and look for weaknesses, where
Approach: an honour-bound society might be drawn into an ambush by playing to their honour system.
THE CULTURE COLONISATION LIST:

This List details the worlds that a The Culture Nation can colonise, and for what prices, and how much IP they
provide to spend on your starting military.

 The Hollywood (max: 1)


 Primary World
 Colonial World
 Pleasure World
 Ecumenopolis
 Nature Preserve
 Pastoral World

THE CULTURE FLEET LIST:

Nation: Light Destroyer


Propaganda Ship Medium Destroyer
National Pride Heavy Destroyer
CSV (Combat Systems Vehicle)
GSV (General Systems Vehicle) Defence Ships:
ISV (Invasion Systems Vehicle) Mantlet
Monitor
Launched Craft:
Scout Drone Capital Ships:
Fighter Drone Heavy Cruiser
Light Fighter Grand Cruiser
Medium Fighter Battleship
Heavy Fighter Heavy Battleship
Super-Heavy Fighter Dreadnought
Light Bomber Superdreadnought
Medium Bomber
Heavy Bomber Carriers:
Super-Heavy Bomber Escort Carrier
Light Gunship Pocket Carrier
Medium Gunship Light Carrier
Heavy Gunship Fast Carrier
Super-Heavy Gunship Medium Carrier
Heavy Carrier
Escort Ships: Supercarrier
Medium Cutter
Heavy Cutter Special Ships:
Heavy Corvette Medium Transport
Medium Frigate Heavy Transport
Heavy Frigate Bulk Transport
Battle-Rider
THEOCRATIC
THEOCRATIC NATION
Faith is the first step to salvation and mutual understanding, the second step is to spread your religion among
the stars to the unbelievers… and if they don’t accept your beliefs there’s always the third step… if they don’t
accept the god(s) in their hearts then just rip those hearts out. A Theocracy is founded on it’s faith in god(s) and
if your faith is criticized then you might get very cranky and throw in a holy war against those who dare to
speak against your doctrine.

Theocracy FTL: The Path of God Drive hurls the vessel into a dimension of pure bright energy. The crews of
such vessels often perceive that they are travelling ‘through the mind of god’ or ‘gods’ as the case may be. The
travel times are fast and the entrances and emergences from this realm are accompanied by bright bursts of
pure white light.

Theocracy Sublight Drives: Light-Guide Drive. A light powered drive, this drive is powered, effectively, by
sunlight, the closer to a sun it is the faster it will go, and if its drive is pointed at the sun this effect is even faster,
though if it were to face away the drive would slow to a crawl. This drive glows with radiant white light of the
reflectors. This is also a vulnerable point of Theocracy ships.

Nation Trait Basic:

By the light of God/s: Guided by the Gods your power, your weapons and even souls are powered by
the divine light of that your nation worships. This means they’re immune to conversion and deception.
While they can still be infiltrated they cannot be turned against their own.
His(Her) will be done: Your nation obeys the will of its god with unyielding fervour. The edicts are
obeyed instantly and to the letter. The commands are followed without hesitation. There are no
dissenters to Gods will.

Nation Flaw:

Doctrine is the law of the Almighty: Your people, your nation live according to ancient doctrines
passed down from generations and should be followed by everyone. That the alien races don’t know the
doctrine is their mistake not yours and any good diplomatic relations could be thrown out of the
window instantly when all of a sudden the foreign diplomat breaks the divine rule of ‘Thou shall not
pick your nose on the seventh hour of the seventh day of the seventh month!”
Science equals Heresy: Science… it brings the means to further spread the word of the divine but
sometimes scientists discover something that is against doctrine and which is instantly labelled as
heresy and dealt with severely.
CRUSADE!!!: When a Theocracy’s Shrineworlds are attacked there is no greater insult to them and their
religion. The Theocracy will almost instantly go into a state of total unrelenting war. They WILL
mobilise ships and armies, they WILL attack almost mindlessly. However they WILL prioritise re-taking
their Shrineworlds over any other consideration.
NATION TRAITS:

Inquisition:

Nobody “The shadows are the hiding place of the Heretics, Iconoclasts and Defiling Masses, and so
Expects the from them we shall to operate watching the lesser elements for the slightest errors. And
(input name) when we find it we prosecute it, in the light where it can bathe in gods light.”
Inquisition!:While other nations might have problems with rebellious elements, terrorists or hippies the
inquisitorial department of a Theocracy does their best to root out heretical enclaves like that
and exterminate it’s members before their heretical misdeed can be executed. And to do this
the Inquisition remains buried in the shadows. Hidden and watching with cold hearts for the
slightest sign of faithlessness.
Thumbscrews “Truth is what we desire. And truth is what we will find. If we must extract it through the
and Hot application of pain and suffering, so be it.”
Pokers: The Inquisition uses torture extensively to get the information it believes exists regardless.
And it is well practiced at doing so. While it may no longer use the Thumbscrews and Hot
Pokers. Its methods are effective regardless.
Truth into “And thus the heretic was thrust into gods light. His agonising brilliance passing through
Gods Light: the pores of the unfaithful as he searched their mind for the truths or placed them there
himself.”
Torture using the most agonising method possible. The victim is placed into a chamber and
energy from the Gods Path drives is unleashed through them. If the victim survives they are
seen as pure and innocent, if not they are guilty and into gods hands was the heretics
punishment delivered. But god is really really strict apparently. There have been no survivors.
Ever “The threats within are naught compared to the threats without. Together we watch and
Watching the act against those who would threaten the will of God.”
Darkness: The Inquisition watches for those others in the darkness and other nations for any threat to
their power and sovereignty. They capture people for interrogation and torture, do whatever
they perceive as ‘necessary’

Hand of God:

Holy War: “Unto the heretics did we descend with the will of God bolstering our strength. And so didst
they fall with the twisted ruins of their faithless hearts.”
When a nation of heretics and blasphemers have gone too far with insulting your faith it might
be time to just eradicate the whole lot of them and that calls for a holy war. While your enemy
might scoff and laugh at your antics they will soon learn to stop laughing and start screaming in
terror as wave after wave of fanatical warriors decent upon them with the intent of destroying
all in their path and will not rest until the high clergy and the god(s) of the Theocracy are
satisfied that the religious injustice is paid in full.
Faith is my “The lord is my shepherd and he shall protect me from harm.”
Shield: Soldiers of the Theocracy believe their faith protects them in any circumstance and that is seen
by the almost suicidal antics of the troops on a battlefield but it unnerves the enemy and if those
suicidal actions pay off the rewards are high.
Convert or “And unto the Altar was the man placed. A choice given he, pray unto god, or his heart
Die!: would be sacrificed to cleanse his sin of disbelief so he might enter the afterlife clean.”
The Theocracy has a simply policy of convert to the religion. Or perish upon its altars. This can
force a planets population to bow before the new God more quickly than a slow ‘natural’
conversion.
FOR THE “And so the meek rose to resist the invaders who sought to remove their gaze from the
FAITH!!!: face of god. And numerous were they.”
The citizenry of the Theocracy will rise to repel invasions believing their very faith and religion
itself to be under threat from the invader. While they will be so poorly armed as to be
meaningless to a soldier normally. So in their numbers would they make up this shortfall.
Wrath of God:

A weapon, a pulse of golden light but the width of a wrist. With this weapon the flying
threats of the enemy are destroyed before they can bring their cannons or bombs to bear.
Finger of God:
Few fighters and bombers could withstand a strike. Though accurate this weapon has a
slow rate of fire.
A medium weapon, this destructive bolt is slow firing like the finger but accurate and
Thunder of God:
powerful.
The Wrath of God is a weapon similar to the Thunder of God but Shotguns space with a
devastating volley of fire. The Golden bolts of light driving the fear of judgement into the
Wrath of God:
enemies of God.

The Storm of God is a Thunder of God series weapon with a high rate of fire and excellent
Storm of God:
tracking capabilities. Even a capital ship has reason to be concerned facing these.
The Divine Judgement is a heavy weapon, its golden bolt can level a city with a single salvo
Divine
of blasts and its sounds remind one of the judgement being pronounced upon them by the
Judgement:
high priests of their enemies. And so it is.
A weapon of prodigious firepower. It is mounted from aft to prow and its blast can level a
Gods Guardian: city in a single shot. Or blast a battleship in half. (This can only be equipped on the Wrath
class vessel.)

Strategic/Tactical Developments:

Will of God: The Theocracy troops are fanatically loyal. Especially in battle with the prospect of
meeting their god should they fall in battle. They will never waver. Never fall back. Never
ever defy an order to hold. Unfortunately the do tend to be difficult to order AWAY from a
battle.
Purge the The Theocracy likes to cleanse the enemy with light. And when that is unavailable they use
Unclean: fire. Lots of fire. Fire until the fire is on fire. BURN BABY BURN! (All Theocracy infantry
units are in possession of at least one flamethrower.)
Suicidal The Theocracy has its troops with suicidal dedication to their cause. From time to time it
Devotion: will take a starship, fighter, tank or other piece of equipment and fit it with a bomb.
Typically a fusion bomb. So when the high priest said “let there be light” little jimmy said.
“Yes sir.”
Shield of Faith Devotion to their God or Gods is so paramount that they will defend their ships with their
very lives. It is not unusual to see smaller Theocracy vessels, fighters, even cruisers flying
into the path of enemy fire that would otherwise have crippled or killed more valuable
ships in the theocratic fleet.

THEOCRACY COLONISATION LIST:

This List details the worlds that a Theocratic Nation can colonise, and for what prices, and how much IP they
provide to spend on your starting military.

 Shrine World
 Primary World
 Colonial World
 Fortress World
 Penal World
 Ecumenopolis
 Pastoral World
 Industrial World
THEOCRACY FLEET LIST:

 Scout Drone:  Monitor:


 Fighter Drone:  Q-Ship:
 Light Fighter:
 Medium Fighter:
 Heavy Fighter:  Light Cruiser:
 Super-Heavy Fighter:  Medium Cruiser:
 Light Bomber:  Heavy Cruiser:
 Medium Bomber:  Battlecruiser:
 Heavy Bomber:  Grand Cruiser:
 Super-Heavy Bomber:  Fast Battleship:
 Light Gunship:  Battleship:
 Medium Gunship:  Heavy Battleship:
 Heavy Gunship:  Dreadnought:
 Super-Heavy Gunship:  Superdreadnought:
 Mauler:

 Light Cutter:
 Medium Cutter:  Escort Carrier:
 Heavy Cutter:  Pocket Carrier:
 Light Corvette:  Light Carrier:
 Medium Corvette:  Fast Carrier:
 Heavy Corvette:  Medium Carrier:
 Light Frigate:  Heavy Carrier:
 Medium Frigate:  Supercarrier:
 Heavy Frigate:
 Strike Frigate:
 Chase Frigate:
 Light Transport:
 Battle-Rider:
 Medium Transport:
 Light Destroyer:
 Heavy Transport:
 Fast Destroyer:
 Bulk Transport:
 Medium Destroyer:
 Heavy Destroyer:
 Assault Destroyer:
 Faith: (Destroyer)
 Purity: (Frigate)
 Virtue: (Cruiser)
 Mantlet:
 Judgement: (Heavy Cruiser)
 Minelayer:
 Wrath: (Battleship)
WARLORD
WARLORD NATION
Warlord Nations are nations built around the precept that war is not only inevitable, but a desired element of
growth. To expand one must expel ones neighbours from that which you wish for yourself. You must take that
which is yours in both hands and take that which you desire with both hands. You do not sit back and watch as
others claim that you desire. You stand up and fight for it.

Warlord FTL: Hyperdrive. The Hyperdrive is a simple drive, it accelerates the vessel past the light-speed
barrier into another ‘realm’. This allows incredibly fast travel times, however they are sensitive to gravitational
fields and must emerge distant from any planets or worlds. They can cruise in on sublight and use hyperspace
to leave. But trying to emerge in a gravitational field will almost always be fatal.

Warlord Sublight Drives: Fusion Drives, the Warlords rely on the cheap and very reliable fusion drives.
Average speed, good acceleration and very power efficient.

Nation Trait Basic: Master Military: The Warlords are the most skilled military-based nation in the universe.
They are better generals and tacticians than anyone else. When it comes to military action Warlords know best.

Nation Flaw: Military Intelligence: The Warlords are not the universes most natural intelligence gatherers.
While they can keep their own information secure as well as anyone their attempts at gathering information
could be described as bumbling at best.

NATION TRAITS:

Main Weapons Traits:

Siege Gun: The only Spinal weapon available to the Warlords. It is a weapon that few wish to see
more than once.
Heavy Batteries: Where many races might prefer an even mix of firepower a Warlord focuses his
firepower on heavy weapons and the ability to do massive amounts of damage. As
such 75% of their vessels weapons are Heavy Weapon Batteries.
Penetrator Missile Up to one battery on a warship per class may be fitted with a penetrator missile bank.
Banks: Penetrator missile banks ignore shields entirely even if they do have to contend with
point defence first. (EG: A Gunship could have one, a Mauler could have fifteen.)
Thunderer Batteries: While not as powerful as heavy batteries or Penetrator Missile Banks they more than
make up for it in sheer weight of fire. For every shell a heavy battery or missile a
penetrator battery can throw a Thunderer can hurl fifty.
AEGIS Point Defence: The Warlords do not neglect Point Defence. The Aegis is in fact a network of point
defence weaponry. While it isn’t normally a “Main Weapon” when you’re fighting off
waves of strike craft it definitely is.
Metalstorm: A royal bitch to reload. But a royal pleasure to unload into the enemy. These unleash
hundreds of rounds of kinetic slugs all at once making even Thundered batteries feel
small.
Heavy Armour Traits: Each heavy armour trait must be purchased before the others.

Duranium Armour: This Armour increases a ships armour by 50%


Quintanium Armour: This Armour increases a ships armour by 100%
Neutrinium Armour: This Armour increases a ships armour by 150%
Adamantium This Armour increases a ships armour by 200%
Armour:
Layered Armour: The armour is layered to provide better protection versus kinetic weaponry.
(Does not require any traits)
Reflective Armour: The armour is layered with a reflective surface to better resist energy weaponry.
(Does not require any traits)
Reactive Armour: This armour reacts to strikes by exploding violently re-directing the worst of the blast
away from the ship. But this means the enemy can chew through it somewhat faster.
(Does not require any traits)

Forceful Pacification Traits:

Psychological You brainwash your enemies people using subliminal messages, psychological
Controls: influence controls and other questionable methods. It isn’t as outright efficient as
Slavery and takes more time. But when it works nobody can dispute the results.
Extermination The easiest way to control a population is to drastically cut its numbers. Well it helps
Camps: if you order them very nicely. Here, have a shower. (No offence intended.)
Work Camps: What keeps a newly conquered people happy and quiet? Forced Labour! Let them see
that you are rebuilding their broken nation by participating! Surely they can’t
complain about helping to rebuild their homes and industries, you only use the lash
out of love!
Relocation, Not quite so heartless as to have open Extermination Camps you slap as many
Relocation, malcontents into sealed cargo containers (re-entry capable) and fire them off into
Relocation: space with a one-use hyperdrive. Of course, you’re kind enough to aim them at a Star
System, and where you think a planet might be.... Aren’t you?
Hostages: While not death camps as far as the conquered are concerned it damn will be if they
don’t toe the line and do what they’re told! After all. It’s their ‘proud national spirit’ or
their families. As far as you concerned they can only have one. And it’s their choice.

Strategic/Tactical Developments:

Rain of Fire: The Warlord deploys their armies without dropships. They simply load the troops,
tanks or other material into a simple object designed to be dropped from orbit
through the atmosphere onto the planet below. These pods or ‘tanks’ depending on
the contents need to be recovered after the battle unlike Dropships.
Linebreakers: The Warlord can “upgrade” any unit of tanks to a “Superheavy” tank unit for no extra
cost, though the number of tanks in the unit is cut by half these Superheavy tanks
have better shields, armour and weapons than their lesser cousins. The Warlord
deploys these units en-masse to break enemy lines. Hard.
Maskelyne: Deception in warfare is not an oft-practiced element. But it is one of yours. There is no
simple line, no practiced formations that lead to an enemies defeat. There is deceit.
Trickery and downright tomfoolery! You’ll try many tactics to bypass the enemy’s
expectations.
On all Fronts: Only a fool simply attacks a single point of an enemy’s defence. Certainly one can
bring more force to bear against a single target. But so to can the enemy concentrate
their defences on a single point. No, a wise Warlord spreads out his assault across a
broad front and force the enemy to either concentrate on one point and concede all
others, or spread himself thin and run the risk of the Warlord re-directing his reserves
in a single line-smashing hit.
WARLORD COLONISATION LIST:

This List details the worlds that a Warlord Nation can colonise, and for what prices, and how much IP they
provide to spend on your starting military.

 Pastoral World:
 Colonial World:
 Industrial World:
 Fringe World:
 Research Station:
 Ecumenopolis:
 Penal World:
 Resource Colony:
 Nature Preserve:
 Fortress World:
 Primary World:
 Bulwark World:

WARLORD FLEET LIST:

 Warhound Destroyer  Minelayer


 Warhorse Frigate  Monitor
 Galleon Cruiser
 Ironclad Battleship  Heavy Cruiser
 Super-Mauler  Battlecruiser
 Grand Cruiser
 Scout Drone  Fast Battleship
 Fighter Drone  Battleship
 Light Fighter  Heavy Battleship
 Medium Fighter  Dreadnought
 Light Bomber  Superdreadnought
 Medium Bomber  Mauler
 Light Gunship
 Medium Gunship  Escort Carrier
 Pocket Carrier
 Heavy Cutter  Light Carrier
 Heavy Corvette  Fast Carrier
 Heavy Frigate  Medium Carrier
 Strike Frigate  Heavy Carrier
 Battle Rider  Supercarrier
 Fast Destroyer
 Frigate  Light Transport
 Heavy Destroyer  Medium Transport
 Assault Destroyer  Heavy Transport
 Bulk Transport
COMMON TRAITS
COMMON TRAITS
The traits system, as most of you know, is the consistent core of my Engines whether they be for single
individuals, war parties or entire nations. Like most however this is a Nation based RP and so the traits will
reflect this. Due to the variety of nation types the traits will, more or less, be more or less more generic than
ever before!

At least not too much like those available only to specific nation types. When there are ones that are ‘similar’ to
those found in specific nation types one can consider the nation types to be 4 times as good as the common
version found here.

NATIONAL TRAITS

 Implausibly Efficient Government: Through trial and error the red tape has not only been cut but has
been found to be redundant and counterproductive. When it comes to cutting the red tape your nation
has none to cut!
 Fair Dinkum: Your nation is seen as a relatively straight player, and you are, you honour your deals
and deal fairly with other nations.
 Who Cares about Uzbekistan: Your polity is simply not on the galactic radar and thus avoids a lot of
the Bad Shit that can go down. . . (Can only be taken by Pacifist, Hunter, Environmentalist, Isolationist
and Spymaster nations. And only Small Nations.)
 Party Please: Your diplomats are just so good-natured or know so many skeleton-filled closets that
they can get into strategically useful alliances much easier than others. Of course, then you need to live
up to what you signed . . .
 Manipulative: Political scheming is in the blood. Once you can deal with other nations you can begin
playing with their politics, assuming you’re cunning enough and they’re receptive enough.
 Colonial Spirit: Your people are restless for the great beyond and are excellent at colonisation, you
expand nearly half again as quickly as anyone else.
 Mechanics at Heart: Your nation doesn’t tolerate anything in less than perfect condition.
Conversations can often be along the lines of 'time for the monthly check... looks good... looks good... hey
what's this brown ticking package?'
 Passive Aggressive: Only a fool shows his hand instantly. But not us, we conceal our vicious power
playing behind a submissive peaceful attitude diplomatically. Let our enemies make the first move. Let
our allies move to protect what they perceive as a peaceful people. In the end we’ll show them all.
 For the People: Every action taken is for the people, for good or ill, as such the people tend to largely
support the nation without reservation. After all, is it not working for them on all levels? However most
such nations are tied in bureaucratic bullshit.
 I-GUN: “Inter-Galactic United Nations” your empire is a conglomerate of your species nations pre-space
flight that never unified into a single ‘world government’. But this gives you more diplomatic credibility
and trustworthiness amongst the galactic community.
POPULATION TRAITS

 Loyalty: A populace that through some reason or another is loyal to its government, through fear or
"cookie day" it doesn't matter, these people are loyal.
 Heroic Age: Your people see themselves as Spartan Heroes, not Persian Generals. Shame the Spartans
made poor civilians . . .
 Flag-Wavers: It doesn't matter what you do, you'll always win the elections. You must choose
something particularly dear to your population that they wave flags about.
 Stupidly Brave: Nobody would think of calling your people cowards.
 Not One Step Back!: You hold your ground no matter what, militarily OR politically.
 Clannish/Family Groups: Your people are divided into clans or other forms of familial groupings.
While this can lead to genetic degradation if there is no breeding out of the Clan it lends towards more
tightly bound units of people who work together with flawless efficiency.
 Crimeless: Your nation has abolished crime in its entirety, whether by simply making everything legal,
some form of mental conditioning or other reasons. There is no crime, as such should there be any it
would be noticed immediately as suspicious goings-on.
 "Ultra-hygienic": Your people don't suffer from natural diseases as they have refrained from contact
with one another for whatever reasons. Whether they breed by using science clinics to 'do the deed' or
its just a remote-controlled sperm-cell implant. The downside, your people aren't very social and
exposure can lead to disease.
 Population Controls: Your population is controlled both in number and even in purpose. Your
government conducts a practice known as ‘social engineering’ to control the population. As such
undesired elements are greatly reduced.
 Organised Chaos: Your society is so bizarre that most cannot comprehend what they are seeing when
exposed to it. This makes any attempt to infiltrate it or target it much more difficult if there is anything
other than the intent to simply kill them all.
STAR NAVY TRAITS
 Capital Warship Obsession: Your nation has a fascination with large warships. Your ratio of large
capitol ships are significantly higher than any nations who does not possess this trait.
 Relativity is a Bitch: Your nation prefers fast ships over heavily armed, and yet lumbering, warships.
As such 10% of their weapons capacity is sacrificed for a significant increase in engine power. Hit and
Fade strikes are your favourite. (Cannot take with Ironclad)
 Isaac Newton Hates You: You think energy weapons are fine, missiles are all well and good, graviton
weapons are ok. But none of them compare to the deadliest son of a bitch in space. Isaac motherfucking
Newton. After all, your antimatter bomb may go up big. But so does two tons of tungsten going at .5
lightspeed. (Projectile Weapons cost half. Cannot take with Who Needs to Reload, Use the Force or
Macross Missile Massacre)
 Who needs to reload?: Projectile weapons, missiles they are nice enough I suppose. But what do they
all have in common? That’s right. Ammo requirements. Energy weapons, while often not as powerful
pound for pound just don’t need bulky amounts of ammunition to enter combat with. All you need is
your reactors and a decent sensor suite. (Energy Weapons cost half. Cannot take with Isaac Newton
Hates You, Use the Force or Macross Missile Massacre)
 Macross Missile Massacre: “On the count of three fuck them up Mr Nyder.” Guns are ok, energy
weapons are fine. But who gives a shit how many guns they have if they can’t survive to get close
enough to use them. Of course, the frequent need to reload is a good opportunity to get in some shore
leave! (Missile and Torpedo weapons cost half. Cannot take with Who Needs to Reload, Isaac Newton
Hates You or Use the Force!)
 Use the Force: “What? Expose our ships to enemy fire? Fuck that shit, launch all fighters, maybe they
have an exhaust port we can fuck up or something.” Your nation has a hardon for strike craft and would
rather never leave home without them.(Strike Craft and Carriers cost half. Cannot take with Macross
Missile Massacre, Who Needs to Reload or Isaac Newton Hates You.)
 Hangar Queens: Your fighters are incredibly advanced. They possess the best technologies you could
possibly pack into a beast their size making them 4x as good as any other nations fighters (if they don’t
have this trait) with one problem. They spend at least twice as much time in their hangars being
serviced due to their complexity.
 Ironclad: You favour armour over speed. You sacrifice 10% of your weapons spaces in favour of
considerably thicker armour than is the norm. This is cumulative with any nation traits regarding
armour. (Cannot take with Relativity is a Bitch)
 A gift from the Stars: Nothing says “we hate you and hope your cat dies” more than an Orbital
Bombardment. And you guys LOVE Orbital Bombardment. To the point you have rebuilt your medium
weapon batteries to deliver firepower from orbit on top of Heavies!
 When in doubt FIRE EVERYTHING!: You don’t just rock up and fire off a few broadsides. Your ships
have been built in such a way that when you arrive you can comfortably, and literally fire EVERYTHING
at anyone who decides to be in front of you. This gives you unparalleled first strike capabilities.
GROUND-WAR TRAITS
Note: You may only select a single “Elite” trait.

 Elite Infantry Formations: Your Infantry has little if any equals. At least from other infantry. They are
extremely well trained, and while no special forces they can definitely hold their own.
 Elite Armoured Divisions: Your tank regiments and divisions are extremely well trained. Other tank
regiments are horribly exposed against your tank-hunters.
 Elite Artillery Regiments: Your Artillery are masters of the trade and can hit anything they have the
inclination to do so, at least as well as their weapons will allow.
 Elite Mobile Infantry: Your Mobile Infantry are an extremely skilled high mobility force. They can get
where they’re needed in record time and fight like hell itself.
 Elite Special Forces: Your Spec-ops are disturbingly skilled. Few if any can match them on their terms.
More importantly they can often be out of the engagement area before you can turn the fight to your
own terms of engagement.
 Elite Air Forces: Your atmospheric pilots are skilled and are likely all aces. They’ll do what you need
them to and when.
 Combined Arms is key: Your forces are at their best when working with one another on every level.
Provided you have some troops of all categories present at a battle your chances of success get a
significant bonus. If the opponent has this as well they negate each other.
(Cannot take with Guerilla Tactics)
 Strategic Response: You HATE losing. To the point that if you think you are you’re quite likely to call
orbital fire support or maybe a nuclear missile or ten in order to ‘level the playing field’ (Not to mention
the engagement area.)
 Guerilla Tactics: Your people don’t fight as a combined arms force. It makes you too easy to locate,
whether in a Jungle, an Urban Jungle or a tunnel network diverse far-spread lines of skill troops is your
key to victory. When the enemy commits against what they thought was a stronghold, that, that is when
you strike. (Cannot take with Combined Arms)
 Occupationists: Your nation has a history of invading and successful occupations of its neighbours.
Thus they are hard to draw out of somewhere they have chosen to emplace themselves.
TECHNICAL TRAITS

 On The Run!: Most people don't strap engines to factories and cram them into carriers. Most people.
 Flash: Your stuff just has that extra polish that makes it look cooler than everyone else's inferior-
looking, blockily-functional equipment.
 Ghost in the Machine: People are a hindrance, so you use machinery as much as possible.
 Nazi Superscience: A role for every machine and a machine for every role.
 Better Than Your {Keyword}: Don't apply this too broadly or I'll smack you, otherwise it's exactly
what it implies.
 Hangerize!: Fighters are cool (or just an overly important part of your doctrines) so you stick them in
everything you can. This provides strike/superiority ability in addition to the usual utility-craft hangars.
(EVERY Ship Class gains 2 Light Carrier Spaces and 1 Medium Carrier Space)
 Accelerated Repairs: Whether by massive modularity or simple natural awareness things are
repaired far faster than might be expected of the technicians and engineers.
 Redundancy: Your nation has been working on making everything with multiple redundancy. When it
is broken it is possible that it isn’t “really” broken and can be brought online by other means.
 Synchronicity: Co-ordination is key, and very few understand it better than you. When push comes to
shove you can really get the shoving working for you. And all timed perfectly too.
 Mechs Ahoy!: Your nation likes Mechs. They have supplanted tanks and many starfighters are Mechs as
well.
PSYCHIC TRAITS
 Empathic Mind: Your psychics can sense the moods of others and even feel them in turn unwillingly.
This can give you an edge in negotiations as your psychics can sense the moods of the other party.
 Tele-Empath: Your psychics can project emotions and feelings into the minds of others this can be a
powerful weapon if used correctly.
 Projective Mind: One-way telepathy. When discovered is often used to create telepathic commanders
who command their troops with the uninterceptable power of psychic control. Its a pity that any
stronger Psychics can just take that control away from you.
 Predictive Omniscience: Its not as powerful as it sounds. These individuals do not actually see into the
future but can interpret a set of most likely events based upon what their occipital cortex is receiving
psychically. The effectively allows them to avoid bullets. Provided the persons aim was good and
weapon accurate. And Shotguns are a Predictive Omniscient’s bane.
 Mind Tracker: Where many people hunt the trail left behind by someone the mind-tracker follows the
mental imprints on the environment left behind by a sentient’s interaction with it. However doing so IS
time consuming.
 Telecommunications: No, not phones. Networked telepaths communicating over incredible distances.
They can provide nearly real-time instantaneous communication across an entire nation.
 Mental Shock: The psychic is trained for combat, but not well, at best all they can do is stun an enemy.
 Rapture: These psychics can send an individual into a psychically induced comatose state during which
their mind will be quite thoroughly occupied. However it only lasts as long as the psychic is
concentrating. This is a useful tool for capturing individuals.
 Chains of the Mind: The psychic entangles a person in mental bindings of their own creations, fears
made manifest. However people of strong will can easily fight past the effects and kill the poor bastard
responsible.
 Telekinesis: A technique for levitating and moving physical objects mentally. Though this is not the
strongest it can allow a single skilled Telekine to control a ship on his own if forced to. (By manipulating
the bridge controls telekinetically.)
ECONOMIC TRAITS
 Trade Cartels: Trade within your nation is controlled by the Cartels. There is little to no independent
trade, though there is probably a thriving black market.
 Abundant Trade Goods: You may choose one extra primary economic product. You do not have to
select a Deficit for this item as is otherwise normal.
 Abundant Trade Ships: You believe in keeping a safe number of trade ships available at all times.
 Currency Exchange: You have decided to ensure the compatibility of your markets with alien markets
you forged a Currency exchange for the easy conducting of business.
 Interstellar Stock Market: Every Solar System of your Empire has its own microcosm of a Stock
Market, controlling one
 Point Defender Gun: All your transports are fitted with a light gun with which to defend themselves
against pirate attacks. Its not perfect and won’t help against any considerable pirate efforts. But its
better than nothing.
 The “Pirate” Lanes: Your traders have big balls. They realise that they can get small and profitable
cargoes through the Pirate Lanes very quickly and generally ‘tax free’ if the Pirates don’t get them.
 Sprint Traders: (Cannot be taken with Bulk Traders) These traders sacrifice some of their cargo
capacity for greater engines to get them faster.
 Bulk Traders: (Cannot be taken with Sprint Traders) These traders sacrifice their engines for larger
cargo bays. There is little they cannot carry. Of course they couldn’t outrun an Insectoid with six broken
legs, but that’s hardly the point.
 Lax Restrictions: How does one solve a problem with illicit goods? Simply. They simply decide to
change what is classified as “illicit”.
FLAWS

(Each Fault, Weakness or Flaw allows you to take one more trait in any category EXCEPT for resource or
Historical. No more than four may be chosen.)

 Honourable to a fault: Your strategies will never rely on surprise or deception, your ships are painted
bright shiny silver and your admirals will always give a speech to the enemy before battle.
 Creaky Military: The military is under-budgeted, under-equipped and underfed. Kind of like the
Russian fleet circa 1995. You simply don't have much in the way of a military. This flaw hits hard
enough to provide two (2) bonus traits.
 Soylent Green Is People!: You have a giant elephant-sized skeleton in your closet. (You must describe
this big nasty secret. Though only your nation knows it and even the best spies would have difficulty
finding it.)
 Government Red Tape: This request cannot be processed at this time. Please take a number.
 Cult Of {Keyword}: All Hail Xenu!
 Hilariously Fail: Someone - a lot of someones - doesn't have much going on upstairs. Unfortunately
they're disproportionately represented in your government and military.
 Public Outcry: Your people have deep and strong opinions on some issues you'd really rather they
didn't.
 Wimpy: Maybe they're a low-gravity race or just didn't drink milk when growing up. No matter the
cause, your people are short, skinny and weak. This is a bigger disadvantage than it sounds, as your
fighter pilots will not be able to handle nearly as many Gs and your ships will likewise be relatively
sluggish.
 Paranoia!: In a universe full of planet-destroying aliens, a healthy dose of paranoia is only natural. It
might make diplomacy difficult but at least they won't sneak up on you!
 Trade Dependent: Exactly what it says. A good example is a Mars-like world that must import
significant food to feed its populace.
 Dangerous Cults: These cults aren’t just your weirdo cults that do strange things. These are cults that
actively enjoy concepts like bringing your government down, terrorism.
 Psychic Nulls: Your people have no psychics amongst the population, and more over no protection
against psychic abilities. (Cannot be taken if ANY Psychic traits were taken. Provides 2 Trait Points.)
 Limited Psy: Your psychic population is more limited than is normal. Moreover they simply cannot
maintain the “range” that others can, and their communication if they possess the capacity is slower as
well.
 GLaDoS: “Remember that time where I said we were going to murder you, and you were like ‘No Way!’
That was great.” Your scientists insist on continually using unreliable dangerous A.I programs. Ones
that have a habit of going insane and killing everybody involved. And no matter how many edicts you
pass they continue to use them anyway.
 Famine: You may not pick any foodstuff resources and must pick six foodstuff resource deficits.
 Resource Shortage: You may not pick any resource traits at all and must pick a minimum of twenty
resource deficits. (This trait hits hard enough to grant three common traits)
 Cowardly: Your people make very poor soldiers. While they are as capable as any other the fact
remains at their core lies a lilly-livered, chicken-hearted, yellow-bellied coward. So long as your troops
maintain a significant advantage you’re fine. But the moment things even start evening out your guys
would really like to head for the hills!
 Self Destructive: When boredom sets in it is a bad time, your people are fractured and don’t much care
for one another and only a threat to them all keeps them unified for any length of time. And even then
only for so long before they get together for another little civil war or uprising.
 Shitty Worksmanship: Your designs and your work, well just about everything, is inferior to everyone
elses. Your internet is slow, your sewage backs up, your phone lines are riddled with static and even
your pants are a little longer on the left than the right. Your people are as good as can be, just very lazy
on design and implementation.
 Delectable: Your species, while no Bovine, still taste really good. Want some Popplers?
TRADE GOODS
TRADE GOODS:

Trade Goods are those objects that a nation may trade with another nation, all nations have all trade goods (The only
exception, Bio-technocracies must always have a Bioweapons Deficit) now these goods exist in three independent
states.

Surplus: A lot of unused goods held in storage.


Normal: You use as much as you produce.
Deficit: You have a shortage, in most cases you MUST see that this deficit is addressed. You might be able to survive
without it but you will realize things can go very wrong if you don‟t deal with it sooner rather than later.

Trade with other nations is conducted with Surplus and Deficit, as the “Normal” stocks are everything you require,
during wartime or other similar events your Surplus, Deficit and “Normal” can change by GM action in response to
external events.

But Trade is the primary purpose of your Surplus and Deficits, you may find yourselves needing to trade with your
archenemy in order to fulfill a critical deficit in some rare cases~! In some cases you can simply steal what you require
to fulfill a deficit, though in many cases this is not an adequate way to do so, no matter how hard your raid hit you
won‟t manage to alleviate a deficit of domesticated meat supposed to sustain a four hundred billion strong population!

Critical Deficits

A Critical Deficit can only come about due to actions in the RP itself as an event finds you so short on said resource
that if you do not trade for it or somehow alleviate the population you‟ll have a LOT of pissed off citizens rioting all
over your ass come weekends.

Contraband Items

Contraband items, though they have surplus and deficit, will not under most circumstances cause any trouble with
your populace should you have a deficit, though there are some exceptions, but Contraband items are illegal in most
nations and should be treated as such, while some might be inclined to take a lot of Deficits in contraband items there
is one problem with that.

You may only take a deficit in contraband for each surplus in contraband, and too many deficits in contraband items
will leave your nation an open target for criminal organizations to exploit, of which two are represented by whole
nation types!
RESOURCE TRAITS
Metals Other Items:

 Tritanium II:  Antimatter:


 Tritanium III  Shimmersheer:
 Duranium:  Rare Alcohols:
 Quintanium:  Exotic Transports:
 Neutrinium:  Personal Ships:
 Adamantium:  Exotic Pets:
 Unrefined Ores:  Alien Entertainment:
 Refined ‘Lesser’ Metals:  Cybernetics:
 Precious Metals:  Advanced Polymers:
 Conductive Metals:  Carbon Nanotubes:
 Deuterium:  Chemicals:
 Plutonium:  Civilian Vehicles:
 Precious Stones:
Foodstuffs  Focussing Lens:
 Hardwoods:
 Grain:
 Starship Hulls:
 Fruits:
 Commercial Satellites:
 Vegetables:
 Industrial Gasses:
 Domesticated Meat:
 Plastics:
 Game Meat:
 High Grade Plastics:
 Spices:
 Combustibles:
 Seafoods:
 Artificial Fibres:
 Exotic Foods:
 Low Grade Alcohol: Contraband Items:
 Medium Grade Alcohol:
 High Grade Alcohol:  Dreamy White:
 Other Drinks:  Glitterstim:
 Caffeinated Drinks:  “Party-Mix”:
 Performance Enhancers:
Equipment:  “Spice”:
 Small Arms:
 Farming Machinery:
 Slaves:
 Mining Vehicles:
 Military Vehicles:
 Industrial Machinery:
 Dangerous Chemicals:
 Automated Robotics:
 Illicit Alcohols:
 Asteroid Mining Tools:
 Biologicals:
 Medical Equipment:
 Dangerous Animals:
 Civil Engineering Machinery:
 Illegal Psychics:
 Fusion Reactors:
 Starship Grade Weapons:
 Electronics:
 C.I.T Chambers:
 Refining Equipment:
 Bioweapons:
 Chemical Processors:
 Pleasure Slaves:
 Particle Accelerators:
 Illegal Test Subjects:
 Recycling Equipment:
RESOURCE DEFICITS
Metals Other Items:

 Tritanium II:  Antimatter:


 Tritanium III  Shimmersheer:
 Duranium:  Rare Alcohols:
 Quintanium:  Exotic Transports:
 Neutrinium:  Personal Ships:
 Adamantium:  Exotic Pets:
 Unrefined Ores:  Alien Entertainment:
 Refined ‘Lesser’ Metals:  Cybernetics:
 Precious Metals:  Advanced Polymers:
 Conductive Metals:  Carbon Nanotubes:
 Deuterium:  Chemicals:
 Plutonium:  Civilian Vehicles:
 Precious Stones:
Foodstuffs  Focussing Lens:
 Hardwoods:
 Grain:
 Starship Hulls:
 Fruits:
 Commercial Satellites:
 Vegetables:
 Industrial Gasses:
 Domesticated Meat:
 Plastics:
 Game Meat:
 High Grade Plastics:
 Spices:
 Combustibles:
 Seafoods:
 Artificial Fibres:
 Exotic Foods:
 Low Grade Alcohol: Contraband Items:
 Medium Grade Alcohol:
 High Grade Alcohol:  Dreamy White:
 Other Drinks:  Glitterstim:
 Caffeinated Drinks:  “Party-Mix”:
 Performance Enhancers:
Equipment:  “Spice”:
 Small Arms:
 Farming Machinery:
 Slaves:
 Mining Vehicles:
 Military Vehicles:
 Industrial Machinery:
 Dangerous Chemicals:
 Automated Robotics:
 Illicit Alcohols:
 Asteroid Mining Tools:
 Biologicals:
 Medical Equipment:
 Dangerous Animals:
 Civil Engineering Machinery:
 Illegal Psychics:
 Fusion Reactors:
 Starship Grade Weapons:
 Electronics:
 C.I.T Chambers:
 Refining Equipment:
 Bioweapons:
 Chemical Processors:
 Pleasure Slaves:
 Particle Accelerators:
 Illegal Test Subjects:
 Recycling Equipment:

Anda mungkin juga menyukai