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St a rF o rce

An Expansion Supplement for Lightspeed


By Christian Conkle

Introduction
This supplement expands basic Lightspeed by allowing
players to make StarForce characters. A game using
StarForce characters differs greatly from a normal
Lightspeed game featuring Ranger characters. StarForce
games are more grandiose, where the fate of worlds or
sectors hang in the balance. StarForce wields great power
through their starships. As a result, StarForce characters
face more restrictions and control in the form of a rigid
chain of command and strict rules that prevent them from
abusing their power.
The StarForce, obviously, is based on every Interstellar
military/exploration force in science fiction from the
Federation Starfleet of Star Trek to the Earth Alliance
Fleet of Babylon 5. The role of military/explorers is
common in science fiction, and draws from the traditions
of brave naval explorers of Earth history.
In the future, the peace of the Galaxy is maintained by the
Federation StarForce. Without the stabilizing influence of
the StarForce, the planets of the Interstellar Federation
would succumb to either the threat of invasion by the Pan

Solar Empire, or to internal strife caused by terrorism or


factionalism.
Although StarForce is the general term for the
Federations overall defense strategy, consisting of
DefenseForce, MechForce, PsiForce, SeaForce,
Intelligence, Colonization Authority, Engineering Corps,
Diplomatic Corps, and StarForce Academy, most are
referring to the Federations deep space exploration and
defense fleet when they use the term. StarForce is tasked
with both exploring and defending the Interstellar
Federations interests in deep space. To this end,
StarForce has become the largest and most visible
symbol of the Interstellar Federation. Wherever the
gleaming StarForce ships travel, the interests and goals of
the Federation are upheld and achieved.

History of StarForce
StarForce is the outgrowth of the loosely defined Colonial
Alliance Space Fleet formed in 2330. The Space Fleet
was composed of ships donated from myriad colonial

A Supplement for Lightspeed


By Christian Conkle

StarForce
worlds as a deterrent to Old Earth Empire exploitation.
The Declaration of the Articles of the Federation in 2368,
the official founding date of the Interstellar Federation,
called for the formalization of a defense force to enforce
the Articles and defend the peace within their sphere of
influence. At that time, this force was called SpaceFleet,
and was organized separately from the other defense
forces. In 2540, after a near disastrous Galactic invasion
from the Pan Solar Empire, the Federations defense
forces were organized under one umbrella organization.
The Federation Ground Forces, the Mechanized Cavalry,
the Federation Navy, the Federation Intelligence Agency,
the Federation Marines, and Federation Galactic Affairs
were all reorganized as semi-autonomous divisions under
the command of SpaceFleet, now renamed StarForce.
Many still refer to StarForce as SpaceFleet out of tradition.

StarForce Command and


Organization

specific function or duty. Enlisted personnel wear grey


uniforms.

Chief Petty Officer (two black bars), 225 cr/month


Petty Officer (one black bar), 200 cr/month
Leading Crewman (no bar), 175 cr/month
Able Crewman (no bar), 150 cr/month
Crewman (no bar), 100 cr/month

StarForce Academy
StarForce Academy students hold the rank of Cadet while
attending the institution. The rank ranks of Chief, Leading,
and Able Cadet are assigned by academic achievement.
Chief Cadets assume leadership roles within the school,
often teaching courses themselves.

Chief Cadet
Leading Cadet
Able Cadet
Cadet

StarForce is under the command of Chief Admiral James


Corcoran, who leads a council of 6 top Admirals and
Generals called StarForce Command, each representing
the various divisions of StarForce. Admiral Corcoran, in
turn, answers to President Nakamura of the Federation.
Star Force also is apportioned funding from the
Federation budget by the Federation Senate.
Each of the 10 divisions of StarForce maintains its own
rank and command structure. StarForce itself follows the
naval tradition of rank and command.
StarForce headquarters is located on the planet Eos in the
Hyperion system some 25,000 Light Years from Earth.
The Headquarters Building is one aspect of magnificent
five-towered Capital Complex consisting of the Federation
Senate, the Presidential Offices, the Supreme Judiciary,
and the Federation Visitors Center. The Capital Complex
forms the towering center of the metropolis of New
Geneva.

StarForce Officer Ranks


StarForce Officers must be graduates of the Academys 6year education program. Officers are organized by
specialties within one of several divisions: Command,
Operations, Science, Medical, Engineering, and Security.
Each division is identified by a distinctive color uniform.

Chief Admiral (five gold bars), 1000 cr/month


Admiral (five gold bars), 500 cr/month
Captain (four gold bars), 400 cr/month
Commander (three gold bars), 300 cr/month
Lieutenant Commander (two gold bars), 275 cr/month
Lieutenant (one gold bar), 250 cr/month
Lieutenant JG (one silver bar), 225 cr/month
Ensign (no bar), 200 cr/month

StarForce Enlisted Ranks


StarForce Enlisted personnel are required to have a
minimum of 2 years of post-secondary education. They fill
most non-specialist roles on StarForce ships and stations,
and are easily interchangeable between StarForce
divisions. At Petty Officer, enlisted personnel assume
stable leadership positions and are usually assigned to a

Chief Admiral James Corcoran

StarForce

A Supplement for Lightspeed


By Christian Conkle

Starship and Station Organization


Starships and Stabases generally have 1 officer for every
10 enlisted personnel. At the top of the chain of command
of any vessel is its Captain. Under the Captain is the
Executive Officer, or XO. The XO is the interface between
Captain and crew, ensuring orders are carried out and
reporting to the captain important grievances.
In addition to the Captain and Executive Officer, all
Starships require a minimum of eight bridge officers each
overseeing the function of the ship. The Communications
Officer maintains the communications systems both
onboard and with other vessels and the Hypernet. The
Flight Control Officer charts courses and pilots the ship.
The Chief Tactical Officer controls the weapons
compliment of the ships, often commanding gunners in
various Tactical Departments. The Chief Science Officer
oversees the vessels computers, sensors, and scientific
laboratories. The Chief Engineering Officer oversees the
maintenance and repair of the vessel. The Chief Medical
Officer oversees the crews health and trauma care during
emergencies. The Chief Operations Officer coordinates
the various Operations personnel and departments.
Lastly, there is generally one reserve Operations officer
on hand to fill in in the event any other present bridge
officer should become incapacitated.
Starship crews are generally organized into various
departments. The security department consists of several
security officers and enlisted personnel under the
command of the Executive Officer.
Tactical Departments are organized by weapon type and
placement. For example, one department might serve the
forward Heavy Strike Missile Launcher and consist of 6
enlisted personnel and 1 officer who serves as
Department Head and reports to the Chief Tactical Officer.

Captain

Executive
Officer

Security Department Heads

Communications Officer

Flight Control Officer (Conn)

Chief Tactical Officer

Tactical Department Heads

Chief Science Officer

Science Department Heads

Science Departments are organized by specialty, such as


Astrometrics, Planetology, Xenobiology, etc.
Chief Engineering Officer
Each department consists of one specialist Department
Head who reports directly to the Chief Science Officer and
1-3 enlisted personnel as assistants.
Engineering Departments are organized by the Starships
systems, such as Waste Management, Drive Systems,
Computer Networks, etc. Each department consists of one
specialist Department Head and 10-12 enlisted personnel.
Engineering Departments can be re-organized into repair
teams in case of emergencies. Each Department Head
reports directly to the Chief Engineering Officer.
Medical Departments are organized into specialties, such
as Trauma, Prevention, and Pathology. Each department
consists of 1 specialist Department Head who reports
directly to the Chief Medical Officer, 1-2 assistants, and 24 enlisted personnel.
Operations Departments are organized by function and
location, such as Galley, Data Management, Flight
Control, Navigation, etc. Each department consists of 1
specialist Department Head who reports directly to the
Chief Operations Officer, 2-4 associates, and 10-15
enlisted personnel.

Engineering Department Heads

Chief Medical Officer

Medical Department Heads

Chief Operations Officer

Operations Department Heads

A Supplement for Lightspeed


By Christian Conkle

StarForce
StarForce Characters
StarForce is an all-volunteer organization, and there is
never a shortage of recruits. StarForce candidates hail
from all the planets in the Federation, from the most
populous Core World to the wildest Colony. StarForce
enlisted personnel must have 2 years specialist (college)
education while officers, in addition to the 2 years
specialist education, must have completed 4 years of
StarForce Academy education. StarForce characters
should, therefore, be highly motivated, intelligent, and
educated.
Within StarForce, there are six primary occupations.
Those are: Command, Operations, Engineering, Science,
Medical, Fighter Pilot, and Security. Each occupation
covers a separate specialty. Command oversees the
administration of personnel and equipment. They are
typically team leaders and organizers and, at higher
ranks, commanders of starships and stations.

Creating a StarForce Officer


Creating a StarForce officer follows the same basic
formula as creating an AstroPolice Ranger. Stats and
Everyman skills are determined normally. However, the
main difference comes from the characters initial training.
StarForce officers must graduate from the Academy in
one of several programs. The program chosen generally
dictates the officers career in StarForce. Each of the
following represents one of the programs available to a
StarForce character.

Command
Command officers are trained to be leaders. They give
orders and motivate their crew and make sure everything
works smoothly and that everyone under their command
are cooperating and getting their job done.
Lower-ranking Command-Division officers usually do time
as Security Officers, rising through the ranks. However,
many Command Officers often transfer from OperationsDivision.
Command Officers receive the following skills from their
Everyman skills and Academy training:
Astrogation
Computers
Current Events
Etiquette
Evade
Hand-to-Hand
Perception
Persuasion
Pilot Starship
System Operation
Tactics
In addition to the above, characters receive an additional
30 skill points to add to their existing skills or to purchase
new ones as they wish to reflect Academy electives and
other areas of study, as well as experience earned in the
course of duty.
StarForce provides the following equipment free of charge
to all its Command Officers: Command Uniform (Red),
Stunner (10DC Stun only, +1 accuracy, 60m range),
Datapad (2 POW), Analyzer (Adds +2 to any Perception,
Technology, Tracking or Survival skills). Additional
equipment can be obtained through requisition, but
equipment is generally reserved for cases of special
requirements or extreme need.
Typical Federation StarForce Command Officer
Physical: 4 Mental: 6 Combat: 5 Move: 4
Hits: 20 Defense: 8
Skills: Astrogation 5, Computers 5, Current Events 2,
Etiquette 4, Evade 5, Hand-to-Hand 5, Perception 4,
Persuasion 5, Pilot Starship 4, System Operation 4,
Tactics 7.
Equipment: Command Uniform (Red), Stunner (10DC
Stun only, +1 accuracy, 60m range), Datapad (2 POW),
Analyzer (Adds +2 to any Perception, Technology,
Tracking or Survival skills).

StarForce
Operations
Operations officers are the flight control officers, gunners,
navigators, communications and sensor operators. They
run the various functions of the ship and are cross-trained
in order to take over any station as required.
Operations officers receive the following skills from their
Academy training:
Astrogation
Computers
First Aid
Gunnery
Perception
Pilot Starfighter
Pilot Starship
Science
Shields
System Operation
In addition to the above, characters receive an additional
30 skill points to add to their existing skills or to purchase
new ones as they wish to reflect Academy electives and
other areas of study, as well as experience earned in the
course of duty.

A Supplement for Lightspeed


By Christian Conkle
Starfighter Technology
Starship Technology
System Operation
Vehicle Technology
In addition to the above, characters receive an additional
30 skill points to add to their existing skills or to purchase
new ones as they wish to reflect Academy electives and
other areas of study, as well as experience earned in the
course of duty.
StarForce provides the following equipment free of charge
to all its Engineering Officers: Engineering Uniform
(Orange), Egineering Coveralls (Orange), Stunner (10DC
Stun only, +1 accuracy, 60m range), Space Suit (5 KD),
Datapad (2 POW), Analyzer (Adds +2 to any Perception,
Technology, Tracking or Survival skills), Mechanics Tool
Kit, and Electricians Tool Kit. Additional equipment can be
obtained through requisition, but equipment is generally
reserved for cases of special requirements or extreme
need.

StarForce provides the following equipment free of charge


to all its Operation Officers: Operations Uniform (Yellow),
Stunner (10DC Stun only, +1 accuracy, 60m range),
Datapad (2 POW), Analyzer (Adds +2 to any Perception,
Technology, Tracking or Survival skills). Additional
equipment can be obtained through requisition, but
equipment is generally reserved for cases of special
requirements or extreme need.
Typical Federation StarForce Operations Officer
Physical: 4 Mental: 6 Combat: 5 Move: 4
Hits: 20 Defense: 8
Skills: Astrogation 3, Computers 5, Evade 2, First Aid 3,
Gunnery 3, Hand-to-Hand 5, Perception 5, Persuasion 3,
Pilot Starfighter 3, Pilot Starship 3, Science 3, Shields 3,
System Operation 3.
Equipment: Operations Uniform (Yellow), Stunner (10DC
Stun only, +1 accuracy, 60m range), Datapad (2 POW),
Analyzer (Adds +2 to any Perception, Technology,
Tracking or Survival skills).
Engineering
Engineering officers are the repair crews, maintenance
teams, and research engineers who keep the ship
operating properly and conduct research into possible
modifications to enhance performance. They are also
employed in construction or demolition as required.
Engineering Officers receive the following skills from their
Academy training:
Computers
Computer Technology
Droid Technology
Engineering
Equipment Technology
Science

Typical Federation StarForce Engineering Officer


Physical: 4 Mental: 7 Combat: 4 Move: 4
Hits: 20 Defense: 8
Skills: Computer Technology 3, Computers 4, Droid
Technology 3, Engineering 3, Equipment Technology 3,
Evade 2 , Hand-to-Hand 2, Perception 3, Persuasion 2,
Science 3, Starfighter Technology 3, Starship Technology
4, System Operation 3, Vehicle Technology 3.
Equipment: Engineering Uniform (Orange), Engineering
Coveralls (Orange), Stunner (10DC Stun only, +1
accuracy, 60m range), Datapad (2 POW), Analyzer (Adds
+2 to any Perception, Technology, Tracking or Survival
skills).

A Supplement for Lightspeed


By Christian Conkle

StarForce
Science
Science officers provide expert scientific knowledge and
research to the ship.
Science Officers receive the following skills from their
Academy training:

Medical
Medical officers provide medical support and assistance
to the ship as Ships Doctors, trauma specialists, or .
Science Officers receive the following skills from their
Academy training:

Astrogation
Computer Technology
Computers
Engineering
Perception
Science +3
System Operation +2

Computers
First Aid +3
Perception +2
Medicine +3
Science
System Operation

In addition to the above, characters receive an additional


30 skill points to add to their existing skills or to purchase
new ones as they wish to reflect Academy electives and
other areas of study, as well as experience earned in the
course of duty.

In addition to the above, characters receive an additional


30 skill points to add to their existing skills or to purchase
new ones as they wish to reflect Academy electives and
other areas of study, as well as experience earned in the
course of duty.

StarForce provides the following equipment free of charge


to all its Science Officers: Science Uniform (Blue), Stunner
(10DC Stun only, +1 accuracy, 60m range), Datapad (2
POW), Analyzer (Adds +2 to any Perception, Technology,
Tracking or Survival skills). Additional equipment can be
obtained through requisition, but equipment is generally
reserved for cases of special requirements or extreme
need.

StarForce provides the following equipment free of charge


to all its Medical Officers: Medical Uniform (Green),
Stunner (10DC Stun only, +1 accuracy, 60m range),
Datapad (2 POW), Medical Analyzer (Adds +2 to any
Perception, First Aid, Medicine, or Science skills), First Aid
Kit. Additional equipment can be obtained through
requisition, but equipment is generally reserved for cases
of special requirements or extreme need.

Typical Federation StarForce Science Officer


Physical: 4 Mental: 6 Combat: 5 Move: 4
Hits: 20 Defense: 8

Typical Federation StarForce Medical Officer


Physical: 4 Mental: 6 Combat: 5 Move: 4
Hits: 20 Defense: 8

Skills: Astrogation 4, Computer Technology 4, Computers


6, Engineering 3, Evade 3, Hand-to-Hand 3, Perception 6,
Persuasion 3, Science 6, System Operation 6.

Skills: Computers 5, Evade 2, First Aid 7, Hand-to-Hand


2, Medicine 7, Perception 5, Persuasion 6, Science 5,
System Operation 6.

Equipment: Science Uniform (Blue), Stunner (10DC Stun


only, +1 accuracy, 60m range), Datapad (2 POW),
Analyzer (Adds +2 to any Perception, Technology,
Tracking or Survival skills).

Equipment: Medical Uniform (Green), Stunner (10DC


Stun only, +1 accuracy, 60m range), Datapad (2 POW),
Medical Analyzer (Adds +2 to any Perception, First Aid,
Medicine, or Science skills), First Aid Kit..

A Supplement for Lightspeed


By Christian Conkle

StarForce

Typical Federation StarForce Fighter Pilot


Physical: 4 Mental: 6 Combat: 5 Move: 4
Hits: 20 Defense: 8
Skills: Astrogation 4, Computers 3, Evade 3, First Aid,
Gunnery 3, Hand-to-Hand 2, Perception 3, Persuasion 2,
Pilot Starfighter 6, Ranged Weapons 3, Shields 3,
Starfighter Technology 3, Survival 3, System Operation 3
Equipment: Command Uniform (Red), Stunner (10DC
Stun only, +1 accuracy, 60m range), Flight Suit (5 KD),
Datapad (2 POW), Analyzer (Adds +2 to any Perception,
Technology, Tracking or Survival skills).

Fighter Pilot
Though technically classified as Command personnel,
Fighter Pilots are specialized to fly the one- or two-man
starfighters often assigned to larger spacecraft or bases.
Beginning Fighter Pilots receive the following skills from
their Academy training:
Astrogation
First Aid
Gunnery
Perception
Pilot Starfighter
Ranged Weapons
Shields
Starfighter Technology
Survival
System Operation
In addition to the above, characters receive an additional
30 skill points to add to their existing skills or to purchase
new ones as they wish to reflect Academy electives and
other areas of study, as well as experience earned in the
course of duty.
StarForce provides the following equipment free of charge
to all its Fighter Pilots: Command Uniform (Red), Stunner
(10DC Stun only, +1 accuracy, 60m range), Flight Suit (5
KD), Datapad (2 POW), Analyzer (Adds +2 to any
Perception, Technology, Tracking or Survival skills).
Additional equipment can be obtained through requisition,
but equipment is generally reserved for cases of special
requirements or extreme need.

Security
Security officers are Command Division officers whose
responsibility is to respond to disturbances and maintain
overall security on the ship. They are trained for combat
and hand-to-hand fighting. They also handle ship-board
defense when boarded. Security officers often go on to
command positions.
Security officers receive the following skills from their
Academy training at level 1.
Evade
First Aid
Hand-to-Hand
Heavy Weapons
Melee Weapons
Perception
Persuasion
Ranged Weapons
System Operation
Thrown Weapons
In addition to the above, characters receive an additional
30 skill points to add to their existing skills or to purchase
new ones as they wish to reflect Academy electives and
other areas of study, as well as experience earned in the
course of duty.

A Supplement for Lightspeed


By Christian Conkle

StarForce
StarForce provides the following equipment free of charge
to all its Security Officers: Command Uniform (Red),
Stunner (10DC Stun only, +1 accuracy, 60m range),
Personal Force Screen (10KD, stunners only), Datapad (2
POW), Analyzer (Adds +2 to any Perception, Technology,
Tracking or Survival skills). Additional equipment can be
obtained through requisition, but equipment is generally
reserved for cases of special requirements or extreme
need.
Typical Federation StarForce Security Officer
Physical: 4 Mental: 6 Combat: 5 Move: 4
Hits: 20 Defense: 8
Skills: Computers 2, Evade 6, First Aid 3, Hand-to-Hand
6, Heavy Weapons 3, Melee Weapons 3, Perception 6,
Persuasion 6, Ranged Weapons 3, System Operation 3,
Thrown Weapons 3
Equipment: Command Uniform (Red), Stunner (10DC
Stun only, +1 accuracy, 60m range), Personal Force
Screen (10KD, stunners only), Datapad (2 POW),
Analyzer (Adds +2 to any Perception, Technology,
Tracking or Survival skills).

Astrogation
Computers
Concentration
Evade
Hand-to-Hand
Perception
Persuasion
Pilot Starfighter
Ranged Weapons
System Operation
Tactics
StarForce provides the following equipment free of charge
to all its officers: PsiForce Uniform (Purple), Stunner
(10DC Stun only, +1 accuracy, 60m range), Space Suit (5
KD), Datapad (2 POW), Analyzer (Adds +2 to any
Perception, Technology, Tracking or Survival skills).
Additional equipment can be obtained through requisition,
but equipment is generally reserved for cases of special
requirements or extreme need.
Typical PsiForce Officer
Physical: 3 Mental: 8 Combat: 4 Move: 4
Hits: 15 Defense: 6
Psi Power Level: 100-600 Control: -1
Skills: Astrogation 1, Computers 2, Concentration 3,
Evade 3, Hand-to-Hand 3, Perception 3, Persuasion 3,
Pilot Starfighter 1, Ranged Weapons 1, System Operation
1, and Tactics 1.
Psi Methods: Hyperspace 2, Life Support 2, Mind
Shield 2, Psi Sense 2, Telepathic Send 2, TK Blast 2,
TK Control 2, TK Shield 2
Equipment: Stunner (10DC Stun only, +1 accuracy, 60m
range), Space Suit (5 KD), Datapad (2 POW), Analyzer
(Adds +2 to any Perception, Technology, Tracking or
Survival skills).
DefenseForce Space Troopers

PsiForce
The Federation employs the services of several powerful
Psis for Galactic Defense and Exploration. These Psis act
in small teams and are often assigned to a Starship or
Starbase. Although classified as PsiForce, these Psis fall
under the jurisdiction and administration of StarForce.
StarForce Psis are highly elite and admired. However,
their numbers are few so their use is reserved for only the
most dire situations.
StarForce Psis must be graduates of the Psi Academies
and only receive nominal training from StarForce. The
lack of rigorous StarForce Academy training also creates
an animosity among StarForce Academy graduates who
think StarForce Psis are little more than ill-trained
celebrities pretending to play soldier. Upon joining
StarForce, the Psis are given training in the following
areas at +1.

Space Troopers are members of DefenseForce trained in


assault combat. They are generally transported via
Starship to their destination, then delivered to the target
area via Canopus Assault Shuttles accompanied by
Lightning fighter escorts. They are not a part of standard
ships crews and use a completely independent command,
rank, and organizational structure. However, they are a
common sight on many Federation ships headed for
hazardous duty.
Typical DefenseForce Space Toopers
Physical: 6 Mental: 2 Combat: 5 Move: 4
Hits: 30 Defense: 12
Skills: Climbing 2, Stealth 2, Computers 3, Technology
Skill (Vehicle) 2, Games 3, Perception 2, Persuasion 2,
Streetwise 4, Evade 4, Hand-to-Hand 4, Gunnery 3,
Melee Weapons 3, Ranged Weapons 5, Thrown Weapons
2, Pilot Grav Vehicle 4, Pilot Starfighter 2, Systems
Operation 3.
Equipment: Blaster Rifle (7DC, +1 accuracy, 400m
range), Heavy Armor (20 KD), Grenade (10DC, 5m
radius).

StarForce

A Supplement for Lightspeed


By Christian Conkle

StarForce Spacecraft
StarForce fields a wide variety of spacecraft as a part of
its interstellar fleet. Spacecraft range from small shuttles
and starfighters to the giant Andromeda Class SuperStarship.

Lightning Fighter-Interceptor

Peacekeeper Fighter

KD: 4K
SHIELDS: 20K
SDP: 8K (2K)
MV: -1/-2/-4 (fighter scale)
MOVE: 4/8/16
Crew + Passengers: 1+1
Length: 15 meters
Width: 8 meters
Clearance: 2.5 meters clearance.
Weapons:
Beam Guns
(5K, +1 accuracy, range 10, BV 2, fixed forward)
2 Strike Missiles
(20K each, range 24, forward arc)
Tractor Beam
(15+3d6 vs targets structure+3d6, success indicates
target is immobilized, -5 accuracy, range 15, all arcs)
Options:
Hyperdrive (100 LY per hour, 1000 LY hex range)
Ion Drive (1 AU per day)
Atmospheric re-entry protection
passenger seat for prisoners
500kg storage
ejection seats
security system
sensors (range 70km/35 hexes, communications range
10,000km/5000 hexes)
backup sensors (range 10km/5 hexes, communications
range 300km/150 hexes)
Artificial Intelligence (Mental 2, Combat 2)
The Peacekeeper is a rugged long-range fighter-bomber
used primarily by the Rangers. Some Peacekeepers find
their way into StarForce service, but not in large numbers.

KD: 2K
SHIELDS: 10K
SDP: 6K (2K)
MV: -0/-1/-2 (fighter scale)
MOVE: 4/9/18
Crew + Passengers: 1+0
Length: 12 meters
Width: 3.5 meters
Clearance: 3 meters
Weapons:
Beam Guns
(5K, +1 accuracy, range 10, BV 2, fixed forward)
Options:
Hyperdrive (120 LY per hour, 200 LY hex range)
Ion Drive (1 AU per day)
Atmospheric re-entry protection
500kg storage
ejection seat
security system
sensors (range 70km/35 hexes, communications range
10,000km/5000 hexes)
backup sensors (range 10km/5 hexes, communications
range 300km/150 hexes)
Artificial Intelligence (Mental 2, Combat 2)
The Lightning is the standard Fighter-Interceptor in use by
StarForce. They are light, nimble, and fast. They are
generally attached to Starships and Starbases and serve
a defensive role by intercepting incoming attacks before
they become a threat.

StarForce

A Supplement for Lightspeed


By Christian Conkle
Canopus-class Assault Shuttle

Polaris-class Transport Shuttle

KD: 1K
SHIELDS: none
SDP: 4K (1K)
MV: -2/-5-10 (fighter scale)
MOVE: 1/3/6
Crew + Passengers: 2+10
Length: 26 meters
Width: 7 meters
Clearance: 3 meters
Weapons:
None
Options:
Hyperdrive (40 LY per hour, 100 LY hex range)
Ion Drive (1 AU per day)
Atmospheric re-entry protection
5000kg storage
sensors (range 70km/35 hexes, communications range
10,000km/5000 hexes)
backup sensors (range 10km/5 hexes, communications
range 300km/150 hexes)
The standard shuttle used by StarForce, as well as the
most popular security and civilian shuttle on the market.
Many variations exist, but the Polaris represents the most
ubiquitous variety. The Polaris carries personnel and light
cargo from vessel to vessel and are attached to every
Starship and Starbase with hangar facilities.

KD: 2K
SHIELDS: 30K
SDP: 10K (3K)
MV: -3/-6/-12 (fighter scale)
MOVE: 2/4/8
Crew + Passengers: 4 + 100
Length: 45 meters
Width: 38 meters
Clearance: 5 meters clearance.
Weapons:
Beam Guns
(5K, +1 accuracy, range 10, BV 2, fixed forward)
Options:
Hyperdrive (40 LY per hour, 100 LY hex range)
Ion Drive (1 AU per day)
Atmospheric re-entry protection
50,000kg storage capable of transporting a vehicle.
Cockpit becomes an escape pod.
security system.
sensors (range 70km/35 hexes, communications range
10,000km/5000 hexes)
backup sensors (range 20km/10 hexes, 6000km/3000 hex
communications range)
The Canopus Assault Shuttle is used to deliver
DefenseForce Space Troopers to their target during
assaults. It is rugged and fast, providing protection to its
payload of 100 Space Troopers or 20 Space Troopers and
their Assault Grav Vehicle.
Because of their use in boarding actions, attaching
themselves to the hull of enemy vessels allowing an
assault team to open an entry hole, Space Troopers often
refer to the Canopus as Can Openers.
Federation Assault Grav Vehicle
The AGV is a highly mobile troop transport used for
transporting troops during an assault on planetary targets.
It is equipped with two Rocket Pods, and a Heavy Blaster.
The AGV can transport up to 20 troopers.
FEDERATION AGV: KD 2K, SDP 5K, MV-6, MOVE 20,
Pass 1+20, Heavy Blaster (14 DC, range 400m), 2
Rocket Pods (-1 accuracy, 2K, range 250m, 20
rockets, can be fired singly or in BV10 salvoes of 10),
Options: sensors (7km range, 20,000km
communications), backup sensors (1km range, 300km
communications).

10

StarForce

A Supplement for Lightspeed


By Christian Conkle
Betelgeuse-Class Heavy Attack Craft

Procyon-Class Light Attack Craft

KD: 3K
SHIELDS: 50K
SDP: 12K (3K)
MV: -0/-1/-2 (corvette scale)
MOVE: 2/5/10
Crew + Passengers: 50 (10 officers, 40 enlisted)+100
Length: 80 meters
Width: 45 meters
Clearance: 30 meters
Decks: 3
Weapons:
Beam Cannon
(20K, +2 accuracy, range 75, BV 2, forward arc)
Nova Cannon
(100K, +1 accuracy, range 500, fixed forward, 1 Phase
recharge)
Options:
Hyperdrive (120 LY per hour, 1000 LY hex range)
Ion Drive (2 AU per day)
Atmospheric re-entry protection
5 tons storage
escape pods
security system
sensors (range 700km/350 hexes, communications range
100,000km/50,000 hexes)
backup sensors (range 100km/50 hexes, communications
range 3000km/1500 hexes)
Artificial Intelligence (Mental 3, Combat 3)
The Procyon-class Light Attack Craft is used to attack
larger Starships, Starbases, and fortified ground targets. It
can deliver a small contingent of Space Troopers for hitand-run assaults, but it is not meant to survive prolonged
firefights.

KD: 4K
SHIELDS: 50K
SDP: 20K (5K)
MV: -1/-3/-6 (corvette scale)
MOVE: 2/4/8
Crew + Passengers: 50 (10 officers, 40 enlisted)+400
Length: 100 meters
Width: 70 meters
Clearance: 15 meters
Decks: 4
Weapons:
Beam Cannon
(20K, +2 accuracy, range 75, all arcs)
Strike Missile Launchers
(20K each, range 24, BV 6, forward arc, 10 salvoes)
Nova Cannons
(100K, +1 accuracy, range 500, BV 2, fixed forward)
Options:
Hyperdrive (75 LY per hour, 1500 LY hex range)
Ion Drive (1 AU per day)
Atmospheric re-entry protection
10 tons storage
escape pods
security system
sensors (range 700km/350 hexes, communications range
100,000km/50,000 hexes)
backup sensors (range 100km/50 hexes, communications
range 3000km/1500 hexes)
Shuttle Bay (1 shuttle)
The Betelgeuse Heavy Assault Craft is used for delivery of
Space Troopers, using its heavy weapons to soften up
larger Starships, Starbases, and fortified ground targets
before deploying its troops. The Betelgeuse is not meant
for prolonged heavy ship-to-ship fighting.
The Betelgeuse is equipped with a hangar bay capable of
transporting an Assault Shuttle.

11

StarForce
Antares-class Patrol Craft

KD: 3K
SHIELDS: 50K
SDP: 50K
MV: -0/-1/-2 (corvette scale)
MOVE: 1/3/6
Crew + Passengers: 160 (10 officers, 150 enlisted)+10
Length: 70 meters
Width: 30 meters
Clearance: 30 meters
Decks: 5
Weapons:
Beam Cannons
(20K, +2 accuracy, range 75, BV2, forward arc)
Heavy Strike Missile Launcher
(60K, range 100, forward arc, 10 salvoes)
Options:
Hyperdrive (45 LY per hour, 14,000 LY range)
Ion Drive (0.7 AU per day)
Atmospheric re-entry protection
10 tons cargo bay
escape pods
security system
sensors (range 700km/350 hexes, communications range
100,000km/50,000 hexes)
backup sensors (range 100km/50 hexes, communications
range 3000km/1500 hexes)
Artificial Intelligence (Mental 4, Combat 4)
The Antares-class Patrol Craft primarily serves in lowthreat areas enforcing Federation navigation and shipping
codes. Its intended targets are generally pirate vessels
and smuggler transports. Antares Patrol Craft are often
attached to a specific sector of space, usually Federation
Member and Associate Worlds where trouble is rare.

A Supplement for Lightspeed


By Christian Conkle
Alpha Centauri-class Patrol Craft

KD: 4K
SHIELDS: 75K
SDP: 50K
MV: -1/-2/-4 (corvette scale)
MOVE: 2/4/8
Crew + Passengers: 110 (10 officers, 100 enlisted)+50
Length: 90 meters
Width: 80 meters
Clearance: 20 meters
Decks: 5
Weapons:
Heavy Beam Gun
(6K, +1 accuracy, range 15, forward arc)
Beam Cannon
(20K, +2 accuracy, range 75, forward arc)
Heavy Strike Missile Launcher
(100K, range 100, BV 2, forward arc, 10 salvoes)
Options:
Hyperdrive (40 LY per hour, 20,000 LY range)
Ion Drive (0.75 AU per day)
Atmospheric re-entry protection
50 tons cargo bay
escape pods
security system
sensors (range 700km/350 hexes, communications range
100,000km/50,000 hexes)
backup sensors (range 100km/50 hexes, communications
range 3000km/1500 hexes)
Artificial Intelligence (Mental 2, Combat 2)
Alpha Centauri-class Patrol Craft serve much the same
role as the Antares-class. Alpha Centauries are better
armed and armored and are generally assigned to higherthreat patrols closer to the Frontier. Alpha Centauries are
generally seen near Colony worlds and areas of known
pirate or smuggling activity.

12

StarForce
Sirius-class Starcruiser

KD: 5K
SHIELDS: 75K
SDP: 100K
MV: -1/-2/-4 (starship scale)
MOVE: 1/3/6
Crew + Passengers: 200 (20 officers, 180 enlisted) + 50
Length: 280 meters
Width: 350 meters
Clearance: 110 meters
Decks: 5
Weapons:
Beam Cannons
(20K, +2 accuracy, BV 2, range 75, all arcs)
Heavy Strike Missile Launcher
(60K, range 100, BV 2, forward arc, 10 salvoes)
Options:
Hyperdrive (35 LY per hour, 10,000 LY hex range)
Ion Drive (0.4 AU per day)
Atmospheric re-entry protection
Escape pods
1000 ton cargo bay
sensors (range 700km/350 hexes, communications range
100,000km/50,000 hexes)
backup sensors (range 100km/50 hexes, communications
range 3000km/1500 hexes)
Artificial Intelligence (Mental 3, Combat 3)
The Sirius is an older craft, recently replaced by the newer
Eridani. Sirius-class Starcruisers serve deep-space
exploration and defense missions, operating without
support for years or months at a time far from any
colonized world.
Although outdated, the Sirius is still in service and is quite
numerous. Most Sirius Starcruisers are still on the
Frontier, charting new worlds and establishing new
colonies.
The Sirius hangar is equipped with 4 Polaris shuttles. The
Sirius science labs are slightly out of date, but refits are
planned to keep this aging vessel in service for many
more decades.

13

A Supplement for Lightspeed


By Christian Conkle
Eridani-class Starcruiser

KD: 6K
SHIELDS: 75K
SDP: 150K
MV: -0/-1/-2 (starship scale)
MOVE: 2/4/8
Crew + Passengers: 200 (20 officers, 180 enlisted)+ 50
Length: 220 meters
Width: 120 meters
Clearance: 60 meters
Decks: 6
Weapons:
Beam Cannons
(20K, +2 accuracy, range 10, BV 2, all arcs)
Heavy Strike Missile Launcher
(60K, range 100, BV 2, forward arc, 10 salvoes)
Options:
Hyperdrive (40 LY per hour, 12,000 LY hex range)
Ion Drive (0.5 AU per day)
security system
escape pods
1000 ton cargo bay
sensors (range 700km/350 hexes, communications range
100,000km/50,000 hexes)
backup sensors (range 100km/50 hexes, communications
range 3000km/1500 hexes)
Artificial Intelligence (Mental 4, Combat 4)
The Eridani is the new top of the line Starcruiser. It
replaces the aging Sirius as the primary science and
exploration vessel of the Federation StarForce.
The Eridanis hangar is equipped with 4 Polaris shuttles
as well as exploration vehicles. The Eridanis science labs
are the best available for a starship of this size.

StarForce

A Supplement for Lightspeed


By Christian Conkle

Orion-class Starship

Pleiades-class Starship

KD: 4K
SHIELDS: 75K
SDP: 100K (25K)
MV: -1/-3/-6 (starship scale)
MOVE: 1/2/4
Crew + Passengers: 400 (40 officers, 360 enlisted) + 100
Length: 290 meters
Width: 100
Clearance: 30 meters
Decks: 7

KD: 4K
SHIELDS: 100K
SDP: 160K (40K)
MV: -3/-6/-12 (starship scale)
MOVE: 1/2/4
Crew + Passengers: 1,100 (100 officers, 1000 enlisted) +
4,900
Length: 410 meters
Width: 125 meters
Clearance: 35 meters
Decks: 9

Weapons:
Beam Cannons
(20K, +2 accuracy, range 10, BV 4, all arcs)
Heavy Strike Missile Launcher
(100K, range 100, BV 2, forward arc, 10 salvoes)
Heavy Strike Missile Launcher
(60K, range 100, BV 2, rear arc, 10 salvoes)
Nova Cannons
(100K, +1 accuracy, range 50, BV 2, fixed forward)

Weapons:
Beam Cannons
(20K, +2 accuracy, range 10, BV 4, all arcs)
Heavy Strike Missile Launcher
(100K, range 100, BV 4, forward arc, 10 salvoes)
Heavy Strike Missile Launcher
(60K, range 100, BV 2, rear arc, 10 salvoes)
Nova Cannons
(100K, +1 accuracy, range 50, BV 2, fixed forward)

Options:
Hyperdrive (35 LY per hour, 15,000 LY hex range)
Ion Drive (0.4 AU per day)
Atmospheric re-entry protection
security system
escape pods
3000 ton cargo bay
sensors (range 700km/350 hexes, communications range
100,000km/50,000 hexes)
backup sensors (range 100km/50 hexes, communications
range 3000km/1500 hexes)
Artificial Intelligence (Mental 2, Combat 2)

Options:
Hyperdrive (35 LY per hour, 20,000 LY hex range)
Ion Drive (0.4 AU per day)
Atmospheric re-entry protection
security system
escape pods
5000 ton cargo bay
sensors (range 700km/350 hexes, communications range
10,000km/5000 hexes)
backup sensors (range 100km/50 hexes, communications
range 3000km/1500 hexes)
Artificial Intelligence (Mental 2, Combat 2)

The Orion-class Starship was once the symbol of the


Federation StarForce. It was the primary display of
Federation force in the Galaxy. Although the newer,
larger, Pleiadies-class is quickly becoming more
numerous, the Orion is still the ship still most identified
with the StarForce.

The Pleiadies-class is the second largest starship in the


Federation StarForce. It is the current premiere ship,
intended to be the symbol of the Federation StarForce,
although the Orion-class still holds that distinction with the
public. It is larger and more powerful than the Orion-class,
and boasts all the same facilities for exploration and
scientific study.

The Orion-class boasts the same scientific and


exploration equipment of the smaller Eridanis, but it also
includes heavier armament and shielding. In addition to
the exploration duties of the Eridani, the Orion is expected
to participate in large-scale conflicts and to project force in
to protect Federation interests on the Frontier.

The Pleiadies-class hangar is equpped with either 10


Polaris shuttles, two assault shuttles, or 5 Lightning
starfighters, depending on the mission. It is also equipped
with either planetary exploration vehicles or armored gravvehicles depending on mission.

The Orion-class hangar is equipped with either 6 Polaris


shuttles, one assault shuttle, or 3 Lightning starfighters
depending on the mission. It is also equipped with either
planetary exploration vehicles or armored grav-vehicles
depending on mission.

14

StarForce

A Supplement for Lightspeed


By Christian Conkle

Andromeda-class Super-Starship

KD: 5K
SHIELDS: 500K
SDP: 500K (125K)
MV: -4/-9/-18 (starship scale)
MOVE: 0/1/2
Crew + Passengers: 20,000 (2000 officers, 18,000
enlisted) + 10,000
Length: 1115 meters
Width: 640 meters
Clearance: 205 meters
Decks: 60
Weapons:
Beam Cannons
(20K, +2 accuracy, range 10, BV 8, Arc: all)
Heavy Beam Cannons
(40K, +2 accuracy, range 18, BV 5, all arcs)
Heavy Strike Missile Launchers
(100K, range 100, BV 4, forward arc, 50 salvoes)
Heavy Strike Missile Launchers
(100K, range 100, BV 2, rear arc, 50 salvoes)
Nova Cannons
(100K, +1 accuracy, range 50, BV 4, fixed forward)
Heavy Pi-Tachyon Cannon
(500K, range 300, fixed forward)
Options:
Hyperdrive (20 LY per hour, 200,000 LY hex range)
Ion Drive (0.2 AU per day)
security system
escape pods
10,000 ton cargo bay
sensors (range 5000km/2500 hexes, communications
range 1,000,000km/500,000 hexes)
backup sensors (range 100km/50 hexes, communications
range 3000km/1500 hexes)
Artificial Intelligence (Mental 2, Combat 2)

15

The Andromeda-class Super-Starship is the largest vessel


in the StarForce inventory. It was built as a reaction to the
Pan-Solar Empires Super-Destroyer-class Battlecarrier.
The Andromeda-class is gigantic, dwarfing even the
Pleiadies. The Andromeda-class was commissioned as a
reaction to the Imperials ubiquitous Destroyer-class
Battlecarrier. Unfortunately, only a handful of Andromedas
have been built compared to the hundreds of Imperial
Destroyers.
Andromeda-class Super-Starships are the ultimate
representation of Federation authority and power. They
patrol the Frontier with a flotilla of escorts including
several Pleiadies-class and Orion-class starships.
Andromedas are virtual cities in space, serving not only its
own crew, but the crews of its escort vessels as well.
The hangar of an Andromeda-class Super-Starship is
equipped with 80 Polaris shuttles, a wing of 3 fighter
squadrons consisting of 10 Lightning starfighters each, 20
Canopus assault shuttles, and the capacity to service up
to 10 Ranger Peacekeepers. Its wing of Lightning
starfighters allows the Andromeda to project its firepower
100 light years away from itself.
Andromedas are very self-sufficient, rarely needing to
resupply. Their giant hyperdrives can go without
recharging for 416 days. Andromedas also serve as
mobile Starbases, with facilities to resupply smaller
starships and recharge their hyperdrives.
On board each Andromeda is a Ranger Support Base,
capable of servicing up to 10 transient Rangers and their
Peacekeepers, as well as process up to 50 captured
suspects. A full civilian judiciary service is provided for
legal proceedings. Convicted criminals are then
transported to penal facilities at every port of call.

StarForce

A Supplement for Lightspeed


By Christian Conkle

Threats to Peace
The primary threat posed to the Federation comes from
the Pan Solar Empire, an autocratic and expansionist
regime that currently holds a large section of the
Sagittarius Quadrant. The current Federation doctrine is to
deny further Imperial aggression and expansion wherever
possible, but the Imperial StarNavy is formidable and
provides sufficient deterrence to attack.

Imperial Destroyer-Class Battlecarrier

What follows are brief summaries of two Imperial starships


most likely to be encountered by Federation vessels.
Imperial Hunter-Class Patrol Craft

KD: 3K
SHIELDS: 50K
SDP: 50K (13K)
MV: -2/-5/-10 (corvette scale)
MOVE: 1/2/4
Crew + Passengers: 110 (10 officers, 100 enlisted)+50
Length: 120 meters
Width: 80 meters
Clearance: 20 meters
Decks: 5
Weapons:
Beam Cannons
(20K, +2 accuracy, range 11, BV 4, forward arc)
Heavy Strike Missile Launchers
(100K, range 100, BV 4, 10 salvoes, forward arc)
Options:
Hyperdrive (35 LY per hour, 20,000 LY range)
Ion Drive (0.75 AU per day)
Atmospheric re-entry protection
100 tons cargo bay
escape pods
security system
sensors (range 700km/350 hexes, communications range
100,000km/50,000 hexes)
backup sensors (range 100km/50 hexes, communications
range 3000km/1500 hexes)
The Hunter-class patrol craft is the Imperial equivalent to
the Alpha Centauri. The Hunter is used to patrol
dangerous areas of space and deter pirate and smuggling
activity. Hunters often illegally harass Federation shipping
under the pretense of a customs inspection, confiscating
cargo and vessels and imprisoning the crew. This
amounts to little more than sanctioned piracy and the
StarForce will attempt to interfere in these activities
whenever possible.

16

KD: 7K
SHIELDS: 100K
SDP: 700K
MV: -5/-10/-20 (starship scale)
MOVE: 0/1/2
Crew + Passengers: 36,000 + 10,000
Length: 1200 meters
Width: 800 meters
Clearance: 200 meters
Decks: 50
Weapons:
Beam Guns
(5K, +1 accuracy, range 7, BV 20, all arcs)
Beam Cannons
(10K, +2 accuracy, range 11, BV 10, all arcs)
Heavy Beam Cannons
(20K, +2 accuracy, range 18, BV 5, all arcs)
Heavy Strike Missile Launchers
(100K, range 100, 10 salvoes, BV 2, forward arc)
Nova Cannons
(100K, +1 accuracy, range 50, BV 2, fixed forward)
Options:
Hyperdrive (25 LY per hour, 20,000 LY hex range)
Ion Drive (0.3 AU per day)
security system
escape pods
50,000 ton cargo bay
sensors (range 700km/350 hexes, communications range
10,000km/5000 hexes)
backup sensors (range 100km/50 hexes, communications
range 3000km/1500 hexes)
The Destroyer-class battlecarrier is the most visible
representation of Imperial power and presence. Each
carries a full wing of 30 Harpy fighters, a complement of
10,000 Shock Troopers and 10 Terror Walkers as well as
various other mecha and vehicles.
Destroyers are primarily used for the relocation of Imperial
citizens forcibly removing them from their planets and
transporting them to a colony world. There the Destroyer
deposits its troops and colonists to build a military
installation. The colony serves only to support the military
installation, thus further expanding the Empires influence.

A Supplement for Lightspeed


By Christian Conkle

StarForce
Game Masters Notes
StarForce Adventures
For StarForce adventures look no further than episodes of
Star Trek or Babylon 5. Exploration, political
machinations, diplomacy, conflict resolution, and tests of
humanitys worthiness abound.
Ship-board adventures should ideally center around the
Player Characters, either manning their stations or as a
part of an away mission. Therefore, Player Characters
should be in positions of authority on the ships. Security
officers and bridge crew officers are ideal positions for
Player Characters, as they control the actions of the
starship and make the important decisions. Try not to let
them be forced to follow orders from a superior officer.
Beginning Player Characters should start out in command
positions on a small starship such as an Alpha Centauri or
Antares. They should be relatively independent and far
from reliable support. Out on the Frontier, it can take
hours or days for a message to reach a friendly vessel or
station, so the PCs are on their own.
As the Player Characters gain skills and status, advance
their rank and assign them a larger vessel. New
commanders are allowed to outfit their Bridge Crew
however they wish, transferring crew from their old
command to their new one, so groups of PCs can stay
together from ship to ship.
Some StarForce adventure ideas could include:

Investigating a Mystery. Something has happened


to a Federation Colony, and the Player Characters
starship is sent to investigate. Is it a new alien race?
Could it be Imperial sabotage? Or something
stranger?

Invasion. The Empire has staked a claim on an


inhabited region of the Frontier and has sent an
invasion force to occupy it, or the Droid Nexus is
attempting to remove organic life forms from an area
of space. The characters are the only ones capable
of stopping the invasion. This is a great opportunity
to use a memorable recurring villain who is in
command of the enemy forces.

Political Intrigue. The Player Characters ship is


assigned to transport a diplomatic delegation to meet
with various alien and Old Earth governments. A
saboteur is among them attempting to disrupt the
talks. Could it be an Imperial? An alien? A Nexus
android? Terrorists? Its up to the PCs to find out
and ensure the talks continue smoothly.

17

Planetary Exploration. One of StarForces primary


goals is the exploration and colonization of new
worlds. The PCs must catalogue and explore the
new planet and verify its status for colonization.
Unknown danger lurks behind every rock and ancient
alien temple.

Humanity is put to the Test. The Player Characters


starship is captured by advanced aliens intent on
studying humanity. The characters are put to some
sort of test, either physical or mental, to judge the
humanitys worthiness as a species.

First Contact. The Player Characters starship


detects a vessel or planet belonging to a previously
unidentified alien species. First Contact situations are
always tricky, and its up to the PCs to make a good
first impression without jeopardizing future relations.

Disaster Strikes. The Player Characters starship


suffers an accident ranging from colliding with a
Cosmic String Fragment to finding themselves
trapped in a cosmic storm. Now the PCs must
survive against the odds in order to escape their dire
situation.

Ethical Conundrum. The Player Characters are


given conflicting or unethical orders and must
struggle with the consequences of their actions.
Could there be a traitorous admiral back at HQ? Are
things not as they appear in StarForce? Its up to the
PCs to find out!

Credits and Disclaimer


StarForce was conceived, written, and illustrated by
Christian Conkle. All background, statistics, and drawings
herein are copyright 2000 by Christian Conkle.
The Fuzion rules were written by the Fuzion Labs Group
(copyright 1997) and are used here without permission of
the authors.
AT Votoms the RPG, Bubblegum Crisis the RPG, Mekton
Psi, Mekton Psi Plus, and Dragonball Z Anime Adventure
Game, are trademarks of R. Talsorian Games, Inc.
WildStrike! is a trademark of HERO Games. Usagi
Yojimbo the RPG is a trademark of Gold Rush Games.
Fuzion is a trademark of Hero Games and R. Talsorian
Games, Inc. Fuzion is copyright 1998 by Hero Games and
R. Talsorian Games, Inc. All trademarks and copyrights
used without expressed permission. This document is by
no means a challenge to any copyright, trademark, or
authorship.
I have the utmost respect for the creators of the original
Fuzion rules and subsequent Fuzion games and only wish
to improve upon their outstanding work.

Caveat
This is NOT an official Fuzion product, nor are these the
official Fuzion rules. This is my personal opinion of what
the rules should look like. There are therefore small
editorial changes to the rules that are my own.

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