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High Colonies - Core Rulebook for this Science Fiction RPG
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- Introduction
- Chronology
- Gazette
- Major Organizations
- Playing High Colonies
- Combat
- Damage
- Healing
- Ship Combat
- Encounter Tables
- Station Design
- Aliens
- Bio-Gens
- Bots
- Weapons
- Equipment List
- Scenario Design
- Hard Times at Lyric 3
HIGH COLONIES
Teale gol Co oN}HIGH COLONIES °
Rules Design Eric Hotz
Rules Development Edwin King
Illustrations Eric Hotz
Background. Edwin King
Layout & Typesetting Peter Lankester
Playtesters
Karol Christensen Kieron Pincott
Jackie Hill Leo deSousa
‘Tom Fulton Drew Fulton
Stuart "Stew" Fulton Barry Hodd
Vicki Domansky Vicki Roth
Waterford Publishing House Ltd.
Box 3742
Main Post Office
Vancouver, B.C.,
Canada
V6B 3Z1
High Colonies® is a TradeMark of Waterford Publishing House Ltd., Vancouver, BC.
‘©1988 Waterford Publishing House Ltd., Vancouver, B.C.
1HIGH COLONIES
TABLE OF CONTENTS
INTRODUCTION 5
I CHRONOLOGY .. ee : eee
" GAZETTE ... : :
ir Name 20
12 Location 20
13 Funetion 20
M4 Population 20
15 Notes 20
IL6_ Station Characteristics 21
m MAJOR ORGANIZATIONS .
IIl1 Band of Humanity 40
TIL2 —_Belt Miners’ Association 41
IL3 ——_Co-Prosperity League 41
IIl4 —_Beumenieal Couneil of Sol 42
HLS High Terran Commonwealth 43
TIL6 —_—Independent Commercial Organization 44
TILT —_ Outstation League “4
WL8 —_Pan-System Enterprise League 45
TIL9 _Solar Federation of Labour 47
110 Mercenaries aT
wv PLAYING HIGH COLONIES
Wl Getting Started 49
V2 Dice 49
1V.3 Fractions 49
v CHARACTER GENERATION .......... eee ere - 50
Va Personal Data 50
v2 Basic Attribute Determination 52
v3 Derived Characteristies 52
uw SKILLS ... aa
Vii "initial skill Points 53
VL2 Use of Skills 53
V3 Special Success and Failure 53.
VL4 —_ Improving Skills During Play 53
VI5 Learning New Skills ba
VL6 © Combat Skills ba
VL7 Skill List 54
V8 Equipment 87
V9 Money 87
‘VL10 Typical Occupations 58
vt COMBAT .. ai esaneiaiat a 60
Vili” Combat Turns 60
V2 Actions 60
VIL3 Initiative 60
VIL4 Surprise 61
vat See ea eee o 61
1 Dice Modifiers 62
VIIL2 — Weapon Data Teble 62
VIIL3 Firing Player Modifiers 62
VIIL4 Defender Dice Roll 64
VIILS Hit Determination 65
VIL6 — Ammunition Expenditure 65
VIIL7 Hit Location Table 6
VIIL8 Armour Types Table 66
VIIL9 Jams and Malfunetions 68
VIILI0 Grenade Combat 68
3HIGH COLONIES
ABUSE OU
x
x
xu
xiv
av
XVI
xvi
xx
XX
2
MELEE COMBAT ...
1X1
x2
3
4
1X5
1X6
DAMAGE ..
HEALING . .
‘x1
xL2
X13
x4
SHIP COMBAT .....
XILL
XIL2 Weapons
XIL3. Combat Resolution
XIL4 Special Damage
XIL5 —_Dice Modifiers
XIL6 Station Defense
‘TRAVEL
ENCOUNTER TABLES
XIV.1 Encounters in Sp:
XIV.2 Encounters in Stations
STATION DESIGN .
ALIENS ..... .
XVLL
XVL2
BIO-GENS .
BOTS ......... :
XVIILi "Bot Combat
XVIT2 Aiming Modifier
XVIIT3 Special Damage
WEAPONS |.
EQUIPMENT LIST
SCENARIO DESIGN . :
XX11 Incentive
XXL2 loys, Tricks and Other Nastiness
XX13 Adventure Possibilities
HARD TIMES AT LYRIC 3
XXIL1 GM Notes
XXIL2 rs’ Background
XXIL3. GM Notes - The Truth
XKIL4 The Mission
XXIL5 Journey to Lyric 3
XXIL6 Arrival
XXIL7 Investigations
XXI8 The Morgue
‘XXIL9_— Ambush
XXIL10 Markov's Response
XXIL11 Riot
XXIL12 ‘The Demands
XXIL13. The Visitor
XXIL14 Phil Luciak
XXIL15 Cadan's Response
XXIL16 Rescue
XXILI7 Conclusion
Melee Resolution
Dice Modifiers
Special Tacties
Additional Damage
Self Injury
‘Melee Weapon Table
4
101
101
101
102HIGH COLONIES
INTRODUCTION
2188 A.D.
Earth has been ravaged by both nuclear and biological warfare, The remnants of humanity
clings to existence in stations scattered throughout the Solar System.
These stations are the High Colonies. Once the brightest achievements of human
technology, they remain the last and best hope for the survival of mankind.
The perils facing humanity are all too real; earth remains a barren and poisonous
wasteland, pirates and renegades stalk the trade routes, proud technological advances have
turned into nightmares, and a malign enemy awaits its opportunity. Nor have adverse conditions
cased human relations; old hatreds still fester, and new rivalries threaten the last dim spark of
mankind.
High Colonies is a role playing game, set two centuries in the future. Man has learned to
exploit the planets of the Solar System, and reap the benefits made from advances in biological and
engineering technologies. However, an apocalyptic war on Earth has reduced the human
population toa few hundred million, and swept away many of the most recent scientific advances.
High Colonies extrapolates on the achievements of twentieth century technology, with
some thoughtful and imaginative additions, As a result, there are extraterrestrials, bio-
engineered humans, sophisticated robotics and energy weapons - to name but a few examples; on
the other hand, faster than light travel is still a practical and theoretical impossibility.
Having said that, we should point out that High Colonies is designed to allow for a high
degree of individual customization. Gamemasters and players can be reasonably confident about
expanding the framework provided in this game book, providing a degree of common sense is used.
This game book contains everything needed to begin playing High Colonies, except fora few
dice, It includes a comprehensive future history, a listing of all major space stations, and the
details of all major political organizations. It also contains rules to create High Colonies
characters, an easy to learn but realistic combat system, and special rules to simulate the unique
environment of the High Colonies. A complete, ready to run scenario is also included - to allow
you to begin playing immediately.
High Colonies’ rules emphasize playability. Our intent is to provide an easy to learn, fan
to play game, that does not sacrifice realism. We believe that achieving the proper feel of combat
is more important, and ultimately more realistic, than endless “number crunching." To this end,
we think we have succeeded.
We welcome any comments and suggestions about High Colonies. We will try to answer
any rules questions - providing they are simply phrased, and a stamped, self-addressed envelope
is enclosed along with the question.JOIN
Van Owen'sHIGH COLONIES
. THE HIGH COLONIES
€.1990- During this decade both [Link].S.S.R.
undertake space station programs. Compared with
later efforts, the stations are small scale and not
intended for permanent habitation. Dramatic
advances in space medicine and technology occur.
Both superpowers emphasize the military potential
of space. They institute similar programs based on
the US. Strategic Defense Initiative proposed in the
mid nineteen-eighties.
1995 - The U.S.S.R. lands a team composed of 6
scientists and cosmonauts on the Moon. This is the
first ofan ambitious series of landings by the Soviets.
1996 - Japan develops the LEO (Low Earth Orbit)
Shuttle. Requiring facilities available at any major
‘commercial airport, the LEO quickly becomes the
standard vehicle for iransportingpersonnelandeargo
to orbital stations,
1997-Solar power generatorsbuiltin geosynchronous
Earth orbit (GSO)become major sources of energy for
both the U.S. and the U.S.S.R. By the end of the
century, similar generators are being used by Japan,
France, India, Canada, Australi, Brazil and Great
ritain,
1999-The U.S.S.R. builds Borscovolaboratory onthe
‘Moon. Staffed by teams of cosmonauts and scientists
rotated on a four month basis, Borscovo is the first
permanent Lunar base.
2000-On January9, Soviet Colonel Georgi Khomenko
becomes the first human to set foot on the surface of
Mars. The expedition commander tells a worldwide
television audience that, “The U.S.S.R. hastakenthe
first and boldest step of the new millennia” The
success of this daring attempt sends shockwaves
through the U.S. space program.
‘The Soviet landing becomes the mostimportant issue
of tho U.S, Presidential elections, and both parties
choose ardent pro-space candidates.
2001 -Ledby newly elected president HowardStowell,
the U.S. Government passes the Morgan-Kolson Act,
which commits resourees to establishing three orbital
space stations to be named Armstrong, Glenn, and
Shepard by 2020,
2001 - Renewed debate in the United Nations on
‘mineral rightsin the Solar System; theissuescontinue
to remain unresolved. The [Link].R. calls the U.S.
“The rapacious colonialists of the new millennia,”
and accuses the Americans of using space for
militaristic aggression.
2002 - Coristan Mining Corporation, using ma
USS. government subsidies, begins mining operations,
onthe Moon. Within twoyears, construction material
is being produced for Armstrong, the first of the U.S.
stations. The Moon’s low gravity means that the cost
of manufacturing and transporting materials are a
fraction of those produced on Earth.
2002 - Sergei Tupolev, General Secretary of the
Soviet Union, announces a plan to build an orbital
station and a permanent lunar colony.
2003 - Soviet construction and mining operations
begin on the moon.
2005 - General Secretary Tupolev announces that
the USSR. will build four space stations at the
Lagrange Regions.
2006 - The U.S. Government institutes a program of
massive tax incentives and subsidies to companies
specializing in space technologies.
2007 - Genistarr Corporation begins construction of
fa “space factory” in Earth Orbit. Its mining arm,
Teach Developments, begins operations on the Moot
Within the next ten years, other huge industrial
combines form from the merging of existing
companies. All announce programs similar to those
of Genistarr,
2009 - Armstrong is completed. Designed as a
laboratory, italso servesas an administrative conter
for Glenn’ and Shepard, which have just begun
construction.HIGH COLONIES
2010-The Soviets complete Komarovin Earth orbit.
‘The stated purpose of the station is scientific and
industrial.
2010 - The U.S. begins construction of Kennedy
Base in the crater Tauruntius, near the Mare
‘Tranquillitatis on the Moon.
2011-TheU.S.S.R. completes Krasny Oktyabr (Red.
October), the first lunar colony, in the crater Marius
in the Oceanus Procellarum. its initial capacity is
for a population of 5,000, although modifications
made during the following decades will increase its
size dramatically.
2011 - Hostilities erupt between workers at the
Soviet and Coristan Lunar mines. Casualties are
minimal, but tensions between the U.S.S.R. and the
US. are dramatically heightened. NATO and
Warsaw Pact forces mobilize in Europe, and by mid-
summer full scale war seems inevitable. The
combined efforts of the Japanese Prime Minister,
the Premier of the Peoples Republicof China andthe
Anstratin Prime Mininer, help to re-establish
letente.
2012-Genistarr Corporation completes Hephaestus,
its factory station, Able toproduce Zero-Grav alloys,
Hephaestus revolutionizes industry. Hephaestus
proves the potential of manufacturing techniques
which are impossible or economically impractical on
Earth, Governments are quick tonotice the benefits
of moving ‘dirty’ industry into space, and provide
incentives to corporations to do so.
2012 - As technology becomes more affordable,
soveral nations begin “High Colony” programs, The
first of these is the “European Project,” a joint
venture by France, West Germany, Great Britain
and Switzerland. The four countriesbuild Harmony
Station at Lagrange Region 1 (L1). Fear of Soviet
and American adventurism spurs many nations to
enter the race: within two years, Japan, Australia,
Brazil, the Peoples Republic of China and Iran
announce similar programs. By 2020, 24 countries
have stations under construction. Debates in the
United Nations over the ramifications of space
colonies remain acrimonious.
2013 -Glenn is completed. Originally planned tobe
an experimental colony, Glenn’s function becomes
primarily military in nature.
2015-The Syrian-Israeli Warbreaks out afteryears
of mounting hostility. The war grows increasingly
brutal, withboth sidesaccusingtheother ofatrocities.
U.S. and Soviet relations, already tense after the
events of 2011, are further strained as they are
dragged into the conflict,
2016- Anuclear exchange between Israel and Syria
‘turns Haifa and Dara into radioactive slag, and
nearly provokes a world war. U.S. and Soviet
leaders secretly attempt to reach a compromise, and
afteraten day emergency summit, both superpowers
jointly impose an armed peace on the region.
2016 - Allanson Robotics, a huge electronics
corporation, develops a series of industrial robots
designed to operate in space. These quickly become
‘commonly used in mining, construction and general
maintenanee,
2016-The U.S. completes Kennedy Base. Its initial
population of 5,000 will increase tenfold within a
| decade.
2017 - Genistarr Corporation begins mining
operations in the Asteroid Belt.
2019 - The United Nations builds Hammarskjold in
‘Manilius crater on the Moon.
2020 - The Mesinal Group, a corporation similar in
structure to Genistarr Corporation, builds factory
station DET-001 at L1. Itbecomes operational afew
weeks before Rykov, the Soviet station at L3.
2020 - The growth of space industrialism results in
‘an increased disregard of national labour laws by
the companies in space. Many Earth based labour
unions, realizing the threat, merge into larger
organizations. By 2027, three unions dominate
organized labour in the High Colonies. ‘Their
combined economic and organizational power is
‘enough to force some concessions by the companies
in space.
2021 - Construction of the Twinstar Astronomical
Center begins on the dark side of the moon. A joint
US.U. project, Twinstar represents the first,
cooperation between the two since the beginning of
‘the century.HIGH COLONIES
Scheduled to be completed in 2030, Twinstar’s
location makes it the ideal location for astronomical
‘observation. The bulk of the moon shields the radio
telescope from interference from both the Earth and
the Sun, thusyieldingthe bestavailableastronomical
data to date.
One effect of Twinstar isan international agreement,
prohibiting any construction projects at L2, which
would interfere with radio observations. Twinstar
also houses a massive optical telescope, with which
astronomersare ableto observeplanets around Wolf
359 in 2034.
2022 - Shepard is completed. The largest station
‘builttothattime, itis a genuinecolony with room for
‘a population of 200,000; initial plans call for an
experimental population of 20,000. U.S. President
Diane Brewer officially opens the station, becoming
the first head of state to visit space,
2028 - The European Project launches Daedelus
from Harmony. An unmanned starship aimed at
Barnard’s Star, Daedelus is the realization of a
‘theoretical possibility postulated in the 1970's. The
ship will complete the six light year voyage in about
fifty years.
2027 - General Ordnance Division, a subsidiary of
Genistarr Corporation, develops a series of hand-
heldenergy weapons. The weaponsare modifications
of existing mining and manufacturing tools, and are
far from dependable, By 2030, similar weapons are
being manufactured by Jantia, a subsidiary of
Coristan Mining.
2028 -British survey teams discover sizable mineral
doposits on the Antarctic Peninsula, yet British
claims to the peninsula are disputed by both
Argentina and Chile. All three nations, which had
Previously ignored their conflicting claims to the
region for almost sixty years, prepare to occupy the
peninsula,
‘The result is a confusing squabble as the competing
forces arriveat Antarctica. None ofthe threenations
ean gain a decisive advantage, and the “South Pole
Standoff” drags on for over a year.
‘The Battle of Drake Passage results in an
Argentinean naval victory over the British task
force. The British, at the end of a long supply line
and with public opposition to the conflict growing,
withdraw from the war. Atthe Battle of Santa Ines,
Shree months later, the Argentineans defeat the
leans.
‘The main result ofthe Polar War is a reborn sense of
Argentine manifest destiny. Rivalry between
Argentina and Brazil for dominance in South America
‘continues to increase over the coming decades.
2029-The Soviet Union announcesthe Lobachevsky,
an interplanetary shuttle capable of hitherto
impossible speed. With travel time from Earth to
Jupiter ent to slightly more than a month, bases on
the Jovian satellites become economically feasible.
By the end of the year, James Engineering,
subsidiary of the Mesinal Group, announces that it
has developed a similar vessel.
2029 - Coristan Mining and the Mesinal Group
Zin mining operations on Marsandinthe Asteroid
Belt. Within two years, four other corporations,
IroCor, Kyakov-Hanadi, Allanson Robotics and Loval
Electronics Corporation (LEC), have be
operations in the Belt, These companies, together
with Genistarr, assume a stranglehold on industry
and miningin space; they become collectively known
2080 - Advances in medical technology and food
production result in a massive population increase
on Earth.
2080 - The Hephaestus Strike. Local 1207 of the
Mining and Manufacturers Workers Union goes on
strike at Hephaestus after a year of fruitless
negotiation. The acrimonious dispute turns bloody
when Genistarr attempts toforcibly evietthestrikers
and bringinnon-union labour to operate Hephaestus.
Genistarr Security Forces use energy weapons
against striking workers, resulting in hundreds of
casualties. The union declares an embargo on
Genistarr products, and while this has some effect,
the strike fails. The Seven Witches form the Pan:
‘System Enterprise League, an “information sharing
body” aimed atdestroyingorganizedlabour in space.
S.R. completes Zhukov in Briault
‘The first permanent Martian colony,
it is relatively small, with a maximum capacity of
1,500 people.
2082-Bugene Sterne, leader of the Evangelic Church
ofthe Chosen, announcesthe construction of Gene:
and Lazarus stations.
2033 - Soviets complete Kastrovo at L5. By far the
largest station built to that time, ithas a potential
population of three million.
2088 - Leaders of the three space unions found the
Solar Federation of Labour (SFL). The Federation
Charter ealls for “support for the struggle of our
brothers and sisters for economic liberty.
2084 - Local 243 of the United Science, Technology
and Allied Workers goes on strike at Orion, an LEC
factory station. Simultaneously, the Alliance of
Transport, Service and Space Workers refuses to
‘move anything belonging to Pan-System Enterprise
League members. ‘The Seven Witches mect the
threat with force, andthe Labour War breaks out asHIGH COLONIES
theunions fightback with unexpected ferocity. Four
months and a thousand deaths later, LEC concedes
the strike.
‘An incidental result of the settlement is enmity
between Marvin Dasane, Genistarr’s Chairman of
the Board, and LEC. Dasane had argued for ahard
line against the unions, demanding there be “no
settlement this side of their destruction.” Since
Genistarr’slosseshadbeon relatively smallcompared
to the other league members, LEC accused Dasane
of attempting to escalate the dispute attheirexpense.
2035 - The Soviets build Dolina on Io, the first
mining operation in the outer system. The U.S.S.R.
uses Dolina for the exile of dissidents and other
“Bnemiesofthe State.” Because the unstablenature
of Io makes operations there extremely dangerous,
boing sent to ‘Dolina is tantamount toa sentence of
jeath.
2037 - The Treaty of Kiev between the U.S, and the
[Link].R. gives new hope for an era of peace. Thetwo
superpowers jointly agree to police space and co-
operate in further technological research. ‘They
announcetwomajorprojects; Ganymede! anorbital
laboratory around Jupiter, and Gauss, anunmanned
starship aimed at Wolf 359,
2038 - The U.S. and the U.S.S.R. announce Project,
Demeter, an attempt to terraform Venusby releasing
Cylindrospermum (blue-green algae) into its
atmosphere. The plan requires the building of a
station in Venusian orbit to monitor the seeding,
with some experts predicting that the planet might
become habitable within a few hundred years.
2088 - Adam Stembridge Associates, an
entertainment and gambling combine, builds
Xanadu, a lavish amusement station. Set in Earth
GSO, it quickly becomes a popular vacation spot for
the wealthy.
2089 - The U.S. builds Brockway Prison Station in
the Asteroid Belt. “Incurably recidivist” criminals
are imprisoned at Brockway and forced to work in
‘dirty’ industry. Conditions are dangerous, but
despite complaints from humanitarian groups, many
nations institute similar programs.
Within twenty years there aremany “Captive Labour
Stations” in space. Several nations sign contracts
‘with corporations to supply penal labour, a practice
which soon leads togross abuse, ascountriesattempt
to resolve their internal problems by shipping
“dissidents and undesirables” into space.
Someimpoverished nations make transportation the
penalty for even minor crimes, and use the proceeds
to finance their space programs.
2040 - Genistarr Corporation, haying secretly
‘acquired a substantial minority of LEC stock,
attempts a takeover. The fight for control takes
place on the floors of Terran stock exchanges, in
board rooms and in space. By year’s end, however,
LEC manages to fight off Genistarr.
2041 -Genistarr Security Forces attack Clement, an
LECinstallation near Ceres, The likely target ofthe
attack was Tadao Ihara, the Chairman-of-the-Board
of LEC, who was visiting at the time. Casualties are
moderate (Ihara is unhurt), but LEC’s response is
not. Acounter-strike against Talisman, aGenistarr
station, results in its virtual destruction and the
deaths of over 700 personnel. The Corporation Wars
rage for three years between LEC and Genistarr,
with occasional involvement from the other five
corporations, The war ends in 2044 with the signing
of the Shepard Accords, in which the Seven Witches
agree to “cooperate to the greater benefit of all
mankind.”
2042 - Seeding of Cylindrospermum begins from
Persephone Station in high orbit around Venus.
2042 - Kennedy Base becomes the fifty-third state
admitted to the Union, succeeding Puerto Rico and
the Virgin Islands. Renamed Tranquillity, itsborders
extend to the edges of the Mare Tranquillitatis and
the Mare Fecunditatis,
2048-TheU.S. completes Aldrin at Lagrange Region
B. The largest station built in space ta that Lime,
Aldrin’s potential population is ten million. Over
seven million people apply for immigration before
Aldrin opens, and itreachesits maximum population
within the year.
2045 - As technology steadily becomes more
affordable, smaller nations and organizations are
able to enter space. By 2050, almost any reasonably
sized group is able to afford its own station. Within
there are over eight hundred stations
inthe inner system, and perhaps a hundred more in
the outer aystem. There are only minimal attempts
at regulation. The Lagrange regions around Earth
become so crowded that they represent significant,
hazards to navigation. The Seven Witches, who
build and sell most stations and their components,
resist attempts to impose new guidelines,
‘The result ofthis migration isa growingcultural gap
between Earthbound and Spaceborn peoples. A
strong tendency towards independence from Earth
administration and self sufficiency develops among,
colonists. This attitude is most prevalent in the
corporate and the so-called “non-conformist” stations,
but also prevails in the national colonies.
ul
HIGH COLONIES
2047 - Gabriel Marketing builds Starmall, a “high
adventurein shopping” in Low Earth Orbit. Designed
to exploit the developing tendency towards space
tourism among the wealthy, it offers a wide variety
of luxury goods, serviees and entertainments.
2049- Cassandra Station, built in 2047 by a band of
alienated survivalists, self-destructs due to aserious
design flaw. There are only 427 survivors; casualties
exceed 15,000. This is the most famous of several
incidents involving failure of internal ecologies, life
support or structure. Despite disasters such as
Cassandra, there is an continuous flow of colonists
into space.
2050- The relationship between the unions and the
Seven Witches grows closer as both realize the
potential benefits of cooperation. The unions, with
their immense pension funds, wield power beyond
most nations and all companies except the Seven
Witchesthemselves. Theybecome collectively known
as the Three Ogres.
2054 - The Howard-Fry Society, an organization
devoted to penal reform, builds New Hope station in
orbit around Saturn. New Hope is an attempt to
ameliorate the worst abuses of the transportation
penal system. The Society acts like a corporation,
contracting criminal labour from Earth to populate
the colony. Despite suffering initially from a lack of
highly trained personnel, New Hope proves to be a
great success. Its population of freed criminals is
probably the most peaceful in the system, despite
continual social, ethnie and language difficulties.
The Howard-Fry Society calls New Hope a model
society, and pressures governments to abandon or
modify the transportation of eriminels, Detractors
point out that the Society took few real criminals,
but confined its efforts to the vietims of oppressive
penal systems.
2055 - The U.S. and U.S.S.R. begin construction of
Nevsky-Lineoln, a deep-space research station
orbiting Neptune.
2056 - A group of small corporations, led by Adam
Stembridge Associates, found the Independent
Commercial Organization.
2057 - After three years of vigorous debate, Aldrin
becomes he fifty-fourth state. Opposition to Aldrin’s
admission to the Union centers on its failure to
occupy land, yet its population (greater than all but
fifteen states) and its technological and economic
self-sufficiency are the key arguments in its favour.
Proponents of statehood argue that it gives the US.
“a grip on the control of space.”
2058 - In the Morrigan Declaration, the Seven
fits seranorcaanee ts saenenict PL ERE
laws.HIGH COLONIES
2059 - The Twenty Minute War. A joint American
and Soviet strike force attempts a “surgical
decapitation” of Genistarr Corporation, the leading
force among the Seven Witches.
WhileattackingMorrigan, Genistarr’sheadquarters,
thestrikeforceisannihilated by corporation security
forces. The sudden arrival of Genistarr forces at
Kastrovo and Aldrin results in a hastily negotiated
peace and formal recognition of the Morrigan
Declaration.
2060 - Encouraged by the Seven Witches, and
‘realizing the impotence of nationalisticarmed forces
inspace, many colonies quietly declareindependence,
gradually escalating conflict begins as traditional
‘enemies settle longstanding differences.
2061 - After a decade of exporting revolution,
‘Argentina annexes Uruguay. A Uruguayan
referendum, widely regarded as rigged, shows
overwhelming support for their “Argentinean
liberators”
2062 - Project Gauss successfully launches the
starship Bright Ranger from Kastrovo. Powered by
lasers beamed at its Light Sail, Bright Ranger's
journey to Wolf 359 will take thirty-five years.
2064.-The Gran Chaco War begins when Argentina
invades Paraguay to protect Paraguayans from the
“aggressive intentions of Brazil.” Brazil counter-
attacks through Uruguay, driving towards
Montevideo and Buenos Aires.
2066 - Brazil finally pushes the front to within afew
‘miles of Montevideo. An Argentinean attempt to
open a second front is bloodily repulsed atthe Battle
of Los Conquistadores, and Argentina is forced to
sue for peace. The Gran Chaco War gives Brazil
dominance on the South American continent.
2067 - Irina Skoblikova and Theodore Blunk,
astronomers at Twinstar, discover the long sought
“tenth planet” beyond Pluto. They name the new
planet Minerva, after the Roman goddess of
handerafts, the professions, the arts and war. The
planet had been a theoretical possibility sinee the
early twentieth century.
2074 - Bentham Prison station, orbiting Uranus,
suffers the worst prison riot in human history. Led
by Gaetan Boudreau, Rogelio Amaro and Suzanne
Fowler, asmall group of prisoners seize control and
release the fity thousand inmates. Since the “Pan-
‘American Prison” was among the most oppressive
and dangerous penal factory stations nthe nysiem,
the resulting bloodbath is hardly surprising. In a
three hour orgy of revenge, theprisonersslaughtered
eight thousand guards, technicians and
administrators, before ejecting their bodies into
space.
12
Boudreau, Amaro and Fowler, together with about
four thousand followers, eseaped in the available
shuttles, Most of the remaining prisoners perished
when a joint [Link]-Brazilian force
recaptured Bentham.
‘The three criminal leaders retained their liberty for
over a year, surviving by raiding commercial traffic
and small stations. They were eventually trapped
and destroyed near Europa by Brazilian forces.
Penal reformers point out thatnone ofthe three had
‘record of violence, They blame the brutality of the
system for creating the problems, and causing the
deaths of almost eighty thousand people.
Governments reject the argument, preferring to
institute harsher disciplineand toinerease security.
2080 - Vicente Enriques Alvarez becomes the fifty-
fifth president of the United States. The youngest
president ever elected, he is the first to be born in
Puerto Rico, and the first tomakehis home in space.
‘The former governor of Tranquillity, he had lived on
‘the moon since his early childhood.
2082 - The Congress of Hammarskjold is the first
serious attempt to bring order to space in twenty
years. The Congress is the culmination of several
ears of effort by farsighted policy makers wearied
by two decades of bushfire wars.
‘The meeting of delegates from 321 stations results
in formal recognition and acceptance of what had
‘been a reality for years. The Congress resultsin the
signing of the Charter of Hammarskjold, and the
foundation of the Co-Prosperity League. League
members agree to various regulatory and economic
processes, and the establishment of the Joint
Peacekeeping Force (JPF). They also sign an accord
to ban the use of nuclear weapons in space.
‘The ten principal architects of the Congress arenow
regarded by many historiansas the saviorsof Terran
civilization. Others regard this view as naive, dueto
the heavy handed approach to dissent that marked
League's early activities. While both views have
some merit, the League ameliorated many of the
Broblems that were caused by the EarthHome War
2117,
2084. Sixty one years after its departure, Daedelus
‘sends back information from the region of Bamard’s
Star, with data analysis indicating seven planets.
‘After twenty-six days of transmission from the
system, Daedelus telemetry suddenly ceases.
2085 - In the first test of the Co-Prosperity League's
military power, the JPF attacks Fianna. The
Fiannese, who had not, attended the Congress of
Hammarekjold, were charged with unreasonable
trade activity by the League; the resulting “Police
action” served notice to other non-members thattheHIGH COLONIES
League did not intend to endure any rivalry. Within
theyear, most independentshadsigned the Charter,
although a few recalcitrants in the outer system
continued toresist. Despite such actions, the League
remained a diffuse organization, and was often |
characterizedby itscriticsas
society.”
2087 - After several decades of research, Kodama
‘starry-eyed debating
Bio-Systemsannouncesthesuccessofitsbic-genetic |
engineering program. The program involves the
creation of specialized humans, designed to perform
dangerous tasks and survive more readily in hostile
environments, The so-called Bio-Gens take two
years to create, are sterile, and live less than ten
years, Debatesabout the ethics of“artificialhumans”
take place, and the Three Ogres warn against any
threat posed by Bio-Gens to their members’ jobs.
Fears of'a Bio-Gen super army are lessened by both
the cost of unit production and the Bio-Genetic
‘Treaty, a treaty specifically forbidding members of
the Co-Prosperity League from arming “bio-
engineered humans.”
2088-The US. andthe US.S.R announce the Ares
Project, an attempt to terraform Mars, The plan
involves warming the planet by sprinkling it with
powdered rock, and building reflective satellites to
melt the polar caps. Faldrin Engineering and
Kodama BioSystems are the primary contractors,
for the project.
starship enters the Solar System. The first
communication from the alien vessel is in English,
theChakon havinglearnedthatlanguage and others
from broadcasts while approaching the system,
‘The confirmation that other intelligent life exists
creates tremendous excitement and some panic
among humans. Some fear that the ship is the
vanguard of an invasion fleet, although most trust,
the newcomers’ peaceful intentions. The
technological eapability ofthe aliens is only slightly
| higher than that of the humans. This, and the
somewhat human appearance of the Chakon, quells
many fears.
Eleven months of negotiations between the Chakon
and the Co-Prosperity League results in the Ring
| Treaty. This treaty cedes Titan to the Chakon, and
makes them full members of the League. "The
Chakon begin torraforming Titan, and place their
massive generational starship in orbit around it,
‘The next two decades see a growing acceptance of
the Chakon by humans. Mostmajorstationsreceive
Chakon embassies, and their tradersareasenergetic
as humans. Their need to wear filtration masks in
Earth-standard atmosphere only slightly limits their
abilities.
2096 - Scientists at Science Research Associates
achieve a small theoretical breakthrough which
suggests the possibility of a faster than light drive,
Two laboratories, Bolyai, in Earth GSO, and
Kenaston, near Saskatoon, Canada, undertake
linked research programs. ‘The theoretical drive
becomes known as the Non-Causality Drive (NCD),
after the empirical law of physics which it supposedly
breaks. Work is performed in secrecy, and public
interest in the Non-Causality Drive soon fades.
2100-Sagan Station is built on Aphrodite Terra, the
southern continent of Venus. The initial success of
Project Demeter's terraforming efforts silences most,
critics.
2106 - The Lofa River War breaks out between
Guinea and Liberia after several years of border
clashes and mutual political interference. The war
escalates when Sierra Leone and Guinea-Bissau
join the conflict as allies of Liberia and Guinea
respectively. TheSoviets and the Americansbecome
involved on opposite sides;the Americans supporting
Liberia and the Soviets supplying armsand advisors
to Guinea. Relations between the U.S. and the
USS.R decay as the war drags on, with the issue
| being further complicated by the involvement of
| several of the Seven Witches.
| Data analy
2111 - The first data transmitted by Bright Ranger
from the proximity of Wolf 359 reaches Kastrovo.
from the Gauss Project starship not
| only shows twelve planets, but several minor sources
terrestrial life occurs when the Chakon generational
13
of radio emission from the system, leading many to
conclude the possibility of a technological civilization,
Bright Ranger, like the Daedelus probe in 2084,
ceases transmission twelve days after its arrival at
‘Wolf 359.HIGH COLONIES
2115 - The Cap Verga incident brings the U.S. and
theU.S.S.R. tothe brink of open war. Soviet aircraft
attack a U.S. destroyer “on loan” to the Liberians off
the coast of Guinea, killing several Americans.
Despite a Soviet claim that their aircraft were
defending the territorial 8 of their ally, the
US. launchesa punitive air strike againsta Guinean
base at Conakry. After reviewing the incident, both
superpowers agree to suspend hostilities in the
area, although relations continue to be strained.
2116 - Dr. Lucian DeRoche, an astronomer at
‘Twinstar, publishes a series of photographs
apparently showing a sizable object entering the
outer system. Thediscovery creates a minor stormof
interest because of the erratie pattern of movement
exhibited by the object. Some speculate the object is
an alien starship, but. since no independent
verification of DeRoche’s sightingis available, public
attention soon shifts elsewhere, DeRoche himself
careful not to draw any conclusions from his
“phantom comet.”
2117-"The BarthHome War. Although tensions are
extremely high between the superpowers on Earth,
the exact chain of events that trigger the conflict is
unknown. Historians assume that the U.S. or the
[Link].R. initiated the disaster, although there
startlingly little evidence to support such a
hypotheses.
‘The ravages of chemical, biological and nuclear
weapons, and the subsequent nuclear winter,
virtually sterilize Earth. The seale of the holocaust
exceeds the worst predictions; human life on Earth
is presumed extinct or reduced to barbarism.
‘The effect of the EarthHome War on the High
Colonies was immense. Overnight, virtually all of
the nations in space are deprived of leadership, and
all corporations suffer immeasurable losses. While
a few nations quickly establish “governments in
exile,” many others panic. Both Governor Wade
Haynes of Tranquillity, and First Secretary
Konstantin Lyakhov of Krasny Oktyabr, reject the
use of military force on the moon. ‘This restraint,
more than anything else, prevents the war from
spreading into space.
‘The war reateshavoe among the colonial economies.
Although most stations are self-sufficient, many
‘were still dependent on Earth for support. Marginal
stations collapse, while others sock materials from
the “Hard Stations” on satellites and planets. The
Co-Prosperity League does much to alleviate the
problems ofless viable stations, and iseredited with
saving over ten million lives.
Ironically, the League’s success in assisting the
High Coloni the decade following the war
proves tobe its own downfall. The colonies are quick
4
to see the advantages of independence and the
shortcomings of broadly focused organizations such
as the League.
Politically, the war entrenches the total
independence of the self-sufficient stations. A
simultaneous tendency develops towards power bloc
alliances. The “Decade of Tears” begins, ashumanity
learns to accept the reality of Earth's destruction.
2118- Areport circulates among the Seven Witches
that engineers at Bolyai and Kenaston Laboratories
have built a prototype Non-Causality Drive. The
destruction of both laboratories in the EarthHome
‘War makes verification of this assertion impossible.
Nonetheless, rumors persist that several small FTL
ships were built
2125 - An expedition from Tranquillity descends to
Earth's upper atmosphere, discovering lethal levels
ofradiation and the presence of deadly bio-chemicals,
‘Thefindings ofthisexpedition lead tothe assumption
that all life on Earth has ceased. Despite this, hope
stilllingers among the denizens ofthe High Colonies,
and EarthHome becomes an evocative name to
humanity in space.
2127 - Leaders of the ‘exiled governments’ found the
High Terran Commonwealth. The self-described
“Crucible of exiled Terran civilization,” the
‘Commonwealth is a very different organization to
the Co-Prosperity League. While the League is
similar totheold United Nations, the Commonwealth
has considerable powers over its members. Only
nations of Terra are admitted as Commonwealth
‘members; corporations and non-nationalist and
separatist states are constitutionally excluded.
Despite being seen as an archaic institution, the Co-
Prosperity League continues to exist, although with
considerably reduced influence. Since any colony
can join the League, it remains the forum in which
unfriendly powersare able tomeeton neutral ground.
2128 - Angered by the Commonwealth and fearing
the Seven Witches, several station leaders meet at
tation to form the Outstation League.
sague’s constitution is similar to that of the
Commonwealth, although its inner councils have
grealer power over member stations.
2130 - The Outreach War begins when Tranquillity
and Aldrin dispute the possession of some mining
stations in the Saturnian System with Adam
Stembridge Associates. A series of relatively minor
incidents causes a quick escalation of tensions,
drawing both the Terran Commonwealth and the
Outstation League into the conflict. A few setbacks
sours the Commonwealth on war in the Outer
System, and after a year an uneasy peace prevails.
Casualties are light, and damages are minimal.2184 -The Esau Council brings the leadership ofthe
“traditional” churches tos ver for the first time.
Concerned by the growing power of reactionary
Christian churches and the fundamentalist Islamic
movement, the theologians found the Ecumenical
Council of Sol. The Council represented a triumph
for Peter Allison, the Pastor of the Church of the
‘Not only did he convince the disparate
‘churches to join the Council, but he forged
an alliance with several non-Christian religions
Ecumenical Couneil membe
jews, Hindus, and Taoists,
Within three years
include Buddhists,
2185 - The Lunar War begins when Kyakov-Hanadi
‘and Coristan Mining security forces attack three
‘small Commonwealth bases. The war resulted from
dispute over the rights to lunar resources between
the two companies and the High Terran
Commonwealth. Initially, the war has little effect
on the status quo despite the loss of the
Commonwealth bases. During the first two years
most of the conflict takes place in space, and
casualties arerelatively light. Theother five Witches
take no part in the war.
2187 - Kyakov-Hanadi security forces attack
Sherilor, a small Anglo-American colony in the
Asteroid Belt. The Kyakov-Hanadi commander
launches nuclear missiles at Sherilor, ignoring the
nuclear weapons ban. Defenseless against such an
ttlack, the station and ever four thousand men,
‘women and children are instantly vaporized.
‘The motivation for the attack was to intimidate the
Commonwealth and to divert Terran forces from the
15
HIGH COLONIES
moon. In any event, the direct result was to
strengthen the will of the Commonwealth.
2188 -Coristan Miningand Kyakov-Hanadi security
forces attack Krasny Oktyabr. When theouter walls
arebreached, theattackers offer to accopt the colony's
surrender. General Secretary Oleg Zudov rejects
the offer, saying that Krasny Oktyabr will become
“the grave of all eorporate pirates" Casualties on
both sides are extremely heavy, asthe Sovietsdefend
the colony with stubborn ferocity. After two weeks
lite American foree relieves Krasny
Oktyabr. The corporate forces surrender, with a
considerable loss of men and material.
Zudov calls the vietory the beginning of the “Second
Patriotie War.” He personally leads Soviet forces
against the Kyakov-Hanadi and Coristan Lunar
bases. ‘The result is a decisive victory, as the two
Witches are unprepared for the speed and
ruthlessness of the Soviet response, The surrender
of Coristan 1 and Elnet are the final acts of the
Lunar War. Zudov places the captured stations
under Commonwealth administration rather than
claiming them as Soviet territories.
2189 - The Treaty of Champlain between the
Commonwealth and the two corporations formally
ends the war. The treaty calls for the trial of war
criminals, notably Gerald Carter, thecommander of
the attack on Sherilor. Carter never comes to trial;
he anda sizable band ofhis followers disappear into
the depths of the Outer System.HIGH COLONIES
Despite Soviet demands, only a few middle rank
commanders stand trial for their actions in the
Lunar War, Company executivesarenot prosecuted,
and the corporations eventually regain their captured,
bases. Furious, Zudov repudiates the Treaty of
Champlain and threatens to withdraw from the
Commonwealth. With the Soviet General Secretary
declaring that compromise is impossible, tensions
mount and thebreakup of the Commonwealth seem:
inevitable. A month later Zudov is deposed by rive
within the Politburo, and his successor, Andi
Malyshev, signs the treaty and reaffirms Soviet
membership in the Commonwealth.
21:
= The sack of New Vermont by Gerald Carter
begins the Barbary Wars. Casualties atthe station
are heavy, and Carter's troops loot the station,
‘capturing valuable equipment and materials.
‘The Outstation League (of which New Vermont was
amember) offers five million Outstation Credits for
the coordinates of Carter's base. No information is,
fortheoming. The enormous expense of searching.
{he outer aystem ov protecting every station allows
Carter to strike at will. In the first three yearsof the
Barbary Wars, Carter attacks twelve stations,
causing the deaths of over thirty thousand people.
Hisown casualties during this period are light, with
only a few hundred bodies recovered.
2146 - The Commonwealth, which had ignored the
Barbary Wars for three years, becomes involved
when Carter attacks Harmony. Initially there is
Tittle cooperation between the League and the
‘Commonwealth, with neither rival being inclined to
trust the other. Even when the Independent
‘Commercial Organization and the nearly moribund
Co-Prosperity League add their forces tothe search,
Carter's raids continue unabated.
16
2147-Emest Sterne, spiritual leader of the Evangelie
Church of the Chosen, sends a ‘missionary
expedition” to Earth after hearing “instructions
from on high.” After a few terse messages sent
shortly after landing, the expedition falls silent. A
rescue mission is unable tofind any physical trace of
the expedition.
2148 - Commonwealth intelligence agents discover
‘a possible link between Carter and the Pan-System
Enterprise League. They find noconclusive evidence,
‘and the Commonwealth declines to provoke the
‘Seven Witches.
2149 - The Outstation League and the
Commonwealth sign the'Treaty of Callisto, agrecing
to place their armed forces under joint command. A
‘major provision of the treaty isthe annexation of the
Co-Prosperity League's Joint Peacekeeping Force.
Fearing for its independence, the Independent
‘Commercial Organization withdraws from further
participation in the war.
‘The Treaty of Callisto brings needed cohesion to the
campaigns against Carter. Joint Supreme
Commanders Inukai Shigeru ofthe Commonwealth,
and AliciaJermyn ofthe Outstation League, intercept,
some of Carter's raids.
2151 - The Battle of the Trailing Trojans. Shigeru
and Jermyn intercept Carter’s main fleet near the
‘Trojan Asteroids and win a decisive victory over the
pirates. Carter perishes in the battle, and
remnants of his band scatter. Among the allied
casualties is Alicia Jermyn.
Despite praise for “the glorious pan-system co-
operation,” the Commonwealth and the Outstation
League return to a state of watchful peace. They
strip the Joint Peacekeeping Force of what little
remains of its military hardware, and return it to
CPL control.
2152- Brigit Jermyn, the eldest daughter of General
Alicia Jermyn, founds Jermyn’s Privateers, an elite
mercenary band made up of demobilized troops.
They are the first and most famous of several
mercenary companies formed during the following
decade. Smaller colonies, fearing a repeat of the
Barbary Wars, are the primary employers of the
mercenaries.
2154-Acollection of paranoids, racists, and extremist
Christian fandamentalists meet at Genesis. Emest
Sterne of the Evangelic Church of the Chosen calls
for a “purifying force to smite the seducers and
corrupters that deny Man his place in God’s plan.”
White supremacist Nigel Ranyard calls for the
destruction of all “non-believing sub-human races.”
‘Theresult of the Council of Genesisis thefoundation
of the Band of Humanity.HIGH COLONIES
Although many groups on the Band’s enemies list
fare dismayed to be included, it quickly becomes
clear there is little internal ‘unity in the Band,
Ranyard, elected Speaker of the High Council, is
assassinated by a fanatic for “failing to uphold
sacred Aryan morality.” His successor, Christopher
Shaw, Archvicar of the One Church of the Lord’s
Process, is unable to meld the views of Band members.
‘He resigns after less than a year in office.
2157 - The Outstation League builds Calypso in
orbit around Minerva. The most distant colony from
the Sun, Calypso was principally intended as a base
for further deep space exploration.
2160 - Twinstar radio telescopes detect faint
microwave signals from the direction of Rigel, 600
light years away. The signals are unlike any known
natural radio emissions, and are repetitive. Many
astronomers conclude that the signals come from
intelligent extraterrestrials. Attempts to translate
the signals are unsuccessful.
2162 - After years of intrigue, purges and
assassination, Alan Smith emerges as the
uncontested leader of the Band of Humanity. The
head of Khepri station, Smith uses his charm and |
eloquence to convince most stations of his peaceful
intentions. Band rhetoric becomes considerably
less hateful and violent,
2164 -Kathryn Hamelin, abio-geneticist at Khepri,
develops a new strain of Bio-Gens capable of
reproduction. Hamelin’s discovery is the result of @
secret crash program intended to produce a bio-
engineered soldier for the Band of Humanity. The
Band begins to mobilize for war.
2166-The freighter Yamata Maru, bound {or Callisto,
reports a hitherto unknown asteroid in a highly
elliptical orbit. Analysis of data from the freighter’s
instruments indicate that the orbit is impossible -
unless the asteroid was under power. The sighting
is widely attributed to computer error.
2167 - The Purge War begins when Alan Smith
attacks Horus station with several hundred of his
Bio-Gen soldiers. The mercenary defendersof Horus
prove no match for the Bio-Gen troops; an elite
ent of Van Owen’s Rangers is annihilated.
Smith, in an interview, declares that the war will
bring about ‘the forging of pure men in the cleansing
fires.”
‘The rest of the system is unprepared for the speed
and efficiency of Smith's Bio-Gen troops; because of
their effectiveness, they become known as Ram-
Soldiers. Within weeks of the fall of Horus, four
other stations are attacked and surrender to the
Band. “Sub-humans” are systematically
exterminated, and vieious “Tribunalsof Purity” judge
other captives.
‘The Commonwealth is slow to react to the threat,
and takes little action beyond diplomatic protests to
Smith. The Outstation League, while quicker to
recognize the danger, is hampered by the difficulty
in obtaining accurate military intelligence. ‘The
Commonwealth rejects League offers to create a
joint military force.
2168 - Furious with the Commonwealth’s inaction,
several member stations act independently. A
Franco-British attempt to attack Genesisisrepelled
with heavy losses, and Band forces defeat a
‘Vietnamese task force near Mars. Many members
accuse the Commonwealth of betrayal.
Band Ram-Soldiers capture Patton, an Hailey-
Parker Armaments station. Although this brings
the Seven Witches into the war, the Band retains
the initiative.
2169 - After the fall of several member stations,
Commonwealth leaders finally become convinced
that Smith intends to conquer the entire system.
‘Their initial response is disorganized, and many
members angrily refuse to participate. In addition,
there is minimal cooperation between Outstation,
Commonwealth and corporation forces. Mistrust
and poor communication hampers the war effort.
2170 - Kodama Bio-Systems begins to produce Bio-
Gen soldiers. While inferior to Ram-Soldiers, they
are excellent when used in support ofhuman troops.
By year's end, there is an uneasy truce, and Smith
declares that he has no further hostile intentions.
2171 - The Band attacks the Chakon settlements on
‘Titan. In what proves to be a fatal miscalculation,
7HIGH COLONIES
Smith underestimates the aliens’ defensive
capabilities. The Chakon annihilate his ground
‘troops, including a regiment of Ram-Soldiers.
Enraged, Smith orders Titan “burned to bare rock,”
and dispatches the bulk ofhisfleet. At the Battle of
Hyperion, the Chakon intereept and destray the
Band's fleet.
‘The Chakon counter-attack is ewift and ruthless,
‘Their ships attack Khepri, drive off the defending
fleet and vaporize the station, including Smith
Without his leadership, the Band begins to collapse,
and many of its members sue for peace. Others,
more fanatical, continue to fight, and itis two more
years before the war finally ends.
As the scale of Band atrocities becomes known,
‘outrage spreads throughout the system. An
Outstation League force destroys two Band stations,
Forrest and Drexler, without asking for their
surrender. By 2173, all resistance is suppressed,
and the Band's Ram-Soldiers are reportedly
exterminated.
‘The Purge War created rifts in the Commonwealth
that have yet to heal. The Chakon have shown a
18
greater degree of distrust of humanity since the war,
and relations between the two races
deteriorated. Fear generated by the Ram-Sol
has yet to die, and many regard the Kodama Bio-
Soldiers with loathing.
2176 - Venusian Influenza, a virulent respiratory
disease, spreads throughout the Solar System.
Apparently beginning in Sagan Station on Venus,
its. lengthy incubation period prevented early
detection or effective quarantine. Theeffects are far
‘worsoin the inner system col
any warning of the disea:
some of the outer colonies manage to quarantine
themselves before the disease reaches them, few
places escape unscathed.
‘The fatality rate is over ninety percent for those
contracting Venusian Influenza; fortunately, the
disease is not highly contagious, Despite this, afew
small colonies are devastated. Sagan suffers near
total disaster, with only 2,000 of its 15,000population
surviving. ‘Total deaths in the system exceed five
million.
Venusian Influenza lasted for over a year before
iseppearing almost as quickly as it appeared
Epidemiologists discover thatthe disease wascaused
by a mutated strain of Yersinia Pestis, the bacillus
associated with bubonic, pneumonicand septicaemic
plague. The bacillus apparently mutated on Venus
after being accidentally introduced into the
atmosphere. How this mutation may have occurred
remains a mystery.
‘Theepidemic caused widespread social and economic
upheaval, with many coloniesbecoming increasingly
isolationist and suspicious of outsiders.
2179 - An expedition from Tranquillity lands on
Earth, It finds that while radiation levels have
dropped below lethal levels, thereisstill substantial
bio-chemical contamination, They find some plant
and animal life, but no sign of human life on the
planet. The’ expedition’s report, and the
problematical political situation, ends any hope of
reeolonizing the planet in the near future.
2180 - Attempting to broaden their power, the space
‘unions provide effective fundingfor theCo-Prosperity
League and re-arm the Joint Peacekeeping Force.
‘Although theunionshadbeen membersofthe League
from its inception, these actions represents their
first significant contribution. Taking advantage of
the League's minimal funding from member stations
since the Barbary Wars, the unions gain control of
the League almost by default.
2181 - A belated attempt to dissolve the League is,
spearheaded by the Seven Witches. They narrowly
{ailtogetthenecessaryvotedespitepayingimmense
ribes.HIGH COLONIES
2181 - Walden, an independent station in orbit
around Saturn, suddenly ceases communications.
Outstation League investigators are unable to find
any sign of its 7,000 inhabitants,
With the exception of a single breach in its hull,
Walden is undamaged, and life support systems
continue to function normally. The most bizarre
discovery isthe total absenceof any organiematerial
in the station
2182 - The second outbreak of Venusian Influenza
occurs; although far less serious than the 2176
epidemic, it causes a million more deaths. In an
atmosphere of frenzied hysteria, Venus and the
stations in its orbit are quarantined.
2184 - IroCor Chairman, Tristram Haynes, refuses
to pay a twenty million Enterprise Credit gambling
debt to Xanadu casinos. Adam Stembridge
Associates, attempting tocollect, seeks a judgement,
‘against him and appeals tothe Co-Prosperity League
Council. ‘The union controlled League seizes the
‘opportunity toembarrass Haynes, demands payment
of the debt, and imposes a huge penalty.
‘When Haynes refuses to pay, the League sends a
Joint Peacekeeping Force squadron to arrest him.
‘Theresult isabrisk butinconclusiveclash. Although
the JPF withdraws without arresting Haynes, the
19
blow to his prestige is so great that IroCor directors
force his resignation.
2187-The independent trader Gulliver's Luck finds
the wreck of the cargo freighter Shahrazad in the
Asteroid Belt. To the surprise of the salvage crew,
they find a single survivor, Gustav Reedy, half mad
from thirst and hunger, Reedy tells a bizarre story
to his rescuers, claiming that alien creatures
destroyed Shahrazad, attacking without provocation
or warning,
Reedy sticks to his story despite all attempts to
discredit him, insisting that the attackers were not
Chakon, but some other race. His story gains some
credence because the damage to Shahrazad is
unusual, and the ship’s WORM computer log tapes
(Write Once, Read Many) were erased.
Reedys story provokes speculation that a second
race of aliens exists in the Solar System, despite
attempts by authorities to dismiss all such theories
“hysterical paranoia.” Proponents of these theories
claimthat the transmission failures of theinterstellar
probes, the “phantom comet” of 2116, the signals
discovered in 2160, the “powered asteroid” of 2166,
and the Walden enigma are coincidences which
‘cannot be ignored.
2188 - The present.HIGH COLONIES
GAZETTE
‘The followingisa partial list of colonies that
existin 2188, Itincludes every station mentioned in
the text, and every colony with a population of
20,000 or more. ‘There are several hundred small
stationsin the Solar System. GMsmay add colonies,
bearing in mind that the total human population is
about 200 million. The population of the stations
below is just under 150 million. Rules for station
design are on page 80.
1.1 NAME
‘The designation used by the residents or
administrative control of the installation.
1.2 LOCATION
‘The orbital position or hard (ground based)
location ofthe installation. Astrogation coordinates
may be found in appropriate manuals. Earth
Lagrange regions are given as L-LS5., Lagrange
‘regions for other bodies are prefaced by the planet or
satellite name. For easy reference, a list of the
planetsand their moonsisshown below. Only those
‘moons mentioned in the text are given.
Enceladus
Teth;
Dione
Rhea
Titan
Hyperion
Tapetus
3 FUNCTION
Is the primary purpose of the installation.
This is given as: Colony, intended for human
population; Industry, manned or unmanned factory
or commercial establishment; Mining, manned or
unmanned mine (includes ‘oxygen and water
extraction facilities); Scientific; Military. Note that
‘most installations have more than one purpose, and
‘many include elements of several functions,
4 POPULATION
The first figure is an approximation of
potential population, based on space, life support,
and self sustenance eapacity. The second figure is
‘the actual population. Note that some installations.
are not designed to sustain a population.
Almost all orbital colony stations are
cylindrical and spin to simulate earth gravity. To
‘some degree, their physical sizecan be inferred from
the potential population figures. The table below
‘may be used as a rough guide.
cal Ped
‘These figures are only applicable to orbital
colony stations. ‘The sizes and shapes of industry,
mining, military and scientific stationstend to vary
agreat deal. Stationson planetor moon surfacesare
generally larger than the figures given above.
NOTES
Information in this section is given in the
following format: League affiliations, government
form and station head, and attitude to outsiders.
This information may be followed by details on the
station's construction, history, alliances, military
potential, ete.
LEAGUE ABBREVIATIONS:
BH (Band of Humanity)
BMA (Belt Miners’ Association)
CPL — (Co-Prosperity League)
ECS (Ecumenical Council of Sol)
HTC (High Terran Commonwealth)
| ICO (independent Commercial Organization)
OL (Outstation League)
PSEL (Pan-System Enterprise League)
SFL (Solar Federation of Labour)
Where more than one organization
shown, they are listed in order of importance to the
station.
20STATION GOVERNMENTS:
Multi-party parliamentary-Anelected|egislative
ive branch. No significant controls
ipation.
Restricted parliamentary - As above, but with
restrictions on the types of legal political parties.
Opposition parties are usually carefully monitored,
and there may be significant controls on political
participation.
Single party state-One legal political party controls
all levels of legislative and executive power.
Opposition and dissent iseither illegal or very closely
monitored. Political participation is tightly
controlled.
Despotic - Arbitrary government by an absolute
ruler. Opposition and dissent are illegal, Political
participation is actively discouraged.
Military - Control by armed forees. This primarily
applies to the stations designated as military
installations. Martial law applies, and no political
participation is allowed.
Praetorian - Joint military/civilian government,
usually with military personnel in the position of
primary power. Opposition and dissent are illegal.
‘Limited political participation.
Dependency - A colony or occupied territory in
which ultimate control over the government is
exercised by another station.
21
HIGH COLONIES
‘Theocracy - Religious leadors control or exort
considerableinfluence over legislative and executive
branches of government.
Corporation - Government is controlled by the
executive officers of a corporation, union, or other
organization, Limited democracy except on localized
sues.
Anomalous organizational structures such
‘as co-operative societies and anarchies aredeseribed
individually.
ATTITUDE:
Open - No significant restrictions on immigration
oF visitors.
Wary - Reasonably careful checks of visitors and
immigrants.
Insular - Very restrictive immigration laws and
extremely careful checks of visitors.
Closed - Only "invited" immigrants and no casual
visitors,
1.6 STATION CHARACTERISTICS
NAME: ‘Abel
LOCATION: Pluton-Charon L1
FUNCTION: Colony
POPS: 200,000/167,000
NOTES: League: OL, CPL.’ Government: Abel isa
the home of the Newstart Cooperative Association
and is governed by an intricate committee structure.
‘There is no official station head. Attitude: Insular.
NAME: Abigail
LOCATION: L3
FUNCTION: Industry
POP: 2,000,000/1,900,000
NOTES: League: PSEL, CPL. Government:
Corporation. The headquarters ofthe Mesinal Group,
Abigail is governed by the company's board of
directors. Chairman of the Board Michael Carrabis
is the station head. Attitude: Wary.
NAME: Adler
LOCATION: Earth GSO
FUNCTION: Colony
POP: 1,000,000/800,000
NOTES: League: HTC, CPL. Government: Multi-
party parliamentary. Chancellor Heinrich Todt is
station head, Attitude: Wary.
Adler (Bagle) was built by West Germany in 2078.
Together with Lowe, it makes up the Republic of
Germany.HIGH COLONIES
NAME: Agony
LOCATION: On Io
FUNCTION: Mining
POP: 12,000/4,000
NOTES: League: OL. Government: Military. A
prison station administered by the Outstation
League. Warden Nelson Shandry is station head.
Attitude: Closed.
Agony lives up to its name by being one of the most
dangerous penal colonies in the Solar System.
NAME: Alban
LOCATION: Iapetus Polar Orbit
FUNCTION: Colony
POP: 300,000/207,000
NOTES: League: OL, CPL. Government: Multi-
wrty parliamentary. Prime Minister David Angus
station head. Attitude: Wary.
Alban was built by Scottish nationalists in 2064.
‘Alban isone ofthe most activeand important members
of the Outstation League, and supplies some of ite
best troops.
NAME: Aldrin:
LOCATION: L5
FUNCTION: Colony
POP: 10,000,000/9,300,000
NOTES: League: HTC, CPL. Government: Multi-
party parliamentary. Governor Dorothy MacKasay
is station head. Attitude: Wary.
Aldrin is one of the two surviving states of the
‘American union. After the EarthHome War Aldrin
retained ite state level system of government. Aldrin’s
closest ally is Kennedy Base, the other surviving
state.
NAME:
LOCATION: Enceladus Polar Orbit
FUNCTION: Industry
POP: WO
NOTES: League:PSEL, Government: None. Attitude:
ek .
Andrea
Andrea is a fully automated factory owned by the
Mesinal Group.
NAME: Apianus
LOCATION: Asteroid Belt
FUNCTION: Scientific
POP: 400,000/275,000
NOTES: League: CPL: Government: A university,
Apianusis governed by its board of regents. Attituc
Wary.
Founded in 2090 by the Co-Prosperity League,
Apianus was once the most highly respected academic
institution in space. Despite having declined in
recent decades, it still produces many of the best
trained scientists in the system.
NAME: Armstrony
LOCATION: Earth GSO
FUNCTION: Scientific
POP: 1,500/1,200
NOTES: League: HTC. Government: Dependency of
Aldrin, Attitude: Insular.
NAME: Barzani
LOCATION: Callisto GSO
FUNCTION: Colony
POP: 200,000/176,000
NOTES: League: OL. Government: Single party
state. President Mustafa Kemal is station head,
Attitude: Insular.
Barzani was founded by Kurdish nationalists in
2073.
NAME: Bentham
LOCATION: Uranus GSO
FUNCTION: Industry
POP: 70,000/50,000
NOTES: League: HTC. Government: Military. A
prison station run by the High Terran
Commonwealth. Warden Janet Forester is station
head. Attitude: Closed.
According to an agreement between the
‘Commonwealthand the Outstation League, Bentham
will be turned over to the League in 2200.
NAME: Bernoulli
LOCATION: Venus GSO
FUNCTION: Colony
POP: -400,000/290,000
NOTES: League: HTC, CPL. Government: Multi-
party parliamentary. President Johann Lousane is
station head, Attitude: Insular.
Buile by Switzerland in 2048, Bernoulli is presently
quarantined because of the Venusian Influenza
outbreaks.
NAME: Blaze
LOCATION: Jupiter GSO
FUNCTION: Industry
POP: 300,000/250,000
NOTES: League: PSEL, CPL. Government:
Corporation. The headquarters of LEC, Blaze i
governed by the company's board of director:
Chairman of the Board Sadatoshi Miyo is station
head. Attitude: Wary.NAME:
LOCATION:
Bolivar
Saturn GSO
FUNCTION: Colony
6,000,000/5,800,000
POP:
parliamentary. President Emiliano Lopez is station
Read. Attitude: Wary.
Bolivar was built in 2061 bythe Pan-Latin Congress,
‘an organization of thirteen Central and South
American nations. Each nation maintains its own
sovereignty and elects representatives to the federal
government.
NAME: Bolyai
LOCATION: Earth GSO
FUNCTION: Scientific/Military
POP: 5000/0
NOTES: The former Non-Causality Drive research
laboratory has been in ruins since an attack during
the EarthHome War, It is technically a possession
of the Co-Prosperity League.
NAME: Borseovo
1 Grater, the Moon
2,000/2,000
POP:
NOTES: League: HTC, CPL. Government:
Dependency of Krasny ‘Oktyabr. Dr. Mikhail
Torsonov is the station head. Attitude: Closed.
The first permanent station built on the Moon,
Borscovo remains one of the most important Soviet
scientific stations.
NAME: Brahe
LOCATION: Europa
FUNCTION: Mining/Industry
POP: 120,000/110,000
NOTES: League: PSEL. Government: Corporation.
Braheis totally ownedby IroCor. General Manager
Nathan Coles is the station head. Attitude: Wary.
NAME:
LOCATION:
FUNCTION: Colony
POP: 200,000/159,000
NOTES: League: HTC, CPL. Government: Single
party state. A momber of the Soviet Socialist
Federated Colonies, Brezhnev is governed by the
Brezhnev Soviet legislative body. First Secretary
Anatoly Kosarinis the station head. Attitude: Wary.
Brezhnev
Li
NAME: Brockway
LOCATION: Asteroid Belt
FUNCTION: Industry/Mining
POP: 100,000/70,000
23
HIGH COLONIES
NOTES: League: BMA. Government: The
headquarters of the Belt Miners’ Association,
Brockway is governed by the organization'sexecutive
‘committee, Executive Director Stan Mikelsen is the
station head, Attitude: Insular.
Built as a prison by the U.S. in 2039, Brockway was
in the process of being phased out when the
Earthifome Warof 2117 eut off regular supply from
Earth. The prisoners and were
teoperate and coentually founded the Bel Miners
Association.
NAME: Byelobog,
LOCATION: Uranus GSO
FUNCTION: Colony
POP:
OL, Government: Restricted
parli 4 lent Stefan Luchek is the
station head, Attitude: Insular.
Byelobog was built by the Soviets in 2076 and was
intended to show their commitment to east bloc
satellites Hungary, Poland, Czechoslovakia, and
Romania. Byelobog declared independence shortly
after the EarthHome War.
NAME: Calamity Base
LOCATION: On Ganymede
FUNCTION: Industry/Mining
POP: 8,500/4,000
NOTES: League: PSEL. Government: Corporation.
Calamity Base is entirely owned by Allanson
Robotics. General Manager Luthor Riesman is the
station head. Adtitude: Insular.
NAME: Calypso
LOCATION: Minerva GSO
FUNCTIO! Scientific
POP: 6,000/3,000
NOTES: League: OL. Government: Dependency of
the Outstation League. Dr. Celeste Gavine is the
station head. Attitude: Closed.
NAME: Camelot
LOCATION: Copernicus Crater, the Moon,
FUNCTION: Industry/Military
POP: 500,000/435,000
NOTES: League: 1CO, OL, CPL. Government:
Corporation. Wholly owned by Adam Stembridge
Associates. Director of Operations Adrian Clement.
is the station head, Attitude: Insular.
oe eraeran station in 2073, Camelot
toi lunar maining operations. It
isan important military base for both the Outstation
League and the Independent Commercial
‘Organisation, garrisoning three thousand troops.HIGH COLONIES
NAME: Canute
LOCATION: Venus GSO
FUNCTION: Colony
POP: 200,000/80,000
NOTES: League: HTC, CPL. Government: Multi-
party parliamentary. ‘Minister Poul Bech is
the station head. Attitude: Wary.
Built by Denmark in 2054, Canute is under
quarantine because of the Venusian Influenza
outbreaks.
NAME: Caroline
LOCATION: Asteroid Belt
FUNCTION: Industry/Mining
POP: 30,000/29,000
NOTES: League: PSEL. Government: Corpor n.
‘Wholly owned by the Mesinal Group. Managing
Director Linda Norquay is the station head.
Attitude: Insular.
NAME: Castro
LOCATION: L3
FUNCTION: Colony
POP: 200,000/160,000
NOTES:League: HTC, CPL. Government: Restricted
parliamentary. President Raoul Santiago is the
station head. Attitude: Wary.
Built by Cuba in 2052.
NAME: Champlain
LOCATION: Li
FUNCTION: Colony
POP: 2,000,000/1,560,000
NOTES: League: HTC, CPL. Government: Multi-
party parliamentary. Prime Minister Maureen
‘Atkinson is the station head. Attitude: Wary.
Champlain was built by Canada in 2046.
NAME: ‘Charlemagne
LOCATION: Lt
FUNCTION: Colony
POP: 3,000,000/2,240,000
NOTES: League:}1TC, CPL. Government:Restricted
parliamentary. President Jean-Claude Thierry is
the station head. Attitude: Wary.
Charlemagne was built by France in 2037.
NAME: Clement.
LOCATION: Asteroid Belt, near Ceres
FUNCTION: Industry
POP: 15,000/6,500
NOTES: League: PSEL. Government: Corporation.
‘Wholly owned by LEC. General Manager Jean
Lipscombe is the station head. Aztitude: Insular.
NAME: Cobra
LOCATION: Jupiter GSO
FUNCTION: Industry
POP: '50,000/46,000
NOTES: League: PSEL, CPL. Government:
Corporation. The headquarters of James
Engineering, a wholly owned subsidiary of Mesinal
Group. Arvid Miller, President of James
Engineering, is station head. Attitude: Wary.
‘NAME: Cook
LOCATION: L3
FUNCTION: Colony
POP: 1,500,000/1,200,000
NOTES: League: HTC, CPL. Government: Multi-
party parliamentary. Prime Minister Eric Hogan is,
the station head. Attitude: Wary.
Cook was built by Australia in 2031.
NAME: Copernicus
LOCATION: Miranda
FUNCTION: Mining/Industry
POP: 100,000/88,000
NOTES: League: ICO, OL. Government:
Corporation. Copernicus is owned and operated by
Haran Minerals, an independent company founded
in 2059, Company President James McGraw is the
station head. Attitude: Insular.HIGH COLONIES
NAME: Coristan 1
LOCATION: Alphonsus Crater, The Moon
FUNCTION: Mining/Industry
POP: 1,300,000/980,000
NOTES: League: PSEL, CPL. Government:
Corporation. Wholly owned by Coristan Mining
Corporation, Coristan 1 contains the headquarters
of subsidiaries Solar Metals, ‘Commonwealth
Engineering and Borman Securities. Council
president Lynn Pelicais thestation head. Attitude:
Wary.
Until the Lunar War, Coristan 1 was the corporate
‘headquarters of Coristan Mining Corporation. Those
offices were moved to Coristan 2 in 2039.
NAME: Coristan 2
LOCATION: Asteroid Beit
FUNCTION: Mining/Industry
POP: 1750,000/600,000
NOTES: League: PSEL, CPL. Government:
Corporation. The headquarters of Coristan Mining
Corporation, Coristan 2is governed by the company
board of directors. Chairman of the Board Willis
Hubbell is the station head. Attitude: Wary.
NAME: Coristan 3
LOCATION: Nereid
FUNCTION: Mining
POP: 25,000/16,000,
NOTES: League: PSEL, CPL. Governm:
Corporation. Wholly owned by Coristan Mini
Corporation. Station manager Bernard Struve is
the station head. Attitude: Insular.
NAME: Coristan 4
LOCATION: On lo
FUNCTION: Mining
POP: 20,000/16,000,
NOTES: League: PSEL, CPL. Goveram
Corporation. Wholly owned by Coristan Mining
Corporation. Station manager Stanley Rogodzinski
is the station head, Artifude: Insular.
NAME: Coven
LOCATION: Pluto Polar Orbit
FUNCTION: Colony
POP: 100,000/82,000
NOTES: League: Independent, Government:
Despotic. Theoretically a cooperative society, Coven
iaruledby ahereditary oligarchy which hascontrolled
the Board of Guidance for over seventy years.
Speaker Sandra May isthe station head, Ariude:
insular.
Coven was built in 2089 by the Le Fay Order, an
organization of self-described “prophets, witches and
cccultiste” which had attracted many wealthy
members. The focus of the Order has become more
pragmatic over the decades, although they take no
interest in external politics.
NAME: Cymra
LOCATION: Mimas Polar Orbit
FUNCTION: Colony
POP: 1120,000/97,000
NOTES: League: OL, CPL. Government: Restricted
parliamentary. Prime Minister Owen Williams is,
the station head. Attitude: Insular.
Cymru was built by Welsh nationalists in 2062,
‘NAME: Dalmady
LOCATION: Jupiter GSO
FUNCTION: Military
POP: 60,000/45,000
NOTES: League: OL. Government: Military. An
Outstation League military base. General Liam
Daugherty is the station head, Attitude: Closed.
Dalmady is most important Outstation League
military station.
NAME: De Souza
LOCATION: Jupiter Polar Orbit
FUNCTION: Colony
POP: 2,000,000/1,890,000
NOTES: League: HTC, CPL. Government:Restricted
parliamentary. Governor Heitor Lisboais thestation
head. Attitt
De Souza was built by Brazil in 2046, De Souza,
together with San Pedro, make up the New Republic
of Brazil.
NAME: Destiny
LOCATION: Asteroid Belt
FUNCTION: Colony
POP: £80,000/76,000
NOTES! : BH, CPL. Government: Praetorian.
Destiny is ruled by the Executive Council ofthe True
Brotherhood. First Councillor Joseph Locklear is
the station head. Attitude: Insular.
Built in 2059 by the True Brotherhood, an
organization of fanatical white supremacists. Since
the Purge War, the political importance of Destiny
has declined.
NAME: DET-001
LOCATION: L1
FUNCTION: Industry
POP: 90,000/75,000
NOTES: League: PSEL, CPL. Government:
Corporation. ‘The headquarters of Larrigan
‘Synthetics, a wholly owned subsidiary ofthe Mesinal
Group. Company president Marlan Cosey is the
station head, Attitude: Wary.HIGH COLONIES
BUG GUL UTE
NAME: Disaster Landing
LOCATION: 1985U1
FUNCTION: Colony
POP: 15,000/11,000
NOTES: League: Independent. Government:
Military. Captain Winfield Blair is station head.
Attitude: Closed.
Disaster Landing was one of famed pirate leader
Gerald Carter's secret bases that was never
discovered. The present inhabitants are the
descendants of Carter's followers. Knowledge of the
station’s location and existence is a closely guarded
secret. L’Ollonais Station is the only ally.
Dolina
On Io
Mining
15,000/8,000
Government:
Dependency of Krasny Oktyabr. Colonel Nikolai
Shedlev is the station head. Attitude: Closed.
Dolina is a Soviet prison mining station. Although
technological advances have made Dolina safer, itis
far from being a worker's paradise.
OL. Government: Multi-party
parliamentary. President Leonid Matuchuk is the
station head. Attitude: Wary.
Dnepr was built by the U.S.S.R. in 2062. It was
intended to pacify the Ukraine, an often troublesome
region, by encouraging a space program. Dnepr
declared independence in 2020, three years after the
EarthHome War.
NAME; ‘Dreamtime
LOCATION: Jupiter Polar Orbit,
FUNCTION: Colony
POP: 200,000/60,000
NOTES: League: OL. Government: Multi
jentary. President Simon Ewaninga
station head. Attitude: Wary.
Dreamtime was built by Australian aboriginal
peoples in 2079. Dreamtime soldiers are among the
he
best troops of the Outstation League.
NAME: Eden
LOCATION: Mars GSO
FUNCTION: Co
POP: 300,000/240,000
NOTES:League:BH, CPL, Government: Theoeracy.
Executive power is vested in the Spiritual Council of
‘the Church of the Apocrypha. Reverend Father
Jonas Aylwardisthestation head, Attitude:Insular.
Eden was built by the Church of the Apocrypha in
2073. A relatively moderate faction of the Band of
Humanity, Eden has distanced itself from that
organization since the Purge War.
2,000,000/1,900,000
NOTES: League: HTC, CPL. Government: Restricted
parliamentary. President Ahmed ibn Hamad is the
station head, Attitude: Wary.
Efrit was built in 2066 by the Union of Arab States,
an organization of six middle eastern states. Each
nation maintains its own sovereignty and elects
representatives to the federal government.
NAME:
LOCATION:
FUNCTION: Colony
POP: 200,000/179,000
NOTES: League: HTC, CPL. Government: Multi-
party parliamentary. Prime Minister Luis Solchaga
is the station head, Aititude: Wary.
El Cid was built by Spain in 2067.
ElCid
4
NAME: Electra
LOCATION: Jupiter GSO
FUNCTION: Colony
POP: 500,000/413,000
NOTES: League: OL, CPL. Government: The
‘Administrative Council ofthe Blectra Society governs
the station, Coordinator Lisa Middleton is the
station head. Attitude: Wary.
Electra was built in 2059 by the Electra Society, a
‘Feminist cooperative.HIGH COLONIES
NAME: Elnet
LOCATION: Archimedes Crater, the Moon
FUNCTION: Mining
POP: 75,000/55,000
NOTES: League: PSEL, CPL. Government:
Corporation. Wholly owned by Kyakov-Hanad:
Corporation. Operations Manager Alex Mesner
the station head. Attitude: Insular.
NAME: Empire
LOCATION: Jupiter GSO
FUNCTION: Colony/Industry
POP: 2,000,000/1,898,000
NOTES: League: OL, CPL. Government: Multi-
party parliamentary. Governor Mason Wise is the
station head. Attitude: Open,
Empire was built by the U.S. in 2076. It was one of
‘several “regional colonies" intended toease population
pressure, Most of the coloniste of Empire were
residents of the north-eastern seaboard. Empire
declared its independence from the U.S, (as
represented by Aldrin and Kennedy Base) in 2121.
NAME: Esau
LOCATION: 13
FUNCTION: Colony
POP: 1150,000/85,000
NOTES: :ECS, CPL. Government: Theocracy.
‘The Pastoral Council of the Church of the Lifeline
controls theadministration. Pastor Richard Foytack
is the station head. Attitude: Wary.
Esau was built by the Church of the Lifeline, aliberal
‘humanist Christian organization, in 2061. Esau
also houses the administrative offices of the
Ecumenical Council of Sol.
Far Sturleson
Triton
Mining
412,000/10,000
NOTES: League: OL. Government: Dependency of
Near Sturleson. General Manager Lars Bohn is the
station head. Artitude: Closed.
ee
NAME: Fianna
LOCATION: Titan GSO
FUNCTION: Colony
POP: 100,000/60,000
NOTES: League: OL, CPL. Government: Restricted
Parliamentary. President Michael Doran is the
station head. Attitude: Wary.
Fiannawas built in 2056 by Irishdissidentsunwilling
to accept the terms of the Treaty of Glasgow, which
ended the Irish Civil War in 2036.
27
Friendship
LOCATION: Earth GSO
NOTES: League: PSEL, CPL. Government:
Corporation. ‘The headquarters of Kodama Bio-
systems, a subsidiary of LEC, Friendship isgoverned
by the company Board of Directors. Chairman of the
Board Hiro Sakaia is the station head, Atitude:
losed.
Friendship is best known as the "Bio-Gen Factory."
NAME; Fundament
LOCATION: Jupiter GSO
FUNCTION: Colony
PoP: 1,000,000/890,000
NOTES: League: BH. Government: Dependency of
Genesis. Spiritual Guide Raymond Glynn is the
station head. Attitude: Insular.
Built in 2098 by the Evangelie Church of the Chosen,
NAME:
LOCATION: Phocbe Polar Orit
FUNCTION: Colony/Scientific
POP: 20,000/16,000
NOTES: League: Independent. Government: Gaea
is administeredby the Environmental Maintenance
Council. First Guardian Beverly Houses the tation
head. Attitude: Closed.
Gaea was built in 2099 by the Guardians of Earth
Society. The station was an attempt by the Guardians
tocreate. sanctuary to preserve "seeding stock’ ofall
the plant and animal life on Earth. Their original
plan was for several stations, but financial set
and the EarthHome War intervened. Nonetheless,
Gaea is one of the few places where a significant
‘amount of Terran flora and fauna survive
Gagarin
Asteroid Belt
Military
a 35,000/32,000
NOTES: League: HTC. Government: Military. One
of the major military bases of the Soviet Socialist
Federated Colonies. Marshal Vladimir Bakurin is
the station head. Attitude: Closed.
NOTES: League: HTC, CPL. Government: Multi-
party parliamentary. Prime Minister Amarjit Durha
is the station head. Attitude: Wary.
Gandhi was built by India in 2089.HIGH COLONIES
‘NAME:
LOCATION: Jupiter Polar Orbit
FUNCTION: fi
POP: 2,000/1,000
NOTES: League: HTC, CPL. Government: A joint
dependency of the Soviet Socialist Federated
Colonies, Aldrin and Kennedy Base. Dr. Lyman
Dunn is the station head. Attitude: Closed.
Ganymede I
Garibaldi
‘Venus GSO
NAME:
LOCATION:
FUNCTION: Colony
POP: 600,000/430,000
NOTES: League: HTC, CPL. Government: Multi-
party parliamentary. President Vito Lazzeri is the
station head. Attitude: Wary.
Garibaldi was built by Italy in 2054. Like all stations
around Venus, it is under quarantine,
NAME: Genesis,
LOCATION: Earth GSO
FUNCTION: Colony
POP: 1,000,000/600,000
NOTES: League: BH, CPL. Government:'Theocracy.
‘Tae Revorontil Council ofthe Evangalic Church of
the Chosen rules Genesis. Spiritual Leader Evan
Sterne is the station head. Attit
Insular,
NAME: Glenn
LOCATION: Earth GSO
FUNCTION: Military
POP: 40,000/35,000
NOTES: League: HTC, CPL. Government: Military.
Amilitary base manned by troops from Aldrin and
Kennedy Base, GenoralMorgan Dwyer isthestation
head. Attitude: Closed.
NAME: Gompers
LOCATION: 15
FUNCTION: Colony
POP: 400,000/207,000
NOTES: League: SFL, CPL. Government:
Corporation. Theheadquartersofthe United Science,
Technology and Employees Association. Ur
President Yvonne Holmisthe station head. Atti
Wary.
NAME: Guernica
LOCATION: Jupiter Polar Orbit
FUNCTION: Colony
POP: £600,000/430,000
NOTES: League: OL, CPL. Government: Singlepa
state. President Txiki Ardanza is the station head.
Attitude: Wary.
Guernica was built by Basque nationalists in 2073.
28
Hammarskjold
Crater, the Moon.
4,000,000/2,500,000
gue: CPL. Government: The
Parliamentary Council of the Co-Prosperity League
administers Hammarskjold. Secretary-General
Jonathan Biya is the station head. Attitude: Wary.
Hammarskjold is the headquarters of the Co-
Prosperity League.
NAME:
LOCATION: Charon
FUNCTION: Mining
Hard Luck
POP: 8,000/5,500
NOTES: League: ICO, OL. Government: Corporation.
‘Owned and operated by Tango- Bedford Mining, an
independent company. Company president Lina
Bedford is the station head. Attitude: Wary.
NAME: Harmony
LOCATION: Li
FUNCTION: Colony/Scientific
POP; 100,000/80,000
NOTES: League: HTC, CPL. Government: A joint
dependency of Bernoulli, Pitt, Adler, and
Charlemagne. Harmony's ruling body is the Joint
Couneil of the European Oxbital Space Vehicle
Agency. General-Secretary Maurice Lebeau is the
station head. Attitude: Wary.
NAME: Heartland
LOCATION: Umbriel Polar Orbit
FUNCTION: Colony
POP: 2,000,000/1,347,000
NOTES: League: OL, CPL. Government: Restricted
parliamentary. President Evelyn Holtisthe station
head. Attitude: Insular.
Heartland was built by the U.S. in 2087. It was one
of the "regional colonies" intended toalleviate growing
‘Population pressureinthe United States. Heartland's
‘colonists were primarily drawn from the mid-western
U.S. Like many other regional colonies, Heartland
declared its independence from the US. (as
represented by Aldrin and Kennedy Base) in 2121.NAME: Hegira
LOCATION: Asteroid Belt
FUNCTION: Colony
POP: 4,000,000/3,780,000
Notes League: Independent.
is the station head. Attitude: Insular.
Hegira was built by Islamic fundamentalists in
2059.
NAME: Hephaestus
LOCATION: Earth GSO
FUNCTION: Industry
POP: 800,000/600,000
NOTES: League: PSEL, CPL. Government:
Corporation, Hephaestus’ is wholly owned by
Genistarr Corporation and contains the
headquarters of Universal Communications and
ORTOL Pharmaceuticals. Lyman Qualls, ORTOL
president, is station head. Aftitude: Insular.
NAME: High Khalistan
LOCATION: Titan Polar Orbit
FUNCTION: Colony
POP: 400,000/307,000
NOTES:League: OL, CPL. Government: Single party
state. President Jasmir Singh is the station head.
Attitude: Insular,
High Khalistan was built in 2079 by Punjabi
nationalists.
NAME: High Plains
LOCATION: Jupiter Polar Orbit
FUNCTION: Colony
POP: 4,000,000/3,070,000
NOTES: League: OL, CPL. Government: Restricted
parliamentary. President Rivers Clarkson is the
station head. Attitude: Open.
Built in 2083, High Plaine was one of the “regional
colonies" intended to alleviate population pressure
in the continental United States. The colonists of
High Plains were largely drawn from the American,
southwest, primarily Texas. High Plains declared
its independence from the U.S. (as represented by
Aldrin and Kennedy Base) in 2119.
NAME: High Zion
LOCATION: Earth GSO
FUNCTION: Colony
POP: 300,000/230,000
NOTES: League: ECS, ‘CPL. Government:
thaim Levi is the station head.
High Zion was built to be “a new homeland” by
Orthodox Israeli Jews in 2026,
HIGH COLONIES
NAME: Ho Chi Minh
LOCATION: Jupiter GSO
FUNCTION: Colony
POP: 2,000,000/1,377,000
NOTES: League: CPL. Government: Restricted
parliamentary. Chairman of the Couneil of Ministers
Le Tran Linh is the station head. A¢titude: Insular.
Ho Chi Mink was built by Vietnam in 2059. A
member of the High Terran Commonwealth until
2173, when it withdrew in protest over the handling
of the Purge War. Relations between Ho Chi Minh
and theHTCare stillcool, and the Outstation League
has made numerous overtures to the Vietnamese.
NAME: ‘Homeland
LOCATION: Jupiter GSO
FUNCTION: Colony
POP: 2,000,000/1,975,00
NOTES: League: OL, CPL. Government: Restricted
parliamentary. President of the Congress Clement
Mokeena is the station head. Attitude: Wary.
Homeland was built in 2092 by Congress of African
‘States, an organization of sixteen African nations.
NAME: Horus
LOCATION: Mars Polar Orbit
FUNCTION: Colony
POP: 60,000/25,000
NOTES: League: OL, CPL. Government: Single
party state. President Fouad Bakr is the head of
station. Attitude: Wary.
Horus was built by Egypt in 2087. A founding
member of the High Terran Commonwealth, Horus
was the first station to fall to Band of Humanity
forees in the Purge War. After being liberated by
Outstation League troops in 2172, Horus formally
withdrew from the HTC. In 2176 it was admitted to
full membership in the Outstation League,
NAME: Huygens
LOCATION: Asteroid Belt
FUNCTION: Scientific
POP: 20,000/11,000
NOTES: League: Independent. Government:
Corporation. Huygensis owned by the BeltScientific
Agency, a private rescarch organization. Chairman,
Julia Kozar is the station head. Attitude: Insular.
NAME: Tzanami
LOCATION: Mars GSO
FUNCTION: Colony
POP: 6,000,000/5,300,000
NOTES: League: HTC, CPL. Government: Multi-
party parliamentary. Prime Minister Sadamu
Shimizu is the station head. Attitude: Insular.
Teanami was built by Japan in 2043.HIGH COLONIES
NAME: Janissary
LOCATION: Jupiter GSO
FUNCTION: Industry
POP: 200,000/190,000
NOTES: League: Independent. Government:
Corporation. Janissary is jointly owned and
administered by the six largest mercenary
organizations. Administrator Lauren Hickman is
the station head. Attitude: Open.
Janissary serves asa hiring hall and recreation area
for the mercenary bands.
2,000,000/1,687,000
NOTES: League: SFL, "CPL. Government:
Corporation. Joe ‘the headquarters of the
‘Mining and Manufacturing Workers Union. Union
Director CharlieFerraraisthe stationhead. Attitude:
Wary.
30
NAME: Kastrovo
LOCATION: L5
FUNCTION: Colony
POP: 3,000,000/2,600,000
NOTES: League: HTC, CPL. Government: Single
party state. A member of the Soviet Socialist
Federated Colonies, Kastrovo is governed hy the
Kastrovo Soviet. First Secretary Yuri Padorin isthe
station head, Attitude: Wary.
NAME: Keith
LOCATION: Titan Polar Orbit
FUNCTION: Colony
POP: 2,000,000/1,900,000
‘NOTES: League: CPL. Government: Dependency of
Srikana’k. Blender of Ways M'tik-I'rath-chon is the
station head. Attitude: Insular.
Kdith is the Chakon generational starship that was
placed in orbit around Titan in 2093.
NAME: Kennedy Base (Tranquillity)
LOCATION: Tauruntius Crater, the Moon
FUNCTION: Colony
POP: 14,000,000/12,213,000
NOTES: League: HTC, CPL.” Government: Multi-
party parliamentary. Governor Simon Meyer is the
station head. Attitude: Wary.
Kennedy Base is the capital of the State of
Tranquillity, one of the two surviving U.S. states.
Like Aldrin, the other state, Tranquillity has retained
its state level system of government. Tranquillity is
strong ally of Aldrin and enjoysa close relationship
with Krasny Oktyabr.
NAME: Kepler
LOCATION: Earth GSO
FUNCTION: Scientific
POP: 2,500/0
NOTES: Abandoned.
Kepler was built asan orbital observatory in 2015. It
was abandoned in 2118.
NAME: Khruschev
LOCATION: Baldet Crater, Mars
FUNCTION: Colony
POP: 400,000/150,000
NOTES: League: HTC, CPL. Government: Single
party state, A member of the Soviet Socialist
Federated Colonies, Khruschev is governed by its
own Soviet, First Secretary Katrina Tereshnikov is
the station head. Attitude: Wary.
Khruschev was built by the Soviet Union in 2102. It
is the largest Russian colony on Mars, and is an
influential member of the SSFC.HIGH COLONIES
NAME: ‘Komarov
LOCATION: Low Earth Orbit
FUNCTION: Industrial/Military
POP: 15,000/7,000
NOTES: League: HTC, CPL. Government:
Dependency of Krasny Oktyabr. General Sergei
Ramilov is the station head. Attitude: Insular.
One of the oldest stations, Komarov was built in
2010.
NAME: Krasny Oktyabr
LOCATION: Marius Grater, the Moon
FUNCTION: Colony
POP: 12,000,000/8,641,000
NOTES: League: HTC, CPL. Government: Single
state. The leading member of the Soviet
Becitlist Federated Colonies, Krasny Oktyabr is
governed by the Supreme Soviet. General Secretary
Viktor Ryzhkovis the station head. Attitude: Wary.
Krasny Oktyabr is usually regarded as the capital of
"Russia in Space.” It exerts considerable influence
over the other members of the Soviet Socialist
Federated Colonies, allofwhich elect representatives
to the Supreme Soviet.
NAME: Kruger
LOCATION: Tethys Polar Orbit
FUNCTION: Colony
POP: 300,000/201,000
NOTES: League: BH, CPL. Government: Single
state. President Pieter Buller is the station
. Attitude: Insular.
Built by neo-fascist white South Africans in 2063,
Kruger is one of the leading members of the Band of
‘Humanity.
yt
TOcaion:
FUNCTION: MinelColony
POP: 60,000/53,000
NOTES: League: BH. Government: Praetorian.
Grand Imperial Wizard Lewis Green is the station
head. Attitude: Closed.
Kyklos was built in 2078 by the Ku Kluz Klan.
NAME: Lao-Tzu
LOCATION: Hausen Crater, the Moon
FUNCTION: Colony
POP: 6,000,000/5,983,000
NOTES:League: HTC, CPL. Government:Restricted
parliamentary. Premier Chen Piao is the station
head. Attitude: Insular,
Lao Tzu was built in 2034 by the Peoples Republic of.
China.
NAME: Lazarus
LOCATION: L5
FUNCTION: Colony
POP: 2,000,000/1,200,000
NOTES: League: BH, CPL. Government:
Dependency of Genesis. Spiritual Guide Freeman
Campbell is the station head. Artitude: Insular.
Lazarus was built in 2032 by the Evangelic Church
of the Chosen.
NAME: Lenin
LOCATION: Venus GSO
FUNCTION: Scientific/Military
POP: 100,000/70,000
NOTES: League: HTC, CPL. Government: Military.
‘Marshal Valentina Belyayev is the station head.
Attitude: Closed.
Lenin was built by the Soviet Union in 2071. It is
presently under quarantineduetoVenusian Influenza.
outbreaks,
NAME:
LOCATION:
FUNCTION:
POP: 1,000,000/683,000
NOTES:League:OL, CPL. Government: Multi-party
parliamentary. President Michel Gagnon is the
station head. Attitude: Wary.
Levesque
Callisto Polar Orbit
Colony
Leveaque was built in 2049 by Quebecois nationalists.
NAME:
LOCATION:
FUNCTION: ry
POP: 20,000/14,000
NOTES: League: Independent. Government:
Praetorian, Chairman Edwin Maler and Commander
‘Austin Grilli are co-heads of the station. Attitude:
Wary.
Libertatia is owned by Van Owen's Rangers, one of
the six major mercenary companies.
NAME: LOllonais
LOCATION: Uranus-1985U1 L1
FUNCTION: Military
POP: 15,000/6,000
NOTES: ; Independent, Government:
Military. Captain Scott McClusky is the station
head. Attitude: Closed.
LOllonais was built by Gerald Carter as a refuge
during the Barbary Wars. The present inhabitants
are descendants of Carter's followers. Knowledge of
the station's location andexistenceisaclosely guarded
secret, L’Ollonais is allied with Disaster Landing.HIGH COLONIES
NAME: Lorelei
LOCATION: Asteroid Belt
FUNCTION: Industry
POP: ao
NOTES: League: PSEL. Government: None.
Attitude: Closed.
Lorelei isa fully automated factory owned by Kyakou-
Hanadai.
Lowe
; Venus GSO
i: Mining/Industry
000)
Lowe has been under quarantine since the last
outbreak of Venusian Influenza.
NAME: Lowell
LOCATION: Asteroid Belt
FUNCTION: Mit
POP: 000/82,
NOTES: League: ICO,’ CPL. Government:
Corporation. Lowell is owned by the Monst
Mining Company. Company president Sean Duren
is the station head. Attitude: Insular.
1X-0403
Petavius Crater, the Moon
Mining, Industry
3,000,000/2,230,000
NOTES: League: PSEL. Government: Corporation.
LX-0403 is owned by Genistarr Corporation. It
contains the headquarters of Sorenson Insurance
and Teach Developments. Station Administrator
‘Mary-Beth Lane is the station head. Attitude: Wary.
32
NAME: ‘Mathewson
LOCATION: Oberon Polar Orbit
FUNCTION: Military
POP: 100,000/88,000
NOTES: League: OL. Government: Military.
Mathewson is one of the principal military
installations of the Outstation League. General
‘Metsino Bandais thestation head. Attitude:Insular.
‘Mathewson was built in in 2141 by the Outstation
League, for use as a military base.
NAME: ‘MeAuliffe
LOCATION: Wallace Crater, Mars
FUNCTION: tifie/Colony,
POP: 90,000/65,000
NOTES: League: HTC, CPL. Government:
Dependeney of the High Terran Commonwealth.
Martian Terraforming Director Dr. Francis Wing is
the station head, Attifude: Insular.
‘The ongoing Martian Terraforming program is
‘administered from McAuliffe.
NAME: Moro
LOCATION: Ariel Polar Orbit
FUNCTION: Colony
POP: 600,000/358,000
NOTE! : OL, CPL. Government: Singleparty
state. President Musa Iskandarbin Mohamadisthe
station head. Attitude: Insular.
Moro was built in 2104 by Filipino Muslim
nationalists.
NAME: ‘Morrigan
LOCATION: L3
FUNCTION: Industry/Colony
POP: 6,000,000/5,600,000
NOTES: League: PSEL, CPL. Government:
Corporation. The headquarters of Genistarr
Corporation, Morriganisadministeredby Committee
B of the company board of directors. Chairman
‘Benjamin Foiles is the station head.
Attitude: Wary.
Morrigan also includes the head offices of the Pan-
‘System Enterprise League.
NAME: Mvari
LOCATION: L3
FUNCTION: Colony
POP: 400,000/341,000
NOTES: League: HTC, CPL. Government: Multi-
party parliamentary. Prime Minister Enos Zvobgo
is the station head. Attitude: Insular.
Mwari was built in 2041 by Zimbabwe.HIGH COLONIES
NAME: Near Sturleson
LOCATION: Triton co-orbital
FUNCTION: Colony
POP: 80,000/40,000
NOTES:League:OL, CPL. Government: Multi-party
parliamentary. Prime Minister Ingrid Kristiandottir
is the station head. Attitude: Open.
‘Near Sturleson was built by Iceland in 2072.
NAME: Nevsky-Lincoln
LOCATION: Neptune GSO
FUNCTION: Scientific/Military
POP: 6,000/4,800
NOTES: League: HTC. Government: Joint
dependency of Krasny Oktyabr and Kennedy Base.
Viktor Korisinov and Dr. Jean Louise Michael are
co-heads of station. Attitu
Closed.
‘NAME: New Hope
LOCATION: Saturn GSO
FUNCTION: Colony
POP: 200,000/140,000
NOTES: League: Independent. Government: Multi-
party parliamentary. President Donald Lupien is
station head. Attitude: Wary.
New Hope was built by the Howard-Fry Society
ea meres te enloro 0a corporcli at
2100.
NAME:
LOCATION:
FUNCTION: Colony
POP: 600,000/387,000
NOTES: League: Independent. Government: Multi-
party parliamentary. President Tapua Alebua is
station head. Attitude: Wary.
New Pacific was built in 2057 by the Pan-Oceanic
Coalition, an organization of twelve Pacific region
nations, “Despite being a staunch ally of the High
Terran Commonwealth, New Pacifichas never been
invited to,join thatorganization. Likeall the stations
around Venus, New Pacific has been quarantined
since 2182,
New Pacific
‘Venus GSO
NAME:
LOCATION:
FUNCTION: Mining/Colony
POP: 250,000/200,000
NOTES: League: PSEL, CPL. Government:
Corporation. Newton is the headquarters of Sabah
Energy, a subsidiary of IroCor. Company president,
assim al-Hamad is the station head. Attitude:
Wary.
Newton
Dione
Newton was built by IroCor in 2113.
33
NAME: New Vermont
LOCATION: Umbriel Polar Orbit
FUNCTION: Colony
POP: 50,000/20,000
NOTES: League: OL, CPL. Government: Restricted
parliamentary. President Roger Wayenberg is the
station head. Attitude: Insular.
New Vermont was built by the New Vermont Society
in 2076, The society's original members were
conservative environmentalists and survivalists.
NAME: Noyes
LOCATION: Rhea GSO
FUNCTION: Colony
POP: 80,000/65,000
NOTES: League: OL. Government: Despotic. Lord
Guardian of Perfection Arthur Ingram Daleisstation
head. Attitude: Insular.
Noyes was built by the New Oneida Society in 2113.
The society professed to be “re-awakening
Perfectionism of the spirit." Most of the society's
beliefs are based on the teachings of John Humphrey
Noyes, who founded the “utopia” of Oneida N.Y. in
1848. The most notorious practice at Noyes is that of
“complex marriage’, in which every male in the
community is married to every female, and vice
versa.
NAME: Nuevo California
LOCATION: Saturn GSO
FUNCTION: Colony
POP: '3,000,000/2,800,000
NOTES: League: OL, HTC. Government: Multi-
party parliamentary. President Rafael Jesus
Ramirez is the station head. Attitude: Wary.
Built in 2078, Nuevo California was one of the
“regional colonies” intended to solve the problem of
population growth in the continental United States.
‘Most ofthe colonists ofthe station were drawn from
California. Nuevo California declared its
independence rom the U.S. (as represented by Aldrin
and Kennedy Base) in 2121.
‘NAME: Omega
LOCATION: Asteroid Belt
FUNCTION: Mining/Industry
POP: 3,000,000/2,350,000
NOTES: we: PSEL, CPL, Government:
Corporation. The headquarters of IroCor, Omega is
ruled by the company board of directors. Chairman
Willi Strauss is the station head, Attitude: Wary.
For the last two years shipping from Omega has
been subject to intermittent piracy. Despite efforts
of IroCor security the source of these attacks is
unknown.HIGH COLONIES
NAME: ON
LOCATION: Li
FUNCTION: Colony
POP: 2,000,000/1,439,000
NOTES: League: HTC. Government: The Security
Councilofthe High Terran Commonwealth. General-
Secretary Vincent Stringer is the station head.
Attitude: Wary.
O'Neill was built by the High Terran Commonwealth
in 2130 to serve as the organization's headquarters.
NAME: Orion
LOCATION: L3
Industry
700,000/570,000
jue: PSEL, CPL. Government:
Corporation, The headquartersofAllanson Robotics,
Orion is administered by the company board of
directors. Corporation President Diana Holloch is
the station head. Attitude: Wary.
Orion was built by Allanson Robotics in 2103.
NAME: Palme
LOCATION: L5
FUNCTION: Col
POP: 1,200,000/700,000
NOTES: League: HTC, CPL. Government: Multi-
party parliamentary. Prime MinsterIngmarThorson
{the station head. Attitude: Wary.
Palme was built by Sweden in 2043.
NAME: Patton
LOCATION: Asteroid Belt
FUNCTION: Industry
POP: +20,000/12,000
NOTES: League: PSEL, CPL. Government:
Corporation. The headquarters of Hailey-Parker
Armaments, a subsidiary of IroCorp, Patton is run
byan administrative committee directly responsible
to the company president. President Cyril Regan is
the station head. Attitude: Closed.
Patton is still repairing the damage suffered in 2168
during the Purge War.
NAME: Peron
LOCATION: Venus GSO
FUNCTION: Colony
POP: +2,000,000/870,000
NOTES:League: HTC, CPL. Government:Restricted
parliamentary. President Felipe Sanchez is the
station head. Attitude: Wary.
Peron was built by Argentina in 2064. Like all the
stations around Venus, it has been quarantined
since 2182.
Persephone
‘Venus Polar Orbit
i: Scientific
110,000/2,000
POP:
NOTES: League: HTC, CPL. Government:
dependency of Kennedy Base and Krasny Oktyabr.
Drs, Anna Szetlova and David Landis are co-heads
of station. Attitude: Closed.
joint
Persephone was built to supervise the terraforming
and atmosphere seeding of Venus. It has been under
quarantine since 2182.
NAME:
Pitt
LOCATION: Menelaus Crater, the Moon
FUNCTION: Colony
POP: 4,000,000/3,640,000
NOTES: League: HTC, CPL. Government: Despotic.
Although Pitt is supposedly a constitutional
‘monarchy with a democratic parliamentary aystem,
the monarch exercises virtually total control over
the organs of government. Queen Anne Il is the
station head. Attitude: Wary.
Pitt was built by Great Britain in 2050. When the
EarthHorae War severed communications with Earth
in 2117, widespread panic occurred in the station.
Order was restored by a unit of Royal Marines led by
Richard Gloucester, the third son of the Duke of
Gloucester and a distant cousin of the King of
England. Richard declared himself King Richard
1V, founded the House of Gloucester, and established
a harsh and intolerant government. Since his
‘assassination in 2132, his successors have allowed
gradual reforms to take place. Anne I, who has
ruled since 2176, enjoys considerable personal
opularityana is generally regarded asa benevolent
spot.Quetzalcoatl
Hellas Planitia, Mars
Colony
: 6,000,000/5,800,000
NOTES:League: HTC, CPL. Government: Restricted
parliamentary, President Fernando Hermosois the
station head. Attitude: Wary.
Quetzalcoat! was built in 2072 by Mexico.
NAME: Quiller's Folly
LOCATION: Scopas Crater, Mercury
FUNCTION: Mining
POP: 3,000/1,200
NOTES: League: ICO,’ Government: Corporation.
‘The station is owned and operated by the Quille
Mercury Venture Company. Mining manager Leo
Hermaitsk is the station head. Attitude: Insular
‘The most dangerous mining stations in the system,
Quiller’s Folly has the highest worker mortality rate.
NAME: Rebirth
LOCATION: Asteroid Belt
FUNCTION: Colony/Indusiry
POP: ,000,000/1,859,000
NOTES:League:OL, ICO, GPL. Government: Multi-
party parliamentary. President Claudell Jones is
the station head. Aititude: Wary.
Rebirth was built by the U.S. in 2096. Tt was a
“regional colony’, intended to alleviate population
pressure in the continental United States. Rebirth
was also intended to stimulate the economy of theold
industrial heartland of the U.S., which had become
amoribund “rust belt”as industry moved into space.
Michigan, Indiana, Ohio and Pennsylvania were
given considerable control over the station's activity
and most of its colonists were drawn from those
states. Rebirth declared its independence from the
U.S (asrepresented by Aldrin and Kennedy Base)in
2118.
NAME: Revelation
LOCATION: Asteroid Belt
FUNCTION: Colony
POP: 200,000/195,000
NOTES: League: BH. Government: Theoeracy.
Samuel Melton, Archvicar of the One Church of the
Lord's Process, is the station head. Artitude:Closed.
Revelation was built by the One Church of the Lord's
Process, an organization of fascist “Christian”
‘paranoids, in 2066. Itismostfamous forthequotation
from the Revelation of Saint John the Divine which
4s printed on the outer surface of the station, VI:12-
"And I beheld when he had opened the sixth seal,
and, lo, there was a great earthquake; and the sun
became black as sackcloth of hair, and the moon
became as
35
HIGH COLONIES
Rising Star
Neptune-Triton L1
FUNCTION: Colony/industry
POP: 200,000/150,000
NOTES: League: Independent. Government: A
communal anarchy, There is no official station
head. Attitude: Insular.
NAME: Rykov
LOCATION: L3
FUNCTION: Industry/Military
NOTES: Leagues HTC, OP. Gove Mili
Ne 3: League: HTC, rnment: Military.
General Alexander Stekalov is the station head.
Attitude: Insular.
Rykov is one of the primary military bases of the
‘Soviet Socialist Federated Colonies.
NAME: Sagan
LOCATION: Aphrodite Terra, Venus
FUNCTION: Colony/Scientific
POP: 15,000/2,500
NOTES: League: HTC. Government: Joint
dependency of Kennedy Base and Krasny Oktyabr.
Dr. Clark Grimes is the station head. Aititude:
Sagan has been quarantined since the Venusian
Influenza outbreak of 2082.
NAME: St. John
LOCATION: Cleomedes Crater, the Moon
FUNCTION: Colony
POP: 2,500,000/2,390,000
NOTES: League: ECS, CPL. Government:
‘Theocracy. Pope Clement XV is the station head.
Attitude: Wary.
‘St. John was built by the Roman Catholic Church in
12077. Until 2176 it was the center of the Archdiocese
Of St. John, which included all territories "above the
‘surface ofthe Earth.” In2175 the First Council of St,
John decided that the lack of @ recognizable papal
‘authority was creating problems in the church, and.
‘a pope was elected “until Rome is restored.”
‘NAME:
LOCATION:
FUNCTION: Colony
POP: 6,000, 000/5,600,000
‘NOTES: League: HTC, CPL. Government: Restricted
parliamentary. President Mario Silvais the station
head. Attitude: Wary.
‘San Pedro was built by Brazil in 2071. San Pedrois
the capital of the New Republic of Brazil, which also
ineludes De Souza.
San Pedro
‘Argyre Planitia, MarsHIGH COLONIES
NAME: Sargon
LOCATION: Asteroid Belt
FUNCTION: Colony/Mining
POP: £600,000/445,000
NOTES: League: HTC, CPL. Government: Single
party sais, President Hafer Nidal isthe sation
head. Attitude: Insular.
Sargon was built by Syria in 2066.
NAME: Schroeter
LOCATION: Uranus Polar Orbit:
FUNCTION: Colony
POP: 1,500,000/1, 100,000
NOTES: League: OL, CPL. Government: Restricted
parliamentary. President Franz Erich Kreitner is
the station head. Attitude: Wary.
Schroeter was built by East Germany in 2088.
NAME: Scobee
LOCATION: Venus GSO
FUNCTION: Military
POP: 0,000/39,000
NOTES: HTC.” Government: Military.
General Garth Baker is the station head. Attitude:
Closed.
Scobee is an important military installation of the
High Terran Commonwealth. It isthe only station in
orbit around Venus that is not quarantined, and
provides a sterile distribution point for supplies to
the other Venusian stations.
NAME: Seddon
LOCATION: Venus GSO
FUNCTION: Colony
POP: 400,000/240,000
NOTES: League: HTC, CPL. Government: Multi-
party liamentary. Prime Minister Mitchel
‘Huston is the station head. Attitude: Wary.
Built by New Zealand in 2045, Seddon has been
quarantined since 2182 due to the outbreak of
Venusian Influenza.
NAME: Seraglio
LOCATION: Asteroid Belt
FUNCTION: Industry/Mining
POP: 200,000/134,000
NOTES: League: BMA. Government: Adependency
of the Belt Miners’ Association. Manager Millicent,
Ingram is the station head. Attitude: Open.
‘Sometimes called the “Station of Sins’, Seraglio isa
recreation and entertainment station administered
by the Belt Miners’ Association. Seraglio has the
reputation of being a rowdy place where almost any
pleasure or vice can be satisfied.
36
rion
i: Colony/Mining
-40,000/39,000
League: Independent. Government
Military. The headquarters of the mercenary
company Mombala's Brigade. Colonel Lansana
Dawda is the station head, Attitude: Insular.
NAME: Shepard
LOCATION: Earth GSO
FUNCTION: Colony
POP: +200,000/50,000
NOTES: League: HTC, CPL. Government:
Dependency of Aldrin. Lieutenant Governor Marcus
Evans is the station head. Attitude: Wary.
One of the oldest stations in existence, Shepard has
been suffering occasional life support failures in
recent decades. Much of the station is uninhabited,
and a decision to abandon it entirely is pending.HIGH COLONIES
NAME: Sigma
LOCATION: Asteroid Belt
FUNCTION: Mining/Industry
POP: 120,000/100,000
NOTES: League: PSEL, CPL. Governmen:
Corporation. Owned by Alianson Robotics, Sigma
contains the headquarters of Terchuk
Communications, Integrated Electronics, andGlobal
Business Systoms, Station Manager'Theo Blanchard
is the station head. Aftitude: Wary.
Sigma was built by Allanson Robotics in 2127 as a
secondary administrative centre.
NAME:
LOCATION:
FUNCTION:
POP:
NOTES:League:1CO, OL. Government: Corporation,
Qwned and operated by the Sheridon Mining
Corporation. Company President Charity Sheridon
is the station head. Attitude: Insular.
Sixtus
Umbriel
Mining
30,000/20,000
NAME: Solidarity
LOCATION: Mars GSO
FUNCTION: Colony
POP: ,000,000/1,260,000
NOTES: League: SFL, CPL. Government:
Corporation. Solidarity is the headquarters of the
Alliance of Transport, Service and Space Workers.
Union President Morris Cogan is the station head.
Attitude: Wary.
NAME: Srikana’k
LOCATION: Titan
FUNCTION: Colony
POP: 8,000,000/7,600,000
NOTES: League: CPL. Government: To humans,
the Chakon system of government seems to
composed of numerous committees, many of which
seem redundant while others seem tobe working
‘n
‘eross-purposes, Blender of Ways Jas'tk-Trath-
Srikana’k is the largest Chakon base on Titan.
is the station head. Attitude: Insular.
NAME: Starfall
LOCATION: Tethys
FUNCTION: Industry
POP: 400,000/325,000,
NOTES: League: ICO, OL, CPL. Government:
Corporation. Owned’ by Adam Stembridge
Associates. Station Manager Lauren Jackson is the
station head. Attitude: Wary.
Starfall was built as an entertainment station in
2058. It has since become the headquarters of Adam
‘Stembridge Associates’ mining activities in the
Saturnian System,
lar Orbit
| POP:
NAME: Starmall
LOCATION: Earth Polar Orbit
FUNCTION: Industry
POP: 20,000/0
NOTES: League: None. Government:
Attitude: NIA
Starmall has been abandoned since 2148 when it
was sacked during the Barbary Wars. There are
persistent rumours that great wealth remains
Concealed by the last merchants fo fle the station
when it was attacked, as the last shuttles escaping
the station were destroyed.
None.
NAME: Sukarno
LOCATION: Europa Polar Orbit
FUNCTION: Colony
POP: 600,000/554,000
NOTES: League: OL, CPL. Government: Restricted
parliamentary. President Andi Dharsano is the
station head. Attitude: Wary.
‘Sukarno was built by Indonesia in 2075, A founding
member ofthe High Terran Commonwealth, Sukarno
withdrew from that organization in protest over the
handling of the Purge Wars. It became a member of
the Outstation League in 2080.
NAME: Suleiman
LOCATION: Mie Crater, Mars
FUNCTION: Colony/Scientific
'30,000/25,000
NOTES: League: HTC. Government: A dependency
ofthe High Terran Commonwealth. Station Manager
De, Carl Burchart isthe station head. Attitude:
Insular.
Suleiman. is the secondary Martian Terraforming
station. (See McAuliffe)
NAME: Sullivan Cooperative
LOCATION: Enceladus Polar Orbit.
FUNCTION: Colony/industry
POP: -400,000/340,000
NOTES: League: OL, CPL. Government: Run by an
anarchist collective system in which workers in each
area of the station elect their own administrators
who are subject to recall at any time. Economic
councils handle problems beyond the capacity of a
single area. There is no official head of station.
Attitude: Insular.
NAME: Sun-Tzu
LOCATION: Asteroid Belt
FUNCTION: Colony
POP: 60,000/48,000
NOTES: League: Independent. Government:
Military. Sun-Tzu is the headquarters ofthe Orchid
Gunners mercenary company. General Zhang Yen
is the station head. Attitude: Insular.HIGH COLONIES
POP:
NOTES: League: PSEL. Governme
Owned by Genistarr Corporation.
Operations Derek Tebeau is the station head.
Attitude:
NAME:
LOCATION
FUNCTION: Industry
POP: 2,000,000/1,875,000
NOTES: League: PSEL. Government: Corporation.
‘The headquarters of Kyakov-Hanadai, Tau is ruled
by the company board of directors. Chairman Lorna
Phelan is the station head. Attitude: Wary.
Tau also contains the company headquarters of.
Faldrin Engineering, Sorgoth Electronics and Kruyf
Pharmaceuticals.
NAME: ‘Thorgen Station
LOCATION: Miranda
FUNCTION: Mining/industry
POP: 20,000/17,000
NOTES:League:1CO, OL. Government:Corporation.
‘Thorgen Station is owned and operated by First
Arrow Industries. Company President HansSchuler
js the station head. Attitude: Insular.
‘Thorgen was built in 2092 by First Arrow Industries.
NAME: ‘Tokura
LOCATION: Redi Crater, Mars
FUNCTION: Colony
POP: 40,000/17,000
NOTES: League: HTC, CPL. Government: A
dependency of Izanami, Governor Mitsumi
Kotoshirodo is the station head. Astifude: Insular.
Tokura was built by Japan in 2051.
NAME:
LOCATION:
FUNCTION: Colony/Mining
POP: 70,000/60,000
NOTES: League: OL. Government: Single party
state. President David Attinuaristhe station head.
Attitude: Insular.
Tootega was built in 2080 by the Association of
Innuit Peoples. The only station on Titania, Tootega
claims jurisdiction over the entire moon. It has
fiercely rejected several overtures from Genistarr to
establish another mining station on the moon,
Tensions between the corporation and the Innuit are
steadily increasing and Tootega is employing
‘mercenary troops as a precaution.
Tootega
Titania
38
NAME: Twinstar
LOCATION: Chaplygin Crater, the Moon
FUNCTION: Scientific
POP: 110,000/9,500
NOTES: League: HTC. Government: A joint
dependency of Krasny Oktyabr and Kennedy Base.
Drs. Sheila Greening and Tatiana Nebikov are co-
heads of station. Attitude: Closed,
NAME: Unity
LOCATION: Asteroid Belt
FUNCTION: Colony/Mining
POP: 500,000/430,000
NOTES: League: BMA, OL. Government: Multi-
party parliamentary. President Nathan
Sovenkettles is the station head. Attitude: Wary.
‘ny wna builtin 28 the United Native Peoples,
of North American Indians. Unity
Isallted with both Tootega and Dreamtime, but has
s0far been unable to convince either ofthose stations
10 join a proposed Aboriginal Peoples’ League.
NAME: Unkulunkulu
LOCATION: Ganymede Polar Orbit
FUNCTION: Colony
POP: 200,000/139,000
NOTES: League: OL, CPL, Government: Single party
state. President Lucas Ndamaseis the station head.
Attitude: Wary.
Unkulunkulu was built in 2090 by the Zulu Self-
Determination League.
NAME: Viride
LOCATION: Neptune GSO
FUNCTION: Colony
POP: 200,000/120,000
NOTES:;
station, Attitude: Insular.
Viride was built by the Viride Ecological Cooperative
in2076, In 2179 station management refused topay
@ mercenary regiment of Cammarata’s Light
Irregulars, who had been contracted toprotect Viride.
‘The troops staged a bloodless coup and seized power.
Since that time, a degree of civilian control has been
restored, but the military effectively rules the station.
NAME: Vitality
LOCATION: Jupiter Polar Orbit
FUNCTION: Colony
POP: 400,000/209,000
NOTES: League: HTC, CPL. Government: Multi-
party parliamentary. Prime MinisterJoris Kupsche
is the station head. Attitude: Wary.
Vitality was built in 2053 as a joint project by
Belgium, the Netherlands and Luxembourg.HIGH COLONIES
NAME:
LOCATION:
FUNCTION: Colony
POP: 15,000/3,000
NOTES: League: Independent. Government:
Despotic. King Lawrence is the station head.
Attitude: Closed.
Walden
Saturn Polar Orbit
Built in 2088 by the pacifist Walden Restoration
Society, the station was mysteriously abandoned in
2181 (see History). In 2186 it was re-settled by the
self-described Forsaken Ones, a loose organization of
misfite led by Lawrence Dusak. Once in Walden,
Dusak proclaimed himself king, and invited all
"downtrodden people" to join him. So ar, he has had
little response. The colony is widely regarded as a
Joke and its imminent failure is predicted.
NAME: ‘Xanadu
LOCATION: Earth GSO
FUNCTION: Industry
POP: 2,000,000/1,780,000
NOTES: League: ICO, OL, CPL. Government:
Corporation. Xanadu is the headquarters of Adam
Stembridge Associates. Company Managing Director
Louis Falcone is the station head. Attitude: Open.
Xanadu was built in 2038 as an entertainment
center, and is still one of the most popular tourist
attractions in the system.
NAME: ‘Xerxes
LOCATION: L5
FUNCTION: Colony
POP: 3,000,000/2,600,000
NOTES:League: TC, CPL. Government: Restricted
parliamentary. President Mir Sayyed Mossadeq is
the station head. A/titude: Insular.
Xerzes was built in 2052 by Iran. The station is
predominantly Sunni muslim, although there is an
influential Shi‘ite minority.
NAME: ‘Yankee
LOCATION: Triton Polar Orbit
FUNCTION: Colony
POP: 1,000,000/872,000
NOTES: League:OL, CPL. Government: Mult party
parliamentary. President Angela Paigeisthe station
end Autude: Tooular
Yankee was built in 2098 by the U.S. asone of several
"regional colonies” intended to’ solve problem of
increasing popi in, the continental United
The colonists of Yankee were primarily
drawn from theNew England states. Yankee, together
with several other regional colonies, declared its
independence from the U.S. (as represented by Aldrin
and Kennedy Base) in 2121.
NAME:
LOCATION:
Yvette
Triton
FUNCTION: Colony/Mining
POP: 50,000/42,000
NOTES: League: Independent. Government:
Military. Yvette is the headquarters of the Triton
Free Company mercenary organization, General
‘Orson Boggs is the station head. Attitude: Wary.
NAME: Zale
LOCATION: Pluto
FUNCTION: Scientific
POP: 2,000/1,400
NOTES: League: OL. Government: A dependeney of
the Outstation League. Dr. Sylvester Herlingis the
station head, Attitude: Closed.
NAME: Zhukov
LOCATION: Briault Crater, Mars
FUNCTION: Mining/Colony
POP: 130,000/78,000
NOTES: League: HTC. Government:
state. A member of the Soviet Soci
Colonig, Zhukov is governed by the Zvkov Soviet
First Secretary Valentin Seyenov is the station
head. Aititude: Insular.HIGH COLONIES
Il. MAJOR ORGANIZATIONS
‘The following information represents much
of what is publicly known about the major
organizations and several of the important splinter
groups of the High Colonies, Major independent
organizations, such as Islamic fundamentalists,
various pirate. ee and anarchists can be found
in the Gazette beginning on page 20.
Casual students of political science may find
the Leagues confusing; their motivations and their
‘members are often interchangeable or overlapping.
Alliances between them shift from issue to issue,
and confliets are never far from the surface.
IIL1. THE BAND OF HUMANITY [BH]
The newest, most
politically isolated and
most fractious of the
Leagues, the Band was
founded in 2154 by self.
ments in space; racist
Christian fundamental-
ists, extreme right-wingers, paranoid survivalists
and the like,
‘The stated objective of the Band is to "pu
rify" humankind by exterminating "undesirables"
such asnon-whites, non-fundamentalist Christians,
"Babylonian seducers” (Adam Stembridge Associ-
ates is the primary target of this nebulous phrase)
‘Communists, and othernon-Band members. To this,
end, the Band launched the Purge War in 2167,
which lasted six years and caused thousands of
deaths. Ultimately defeated, Bandmembersare
pariahs of the Solar System, both for the atrocities
they committed during the war and for the breeding
of bio-genetic Ram-Soldiers.
‘The governing body of the Band is the High
Council, which includes a representative from each
member organization. The Council elects aSpeaker
from among its own members who supposedly gov-
ems for life. In practice, there is so much disagree-
ment among the Band members that many Speak-
cers have resigned in disgust or anger, and two have
been assassinated. In the thirty four years of its
existence, the Band has had nine Speakers. The
present office holder is Evan Sterne, the leader of
the Evangelic Church of the Chosen. Band head-
quarters are located at Genesis.
‘The Band's military potential is limited by
the Treaty of O'Neill which ended the war, but there
growing evidence that they are beginning to re-
arm. Fortunately, members of the Band are as
likely to use force against each other as they are to
unify against "external foes".
MAJOR MEMBERS
‘The Evangelic Church
of the Chosen - The
largest and most influen-
tial member of the Band
of Humanity, the Church
of the Chosen has always
been a major source of
funds for the organiza-
tion, The church wasthe
first religious group to
ace, and is among the most powerful organi-
zations in the system. Church doctrine is extremely
reactionary, and includes ediets forbidding most
forms of entertainment on the basis that they are
“tools of corruption.” A strong racist overtone is also
gvident in church teachings. ‘Since its founding in
2017, all of the Spiritual Leaders of the Church of
the Chosen have been membersofthe Sterne family.
‘The One Church of the Lord’s Process - This,
sinister organization was founded in 2050. The doc-
trine of the church centers around the "Inevitable
Apocalypse’, and includes strong elements of vio-
lence and a belief in reincarnation. Critics have ob-
served that somoof the precepts of thechurch smack.
of Satanism. According to church leaders, a blend-
ing of "Pure Love and Pure Hate” will destroy the
“impure voices of moderation” in a "death cleans-
ing.”
‘The Church of the Apocrypha-Despitebeingthe
‘most moderate major faction of the Band of Human-
ity, the fundamentalist Church of the Apocrypha is
very reactionary. Although the overt racist tenden-
cies ofthe other major members are not particularly
evident in the church, its leadership and most ofits,
membership is white, Since the Purge War, the
church has been gradually distancing itself from the
Band.
‘The True Brotherhood
Once one of the most im-
portant members of the
Band, the influence ofthe
‘True’ Brotherhood has
greatly declined since the
destruction of several of
its stations during the
harbors some of the most fanatical racists and fas-
cists in the Solar System.
Kruger Station « Founded by neofascat white
South Africans in 2063, Kruger was independent.
‘until 2180 when it joined the Band of Humanity. Itis the only organization to have joined the Band
since the Purge War, and has become one of the
Teading members of the organization,
Ku Klux Klan - One of the weaker members of the
Band of Humanity, the Klan suffered the loss of
Forrest, its largest station, during the Purge War.
Nonetheless, it is still a formidable organization,
and loses no opportunity to expound its messages of
hate and racial purity.
111.2 BELT MINERS’ ASSOCIATION [BMA]
‘The Belt Miners’
Association is the small-
fest, most. independent
and least political of the
Jeagues wa founded
e guards and prison-
ets of Brockway Station
who had been forced to
cooperate after their
suppliesfrom Earth were
cutby the EarthHome War in 2117. Tobuy food, th
station had to sell raw materials and industri
products to other stations. The poor state ofcommu-
nications and the political turmoil of the period
made it difficult for Brockway to survive, but by
2130 it was self-sufficient. Brockway annexed sev-
eral small stations thathad been abandoned and its
miners prospected aggressively throughout the
Asteroid Belt.
‘The Belt Miners’ Association was created in
2132 to regulate prices and contracts. The Associa-
tion is best described as a loose organization of
independent workers and businessmen rather than
apolitical entity. It exerts minimal control over its
members, requiring only regular dues and "non-
interference” with other members. ‘The Board of
Directors, elected by a referendum vote, settles
disputes and administers the Association.
MAJOR MEMBERS
Membersofthe Association range from large
stations such as Brockway to individual prospec-
tors. The Association's history is studded with
daring and colorful figures, many of whom have
aquired legendary status. ‘The deeds of men and
women like Bad Henry Lipscombe, Ieman Turton,
Doggie Furniss, Smokey Joe Dolan, Maria "the
“Monster” Romano and Dirty Eddie Etchebarren are
still spoken of with awe.
‘The United Native Peoples - The largest single
in the Belt Miners Association, the
ied in 2162, Although their potential voting
power within the Association is immense, they have
made no effort to seize control. They have consis-
tently pushed for an increase in political involve-
ment by the BMA in local polities,
Et HIGH COLONIES
HL.3 THE CO-PROSPERITY LEAGUE [CPL]
Founded in 2082,
theCo-Prosperity League
was a significant force in
the Solar System for
nearly four decades, be-
fore the EarthHome War
and the subsequent po-
litical upheaval diluted
its impact.
‘The League was theresult ofthe Congressof
Hammarskjold, and was a successful attempt to
bring order to a fractious and violent era in space.
‘The ten people responsible for its creation were U.S.
President Vicente Alvarez, General Secretary
Aleksandr Cherenkov ofthe U.S.S.R,, Indian Prime
Minister Chandrasekhara Nehru, Canadian Prime
‘Minister Sylvie Turgeon, Brazilian President Dani
‘Montera, Chinese Premier Zhao Xiannian, Euzk
Premier Juan Jesus de Aranta, Adam Stembridge
Managing Director Lucille Simone, Pastor Mark
Pelotof the Church of the Lifeline, and Co-ordinator
Eileen Medley of Electra. They were able to con-
vince the majority of space colonies to accept various
regulatory and economic controls, and give the
League power to adjudicate disputes.
Perhaps the most important clause in the
League charter was the establishment of the Joint
Peacekeeping Force as an independent militar
of the League. This allowed the League to bring
chaos that followed the Earth-
and is credited by some historians with
preserving human civilization.
‘With the founding of organizations like the
High Terran Commonwealth and the Outstation
League, the Co-Prosperity League fell into decline
as its member stations shifted their funding priori-
ties. It continued to exist largely because it was the
only recognised neutral forum for the competing
factions.
41HIGH COLONIES
‘The League lost what little remained of its
‘military potential during the Barbary Wars when
the Commonwealth and the Outstation League
annexed the Joint Peacekeeping Force. Although
they later returned the JPF to CPL control, they
stripped the JPF of all its ordnance..
In 2180 the three unions began pouring
money into the League and re-armed the Joint
Peacekeeping Force. ‘They took advantage of the
general apathy of League members to seize control
of the organization, and successfully fought an at-
temptat dissolution ofthe CPLby theSeven Witches.
‘The unions’ intent was to broaden their power-base,
primarily at the expense of the Pan-System Enter-
prise League.
The structure of the League is similar to the
old United Nations, with a General Assembly com-
posed of two delegates from each member station,
The Assembly elects a twelve member Security
Council from its own members. Since 2180, the CPL
hasadmitted twenty-ninenewmembers, ali of which,
are small stations operated by one of the unions.
‘This, together with a policy of judicious bribes, has
allowed the unions to maintain control.
MAJOR
ERS
‘The most important members of the CPL
arethe three unions. Otherimportant members are
the corporations of the Pan-System Enterprise
League, the Soviet Socialist Federated Colonie
and the Ameriean states of Aldrin and Tranquillity.
All of these are deseribed below.
‘The Chakon - The Co-Prosperity League is the
only human organization to which the Chakon be-
long. ‘The aliens were admitted as full members
shortly after their arrival in the Solar System in
2093, and have remained active ever since. They
usually maintain striet neutrality regardinghuman
affairs.
4 THE ECUMENICAL COUNCIL OF SOL
[ecs]
Founded in 2134,
the Ecumenical Couneil
a loose alliance of the
traditional” churehes. It
was created in reaction
to the expressed threats
of Jihad from the funda.
mentalist Islamic m
ment, and the growing
wealth and influence of
the reactionary evangelical churches.
‘The Ecumenical Council makes little at-
tempt to regulate or control the actions of its mem-
42
bers, Itcalls itself the "spiritual advisor" to human-
ity, and embraces a broad range of theologies from
‘Taoism to Christianity.
‘The Council meets twice yearly at its head-
quarters in Esau Station, Itususlly issues "Ecclesi-
astical Directions” in the hope of influencing the
policies of the non-member stations. These are
generally politely received and tacitly ignored.
Each member church has one delegate on
the Couneil. The chairmanship is rotated annually
according to a formula arranged when the council
was founded. The present chairman is Rabbi David
Potok, the delegate from High Zion,
‘The Council is somewhat unusual in that
most of its members occupy space in a station con-
trolled by someone else, rather than operating an
installation of their own.
MAJOR MEMBERS
‘The Chureh of the Lifeline - A liberal humanist
Christian church founded in 2003, the Church of the
Lifeline is one of the leading membersof the Council.
Peter Allison, a former Pastor of the church, was the
chief architect of the Ecumenical Council. The
church rents space to the Couneil in Esau station for
a nominal fee of lec. per year.
High Zion - The primary station of the Orthodox
Jewish faith, High Zion is the most militant mem-
ber of the Council.
Roman Catholies- Based at St, John stationon the
‘Moon, the Catholics are the most powerful members
of the Council, and the most politically active,
5 HIGH TERRAN COMMONWEALTH
[HTC]
Founded in 2127, a
decade after the Earth-
‘Home War, the Common-
wealth is sometimes seen
as the successor to the
rosperity League.
While this point of vic
has some merit, the two
organizations are very
different. The CPL in-
cludes corporations and "non-nationalist” bodies,
and exercises minimal control, while the Common-
wealth is limited to nationalist states and wields
extensive power. The Commonwealth Charter
describes the organization as the “crucible of exiled
Terran civilization’, a phrase which many others
rogard as self-serving.
Since its ereation, the Commonwealth has
gradually moved to increase the control and influ-HIGH COLONIES
ence it exercises over its members. It views the Out-
station League, and to a lesser extent the Pan-
manity.” The Commonwealth is currently following.
a policy of ‘peaceful coexistence” with its two rivals.
‘The Commonwealth suffered a loss of pres-
tige during the Purge War due to its failure to act
against the Band of Humanity. In so doing, it
allowed the Outstation League to gain considerable
credibility, and provoked several Commonwealth
members ‘to withdraw from the organization.
Events such as the two Venusian Influenza out-
breaks have hampered Commonwealth efforts to
consolidate its power.
Despite this, the Commonwealth is proba-
bly the most powerful single organization in the
Solar System. Its military potential is considerable,
although some observers have commented on i
apparent disorganization, There are intense ri
ies within the Commonwealth, and disagreements
over policy directions are common.
Each member ofthe Commonwealth clectsa
number of delegatesto the Grand Council, acording
toa complex formula based on population and mili-
[Link] potential. The Grand Council elects
the Security Council and the General-Secretary.
‘These persons may be any citizen of a member
station, but are invariably chosen from the dele-
gates to the Grand Council. All terms of office are
seven years, and the next elections are due in 2190.
Commonwealth headquartersarein O'Neill station.
‘The American Alliance
‘The surviving states of
the American Union,
Aldrin and Tranquillity
(Kennedy Base),together
with their dependencies,
make up the largest
single power bloc in the
Commonwealth.
‘The New Republic of Brazil -The self-appointed
leader of the "Latin Bloc" in the Commonwealth, the
Republie actually has little effective control over its
alleged allies. This is due to the language and
cultural differences between the Portuguese speak-
ing Republic and the predominantly Spanish "Latin
Bloc.” The Brazilians are often the most vocal
‘opponents of the Soviet-Ameriean axis.
‘The Japanese -Despite being somewhat isolation-
ist, the Japanese are among the most militant mem-
bers of Commonwealth. Most of the policy initia-
tives to re-colonize Earth come from the Japanese.
43
‘The Chinese - Bitter rivals of the Americans, the
Soviets, the Indians and the Japanese, the Chinese
are the strongest critics of the current "peaceful
coexistence” policy the Commonwealth is pursuing
with the Pan-System Enterprise League and the
Outstation League. They are currently contesting
leadership of the so-called "Little Stations” (small
and relatively impoverished colonies) with the
Indians.
‘The Soviet Socialist
Federated Colonies -
‘The SSFC is the second
largest bloc in the Com-
‘monwealth. Relationsbe-
tween theAmericansand
the Soviets, while occa-
sionally tense, are usu-
ally good, and they coop-
erate on many projects.
Since Soviet and American delegates male up
‘most forty percent of the Grand Council, they dom:
nate Commonwealth policy making. There is atacit
agreement between the Americans and the Soviets
‘that the General-Secretary is never a Russian or an
American.
‘The Mexicans - Were it not for the fact that they
suffer from almost constant internal discord, the
Mexicans would probably emerge as leaders of the
“Latin Bloc.”
‘The "Pan-Pacific" Alliance - An accord between
the Canadians, the Australians and the New Zeal-
anders has existed since the foundation of the Com-
monwealth. The Alliance is generally supportive of
jerican-Soviet Axis, but often pushes for more
ager licies, particularly in times of crisis.
‘Vincent Stringer, the present General-Secretary of
the Commonweaith, is an Australian.
‘The Restored Kingdom of England - Although
tho English can usually be counted on to support the
Soviet-American Axis, they have sometimes been
harsh critics of Commonwealth policies. During the
Purge War they were one of the stations that took
independent action against the Band of Humanity.
Only lengthy diplomatic efforts convinced the Eng-
lish not to withdraw from the Commonwealth,
‘The Indians - The Indians view themselves as the
natural leaders of the "Little Stations" bloc within
the Commonwealth, and are vying with the Chinese
for dominance. Most of the “Little Stations" have
grown adept at playing the two powers off against
each other.
‘The Latin Bloc-A loose’ alliance"of Spanish speak-
ing stations, the Latin Bloc seldom agrees on any
unified policy. Peron, the largest member station,
hasbeen ander quarantine for several years, suffer:
ing from a recent outbreak of Venusian Influenza,HIGH COLONIES
THE INDEPENDENT COMMERCIAL
ORGANIZATION [ICO]
the Pan-System Enter-
: prise League, which was
the exclusive preserve of the Seven Witches. The
ICO gave its member companies the collective eco-
nomie strength to withstand the Seven Witches,
which were attempting to eliminate all possible
business competition in space.
‘The Independent
Commercial Organiza-
tion was founded in 2056
by a group of eight corpo-
rations led by Adam
Stembridge Associates.
‘The ICO was intended to
protect its members from
Ironically, the ICO stamped out any form of
competition, and forced several small companies to
make a choice between membership in the organiza-
tion or be “helped' into bankruptcy. This ruthless-
ness, coupled with effective leadership and rigorous
internal discipline, allowed the ICO to survive.
Because the majority of its members were
positioned in the outer system, the ICO was able to
take advantage of the chaos following the Earth-
Home War. The creation of the Outstation
in 2128 gave the organization a major political ally,
and most ICO members are also members of the
League.
‘The ICO is governed by a board of directors
appointed by the member companies. The daily af-
fairs of the organization are the responsibility ofthe
Administrative Director, who is employed by the
board. ICO headquarters are located at Starfall
Station, in space rented from Adam Stembridge
Associate
MAJOR MEMBERS
Adam Stembridge As-
sociates- Easily the larg-
est and most: influential
member of the ICO, this
entertainment and gam-
bling combine is one of
the largest corporations
inspace. Foundedin 2005,
by interests in Monaco,
Las Vegas, Singaporeand
Rio de Janeiro, Adam Stembridge Associates once
possessed many of Earth's most famous easinos,
hotels and resorts. Some have suggested that the
corporation is closely connected to organized crime,
but neither evidence nor witnesses seem toarrive at,
the courtrooms after charges have been laid.
Although the EarthHome War, by vaporiz-
ingmany of the company’s patrons, damaged Adam
Stembridge Associates, the company recovered
quickly. Water and oxygen extraction mining sta-
tions were established on many of the Saturnian
Moons and these vital raw materials were sold to
the stations of the outer system.
‘Adam Stembridge Associates is the domi-
nant force in the ICO, and islikely to remain so. The
company has successfully fought takeover bids by
Genistarr Corporation and IroCor in the last dec-
ade. The company is also an important member of
the Outstation League.
Haran Minerals -
Haran isamajor suppl
of water and oxygen
stations in the outer sys-
tem. Its primary station
is Copernicus on Mi-
anda, with outlying sta-
tions on other Uranian
moons,
Monstral Mining - One of the original members of
the ICO, Monstral is a major extractor of mineral
resources in the Asteroid Belt,
Rebirth - The only member of the ICO that is not
strietly a company; Rebirth was one of the former
USS. “regional colonies" which declared independ-
ence from the surviving U.S. states after the Earth-
Home War. Rebirth joined the ICO in 2123, and
quickly became the second most powerful member.
Rebirth was also one of the founding members ofthe
Outstation League.
ML.7 THE OUTSTATION LEAGUE [OL]
Founded in 2128 as
a counter-balance to the
High Terran Common-
wealth, the Outstation
Leagues similarin struc-
ture toits rival. The origi-
nal members were pri-
marily drawn from the
so-called"separatist” sta-
tions who were denied
entry into the Commonwealth, Since that time, the
League has grown to include most major stations in
the outer system.
‘The Outstation League is a more cohesive
organization than the Commonwealth, particularly
when faced with an external threat. Most believe
that the League's major threats are posed by the
High Terran Commonwealth and the Pan-System
Enterprise League.‘The League rivals the Pan-System Enter-
prise League as the second most powerful organiza-
tion in the Solar System; after the HTC. Its military
potential is considerable, and the skill and morale
ofits troops is famed throughout the system.
Each member station appoints a number of
delegates tothe First Council according toa formula,
based on population. The First Council elects the
‘Cabinet and the General-Secretary from among its,
members. Delegates serve no fixed term, and may
be replaced at any time. Terms of office for the Gen-
eral-Seeretary and the Cabinet are ton years, and
the next elections are due at the end of thi
League headquarters are located in High Plai
Station, The current General-Secretary is Lauren
Chisholm of Yankee station, who is seeking her
second term of office.
MAJOR MEMBERS:
‘The"Ex-Americans"-Easily the largest blocin the
Outstation League, the five former U.S. "regional
colonies” are all charter members. ‘Their rivalry
with the American Alliance in the Commonwealth
mirrors that between the two leagues.
The "Celtic Alliance" - Despite relatively small
populations, the stations controlled by Irish, Welsh
and Scots nationalists wield considerable influence
in the League because of their excellent troops.
‘The "First Peoples Alliance" - A loose and some-
what fractious group led by the Congress of African
States, and including Dreamtime, Tootega, Ui
and Unkulunkulu stations.
‘The Pan-Latin Congress -Despite controlling the
largest single station in the Outstation League, the
power of the Congress is limited by its divisive
internal politi
‘The ICO Companies - See the entry under Inde-
pendent Commercial Organization for information
‘on this powerful economic bloc.
ILS THE PAN-SYSTEM ENTERPRISE
LEAGUE [PSEL]
Founded in 2030,
the Pan-System Enter-
prise Leagueis the oldest,
organization in space.
Created by the Seven
Witches, its original in-
tent was to destroy or-
ganized labour in space.
While this aim has not
been entirely abandoned,
the League isnowused asa price fixing, information
sharing and mediation body for its seven members
45
HIGH COLONIES
No new members have been admitted since
the foundation of the League. The seven huge
corporations wield immense economic power, and
League currency (the Enterprise Credit) is the most,
stable and universally recognized.
‘The fact that the seven corporations have
closely interlocked boards of direetors leads some
casual observers to believe that the PSEL is a
united, monolithiebody. This. farfrom true, asthe
large number of faction disputes and takeover at-
tempts prove. The PSELhhas been successful
‘keeping most ofits squabbles from becoming public
knowledge.
Constitutionally, the PSEL only has "advi-
sory" power over its members, and its decisions aro
not binding. A board of twenty-one directors (three
from each member) governs League actions. The
Chair alternates annually between each corpora-
tion's Chief Executive Officer. The present chair is,
Sadatoshi Miyo of LEC. PSEL headquarters is in
Morrigan station, rented at a minimal cost from
Genistarr Corporation.
MEMBER COMPANIES
Allanson Roboties-The
creation of a series of
mergers between 2004-
2011, Allanson Robotics
is the fourth largest of
the Seven Witches. It is
‘most famous for the pro-
duction of various robot
units used in industry
‘and commerce.
Major Subsidiaries
‘Terchuk Communications
Integrated Electronics
Global Business Systems
Science Research AssociatesHIGH COLONIES
Coristan Mining Cor-
poration - The first
company to enter space,
Coristan made the most
extensive use of initial
U.S. government grants.
Now the sixth largest of
the Seven Witches, Co-
ristan was second only to
Genistarr before its de-
feat in the Lunar War of 2135-2199.
Major Subsidiaries
Jantia Munitions
Solar Metals
Commonwealth Engineering
Borman Securities
‘TEL Plastics
Genistarr tion
‘The [Link] most no-
torious of ven
Witches, Genistarr has a
long history of intrigue
and ruthlessness. It has
traditionally been the
leadingforeein the PSEL.
Among Genistarr'smajor
subsidiaries is the larg-
estarmaments manufacturerin space, General Ord-
nance Division, Since the company stamps the
initials "G.0.D.” onto each piece of weaponry, this
has given rise to soldiers’ jokes such as "In G.0.D.
we trust." or at less opportune moments, "G.0.D. let
us down.”
Major Subsidiaries
‘Sorenson Insurance
Universal Communications
General Ordnance Division
Teach Developments
RD Systems
ORTOL Pharmaceutical
IroCor - The fifth larg-
estof the Seven Witches,
TroCor is in the midst ofa
faction fight between
Chairman Willi Strauss
and former Chairman
‘Tristram Haynes. Hay-
nes was forced to resign
fouryearsago afterbeing
embarrassed by the un-
ion controlled Co-Prosperity League. Haynes is
seeking to oust Strauss, and the battle for control is
creating some problems for the company.
Major Subsidiaries
‘Hailey/Parker Armaments
Universal Transport
Sabah Energy
Sumutsumoto Minerals
‘Kyakov-Hanadi - Once
‘thethird largest corpora-
tion, Kyakov-Hanadi
saffered badly from its
defeat in the Lunar War,
and is now the smallest
and least influential of
the Seven Witches. Ro-
cently appointed Chair-
man Lorna Phelan is
undertaking a major restracturing of the company.
Stocks in Kruyf Pharmaceutical recently suffered a
sharp decline after an anti-carcinogenic drug re-
sulted in several thousand deaths.
Major Subsidiaries
Faldrin Engineering
Tarason Mining
‘Keuyf Pharmaceutical
:C - Lumin Electronic
Corporation is the third
largest of the Seven
Witches. It is probably
the least conservative
member ofthe PSEL, and
is sometimes ealled “the
Maverick Witch". One of
its subsidiaries, Kodama
Bio-Systems, manufac-
tures Bio-Gen humans. The Kodama slogan, "Good
men aren't born, they're made", is variously re-
garded with amusement or disgust. Another sub-
sidiary, Jovian Cybernetics, is a major manufac-
turer of industrial and security robots.
Major Subsidiaries
Hawkler Armaments
Jovian Cybernetics
Hirai Enterprises
Kodama Bio-Systems
Intersystems Navigation
Mesinal Group - The
second largest of the
Seven Witches, the Mesi-
nal Group considers it-
self the primary rival of
Genistarr Corporation.
‘The corporation wields
Ty immense cconomie power
through its subsidiary
‘TerraBank, which estab-
lished the Enterprise Credit, the preferred currency
in the Solar System.
Major Subsidiaries
Imara Insurance
Larrigan Synthetics
TerraBank
James Engineering
Navin Developments9 THE SOLAR FEDERATION OF LABOUR
[SFL]
The Solar Fedora-
tion of Labour can trace
its roots to Earth based
treaRL GIO. Formally
e . For
founded in 2033, the SFL
was a direct response to
the anti-labour actions of
the Seven Witches. The
three founding unions,
which had evolved in the first decades of the twenty-
first century, found themselves under a concerted
attack led by Genistarr Corporation in the 2030's.
In 2050, after over a decade of bitter, inter-
mittent labour strife, the SFL and the Seven Witches
came to realize the mutual benefits of cooperation.
This attitude was partly fostered by the coming to
power of a “third generation” of leadership on both
sides,
For over a century the Solar Federation of
Labour grew steadily more conservative, to the
extent thatsomecrities termed theunionstheThree
Ogres, or the "Witches Hounds”.
Since the Purge War, and the crash indus-
trial programs thatit fostered, a steadily worsening
confrontational climatehas returned to labour rela-
Kons The effective takoover ofthe Co-Prosprity
League by the unions has heightened tensio
it seems possible that ancther era of abour strife i :
at .
‘The SFL Executive Board is elected by the
delegates at convention held every five years, The
President, the Recording Secretary and the Finan-
cial Secretary wield the effective power of the Ex-
ecutive Board. ‘These three offices are always di
vided between the three unions. The current Presi-
dent is Jordan Miskason of the Mining and Manu-
facturing Workers Union. The Recording Secretary
is Maureen Goldman of the Alliance of Transport,
Service and Space Workers, and the Financial Sec-
retary is Jay Ledouxof the United Science, Technol-
ogy and Employees Association.
MEMBER UNIONS
Allianee of Transport,
Service and Space
Workers-The largest of
the three unions, the Al-
Yiance controls virtually
all jobs involving cargo,
ATSSW MERMME, shipping, stationmainte:
nance and construction.
a7
HIGH COLONIES
Mining and Manufacturing Workers Union -
‘The second largest of the unions, the MMWU is
involved in mining, processing, and various types of
manufacturing.
United Science and
‘Technology Employ-
es Association - The
“white collar" union tends
toregarditselfastheclite
member of the SFL. As
its name implies, it con-
trols most highly trained
jobs in space.
USTEA
10 MERCENARIES
‘The demobilization of Outstation League
and Commonwealth military forces after the Bar-
bary Wars resulted in the ereation of several inde-
pendent mercenary companies. These range from
highly professional, reliable troops, to ill-equipped,
poorly trained gangs that are little better than
brigands.
Although each company is an independent
organization, most of the reputable companies have
good relations with each other. The six wealthiest
companies own Janissary Station, which serves asa
hiring hall and recreation area for all mercenaries.
Entry toJanissary is free to members of the six com-
panies, and is negotiable for all other persons.HIGH COLONIES
The six wealthie
are briefly described below.
mercenary companies
Jermyn's Privateers -
‘The oldest of the meree-
nary companies, the Pri-
vateers were founded in
2152 by Brigit Jermyn,
‘the daughter of the Out”
station League com-
mander who was killed
during the Barbary Wars.
‘The Privateers have tra-
ditionally taken a leadership role among the meree-
nary companies. Their headquarters are at Janis-
sary. Brigit Jermyn still commands the eompany
despite her advanced age of seventy-six. The Priva-
teer's famous motto, "Stand the Hazard of the Die’,
is wellknown throughout the system. A quote from
Shakosveare, it reflests Jermyn'selassieal educa:
ion
Mombala’s Brigade -
Founded in 2161, Mom-
bala's Brigade recently
accepted a contract to
guard Quiller’s Folly, the
mining station on Mer-
cory. Since this duty is
wrded_as unpleasant
atbest and dangerousat
worst, this has caused
some unrest among the troops.
The Orchid Gunners -
Founded in 2158 by
Aikido Grand Master Taji
Hirashito, the Orct
Gunners are the mo
respected mercenary
company in space. Their
training is exceptionally
rigorous, emphasizing
discipline and honour.
Cammarata’s Light
+ Founded in
2160, the Light Irregu-
lars have an erratic rec-
‘ord, Employed by the
Outstation League dur-
ing the Purge War, they
fought with outstanding
courage against Band
forces, In 2179, elements of the company staged a
coup, and seized Viride station ina dispute over pay.
They have yet to relinquish control, and many po-
tential employers are reluctant to hire them.
Van Owen's Rangers -
One of the most famous
mercenary companies,
Van Owen's Rangers are
best known for their he-
roie stand at Horus sta-
tion against Band Ram-
Soldiers in 2167. Al-
though the regiment at
Horus died to the last
man, the company quickly attracted new recruits
and is still one of the most highly regarded units.
‘Their motto, "Rock and Roll", is said to have been
used by American troops during the latter decades
of the twentieth century. Pieter Van Owen, who
founded the Rangers (and died at Horus) claimed
descent from a captain of the 101st Airborne who
had served in Vietnam.
The Triton Free Com-
pany - Nicknamed the
*Werewolvesof Caliban’,
the TFC was founded in
2178 by veterans of the
Purge War. Presently,
the company’s only con-
tractis with Near Sturle-
son and Far Sturleson
stations,HIGH COLONIES
IV. PLAYING HIGH COLONIES
High Colonies is a role-playing game in
which players assume the identities of characters
who explore and experience the Solar System in the
twenty-second century. Several players and a
gamemaster (GM) take part in adventures which
involve the imagination of everyone present.
‘Such gaming groups may consistofasfew as
two or as many as is reasonable, The minimum
requirement is one gamemaster and one player.
Each player generates a player character
(PC) with individual traits and abilities. These PCs
move through the environment presented by the
‘gamemaster, dealing with the situationshe presents,
and overcoming obstacles placed in their way.
‘The gamemaster, with the help of these
rules, createsadventures for the players, determines
thoresults of their actionsand controls thebehaviour
of the imaginary people they meet. Gamemasters
should use the rules and environment of High
Colonies as a stimulus to their own imaginations,
Play is conducted in sessions, usually of a
few hours duration. There is no time limit in role-
playing games; resolving a single mission might
take a few hours or several sessions. Protracted
campaigns, in which players guide their characters
through several game years of adventures, can be
very enjoyable,
1V.1 GETTING STARTED
To begin playing High Colonies, all that is
needed is a copy of these rules, writing materials,
some dice, and the imaginations of a few people.
Lead figures for science fiction games are available,
from many hobby stores. While these are not
necessary to play High Colonies, they add a great
deal of enjoyment.
‘The gamemaster creates a scenario before
play begins. ‘This game book includes a beginning,
scenario which introduces the worldofHigh Colonies,
Gamemasters may draw on their imagination and
the works of science fiction writers and film-makers
for ideas for their own scenarios. Other adventures
and source material willbe printed for High Colonies
to expand on the background material presented
ere.
Players generate the characters they will
use in the adventure. These may be either created
specially for the adventure, orbe existing characters,
from an ongoing campaign,
49
Eachadventurebegins with the gamemaster
presentinga scenario to the players. Thisis usually
done in the form ofa job offer, arumour, or any other
plausible motivation. The gamemaster should also
tell players something shout their present
circumstances.
After the GM presents the scenario, the
players decide on. course of action, and play begins.
‘As the session proceeds, players use their
imagination and their character's abilitios to deal
with situations as they develop.
As play progresses, players may find that
there are hidden avenues of exploration, and
mysteries that bear closer examination. It is the
nature of role-playing games that there is always
‘one more quest to undertake, one more enigma to
unravel, one more enemy to defeat.
IV.2 DICE
High Colonies uses two types of dice to
generate characters and resolve game actions. No
dice are supplied with the game; two ten sided dice
(of different colours) and several six sided dice are
needed for play.
When dice rolls are required by the rules,
they are shown as two numbers separated by a "D"
‘The first number is the number of dice to be rolled,
and the second number is the type of dice. For
example: 4D6 indicates a roll of four six sided dice.
‘The dice are added together to determine the result.
The notation 1D100 is a special case. This
meansarollof percentile dice;twodifferentcoloured
ten sided dice. One die is read as tens, and the
second as ones. Beforerrollingpereentiledice, players
announce which colour represents tens. For example:
roll of 6 (white die) and 3 (black die) is read as 63.
Ibis recommended that each gaming group adopt a
house rule about percentile dice such as “lighter
coloured die is always tens’. This will tend to
prevent confusion.
Die rolls may also be followed by a suffix to
indicate a modifier to the die roll. For examp!
20646 indicates that two six sided dice are rolled,
added together, and six is added to that result.
IV.3 FRACTIONS
Allfractions should beroundedtothenearest
whole number. For example: 6.4 rounds to 6.0 and
6.5 rounds to 7.0.HIGH COLONIES
V. CHARACTER GENERATION
High Colonies players participate in the
game through the persona of their character.
Fam cor aeamias to there an actor plays in @
drama.
High Colonies characters are created by
players using dice, This provides an element of
randomness that makes each character unique.
Players, however, have considerable control over
the shaping of their characters, particularly in the
allocation of their initial skills.
The following rules take players through
the step by step process of creating their character.
Gamemasters should also use these rules to ereate
important non-player characters (NPC3).
Players should record information about
their character on a Character Sheet. A Character
Sheetisprovidedlonpage59,andmay bephotoopied
for personal use by both GMs and players.
V.1 PERSONAL DATA
NAME:
Players should choose a name for their
character.
BIRTHDATE:
‘This may be generated or chosen in any
convenient manner. Most characters begin play
between the ages of 20 and 25. Roll 1D6+19. The
present year in High Colonies is 2188,
SEX:
Playersmay ei
table below to determine randomly. It is usually |
easier to play a character of one's own sex.
Acolumn for the Chakon alien race is given.
High Colonies players may opt to have Chakon
characters if the GM allows it. Roll 1100.
Human Chakon Sex
01-48
49-00
01-60
61-00
Male
Female
BIRTHPLACE:
Acharacter's birthplace may be determined
inone of three ways. TheGM may assign abirthplace
arbitrarily, allow players to choose or allow them to
roll on the Birthplace table.
The Birthplace table lists every human
colony mentioned in the rules. Chakon stations are
not shown in the table; Chakon players are always
born at one of the two Chakon stations.
‘To use the table roll 1D100 twice; the first
roll indicates the planet, the second rol
the specific station. If the first 1D100 rol
Earth, the second roll will indicate the specific
Lagrange Region or orbit, and thethird roll indicates
the station. GM Note: A few elderly NPCs could be
born on Earth.
RANK/STATUS:
‘This is an information line that may vary as
players take on military rank, occupational titles,
} ‘Glee should be left blank until needed.
50HIGH COLONIES
BIRTH PLACE TABLE
Pere Ors
01-12 Bemoulli
13-15 Canute
1632 Garibaldi
33.34 Lenin
35.37 Lowe
38-52 New Pacific
foa-3i_ EARTH
01-10 Earth Orbit
01-18 Adler
19 Armstrong
20. Friendship
21.35 Genesis
36 Glenn
91-00 Seddon
3751
237
38
59-60
61-00
27 LL
01-02 Brezhnev
03.23 Champlain
24.53 Charlemagne
‘34 DET-001
55
28-50 L3
01-02 Casto
03-14 Cook
1833 EBit
34 Eseu
5143 LA
01-33 Abigail
34.36 EICid
4-00 LS
01-54 Aldrin
55-56 Gompers
57-711 Kastrovo
1 Borscovo 44-64. Krasny Oktyabr
02.03 Camelot 65-78 LaoTm
04-06 Coristan 1 79-84 LX.0403
07. inet 85.93 Pint
08.13 Hammarskjold 94.99 St John
1443 Kennedy 00 Twinstar
ES
01.02 Eden
3 Hons
04-30 Leanami
31-32 Kheuschev
33° McAuliffe
34-62 Quetzalcoatl
ne
80-84
35.00
Si
E TTT
56-71 Omega
72 Paton
73-86 Rebinh
87-88 Revelation
89.92 Sargon
o1.02
B
Apianus
Brockway
Caroline
Clement
Coristan 2
Destiny
Gagasin
Hes
Huygens
Joe Hill
Lowell
1339
4154
35
EET
O1 Agony 36-45. Empire
02.03 Bam 46-49 Fundament
04.05 Blaze 50 Ganymede I
06.07 Brahe 51-53 Guernica
08 Calamity 54-69 High Plains
0 Cobra 70-76 Ho Chi Mish
10 Corin 4 77.87 Homeland
11 Dalmady 88-89 Tnissary
DeSowa 90.93
Dnepe 94-96 Sulamo
Dolina 97-98. Unkulunkuls
Dreamtime 99.00 Vitality
Electra
EET
01-02 Alban 61-62 New Hope
03-52 Bolivar 8.64 Newion
$3. Cyn
54 Fianna
55_ Gaca
65 Noyes
(66.52 Nuevo California
93° Shaka
56-57 HighKhalistan 94.96 Starfall
58.59 Kroger
60 Kyklos
ad
01.03, Abel 50.56 Moro
04 Bentham ‘57 Near Susleson
05-11 Byclobog —-«58_Nevey-Lincoln
Calypso 59. New Vermont
Copernicus 6062 Rising Str
Gorisun'3 63.99 Setuocter
Coven 80 Sixuus
Disaster Landing 81 Thorgen Station
FarSurlesm 82 Tootege
Heald 83-84 Virde
Literatia 85.98 Yankee
LOlonis 99 Yeetie
Mathewson 00. Zale
97.99 Sullivan Co-op
00 WaldenHIGH COLONIES.
V.2 BASIC ATTRIBUTE DETERMINATION
‘There are five basicattributes for characters
in High Colonies. These attributes describe aspects
of the character's personality and physical ability.
‘Human character attributes are determined by
yelling 20646, Chakon attribute die rolls are given
low.
STRENGTH (STR)
‘A measure of physical strength, reflecting
the character's ability touse his musculature tobest
advantage.
Chakon 2D6+4
CONSTITUTION (CON)
Ameasure ofgeneralhealth. Reflects factors
such endurance, resistance to disease, and how
‘much pain or damage a character can withstand.
Chakon 2D6+4
INTELLIGENCE (INT)
‘A measure of the character's reasoning,
intuition, memory, concentration and wisdom,
Chakon 2D6+9
DEXTERITY (DEX)
A measure of factors such as hand-eye
coordination, manual dexterity, quickness, agility,
balance, reaction and speed.
Chakon 2D6+10
CHARISMA (CHA)
A measure of the character's physical
attractiveness, leadership ability, will and zeal.
‘There arenomodifiers for lien charisma. Charisma
is only appropriate with members of one’s own
species.
‘USE OF ATTRIBUTES
Attributes are used to determine some
derived characteristics (see opposite) and to resolve
situations notcoveredby the skill rules. Forexample:
‘The GM instructs player A to roll 1D100 against his
Strength to see if he can lift a 500 pound weight.
Rollingequal toorless than Strength wouldindicate |
success. Ifthe weight involved was 200 pounds, the
GM might ask the player to roll 1D100 against
Strength x 4.
52
V.3 DERIVED CHARACTERISTICS
‘Three characteristics are derived from the
basic attributes.
INITIATIVE
Initiative is determined by adding DEX and
INT. It is a measure of the character's ability to
react quickly. Initiative is primarily used during
combat. Initiative may be used to simulate a
character's hearing, awareness, eyesight, etc.
MOVEMENT RATE
Each character has four movement rates.
‘They area measure of speed when running, doubling,
walking and crawling. Movement rates are
determined by the following table:
Movement Rate Formula
DEX + STR divided by 2
DEX + STR divided by 3
DEX + STR divided by 4
DEX + STR divided by 6
‘Theresultis the number ofyardsacharacter
can move in a combat turn.
INJURY POINTS (IPS)
Injury pointsare determinedby addingSTR
and CON. They are ameasure ofhow much damage
acharactercan sustain. The character's IPS should
‘be noted in the first box. Three quarters, half, and
one quarter IPS are noted in the next three boxes.
Use the table below to determine IPS for
specific body parts.
Formula
IPS divided by 2
Torso IPS divided by 2 (+2)
Legs IPS divided by 2 (+3)
Arms IPS divided by 2 (+4)
Body Part
HeadVI. SKILLS
All characters have a variety of sills which
reflect their training, experienceand special abilities.
Skills are used in High Colonies when players are
attempting specific tasks,
Skills are the most important factors in
play, and they are also the element of character
generation over which players exercise the most
control. Players should consider their choice of
skills carefully, and have an image of what kind of
character they wish to create before allocating Initial
Skill Points,
If some guidelines are desired for Skill
Allocation, a few examples of occupations are
provided at the end of this section. These show a
“typical” pilot, soldier, ete.
‘Most players will have between 500 and 550
Initial Skill Points, This allows characters to gain
levels of skill in a few specialties, or moderate
ability in a broad range of skills. It should be noted
that education and training begin at an early age in
the High Colonies.
VIL1_ INITIAL SKILL POINTS
Players determine their Initial Skill Points
by adding STR, INT, CON, CHA, DEX and the age
(in years) of their character. The result is multiplied
by six (6) to determine the number of Initial Skill
Points.
Players may allocate Initial Skill Points to
any skills listed on the Character Sheet. The only
restriction is that no more than 95 points may be
given to any one skill. All Initial Skill Points must
be allocated; any skill points not allocated during
character generation are lost.
‘Some skills on the Character Sheet have a
number in brackets beside them. This indicates the
minimum ability that each character has in that
skill withoutadding Initial Skill Points. Forexample:
all characters have a minimum ability of 10 in Zero-
Grav skill.
V1.2 USE OF SKILLS
GM NOTE: Combat Skills are not used i
the same way as other skills. See the Combat Skills
section VI.6.
Skills are represented by a number between
© and 95. When the GM calls on a player to use one
of his skills, the player rolls 1D100 against his
ability in that skill. GMs may assess a bonus or
penalty totheroll because of favorable or unfavorable
conditions.
HIGH COLONIES
Arroll equal or less than the character's skill
level indicates success. A roll higher than the skill
level indicates failure. Since characters may never
have a skill level higher than 95, rolls of 96-00
always indicate failure. Unless the GM rules
otherwise, a character must have at least one point
in a skill to attempt to use it.
ViL3 SPECIAL SUCCESS AND FAILURE
‘A roll equal to or less than 10% of the
character's skill level indicates special success in
using the skill. With many skills the interpretation
of what special success means ig up tothe GM. As
| ageneralrule, special successindicates a superlative
performance in the skill.
Aroll of 99 or 00 on percentile dice always
dicates critical failure. The effectof critical failure
| varies considerably, but is seldom pleasant.
For example: Player A has an Engineering
skill of level 40. A roll of 40 oF less indicates,
| successful use of the skill, and 41 or more indicates
failure, If player A rolls 01-04 on 1D100, he has
achieved special success. If he rolls 99-00 he has
critically failed.
IMPROVING SKILLS DURING PLAY
vi.
‘As characters progress and develop during
role-playing sessions, their skills improve. The
ways that skills may be improved are listed below.
1. Every time a character achieves special
success when usinga skill, his skill level is raised by
one point.
2. For every three combat situations a
character experiences, the appropriate weapon skill
is raised by 1D6 points. Combats are defined as
exchanges of fire or melee attacks between the
character andan enemy. Atthe end of each combat,
characters should put a check mark beside any
weapon skill used. More than one weapon skill may
bbe used in a combat,
3, Attheendofeach game month, characters
skill improvement rolls. This
ining and practice during that month,
announces which skills he is
tempting to improve, and rolls 1D100 against his
ill level. If the die roll is HIGHER than his skill
level, the character may add one point to his skill.
4. The character may receive instruction in
skill from a qualified teacher. A qualified teacher
is someone with at least 10 more points than the
| character in the skill being taught. The length of
time instruction takes, and the cost, are up to the
| GM, Instruction will usually add 3 points to the
skill.
53HIGH COLONIES:
5. Characters may buy self-instructors.
‘These are highly developed learning tapesetc., that
enablethe character to gain considerable knowledge
about a skill in a short time. Selfinstructors are
available for all skills. Self-instructors add 2D6
points to the appropriate skill. For details on their
‘use, see Equipment rules on Page 90.
NOTE: Regardless of the means used to
improve skills, skill levels may never be higher than
95.
VIS LEARNING NEW SKILLS
Characters learn new skills during play by
purchasing training, either from an instructor, or
from self-nstruction equipment. Characters must
consult the GM before learning new skills. GMs
should decide whether it is possible to learn the skill
by the means attempted, the time it will take, and
how much it will cost.
VI.6 COMBAT SKILLS
‘Combat skills are treated differently from
other skills. Instead of indicating a level against
which 1D100 is rolled, Combat Skills produce a
modifier when rolling to hit (see Page 60). The table
below shows the modifiers for Combat Skills. Note
that, unlike other skills, players can use a Combat
Skill even if they have no points allocated to it,
Combat Skills Modifier Table
Combat Skill Modifier
VL7 SKILL LIST
All skills listed on the Character Sheet are
deseribed in the following pages.
54
COMBATSKILLS
Pistol: The character can use small arms such as
pistols and revolvers.
Rifle: The character can use infantry weapons such
‘as carbines, machine pistols and shotguns.
126 Hawkler Armaments
80 Watt Energy Carbine
Support: The character can use heavy infantry
support weapons, such as machine gunsand grenade
launchers.
Hand: The character can engage in unarmed or
minimally armed combat. All characters begin play
with 10 points of Hand Combat Skill. Very high
levelsin Hand Combat indicateproficiency inmartial
arts,
Archaic: The character can use weapons such as
bows, knives and spears.
Gunnery: Thecharacter can useartillery weapons.
SCIENTIFIC SKILLS
Scientificskillsgivethe character specialized
knowledge in a particular area. As a general rule,
skill levels under 20 indicate a broad general
‘knowledge in the area. Higher skill levels indicate
some degree of practical working knowledge.
Anthropology: The character has studied the
physiological and psychological science of human
cultures. Anthropology Skill may give the character
insight into the structure of unfamiliar societies.
Astronomy: The character has studied stellar and
planetary bodies. Characters with Astronomy Skill
of 21+ have familiarity with optical telescopes.
Characters with an Astronomy Skill of 51+ have
familiarity with radio telescopes.
Biology: The character has studied life forms.
Biology Skill of 61+ indicates an ability to draw
conclusions about unfamiliar or alien life forms.Chemistry: The character has studied chemistry.
Chemistry Skill of 1+ indicates some knowledge of
‘ero-Grav chemistry.
Engineering: The characterhas studied advanced
engineering techniques. Engineering Skill of 51+
indicates some familiarity with space construction
techniques, Skill of 71+ gives the character some
abilities to build, repair and analyze sophisticated
technology.
Genetics: Thecharacterhas studied the physiology
of reproduction. Genetics Skill of 51+ indicates
‘knowledge of advanced techniques in gene splicing,
recombinant DNA, ete. GeneticSkill of61+, combined
with a similar level of Biology Skill, indicates some
Knowledge of bio-genetie engineering techniques.
Geology: The character has studied geology.
Geology Skill ean be used as an indication of the
character's abilities as a mineral prospector.
History: Thecharacterhas studied human history.
History Skill ean be checked when a player "wants
to see if this (story ete.) reminds him of anything.”
History Skill of 75+ gives the character some ability
to study Chakon history. All characters begin play
with 10 points of History Skill
Linguistics: The characterhas studied languages.
Linguistic Skillis the character's ability torecognize
‘a language when he hears it. At the end of every
month of attempting to learn a new language, a
theracter rolls against helfhislinguistie skill or 10,
whichever is greater.
Physics: The characterhasstudied physics. Physics
than 40 indicates knowledge of
Newionian ohys Physics Skill au Indicates
now relativistic physics. Physies Skill o
81+ indicates knowledge of quantum theory, and, at,
GM discretion, Non-Causality Theory.
Peychology: The character hasstudied the human
mind, Psychology Skill indicates the character's,
ability to predict human behaviour and diagnose
and treat psychological distress.
ability to manipulate various forms of technology.
Comms: The character's ability to operate and
repair communications equipment.
Computer: The character's ability to program a
‘computer. It also representa the charactar’s ability
to diagnose system errors, and understand complex
programs. Computer skill can also be used when a
character is trying to retrieve data from acomputer.
55
HIGH COLONIES
Cryptography: The character's ability to break
and make eaden
Cybernetics: ‘The character's ability to analyze
and repair robots.
Electronics: The character's ability to operateand
repair electronic equipment.
Energy: The character's ability to operate and
repair energy producing equipment, including
weapons. Operating energy weapons without
tuflcent Energy Skillresultsina penalty tocombat
die rolls. Use the table below.
PBC ELCs
Skill level Penalty
‘Explosives: The character'sability touse explosives
and demolition equipment.
Hard-Vac: | Thecharacter'sability tofunction well
in vacuum, This skill is checked when a character
attempts a difficult or dangerous task in vacuum.
Mechanic: The character's ability to use and
repair mechanical equipment. Since there is often
some degree of overlap between Mechanic Skill and
Electronics Skill, itis up to the GM to decide which
is used.
Mining: The character's ability to use mining
equipment and knowledge of mining techniques.
‘When prospecting for minerals, a character checks
against half his Mining Skil or his Geology Skil,
1ichever is greater.HIGH COLONIES
Armour: — The character's ability to wear and
‘use powered battle armour,
Zero-G: __Thecharacter’sability tofunction well
in Zero-Gravity. All characters begin play with 10
points of Zero-G Skill. Operating weapons in Zero-
Gravity without sufficient skill results in a penalty
to combat die rolls, Use the table below.
Zero-Gravity Modifier Table
Skill level
Penalty
5
3
a
0
10-15
16-20
21.30
a+
GENERAL SKILIS
Bargain: The character's ability to assess the
value of merchandise and strike a favorable deal.
Con-Artist: The character's ability to persuade,
manipulate, and deceive,
‘to manufacture or
\edocuments pass
inspection, When used in combination with
electronics or computer skill, forgery may be used to
bypass electronic or computer security systems.
‘The character will have a chance equal to half his
Forgery Skill of recognizing a forged document.
Gambling: The character's ability to calculate
odds ete. in an honest gambling game. It is also the
character's ability to detect cheating.
Interrogation: The character's ability to question
prisoners, sift information, and detect
inconsistencies. It does not imply torture, the use of
psycho-traumaticdrugs, or any other physical means
ofextractinginformation. Using Interrogation Skill
takes a certain amount of time.
Photography: The character's ability to operate
and repair photographic and video equipment.
Politics: The character's ability to get a quick
grasp of the present social or political situation.
‘This can be used for any sized group ofhumans, from
a station of several million, to a meeting of two or
three. Detailed understanding of the situation takes
time; basic use of the skill will give only a superficial
understanding.
56
Stealth: The character's ability to move quietly,
hide in shadows or follow someone without being
detected. GMs may choose to assess a penalty ifan
attempt is made to use the skill under unfavorable
cireumstances, like trying to tiptoe across a metal
floor with hob-nailed boots. All characters begin
play with 10 points of Stealth Skill.
Writing: Thecharacter'sability to writea coherent
reportete. Itisnot the ability to write;all character's
are literate in their native tongue. All characters
begin play with 20 points of writing skill.
LIFE SKILLS
Medical: The character's ability to aid in the
healing of wounds, injuries and diseases. See the
Healing Rules on Page 74 for deta is. Medical Skill
of 20 or less indicates first aid abilities only.
Firstaid only allowsforthe initial treatment
of wounds and injuries. First aid does not help in
healing, but serves to prevent injuries from
worsening. Itmay alsobe used tokeepbadly injured
persons alive long enough for competent help to
arrive.
Survival: The character's ability to deal effectively
with hostile environments.
PILOT SKILLS
Astrogation: The character's ability to plot an
aceurate course between destinations in space.
Atmospheric: The character's ability to fly
atmospheric aireraft and dusl function craft such as
the LEO shuttle. It includes the ability to operate
gliders, which are common in many of the larger
stations, This skill requires a minimum of 20 points
to be allocated before the character can fly.HIGH COLONIES
Cargo: The character's ability to pilot large
interplanetary ships. Characters can operate
interplanetary shuttles at half their Cargo Skill.
This skill requires a minimum of 20 points to be
allocated before the character can use
Military: The character's ability to operate space
fighters, This skill requires a minimum of 20 points
to be allocated before the character can fly.
Navigation: The character's ability toread a map,
recognize landmarks, ete. either on a planet surface
or within a station.
Shuttle: The character's ability to operate small
interplanetary ships. Characters can operate cargo
ships at half their Shuttle Skill. This skill requires
a minimum of 20 points to be allocated before the
character ean use it.
to operate hover
‘vehicles. This skill requires a minimum of 20 points
to be allocated before the character can use it,
‘Treaded:
vehicles. This skill requires a minimum of 20 points
to be allocated before it can be used.
‘Wheeled: The character's ability to operate wheeled
vehicles, This skill requires a minimum of 20 points,
to be allocated before the character use it.
LANGUAGES
Allcharacter'sbegin play with one language
(native tongue) at 85 points. These points are in
addition to a character's Initial Skill Points, Almost
all thelanguages spoken on twentieth century Barth
arespoken somewherein space. GMs should use the
cultural notes in the Station Gazette for ideas.
‘Two other languages are spoken by humans
in space, One is Tradspik, a pidgin developed by
traders for communications between themselves.
The second is Belter, a largely non-vocal sign-
language developed by miners in the Asteroid Belt,
Finally, there is Chakon, the language
spoken by the aliens living on and around Titan.
Chakon is extremely difficult for humans to learn,
and they can never gain more than 60 points in it.
OTHER SKILLS
While the skills listed above will cover most
situations that arise in playing High Colonies, GMs
should feel free to add any skills of their own
invention, Space has been left on the character
sheet for such skill to be entered.
37
vi
EQUIPMENT
‘Once Attributes have been rolled and Skill
Points have been allocated, players should equip
their characters with weapons, armour, and other
goods. GMs can decide on any reasonable means of
doing this. It is often easiest to give players a fixed
amount of money that they ean spendasthey choose,
Various equipmentisavailabletocharacters
in High Colonies. Weapons and armour are listed
under the combat rules. A selection of other
equipment is provided on page 90. GMs should feel
free to add equipment as necessary. GMs may also
wish to vary prices toreflect local conditions, Players
should record the equipment their character carries
on the back of their character sheet or on a separate
sheet of paper.
VL9 MONEY
‘The three currencies in common use in the
High Colonies are the Commonwealth Dollar, the
Outstation Credit, and the Enterprise Credit. These
are accepted everywhere, despite the fact that many
stations print their own currency for internal use.
‘The Enterprise Credit (ee) is the standard
trade currency produced by the Pan-System
Enterprise League. Itis the most stable and widely
accepted currency in the Solar System. The
Commonwealth Dollar (CD) is the standard unit of
currency in the High Terran Commonwealth. It i
‘worth $0 Enterprise Credits. The Outstation Credit
(OC)isthe standardunit ofcarreney in the Outstation
League. It is worth .75 Enterprise Credits.
Allprices given in High Colonies rulesarein
Enterprise Credits.HIGH COLONIES
VL10 TYPICAL OCCUPATIONS
The following “instantcharacters” arebased
‘on 522 Initial Skill Points. This is the average
number of points a newly generated character will
have. It assumes that the character has specialized
in a particular vocation.
‘These “instant characters” can be assumed
tobe 23 years old, and their average basie attribute
to be 13, They can be used as rough guidelines for
player characters, or as generic non-player charac-
ters.
SSSSSSRRSSSSSSSSSERE
Pistol
RERRERTABS
58
Pistol 20
Hand 2
Gunnery 10
Astronomy 15
Engineering 15
Physics 15
Comme 55
Computer 55
Electronics 35,
Energy Tech 25
Hard-Vac 40
‘Mechanic 25
Zero-G 40
Astrogation 70
‘Navigation 40
One Pilot Skill 80
istol 50
Rifle 5
Support 40.
Hand
Archaic 4
Gunnery 5
Comms 30
Computer 15
Energy Tech 20
Explosives 10
Hard-Vac 50
‘Armour 30
Tero-G 40
Interrogation 15
Stealth
Energy Tech 50
Explosives 25
Hard-Vac 25,
Armour 50
Zero-G 30
Gambling 12,
Stealth 20
Medical 20High Colonies Character Sheet
I aie Strength
IBirtipploee pect cert ceesieeeee ce Constitution
Birthdate mene ce
ge Charisma
ee Initiative (Dexs+Int)
Rank/Status ————______. Movement
“WEAPON vas RANGE : ‘AP VALUE FIRIN
eS oo __—
= =
Pistol
Rifle
Suppor
Hand (10)
Archaic |
Gunnery Sella lalallala - SS SS IR at ae SS Rt
TECHNICAL
—— Amour pee ae
——— Comms = ——— Medical = —-
——— Computer Forg —— Survival =
—— Gyptography ——— Gambling = ——
Cybernetics Interrogation ____
Electronics. = Photography —__.
= Energy = Politics ———
——- Explosives Stealth (10), ——
——— Hard-Vac | Writing (20) ——
Mechanic
—— Mining
Zero-G (10)
VEHICLE LANGUAGES OTHER
Hover
‘Atmospheric Treaded
Cargo Wheeled
Copyright © 1988 Waterford Publishing House Li.HIGH COLONIES
Vil, COMBAT
Decades of war and unrest in the High
Colonies have caused a tendency to settle disputes
‘at gunpoint. While players can often talk their way
out of trouble, sometimes words fail and shooting
begins. When this happens, the characters grab
their weapons and the CM brings out the combat
les.
‘The combat rules are used to resolve situ-
ations involving man-to-man combat, Detailed rules
for ship-to-ship combat will be,
ules expansion module. Only
combat are given here.
ven in an upcoming
sic rules for space
Combat. is either Fire Combat or Melee
Combat. Fire Combatinvolves Pistol, Rifle, Support.
or Archaie Skill, Melee Combat involves Archaic or
Hand Combat Skill. The following rules apply to
both Fire and Melee Combat; specific rules for each
are covered in following pages.
VIL1 COMBAT TURNS
Combat isresolved in turns which represent
10 seconds of reall time.
‘VIL2 ACTIONS
each turn characters can perform
below, and covers most reasonable activities, Play-
ers, however, tend to be inventive, and GMs should
rule on whether other actions are possible during
‘one combat turn,
MULTIPLE ACTIONS:
Characters can perform up to two of the
following actions during a single combat turn.
Firing
Movement
all Prone
*Kneel
*Rise from prone
“Throw grenade
*Drop weapon
*Unsling or draw weapon
Reload clip fed weapon
‘Sling or holster weapon
SINGLE ACTIONS:
‘These actions cannot be combined with any
other action during a single turn.
“Attempt to clear jammed weapon
*Reload tube or eylinder fed weapon*
+Ready Grenade!
*Load Grenade Launcher!
Remove or put on armour components
*Melee Combat?
Aim Weapon
1 May only be combined with walking
* Special Case: see Melee Combat rules
MULTIPLE TURN ACTIONS:
‘These actions take more than one turn to
perform. They cannot be combined with other ac-
tions.
*Clear seriously jammed weapon (2 turns)
“Ready Satchel charge (2 turns)
*Remove Weapon Harness (2 turns)
Administer first aid (3 turns minimum)
‘VI.3 INITIATIVE
Gaining initiative is important during
combat. When combat occurs, the GM ranks all
characters, including enemy Non Player Characters
(NPCs), cording to their Initiative (highest to
lowest). The GM may make temporary adjustments
to Initiative scores to reflect cireumstances such as
surprise, wounds, or darkness.
Characters perform actionsduring each turn
in the order of their Initiative scores. Each charac-
ter's turn of action is called his Initiative Phase.
‘There are as many Initiative Phases in each combat
turn as there are characters.Characters with high Initiative scores act
before characters with low Initiative scores. Wh
charactershave identical Initiative scores, the ch
acter with the highest Dexterity actsfirst. Ifcharac-
ters have identical Dexterity scores, they are as-
sumed to act simultaneously.
Characters that are rendered unconscio
by a character with a higher Initiative score, forfe
any actions for that turn. Simultaneous actions are
never forfeited.
VI.4 SURPRISE
‘When there is doubt as to whether a charac-
ter has been surprised, roll 1D100. If the result is
greater than the character's initiative score, they
‘are presumed to be surprised and forfeit any actions
for that turn,
61
HIGH COLONIES
VIII, FIRE COMBAT
‘To resolve Fire Combat, seven steps are
followed.
“The character with the highest initiativeindi-
cates his target, the weapon being used, the firing
mode being used and any special instructions that
may be appropriate.
2. The firing character (attacker) and the target
character (defender) each roll the appropriate
number of six sided dice and add or subtract any
modifiers from the result.
‘8. The sum of the defender’s dice is subtracted
from the sum of the attacker's dice (plus modifiers).
If the result is zero or a negative number, the
attacker missed. Return to step one for character
fith next highest initiative. If the result is a
positive number, proceed to step four.
4, Refer to the Hit Determination Table todeter-
mine the number of hits on the defender.
5. Roll on the Hit Location Table to determine
where the defender was hit. The Hit Location Table
is used for each hit on the defender.
6. The attacker rolls an appropriate number of
six sided dice for the AP value of the weapon. The
defender rolls an appropriate number of six sided
dice for his armour protection. Most armour has a
minimum value.
7. Subtract the sum of the defender's dice or
minimum armour value, whichever is greater, from
the sum of the attacker's dice. If the result is zero or
anegative number, the armour was not penetrated.
If the result is a positive number, the defender
records the number beside the appropriate body
part on the IPS section of the character sheet.
Return to step one for player with next high-
est initiative.HIGH COLONIES
VIIL4 DICE MODIFIERS
Fire combat in High Colonies is resolved
using six sided dice. Players roll a number of six
sided dice modified either by rolling additional dice,
or by adding and subtracting from the die roll.
‘To determine their modified die roll to hit,
players follow seven steps. In many eases, however,
several steps will not apply. Step 1 and 2 always
apply. Other steps either apply only under specific
circumstances, or commonly generate modifiers of
0. GMs and players will soon become familiar with
the process of adjusting die rolls,
1, The firing player chooses a weapon and a
firing mode, The mode chosen will indicate the
number of six sided dice to be rolled.
2. The firing player addsor subtracts his combat,
skill modifier for the class of weapon being fired. If
appropriate, he also subtracts his energy or zero-g
penalty.
3. The firing player subtracts any movement
penalty.
4. The firing player makes any modifications for
range to target, and for target size,
5. The firing player adds or subtracts any modi-
fications for snaps! ig, aiming, or optical or
other sights,
_. 6. The firing player subtracts any modifier for
injuries.
11. The firing player subtracts any modifiers for
encumbrance.
VII1.2. WEAPON DATA TABLE
‘The Weapon Data Table showsthe statistics
for weapons commonly used in High Colonies.
‘Weapons used by a character should be entered in
the appropriate section of the character sheet.
Weapon - The name of the weapon type. For a
deseription, price, and illustration of each weapon
type, see page 86. An (E) beside the weapon name
indicates an energy weapon, Seo Energy Skill on
page 55 for details.
‘Range - The short, medium and long range of the
weapon in y:
AP Value -The armour piercing value ofthe weapon.
‘The number indicates how may six sided dice are
rolled against the target's armour protection. AP
‘Value varies by range. . See the Grenade rules on
page 68 for the AP values of grenade launchers.
62
Firing Mode - The basic, unmodified D6 roll to hit
with the weapon.
SE - Single Fire.
SB - Short Burst.
LB - Long Burst.
FA- Full Auto.
See the Ammunition Expenditure Table on page 65
for complete details.
Ammo - The first column indicates the normal
magazine, clip, or power pack capacity ofthe weapon.
The second column is special or unusual capacity.
Class -The Combat Skill which applies to use of the
‘weapon.
Weight - The weight, in pounds, of the weapon and
‘anormal magazine, clip, or power pack.
NOTE: The modifiers forthe Pump and Auto Shot-
guns are dependent upon the type of ammunition
fired: The upper value is selected for solid shot, and
the lower value is used for buckshot.
vi
FIRING PLAYER MODIFIERS
‘The tablesbelow indicate the modifiers used
for the Firing player. Notations such as +2D6
indicate adding additional six sided dice to the roll.
Notations such as -1PD6 or +1PD6 indicate adding
or subtracting the indicated number for each die
rolled.
For example: Player A is firing his Energy
Carbine at Full Auto while Fall Auto
allows him to roll 4D6, but walking is a penalty of
-1PD6, Player A subtracts 4 from his 4D6 die roll.
ATTACKER MOVEMENT MODIFIERS:
‘*Stood Still 0
Walked -1PD6
‘“Doubled/Crawled -2PD6
*Ran/Dodged -3PD6
RANGE MODIFIERS :
‘*Short Range #206
“Medium Range 0
‘Long Range -1PD6
TARGET SIZE MODIFIERS:
*2xHuman Size +4
°1.5xHuman Size +2
eHuman Size 0
*Kneeling Human -1
*Prone Human 3HIGH COLONIES
Weapon Data Table
Weapon Range | AP Value
Knife (Thrown)HIGH COLONIES
AIMING MODIFIERS: INJURY MODIFIERS:
*Snap Shooting! _—- 1PD6 sFullIPS +0
Aiming? +1PDS s0.751PS +1
“Optical 'Scope* +1PD6 30.50 IPS -2
Laser ‘Scope ++2PD6 e025 IPS -4
“Comp ‘Seopet +2PD6
Injury modifiers simulate the difficulty in
fring a weapon accurately wile wounded, Por
1 Snap Shooting is firing wit i example: Player A, with 28 total IPS, has wounds
fotngrontton Tetsepplied of OM daacetion | (oiling 8 points otdamage, Tis reduces his total
‘usually when the character combines firing with IPS to 20, putting +him below 0.75 IPS. His attack die
Hitneorene unslingingsweapons cle Ikrenot | Toll is modified by -1. If he takes 6 more points of
Gpplid beccoe of mosement uniess the Gat | emagehewillreach 0.80 PS andmodityhsattack
thinka there is reason to assess an additional | die roll by -2.
penalty.
ENCUMBRANCE MODIFIER:
2 Aiming modifier is cumulatively applied per
consecutive tum character aims his weapon, £0 Characters are assessed an encumbrance
a maximum of two turns. He may perform no | Penalty which simulates the hampering effects of
Oat tnatuduvg firm daxtagan aim. | weating.a lot of armour or carrying a lot of equip-
Mia turn, Characters con cin thelr weapon for | ment. To determine a character's encumbrance
any number of consecutive turns but can only | Penalty use the following formula:
apply modifiers for two turns. For example:
Player Aaims his sniper rifle for twoturns. This
Goshimanaimingmodiferof 2PD6whenhe | Pounds Carried - (STRx2) = Encumbranco Penalty
fires in the third turn. Firing the weapon ends 10
the aiming sequence. Fire in subsequent turns ig
not considered to be aimed. Total weight (Pounds Carried) includes
xyapon, armour, elethes, and any equipment the
Conventional ot be aimed and jaracter is carrying. See the Weapon Data le,
fired at Full Autor However, weapons fired at | te Armour Type Table and the Equipment Table
Full Auto at the same target for two or more | for a list of weights.
consecutive turns gain an aiming modifie ee
the second turn, This simulates “walking” the If the encumbrance penalty is a positive
Fire into the target. number it is dedueted from the roll to hit. Encum-
bance penalty of Oo les are ignored. Theresa
- i space on the character sheet to record encumbrance
Energy weaponscan beaimed and fired at Full | Feraivy” te is suggested that the “normal” encum-
brance for the character be recorded in this space.
Normal encumbrances what-the character usually
*Modi tical‘ includi .. | wears and carries in combat. This figure should be
aan oosice rocet Seopeeeretnly | adjusted for epecial circumstances, such as wearing
given in conjunction with aiming modifiers, | °#80Tno armour, or carrying unusual equipment.
Fo aiming for one turn with an Opti- a ;
ee ray, Pheumbrance penalty is ignored in Zero
‘Scope v.
+Comp ‘Scopes are highly sophisticated sights.
They do not require aiming, and give the bonus | VIl.4 DEFENDER DICE ROLL
‘every turn they are used. Comp ‘Scopes modifi-
ere may be used in conjunction with Aiming ‘The target rolls a number of dice depending
‘Comp ‘Scopes can only be used with | onthe action they took during their initiative phase.
2 weapons firing in Single Fire or
‘Short Burst mode, or with energy weapons in
iri Stood still 106
seer eee sWalked/Crawled 206
“Doubled D6
NOTE: For additional details about ‘Scopes, Ran/Charged 406
see the Equipment Rules on page 90. *Dodged 506
64HIGH COLONIES
VILS HIT DETERMINATION
‘To determine the number of hits sustained
by the target, subtract the defender's die roll from
the attacker's modified die rol, and divide the result
by 2 and round up.
VIIL@ AMMUNITION EXPENDITURE
Regardless of the number of hits generated
by Hit Determination, no more hits can be achieved
than there are rounds fired.
For ease of play, the following table defines
the number of rounds fired in each mode.
“Single Fire 1 round
Short Burst 2-4 rounds
‘Long Burst 5-7 rounds
+Full Auto 8-14 rounds
In all cases the number of rounds fired from
‘any weapon will either be the maximum number
specified forthe individual fring mode,orthenumber
aller.
or rounds left in the weapon - whichever i
‘Weapons cannot be used in a firing mode for
they do not have sufficient ammunition.
Forexample: Player A fires his assault rifle
in Long Burst Mode. Player A then finds thathehas
achieved 12hits, but since a Long Burst has a maxi-
mum of 7 rounds, Player A only achieves 7 hits. In.
thenextcombatround, Player Amay wish tofire his,
weapon in Full Auto Mode. However, because of
earlier combat, Player A now has only 7 rounds left
in his weapon. As a result of the limited supply of
ammunition, the highest firing mode Player A can
‘use is Long Burst.
Players should record ammunition expendi-
ture for each weapon on # separate sheet of paper.
RAKING FIRE
A character can choose to fire a weapon in
Short Burst, Long Burst or Full Auto Mode at more
than one target. To simulate this, the character's
ammunition expenditure is split as equally as pos-
sible between the number of targets, and each is
target is treated as a separate attack.
65
For example: Player A announces that he
will fire his machine pistol in Full Auto Mode at
three pirates. The GM divides the 14 rounds ex-
pended and announces that5 rounds are being fired
at two of the pirates, and 4 rounds are being fired at,
the remaining pirate. Player A resolves the three
attacks as two Long Bursts and one Short Burst.
SHOTGUNS
She iring pellet attack all targets
within a 30 cone with equal effect. Players
firing shotguns should indicate their primary tar-
get, and GMs should decide what other targets, if
any, are affected by the blast.
‘VIIL7 HIT LOCATION TABLE
Roll on the Hit Location Table for each hit.
If the target is partly obscured by a solid obstacle,
hits on body parts hidden by the obstacle are either
ignored or have their damage modified at GM dis-
cretion, For example: Player Ais kneeling behind a
lowmetal wall and firing atan enemy. The GMrules
thatonly his head, shoulders and arms can be hit by
enemy fire, and that the wall is heavy enough tostop
fire from penetrating. At the GM's discretion, Arm
Hits may be ruled to strike a weapon held by the
target.
Hit Location Table
Left Lower LegHIGH COLONIES
Armour Types
Conventional
ca
°
VrLy
orgy ere
ry
(a)
(3)
el z a
Ee:
(5)
sa}
VIIL8 ARMOUR TYPES TABLE
‘The Armour Types Table shows the statis-
ties for armour in common use in High Colonies.
Armour normally worn by a character should be
entered in the appropriate section of the character
sheet opposite the body part they are protecting.
Armour protection values are shown for
both conventional and energy weapons. The first
number in each column is the number of dice rolled
for armour protection, The number in brackets is,
the minimum protection the armour will provic
Armour protection is equal to the sum of the dice
roll,orthe minimum protection, whichever isgreater.
Armour protection is subtracted from the
AP Valve die roll of the weapon striking it
66
Armour - The type of armour. For a brief descrip-
tion of armour types, see below.
Conventional - The protection value of the armour
against conventional weapons.
Energy-The protection valueofthearmour against
‘energy weapons.
Weight - The normal weight of the armour in
pound, Woight assumes thal cho armos cover all
le areas. GMs should make adjustments
for specialized armour.
Areas Covered - The body parts that may be
‘covered by the armour. For the purposes of armour
protection, neck is always considered uncovered
except by full helmets, or by gorget. protection,
Gorgets may be made of any material.
Price - The normal price of the armour.HIGH COLONIES
ARMOUR TYPES:
‘Some types of armour may be worn in eom-
ion with (underneath) other types. These are
indicated below. Layering armour in this way has
the effect ofinereasingthe minimum armour protec-
tion by adding the values of the armour types to-
gether, Wearing layers ofarmour doesnot add tothe
number of dice rolled. The “best” armour protection
value is always used as the die roll
Light Cloth - Light natural or synthetic fabrics
worn as clothes or uniforms ete. Light cloth may be
worn in combination with any other armour type.
Heavy Cloth - Thicker cloth. Heavy cloth may be
‘worn in combination with any other armour type.
Leather- Soft natural or synthetic leather. Maybe
‘worn in combination with any other armour type.
Metal Vest - The "bullet-proof" vest is commonly
used by High Colonies security personnel. Reasona-
bly effective against conventional weapons, it has
limited protection against energy weapons.
Metal Plating - Light metal leggings and arm eov-
erings.
Reflective Metal Plate - This light metal vest has
4 polished surface that provides good protection
from energy weapons, but is of limited value against.
conventional weapons.
Plastic Plate -Light polymer providingreasonable
protection from conventional and energy weapons.
Heavy Plastic Plate - A thicker and heavier ver-
sion of plastic plate that provides good protection
against both conventional and energy weapons.
Glass Mesh Padding - A glase-fibre padding that,
provides good protection against energy weapons. It
may be worn in combination with cloth, leather, or
normal metal armour.
Powered Flux-Aself contained "battle suit", com-
plete with life support system and self -sealing ca-
pacity. When worn with the shock/jump helmet,
Powered flux armour can be worn in vacuum, and is
equipped with air recycling equipmenttoprovidean
indefinite air supply. Powered flux armour requires
‘Armour skill (see Page 56) to use. Powered Flux
mour negates any encumbrance penalty when oper-
ating. The Armour adds +3 toa character's strength,
and subtracts -1 from Initiative Rating. Thie
mour may only be worn in combination with Light
Cloth, which does not affect the minimum armour
protection offered by the Powered Flux Armour. The
suit is powered by batteries, and recharged by an
integrated solar call.
Any hit which penetrates Powered flux armour (ie.
injures the wearer) has a chance of damaging the
armour itself. Roll 3D6 + the number of Injury
Points sustained by the wearer.
3-15 No Effect:
16-18 Power Loss
39-21 Air Loss/Leok
2+ Life Support Failure
‘HELMETS:
Almost all helmets have clips where equi
ment such as Nightseeker goggles, closed link battle
communications equipment, ete, can be attached.
Metal - Metal plate helmets give erratic protection
against either conventional or energy weapons. The
necessity ofkeeping the weight low minimizes their
protective value. Because of this, they are not
commonly used by anyone who can afford better.
Acrylic - The standard helmet worn by security
forces in the High Colonies.
Full Helmet - Also called the Riot Helmet, this
provides more protection to the head, Full helmets
include built in communications equipment.
ShockiJump Helmet -'The “marine” helmet is de-
signed tobe worn with Powered Flux armour. Shock/
jump helmets have built in Nightseeker and infra-
red goggles, coded communications links, and life
support systems, They require Armour Skill touse.
Light face shield - A light clear plastic face shield
designed to provide some protection to the lower face
while keeping weight toa minimum, Face Shields
must be used with metal or acrylic helmets
Gas Mask - Provides protection againstnoxious gas
and minimal protection from weapons.HIGH COLONIES
VIl.9 JAMS AND MALFUNCTIONS
Equipment, no matter how sophisticated,
sometimes develops problems - usually at the most
inconvenient of times. Weapons jam, powerpacks
overload, and mechanisms seize.
Jams and malfunction ficated when
two or more 1's are rolled during firing mode. The
higher the rate of fire, the likely the weapon is to
jam, Weapons used in single fire mode can never
jam or malfunction. The number of 1's rolled indi-
cates the severity of the jam.
2 - Minor jam or malfunction
Number of 3 Serious jam or malfunction
rolled 4.5 - Weapon destroyed
NOTE: Shotguns firing pellets can never
seriously jam or be destroyed, regardless of how
many 1's are rolled. Shotguns never jam on single
fire.
REPAIR:
Clearing a jammed weapon is done by roll-
ingagainst the charactor's combat skillin the weapon
class. A successful roll clears the jam, Energy
‘weapon malfunctions are repaired by rollingagainst,
Energy Tech skill.
Characters can attempt to clear minor jams
once per turn, They may attempt to clear serious
jams once every second turn. A destroyed weapon,
gannotbefixed without th useofagunsmith sshep,
en.
VIILLO GRENADE COMBAT
In enclosed spaces, grenades are among the
deadliest of anti-personnel weaponsavailable. Their
possession is almost always restricted, largely be-
cause of their potential for causing structural dam-
age to stations.
Grenades are particularly devastating be-
cause they subject their target to two attacks; a
“shock” attack from the concussion of explosion, and
a shrapnel attack from the results of the explosion,
Damage taken is cumulative.
Grenades are either designed to be thrown
by hand or fired from a grenade launcher. Note that
ahand grenade cannot be fired and a rifle grenade
‘cannot be thrown.
There are three common types of anti-per-
sonnel grenades in use in the High Colonies. More
esoteric types, such as nerve gas, phosphorus and
poison gas, are rare. In addition to anti-personnel
grenades, there are also smoke and tear-gas gre-
68
nades. Neither of these do any lasting physical
damage to targets. Grenade weights vary but are
seldom more than 1.5 pounds.
Fragmentation - Loaded with
coiled wire around an explosive
charge, fragmentation grenades
are designed tokill or maim within
a fairly wide blast radius.
Price: 100 ec.
High Explosive - An explosive
charge designed for shock effect,
Price: 100 ec.
Sonic - A high tech high explo-
sive grenade designed to maxi-
mize theeffect of confined spaces.
Itsrelatively narrow blast radius
makes it ideal for urban condi-
tions.
Price: 200 ec.
‘THROWING GRENADES
‘Under normal conditions, a character can
throw agrenade amaximum distancein yardsequal
to the following formula:
STR x4
‘Normal conditions assume that the charac-
teris standing, hasroomtoswinghisarmsandisnot
wounded or distracted. GMs should modify the for-
mula for adverse conditions.
Accuracy of the throw is determined by the
following table. GMs should determine the distance
from the thrower to the aiming point. This provides
a modified die roll representing the i
yards by which the grenade misses the target.
‘Characters should subtract one third of their dex-
terity from the die roll. If the result is zero or a
negative number, the target is hit. Ifthe result is a
positive number, the grenade misses the target by
that distance in yards,
Range (yds) Modifier
5 106-1
10 1D6
20 1D6+1
30 1D642
45 1D6+3
60 208
61+ 2D6+2HIGH COLONIES
FIRING GRENADES
Projectile grenadesare fired
from grenadelaunchorsand their
range and accuracy is dealt with
under the aiming rules for fire
combat, Note, however, that
projectile grenades have a mini-
‘10 yards. Projec-
tile grenades hitting something at less than that
range will not explode. This is because the grenades
are armed by the spin imparted by the launchers
bore, and need to travel the full ten yards before
being armed.
Price: 75 - 200 ec.
GRENADE TABLE
Class - The type of grenade and the delivery method
(Hand or Grenade Launcher).
Blast - The short, medium, and long blast radius in
yards of the exploding grenade. Shock and Shrapnel.
(eee below) affect all targets within this radius.
‘Shock - The shock attack value of the grenade. The
numbers indicate how many six sided dice are rolled
toresolve shock damage to the target. Only helmets
and Powered Armour give protection against shock
damage. Shock damage does not apply in vacuum.
Shrapnel - The shrapnel attack value of the gre-
nade. The numbers indicate how many six sided
dice are rolled against the target's defensive die roll
to determine the number of shrapnel hits.
‘Shrapnel AP - The armour piercing value of the
shrapnel. The number indicates the number of dice
rolled against the target's armour protection to
determine damage.
Impact “The AP valu ofa thrown or fired grenade
striking a target at short, medium and long range.
‘The number indicates how many six sided dice are
rolled against the target's armour protection. This
{sin addition to any damage from shock or shrapnel.
SMOKE AND TEAR-GAS GRENADES
In addition to anti-person-
nel grenades, there are also tear-
gasand smoke grenadesintended
to incapacitate targets or provide
smoke screen.
Price: 100 ec.
‘Tear-gas and smoke grenades haveno blast
radius, nordo they inflict shock or shrapnel damage.
Iffired from a grenade launcher, however, they may
inflict impact damage if they strike a target directly.
‘Tear-gas affects all unpro-
tected (no vac-suit or gas mask)
targets within aradius of6 yards.
Targets roll 4D6 against
constitution per turn they are
within the affected area. Targets
are incapacitated for a number of turns equal to the
amount by which the die roll exceeds constitution,
and have a -5 penalty for an equal number of turns
after recovering from incapacitation,
For example: Player A, with a constitution
of 13, is within 6 yards ofa teargas grenade. Herolls,
210n4D6 andis incapacitated for 8 turns. When he
recovers from the incapacitation he must apply a -5
penalty toall combat rollsfor afurther 8 turns. Note
that if the gas has not dissipated by the time that,
player A has recovered, and he is still within the
affected ares, he would make a second 4D6 roll
against his constitution. Effects are cumulative.
‘Thus, if Player A is incapacitated for a further 2
tums after recovering, his combat penalty of -5 will
apply for a total of 10 turns.
‘Tear gas dissipates in 3D6 turns and affects
all unprotected targets moving into its area until it
ates.
‘Smoke dissipates in 3D6 turns and gives a
penalty of 5 to all firing into or through the smoke.
GRENADE TABLEHIGH COLONIES
IX. MELEE COMBAT
‘The Melee Combat rules are used to resolve
hand to hand combat. Melee Combat may involve
the use of any non-missile weapon (including a rifle
butt), or no weapon at all. Melee Combat can be
anything from a “friendly” brawl in a spaceport
saloon, to a desperate battle with knives and gun
ts.
Melee Combat occurs when two characters
are close enough to engage in hand to hand combat,
and one or both of them has the desire to engage in
Melee Combat.
‘To engage in Melee Combat, a character
must be within his walking movement range of his
intended target at the beginning of a combat turn.
Inhis Initiative Phase the character announces that,
he is engaging in Melee Combat.
‘Ifan attempt is made to engage an unsurpr-
ised character holding a readied firearm in Melee
Combat, theGM should allow thecharacter achance
of firing his weapon equal to his combat skill with
that weapon. If this roll is successful, the attacked
character may fire a single round (or short burst if
the weapon does not fire single rounds). The firing
player is assumed to be Snap Shooting at Short
Range against a Doubling target. Any other modi-
fiers apply normally, If the attacking player is not
killed, incapacitated or knocked down after receiv-
ing ire he may proceed to engage in Melee Combat.
For example: Player A announces that heis
attempting to engage a security guard armed with a
machine pistol in Melee Combat. The guard is
unsurprised and has the weapon unslung and read-
ied. The GM rolls a 32 on a 1D100 roll against the
guard’s Rifle Skill of 65 and announces that the
ard will fire a short burst at Player A. To resolve
e fire combat, the GM rolls 4D6 (two for the
weapon mode plus two for short range) minus
2PD6 for a doubling target and -1PD6 for s
Shooting, plus 6 for combat skill modifien. ‘The
‘modified resultisa 7. Player Arollsa90n 3D6. The
result isa miss, and Player A proceeds to engage the
guard in melee combat.
Note that Meloe Combat is a single action
and may not be combined with other activities dur-
inga single turn, Two exceptions to this rule app!
Omesctee may alwaye wove @ number of yee
equal to their walking movement range, and charac-
teramay unsheathe a knife or similar weapon. GMs
should be flexible about what can and cannot be
done by players involved in melee; a player can
hardly ready an energy bolt rifle during melee, but,
may be able to draw a pistol and fire it, GMs should
consider the circumstances carefully before ruling.
on what is a legitimate extra action.
0
1X1 MELEE RESOLUTION
To resolve Melee Combat, six steps are fol-
lowed.
1. The character with the highest initiative is
designated the attacker. He indicates what weapon,
iftany, he is using, what mode he is using to strike,
‘and any special tacties he may be employing. Al.
most all melee weapons, including fists, can be used
in one of two modes; cut/slash or stab/punch. ‘The
other character is designated the defender and indi-
cates what weapons or tacties he is using.
2. The attacker and the defender each roll the
appropriate number of six sided dice and add or
subtract any modifiers from the result,
8. The sum of the defender’s dice is subtracted
from the sum of the attacker’s dice. If the result is,
‘positive number equal to or greater than three the
atiacker has achieved a hit. Proceed to step four. If
the result is a negative number equal to or less than
nogative three, the defender has achieved a hit,
Proceed to step four. Ifthe result is between -2 and
2no hitis achieved and the characters are locked in
melee, Return to step one for character with next
high itiative.
4, Roll on the Hit Location table to determine
where the hit occurred.
5. The striking player rolls an appropriate
number of six sided dice plus any modifiers for the
AP value of the weapon. The defender rolls an ap-
propriate number of six sided dice for
protection.
6. Subtract the sum of the defender’s dice or
minimum armour value from thesum of the striking
player’s dice. If the result is zero or a negative
number, the armour was not penetrated. If the
result sa positive number, the defender records the
number beside the appropriate body parton the IPS
section of the character sheet.
Return to step one for player with next
highestinitiative. Characters are considered locked
in melee until one is killed, incapacitated orknocked
down or one withdraws from Melee Combat (by
moving out of range) and the other player does not
pursue.HIGH COLONIES
1X.2 DICE MODIFIERS
Melee Combat is resolved using six sided
dice. Players roll four six sided dice plus or minus
any modifiers.
INJURY MODIFIERS:
O751PS 2
o50IPS = -4
O25IPS +6
Injury modifiers simulate the difficulty in
‘engaging in Melee while wounded.
MODE MODIFIERS:
CuSlash
Stab/Punch
0
a
Mode modifiers simulate the greater di
culty in hitting a target with a stab/punch attack.
DEXTERITY MODIFIERS:
DEX Modifier
36 2
19 a
10-16 0
7 +1
18 +2
19+ #8
OUTNUMBERING MODIFIER:
For every additional opponent over one
engaged in Melee Combat subtract 2 points from the
roll to hit, If there is more than one person on both
sides in a Melee Combat, the GM and the players
must decide who is attacking who, and which char-
acters are outnumbered. The total outnumbering
modifier ean never be more than -8.
SURPRISE MODIFIER:
‘Characters surprised by a melee attack sub-
tract 10 points from the roll to hit.
HAND COMBAT MODIFIER:
Characters add or subtract their Hand
Combat Skill Modifier. See Combat Skills, page 54.
ARCHAIC COMBAT MODIFIER: |
Characters using knives, or other primiti
‘weapons (including rifle butts) add or subtract their
Archaic Combat Skill Modifier. Note thata charac-
n
ter using a weapon adds both his Hand Combat and
his Archaic Combat Skill modifier.
WEAPONLENGTHMODIFIER:
Length =‘ Modifier
0 0
0-1 feet +
12 feet 42
2-4 feet +3
4-8 feet +4
8+ fet “1
ENCUMBRANCE MODIFIER:
Eneumbrance modifier is identical to that
used in Fire Combat. See Page 64.
SPECIAL TACTICS MODIFIER:
Aimed blow -1
Wrestle 2
Special tacties modifiers simulate the diffi-
culty in aiming ata specific body part, or attempting
to wrestle an opponent.
1X.3 SPECIAL TACTICS
Characters engaged in Melee Combat may
tempt to use any number of special tactics to
injure their opponent. The two most common are
dealt with below. Any attempt touse a special tactic
must be announced inthe frst step of Melee Reto
lution.
AIMING BLOWS:
Characters may attempt to aim a blow at a
specific body part. If this is attempted, and the
character achieves a hit during Melee Resolution
step three, roll 1D6 + Hand Combat Skill Modifier
on the following table before proceeding to step four.
Die Roll Effect
Oorless Complete miss. Return to
step one for character with
next highest initiative.
13 No effect. Proceed to step four.
47 ‘Near miss. Hit adjacent
body part at GM discretion,
8:13 Hit body part aimed for.
14.16 Hit body part aimed for. +2 to
AP die roll (Step five)HIGH COLONIES
WRESTLE:
Characters may attempt to wrestle their
‘opponent. Ifa wrestle attempt isannounced and the
character achieves a hit during Melee Resolution
step three, roll 1D6 + Hand Combat Skill Modifier
on the following table instead of proceeding to steps
four through six.
Die Roll Result
Oorless © Opponent stumbles;
Rolls against DEX x 5
to retain footing.
Opponent stumbles;
Rolls against DEX x 3
to retain footing.
Opponent stumbles;
Rolls against DEX x 1
to retain footing.
12
35
Grip obtained;
Roll on Hit Location Table
for body part.
Grip obtained;
Attacking character's choice
of body part.
Grip obtained;
Attacking character's choice
‘of body part:
2 damage points inflicted,
9.13
14-16
‘Note that an attempt at wrestling rarely
does any damage to an opponent. Once a grip is
obtained, however, the attacking player gets a +2
‘modifier to hit as long as the grip is maintained.
Characters who have obtained a grip may release it,
at any time.
Characters who are gripped may attempt to
get a grip of their own, break free, or hit back.
Getting their own grip requires a normal wrestle
attempt. Any wrestle attempt which results in the
‘opponent losing footing breaks the hold.
Characters may attempt to break free by
subtracting their opponent's Strength plus Hand
‘Combat Skill Modifier from their own Strength plus
Hand Combat Skill Modifier. Roll 1D6 and add or
subtract the result, Ifthe result is three or less, the
hold is maintained. If four or more, the hold is
broken.
Gripped characters may attempt to strike
back normally using the Melee Rules.
1X.4 ADDITIONAL DAMAGE
Very strong or very skilled characters have
the ability to do extra damage when they hit, A
bonus for strength may be added for ahit with either
a weapon or in unarmed combat, Archaic Skill
Bonus is added only for hits with weapons, and
Hand Skill Bonas ie added only for its i unarmed
combat.
Strength Bonus
3:13 0
14-16 +1
17-18 +2
19-20 3
21+ +4
Hand or Archaic Bonus
Skill Level
0-50 0
51-65 PS
66-75 42
15-85 43
86-90 +4,
91.93 5
94-95 6
1%.5 SELF INJURY
Any strike with an unprotected fist or foot
has the potential of causing injury to the striking
player. Hitting heavy plastic plate with a bare fist
ismore likely to cause broken fingers than damaged
ribs,
Whenever a strike by a fist or foot results in
a negative differential of - or less after subtracting
from the AP value of the strike,
damage is sustained by the striking character. The
amount of the differential will determine the num-
ber of damage points inflicted. A differential of 5
equals 1 point, -6 equals 2 points, etc.
2HIGH COLONIES
1X.6 MELEE WEAPON TABLE,
‘The following table indi- |} Weapon Cut/Slash Stab/Punch Length Weight
atesthe AP value of various weap- i
ons. Most weapons are self-ex- Bare Fist 1D6-3 1D6-1 0.0
planatory; Metal Fist indicates |! Metal Fist 1D6-L 162 02
either an armoured glove, brass || Kick : 1D6+1 0.0
knucklesorarollofnickelsclasped || Dagger 1D6+1 206 05
in the fist. Vibro-Knives are high |! Vibro-Knife 4D6 3D6 05.
speed vibrating daggers; they re- |] Short Sword 1D6+2 2D6+1 20
quire Energy Tech skill to use with- Long Sword 2D6+2 2D6+1 3.0
out a penalty. Note that even |! Axe 3D6 1D6+2 4.0
though Vibro-Knives are an En- || Spear 16 2D6+2 5.0
ergy Weapon, theyaretreatedasa || Wood Club 206 1D6+1 30
conventional weapon for the pur- {| Metal Club 2D6+2 1D6+2 3.0
poses of Armour protection. Arifle fete
butt can be thought of as a wood or
metal club.
Length and weight are approximations intended as a guide for the GM. Length is given in feet,
weight in pounds.
3HIGH COLONIES
X. DAMAGE
In High Colonies all living creatures have a
number of Injury Points (IPS). Characters have
both a total number of IPS, and a number for each
major body area. Injury points are a measure of how
a damage a character can sustain and still
ction,
X.1 DAMAGE POINTS:
‘When damage occurs due to fire or other
combat, it is indicated by Damage Points. In fire
combat, Damage Points are determined by the re-
sult of subtracting the target’s armour protection
die roll or value from the attacker's AP die roll. A
positive number indicates the number of Damage
Points sustained by the target.
Damage Points should be recorded on the
character sheet beside the appropriate body area.
‘X.2 DAMAGE EFFECTS
Characters can function as long as their
‘Damage Points total less than their IPS, OR they
have taken fewer Damage Points to a specifi body
roa than the IPS for that area.
Accharacter is considered incapacitated ifit
sustains total Damage Points equal to or exceeding
TPS, or specific area Damage points equal to or
‘exceeding IPS for that area,
X.3 DEATH
A character is killed if total Damage Points
‘equal or exceed 1.5 x total IPS. Charactors are also
killedifthey take Damage points tothe head ortorso
equal to or exceeding 1.5 x IPS for either area.
X.4 KNOCKDOWN
If the number rolled on AP dice exceeds the
character's strength before armour reduction, the
character is knocked down.
A knockdown simulates the kinetic energy
of a projectile striking a target. Although armour
does absorb some or all ofthe projectiles impact, the
force ofthe blow may still knock the character down.
A character struck by multiple rounds from
aweapon fired in short burst, long burst or full auto
mode, isknocked down ifthe total ofall APdice rolls
exceeds his strength.
NOTE: Knockdown does not apply to energy
weapons.
4
XI. HEALING
Damage suffered by characters as aresultof
combat or other mischance lasts until it is healed,
Healing can be assisted by proper application of
medical skill and by various pieces of equipment,
X14 HEALING RATE
i Soaractra eal tthe mininae ‘atectane
smage point per complete rest. To deter-
mine the area which is healing, roll 1D6 on the table
below. Note that the table may result in more than
one damage point healing.
1 Head
23 Torso
4° Arms (roll 1D6. 1.3 left arm,
46 right arm)
5 Legs (roll 1D6. 1-3 left leg,
4-6 right leg)
6 — Twodamage points heal.
Roll twice more.
At the end of each complete day of rest,
players should adjust their damage pints to reflel
the effects of healing.
X12 MEDICAL SKILL
Successful use of
damage point per day per
addition to any normal healing that has 0
Medical skill can only be applied to an injured
character once per day. Characters may apply
medical skill to themselves providing they are con-
scious.
A special success result on a medical skill
roll will heal two extra damage points which are
removed from the most seriously injured areas.
Acritical failure result on a medical skill roll
prevents any healing, This includes normal heal-
ing.
XL3 MEDIKITS
Modikits heal two points of damage per.
regardless of the activity the character is under
ing. These may be applied to any injured area.
XL4 LIFEPACS
‘These devices can keep a dying or near dead
organism alive for 48 hours. ‘They are intended to
allow competent medical help to arrive. Normal
healing occurs while the organism is attached to the
Lifepac. For further details, see the equipment list
‘on page 90.HIGH COLONIES
XIL SHIP COMBAT
very
‘designed to resolve ship to ship combat in
aquick and simple manner. A more detailed system
willbe provided in a forthcoming rules expansion to
High Colonies
There is a wide variety of lead miniature
spaceeraft available from many hobby stores. While
not essential for simulating ship to ship combat,
they will add a great deal of enjoyment to play.
‘XIL1 SPACECRAFT
‘There are four basic classes of spacecraft in
common use in 2188, Besides these, there are
various sub-classes of each type listed below, and
hundreds of custom-designed and built vessels.
Spacecraft are extremely expensive, even
when they are old and need additional money spent,
‘on constant repair. Unless they are very lucky, most
player characters will never own their own vessel.
Shuttle - The most common type of ship, shuttles
are designed to carry a small cargo, or about twenty
passengers. They may be crewed by as few as one or
as many as six.
Price: 10,000,000 ec.
Cargo - Large interplanetary vessels designed to
carry a large cargo payload. Crew size ranges from
four to twelve.
Price: 25,000,000 ec,
Fighter - Small, maneuverable military spacecraft
are maintained by almost every space station, Al-
though they areextremely fast, they have very short
ranges in comparison to shuttles and eargo ships.
Larger vessels sometimes earry one or two fighters
for protection. Crew sizes range from one to three.
Price: 15,000,000 ec.
Atmospheric - Streamlined craft designed to oper-
ate entirely in atmosphere are rare since the de-
struction of Earth. Dual function craft able to
operate in space and in atmosphere are relatively
common.
Price: 8,000,000ec.
itor
Defense SPS BP Speed
3D6 20 1
3D6 30 1
Type
Shuttle
Cargo
Fighter 4D6— 10 10
Atmospheric 2D6 15 5
The table is meant to represent average
vessels. GMs should be able to make any adjust
ments they feel necessary to represent specialized
‘Defense - The defense die roll of the spacecraft. It
represents factors such as armour, maneuverabil-
ity, electronic counter measures, size and speed.
Note that the technology to build protective force
fields does not exist in 2188.
SPS - The Structural Points of the Spacecraft.
‘These can be regarded as similar human Injury
Points. A spacecraft can only sustain as much
damage as it has Structural Points.
BP - The Build Points of the spacecraft. This indi-
cates how many points of weaponry the ship can
carry. Shipsean mount any combination of weapons
providing the total Weapon Points are not more
than the ship's Build Points. See the Weapon Table
for details on Weapon Points.
Speed - Thisis an abstract number intended to rep-
resent relative speeds. It may be used to represent
inches, hexes or any other convenient means of
‘measurement chosen by players, Itisthe maximum
distance a ship may move in a turn.
XIL2 WEAPONS
Almost any spacecraft can hold someform of
weaponry. The tumultuous conditions prevailingin
21688 are such that most ships are armed. ‘The
folowing weapon types are those most commonly
Battle Cannon_- Battle cannon are roughly similar
totwentieth contury artillery. They fire propulsion
assisted projectiles similar to small missiles. Battle
cannon are built in a range of ealibers, which for the
purposes of these rules have been ‘simplified to
Light, Medium and Heavy. A range table for eachHIGH COLONIES
size is given below. Range numbers are given in the
same abstract units used for spacecraft speed.
Light Medium Heavy
Short 1 2 2
Medium 2 3 4
‘Long 3 4 5
Price 20,000 40,000 80,000
Pulse Cannon - Pulse cannon are large scale ver-
sions of energy weapons. They arebuiltin a variety
of sizes, which for the purposes ofthese rules have
been simplified to Light, Medium and Heavy. A
range table is given below.
Light Medium Heavy
Short 1 2 3
Medium 2 3 4
Long 3 5 6
Price 35,000 70,000 150,000
Missiles - The missiles shown here are small craft,
to craft. weapons. They usually have some kind of
computer assisted guidance and aiming system. A
range table is given below.
Price: 5,000ec.
Short 2
Medium 4
Long 6
Mines - Primarily defensive weapons, mines
most commonly found laid in protective
around stations. They are also dropped as obstacles
by spacecraft fleeing a battle. As a result of this,
mines are sometimes encountered drifting in space
‘and may be salvaged provided a certain amount of
care is exercised. “As one well known cliché puts it:
“A mine is a terrible thing to waste.” The most
common type of mine drifts until a power source
‘comes within sensor range (usually about ten miles).
Itthenarmsitcelf,activatesits propulsion driveand
any electroniccounter measures, and movestointer-
cept, exploding on contact.
Price: 5,000ec.
WP - The number of Weapon Points each weapon
costs. See Build Points on the Spacecraft Table.
Battle and pulse cannons come in three sizes with
differing Weapon Points.
Attack - The number of six sided dice to be rolled
‘when firing at short, medium and long range.
Ammo-The amount ofammunition or charges each
‘weapon normally carries. The table shows the
number of magazines and the number of rounds in
each magazine. For example: 20 x 4 indicates four
magazines of twenty rounds each.
Damage - The number of six sided dice to be rolled
when a hit is achieved on an enemy spacocraft.
‘These damage points are applied against the
spacecraft’s Structural Points. ‘The three figures
under battle and pulse cannons indicate the differ-
ent damage capabilities ofthe various weapon sizes.
XIL3_ COMBAT RESOLUTION
‘There are six steps to resolve space combat.
1. Determin ive. The fastest space-
craft always has the initiative. When ships are the
‘same speed, the more highly skilled pilot has the
initiative, The ship with ive is termed the
attacker.
2. The ship with initiative moves all or part
of its speed rating.
8. The ship with initiative indicates its tar-
get or targets and the weapon or weapons being
used. Cargo ships and shuttles can split their fire
between as many targets as they have weapons
providing each weapon only fires at one target.
Fighters and atmospheric ships cannot split their
fire between targets.
4. The attacker and the defender each roll
the appropriate number of six sided dice and add or
subtract any modifiers. This procedure must be
followed for each weapon being fired at the target.
5. The sum of the defender’s dice is sub-
tracted from the sum of the attacker's dice. If the
result is zero or a negative number, the altacker
missed. Return to step one for next fastest ship. If
result is a positive number, the target has!
hit. Proceed to step six.
6. The attacker rolls the appropriate num-
ber of dice to determine the amount. of damage
inflicted on the target. This amount is deducted
from the SPS value ofthe target. When SPSreaches
zero, the ship is destroyed, Defender also checks for
special damage.
Return to step one for next fastest ship.HIGH COLONIES
XIL4 SPECIAL DAMAGE
‘Spacecraft may take special damage in ad-
dition to any stractaral damage inflicted by fre.
206.
Bridge Hit 1D6 crew killed
Bridge Hit 1 crew killed
Fire control hit. Reduce roll tohit by
6 points
Reduce defense die roll by 3 points
No Effect
Reduce defense die roll by 3 points
ECM hit, reduce defense die roll by
1D6 points
Power Plant hit, reduce speed 1D6
Power Planthit, spacecraft explodes
in 1D6 turns
BE Bogs ten
XIL.5 DICE MODIFIERS
Modifiers ma
defense die rolls ms
four.
be added to the attack and
je in combat resolution step
Gunnery Skill Modifier
‘The attacking player adds or subtracts his
Gunnery Skill Modifier from his attack die roll. See
page 54.
Pilot Skill Modifier
‘The defender adds a modifier to his defense
die roll equal to his Pilot Skill divided by 10.
Damage Modifier
‘The defender subtracts the amount of dam-
age his ship has taken from his defense die roll.
XIL6 STATION DEFENSE
addition to a small fleet of defending ships. Statis-
ties for stations are given below.
Defense SPS BP Speed
406 soe 10" a
* Station SPS and BP points are per section. Most
stations have at least six sections.
1
XII, TRAVEL
Characters normally travel between sta-
tions either by buying commercial passage on a
shuttle or by piloting their own craft. Approximate
oe ‘commercial passage are 100ec per day of
travel.
Breakthroughs in propulsion technology in
the middle twenty first century allowed the con-
struction of extremely fast space craft, which made
colonies in the outer system possible. Mostspace-
craft are capable of speeds up to 1,000,000 miles per
hour in deep space.
Assumingan average speed of 900,000 miles
per hour is maintained, the following table gives
reasonably accurate travel times hetween planets.
‘Mercury to:
Venus 1 day 12 hours
Earth 2 days 17 hours
Mars Sdays
Asteroids 10 days
Jupiter 21 days
Saturn 40 days
Uranus 81 days
Neptune 128 days
Pluto 168 days
Minerva —-232 days
Approximate travel times between any two
planets can be determined by subtracting the travel
time of the planet nearest the Sun from the travel
time of the planet furthest from the Sun,
‘Note that although the Asteroids are listed
as being ten days travel from Venus, stations are
scattered throughout the entire circumference of
the Belt. GMs may wish to add several days travel
time for trips to Belt stations.
‘Travel near a planet is usually done at
considerably slower speed, and most orbital stations
try to maintain some form of traffic control, includ-
ing a “speed limit” of 5,000 mph, within a 25,000
mile radius.HIGH COLONIES
XIV. ENCOUNTER TABLES
Encounter tables for five types of environment are given below. As a general rule, encounter tables
arebestused to stimulate the GMs imagination, or to add excitement toa lagging game session. GMs should
not feel bound by the encounter tables; nothing is worse than a rigid schedule of “random” events.
‘To determine whether an event or encounter occurs roll 3D6 at the beginning of the time period
indicated for each table. The format of the table heading lists the type of environment, the time period, and
the result of a 3D6 roll that, produces an encounter. For example: Deep Space - Day - 18, means that in Deep
Space the GM rolls 3D6 once per game day, with a roll of 18 indicating an encounter.
Pee eee)
‘XIV.1 ENCOUNTERS INSPACE
‘Three tables are given for
eventsandencountersin space. Deep
Space indicates little travelled
regions, well off established trade
routes. "Trade Route indicates routes
used with reasonable frequency. Near
Station indicates any area within 8
hours travel time of a station,
Most of the events and
encounters are self-explanatory. A
probe is a manned or unmanned
survey vessel. Mines aretheexplosive
flotsam and jetsam from space battles
and wrecks; some have electronic
countermeasures which make them
difficult, to detect. Mechanical,
electronic, or computer breakdown
indicates partial ortotal failure ofone
‘or more onboard systems. GMs can
take their choice between navigation,
life-support, power, drive, weaponry,
etc. Crew problems should be varied
tosuit the situation; a ship crewed by
‘onemanisnotlikely to suffer amutiny.
Radio communications may be
‘anything from commercial broadcasts
to coded military instructions,
‘Small Station (see Station Design Tables)
Manned/Unmanned Probe
‘Shuttle (roll for origin/ destination on Birthplace Table)
Cargo (roll for origin/destination on Birthplace Table)
Military (oll for origin destination on Binhplace Table)
Pirate
‘Mechanical/Electronic/Computcr Breakdown
(Crew Iliness/Mutiny/Argument
Radio Communication
‘Small Asteroid
‘Small Station (see Station Design Tables)
‘Manned/Unmanned Probe
Cargo (rol for origin/destination on Birthplace Table)
‘Shuttle (oll fororigin/destination on Birthplace Table)
Military (oll fororigin/destination onBinhplace Table)
Pirate
Chakon Vessel
Mine
‘Wreck/Distress Signal
Sclo-Esra Vessel
‘Mechanical/Electronic/Computer Breakdown
(Crew Iliness/Mutiny/Argument
Radio Communication
‘Small Asteroid
Traffic ControVOfficial Communication
Local Military
Cargo (50% incoming. Roll origin/destination)
‘Shuttle (50% incoming. Roll origin/destination)
‘Chakon Vessel (50% incoming.)
Defensive Satellite
‘Mechanical/Electronic/Computer Breakdown
‘Unauthorized SignalXIV.2 ENCOUNTERS IN STATIONS
‘Tables forboth active stations and abandoned
stations are given below. The abandoned stations
table can be used for entire stations, orfor segments of
Jarger stations that have suffered population loss.
Six subtables are also provided for station
encounters, A roman numeral in square brackets
after the encounter name indicates a subtable. The
subtables are used to amplify the nature and
motivations of individuals, When two subtables are
shown, rollon both, Ignore or rexoll any unsuitable
results,
HIGH COLONIES
oo )
Earner ones
‘Technician [VV]
Scientist (/V1]
Official 1)
Security (VN
‘Mercenary (1/I1)
‘Trader (1)
Entertainer [1]
‘Thief
Crowd
Public Announcement
Bio-Gen (V/V)
Most encounters and events are self-
explanatory. Crowd indicates an incident or event
that has caused a group of people to congregate.
Among the many possibilities are accidents, public
speakers, and fights. Public announcementsare those
intended for station or sector wide broadeast; their
subject may be anything from the shift change at a
nearby industry to a critical failure in station life-
support, Squatters are survivorsofa station wreck, or
vagabonds whohave made the tation their temporary
or permanent home. Looters are scavenging for any
useful material; they may be violent. Explorers are
‘just looking around”, much like the players. Latent
security indicates surveillance cameras, eard access
systems, sealed sector doors, ete.
Pee eee es
Sree Ea
Recruiting Light Service ‘Comms
Secking Employment] ‘Medium Service Computer
Going to/from Work Light Work Cryptographer
Leisure Time ‘Medium Work Electronics
Seeking Directions Heavy Work Energy
On Errand Light Security Explosives
‘Medium Security Besa
Heavy Security ‘Mining
Superheavy Security|
Bienen aera
Investigating Crime Mining Anthropologist
‘Training Manufacturing Astronomer
On Guard/Patrol Soldier Biologist
Of Duty Ram-Soldier Chemist
AWOL Engineer
Geneticist
Geologist
Historian
Linguist
Physicist
PsychologistHIGH COLONIES
XV. STATION DESIGN
‘The following tables are intended as a guide for GMs when designing space stations, They may be
used to generate basic characteristics of a randomly encountered small station,
Ifthe tables are used to design one of the large stations shown in the Gazette, the Primary Purpose
and Population tables can be used for individual sectors of the station.
‘Note that it is not possible to generate population figures in excess of 20,000, All stations with a
population of 20,000 or greater are shown in the
‘To use, roll on the Primary Purpose table first,
before ‘proceeding to the Population, League
‘Membership, Government and Attitude tables.
iu
Population Roll
Modifier
Colony +25
Industry =
Mining. 20
Scientific 20
Military -10
Abandoned/Ruined —
oll Again)
League Membership *
01-25
26-45
46-50
61-55
56-60
61-70
11-75
76-80
High Terran Commonwealth
Pan-System Enterprise League
Ecumenical Council of Sol
Solar Federation of Labour
Band of Humanity
Independent
Belt Miners Association
Independent Commercial
Organization
81-00 Outstation League
*Modify the League Membership table die
‘roll by +20 if the station is in the outer system
‘(Asteroid Belt and beyond), and by -15 ifthe station
is in the inner system. All stations have a 75%
chance of being members of the Co-Prosperity
League, regardless of any other leaguemembership,
Gazette.
dca
01-10
11.25
26-40
41-60
61-85
86-00
0-100
101-1000
1001-2500
2501-5000
5001-10000
10001-20000
LAC A cud
01-20
21-30
31-35
36-37
38-42
‘Multi-party parliamentary
Restricted parliamentary
Single party state
Despotic
Military
43-44 Praetorian
45-70 Dependency
10-15 ‘Theocracy
16-95 Corporation
96-00 Other
For adescription of the terms used used, see
the Gazeton page20, GMs should bear the primary
purpose of the station in mind when rolling on the
Government and Attitude tables and make
adjustments as necessary. For example, a military
bbase is not likely to be governed by a multi-party
democracy.XVI. ALIENS
‘There are two alien races in High Colonies:
the Chakon and the Selo-Esra. The specific charac-
teristics, motives and behaviour patterns of each
race are given below.
‘eee NOTE: #008
Only GMs should read the
section on the Selo-Esra.
seereeneeescens
XVL1 THE CHAKON
‘Tho original home of the Chakon was a
planet, orbiting Tau Ceti, a star about 11.8 light
years from Earth, About 500 years ago, the Chakon.
developed a working space program. They built
colony stations in orbit around their planet and on
several satellites within their system.
Four centuries ago, the Chakon built six
generational starships. ‘These were dispatched
toward several nearby stars with the intention of.
establishing independent Chakon colonies. One of
these arrived in the Solar System in 2093.
‘A peaceful race, the Chakon happily ac-
cepted the human offer fo cede Titan to them. The
exact number of Chakon that arrived in the Solar
‘System in 2093 is unknown, although it must have
‘been several million. There are an estimated 15
million Chakon on Titan at present.
‘Chekon traders proved tobe as adventurous
as humans, and the aliens were soon relatively
‘common sight throughout the Solar System.
though they seem capable of learning human l
guages with relative ease, their own tongue h
proved extremely difficult for humans to master.
‘Most communication between the races takes place
in English or Tradspik.
Chakon-Human relations remained good
until the attack on Titan by the Band of Humanity
during the Purge War. To the surprise of Band
forces the Chakon proved to be fierce and effective
warriors. In the decisive actions of the war, the
Chakon annihilated their attackers and vaporized
theBandheadquarters station. Although the Chakon
are aware that their attackers only represented a
fanatical element ofhuman society, they have shown,
increasing distrust of humans since then,
Chakon society is often described as “end-
Jess committees and perpetual talk”, The Chakon
seldom make any decision quickly, although they
are hardly inefficient. Their leaders usually have
titles that translate as “Facilitator”, “Blender of
81
HIGH COLONIES
Ways” or “Speaker of the Decision”. Individual
Chakon are chosen to perform specific tasks and
resign once the jobis complete. The major exception
to this practice is a concession to human sensibili-
ties. The Chakon have appointed a station head at
each oftheir colonies. These station heads appear to
falfillan entirely ceremonial role, and appear not to
wield any personal power.
‘The Chakon are ahighly intelligent hu
oid race, Smaller and railer than humans, they are
much longer lived, with an average life expectancy
of 175 years. Chakon reach maturity after about
three decades. Although they are able to breath
Barth-Standard atmosphere for short periods of
time, it makes them uncomfortable, and they prefer
to wear filter masks, Humans have similar prob-
ems in Chakon-Standard atmosphere.
Chakon technology is on a similar level to
humans. Trade in technology has largely elimi-
nated what minor imbalances existed when the
Chakon arrived.HIGH COLONIES
XVL2 THE SELO-ESRA
The Selo-Esra have been aware of human-
kind for over a century, and have been in the Solar
System for seven decades. Despite this, they have
left only the barest clues to their own existence,
Most humans do not suspect that there is a third
ace in the Solar System.
GMs should use the Selo-Esra with care;
they are dangerousand violent enemies of mankind,
made more perilous by the mystery in which they
‘are shrouded. GMs should not allow players to find
‘out about the Selo-Esra too quickly. They should
dole outinformation about the race and itsexistence
to players in oblique hints.
‘The original home of the Selo-Esra was a
planet of a type K star near Rigel, about 600 light
years from Earth. The Selo-Esra are a short-lived,
fast breeding, intelligent and xenophobic race that,
developed space technology about one thousand
years ago. Four hundred years ago the Selo-Esra
developed a working faster than light (FTL) drive
and came to dominate their volume of space and
send exploratory missions further afield.
In 2078, one of these missions encountered
the Daedelus space probe in Barnard’s Star system,
Following standard procedure, the Selo-Esra de-
stroyed the probe. In 2103 a similar incident: oc-
curred at Wolf 359 when the Bright Ranger probe
entered the system. This time, however, the Selo-
Esra had begun to colonize the system and decided
to keep a watching brief on humans. A large war-
ship was dispatched, entering the Solar System in
‘The discoveryby the Selo-Esrathathumans
were on the verge of building a faster than light
drive made them fear that they would soon have
rivals in space. The Selo-Esra commander, realiz-
ing that tensions on Earth were already high, pro-
voked the EarthHome War by launching nuclear
weapons at the U.S. and the U.S.S.R. Not suspect-
ing the existence of the Selo-Esra, both sides be-
lieved theother was the instigator and launched full
retaliatory strikes. In the confusion, the Selo-Eera,
destroyed Bolyai orbital laboratory, where much of
the faster than light research was carried out.
Believingthat they had eliminated thethreat,
posed by humanity, the Selo-Esra warship left the
Solar System, leaving several smaller vossels to
monitor the surviving colonies. Whether the intent,
‘was to return later is unclear; in 2129 the Selo-Esra
contacted another interstellar race called the Sybex
con the other side of their sphere of influence. The
resulting war caused re-allocation of military forces,
‘and those that remained in the Solar System were
left to their own devices.
82
Since that time the Selo-Esra have secret}
kept watch onhumanity, ruthlessly guardingknow
edge of ther existence, In 2140 they established a
small base on Earth to house their growing popula-
tion. At present, there are about 200,000 Selo-Esra
in the Solar System,
Unfortunately for them, the distant war
with the Sybex continues, and itis unlikely thatany
attention will be paid to humanity until it is re-
solved. In the meantime, those Selo-Esra in the
Solar System are content to watch, and make peri-
odie attacks on lone ships or small stations.
Selo-Esra are vaguely humanoid, walking
uprighton two powerful legs and balanced by a short
heavy tail. They have a slightly feline appearance,
although their large multi-faceted eyes would re-
mindmost humans of insects, Theirhandshavetwo
fingers and two thumbs, There are three Selo-Esra
‘sexes: female, male and neuter. Neuters serve no
purpose in the reproductive cycle, except as a popu-
lation control. Selo-Esra have average life expec-
tancies of 50 years. They are mature at about eight
years of age.
Selo-Esra society is dominated by the fe-
‘males, from whom the leadership is chosen, Males
lock after children and fulfill most technical tasks.
Neuters are warriors. Selo-Esra are extremely
territorial, and highly xenophobic. They regard all
other races as lesser forms of life. Their technology
level is very high, about twice that of humanity.
‘Tables for reatingSelo-EsraNPCsare given
below,
Sex Constitution
01-25 Male Male ‘2D6+8
26-80 Female Female 2D6+3
81-00 Neuter Neuter 2D6+11
Strength Dexterity
Male 2D6+8 Male 2D6+8
Female 2D6+3 Female 2D6+5
Neuter 2D6+11 Neuter 2D6+6
Intelligence
Male 2D6+4
Female 2D6+11
Neuter 2D6+2









