Emporex RPG


Thoroughly and unedniably inspired by Lloyd Krassner's masterpiece.

Mankind

There are untold billions of humans living throughout the Universe. Systems of time-keeping have come and gone; some humans evolved further (or regressed farther) than the gentle reader can appreciate.

The Imperium

Much of Mankind lives on hive-worlds connected by wormhole gates, milling about like cyber-enhanced ants. The average human pays a hefty price for twelve hours of leisure time per day. Few ever manage to crawl out of the planet-spanning multistory cities, or look up from the entertainments injected directly into the brain to wonder about the purpose of life. At the head of the Imperium is the Golden Emperor. He has held the reins for over a thousand years. Countless wars and intrigues left barely a mark on him, and he still looks barely a day older than forty. Nobody makes the mistake of angering him.

Space travel

The effort required to bring something to another planet grows exponentially with its mass. As a result, spaceships are either extremely small or very large. Most individual travel is done by suit-sized spaceships. The largest spaceships are city-sized. Fights between spaceships happen rarely, if at all. Within the Imperium, however, travel is done by wormgates. As long as mass coming in is the same as mass going out, these marvels allow instantaneous travel between two points , merging the planets of the Imperium into a single living, breathing mass. As a simple consequence, a world belongs to the Imperium if it has a working wormgate.

Slavery

Rigr’s three sons, the swarthy Thrall, the able Karl, and the fair Earl. How I wish Thrall wasn’t mine.

Debtor-slave Anonymous

Very few people are truly free. Much of humanity toils endlessly to repay the debts of prior generations of their families. Those in power see to it that those debts are never repaid, and keep populations of whole worlds under their thumbs.


Mystics

Any magic is indistinguishable from sufficiently advanced technology.

Artorius K. Clericus

During the aeon long history of Mankind, there have been a number of technological near-singularities. Man has been unable to break through to the other side of whatever lies beyond that horizon, but something started to trickle back from Beyond. The first to notice it were adepts of Technoligion, who internalized a great deal of the most advanced technologies. Talent, training, and force of will are enough to duplicate the effect of any technology. In fact, it is impossible to know if such an effect is not actual technology. Carried by such thoughts, tech-adepts named persons able to use this effect Mystics. Mystics are extraordinarily rare in most populations, and only about one in a million is born with any sort of Mystical affinity. The most powerful, omega capable, are as rare as one in a billion.

Religion

Human happiness is found either in drugs or in religion. There is no third option.

Churl Aris

There is a myriad religions permeating mankind as a whole. Wherever there is a large congregation, they flourish and change people, for good or worse. Two religions have grown large and bloated enough to be present on almost any inhabited world.

  • The Technoligion preaches sanctity of technology. Since ages long past it advocated the purity of metal and glass. Once responsible for every technological advance, the technopriests have since turned into simple caretakers, devoid of inspiration or curiosity.
  • The Discordian Heretics are a vibrant bunch of psychotics who are out to achieve enlightenment by any and all ways that might spring at them. As factitious as possible while still being a single organization, their single common goal is simply enlightenment. Most common people refuse having to do anything with a known Discordian.
  • Another popular movement is the Church of Stimulus, worshiping a fourfold pantheon of Caffeine, Nicotine, Amphetamine, and Alcohol. The fifth, unnamed god, is said to be too relaxed about acquiring a title.

Organizations of Note

Imperial Army

General Khor is a noted duelist and the official head of the billion-strong imperial armed forces. He is a model leader and a close confidante of the Emperor. His loyalty seems unshakable on the outside. Under his leadership the Army is nothing but exemplary. Strict adherence to procedure, extensive rewards for competence and liberal education for the underachieving are omnipresent. He also makes sure to look after his soldiers on a more personal level, as well as taking care of eventual widows.

Sisteria

A semi-monastic order with exclusively female membership, these subdued seeming women nevertheless manage to steer events on a grand scale. Rumored to be powerful Mystics to a member, the common folk call them Witches – but only when their backs are turned, of course. The one rock the flood of their influence has been unable to move for the past millennium is the Emperor. Nevertheless, even he had to acknowledge the Witches’ power, allowing them free passage on imperial ships, and presence at court. The current head of Sisteria is an ancient crone prone to disappearance. The Order is far from direction-less, however, as it continues to expand its influence.

Emperor’s Daughters

The Emperor has no sons. The last one died a century ago under unclear circumstances, possibly involving attempted rebellion. The number of his daughters is difficult to estimate, as he has been changing consorts for a thousand years. They all inherited their father’s good looks, sharp intelligence, and complete lack of morals. These women form a power within the Imperium that can’t be ignored.

Mercenary Guild

Sellswords have been banding together into organizations for mutual protection and increased profit since the dawn of time. New technologies

Assassins Guild

While the activities of mercenaries are fairly open and well known, their shady counterpart (sometimes known as the Dark Brotherhood) is difficult to find and even more difficult to hire. Their existence within the Empire hints at at least a slight amount of official sanction. Who exactly supports them is a question better left unasked.

Imperial Navy

sustaining the Empire for as long as it has existed. The real danger is not military or mystical - it is the distance between planets, the separation of men and fragmentation of the human race. The advent of the WorldNet has lessened the importance of the Navy in the core worlds somewhat, but out in the Fringeworlds it is the only guarantee of safety.


Spacing Guild

retired Navy personnel, hereditary spaceship captains and imperial academy dropouts all find a niche appropriate for their skills here. Those skilled in intrigue are as welcome as those skilled in logistics and navigation. To say that the spacing guild has a diverse set of interests would be an understatement. Guild Master Nosovo is a powerful psyker, and has been steering the Guild for half a millennium.

Church of Mankind

Organized worship of technology started in a long lost age. The current Church perpetuates the ancient rites, and is steeped in protocol and rigid conservative thinking. Many of the most powerful technomystics are orthodox members. The Technopope's identity is a secret, and when appearing in public powerful shields maintain this secrecy. Many wonder why this is necessary.

Mercantile Consortium

There is trade wherever more than one person exists. What started as an affiliation of small merchants intent on protecting themselves from corporate juggernauts has many millennia ago turned into a juggernaut itself. The Consortium is vast, ancient, and an integral part of the Empire. It is not unusual for dignitaries to hold rank both in the Consortium and the Bureaucracy, or be Senators.

Brotherhood of Machines

Less than affectionately referred to as "lobsters", these cultists prefer the cold, sterile touch of polished steel and the prick of cerebral electrodes to actual human interaction. Their rejection of weak flesh drives them to replace most of themselves with cybertechnological alternatives. Or so most of the Empire has been led to believe. Be it as it may, the Brotherhood often comes in conflict with the Church of Mankind, but there hasn't been open warfare for centuries, ever since the last Doctrinal War ended with the Brotherhood's defeat. Currently, almost all mass-produced cybernetics are in some way tied to them.

Galactic Inquisition

Mystics are a well known threat, even if they are few in number. Playing on the fears of the general populace is easy enough; the nobility also finds a cadre of Mystic-hunters useful. So there is no shortage of support for the hunters of those Mystics who are dubbed Maleficient. The current head of the Inquisition is Inquisitor Travis, a hard-boiled man rumored to be an omega ranked mystic.

Black Market Smugglers

Various Crime Lords form syndicates spanning multiple star systems on the edges of the Imperium. The most powerful of these easily rival the largest noble houses in all respects. Publically stating this similarity might invite unwanted attention from the nobles, however.

Imperial Secret Police

For those tasks needing a subtle touch and plausible deniability, the Emperor formed a shady department within his security force. What people know of the SecPol is most probably disinformation.

Imperial Senate

A relic from a bygone age, the senate gathers representatives from thousands of noble houses. It wields considerable legal power in that it can veto most measures brought forward by the Emperor and his administration. Senator Vahn has been the Senate leader for a considerable number of years and equally as many assassination attempts. Were things somehow different, it would be him sitting on the throne, and he never lets his peers forget that. From without, the Senate might seem like a bunch of ancient crones on their last breath. They are the single obstacle preventing the Emperor from assuming total control of the Empire.

Colonial Council

The same kind of power the Senate exercises over the worlds of the Imperium, the Colonial council holds beyond its edges. There are a hundred times more worlds yet unclaimed by the Imperium, and the Council's agents work tirelessly to bring them all under its protective cloak.

5th Sector Rebels

Some worlds are less than thrilled by the prospect of tight control and forced unity with core Imperial worlds. These rebels implode their planets' wormgates and choose to live in relative isolation. The Empire as often as not leaves them be, though some rebel worlds have been made example of due to economic or political motivations.

Surgeons of Silex

A whole planet devoted to biotechnology, Silex has long been a de-facto part of the Imperium. Travel to and from it has been strictly controled, however, with the single wormgate heavily guarded. The cloning and medical services of the Surgeons are legendary, even if the actual alleigance of the clones sometimes comes into question. Silexian emissaries are officially called Paswa; their detractors call them Demagogues, a word the paswa themselves embraced and twisted to their purpose.

Imperial Beaurocracy

Administering the Emperor's will to thousands of worlds requires a specialized institution. During the millenia of its existence, various factions and subfactions evolved within it, these divisions sometimes encouraged by the Emperors themselves. This resulted in the current division into thirteen protectorates, each headed by a lord protector. A balance of different regional interests keeps the wormgate network stable - and this is the primary function of the bureaucracy, because the greatest threat to the existence of the Imperium is the vastness of space itself.

Lortran

Duke Lortran 6M/7P Leader / Duelist+3 Duke Lortran is a noted duelist (some say the most dangerous of the current House heads) and leader of men. Only recently has his body double (provided by the surgeons of Silex) been assassinated. Even his sister couldn't tell the two apart, and it's an open question whether the current head is a clone or the real Duke.

The Lortran have an age-old vendetta with the Kadesh; in fact Lortran was once a slave world of the Duchess, and the revolt left half the planet burnt out by the psychic powers of Kadeshi warrior-priests. Psychic Veterans are trademark Lortran troops, adept in countering psychic assaults.

Gurati

Baron Gurati 7M/5P Leader / Duelist/ Intrigue Baron Gurati is a master of intrigue as well as a crafty political leader. His dueling skills are only above average, though. The Baron keeps his place only through liberal applications of barely legal cybernetic implants on his troops. This is a double-edged sword, but allows him a greater amount of control over his army than the other house heads have. The Emperor has recently become less and less pleased with this, however.

The Gureati homeworld is an ancient world covered in a megalopolis, with its wildlife better preserved than could be expected. Numerous, expansive wildlife preservations mesh with hive cities, giving the temperate planet a jogsaw look. Cybertech is common among the inhabitants. Anthrosynthetic Berserkers and Cyborg-Commandos are Gurati trademark units.

Kadesh Homeworld 5 Fanatics, Warrior Priests

Countess Kadesh 6P Leader / Duelist+2/ Seduction

The young duchess Kadesh (viper beauty) has only recently stepped up into the place voided by the recent death of her aunt. the otherwise somber and religious house is experiencing an era of openness to worldly pleasures, as demonstrated by the Duchess favoring amazonian bodyguards and... consorts. How she managed to sway the usually ice-cold amazonians is a well-kept secret. She is also surprisingly adept at dueling, second only to Duke Lortran. The current Duchess thinks little of the hereditary enmity towards the Lortran. She inherited her mother's beauty, but none of her stubbornness.

Nitrix Homeworld 5 Suicide Squads

Lord Nitrix 5P/4E Leader / Duelist+1/ Psychic The Nitrix come from a harsh and unforgiving world, covered with ice deserts and taigas, with a narrow temperate equatorial region. Even the nobles consider their lives secondary to the interests of the House. This breeds intense fighters and depressive figureheads alike. The current Lord Nitrix is a capable duelist as well as a powerful psyker. All Nitrix nobles serve for several years in the armed forces, with no benefits of rank or birthright.

Quayat (Desert)

The desert world is home to several tribes that make their homes on the inhospitable sands and rock. Scorching dry sandstorms obscure fully half of the planet, with flight being possible only near the poles.

Population: Sparse Names: Arabic Danger: High
1. sea of dunes 2. sietch 3. windtrap
4. (star)ship graveyard 5. sandstorm 6. polar region

Parallax (Industrial)

Teh most industrialized planet in he sector. Centuries of economic expansion and rebuilding left the planet a maze of asphalt, steel and glass, punctuated by oases of green and giant pyramids of waste. Most resources have long been stripped from the planet, and raw materials required for exports need to be flown in.

Population: Extreme Names: German Danger: Med
1. sea of toxic waste 2. maze of streets 3. glass and steel rooftops
4. exhausted mines, repurposed 5. underground railway 6. deep city

Mercurium (Mining)

A small, inhospitable planet orbiting almost in the corona of a red dwarf, bathed in deadly radiation and constantly squeezed by immense tidal forces. There would neevr be any colony here if fully half of the planet's mass wasn't rare metals and radioactives.

Population: Sparse Names: welsh Danger: Med
1. collapsing mine 2. deep dwelling 3. corporate HQ
4. radiation whipped surface 5. coal fire tunnel 6.

Frost (Ice)

An icy moon of a gas giant orbiting a bright blue supergiant, its colonization was the result of a terraforming experiment going horribly wrong. Still, the hardy colonists adapted to the frozen environment, carving cities in icy caves and rarely venturing aboveground at all. The discovery of resonance crystals and rare minerals in the depths of the planet jumpstarted its development.

Population: Modest Names: Nordic Danger: Med
1. ice city 2. endless plain 3. deep shaft ice mine
4. frozen waterfall garden 5. Altar of ancient battle 6.

Computus (Machine)

The result of cyber-technology going in a rampage, Computus is a world of symmetry and machine-like efficiency. Implantation of technology begins at birth, and most adults are more machine than human. Some go as far as removing all vestiges of humanity whatsoever, existing purely as artificial intelligences. Their war machines are famed throughout the Empire, as are their cyborg advisers.

Population: Extreme Names:Japanese Danger: Med
1. faux ancient fort 2. street stalls 3. cherry blossom forest

Bolavor (Jungle)

A world of extremes. Hot equatorial rain-forests, cold swamps on the poles, and a hellish maze of quick-growing forest inhabited by innumerable intensely poisonous living things. People living here grow up very perceptive and resistant to all kinds of toxins - or they don't grow up at all.

Population: Sparse Names: Indonesian Danger: High
1. hot jungle 2. icy swamp 3. posionous forest
4. mangrove maze coast 5. innocent looking beach 6.

Aquaria (Ocean)

A planet of endless oceans. Several exhausted volcanic peaks jut above water, thickly packed with landing ramps and cities. The majority of life, however, happens beneath the sea. Aquaria is one of the few planets where indigenous life and humans coexist; in this case, the indigenous life are huge eel-like sea monsters.

Population: Fair Names: Danger: Low
1. volcano surrounded by sea 2. boat town 3. undersea mines
4. tourist submersible 5. floating city 6. sargasso sea

Punah (Pleasure)

Initially settled as a pleasure planet, nearly a millenium of sudden isolation taught the former pleasure slaves self-reliance and vicious methods. The population is wholly female, cloned from a biomechanical device that has become the centre of their religion. No one can doubt the bravery and strength of these women, however. The influence of Countess Kadesh is dominant on Punah lately, and many amazonian nobles elect to serve a term in the Countess' house guards.

Population: Beautiful Names: Danger: Low
1. gentle forest 2. picturesque village 3. shopping mall
4. pleasure cruser 5. luxury hotel 6. punishment area

Griddox (Prison)

An experiment in prisoner relocation gone awfully wrong. Whole planets dumped their criminals onto this dark and desolate planet. The predictable consequence being millions of inmates taking ove the planet, and using the in-place systems to oppress their less fortunate inmates. With the planet being mineral and biosphere poor, the only way of income is selling the population. From organ transplants to cheap soldiers, wherever a morally questionable quick profit is to be made, merchants from Griddox are not too far.

Population: Extreme Names: Russian Danger: Med
1. run-down panoptikon 2. prison camp 3. abandoned transfer camp
4. prisoner transfer 5. 6.

Yoravar (Shipyard)

The premier shipyard of the sector, with a well earned reputation. Well balanced in industry and ecology as well as with a benevolent monarchic social system, Yoravar is as close to a pleasant place to live as possible in this sector.

Population: Extreme Names: Persian Danger: Low
1. ancient-modern metropolis 2. orbital shipyard 3. technological control station
4. nature preserve 5. 6.

Zenceti (Alien Ruins)

A world of pleasant climate, rolling grassy hills and little in the way of natural resources. There are numerous cyclopean ruins made of semi-translucent crystal strewn around the planet. Natives closely resemble humans, but despite their psychic affinity are technologically in the stone age.

Population: Sparse Names: Alien Danger: Low
1. hills 2. crystal maze 3. ancient abandoned metropolis
4. caverns of echoes from the past 5. wise men gathering 6.

Eden (Church)

A paradise world. Technopope's faithful are rewarded with living here in nigh-medieval comfort with modern-day amenities. Houses, monasteries, churches, and cathedrals seem medieval but once inside electrical lighting, plumbing and all the modern comforts become obvious. Sons and daughters of Eden's citizens are eligible for the Solar Templars, an elite mystical cadre of soldiers.

Population: Fair Names: Latin Danger: ?
1. cathedral city 2. Holy see 3. templar training grounds
4. 5. 6.

Mox (Gem)

Hard lines, crystalline structures and a paucity of animal life define this world that orbits a distant pulsar. Geologically young and abundant in various crystals and similar raw materials, the economy here revolves around importing foodstuffs and biological raw materials, adn exporting raw and semi-worked minerals. Scientist theorize this is actually the remnant of the core of a giant planet.

Population: Sparse Names: Danger: Med
1. dusty corridors 2. cavein 3. underground lake
4. maze city 5. 6.

Hellish (Radioactive)

Named after the most frequent word in the initial terraforming report. A small moon in close orbit over a gas giant which in turn closely orbits a yellow supergiant, Hellish is a world where being out in the sun is enough to set you on fire. The nigh endless supply of radioactives is the sole reason for colonization here. Life (if one can call it that) goes on in deep subterranean tunnels and caves lit by radioisotope lamps. Inhabitants are mutated by the omnipresent radiation, regardless of caste. What passes for nobility lives in heavily shielded orbital habitats.

Population: Sparse Names: Danger: Hi
1. sunrise in surface shelter 2. mutant hospital 3. radioactive mines
4. 5. 6.

Dalton (Research)

Formerly a research outpost of a mercantile consortium for technologies that were deemed politically to sensitive. An influx of refugees from the surrounding worlds swelled up the population, and only by utilizing extreme measures did the tech personnel manage to keep control over the world. The resultant cybernetic anti-utopia is akin to a totalitarian state with Big Brother watching every infarction. and rogue super-soldiers forming cells in the bowels of the habitation domes that most Daltonites reside in.

Population: Extreme Names: German Danger: Low
1. orphanage 2. refugee camp 3. research hospital
4. cemetery 5. 6.

Bazarium (Commerce)

A strategicaly placed planet, in a system with two giants and a pale green sun. Somewhat cold but with no major obstacles to colonization or travel. several small moons form ideal spots for jumpship construction. Mercenaries of all colours naturally converge here s well. Education, training and storage facilities are plentiful. The populace mostly works in the service sector. If the planet has any weakness, then it's its reliance on space travel and offworld resources.

Population: High Names: Gypsy Danger: Varies
1. Bazaar 2. deal gone bad 3.
4. 5. 6.

Seedeen (Hive World)

The planet most like the usual Imperial world. Surface covered almost wholly by man-made structures, with orbital elevators reaching into orbit and hypergate half-built. If any world in the quadrant has a chance of applying for Imperial membership, then it is Seedeen. Like all imperial wolrds it's not a pleasant place to actually live on. Strict regimentation of workdays, rationing of food, water and living space, even air quality. the thirty billion inhabitatnts have to work together to keep their world functioning.

Population: Absurd Names: Varied Danger: Med
1. hive spire 2. half-built warpgate 3.
4. 5. 6.

Pyreen (Pacifist)

A forest world with no native animal life larger than a sparrow and a distinct lack of predators. The inhabitants are semi-nomadic and famously pacifistic in outlook. Offworld, they are respected as mediators and judges, reliably impartial and always avoiding harm.

Population: Sparse Names: Danger: No.
1. 2. 3.
4. 5. 6.

Scorch (Volcanic)

A volcanic world, its cities built on huge islands of naturally occurring asbestos-like rock that float on the otherwise liquid surface of the world. Refineries built on edges of the islands sift the liquid rock for radioactives and precious materials, which form the backbone of economy.

Population: Sparse Names: Danger: Med
1. 2. 3.
4. 5. 6.

Marx (Clone)

A gentle world of subdued beauty, picked early for colonization and terraforming. A pronounced lack of metals and heavier elements in the planet's core was noticed only later on; various unusually toxic substances in the soil made most of the food grown here unusable as well. The surviving colonists turned to genetic engineering, fashioning their descendants to be resistant to the new world. So a world of clones was born, not because of design, but out of necessity. With Marx being basically a poor agricultural world, many inhabitants hire out onto other worlds and send home needed materials and new blood.

Population: Fair Names: Danger: low
1. 2. 3.
4. 5. 6.

Sanctuary (Ice)

Icy retreat The ultimum refugium for disenfranchised and defeated nobles. A mild ice world with green valleys maintained by geothermal sources. These are in turn fed by subsurface waters heated by tidal forces. Sanctuary is a planet-sized moon in close orbit around a brown dwarf.

Population: Sparse Names: Mixed Danger: Varies
1.Fog valley 2. bridge 3. frozen surface river
4. 5. 6.

Fah (Living World)

A planet-sized intelligence covers the surface of this lush, welcoming planet. Every native living being is a part of it. Fortunately the planet is a benign, curious entity, interested in long conversations and interstellar politics. Its appetites are hindered by its inability to send emissaries. Psychic powers don't work here, and so it is a popular choice for exiling unwanted psychics. There are almost no metals at all here.

Population: Sparse Names: Fah Danger: low
1. Waterfall falling upward 2. Eternal rainbow palace 3. Haiku sands
4. Singing caves 5. Moving forest 6. Teeming sea

Fulgurium (Storm World)

A planet covered in dense clouds and whipped by eternal winds. Endless storms churn in its violent atmosphere, plentiful lightning itching to burn out all electronics. Only the polar regions enjoy comparative calm. Nobody sane would consider colonizing this planet, if it weren't for amazingly rich deposits of precious metals just below its surface.

Population: Sparse Names: Danger: Med
1. Gold mine 2. Diamond strewn desert 3. Lightning-whipped mountain
4. Polar center of the storm 5. Wind-scoured plain 6. Precious metal forest

System

Stats

  • Strength
  • Dexterity
  • Constitution
  • Intelligence
  • Willpower
  • Charisma
  • Technology
  • Psychic

Skills

  • Dueling
  • Intrigue
  • Sabotage
  • Psychic
  • Seduction

Psi powers, general

  • Psionic blast
  • Telekinetic Maelstrom
  • Molecular Disruption
  • Dimensional Rift

Psi powers, specialist

  • Probability Shift
  • FuturePast
  • Read TechnoFate
  • Time expansion - take two actions instead of next
  • Precognition - advantage to next roll or double AC
  • Cosmic Transference - teleport to another planet
  • Mind Slave
  • Psychic Persuasion -
  • Clairvoyance
  • Domination
  • Sympathetic Convergence - name something you're looking for. You'll come upon it soon.

House characters

House Prodigy 3M/5P Persona/ Duelist+3/ Psychic House Lesser Son 4E/4M Persona/ Duelist+2 House Prince 4M Persona/ Duelist+1/ Intrigue House Diplomat 8P Persona/ Intrigue House Agent 3P Persona/ Assassination/ Duelist House Duel Master 4M Persona/ Duelist+3/ Replace target Duelist House Mentalist 2P/4M Persona/ Psychic House Consort --- Persona/ Seduction House Daughter 4P Persona/ Duelist/ Seduction House Spy --- Persona/ Intrigue/ Duelist House Troops 4M Army/ +2M When Defending

Imperial Concubine 3P Persona/ Seduction Imperial Aristocrat 9P/6E Intrigue Imperial Shock Troops 6M Army/ +4 When Attacking Imperial Centurions 6M/3P Army/ +3 When Defending Imperial Death Squads 4M Army/ Assassination Imperial Conscripts 1M Army/ +4 when Defending Colonial Rangers 7M Army/ Transport Colonial Legionnaires 5M Army/ Discard to draw 1 card

Computus Android Advisor 4E/2M/2P Persona/ All your cards +1P Sector Governor 2E/2M Persona/One of your World cards gets +4E

Elders of Pyreen 4P Organization/ Psychic Discordian Heretics 3M/6P Army/ +2M and +2P vs Church cards

Psychic Veterans 6M Army/ +6M vs Psychic opponent Anthrosynthetic Berserkers 7M Army/ +5M When Attacking Cyborg Commandos 4M Army/ Assassination/Sabotage Fanatics 2M/3P Army/ +1M per opposing card Warrior Priests 5M/6P Army/ Psychic Suicide Squads 3M Army/ +7M When Attacking Desert Warriors 5M Army/ +3M When Defending Ice Barbarians 3M Army/ +5M When Defending Jungle Fighters 1M Army/ +7M When Defending Prisoner Soldiers 1M/3E Army/ +1M per card you discard Subterranean Mutants 4 M Army/ Psychic Solar Templars 7M/5P Army/ Psychic Feral Amazonians 5M Army/ Seduction Computus Robot Death Machines 7M Army Clone Soldiers 1M/4E Army/ +1M per card in your hand

Rimspace Pirates 4M/5E Army/ Transport Fringe World Partisans 3M/3P Army/ +4 When Defending Transhuman Supersoldiers 10M Army/ Flip coin. If you lose -20M Off World Mercenaries 6M Army/ +2M per card you discard Rebel Freedom Fighters 4M/4P Army/ Sabotage/ +2M vs Imperial cards Sea Monsters 8M Army/ Defender Miners 2M/6E Army/Defender Psychic Natives 2M Army/ Psychic/ Defender Lava Projectors 10M Army/ Defender/ +2M per card you discard Stellar Pilgrims 6P Organization/ +2P per card you discard Space Traders 6E Organization/ Discard a card for 4 Ecos

Quayat - Desert World 10M/3E Parallax- Industrial World 10E Mercurium- Mining World 8E Sanctuary- Ice World 8M/2E Put 1 of your persona in play into your hand Computus- Machine World 9E/6P Pay 10 to look at top 2 cards of deck Bolavor -Jungle World 5E/4M Aquara-Ocean World 4E/3M Punah-Pleasure World 7E Seduction Griddox-Prison World 2E Yoravar-Shipyard World 12E Transport Fah- Living World 12M/4E Psychic Zenceti-Alien Ruins World 4P/3E Psychic Eden-Church World 10P/8E Intrigue Mox-Gem World 11E Hellish-Radioactive World 6M/4E Dalton-Research World 7E Pay 8 to draw 1 card Bazarium-Commerce World 10E Seedeen-Hive World 9E Pyreen-Pacifist World 6P/3E Scorch-Volcanic World 4M/2E Marx-Clone World 8E

Imperial Veto 7P Event Armageddon Virus --- Event/ Destroy all armies in play Planetary Revolt --- Event/ Take control of target World Betrayal --- Event/ Take control of target organization Infiltration --- Event/ Target organization goes back to owners hand Traitor --- Event/ Take control of target persona Pax Imperia --- Event/ No Military Attacks next 2 turns Psychic Nexus --- Event/ No Psypowers next 3 turns House Bodyguard --- Event/ Negate Assassination Poisoned Blade --- Event/ Discard during Duel to get Duel +3 Progenitor Artifact --- Item/ Psychic

Sisteria +1 to psychic attack rolls Emperor's Daughters 2 Imperial Centurions & Diplomacy Mercenary Guild 4 Mercenaries
Imperial Navy 3 Jumpships Spacing Guild 2 Jumpships & 1 Solat per 10 jumpships in game Church of Mankind Diplomacy & 2 Church Inquisitors Mercantile Consortium Income actions raise Solats by +2 instead +1 Imperial Bureaucracy Strategic Planning Black Market 2 Nuclear Arsenals & Income Imperial Secret Police 2 Imperial Death Squads & Assassination Colonial Council 1 Colonial Ranger & Diplomacy 5th Sector Rebels 3 Rebels & Sabotage Surgeons of Silex Recruit Noble & Income Discordian Heretics 4 Heretics Imperial Aristocracy Noble Action or Recruit Noble Rimspace Pirates 2 Pirates Imperial Army 3 Imperial Shock Troops Brotherhood of Machines Pay cost of unit again to have it gain +1 AD, once Imperial War Academy All Imperial units function at +1 AD Arms Dealers 1 Solat per 10 units in the game Stellar Pilgrims 3 Pilgrim Troupes & Random event roll +1d6 Poisonmasters of Etham Reroll failed assassination attempts

SPECIAL UNITS COST AD NOTES Noble - +1 Psychic; Gives First Strike Jumpships 6 - Transport 3 Armies &/or Nukes Nuclear Arsenal(Nukes) 5 5 One use. Can be used vs. Jumpships Damper Field 2 - Nuke attacks must destroy these first AD = Attack Dice

ARMIES COST AD NOTES House Troops 2 1 +1 When Defending Psychic Veterans 4 2 Lortran; Negate 1 Psychic atk on 4+ Anthrosynthetic Berserkers 5 2 Gurati; +2 When Attacking Cyborg Commandos 4 2 Gurati; First Strike When Attacking Kadesh Fanatics 1 1 Kadesh; Sacrifice for +1 Kadesh Warrior Priests 5 2 Kadesh; Psychic Nitrix Suicide Squads 3 2 Nitrix; Sacrifice for +2
Desert Warriors 5 3 +1 & First Strike When defending Quayat Ice Barbarians 3 2 +1 & First Strike When defending Frost Jungle Fighters 1 1 +1 & First Strike When defending Bolavor Prisoner Soldiers 1 2 Before battle roll 1D6. On 5+ they escape Subterranean Mutants 4 1 First Strike When Defending Solar Templars 7 3 Psychic Amazonians 5 3
Robot Death Machines 7 4
Clone Soldiers 1 1
Colonial Rangers 7 2 Self Transport
Colonial Centurions 9 2 Self Transport & First strike Imperial Shock Troops 6 3 +1 When Attacking Imperial Centurions 3 1 +2 when Defending Imperial Death Squads 4 1 +1 & First Strike When Attacking Imperial Conscripts 1 1 Rimspace Pirates 4 1 Self Transport & Capture fleeing jumpships Discordian Heretics 1 1 +1 & First Strike When opposing Church Ally Transhuman Supersoldiers 5 4 Before battle roll 1D6. 5+ they join opponent Mercenaries 2 2 Pay them 1 Mega Credit to Attack or Defend Rebel Freedom Fighters 4 2 First Strike When Attacking. +1 vs Imperial Sea Monsters 5 4 Defenders Miners 3 1 +1 Solat income Psychic Natives 1 1 Psychic; Defenders Lava Projectors 3 3 Defenders Church Inquisitor 4 2 Negate psychic attack on 4+ Sentient Beasts 2 1 Defenders; +1 AD if psychic in opponent stack Pilgrim Troupe 3 1 Self transport Technomessiah * 0 Enemies join you on 4+ on d6, roll before battle

RANDOM EVENTS Ancient Berserker A surprise. Imperial Veto All Allies become unaligned
Armageddon Virus Destroy all armies in play Planetary Revolt A world becomes unaligned, units expelled Betrayal An Ally of yours and its units change sides Traitor One of your nobles deserts Fading Suns -1 income for all planets in game Pax Imperia No Military Attacks next 2 turns Fah Awakening No Psypowers next 3 turns Infiltration Detailed inteligence on (1-3)one(4-5)two(6)all opponents Blademaster-Bodyguard Negate next Assassination Progenitor Artifact Reroll one roll per turn of your choice Psychic Gateways Move units between your planets by spending a noble action Jumpship Fuel Cores +1 range for your jumpships Technomessiah arrives Technomessiah spawns on your homeworld

fight STEALTH MOVEMENT IMMUNITY DRIVE REPAIR CYBERNETICS SABOTAGEK KNOWLEDGE::: STREETWISE TECHNOLOGY MEDICAL LORE (RELIGION OCCULT MYSTICAL

PERCEPTION: SEARCH PSYCHOANALYSIS NOTICE SENSITIVITY SUBTERFUGE MIND::: MENTAL MANIPULATION RESTRAINT INSIGHT MEMORY

Alertness_________________ Athletics________________ Brawl___________________ Dodge___________________ Empathy_________________ Expression_______________ Intimidation______________ Leadership________________ Streetwise________________ Subterfuge________________ ABILITIES PHYSICAL SKILLS KNOWLEDGES Animal Ken______________ Crafts___________________ Drive___________________ Etiquette_________________ Firearms_________________ Melee____________________ Performance_______________ Security__________________ Stealth___________________ Survival__________________ Academics________________ Computer________________ Finance__________________ Investigation______________ Law_____________________ Linguistics________________ Medicine_________________ Occult___________________ Politics___________________ Science

Craft Social Survival Lore Sinister Fighting

Allure 4 Alertness 6 Ambidexterity 4 Animal Empathy 4 Artistic Ability 4 Climate Sense 4 Double-jointed 4 Empathy 4 Fast Healer 6 Glibness 4 Impersonation 5 Inherent Immunity/Poison 6 Inherent Immunity/Disease 5 Inherent Immunity/Cold 4 Inherent Immunity/Heat 5 Internal Compass 5 Keen eyesight 5 Keen Hearing 5 Keen Smell 6 Keen Taste 4 Keen Touch 4 Light Sleeper 5 Lucky 6 Music/Singing 5 Music/Instrument 4 Obscure Knowledge 4 Precise Memory 4