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Contents

INTRODUCTION....................................................................................................................... 4
CHAPTER 1 - GAME OVERVIEW............................................................................................ 6
What You Will Need In Order To Play ...................................................................................................................................6
How to Play the Game...............................................................................................................................................................6
Rules Of Play..............................................................................................................................................................................7
Salvage Company Structure....................................................................................................................................................7
Turn Sequence ........................................................................................................................................................................8
Strategy Points ........................................................................................................................................................................8
Fog Of War .............................................................................................................................................................................9
Movement ...................................................................................................................................................................................9
Exclusion Zone Rule.............................................................................................................................................................10
Merging Units Together........................................................................................................................................................11
Infantry Embarking Onto a Vehicle......................................................................................................................................11
Vehicle Crew Disembarking.................................................................................................................................................11
Movement Restriction From Terrain ....................................................................................................................................11
Shooting....................................................................................................................................................................................12
Visible Targets And Range...................................................................................................................................................12
Infantry Screen Rule .............................................................................................................................................................12
Shooting At Infantry .............................................................................................................................................................12
The Returning Fire Rule.....................................................................................................................................................13
Vehicles Shooting.................................................................................................................................................................14
Machine gun (front 180
o
) ................................................................................................................................................14
Shooting At Vehicles .......................................................................................................................................................14
VEHICULAR DAMAGE TABLE ..................................................................................................................................15
INTERNAL DAMAGE TABLE......................................................................................................................................16
SUPERSTRUCTURE FAILURE TABLE.......................................................................................................................16
Weaponry .................................................................................................................................................................................17
Description Range Special rules ...............................................................................................................................18
Equipping Infantry With Weapons .......................................................................................................................................19
Difficult to Obtain Rule....................................................................................................................................................19
Very Difficult To Obtain Rule .........................................................................................................................................19
Hand-To-Hand Combat (Knuckle Time!) .............................................................................................................................19
Engaging In Melee................................................................................................................................................................20
Playing Out A Melee ............................................................................................................................................................20
Combat Roll ..........................................................................................................................................................................20
Bravery Tests ........................................................................................................................................................................21
The Exclusion Zone Rule and Melee Combat....................................................................................................................22
Assaulting Vehicles ..............................................................................................................................................................22
Company Loyalty.....................................................................................................................................................................22
LOYALTY TEST CONDITIONS...................................................................................................................................23
The Retreating Infantry Rule ................................................................................................................................................23
Permanent Changes To A Companys Loyalty Score...........................................................................................................24
Gathering Valuable Salvage On The Battlefield...................................................................................................................24
Recovering Salvage From A Salvage Counter......................................................................................................................25

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Loading The Recovered Salvage Onto A Vehicle ................................................................................................................26
Transporting The Salvage To The Drop Zone ......................................................................................................................26
CHAPTER 2 MANAGING YOUR COMPANY..................................................................... 27
Salvage Crew............................................................................................................................................................................27
Setting Up And Equipping Your Salvage Company.............................................................................................................28
Employing New Crew Members...........................................................................................................................................29
Skill/ Upgrade Points Available After Recruitment .........................................................................................................29
Skills And Upgrades .............................................................................................................................................................30
BIO Crew Skill List .........................................................................................................................................................30
MEKK Crew Upgrades List .............................................................................................................................................32
The Company Boss and Company Shareholders..................................................................................................................32
Boss Skill List .......................................................................................................................................................................33
Vices .....................................................................................................................................................................................34
Placing a bounty on the head of a company boss.............................................................................................................34
Equipment For Your Salvage Company................................................................................................................................35
Equipment Special Descriptions ........................................................................................................................................36
Vehicles And Heavy Equipment Available On The Outer Rim............................................................................................37
Demolition Bot ...............................................................................................................................................................37
Salvage Dog .....................................................................................................................................................................38
Phoenix.............................................................................................................................................................................39
Arachnid...........................................................................................................................................................................39
Company Assets.......................................................................................................................................................................40
Bank Loans...............................................................................................................................................................................42
CHAPTER 3 - GAME MISSIONS............................................................................................ 42
Mission Deployment And Maintenance Costs For Your Crew............................................................................................43
Recovery/Repair Rolls For Infantry Casualties ....................................................................................................................43
Determining A Mission............................................................................................................................................................44
1) Salvage Rights Mission........................................................................................................................................................44
Introduction...........................................................................................................................................................................44
Deployment & Salvage Counters..........................................................................................................................................44
Condition 1 ...........................................................................................................................................................................45
Condition 2 ...........................................................................................................................................................................45
2) Salvage Raid! .......................................................................................................................................................................46
Introduction...........................................................................................................................................................................46
Deployment & Salvage Counters..........................................................................................................................................46
3) Fight Over An Asset ............................................................................................................................................................48
Introduction...........................................................................................................................................................................48
Deployment...........................................................................................................................................................................48
4) Rescue/ Recovery Mission...................................................................................................................................................49
Introduction...........................................................................................................................................................................49
Deployment...........................................................................................................................................................................50
Winning Conditions ..............................................................................................................................................................50

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Hints and Tips..........................................................................................................................................................................51
A AP PP PE EN ND DI IX X 1 1: : F FR RI IE EN ND DS S A AN ND D F FO OE ES S.................................................................. 52
The Hydrissians .......................................................................................................................................................................52
Hydrissian Skills ...................................................................................................................................................................55
Hydrissian Diplomats............................................................................................................................................................56
Asteroid Miners .......................................................................................................................................................................56
Asteroid Miner Crew............................................................................................................................................................56
Asteroid Miners Employment Cost.......................................................................................................................................57
A AP PP PE EN ND DI IX X 2 2 G GA AM ME E S SE EQ QU UE EN NC CE ES S A AN ND D L LO OY YA AL LT TY Y T TE ES ST T
C CO ON ND DI IT TI IO ON NS S................................................................................................................... 58
F FI IN NA AL L T TH HO OU UG GH HT TS S...................................................................................................... 59


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I In nt tr ro od du uc ct ti io on n
Star Mogul: Ruins of an Empire is a set of rules for use with the 28mm scale, table-top sci-fi war games
miniatures manufactured by Alpha Forge Games.

<Welcome enquirer! - Excerpt from: 575 Pan Galactic Archive - basic history. Sub Ref: Salvage
recovery recruitment.>
After the discovery of the Tachyon Drive by the Tread Lightly Corp. in 2227, the era of slow and difficult
expansion to the stars was over for mankind. Previously, only a small number of great expeditions to the stars
were undertaken with manned crews after the pale blue dots - Earth-like planets - began to be discovered back
in the 2020s.
The journey times of the Great Expeditions lasted decades. No word of their success or failure could be received
until long after any events had occurred. Nevertheless, despite some dramatic failures, many of the colonists
involved in these expeditions succeeded, and word did get back to Earth that humanity had finally broken free
from its cradle and was living and developing its culture on other worlds.

All this took a long time to accomplish - the Tachyon drive changed all that. A revolution in space travel occurred
for all the nations of the Earth shortly after its discovery as the details of the technology were leaked, bought or
stolen. Mankind was already well established throughout the home system by 2227, with working colonies on
several of Jupiters moons, Mercury, the Asteroid Belt and Earths Moon. The terraforming and settlement of Mars
into a wider more accessible habitation for humanity was also well under way.

After 2227, numerous nations and groups began building their own armadas of star ships, mostly with the
intention of colonizing even further afield than previously achieved by the Great Expeditions. For many more pale-
blue dots had been seen since they first began to be discovered, and the new technology quickly became readily
affordable. Earth was a crowded place and the prospect of establishing a fresh vibrant society with planet-wide
and unchallenged resources elsewhere was an enticing prospect for many political and/or religious organizations
who found it difficult to gain ground on Earth. Out amongst the stars, power was not yet held tightly in the grip of
the largest governments and corporations.

A race began with the intention of colonizing space and large sums of money were offered to Earths civilians to
enlist in the ranks of the many armadas leaving for the outer colonies.
This time became known as the Young Exodus, as most of the colonists were chosen for their youth and vigor.
The call of the colonies lured many out into space to an uncertain future, but many saw the benefits over a
crowded and stifling life on Earth.

The colonies were initiated, some over 100 light years from Earth. However, a number of them reported
discovering evidence of ancient relics from a long dead civilization, which was compounded even further when the
evidence was collated and the results seemed to indicate the different colonies were reporting evidence from
what were the relics of the same civilization! The ruins and artifacts discovered proved to be more than 400,000
years old. The discovery came initially as a shock for much of humanity. Besides the many scientific/archeological
forays to discover further evidence, many saw it as an opportunity to get rich quick, and sought to discover
valuable artifacts among the alien ruins, of which there seemed to be many. With the help of the Tachyon drive, it
was possible for small groups to begin combing the ever-expanding frontier of space for more of these valuable
alien relics. A new gold rush began, led by factions emerging from the original human colonies established during

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the Great Expedition phase, who found themselves in the best position to capitalize on the momentous
discoveries to be found amongst the ruins of the ancient Mimjip civilization.

By 2340 mankind appeared to be creating an empire amongst the stars - a source of great hope and joy among
humanity! Earth was in the process of successfully regulating its population and its biosphere, and finally seemed
to becoming, at least for the time being, a healthy global ecosystem. Except for the efforts of the dissention, the
global economy was also largely healthy, and very few went without food or lifes necessities. The home system,
although crowded, prospered well and a golden age seemed to descend for an entire generation.

The independence of the colonies was not seen as a problem initially by the home system, but more a necessity
due to the logistical problems of maintaining control over them. The colonies were also motivated to declare some
independence from the home system as the support they received turned into offers of trade. This was acceptable
for all concerned - for a while. Then the discovery of the Forge at Alpha Centauri occurred and relations broke
down rapidly. The Alpha Forge, as it became known, was an orbiting starship construction platform the
Mimjipani race had left behind. Its technology relied upon the gathering of rare elements from the local asteroid
belt which were then shaped and tempered slowly into a near indestructible starship hull deep in the fires of Alpha
Centauri itself. It was the outer colonists that discovered the forge and worked out its operating procedure, but the
obvious military implications of the new starship hulls became apparent quickly to Earth and the governing bodies
of the home system. Using heavyweight diplomatic and economic muscle, the council of Earth attempted to obtain
possession of the forge for itself. The whole situation deteriorated badly not long thereafter when earths council
declared all members of the newly formed Federal Union on the Outer Rim in violation of their legal obligations
and sent in a cohort of storm troopers to obtain the Forge by force. The assault was repelled, just barely, by the
efforts of a lieutenant engineer Thomas Redcloud (awarded the Gold Aurora), who fixed the entire docking area
to self destruct, catching the storm trooper reinforcement party off guard and allowing the defenders to
consolidate their defences in time.

After this, the Frontier Union organized the Alpha Forge with heavy artillery in case Earth tried to take this
valuable artifact by storm again. There was no declaration of war the Frontier Union had no army. So they had
no choice but to organize one in response to the actions of Earth, and also, the growing number of slave raids by
the Hydrissian devourer cult on the fringes of known space that began in 2442. (Ref .- Hydrissians). The
Federal Defence Force (FDF) was organized and ties with the home system became much more restricted as the
colonies strove for self sufficiency.

Around this time, shortly after the century turned to the 2400s, a new threat loomed on the horizon.
The discovery of the Mimjip Pathogen reared its ugly head, though too late for many on the frontier. Somewhere
among the exploration and exploitation of the ancient Mimjip ruins a deadly virus had been released. The virus
had lain dormant for many thousands of years, and was probably thought of as an innocuous infection by the
ancient Mimjipani race. The accidental release of this virus had devastating consequences on humanity as it lay
semi-dormant for several decades before it was discovered and made itself felt. By this time it had spread
throughout the colonies and throughout the home systems. The resulting pandemic killed many millions, and has
brought mankinds fledgling empire among the stars to its knees.

Entire space colonies have now lain deserted for decades and much that was built has now been laid to waste.
Finally, in more recent years, the Mimjip pathogen seems to have played itself out, and cases are becoming much
rarer. Perhaps only those who are naturally able to fight the virus have survived. Nevertheless, the road is now
open for those who are brave enough, or perhaps foolish enough, to begin the process of rebuilding what was
lost.

This is where you come in! With enough money to buy a salvage starship, and employ a rough and ready crew,
you can see the opportunities that await someone who can survive on the Outer Rim and gather the resources left
behind from the ruins of two empires, one human, one alien.
Will you accept the challenge of the distant stars and set up your own company on the frontiers of deep space?
The council of Earth, the Frontier Union and Humanity needs people like you, people who have enough grit to
take up the challenge, heed the call of the distant stars, and become a Star Mogul! <End of recruitment file,
visit your nearest FU administration department for further information, please insert another credit >

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C Ch ha ap pt te er r 1 1 - - G Ga am me e O Ov ve er rv vi ie ew w

What You Will Need In Order To Play
Pencil and paper
Handful of six-sided dice (D6), eight-sided dice (D8), ten-sided dice (D10) and four-sided dice (D4).
Measuring tape
Table-top or floor space area, at least 4x4
This rule set
A clip board to keep your notes tidy
Sci-fi figurines and vehicles in 28mm scale
Salvage counters, either scratch built or from the Alpha Forge range
Scenery items, such as buildings and hills

How to Play the Game
Star Mogul: Ruins of an empire is usually played out on a tabletop or on the floor. You will need a space of at
least 4 feet x 4 feet to play out a good game with only two players. If there are more than two players present you
will need a larger playing area to accommodate the larger number of models in play. A salvage company may
typically consist of 10 20 infantry models and 1 6 vehicle models.

The game setting takes place around 2450 AD and is all about each player creating their own salvage company
out on the wild frontiers of known space, maintaining it like a business through adversity and hopefully to the
heights of success. With crew members to pay wages to and equipment to buy and maintain for your crew to use,
you will find yourself running out of money quickly if you cannot find a way to earn some hard cash out on the wild
frontiers of the Outer Rim.

You (the salvage company boss) will create your company from the meager funds you have accumulated through
years of gritty adventuring in space. Once you have attracted a suitable set of crew members and purchased the
equipment you think you will need to start out in your new profession, it will be time to begin chasing rumors and
news reports of lost space colonies, crashed star freighters or alien artifact sites. Though dont think it will be as
easy as just arriving and collecting anything valuable! There are many other salvage companies and opportunists
out there who are also desperate for a quick cash haul. You will be competing against them for your share of any
valuables, and that means you are going to have to get nasty. You will need the best equipment and finest crew
to succeed.

A game of Star Mogul usually begins with the random positioning on the playing area of valuable items that are to
be fought over by the players. These items are called salvage counters and represent piles of debris, industrial
equipment or even small ruined buildings where any items of value will need to be sorted or recovered from. This
work is most commonly carried out by your salvage crew members.

After the salvage counters have been positioned at the start of the game, all players will place their own Drop
Zone marker upon the playing area. Each player only has one of these normally and it represents the area on the
field of battle where a players salvage crew and equipment are dropped off onto the planet surface by a drop
ship, in readiness for the coming fight. Also, once the valuable items have been recovered from salvage
counters, a player will need to get them back to their Drop Zone in order to have them airlifted out. This is carried

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out by a players cargo vehicles which are essential equipment for a salvage company boss! You can then sell
the salvage later at a handsome profit margin (hopefully).

That is a players primary goal in the game to extract as much salvage as you can during a game in this fashion
and make as much money as possible afterwards when you sell what you have recovered.

However a player must also attempt to prevent the opponents from gathering salvage in the same manner. If a
player cannot do this then they will find themselves with little salvage to sell, and also playing against more
formidable opponents in subsequent games as the competition builds their force faster than them because they
will have more money available to them.
So, a player will have to engage opponents in firefights, and even in hand to hand combat as well, in the hope
that they can weaken and disrupt the activities of the competition during that game and obtain more salvage to
sell.

Each player takes it in turns to perform actions (like moving and shooting) with the models within their salvage
company. But there is a twist the turns players take are interrupted midway with a random dice roll on the Fog
of War table which can allow a player the ability to increase their level of activity for that turn OR it can have the
opposite effect and allow the opponents to be active instead. In this way a player can be active even when it isnt
their turn! This aspect of the game gets even better with more than 2 players as you can end up being more
active on your opponents turns than you can during your own! This adds a level of unpredictability during a game
that keeps all players involved at all times.

A player can leave a game at any time by calling down their drop-ship to collect all crew, equipment and salvage
in the drop zone. This should not be taken lightly as this imparts advantages to those players still left in the game.
The level of competition for the remaining salvage will be reduced for those players making their lives easier.
Also, if a player has crew and equipment left outside of the drop zone as they call their drop ship in, they will be
left behind. This can have a devastating effect on the loyalty of the rest of your salvage crew as your salvage boss
will be seen as a bad leader. However if a players company is in dire straights, calling down the drop ship might
be the only course of action before the player sees their whole salvage company wiped out!
The game ends when all but one of the players has called down their drop ship and evacuated their salvage
company from the battlefield. The last player standing on the field has the advantage of being able to rally all crew
and equipment back to their drop zone without leaving anything behind. However, any remaining salvage must be
left, unless it is already loaded onto a cargo vehicle, as the opponents may shortly be carrying out an orbital
bombardment of the area to neutralize competition. A common practice among cut-throat salvage companies on
the Outer Rim.

Once the game is over each player can sell whatever valuable salvage they gained either to the local government
or on the black market. The money obtained from such sales is used to employ new crew, buy new equipment or
if a player is unlucky, just cover the expenses from the last mission.

There are other game missions that will occur as well. All of them revolve around obtaining valuables from the
field of battle. You might find yourself in a head on battle with an opponent for the ownership of an abandoned
manufacturing plant, or valuable alien artifact site. Or you might find yourself acting under the employment of the
local law forces to investigate reports of smuggling in a particular area. You might even find yourself doing the
smuggling!


Rules Of Play

Salvage Company Structure

Your army, or Salvage Company is divided into units. A unit will be either a VEHICLE(s), or a group of
INFANTRY. All units will come under one of these two categories.
Infantry units must have at least 4 models in them at the start of the game. Units of vehicles may have any
number of models in them at the start of the game.

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Players take it in turns to maneuver their armies across the board to obtain their goals, usually in search of
valuable salvage. Though often there are other stakes to play for, depending on the mission that has been
decided upon by the players. Each player turn sequence is as follows:

Turn Sequence

1) Phase 1 Perform actions like moving and shooting.
2) Fog of War phase Roll a dice to determine random occurrence.
3) Phase 2 Perform actions like moving and shooting
4) Work out hand to hand combat.
Then the opponent has their go move back to point 1).

Strategy Points

Each player turn, a player has a number of strategy points (SPs) to spend on operating his entire force. The
number of strategy points available to each player represents the level of strategic influence on the battle that the
company boss has. Influenced by factors such as his/her overall level of awareness of the ongoing situation, the
size of his/her force and any skills that may be employed to swing the battle in a favourable way.





The number of strategy points available to a player on each of his/her turns is equal to the number of units
that player has in play currently (less any units that are fleeing or have been completely destroyed) with 2
added to it. (No. of units currently in play +2).
So the number of available SPs for each player will be individually tailored to their salvage company, and liable to
change whenever units are lost or vehicles destroyed. A new tally should be made at the start of each of your
turns to see how many units you have in play.
Skills that your company boss (you) may be able to employ may also add to the number of strategy points you
have available each turn.

Strategy points will be spent, most of the time, on a unit performing one of the following actions:
movement (including embarking/disembarking a vehicle)
shooting
recovering salvage from a salvage counter
loading salvage onto a cargo vehicle
rallying fleeing units (compulsory)
merging units together
regrouping after melee

There may be other actions not listed here that can be performed during a game that will cost SPs. These will be
detailed later in the appropriate section.
Other actions may occur during a players turn, or even during the opponents turn, that DO NOT require SPs to
be spent on them, but these will be the results of either special abilities, or specific reactions against specific
occurrences. (The most common being the return fire allowed by an infantry unit being first fired upon by an
enemy infantry unit, during the enemy turn - see The Returning Fire Rule on page 13).

Each strategy point may be spent on the actions of only one unit within the players force. All models
within that unit must perform the same type of action if they are able. Those that cannot perform the action
will do nothing while that SP is spent and the action is carried out by the rest of the unit.

Furthermore, each player turn is divided into two halves: Phase 1 and Phase 2. No more than half the available
strategy points can be spent in each phase. If there is an uneven number of strategy points available the odd
point is available only in Phase 1. (i.e.: round up!)

e.g.: A force with 9 SPs would spend 5 in Phase 1 and 4 in Phase 2.

In any of your phases, you may spend the available SPs on any of your units you like, in any order, as long as
you dont spend more than 2 SPs on the same unit in one phase, until all the SPs available to you that phase

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have been used. So spending SPs on shooting, movement, recovering salvage, rallying retreating infantry or
any other action may happen in any order you wish.

Fog Of War
The purpose of dividing the player turn into halves in this manner is to allow the FOG OF WAR ROLL on the Fog
of War Table. This aspect of the game can add unpredictable events that simulate the confusion and lack of
strategic awareness experienced by members of a salvage crew involved in the ongoing battle at ground level.
The presence of high technology, and sophisticated sensing and imaging equipment on the field does not
necessarily mean that salvage crews will have an entirely accurate view of the proceedings!
It should be mentioned that this can be an important part of player strategy especially if they can use it to
confound or counter the efforts of the other player(s).
After the player whose turn it is has finished spending their SPs for Phase 1, the dice are rolled, and a result
determined immediately from the FOW table shown below.























Fog of War Table
(Roll 2D6 and add the scores.)
Result

2 3 - You gain +2 Strategy Points (SPs) to be spent IMMEDIATELY, before the next phase
occurs. Otherwise they are lost. They may not be spent on the same unit.


4 6 - You gain +1 Strategy Points (SPs) , to be spent IMMEDIATELY, before the next phase
occurs. Otherwise it is lost.

7 - No result, carry on into next phase.

8 10 - Your opponent(s) gains +1 SP, to be spent IMMEDIATELY, before the next phase occurs.
Otherwise it is lost.

11 12 - Your opponent(s) gains +2 SP, to be spent IMMEDIATELY, before the next phase
occurs. Otherwise they are lost. They may not be spent on the same unit.

Strategy points gained from the FOW table in this way may be spent on units IN ADDITION to their normal allowance
of SPs per turn. If you gain SPs from FOW during the opponents turn (results 8 12 on the 2D6) they do not affect
your total SPs available when your next turn comes around. They are effectively free.

Neither player may take any actions during the Fog of War phase other than those that are a result of, or are
directly related to, the spending of any free SPs granted by the FOW roll that turn.
After the FOW results are worked out, the player whose turn it is moves onto phase 2 of his turn, and spends his
remaining strategy points. Unused strategy points are not carried over into the players next phase or turn.

After this, it is the other players turn.

Movement

Your force will consist of a number of different groups of infantry and vehicles. Each group, or unit should
preferably be organized so that it plays a role upon the battlefield (e.g.: offence, defence, salvage acquisition).
Each vehicle is also a separate unit. Vehicles should also be purchased with a particular battlefield role in mind.

If you spend one strategy point on movement, then one of your units gets to perform its movement, though you
may opt to have some of the models in the unit stand still , as long as they stay within 4 of the unit leader (see
Exclusion Zone Rule below).

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Humanoid, bipedal infantry (including bipedal MEKKs) will normally move up to five (5) inches per
strategy point spent, and vehicles will move anywhere up to twenty (20) inches per point depending upon the
type of vehicle.
Ground vehicles may alter their facing as far as they wish at any point during their movement, but they are
restricted in the number of times they can turn like this every time they have 1 SP spent on moving them. The limit
on the number of times per SP a ground vehicle can make a turn of any arc is called the turning score. Flying
vehicles are dealt with a little differently.

Whenever you spend SPs on Flying vehicles movement, that model is also limited in the amount it can turn its
directional facing by the maneuvers score. This maneuver score is mentioned in each flying vehicles
individual description, along with its movement score. When a flying vehicle maneuvers, it can turn anything up
to, but no more than 45
o
(half a right angle) for every maneuver point it has available whenever an SP is spent on
its movement. Once a flying vehicle has used up its allocation of available maneuvers during a move, it can no
longer turn and must do any further movement in a straight line. It is a good idea to mark the bases of flying
vehicles with the eight points of the compass (just tiny dabs of white paint at 45
o
to each other) which will help you
turn your flying vehicles accurately and clearly during a game. Mark one of these points boldly, so that you can
determine which direction the model is facing at all times. See the diagram below.


If a flying vehicle has the description freedom of movement, then
it has an unlimited number of maneuvers available whenever it
moves, and may change its facing as and when it wishes during its
movement.

Some flying vehicles also have a minimum movement value in
inches due to the powerful engines they employ whilst moving.
This is the minimum movement the vehicle must move when an
SP is spent on it moving. Flying vehicles cannot finish their
movement on obstacles or other models. If a flying vehicle has no
choice but to end its move on a terrain feature on the board that is
higher than 2 then it will crash into it and receive 3D6 damage. If
the terrain feature is less than 2 high, or if the move ends on a
model just shorten the vehicles movement enough to avoid a
crash.

Exclusion Zone Rule

One of the models in an infantry unit should be nominated unit leader and a second model nominated as 2
nd
in
command. Infantry models in an infantry unit must try at all times to keep their base or a part of it, within the unit
leaders exclusion zone - a 4 radius around the unit leader. The only time this rule may be intentionally
broken is during a sprawling hand to hand combat which is detailed later in the hand to hand combat section. If
for any reason an infantry model finds itself entirely outside of the unit leaders exclusion zone, all models in the
unit must try to move back into contact with the exclusion zone as soon as possible.

If the unit leader should die, then the 2
nd
in command should be nominated to take over as normal. If this model
should die as well, then promote another (3
rd
) leader, but to continue operating as normal on the playing area, a
company loyalty test must be made for the unit at the start of each of your phases. Full rules for the
LOYALTY TEST CONDITIONS appear on page 23.

Vehicle units with more than one vehicle must nominate a lead vehicle, all other vehicles in that unit must keep at
least a part of their base within the leaders 6 exclusion zone if possible. If for any reason a vehicle model finds
itself entirely outside of the lead vehicles exclusion zone, all models in the unit must try to move back into contact
with the exclusion zone as soon as possible.
If the lead vehicle is destroyed just nominate a new lead vehicle. Vehicles never make company loyalty tests.

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Straggler models
Sometimes a model may find itself alone on the battlefield at the start of one of your phases, and unable to
move to a friendly unit leaders exclusion zone that phase. If this occurs then they become subject to the
Straggler Rule. That model may only stay where it is currently located, or it may fall back steadily directly to
the drop zone at full speed. It costs no SPs to move the model across the playing area during each of your
phases (movement occurs in phase 1 and phase 2 only). The model may only shoot if it is returning fire. If
any model in a similar unit type that is within its leaders exclusion zone approaches within 4 inches of the
straggler model, the model becomes a fully functioning normal unit member again, and may be moved
automatically into a position that puts it within the leaders exclusion zone, AND also in base contact with the
unit member that appeared within 4 inches initially. (Or as close as possible to it). The unit the model joins
may be a different one to its original unit.

Merging Units Together
Two or more units may merge into one larger unit during one of your phases by moving all the models involved to
within 4 of the model that is nominated as the leader of the new unit. This costs 1 SP to perform. The new, larger,
unit is not created until the SP is spent.

Infantry Embarking Onto a Vehicle
For an infantry unit to embark upon a vehicle, the vehicle must have the designation transport in its description.
The vehicle should have in its description the passenger capacity which does not include the vehicle crew. For
the infantry to get on the vehicle, the vehicle must remain stationary for the entire phase the troops are
embarking. The infantry must move onto the vehicle so this will cost 1 SP to perform. The infantry do not need to
start in base to base with the vehicle, they may move in from some distance during the embarking move. As soon
as the infantry models are in base contact with the vehicle they may then immediately embark. Infantry may start
the game embarked upon a vehicle. A vehicle may not carry passengers if it is carrying salvage, or vice
versa.

Vehicle Crew Disembarking
Vehicle crews or passengers can disembark by spending 1 SP. Place the models anywhere within 2 of the
vehicle. The crew and/or passengers then become a new infantry unit nominate a leader. If the crew and
passengers disembark you may have the crew form a different unit than that formed by the passengers. This all
still only costs 1SP to perform. The unmanned vehicle then ceases to be a unit for the purpose of calculating how
many SPs that player has to spend each turn. Vehicle crew with the engineering skill will have to disembark if
they wish to avoid a penalty when using that skill to repair a vehicle.
Vehicle crew will become stragglers if their vehicle is destroyed while they are outside of it. If there is more than
one crewmember becomes a straggler treat them all as independent models.

Movement Restriction From Terrain
Infantry and vehicle movement may be restricted by dense or difficult terrain. This will result in a reduction in the
movement allowed (in inches) for the respective models. Players should decide, before the game starts, which
terrain features on the board constitute movement restrictions, and also , how much each feature actually restricts
movement. E.g:

Difficult Terrain
(scrub, light woods, mud, steep hill): Infantry -1 per SP spent
Ground Vehicles -2 or -3 per SP spent
Very Difficult Terrain
(Marsh, very steep hill, dense wood): All movement halved.







11
Shooting
All weapons, whether they are carried by infantry or mounted on a vehicle have a damage dice roll. For instance,
the Arclight Blaster will inflict 1D8 + 4 damage to a target when it hits. To determine if the weapon hits the target,
the operator needs to make a weapon skill check on 2D6. (In this case a small arms weapon skill check, as that
is the category in which the Arclight Blaster falls) If the result is equal to or lower than the operators skill level,
and it is within the weapons range, then the attack is successful. Remember that skill in one weapon category
(e.g.: small arms , heavy weapons or heavy artillery) is not transferable to another category they are different
skills. Each skill covering the variety of weapons in each category.
Spending 1 Sp on a unit shooting means all models in that unit must shoot if they can. However they may choose
different enemy models as targets, even if the targets are attached to different enemy units. Individual models in a
unit may be picked out, and fired upon, as long as they are within line of sight, and within the weapon range. A
model base (friend or foe) will block line of sight for firing. For infantry blocking line of sight, take the base size, for
vehicles take the vehicle footprint on the table.


Infantry models may only shoot one of their equipped weapons every time an SP is spent on their unit shooting.
Vehicles may shoot all of their weapons.

Visible Targets And Range
To determine if a target is visible or not, get down at eye level on the table and see if there is a significant portion
of the model visible. A rule of thumb is that at least one third of the model base must be showing to be targeted,
regardless of whether it is infantry or a vehicle. For flying vehicles, one third of the model itself should be visible
as the base itself is often hidden at ground level on the tabletop.
This rule will be subject to varying interpretation at times, so common sense, as well as fair play and fun should
rule the hearts of both players involved when determining visibility.
If a target is out of weapon range, it is not visible.


To hit a target at short range, roll the skill dice normally to determine a hit. If the target distance is long range,
then reduce the skill level by 2 on the 2D6 skill dice roll when determining a hit.
Also, if shooting at a target in short range, and your model base has a higher elevation on the playing area than
the highest point of the target model by more than 3, (e.g.: due to standing on a hill, or on a wall) you may add
+1 to the shooters weapon skill.
Vehicles have firing arcs which may restrict what can be fired upon by the weaponry mounted on the vehicle.
This is detailed below in the vehicles shooting section.
An infantry model has a 360
o
firing arc.

Infantry Screen Rule
A model based on the ground (not flying vehicles) cannot shoot at a target through two intervening models (either
friend or foe) if the intervening models bases are less than 1 apart. Also remember that you need to see at least
one third of the targets base to be able to target that model. In this way, your infantry models can form an infantry
screen that may be used to protect units, including vehicles, that are directly behind them, as seen from a
shooting model.

Shooting At Infantry
If a shooting attack is successful and the target is an infantry model, then follow this procedure to determine if the
target model is removed from play:

1. Roll the weapon damage dice as stated for that weapon.
2. Add the targets resilience score and the targets armor score together, also add any modifiers that may
apply. This will give us the targets defense score.
3. If the weapon damage exceeds the targets total score of resilience, armor and modifiers,(i.e.: the targets
defense score) then the target has been seriously hurt or killed, and is removed from play.
4. If the weapon damage equals the targets total score of resilience, armor and modifiers,(i.e.: the targets
defense score) then the target has been wounded, but may still play a part in the battle if there is

12
somebody friendly on the field with the battlefield medic skill (or the technician skill if the victim is a
MEKK). Lay the injured figurine on its side until it has been attended to by the medic/ technician.

Humanoid creatures generally have a resilience score of 3.

Light armour has a value of 3.
Medium armour has a value of 5.
Heavy armour, or battle armour may have a value of 7 or more.

The targets total defence score may also be modified by the following types of cover:
1. Light cover (hedges, fences, foliage) = +1 or +2 modifier
2. Heavy cover (barrels, buildings, walls, rocks) = +3 modifier
Note: It is worth using building corners as cover, even though they are vertical, they can still provide
heavy cover for an infantry model. Cover bonuses are not cumulative.

Other defence score modifiers may count, such as a BIO having biomechanical implants (which give a bonus
to resilience).

If the target is removed from play in this fashion, they may not necessarily be dead. After the game, the company
boss can roll a recovery/repair roll to see if his recruit recovers. On a roll of 1 4 on 1D6 (for BIOS), the target
recovers and may be used in the next game. On a 5 6, hes dead. If the target is a MEKK, this recovery/repair
roll may only be successful on a 1 or 2 on 1D6. This is because although tough and resilient, MEKKs once
knocked out of action will have suffered very heavy damage and probably rendered useless. They do not have
the bios ability to self heal. See more on the Recovery/Repair Rolls For Infantry Casualties in Chapter 3 - Game
Missions.
A unit may shoot at an enemy unit that is engaged in melee with a third, friendly unit, but a loyalty test must be
made by the shooting unit in order to do so.
Bear in mind that if you shoot at enemy models that are engaged base to base with your own troops, you may hit
your own troops and even suffer a drop in company loyalty as a result. Enemy infantry that are shot at while
already engaged in hand to hand combat may NOT invoke the returning fire rule (see below). If you DO
shoot at enemy models that are engaged base to base with your own troops, then for every successful hit, roll a
1D6 if the result is a 1 or 2 then you have hit your own crew member, and must then roll the damage dice and
resulting effects as if the fire had been made by an enemy. Otherwise the aim is true.

The Returning Fire Rule








Wounded/damaged Infantry models and the Coup de Grace
Any enemy infantry models that come into base to base contact with your wounded/damaged infantry models
may deliver a coup de grace. Provided you have no healthy infantry models within 3 to protect your fallen
comrade. For more about wounded models and medics, please refer to the medic skill in the crew skills section
later. Wounded models may be shot at only on the phase they become wounded. Wounded models do not count
as infantry screen.


When a unit is fired upon by another unit, a gun battle may ensue. Any infantry models in a unit, not engaged
base to base in melee, may return fire immediately after any members of their unit are fired upon by another
unit. At no SP cost.

A vehicle unit may return fire immediately after being fired upon by another unit, provided that the unit being
shot at is also within the vehicles firing arc. However, vehicle mounted heavy artillery class weapons may
not return fire they are too cumbersome to engage in fire-fights.
Before a unit can return fire, casualties must be determined for the initial shooting by the antagonistic (first) unit.
Only then, if there is anybody left alive, may the targeted unit return fire. Therefore a unit may get to shoot at the
enemy during the enemys phase.

When returning fire you can shoot at any model in the enemy unit that is visible.

Lastly, if your unit is returning fire on an enemy unit that is partially engaged in melee with some of your own
recruits, then your unit must make a loyalty test to do so. However, they may return fire automatically (without a
loyalty test) on any models in that enemy unit that are further than 3 from any of your own infantry models.

13
Vehicles Shooting
Weapons mounted on vehicles have a firing arc measured in degrees usually either 90
o
or 180
o
. A weapon
firing arc is based on the side of the vehicle associated with the weapon. For instance, a pivot mounted machine
gun on a salvage dog truck might have the designation :

Machine gun (front 180
o
)

Which would mean that it can fire at any target within a 180
o
arc of the front of the vehicle.
Another example would be machine gun (left flank 90
o
), which would mean that it could fire at any target in a 90
o

arc on the vehicles left flank. The following diagram illustrates the different weapons firing arcs for vehicle
mounted weaponry.


Vehicle crew must only use the weapons
equipped with the vehicle, while they are
aboard the vehicle. E.g.: You cannot equip a
salvage dog cargo truck crewmember with a
heavy weapon, and have that model use it
whilst being a gunner on the salvage dog.
(See the Equipment Special Descriptions
section later for more on the salvage dog.)
Vehicles can shoot over the heads of friendly
infantry models that have bases wholly or
partially within 3 of the vehicle.

Shooting At Vehicles
A vehicle is a unit. Troops inside a vehicle
cannot be shot at (though they may take
damage as a result of the vehicle itself taking
damage see the internal damage table
later). A vehicle cannot be shot at through a
screening infantry unit as long as the models
in the screening infantry unit are 1 inch apart
or less, otherwise two models further than 1
inch apart represent a gap which does not
screen the vehicle. Flying vehicles may ignore this rule when shooting at enemy vehicles as they have the ability
to target from the air, which ignores this land based infantry screen. Flying vehicles cannot be screened in this
way.
When shooting at a ground based vehicle you must determine which side of it presents the largest target. This is
the side of the vehicle that must be shot at. If there is any doubt, roll a dice to settle the issue.

When shooting at a flying vehicle you must determine which side of the vehicle is being shot at. You should do
this by marking the base of a flying vehicle model with the eight points of the compass, as described in flying
vehicle movement above. The eight points on the base will help determine which side of the flying vehicle
presents itself to the attacker as per the front, sides and rear delineations appearing in the diagram on page
10.

Just as infantry are hurt by dice rolls that either equal or exceed the models resilience score using the damage
dice, vehicles are damaged by a dice roll that exceeds their armor value. All vehicles have an armor value for
the front, rear, either side (flanks) and top. The top armor is only a viable target to flying vehicles that are in line of
sight and within 12 inches; or infantry within 12 inches that are positioned in a building (or equivalent) which
raises them at least 3 inches above the top of the vehicle model chassis (not including aerials and other
paraphernalia that are attached.)

For every point that the damage dice roll exceeds the vehicle armor value, a roll on the vehicular damage
table is made. For example, a vehicle with 8 armor value on its left flank is hit by a Tachyon rifle, which does 11

14
points of damage. This means 3 dice rolls are made on the vehicular damage table (11-8=3). Each dice roll on the
vehicular damage table is made by rolling 1D6.

Furthermore, all vehicles in the game fall under one of two categories: either civilian class or military class. The
only difference this makes is that civilian class vehicles can have their armor score permanently reduced by
enemy fire as the makeshift armor that is bolted and welded onto these vehicles is shot off and blown apart. This
is represented by results 1 to 3 on the vehicular damage table (shown below). Military class vehicles have much
better armor, which is designed to withstand battlefield damage. Therefore, the first three results on the vehicular
damage table are ignored if the vehicle falls under the military class in its description.

Additionally, each vehicle has a superstructure score that can also be reduced by enemy fire. When the
superstructure score is reduced to 0, that vehicle will suffer a catastrophic failure, represented by a roll on the
superstructure failure table (page 16).

VEHICULAR DAMAGE TABLE

(Roll 1D6)

1. Lose 1 armor point permanently on the side of the vehicle taking fire (only applies to civilian class vehicles)
2. Lose 2 armor points permanently on the side of the vehicle taking fire (only applies to civilian class vehicles)
3. Lose 3 armor points permanently on the side of the vehicle taking fire (only applies to civilian class vehicles)
4. Lose 1 superstructure point permanently
5. Lose 2 superstructure points permanently
6. Internal damage! Roll on the INTERNAL DAMAGE table below





Two salvage groups shoot it out!


15
INTERNAL DAMAGE TABLE



























(Roll 1D6 only results 1, 2, and 6 are cumulative)
1. Crew hurt all vehicle crew suffer from a small explosion in the cab, or a dramatic drop/increase in
pressure. All vehicle crew make a RES test by rolling 1D6. Compare the result with each crew members
resilience score. If the dice roll is higher than the crew RES, then that crew member dies. This will probably
curtail one of the vehicle functions. Either movement or weaponry. Until another person can take over the
role this replacement must have the appropriate skills. The replacement may come from an infantry unit
nearby. Resize the infantry unit - this reduction in unit size does not count for infantry unit casualties. If the
vehicle is a demolition bot then just deduct 2 from the superstructure points instead.
2. Weapons system shut down permanently roll randomly to determine which weapon on the vehicle is
effected, if there is more than one weapon equipped on the vehicle. Ignore if no weapons present.
3. Immobilized may be repaired by someone with ENGINEER skill (the driver may have this skill). Repairs
may be attempted during the next phase, and each phase thereafter. The engineer must remain within 1
inch of the vehicle and may not engage in shooting or fighting while repairing the vehicle. The vehicle may
still shoot, but may not move or turn facing. If the vehicle is a flying vehicle, it becomes very difficult to
manage instead, and the pilot must make a pilot skill check at the start of each turn to operate the vehicle
normally. If the check is failed then the pilot loses control of the difficult vehicle and crash lands anywhere
within 8 of its current position (but not on an enemy model). The pilot must make a RES test (see result 1).
If the pilot survives then that model will escape the wreckage and have to make their way across the
battlefield as per the straggler rule.
4. Power core leak movement permanently reduced by 25% (round up). Not cumulative with multiple power
core leak results. Throttle bonus also halved. Minimum movement score also reduced by 50%.
5. Severe power core leak movement permanently reduced by 50%.(round up) Not cumulative with
multiple power core leak results. Throttle bonus lost entirely. Minimum movement score also reduced by
50%.
6. Internal explosion superstructure suffers 6 damage points and the crew AND any passengers are hurt
(as result #1). This result is cumulative with other internal explosion results. If superstructure is reduced to
zero, then roll once on the superstructure failure table below.

SUPERSTRUCTURE FAILURE TABLE




















16

(Roll 1D6)

1. KABOOM! the vehicle explodes, the driver and crew/passengers are fried with no post-game
recovery/repair roll. All models within 3 inches of the vehicle take 1D6 + 5 damage.
2. 5. Vehicle smashed beyond repair this vehicle will remain on the battlefield as wreckage
forevermore. If the driver makes a successful vehicle driving, dangerous driving or pilot skill roll
he/she and any passengers may eject immediately (see below). If not, he/she and all passengers
suffer severe wounds and are removed from play but may still make a recovery/repair roll after the
game. If passengers and driver bail out in time, the driver may join the passengers to create a larger
infantry unit.
6. Power core failure a chain reaction builds deep within the vehicles power unit. At the start of the
next phase that occurs, regardless of which players turn it is, the vehicle goes KABOOM! (see result
#1). Eject rule: If the driver/ pilot make an immediate driver or pilot skill test. If successful all
vehicle passengers and crew can eject from the vehicle and land directly anywhere within 2 inches
of the vehicle. From that point on, they are on their own and follow the straggler rule. Pilots and
drivers may only be armed with small arms.
At the start of the next phase a flying vehicle will move 10 inches in the direction it is facing. The
point where it starts is the point where the pilot may have ejected the previous phase and the point
where it stops is the point where the explosion will occur. If the skill test is failed, the pilot/driver and
passengers are fried and cannot be brought back with a survival/repair roll after the game.




Weaponry
There are 3 different categories of weapon in the game:
1. small arms this is a catch-all classification for a wide variety
of firearms that might be carried by infantry. It might range from
automatic rifles and pistols, shotguns, and small hand-held
energy weapons. There are a few notable exceptions, the
arclight blaster for instance, that also fall into the small arms
category.
2. heavy weapons this covers the heavier weaponry that might
be carried by infantry and also sometimes mounted on vehicles.
Examples include the mini-gun, the SPM (self-propelled
missile), and infantry cannons. These weapons invariably have
their own particular damage dice roll and also usually have
other rules that apply, detailed in the separate descriptions for
each weapon that appears below.
3. heavy artillery these weapons are mostly found mounted on
vehicles due to their extreme size. They also have individual
damage dice and rules pertaining to each weapon, covered
under the description for that weapon (see below). Most of
these weapons have restrictions on the number of times they
can fire per player phase/ turn due to the need to reset or
recharge the powerful ammunition for each shot. They are only
found in the hands of infantry on very rare occasions.





Small Arms
Description Range Special rules/notes
General small
arms
1D8+2 1
12short
24 long
Covers ordinary small arms, such as rifles, pistols, shotguns and small
energy weapons not covered elsewhere in the rules. At least 50% of all
infantry models must be equipped with general small arms due to the
scarcity of all other weapons.
Arclight
blaster
1D8+4 1
13 Short
26 Long
See Difficult to Obtain Rule rule, page 19.
Flechette rifle 1D8+2 2
15 Short
30 Long
See Difficult to Obtain Rule rule, page 19.
Avenger 19
(close assault
rifle)

1D8+3

1

12 Short
18 Long

Standard FDF military sidearm. Very high rate of fire.



Grenade

Frag -
1D8+2

EMP -
special

1

8
(1 radius)
Uses throw grenade skill to hit accurately. Roll double 6 on skill check
and drop the grenade at your feet. BOOM! May be equipped along with
another weapon. Effects all models with base partially or wholly within 1
blast radius of strike point. May be lobbed over obstacles less than 3
high and 2 deep at non-visible targets. Apply a 2 modifier to throwers
grenade skill level if target is not visible.
EMP grenade Effects MEKK only. Roll 1D8 and compare against
MEKK resilience score. If the result is higher then the MEKK has been
shut down. Treat as wounded/damaged. May be used on civilian class
vehicles also if hit, roll 1D6. A result of 1 means the vehicle has been
immobilized (as result 3 on the internal damage table).
Sniper Rifle 2D6 or 4D6 1 24 short
48 long
Special see description in the Equipment For Your Salvage Company
section later.
Damage
Dice
Number
of hits

17



Heavy Weapons

Description Range Special rules
Mini-gun 1D8+2 1D6+1
16 Short
32 Long
Strafe pick a target and divide the number of hits as evenly as possible
amongst the target and every figure visible within 3 inches. May be
mounted on vehicles. May be carried by any infantry.
22 mm light
infantry
cannon
2D8 1
18 Short
34 Long

May be carried by any infantry. Needs no physical augmentation to use.
75 mm pump-
action infantry
cannon
3D6 1
14 Short
26 Long

May only be carried by war droids, or infantry if they are using physical
augmentation in the form of a powered battle suit.
HEPAC: high-
energy particle
accelerator
cannon
1D10+4 1
18 Short
32 Long
May only be carried by war droids, or infantry if they are using physical
augmentation in the form of a powered battle suit..
Self-Propelled
Missile
varies


1
16 short
32 long
Gnasher missile high explosive 2D6 damage to all models with base
partially or wholly within 1 blast radius of strike point.
Bonesaw missile Armour piercing 2D8+1 damage.
Shocker missile EMP delivery system. Effects MEKK crew within 1
blast radius of strike point. Roll 1D8 and compare against the MEKKs
resilience. If the result is higher, then the MEKK has been shut down.
Count it as wounded. May be used on civilian class vehicles also if
hit, roll 1D6. A result of 1 means the vehicle has been immobilized (as
result 3 on the internal damage table).
Cluster
Bomb
1D8+3

2 radius
1
15 Short
24 Long
Choose a visible target within range this may be a spot of open
ground or scenery. Blast radius: All models within 2 inches of the
target are damaged.
May be used by any infantry or mounted on vehicle.
Damage
Dice
Number
of hits



Heavy Artillery: May Only Be Mounted On Vehicles

Description Range Special rules Damage
Dice
Number
of hits
NOVA
bombard
2D8
1 shot per
phase
20 Short
36 Long
Blast radius:
Choose any target within range, target need not be visible this
may be a spot of open ground or scenery. Roll to hit. All models
wholly or partially within 1 inch of the target are damaged. Roll
damage individually for each model affected. May not be used in
the Fog of War phase due to its slow rate of fire.
Anti-matter
cascade
howitzer
1-3D6+3
1 shot per
phase
12 Short
24 Long
48 Extreme
Blast radius:
3D6+3 at short range to all within (or partially within) 2
2D6+3 at long range to all within (or partially within) 2
1D6+3 at extreme range to all within (or partially within) 2
Extreme range is minus 3 to weapon skill when shooting.
Tachyon rifle 3D8+2
1 shot per
phase
20 Short
33 Long

May not be used in the Fog of War phase due to its slow rate
of fire.


Note- Blast radius: Weapons that have a blast radius effect models even with only a small part of their base
within the radius of effect. Roll separate damage dice for each model caught by the blast. Where the target is a
spot of open ground or scenery, place a marker there while working out damage. Target must be visible unless
otherwise stated.

18
Self Propelled Missiles: A missile launcher can only be fired once per phase as it has to be reloaded for each
shot (it costs no SPs to load). If the user fails the skill check then the missile is wasted as it fails to lock on the
target.
Vehicle mounted weaponry can shoot over the heads of friendly infantry with base wholly or partially within 3
inches of the vehicle model.
Number of hits refers to the number of times a target will be struck by a bullet/ missile from that weapon
whenever a single successful shot is scored on the target by the shooter of the weapon. For example one hit
from a flechette rifle will hit the target twice. Each hit doing 1D8+2 damage independently.

Equipping Infantry With Weapons
Although it would be lovely to be able to arm your salvage company to the teeth, there are rules regarding the
amount of weapons allowed for the company based on how many crew members are in that company.

Difficult to Obtain Rule
Arclight blasters and flechette rifles come under the difficult to obtain rule. This means that for every one
arclight blaster or flechette rifle purchased for your salvage company as a whole, there must be at least 3 other
crew members (including vehicle crew) with weapons present in your company that are not equipped with a
flechette rifle or arclight blaster.

Very Difficult To Obtain Rule
All heavy weapons follow the very difficult to obtain rule. This means that , for every one heavy weapon you
purchase for your company as a whole, there must be at least 4 other crew members (including vehicle crew) with
weapons present in your company that are not equipped with a heavy weapon.


Example 1) If you have two infantry models in your company armed with heavy weapons, you must have at least
8 other infantry models in your company that are not equipped with heavy weapons.
Example 2) In order to get 1 arclight blaster and 1 flechette rifle in your salvage company, You would need a
minimum of 8 models. 6 armed with small arms and the 2 models that are to be equipped with the arclight blaster
and flechette rifle.

Weapons mounted on vehicles are not included in this rule.

It is up to you where you place these weapons within the different infantry units comprising your force. You may
place them all within one unit if you wish, or spread them more evenly among your units as long as the difficult
to obtain and very difficult to obtain rules are adhered to.

Hand-To-Hand Combat (Knuckle Time!)

When opposing infantry units draw close to each other on the battlefield, things get very heated, and hand-to-
hand (melee) combat may well result. This requires a distinct set of rules to deal with how units meet in melee
combat, and which factors determine the outcome, i.e. who wins. Hand-to-hand combat is usually a short, violent,
and decisive occurrence. Crew-members will typically use knives, iron bars, chains or any other basic hand
weapon. This type of weapon delivers no bonus in melee. More powerful weapons exist that do give a bonus in
melee combat. These weapons add a bonus to your Combat Rating and are detailed in their individual
descriptions in the equipment section later.

All infantry models exert a zone of control (ZOC) in a radius of 3 inches out from the models base, in a 360 arc.
If one of your infantry models enters an enemy ZOC (i.e. part of your infantry models base is within 3 inches of
one or more enemy infantry models bases, and no impassable obstacles lie between them), then your model
must halt, and you must decide once your entire units movement is complete whether or not to enter into hand-
to-hand combat with the enemy model(s). Entering into hand to hand costs no SPs. It is very likely that you will
have several models from the same unit in this situation at this point (as many as possible even!). If you decide to
enter your unit into combat, then you may immediately move your models that are within the enemies ZOC into

19
base-to-base contact with the enemy model(s). This is a free move. Alternately, you may perform one of the
following actions:

shoot at the enemy unit that has some of its models within your ZOC - which costs one SP and requires
you succeed in a loyalty test if there are friendly models engaged in base to base melee with the target
enemy unit.
your entire infantry unit may voluntarily retreat. (See the The Retreating Infantry Rule in the Company
Loyalty section later in this chapter.)

Engaging In Melee
Once the decision has been made by one of the players to initiate a melee, move all the models owned by that
player (and that are positioned within the enemy ZOC) up to base-to-base contact with the enemy models. He/she
may choose individual opponents specifically, but you must spread the melee as evenly as possible amongst
those models engaged, e.g. you cant pile all your models up against only one enemy model if there are several
enemy models to in range to choose from. The enemy models cannot move while this takes place.

If only some of your models move forward into base to base melee with the enemy unit, this may leave some of
your models outside of your unit leaders exclusion zone. This is OK, but the situation must be corrected as soon
as the melee is over. They cannot move away but they can shoot into the melee if they wish (for 1 SP). For details
of how to correct this see the The Exclusion Zone Rule and Melee Combat section later in this chapter.

Playing Out A Melee
Once the models are positioned base-to-base for fighting they cannot take any further action other than melee or
retreating. The first melee phase occurs at the end of that player turn, after phase 2 finishes and at the end
of every subsequent phase 2 until the melee is resolved and the survivors disengage. Melee is worked out
on an individual model basis. Both players nominate a part of the melee to work out (i.e. a group of base-to-base
figures) and then move on after that bit is worked out to another part of the melee. It is therefore advisable to set
up the models engaged in a melee with this in mind to make it easier to calculate the results. Models cannot
shoot while engaged base to base in melee.








Combat Roll
Models that are engaged base-to-base in a chosen part of a
melee all fight at the same time by adding their hand-to-
hand combat skill score along with their defence score to
obtain their combat rating and then adding 1D6 to the total.
The result is the COMBAT ROLL, which is then compared
to the opponents combat roll. Also, various other modifiers
may be applied to the combat rating depending on
equipment and other skills.
The diagram to the left illustrates how a
melee might be arranged in little, easily
handled bunches. Parts A, B and C. Note
that the models are spread out as evenly
as possible amongst the available
opponents.

Condition Combat rating modifier

1. If model is attacked while defending heavy/light
passable cover such as a low wall, barrels, +3
barricade, low wire fence or hedge.

2. Model has powerful melee weapon* +?

*A powerful melee weapon will add a nice bonus to the combat rating, depending on its type.

20

Each model only rolls once per melee phase so a models single combat roll may be used against a number of
opponents in the same melee phase, provided they are all in base to base contact.
The winner of the melee is the one with the highest combat roll. If the losers score was beaten by only 3 points or
less (e.g.: 18 beating 15), the loser is only wounded/ damaged lay the figure on its side; hopefully a battlefield
medic or technician will arrive to help the model. If the losers score was beaten by 4 or more points, he has been
severely incapacitated or killed and is removed from the game.

A model may be engaged in base to base melee with multiple opponents. He/she may try to kill all of them in
the same melee phase but, for every subsequent opponent after the first the model must deduct 2 from his/her
combat rating. This is cumulative so against the third opponent deduct 4, against the fourth 6 etc. First,
second, third etc. opponents are chosen by the player who controls the outnumbered model. Remember that
each model only rolls ONE combat roll per melee phase. The same result applies to all the opponents that model
is facing base to base in that melee phase.

Bravery Tests

At the end of the melee phase, after all combat rolls have been made and casualties worked out, both units must
make a bravery test by rolling 1D6 and adding their loyalty score to the result. Both units then add the following
modifiers to this result to try and beat their opponents combined score:
Bravery
Condition Modifier
1. Outnumbered by the enemy -2
Count all of your infantry models in
base to base contact during a single
melee when working out the
outnumbered modifier. Even if your
models belong to more than one unit.
2. Outnumbered by the enemy 2:1 or more -4
3. Your entire unit has battle armor +2
4. Each casualty caused this phase in the melee +1
5. Each casualty received this phase in the melee -1

The final scores are compared. If the loser loses by 3 points or more, then the unit will retreat immediately,
directly towards their drop zone for twice their normal movement score (for medium infantry, this would be 10
inches as their movement score is 5 inches per phase). This retreat maneuver does not cost SPs to perform. It is
covered in more detail in the Company Loyalty section.
If the loser loses by less than 3 points, the combat will continue into the next turns melee phase.

If any of the units involved in the melee lose 33% or more of their number in one melee phase, they do not need
to take a loyalty test. The bravery test at the end of each phase of melee takes precedent. Also, an infantry unit
engaged in melee that takes 33% or more casualties in one phase due to enemy shooting must take a normal
loyalty test. (Shooting casualties will not take place in the melee phase).
On subsequent phases, if there are enemy infantry models within your ZOC at the start of your phase 1 or phase
2, then the models in your infantry unit must immediately either:
join into base to base melee with the enemy if possible
shoot at the enemy unit that has some of its models within your ZOC - which costs one SP and requires
you succeed in a loyalty test if there are friendly models engaged in base to base melee with the target
enemy unit
your entire infantry unit may voluntarily retreat. (See the The Retreating Infantry Rule in the Company
Loyalty section on page 23.

Engaging in melee or retreating in this fashion costs no SPs. If you try to shoot into a melee but fail the
loyalty test your models that are attempting to shoot will stand and do nothing for the rest of this phase. This will
still cost you one SP.

If you find yourself at the start of your phase 1 or phase 2 with some of your infantry models belonging to a unit
involved in a melee that are suddenly without melee opponents (because they have killed them for example), but
are also outside the enemy ZOC, you may move those models for free up to their normal movement value to
enter into an enemy ZOC. At that point the normal rules for entering an enemy ZOC apply for these models OR
you can spend 1 SP and make a successful loyalty test and have these models stand and shoot at the enemy unit
that their unit is engaged in melee with. It is entirely legal to have some models in the same unit shooting in this

21
fashion and some advancing into the enemy ZOC to fight in hand to hand melee . No other actions may be taken
by these models unless the player opts to voluntarily retreat the entire unit (see page 23 for more info).
Enemy infantry models that you shoot at while already engaged in base to base melee combat may NOT
invoke the return fire rule. Though enemy models in the unit not in base to base melee may return fire.
Bear in mind that if you shoot at enemy models that are engaged in melee base to base with your own troops, you
may hit your own troops and even suffer a drop in company loyalty as a result. If you DO shoot at enemy models
that are engaged base to base with your own troops, then for every shot fired, roll a 1D6. If the result is a 1 or 2
then you have hit your own crew member, and must then roll the damage dice and resulting effects as if the
fire had been made by an enemy. Otherwise the aim is true.

The Exclusion Zone Rule and Melee Combat
Movements during melee may leave some infantry unit members outside the leaders exclusion zone at the end of
a phase. This has no effect until the melee is over and one unit wins. The unit exclusion rule applies to the
winning unit where models outside the leaders 4 exclusion zone at the end of a melee must be moved back to
within 4 of the leader during that players next phase. This represents the unit regaining its composure after a
sprawling melee. It costs 1 SP to perform as per normal movement, except it is compulsory. On the phase the
unit regroups the unit may not shoot unless to return fire.

If the losing unit retreats while there are members outside the leaders exclusion zone as they start to retreat, then
the models outside the exclusion zone will actually flee in a disorderly rout due to their lack of cohesion and terror.
This means they are removed from the playing area for the rest of the game in effect they are overwhelmed by
the enemy as they are caught out on a limb and cannot participate fully in the retreat maneuver that the rest of
their unit will be engaged in at that time, remove them from play.

Assaulting Vehicles
Vehicles exert no ZOC so none of the above rules apply. To assault a vehicle (eg. to attack it with a hand
weapon) just move an infantry model to within 2 inches of it. You then immediately have the choice to attack or
not. To successfully hit, the model must roll its hand to hand combat skill roll (on 2D6) with a +2 bonus to skill
level.
Special hand to hand (melee) weapons always have a damage dice roll in their description that only applies when
assaulting vehicles. To assault a vehicle effectively you need equipment that will allow you to damage one (e.g:
cyber knuckles). Flying vehicles cannot be assaulted in this way.
A vehicle driver, driving a ground based vehicle, may run over enemy infantry by moving the vehicle into base to
base contact with the enemy model on his phase (if it isnt already), and rolling equal to or under his/her vehicle
driving skill level on 2D6. If the roll succeeds, the driver impacts the enemy model which will suffer 2D6 damage,
compare this against the infantry models defence score as per normal shooting damage. If the driver rolls a
double number that is equal to or under their driving skill level then he/she gets the Road Kill bonus. Add a
further 1D6 to the damage roll.
Ramming other vehicles A ground based vehicle may be used to ram another ground based vehicle. When
this happens both vehicles come to a halt and automatically take 2D6 damage on the vehicle side that is making
contact. Road kill does not apply. Also although a demolition bot cannot ram another vehicle, if it is rammed
itself then both models take 2D6 damage.

Company Loyalty

Every company commands a level of loyalty and respect from its members. A beloved and successful boss will be
able to bring out the bravest and best in its employees when they are thrown into pressing circumstances. A
disrespectful and thoughtless employer will find his crew difficult to control and reluctant to risk their lives in the
face of the enemy.

The Company Loyalty score reflects the general feelings held by the employees towards you and your salvage
company, as well as their morale. Your score will start off fairly average, but with your successes, failures and
behaviour towards your crew as you play out numerous games and build a company history, your company
loyalty will alter, for good or ill, depending on how well you treat your crew. It has to be said though, that
sometimes, you will just have to cut your losses People will have to be left behind in the scramble to escape from
a bad mission, and other times the dice will just not go your way. At these times your company loyalty may well
take a dive. However there are numerous ways to improve your loyalty score besides conducting successful

22
missions. For example, obtaining fame amongst the outer star systems by means of inviting media reporting crew
to cover the exciting battles you engage in (this makes GREAT entertainment for the masses, who will love you
for it). Paying your salvage crew large amounts of money may also increase their loyalty towards you, and
thereby increasing their enthusiasm to collect more salvage, making you richer in the process. Several skills that
are available specifically to your company boss may also affect loyalty, positively or negatively this will be
detailed in the individual skills listings that appear in the further rules section later.


Company loyalty score ranges between 3 and 17. Your new salvage
company will start with an unmodified company loyalty score of 10.


Most often when a loyalty test is required during a battle, the troops making the test are being pushed to their
psychological limits by the events unfolding around them. For instance, if they come under heavy enemy fire and
lose more than 33% of their unit members in one phase.

To make a company loyalty test, you must roll equal to or under your company loyalty score using 3D6. An 18
result is always a failure. However, when a
unit engaged in melee combat needs to
make a loyalty test, called a Bravery Test.
The test is made differently in this case, the
player would roll 1D6 + COMPANY
LOYALTY SCORE and add or subtract
various modifiers from the result and then
compare it with the opponents bravery test
dice roll, being made at the same time, to
see who wins the combat. Bravery tests are
detailed more closely in the section
previously on melee combat. (Page 21)
Appearing below are the most common
conditions under which a loyalty test would
be made. Note: vehicles do not need to
make loyalty/ bravery tests only infantry
units make loyalty/ bravery tests.

LOYALTY TEST CONDITIONS










1) Losing 33% or more of a units number in one phase resulting from enemy fire. Roll the dice as soon as
the 33% casualties line is crossed. And instead of any bravery tests that may need to be rolled this turn as
a result of losing melee combat.
2) When you wish to shoot at an enemy unit which is also engaged in a hand-to-hand melee containing
other members of your own salvage crew. Failure means you have still spent the SP.
3) At the end of a phase of hand-to-hand combat, both sides must roll a special loyalty test, called a
bravery test to see which one wins and which one flees.
4) Company Boss dies on the field all units make a loyalty test or retreat back to drop zone. (see below)

The Retreating Infantry Rule

A failed loyalty test, or bravery test will result in that unit retreating rapidly for twice its normal movement score as
directly as possible back to the drop zone for one phase. (See Chapter 3 - Game Missions for more on your Drop
Zone.) Any models outside of the unit leaders 4 exclusion zone as the unit starts to retreat will flee in panic and
play no further role in the game. Thereafter at the start of each of your phases that unit must make another
compulsory loyalty test to try and regroup the unit or retreat again back toward the drop zone for a normal
movement distance.

23
A unit that is retreating in this way cannot return fire if fired upon by an enemy unit. Nor does the unit have to
make any further loyalty tests if it suffers further casualties while retreating.
In order to regroup the unit, you must wait until your next available phase (not the melee phase) and
spend one SP on making a compulsory loyalty test to see if they regroup. If they do, they may stop
retreating and behave as they would do normally on the phase after the unit successfully regroups.
Once the retreating unit reaches, and is entirely within, the drop zone they will automatically rally, as if they had
successfully made a loyalty test to do so. And may move and behave within the drop zone as they normally would
in the larger playing area, as they wait hopefully for the boss to send the drop ship to pick them up (which would,
incidentally, end the game and possibly leave some of your other units permanently abandoned elsewhere on the
playing area). They will not leave the drop zone again unless a loyalty test is made to get them to leave it. (This
loyalty test costs no SPs as it is performed in conjunction with a normal move).
So, in order to get the regrouped unit to leave the drop zone, you would have to spend one SP on moving it out of
the drop zone (as normal), and make a loyalty test at the same time. This loyalty test only applies to units that
have retreated back to the drop zone due to failed loyalty tests, it does not apply to other units that may be in the
drop zone voluntarily, so you will need to keep track if there are a number of units in your drop zone.







Voluntary Retreat
An infantry unit may voluntarily retreat at the start of any one of your phases, even if it is engaged in a
melee with an enemy unit. In which case, just treat it as if the unit had fled due to casualties as described
above. This costs no SPs.

Permanent Changes To A Companys Loyalty Score
The orders that a salvage crew receives and the actions of the company boss may well have a permanent affect
on company loyalty, whether it be positive or negative. Below is a list of permanent alterations to the loyalty score
that may commonly occur. Only apply these alterations after the game and not during. You should keep a record
of them as they occur during the game so you will remember afterwards.














Permanent
affect on loyalty
1. Deliberately shooting into hand-to-hand combat containing your salvage -1
crew members
2. Quitting the drop zone and finishing the game before all your crew members
are gathered there (i.e. leaving people/ infantry behind in a mission, equipment
doesnt count) -1
3. Successful mission (you win!) +1
4. Unsuccessful mission (you lose) -1
5. Winning a revenge mission (i.e. you lost the last game played against this same
enemy company and managed to win this one and gain revenge) +2
6. Bribery/ pay bonus by paying ALL crewmembers a bonus of 400cr each. +1
This will not work if some crew do not get paid in this way.
Gathering Valuable Salvage On The Battlefield

The game largely revolves around the fact that your
company has to make a profit in order to secure its
continued survival on the interstellar frontier. There are
many ways to achieve this which are dealt with in the
individual missions that are chosen before a game is
played. You might find your company acting as
mercenaries for a higher power or they may be hired for
some clandestine task, but most often your company will
find itself battling another company for the salvage rights
of valuable artifacts in exotic environments on the fringes
of known space.

24
Different missions are detailed later in the rules and each mission description contains special rules that will be
applicable in those situations. However in this section we will deal with the commonly employed rules concerning
recovering salvage.

In games where the object is to obtain valuable salvage, salvage counters are used to represent the areas on
the board where the salvage is to be found. Alpha Forge Games
(

)
is planning to produce specially made
salvage counters to represent this in the near future. But for the time being, you can have fun creating your own
using various bits of scenery. Keep an eye out for kiddies toy vehicles at your local charity store. A rusty metal
paint-job can turn those garish colors into some lovely grunge-tech scenery! (Paint it black and dry-brush it silver,
then add a little rusty red in parts and Hey-Presto! Old industrial equipment.)

A salvage counter should be mounted on a base of any shape between 2 5 inches across, and can consist of
just about any piece of scenery, equipment or artifact you can scrounge from your spare part box (or anywhere
else). The basic idea is that it should represent a static artifact or a big pile of junk in which a valuable items sit
buried, perhaps left behind at one of the many, now deserted, space colonies. Or maybe scattered across an area
after a star freighter crashed. Maybe the left over remnants of a fierce battle or a previously undiscovered site
containing alien relics, use your imagination to give the scenario an interesting background that fits in with the
game!
Your crew make a living scavenging such left over artifacts. It is up to your crew to recover them and get them
back to your drop-zone, where you can airlift them out to sell them later for a profit.

Additionally, the number of salvage counters, their individual values (in credits), and their positions on the board
will vary. These are also outlined separately in each individual mission.

Recovering Salvage From A Salvage Counter
In order for the valuable items in a salvage counter to be recovered, you must have at least two infantry models
or the appropriate equipment in base-to-base contact with the salvage counter for one entire phase, with the
models doing nothing else but searching that salvage counter. However this does not guarantee that the salvage
will be found immediately. The more crew or equipment you have in contact with the salvage counter the better
your chances of finding the valuables. Your chance of acquiring the valuable salvage in this fashion is determined
by a dice roll.

Each phase that you spend one Strategy Point (SP) on a unit recovering salvage allows you to roll the dice to
recover salvage. The dice rolled is two six-sided dice. You must roll equal to or under a number determined by
a combination of the following factors (some or all of which may be in play at the time):

o For each infantry model in base-to-base contact with the salvage counter: +1 to the number. For
instance, if you have 3 infantry models in base-to-base contact with the salvage counter, for one entire
phase, and you spend one SP on that unit manhandling salvage, you need to roll a 3 or less on 2D6 in
order to recover the valuables.
o If a demolition robot is in base-to-base contact with the salvage counter, and it is employing one or
more grubby maulers : +3 for each grubby mauler.
o If the demolition robot has the upgrade super charge: +2.
o If the leader of a unit in contact with the salvage counter successfully uses the skill salvage hound: +2.
o Any of the crew searching are equipped with salvage recovery gear +1 for each model.
Different units may combine scores on the same salvage counter to increase the chances of recovering the
salvage.

Example:-
A player spends 1 SP on searching a salvage counter.
A demolition robot (1
st
unit) employing one grubby mauler (+3) and 2 infantry models (+2) in a 2
nd
unit are
working together on the salvage counter for one phase. They will need to roll 5 or under on 2D6 to discover the
valuable salvage during that phase. In the next phase, more SPs may be spent in the same manner, ad infinitum,
until the valuables in that salvage counter are recovered.

Demobots armed with grubby maulers are useful in this role. Grubby maulers are only employed by demobots
they are basically huge and immensely powerful robotic hands designed for industrial labor. They are detailed
more closely later on in the description on demobots.

25

Loading The Recovered Salvage Onto A Vehicle
Once the salvage has been recovered it may immediately be loaded onto a cargo vehicle, as long as that vehicle
hasnt moved during that phase. It takes a minimum of two infantry models, each within base to base contact with
the salvage counter AND within 2 of the cargo vehicle, to load salvage onto the vehicle. It costs 1 SP to load
recovered salvage from one salvage counter onto a cargo vehicle. The vehicle must remain stationary for the
entire phase the salvage is loaded, so be careful where, and how you park it. The cargo vehicle may shoot its
weaponry while it is being loaded.

Cargo vehicles are designated as such in their individual descriptions. Cargo vehicles have a limit on the amount
of salvage they can accommodate usually either one or two loads one load being the salvage recovered from
one salvage counter. Demobots can load up their own salvage, if they are equipped with two grubby maulers.

Also, if salvage is recovered from a salvage counter but no cargo vehicle is within 2 , then the recovered salvage
may be held over until a friendly cargo vehicle arrives within 2. Place a token on or near the salvage counter to
represent the fact that it has been recovered, and make a note of its value. When the cargo vehicle arrives, the
models nearby cannot load the salvage until the next phase as the vehicle must remain stationary for one entire
phase while this takes place. So for example the vehicle would arrive on the players 1st phase, sit stationary
for a 2nd phase while the salvage is loaded, and only in the players 3rd phase would it move away. If the vehicle
moves again in the 2nd phase then the salvage is not loaded.

Transporting The Salvage To The Drop Zone
The journey back to the drop zone can only start on the next phase after the salvage was loaded onto a cargo
vehicle. This is an ordinary movement that will require SPs to be spent in order to be performed. Once the cargo
vehicle reaches, and is entirely within, the drop zone the salvage may be unloaded immediately upon arrival,
whereupon the cargo vehicle must stop and perform no other actions that phase. It costs no SPs to unload.

We like to represent unloaded salvage in the drop zone with cargo crate scenery - this also allows units some
cover if they should find themselves defending the drop zone.

If the cargo vehicle is intercepted by the enemy while carrying salvage, the salvage on board may only be
captured by the enemy if the vehicle is destroyed whereupon the vehicle becomes like another salvage counter
and all the normal rules apply for recovering salvage from that model. Leave the model of the destroyed vehicle
on the playing area to act as a salvage counter. The value of the counter is the same as the original cargo.

If there is no cargo transport available to carry the salvage back to the drop zone, then you may use infantry to
slowly carry/ drag it across the playing area. You will need a minimum of 4 infantry models to move the recovered
salvage from one salvage counter, but they will be severely encumbered and will only be able to move slowly. All
models in the unit that are in base to base, or partially within 1 of the salvage counter as it was recovered may
load up with salvage immediately. (No SP cost) Those models in the unit that were further away must spend that
units next movement action standing where they are as they are loaded up with salvage by their comrades, in
order to count for the number of models involved. All the other models that were within 1 of the salvage counter
may move during that action. The movement penalty depends on the number of infantry models you have working
on moving the salvage.

Number of infantry models involved Movement penalty

4 to 5 - 3
6 to 10 - 2
above 10 - 1

Infantry involved in hauling salvage in this way may shoot their weapons, but cannot do so efficiently. They will
suffer a 2 penalty on weapons skill rolls. If the unit receives casualties as it is hauling salvage and has its
numbers reduced below 4 it must leave the salvage where it is. Place a marker on the board to represent it, it now
belongs to neither player. Treat it as newly recovered salvage for purposes of loading onto a cargo transport. It
may be picked up by an appropriately equipped unit belonging to either player provided there are no unwounded
enemy infantry models within 3 of it.


26






You may steal unloaded salvage from an enemy players drop zone in a similar way. If there are no enemy
models in the drop zone, and you have infantry models there. Treat each pile of salvage as you would normally
a load of recovered salvage. Your infantry can haul it away, or they can load it onto a nearby cargo vehicle. If
you get it back to your drop zone, add it to your pile!






C Ch ha ap pt te er r 2 2 M Ma an na ag gi in ng g y yo ou ur r c co om mp pa an ny y
Salvage Crew
Your salvage company will largely consist of hard-bitten recruits that you have employed to gather salvage and
perform other tasks that will help your company be successful. These recruits are experienced fighters and
survivors who are often found in the seedier and more disreputable places around the fringes of known space.
Each one of your crew members is an individual character with their own skills, weapons and armor. However,
they will not join your cause for nothing and will expect you to pay them well for their services every time you send
them on a mission. They will also expect you to buy the best equipment you can to help them achieve success for
your salvage company. This will all come out of your pocket your meager resources that you have acquired
through years of adventuring on the Outer Rim. Spend it wisely and you will be successful, squander it at your
peril!

Crewmembers will fall into one of two general categories. Either BIOs or biological life forms or androids with
the ability to self repair/heal and learn from experience; and MEKKs which are robots, wardroids or any other
semi-sentient mechanical that does not have the ability to self heal and learn from experience.

The skills that a recruit possesses will define the role that they play within your company, whether it be a pilot,
technician, or just plain old grunt. Skill levels will increase naturally from battlefield experience (this is detailed
later) except for MEKK crew members, who require upgrades to be purchased.

Not all of your crew members will be biological life forms (BIOs). Some of them may be wardroids or other semi-
sentient programmed machines (known as MEKKs). MEKKs work in the same way as biological recruits, but have
a different method of improving their skill set called UPGRADES that effect things like weapon skill, speed of
movement across the board and other abilities. As with bio skills, they are ranked between 2 and 10, but any
increase in upgrade level must be purchased in the form of combat software upgrades, which cost money and are
not learned by battlefield experience, as is the case with BIOs.

The full descriptive list of skills and upgrades (for both BIOs and MEKKs) and their related costs are detailed later
in the Further Rules section.

Each crew members abilities are summed up by the following statistics:
1. Name
2. Skills all crew members skills are rated between 2 and 10. In order to successfully employ a skill, the
crew member has to roll equal to or under their skill level on two six-sided dice (2D6). A roll of 11 or 12 is
always a failure.
3. Weapon skill works exactly the same as all other skills and can be in a variety of weapons categories,
such as small arms weapons and heavy weapons. Weapons skill with one category of weapon is not
transferable to another category.

27
4. Movement This is the number of inches across the playing area that may be moved by that model
whenever it moves. It makes sense to group models with the same or similar movement rate together in
units to make your force move more efficiently.
5. Armor usually classed as either light (3), medium (5) or heavy (7). The armor score (in brackets) is
added to the crew members resilience score (below) when they are taking damage from an attack.
6. Resilience a measure of how well the recruit is able to withstand combat damage. For most humans,
this value will be 3. When damage is sustained, the resilience score is added to the armor score (along
with modifiers for cover etc. ) to obtain the Defence Score (DEF). This is then compared to the damage
roll being suffered.
The role of armor and resilience is more fully detailed later in the chapter on shooting.
(Adding armor, resilience and any appropriate modifiers together gives the Defence Score.)

Each recruit in your company will be a different character based upon their skills, armor and weaponry, so its a
good idea to paint your miniatures in easily recognizable color schemes that will help you to differentiate individual
figures within each group.

With this in mind, the highly detailed range of Star Mogul: Ruins Of An Empire miniatures by Alpha Forge
Games are designed with separate, interchangeable heads, helmets and other body parts in order to enhance
the individuality of figurines in your crew.

See Employing New Crew Members later on in Chapter 2 Further Rules (page 29) for more info on your
salvage crew.


Setting Up And Equipping Your Salvage Company

The first thing you need to know is how, and on what, to spend your money in order to create a salvage crew to
do the work that is going to make you very wealthy and enable you to retire in the manner in which you would like
to become accustomed.
After investing the spoils of years of adventuring, into your new business, you will be the proud owner of a
scavenger-class salvage starship, and a bank account with a grand total of 30,000 credits. From this meager
beginning you must forge a new destiny for yourself and your company among the stars!

To find your crew you will need to visit every dark and seedy dive joint youve ever frequented in the outer rim in
order to find a few spacers crazy or desperate enough to accept the wages you are offering. If you are hoping to
employ any MEKK crew, you will have to visit the metal muscle markets where a large array of ex-industrial/
military robots may be found for sale. These rusted, clapped out and often pitiful looking robots can be purchased
and repaired. Once they are equipped with weaponry they can be sent into battle.

When you first employ a new salvage crew member, you have the choice of whether they will be classed as either
average, experienced or veteran. MEKK crew members are treated a little differently than BIO crewmembers as
they have a different set of skills called upgrades. MEKK recruits cannot be used as unit leaders unless the
entire unit is composed of MEKKs, as they do not have civil rights and are not recognized as citizens on the Outer
Rim. No self-respecting citizen would allow a pile of nuts and bolts to order them around!

When organizing your crew-members into infantry units you cannot create an infantry unit with less than 4
members. Vehicle units can have any number of vehicles in a unit.









28
Employing New Crew Members

When a BIO or MEKK crew member is first employed (this will take
place in between games in readiness for your next game) they will
have either 7 (average), 12 (experienced) or 16 (Veteran)
skill/upgrade points to distribute as you see fit amongst the skills/
upgrades detailed in the lists below. Additionally, there are a few
basic skills which are known a little by ALL crew members to start
with, for instance Hand to Hand combat. The level of skill that all
crew start with in these skills is entirely free, and is marked in
brackets after the skill title as Free Points. The first point you
spend on a crew members new skill/ upgrade will raise that skill to 2 points initially (2 being the least you
can roll on a skill check of 2D6).


When you wish to employ a new salvage crew member, you must spend the following, depending on the
experience level of the crew member you have decided to employ:


Average (7 skill points) Experienced (12 skill points) Veteran (16 skill points)
BIO crew member 600 cr 900 cr 1200 cr
MEKK crewmember 1000 cr 1400 cr 1800 cr

Skill/ Upgrade Points Available After Recruitment
1. average skill/ upgrade points: 7
2. experienced skill/ upgrade points: 12
3. veteran skill/ upgrade points: 16

Once you have spent the money on your crew members, you can then assign their points as you wish amongst
the skills/ upgrades in the skill/ upgrades lists appearing below.

After skill / upgrade points have been assigned, money must now be spent on equipping crew members with
weaponry and armour according to the costs in credits listed along side each entry in the equipment table, which
appears below, after the skills and upgrades lists. Bio crew, and MEKK crew have different equipment available,
so they have different lists.

All these expenses are added together to build an effective salvage crew that you will then field on the table
against your opponents. Just make sure that you leave yourself enough money to cover your deployment
expenses for your first game and maybe even enough for a rainy day in case you experience a bad patch.
Deployment expenses are covered in the section on game missions. They represent your crew wages an
equipment maintenance costs.

Statistics And Equipment Of New Recruits

When first recruited, all humanoid bio crew usually have the following stats:

Resilience: 3
Armour: 3 (light)
Movement: 5
Weapon: General small arms. (Shotgun, pistol or similar)

When first recruited, all MEKK crew usually have the following stats:

Resilience: 5
Armour: 4 (they nearly always come from their last job with metal chassis armour.)
Movement: 5
Weapon: General small arms. (Shotgun, pistol or similar)
















29
Other races and beings may have different scores when first recruited, or even different skill options. These will
be detailed in further rules expansions for instance, the alien race known as the Hydrissians, whose culture
grants them a different set of statistics and skills, as well as other interesting quirks.

Skills And Upgrades
When you decide to invest money in hiring new crew members, you have the opportunity to give them skills and
abilities that are relevant to the way you run your salvage company. This also applies to MEKK crew members
who have upgrades instead of skills to represent their different talents and abilities on the battlefield.

SKILLS are specific to BIO crew, and UPGRADES are specific to MEKK crew, the two types are not
interchangeable. The full, current, list of skills and upgrades and their relevant descriptions appears below. New
skills will be added in later rules expansions, or may be added by yourself. If you add your own skill types, check
with your opponents before a game to see if they are OK about you using your new skill type.







All skills and upgrades are rated between 2 and 10. A skill test, to employ that skill in the relevant situation,
requires that you roll equal to or under the skill score on 2D6.
A result of 11 or 12 is always a failure, a double 1 is always a success. Skills are only employed on YOUR
turn, unless you are lucky enough to get some free SPs on the opponents FOW phase.
After each game, a Bio crewmember may learn from his/her experiences. You may add 1 skill point to any skill
(from the skill list) you like for that crew member after the game. MEKK crewmembers can only increase the level
of their upgrades by purchasing new software. You may invest 1 point on a MEKK upgrade, from the upgrade list
for the cost of 300 credits.
Any crew member may start an entirely new skill/ upgrade between games by investing a point into it. A new skill/
upgrade will always start at 2 points instead of 1, as 2 is the lowest number you can roll on a 2D6 skill/ upgrade
check.

BIO Crew Skill List

1. Small arms the crew member may employ any weapon falling under the small arms category. In order
to shoot and successfully hit a target, 2D6 are rolled and if the score is equal to or under the crew
members skill, the shot has hit the target.
2. Heavy weapons the crew member may employ any weapon falling under the heavy weapons category.
3. Heavy artillery the crew member may employ any weapon falling under the heavy artillery category.
Many of these weapons are mounted on vehicles, hence the crew member must also usually be in the
vehicle to employ this skill. Drivers and pilots will find this skill useful.
4. Driving vehicles this skill enables the crew member to drive any ground-based vehicle. No skill test is
needed to see if they successfully drive the skill is automatic. However the player may opt to roll a
drivers skill test once per phase, immediately before the vehicle is moved and benefit from a display
of driving expertise which will astound onlookers and allow a bonus to the vehicles movement rate for
that phase. This skill must be employed along with an ordinary movement. Each different vehicle type will
allow a different movement bonus when this skill is employed. This bonus appears under the vehicles
description as throttle. If the skill test is failed, there are no ill side effects, although if a double 6 is rolled
then the engine pops a gasket, breaks the drive shaft or something, which will immobilize the vehicle.
See the immobilized result on the INTERNAL DAMAGE TABLE on page 16. There may be other times
during the game when a driving skill test is required, but these will be mentioned in the appropriate
section.
5. Pilot this skill enables a crew member to pilot any flying vehicle. There is no test required to do so. The
throttle rule mentioned above also applies in the same way to the pilots skill while in control of flying
vehicles. There may be other times during the game when a pilot test is required, but these will be
mentioned in the appropriate section.
6. Hand-to-hand combat (Free Points 3) the level of this skill dictates how dangerous the crew member
is when fighting hand-to-hand. This skill is used as described earlier in the section on hand-to-hand
combat.
7. Medic the crew member has the ability to act as a battlefield medic and tend the needs of the wounded.
If this model reaches base to base contact with a wounded BIO model during your turn (phase1 or

30
phase2 only, not the FOW phase) and also makes a successful skill test then the wounded BIO model
recovers and may continue functioning as if it is no longer wounded. A medic need not spend an SP
moving toward any infantry model that requires medical attention as long as the wounded model is within
the medics unit leaders exclusion zone. Otherwise the player will have to spend 1 SP so the medic can
reach the injured model. The distance that can be traveled is restricted by the medics movement score.
The medic may also use the skill upon him/her self. A wounded model recovered in this way (and possibly
the accompanying medic too) only to find that it is outside of the unit leaders exclusion zone will be
treated as a straggler model (See page 10). Models cannot shoot on the phase they are patched up
after being wounded.
8. Battle suit use in order for a crew member to use a battle suit, they must have this skill at any skill
level. Each type of battle suit will also have extra abilities that may be used by making a battle suit-use
skill check. For instance, the HADES battle suit stim-chem system enables the user to add +1 to their
resilience score when suffering any kind of damage if the user can make a successful skill check. Other
battle suit types are available and will be detailed in later additions to these basic rules.
9. EVA this skill can only be used in conjunction with power armour use. It is required at any skill level for
power armour troops to perform extra vehicular activity out in space while wearing their power armour,
usually during spaceship boarding actions which occur in specific missions.
10. Hard-as-nails having this skill means that the model is extremely tough and difficult to kill. A successful
hard-as-nails roll will add +1 to resilience when that model is taking any kind of damage. Additionally if a
double number is rolled on the 2D6 skill check, the model may add +2 instead. This double number must
still be equal to or less than the models hard-as-nails skill level. The skill test may be made during melee
combat too, to add the same bonuses to the models combat roll instead.
11. Technician this skill works in exactly the same way as the medic skill, but it is only useable on
wardroids or androids. It is not useable on BIOs that are not described as androids.
12. Engineer a model with this skill has the ability to repair vehicles if they are immobilized or repair vehicle
weaponry if the weaponry shut down result occurs on the internal vehicle damage table. The model
must remain in contact with the vehicle throughout one entire phase on that players turn in order to roll
the dice and see if the repairs can be made. The skill check cannot be made during the FOW phase or
the melee phase, nor can it be made on the phase the damage occurred. To make effective repairs the
engineer must roll equal to or under his skill roll. The driver of the vehicle may have engineering skill, and
may employ it on his vehicle without disembarking from it, helped by damage control systems, but will
suffer a 3 modifier to his/ her skill level. If the damage is not too bad, then the driver may be able to
overcome the problem by (for example) thrashing the engine for the rest of the game, working the clutch
mechanism or maneuvering carefully in order to avoid exacerbating the problem further.
Flying vehicles that have become difficult to manage due to an immobilized vehicle result may be fixed
in the same way by the pilot, but the 3 penalty still applies. Obviously the pilot cannot disembark from a
flying vehicle!
13. Salvage Hound Given to an infantry unit leader only. They have an uncanny sense for knowing where
on a battlefield valuable salvage might be found. If this model is searching for salvage, and can make a
salvage hound skill check add 2 to the number required for the salvage recovery dice roll.
14. Military Discipline Given to an infantry unit leader he/she has served in the colonial defence forces
and may pass some of that training onto the other members of their unit. Deduct 3 from loyalty check
dice rolls (or add +3 to bravery test dice rolls) for that unit only, if the leader can make a Military Discipline
test first.
15. Grenade throwing (Free points 4) enables the model to throw grenades accurately. It works just like
shooting a gun. If the skill check is passed, the grenade lands where the thrower intends. If not, then
ignore the grenade entirely. However if the model rolls a double 6, he/she drops the grenade at their
feet, which promptly explodes, delivering damage to the model and those around according to the
grenade type.
16. Nimble Given to any infantry model - if hit by a missile or bullet, roll the skill check, and if a double
number comes up (that is below or equal to the models skill level) then that model has dodged the bullet
so to speak. It may also be used in melee combat to dodge a wounding or incapacitation if the model
loses a round of melee. Cannot be used if the model wears heavy armour (e.g.: a battle suit).
17. Sniper Required to use the sniper rifle. Use like a normal weapons skill. If a double number is rolled
that is equal to or under your skill score then the damage is 4D6 instead of 2D6. (See equipment section
for further details).


31
MEKK Crew Upgrades List
Upgrades with (d) next to them are the only upgrades available to demolition bots.

1. Small arms the crew member may employ any weapon falling under the small arms category. In order
to shoot and successfully hit a target, 2D6 are rolled and if the score
is equal to or under the crew members skill, the shot has hit the target.
2. Heavy weapons (d) the crew member may employ any weapon falling under the heavy weapons
category.
3. Heavy artillery (d) the crew member may employ any weapon falling under the heavy artillery
category. Many of these weapons are mounted on vehicles, hence the crew member must also usually
be in the vehicle to employ this skill. Drivers and pilots will find this skill useful.
4. Hand-to-hand combat (Free Points 3) the level of this skill dictates how dangerous
the crew member is when fighting hand-to-hand. This skill is used as described earlier
in the section on hand-to-hand combat.
5. Medic the crew member has the ability to act as a battlefield medic and tend the
needs of the wounded. If this model remains in base to base contact with a wounded
BIO model for one entire phase and also makes a successful skill test then the
wounded BIO model recovers and may continue functioning as if it is no longer
wounded. The skill cannot be used on the MEKK medic using it. For further details,
refer to the medic entry in the BIO skills list above.
6. Technician this skill works in exactly the same way as the medic skill, but it only
works on wardroids and androids. It is not applicable to BIOs that are
not described as androids. MEKKs cannot use this skill on themselves. Androids (which are classed as
BIOs and will be covered in a forthcoming rules-set expansion) can use the skill on themselves instead
of the medic skill if they wish.
7. Engineer The engineer upgrade works exactly the same way for MEKK crewmembers as the engineer
skill does for bio crewmembers.
8. Super Charge (d) May have one of two effects, - either add +2 to the salvage recovery roll for a
demolition bot ONLY, OR may add +3 inches to movement, cumulative with movement bonus from
being equipped with tracks.
9. Damage Control nanobots (d) This skill works as a self heal for the user. The nanobot implant
manages physical damage on the MEKK employing this upgrade. If the MEKK is damaged in the battle,
it may self repair on the next phase if it can roll the nanobot upgrade check on 2D6. This upgrade works
in the same way as the engineer skill for a demobot, or the technician skill for any other MEKK.
10. Self preservation override(d) Allows a second loyalty/bravery test for any MEKK that fails its initial
loyalty/bravery test. Even if the model finds itself alone after the rest of its unit flees.(if this occurs treat
the model(s) that succeeded the loyalty test as a separate unit from then on nominate one of the
models as the new unit leader).

The Company Boss and Company Shareholders

Your company boss represents you. A determined and tough individual, versed in the harsh ways of survival on
the Outer Rim, and veteran of many escapades and close scrapes. Having worked in the salvage industry long
enough to learn the ropes and also having attracted a cadre of close and reliable friends over the years, it is now
time for your boss to lend truth to the old adage known throughout the frontiers The salvage industry attracts
old space dogs like a black hole.
Your company boss is not alone in running your salvage company. He/she may have up to two close comrades in
arms, both veterans, that are also shareholders in the company. These two people are known as the
shareholders and they will fill the shoes of the company boss if he/she should die upon the field. If this should
happen and any of the two shareholder slots are left unfilled, then new shareholders may be drafted from the
rank and file crew members of the company.

Bosses and shareholders cost nothing to recruit and cost nothing to deploy on the field their wages are
considered to be written in to all other deployment costs and salvage counter values arising during the game and
are thus ignored. The company boss and the shareholders may, or may not, be deployed on the field during a
game, it is your choice. If they are deployed they must each act as either the leader for an infantry unit, or any
crew member for any vehicle (provided they have the required skills to fill the role).

32

If the boss is deployed on the field then your company will gain a company loyalty bonus of +1 for
that game only. The boss and shareholders must lead any units they accompany.
MEKKs cannot be the company boss or shareholders as they are not currently recognized as true citizens of
society on the Outer Rim and have no civil rights. Most of them do however appreciate the significance of earning
an honest credit. They can often be seen throughout the Outer Rim paying for goods and services despite
widespread discrimination against them.

When your company is first formed your boss will have the same basic skills and equipment available as any
other new recruit. However, your boss will start with 18 skill points to spend. These points may be spent on
skills from the BIO skill list OR may be spent on the Boss skill list which is only available exclusively to the
company boss. Even other shareholders may not use these skills unless they are promoted to company boss by
the unfortunate demise of the last boss. There can only be one company boss at any time. In all other respects
the shareholders are just like normal crewmembers. A shareholder promoted to company boss does not get 18
skill points to spend, he/she must rely on the skills that they have garnered previously.

The Boss skill list appears below, along with full descriptions. Boss skills do not require the boss to be present on
the field unless the skill description indicates so.


Boss Skill List
1) Salvage Appraisal - Roll this skill check before the game starts. Roll individually for each salvage counter
present on the field. Success enables you to look at the value of that individual salvage counter.
2) Bargaining - Roll this skill check at the end of the game for every salvage counter you manage to recover.
Enables you to increase its value by 10% due to your slick and tenacious bargaining powers.
3) Old army buddies Create profiles for 5 human crew members. Each one with 14 skill points to spend and
each equipped with 1800 credits worth of equipment from the equipment list. You may add to this amount
from your own funds if you wish when drawing up the list. Before a game you can make a skill check to see if
one of your army buddies shows up to help you out and relive the old days. If you roll a double number that
is equal to or below your skill level you can add another one of your army buddies to the ranks. If you roll a
double 1, then they will all show up for a grand re-union! Your buddies may join infantry units, or lead them as
you see fit. You may also use them as vehicle crew provided they have the required skills. Once all your army
buddies are dead this skill will be defunct. Its a good help though if you only have a small company. Army
buddies cost nothing to deploy.
4) Reckless Your boss may only be kept off the field for a game by rolling this skill check and failing. If the
boss is present on the field then the normal bonus to company loyalty does not apply due to your crews fear
of what suicidal enterprise the boss might be sending them on. However, the unit that the boss leads will gain
a +4 bonus to loyalty due to his/her ability to spur nearby comrades on into dangerous situations.
5) Strike Force Any unit that the boss is leading/ attached to may act as a strike force. Roll at the start of the
opponents turn. Success means that once during your opponents turn, that unit may have 1 Sp spent on it.
This may occur at any time during the opponents phase 1, phase 2 or in between actions taking place as a
result of the fog of war table. (Though you have to give your opponent a chance to finish their current action).
6) Able Commander You may subtract 1 from the Fog of War table dice roll result on your turn if you can
make this skill check immediately before the FOW roll is made. Your boss battlefield wisdom and experience
helps to push things in your favor. Also if you roll a double number, which is equal to or less than your boss
skill you may subtract 2 points instead.
7) Military Service Your boss has the benefit of years of military discipline after serving in the Frontier Union
Defence Force, and has passed some of this training onto your crew. If any of your units fails a company
loyalty test/ bravery test, then you can roll a skill check to see if you can add +2 to your loyalty score for that
test. The new, modified, result now applies.
8) Fame Your exploits make great entertainment for the masses back on earth and the rest of the home
systems. If you roll your skill check at the start of a game you can attract a crew of media reporters to make a
holo-program of your latest dangerous adventure. The boss must be used on the field for this game. At the
end of every game involving media reporting you will gain +1 to your company loyalty score, as well as a
1D4x500 credit bonus from the media company for providing them with a great story.


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Vices
Your company boss, being a grizzled veteran, may have picked up bad habits along the twisted and rocky path to
success. The vices skill list is like a negative skill list. For every 1 skill point invested in a vice for your company
boss you may add 1 skill point to another skill of your choice. (The first point spent on a vice will make that vice
skill level 2. This is because this is the minimum number you can roll on 2D6 when making a skill check.)
You may make this trade-off at any point in between games, but remember, vices do not go away, and they can
cause trouble. Vices are usually a compulsory skill test before every game.

1) Drunkard Your boss has a bad habit of committing ill advised errors of judgement due to his/her habit
of imbibing large volumes of potent alcoholic beverages. Roll a skill check before every game. If
successful you must roll a 1D6 and consult the table below to see what effect this has:








2) Womanizer/Man-eater Before the start of each game make a skill check. If successful then the boss
has succumbed to their womanizing/ man-eating tendencies and has attempted to seduce 1D3 crew
members. The crew members may be any sex. Unfortunately for the boss the rather combustible series of
relationships only serves to offend the crew members involved. At the start of each game, before the eyes
of your opponent, remove 1D3 crew members of your choice permanently from your roster.
3) Manic depressive Roll a skill check before the start of the game if successful then the boss is far too
depressed to make any sort of appearance, including using any other boss skills. The boss may take no
part in this mission at all. Ho hum.
4) Wastrel Your boss has a licentious and extravagant lifestyle away from the battlefield. This adds a level
of secret admiration at times from the crew members, but this grand lifestyle has its consequences. Roll
the skill check before every game. If successful then add +1 to company loyalty for that game only, but
any financial rewards gained from that mission suffer a drop in value of 40% as the profits are wasted on
gambling, whores and wildly extravagant gestures.

Placing a bounty on the head of a company boss
Any company boss can elect to place a bounty on the head of another company boss. All you have to do is pay
the bounty money immediately from your finances to the Frontier Union Law Enforcement Division who will then
offer the sum for any bounty hunters to claim. The amount of the bounty is then marked upon the target boss
company roster. The bounty may be increased by other company bosses. If that company boss dies at the hands
of another company during a game, the boss of that company may claim the bounty.

Drunkard table roll 1D6
1 2 Reduce company loyalty score by 1 point for the entire game due to the offensive nature of
recent behaviour in the eyes of your crew.
3 Reduce the value of any salvage you acquire during this game by 5% due to the pathetic bargaining
attempts of the boss.
4 5 Too drunk to take a part in the mission. Though other boss skills that do not require a presence
on the field may be used at a 3 modifier to the skill level.
6 Temperance prevails! Maybe the boss is turning over a new leaf?! Until next time..

34
Equipment For Your Salvage Company





































These costs are to be spent one time only for each model being recruited. A model may not normally be equipped with
more than one weapon (including melee weapons) unless the extra weapon is either grenades or general small arms.
For example you could equip a crew member with two general small arms weapons (though the model could
only fire one at a time!). Or you could equip a model with a wrecking ball and a general small arms weapon. You
could also equip a model with a heavy weapon and grenades ( again, only one weapon could be used at a time.)

Infantry equipment (not available to MEKK crew unless the entry appears also in wardroid equipment list below)
HADES battle suit armour value = 7, cost of 1200 credits
Medium infantry armour armour value = 5, cost of 300 credits
Light infantry armour armour value = 3, cost of no credits (free!)
Salvage tools cost of 200 cr
Bio Mechanical upgrade - +1 to RES score - 600 cr. Once only.

Infantry weapons available to Bio and MEKK crew unless specifically stated.:
Grenades, for one crew member - 350cr (one time only cost per grenade variant).
General small arms free
Avenger 19 assault rifle 200cr
Arclight blaster 300 cr
Flechette rifle - 300 cr
Minigun 800 cr
22mm Light infantry cannon 850 cr
75mm pump action heavy infantry cannon 1500 cr
HEPAC cannon 2200 cr
Missile launcher (launches either Gnasher, Bonesaw or Shocker missiles) 1100 cr
Cluster bomb 790 cr
Demolition lance and protective shield (Melee weapon) - 2500cr
Wrecking ball (Melee weapon) - 300cr
Sniper rifle 600 cr availability special see description below.

Vehicle only weapons -
NOVA bombard 3500 cr
Anti matter cascade howitzer 4000 cr
Tachyon Rifle 5000 cr.

Wardroid equipment:
Tracks adds +3 to wardroid movement. Vroom! Cost 500 credits
Cyber knuckles (Melee weapon) +2 to combat rating in melee, 1D10 damage to vehicles. Cost 1000 credits
Reinforced body add +2 to armour value. Cost 1,100 credits
Twin small arms weapons Enables the model to wield, and shoot at the same time, two general small arms
weapons. Cost includes 2
nd
weapon. 400 credits. (Other weapons in the small arms category may not be
equipped with this.)
Salvage tools cost of 200 cr per crew member equipped

Vehicles and heavy equipment (d) = demolition bot equipment:
Salvage dog, Arachnid gun platform and Phoenix flying vehicle see below in Vehicles and Heavy Equipment
for info.
Demolition bot (d) see below for statistics, cost of 5,500 credits
Demolition bot Heavy weaponry (d) 3,500 cr for Nova Bombard, 5000cr for Tachyon Rifle
Extra armour upgrade for demolition bot (d) armour value = 10, cost of 1,000 credits




35


Equipment Special Descriptions
Equipment can be swapped between crewmembers in between missions as long as the crew member receiving
the equipment can use it.

HADES battle suit Humanoid Augmentation Dangerous Environment Suit. Power assisted and heavily
armoured with reinforced plasteel. Has an armour value of 7. Used by human salvage crew to operate in very
dangerous environments, and also as an EVA (extra vehicular activity) suit during ship to ship boarding actions in
the vacuum of space. The HADES suit contains a stim-chem system that can be employed by the suit user when
experiencing personal harm. If the user can make a Battle Suit skill check during any phase in the game, then
the chemical stimulation system will boost the operators RES score by 1 point. This may be done only once per
phase. It is often enough to help the suit user bear the brunt of massive damage inflicted and keep operating the
suit during the vital moments that may save the users life.
Medium armour Usually a military issue BIFFA suit. Body Integral Fire-Fight Armour. Other types exist as well.
Often worn by ex-military crew. Gives armour value of 5.
Salvage Tools A crew member may be equipped with salvage tools to make them more effective when
extracting salvage from a salvage counter. Salvage tools can be anything like metal cutting torches, power
chainsaws, steel grinders, bolt cutters, winches and ropes/chains or even just a crow bar. Salvage tools allow +1
to the salvage recovery roll for each model in base to base contact with the salvage counter. A crew member
equipped with salvage tools may only be armed with general small arms.
Grenades There are two types of grenades available to humans Frag and EMP. Grenades are the only
weapon that may be equipped alongside another weapon. The cost to equip a crewmember with grenades of a
particular type is 350cr. This cost is paid once only, when the crewmember is first employed. (a crate of grenades
goes a long way!). A crewmember may be equipped with more than one type of grenade, as long as the cost is
paid to equip that model. The grenade throwing skill is not available to MEKK crew, so they cannot be equipped
with grenades.
Bio-mechanical upgrade Given to a Bio crewmember only. Replaces primary muscle groups with cybernetic
matrix. Increases strength and physical resilience. Gives +1 to RES score it is a permanent physical alteration
so it cannot be swapped between crewmembers. Cannot be purchased more than once per model.
Demolition Lance and protective shield A long spear used by FDF elite units to bestow fearsome melee
capability to a soldier wearing a battle suit. The lance tip is charged with searing plasma that explodes upon
discharge. The combat shield is usually equipped with the lance to provide the soldier protection while advancing
into melee contact. The demolition lance adds a +2 combat rating in melee. The combat shield also adds +1 to
the models armour score (and hence another +1 to combat rating). This equipment can only be used by a
crewmember wearing a battle suit or a MEKK crew member. The demolition lance will do 2D6 to vehicles.
Wrecking ball Yeah! A giant steel ball on the end for a chain! For wrecking stuff! Wielded with two hands and
only useable by crew wearing a battle suit, or MEKK. Does 2D8 damage to vehicles and adds +2 to combat
rating. Does not incur deployment/ maintenance costs as its just a big metal ball. (Well, maybe a can of metal
polish and a rag or something if your crewmember likes that sort of thing!).
Sniper Rifle The sniper rifle. Standard issue with laser sighting. Though it is listed as small arms in the
weapons list, this weapon is in a class of its own. To use it a model must have the sniper skill instead of small
arms skill. To hit the target, the user must roll their sniper skill check (with appropriate modifiers for range). If
successful, then the rifle will do 2D6 damage. However, if a double number is rolled on the skill check that is
equal to or under the users skill level then the rifle does 4D6 damage to the target. It is useless against vehicles.
NOVA bombard Nuclear Ordnance. Artillery incorporating a nuclear explosive device. Delivers shockwave and
intense heat over a small area 1 diameter from impact point. Takes a while to load, so can only be used once per
phase.
Anti-Matter cascade Howitzer Sets up a destructive antimatter particle wave. This reacts with positive matter
(baryons) with destructive force. A much larger version has been developed for the growing FDF space fleet due
to the fact it will eliminate force fields.
Tachyon Rifle Uses the same technology as the Tachyon drive which most human starships currently use as
propulsion devices. Tachyon particles are faster than light particles. Directed in a beam, they can create
instability in normal matter very quickly, causing explosive bursts. The tachyon rifle does not distinguish between
different types of matter as it effects them. Flesh or plasteel are all effected the same. Also being developed by
the FDF for use as starship weaponry.
Cyber knuckles Originally invented for the MEKK gladiators in the fighting pits of Geryon 4. The technology
has become widespread wherever MEKKs are used in close combat. The FDF now has a heavier version

36
equipped to its cohort of elite assault MEKKs. The X12 cult of androids also makes regular use of them. Powered
to deliver a hydraulic trigger blow at the point of impact, as well as a high voltage/amperage jolt. Cyber knuckles
may be equipped alongside one general small arms weapon. A MEKK may also equip cyber knuckles with a
heavy weapon as an extra weapon! Bios may not do this as they cannot replace limbs with weapons/ equipment..
Cyber knuckles add +2 to combat rating in melee combat (hand to hand) and also do 1D10 damage when
assaulting vehicles.

Vehicles And Heavy Equipment Available On The Outer Rim

All equipment and vehicles may be retro fitted which means that if you purchase a weapon or upgrade, you do
not have to use it in a game. If you do this then you must fall back on the basic free weapons etc that the vehicle
comes with when purchased without any upgrades.

Equipment can be sold again in between games for half its original price.

Vehicle deployment costs include the wages of any vehicle crew included. When you buy a vehicle you will also
need to pay some crew to operate it. Vehicles and heavy equipment are always repaired fully in between games.



Demolition Bot
Military class, cargo/ recovery vehicle. Cost: 5500credits.

Armour values:
Front, side, rear & top: 8
Superstructure: 7
Deployment cost: 400 cr (+150cr for each heavy artillery)
Crew: none
Movement: 6
Throttle: none
Combat Rating: 14 (+2 for armour upgrade. +3 for each grubby mauler)
Turning score: Unlimited, treat in same way as infantry.

Demobots count as a cargo vehicle only if they are equipped with two grubby maulers.

Special notes:
1) Add +2 to all armour values if armour upgrade installed. (cost 1000cr)
2) Grubby Maulers the demo droid does not need the hand to hand combat skill in order to fight in melee. It
has a normal combat rating of 14. Add +2 if it is equipped with extra armour and +3 for each grubby mauler.
Each grubby mauler counts as a weapon. If one of them suffers a weapons shut down result on the internal
damage table, then it cannot be used for recovering salvage anymore.
3) May mount heavy artillery see below.
4) It cannot ram another vehicle, it attacks in melee as per infantry instead.
5) Ignore any references to a driver on the vehicle damage tables. Ignore result 1 on internal damage table.
6) Counts as 4 models in hand to hand combat.
7) Is classed as a MEKK, so benefits from MEKK recovery rolls.
8) Treat as a vehicle for EMP attacks.
9) Makes loyalty and bravery tests as a normal MEKK would do.
The demobot is a gigantic robot that comes equipped with huge powerful hands, called grubby maulers, which
are very useful for searching through salvage piles as detailed earlier in the section on recovering salvage from a
salvage counter. If the grubby mauler is used as a weapon against vehicle armour, then it will deal 4D6 damage
to whatever it strikes if both grubby maulers are equipped. If only one grubby mauler is equipped, then damage
will be 3D6. Grubby maulers also add +3 to the combat rating for each grubby mauler when used against infantry
in hand to hand combat. When two demobots meet in melee treat it as an infantry melee (use the two
demobot combat ratings) rather than damage against vehicles. For every point the winning demobot
beats the opponents combat rating score by, roll once on the vehicle damage table.


37
When demobots are first purchased, their upgrades are treated in the same way as wardroids, ie 10 points to
spend initially. There are, however, certain upgrades that a demolition bot cannot obtain due to its enormous size.
For instance the technician upgrade or tracks. The upgrades available to demobots are annotated with a small
(d) in the upgrade description.

Demobots may also replace one, or both grubby maulers with heavy artillery for the following costs.

Nova Bombard +3,500 credits per weapon.
Tachyon Rifle +5,000 credits per weapon.

The very difficult to obtain rule does not apply to these weapons.

This does mean though that the replaced grubby mauler cannot be used for recovering salvage. A Demobot may
comfortably search for salvage (or load it onto a cargo vehicle) with only one grubby mauler, and blast away at
the enemy with one heavy weapon fitted to the other limb, provided one SP is spent on either activity. If the demo
bot has no grubby maulers equipped then it cannot recover salvage. If it only has none, or only one, grubby
maulers equipped it is not classed as a cargo vehicle. A demobot needs both grubby maulers equipped in order to
carry recovered salvage back to the drop zone on its own. Demobot weapons have a firing arc of 360
o
.




Salvage Dog
Civilian class cargo/ recovery vehicle. Transport. cost: 4000 cr.


Armour values:
Front: 9
Side, Rear & Top: 8
Movement: 6
Superstructure: 6
Deployment cost: 250 cr
Crew: 2 (1 driver, 1 gunner)
Cargo capacity: 1
Passenger capacity:4
Throttle: 3
Turning score: 1

Not designed for use by MEKK crewmembers. May only be crewed by BIO crewmembers.

The salvage dog is used widely by salvage companies as a cargo vehicle for recovered salvage. It is easy to load,
as well as small and robust enough to take enemy small arms fire. However it must be protected from enemy
heavy weaponry as it will fold like a tin can if hit by anything larger than an arclight blaster. The salvage dog can
take many forms, and are often converted from other civilian class haulage vehicles. They can be equipped with
weapons, but are restricted to small arms fixtures as they are not designed for offensive roles. With this in mind, a
salvage dog can be equipped with a light machine gun (counts as general small arms, doing 1D8+2 damage)
for 200 cr, or an arclight blaster for 400 cr.
These weapons are mounted on a rotating pivot mounting with a firing arc of front 180
o
. Salvage Dogs usually
have a crew of two the driver, and a crewmember manning the machine gun while salvage is loaded. Space
inside the salvage dog is usually very cramped.









38

Phoenix
Civilian class flying vehicle. Cost 2500cr

Armour values: Movement: 15
Front, Side, Rear & Top: 6 Throttle: 3
Superstructure: 5 Maneuvers per SP: 3

Deployment cost: 250 cr (includes equipped heavy weapon)
Crew: 1 (1 driver)
Cargo capacity: 0
Passenger capacity:0

Primary weapon: May be armed with one of any heavy weapon in the heavy weapons list for the listed
equipment cost. Weapon firing arc Front 180
o
.

Not designed for use by MEKK crewmembers. May only be crewed by BIO crewmembers.

The Phoenix is a flying utility vehicle that is often used by law enforcement and private companies for use in
scouting, patrolling perimeters, or crowd control. Other variants exist that have been converted for light haulage or
medical response. The vehicle moves very fast, but can take little punishment. If used on the battlefield they are
more effective if used in a team working to eliminate a particular target.


Arachnid
Static gun platform. Cost 1000cr.

Armour values: None
Movement: None
Superstructure: None
Deployment cost: 200 cr (+100 for a heavy weapon or +150 for
heavy artillery attached)
Crew: 1 gunner

Primary weapons: Nova bombard - +3500cr, Tachyon Rifle - +5000cr, Super Mini-gun - +1500cr, Missile
launcher - +1100cr

360
o
Firing arc

Not designed for use by MEKK crewmembers. May only be crewed by BIO crewmembers. Counts as a
vehicle for EMP attacks. Treat as an infantry base for all other attacks.

The arachnid gun platform is a static, open turret mounted weapons system. It is essentially a well protected seat
with a heavy weapon or heavy artillery attached to it. Mounted on a robust tripod, this equipment is primarily used
in a static defence role. The cost mentioned above is for the seat only you must purchase a heavy weapon, or
heavy artillery to attach to it, the cost of which is the same as that appearing in the equipment list section. The
Super minigun is available as equipment for this item. Classed as a heavy weapon this is a twin array version
of the normal minigun that acts in the same way, but due to its savage rate of fire has the following stats:

Name Damage Hits Range Special

Super minigun

1D8+3

1D6+1

16 short 32 Long
Strafe pick a target and divide the
number of hits as evenly as possible
amongst the target and every figure visible
within 3 inches.

Deployment cost does not include the crew on this item. The platform offers a +2 armour bonus to the gunner,
who is otherwise exposed to enemy fire. The gunner may not wear a battle suit/ heavy armour. If the gunner is

39
wounded, ignore it. If the gunner dies roll a 1D6, if the result is 4-6 then the gun has been destroyed as well. On
a 1-3 the gun is still operational and any infantry model with the appropriate weapons skill may jump in and
operate it. Any crewmember with heavy weapon skill, and not wearing battle armour can use the platform if it
has no operator by moving into base contact. The gunner can vacate the platform during your phase1 or phase2
(no SP cost) at which point the gunner is then treated as a straggler.
Also, the arachnid gun platform may be deployed directly from the lower hull of a drop ship as it is approaching its
landing position at the start of a game. The gun platform also comes issued with short burst rocket thrusters for
just such a rough landing. This is often likened to playing bowls (an old Earth game) by those who do not have to
endure it. This allows the company boss to deploy a maximum of 2 gun platforms (all that can be fitted to the drop
ships outer hull) to the surface in this fashion immediately before the game starts (during his/her initial
deployment) anywhere entirely within 18 of their drop zone marker. However due to the hazardous nature of this
deployment, you must make a bad landing dice roll. Roll 1D6 for each gun deployed in this fashion. If you roll a
1 then the platform, and the gunner, have been smashed to oblivion on a very hard object, as the company boss
misjudges the timing of the release and bowls the gun platform. If the gunner has any pilot skill, then they may
roll this skill check to negate the effects of the bad landing roll.
The arachnid gun platform will be picked up automatically at the end of the game by your drop ship. Even though
it sits outside your drop zone at that point the deployment mechanical on the underside of your drop ship can also
be employed to scoop up the platform in very short order.


Company Assets

An important aspect of Star Mogul: Ruins of an Empire are company assets. Especially if you want your
company to become large and successful. Company assets come in various types and are gained by fighting your
enemies for them in the Game Missions that are detailed in Chapter 3, starting on page 42. Most of them
contribute somehow to the wealth of your company each time you play a game, at the end of the game. Some
may also provide equipment for you to use.
If you obtain an asset for your company, then note it down on your roster under assets and write down any notes
that apply to it. Most assets have a given action/ function that occurs every time you play a game. Assets may be
sold for 25% of their market price as shown below.



Here is a list of the currently available company assets, others will be added in later expansions to Star Mogul :
1) Ore Mine - The Outer Rim has many active ore mines. On occasion one will become available for
purchase, or may become abandoned for some reason. If you are lucky enough to obtain an ore mine, it
will contribute 1D4 x 500 credits to your funds each game, at the end of the game. Ore mines are gained
by either purchasing one, or by capturing one from an opponent in a game. Ore mines cost 40,000
credits to purchase.
2) Base/ Headquarters All players may set up a base of operations for free immediately that the player
creates a new salvage company. It may be in an asteroid field, or an a moon, or just about anywhere else
there is some real estate to grab and nobody is going to shoot at you for doing so. Bases allow your crew
proper rest and recuperation in between missions. If you do not have a base, then all crew recovery dice
rolls suffer a +1 penalty. Your base can be attacked and stolen from you by another player (who must
destroy it immediately upon capture unless they do not have a base themselves). If this happens then
you may set up another base in between games, but it will cost you money to do so. Also, you may spend
up to 3200 cr FREE on defensive crew/ equipment for your first base only, in case it is attacked. This is
not transferable in any way other than to act as help in a game where your base is attacked. The cost of
setting up a base (other than your first one, which is free) is 5,000 Cr. You can only have one base at a
time. You cannot trade a base in for cash.
3) Alien artifact site - The race of alien creatures known as the Mimjip left few objects or tools behind
upon their disappearance nearly half a million years ago. Much of their architecture remains in places,
but the machines and devices they must have had seem to have mostly been taken with them to
whatever mysterious destination they went to. This fact has been the source of great puzzlement and
speculation among researchers, colonists and explorers on the far flung reaches of the Outer Rim.
Opportunists and adventurers are still nonetheless drawn to the tales of incredible artifacts and priceless
tools that have been found in seemingly random places throughout the Spartan ruins of the Mimjip

40
Empire. Your salvage company will possibly be lucky enough to hear about a site containing Mimjip
artifacts. Though there is little doubt that when the details of the claim are broadcast by the Frontier Union
you and your crew will not be the only hopeful party trying to get a slice of the vast riches that may be
waiting. Alien artifacts must usually be fought over using the alien artifact mission mentioned below in
the missions section.
If you succeed in acquiring a site containing the remains of ancient alien culture, then continued digging
and searching in the area will usually yield a steady stream of alien items. Most of which will be seemingly
mundane. The most common artifact found amongst the ruins of the Mimjip empire is the apparently
useless items that have become known as telescopic bottles. Although these can be sold on to research
facilities for a tidy sum. Every time you play a game, roll a 1D6 and consult the following table to see what
your research group has found at your alien artifact site.



















Mimjip artifact recovery table (roll 1D8)
Result
1 Nothing has been found this time around.
2-5 Empty containers and a couple of other odd items you sell them to a research institute for
1D6 x 300 cr.
6 Interesting find! A metallic disc with buttons, or something of similar potential, who knows
what purpose it was made for? you sell it to a research institute for 1D6 x 800cr.
7 Superb find! A series of delicate objects/ tools in a container. Some of them look like they
could be of advanced technology. You sell them to a research institute for 1D6 x 1200cr.
8 Your crew accidentally unleash an ancient pathogen while digging around in the ancient
ruins! Attempts to flee from the site back to your salvage starship only entail your company
boss quarantining the alien artifact site until your next mission. For each Bio crew member
you have, roll 1D10 if a roll of 1 is made, that crew member dies after contracting the
virus. The whole episode has a terrible effect on crew loyalty before it is over. Reduce your
crew loyalty by 1 point permanently.
4) Manufacturing plant Abandoned manufacturing facilities have become a feature of life across the
Outer Rim, as large companies and small entrepreneurs have seized opportunities to supply growing
colonies only to have their operations succumb to unexpected difficulties. Whether from environmental
mishaps, the Mimjip pathogen or interference from alien species, the events usually lead to the
abandonment of the colony. This opens up the possibility that other opportunistic individuals might, at
some point in the future, return to the site and fire up the manufacturing equipment for their own ends. If
your company gets their hands on a manufacturing plant, then they can use it to produce items of
equipment. This will help cut the costs of buying any new equipment, including vehicles and weaponry, by
25% as many of the parts can be fabricated in house. To buy a manufacturing plant will cost 60,000 cr.
5) Junk Yard - A company boss that owns a junk yard has the facilities at his/her disposal to process low
value items that other salvage companies would not consider valuable enough to spend time gathering
during a mission. Semi-precious scrap metal, discarded recyclable plasteel or trashed computer parts
might all yield a cash bonus using the specialized processing equipment found at a junk yard. When any
mission is played the junk yard owner may have an extra salvage counter placed on the playing area in
a random fashion (see the 4) Rescue/ Recovery Mission on page 49 for random placement of buildings/
terrain). This counter represents salvage that only a junk yard owner would consider valuable, and may
not be recovered by a non-junk yard owning player. The value of the counter will be 2D6 x 1000cr, and
does not count toward the number of salvage counters required to gain the salvage rights in that mission.
You should roll the value only when it is revealed by recovering it, or by using the salvage assessment
skill. Also this salvage is not subject to the 50% reduction in value if you do not gain the salvage rights in
that mission you may sell it on for its full value after the game. Junk yards may be purchased for 40,000
cr.







41
Bank Loans
Your company may fall on hard times if you have a run of bad missions. However, there are numerous financial
institutions that will happily give you a loan using your salvage starship as collateral. The chief financial institution
among the frontier systems is the Frontier Union Banking Authority/ Retrievers or FUBAR for short. If the state of
the finances of your salvage company really are beyond all recognition then you may wish to take out a loan
from FUBAR.

The bank, in its continuing commitment to customer service, will only loan you an amount that is as much as your
entire deployment costs at the end of the last game you played multiplied by 4.
However, you will be expected to pay back a rip-off 25% interest on the amount you borrow, effective
immediately. This amount must be paid back to the bank within the next 4 missions you undertake, so
keep track of how many missions youve played. (Or ask a friend if you cant trust yourself).

e.g.: If you wish to borrow 20,000cr, you will have to pay back 25,000cr to the bank within the next four missions
you undertake.

You may only have one loan at any time. Minimum loan is 2,000 cr

As a security measure, you will have a puppeteer chip implanted into your skull. If you cannot make the
payments in this time, the chip will exert its own personality over yours which will render you at the mercy of the
chips own android puppeteer personality. Your salvage starship also will have a puppeteer navigator program
which will act to pilot the starship to a location where FUBAR may take forceful possession of it. In the past, it has
been rarely possible to eradicate the puppeteer program from a starship databank, without damaging the ship
irrevocably. Tampering with the puppeteer chip inside the skull has always resulted in death.
However, it is rumored that the renegade half-man half-machine Asteroid Miners are adept at dealing with these
security arrangements.
Needless to say, anyone breaking the terms of the loan and surviving will not be able to get another loan
anywhere on the Outer Rim, and if they cannot find a way to remove the puppeteer ware will have their company
dissolved by FUBAR. This will be a sad day indeed, as you (as a player) will need to start another company from
scratch with another boss entirely.

Fulfilling the terms of the loan will mean further loans may be taken out in the future under the same conditions.
The puppeteer ware will be removed.








C Ch ha ap pt te er r 3 3 - - G Ga am me e M Mi is ss si io on ns s





The Drop Zone - A drop zone is a small section of the playing area that acts as a drop off and pick up point for
your recovered salvage, and salvage crew. All of which is performed by a drop ship, which ferries salvage and
crew members back and forth from the planets surface and into orbit where it can connect with your main
company starship. The conditions affecting the position of your drop zone will be outlined separately in each
individual mission. Normally, you get to choose the location of your drop zone, as long as it is not within 15 of
either a salvage counter or an enemy drop zone. A drop zone should be represented by a point on the board
(place a penny, or similar small token at the required point) normally the drop zone extends in a 6 radius
around this point.

42
Mission Deployment And Maintenance Costs For Your Crew
A game of Star Mogul is played using one of a number of available missions to set the scene. These missions
are all detailed later in this section of the rules. Every time a player fields his salvage company in a game, he/she
will have to spend money on wages for deploying infantry, or on maintenance costs to maintain vehicles and
wardroids.
This means that even before a game starts that player is incurring expenses which must be covered by the
acquisition of salvage or other valuable items during the game.

All models have a deployment cost which covers crew wages for bio crew, maintenance costs for MEKK crew
or maintenance costs for equipment/ vehicles. The following list shows the amounts you will need to pay each
model before a game. Add together all of the costs that apply to each individual model in your company. Then
add all of those together to find your total deployment cost.











Deployment costs
1) For Bio crew only - each skill point the model has +10cr. (So if a bio crewmember had 7 skill in heavy
weapons and 6 in hand to hand you would need to pay 130 cr). Dont count the basic skills that have free
points unless they have been increased beyond their normal free points level.
2) If model wears a battle suit - +100cr.
3) If model is equipped with a heavy weapon - +100cr.
4) If model is equipped with a heavy artillery weapon - +150cr.
5) If model is a wardroid (regardless of how many upgrades it has) - +150cr
6) If model is equipped with a melee weapon that can damage vehicles (e.g.: cyber knuckles) +50cr.
Vehicles each have an individual deployment cost mentioned in the description for that piece of equipment.
You should make a note of your current deployment costs on your salvage company roster. The deployment cost
is deducted from company funds immediately before a game starts. Dont forget to allow for this amount when you
are purchasing new crew and equipment in between games.

Recovery/Repair Rolls For Infantry Casualties
After each game, infantry models that have been removed from play as casualties may only have been
wounded/damaged. They may be available for the next game if a recovery roll can be made to determine if they
can be healed or repaired. Also, any infantry or vehicle crew left outside a 6 radius from your drop zone marker
as you call in your drop ship and end your game are also considered lost or dead so they also benefit from the
same recovery rolls as the already wounded and dead members of your crew.
For BIO crewmembers recovery roll, roll 1D6 at the end of the game a result of 1-4 means the model has
healed or returned to your company and is available for use in the next game.
For MEKK crewmembers recovery roll, roll 1D6 at the end of the game a result of 1-2 means the model has
been successfully repaired or returned to your company and is available for use in the next game. The recovery
roll is lower for MEKK crew because, although they are usually more resilient/ difficult to kill, once they are
removed as casualties they will have suffered a very heavy level of damage that is difficult to repair.

The recovery/ repair roll is not available to destroyed/damaged or abandoned vehicles, though it is available to
vehicle crew.






Any models that lie anywhere on the field outside of a 6 radius from your drop zone at the end of the
game will be considered lost or dead and be subject to a recovery roll before your next game.
Unless you are the last player on the field. In which case all your surviving models and equipment
have time to return to your drop zone in time to be extracted from the battlefield and only those that
were wounded or killed need to make a recovery/ repair roll.

Recovered crewmembers keep whatever personal equipment they had originally.




43
Determining A Mission

When playing a game of Star mogul the players must first determine which mission is to be played. This is done
by rolling a 1D6 and consulting the table below-

Mission table - roll 1D6
1-3 - Salvage rights mission.
( If one company is smaller than the other by 1000 deployment cost
or more, then see the Salvage Raid mission.)
4 - Fight over an asset
Roll 1D6 again to see what you will be fighting over:
1-2 - Ore Mine
3-4 - Manufacturing plant.
5 - Scrap yard.
6 - Alien artifact site
5 - Asset raid! Both players roll a dice highest result means that
player may choose whether to attack one of the other players assets.
In which case use the fight over an asset mission, but the fight will
be over one of the other players assets instead. The winning dice roller may
just decide to ignore this result if they wish, in which case treat as result 4.
6 - Rescue/ Recovery mission. This mission should only be played out where there
are two players available. If there are more than two players then play out a Salvage
Rights mission instead or re-roll on the table.




1) Salvage Rights Mission

Introduction
Open salvage has been broadcast across the Outer Rim by the Frontier Union on either a crashed star freighter,
an abandoned space colony, an old battle field or maybe an alien archaeological site. Two or more players have
raced to the remote site where the discovery has been made, and deployed upon the surface to recover the
salvage present and, hopefully, claim the salvage rights. The site may not have a breathable atmosphere, in
which case the players may choose to only use crew members equipped with battle armour or other similar
hermetically sealed suits. This is entirely up to the agreement between the two players. Vehicles should be used.


If a player can gain the salvage rights, then the Interstellar Frontier Union Government will pay big money for what
they recover. In order to gain the salvage rights, however, a salvage company will have to recover OVER 50% of
the salvage present to prove their claim which means getting it back to their drop zone and having it airlifted out
via their drop ship while under heavy fire, no doubt, from the competition, who will not be too happy at the
prospect of losing the salvage rights, and hence making very little or no money at all from the mission.

Deployment & Salvage Counters

1) For this game, you will need to deploy 1D4+2 salvage counters in your playing area immediately after all other
scenery has been set up, and in a random fashion agreed to by both players. To determine a random region on
the playing area divide the area into 6 parts, give each part a number and roll on a 1D6. (See 4) Rescue/
Recovery Mission description on page 49 for a diagram).

2) Cut up a small piece of paper for each salvage counter and mark a value in credits on it, one for each salvage
counter. To determine the value of each counter, roll 4D6 and multiply by 1000 credits. Then take the paper

44
pieces and fold up, and place them in a hat. Then randomly pick the pieces out one by one and place each one
under a separate salvage counter, so that none of the players knows the value of any of the salvage counters.
They will find out when they recover that salvage counter. As they do so they must declare the value to the other
players. They should keep the piece of paper with the container that the salvage is being kept in (usually on a
salvage dog), to keep track of where the different valued items are on the playing area.

3) Now each player rolls a dice, and the player with the highest score gets to choose who goes first to deploy his/
her salvage crew on the playing area. Then the second highest, and so on. A player must now decide where to
place the Drop Zone Marker. This marker, and everything within 6 around it is that players drop zone (or DZ).
The marker may not be placed within 15 of either a salvage counter, or another players drop zone marker.
Otherwise it may be placed in any unobstructed location anywhere on the board.

Once all players have placed their drop zone markers, they then take the same player order to deploy all their
forces entirely within their own drop zones. If a player cannot fit all their forces within their drop zone initially, then
they must move some of their force out of the drop zone on their first available phase, allowing the placement of
the remainder of their force to take place on their second phase. Anything not deployed after the end of that
players second phase (i.e: the end of the first turn) cannot be deployed for that game as the drop ship will have to
take off and remain out of harms way until called down again when the game ends.

Flying vehicles may be deployed anywhere within 10 of the drop zone marker, due to their high speed. No more
than two flying vehicles may be deployed by any player in any one phase.

4)The players then roll the dice to randomly determine who goes first. The game then starts, as normal, with
players attempting to gather as much salvage as they can and bringing it back to their drop zone. Any player can
end the game at any time during one of their phases (not the melee phase) by calling their drop ship down to
immediately pick up all equipment (including salvage loaded onto cargo vehicles), crew and all recovered salvage
within 6 their drop zone marker. Any healthy or wounded crew left outside of the 6 radius will be left behind
which will mean a 1 drop in loyalty score permanently.
All crew models left behind (along with all models removed from play as casualties) will be considered as lost or
dead and must make a recovery roll in order to return safely to your company for your next game. If they fail, they
are lost forever. Ending the game in this fashion is not something to be taken lightly, just because you have a
salvage counter in your drop zone. The following conditions apply at the end of the game:

Condition 1
If you have OVER 50% of all the available salvage counters in your drop zone (6 radius) as the game ends, then
you have gained the salvage rights and can cash in the salvage youve collected for its full value.
Your opponent(s), in this case, will only get half of the value of any salvage they have in their drop zone, as the
Frontier Union will not recognize their salvage rights and they will need to sell any salvage they have gained on
the black market. Unclaimed salvage is not captured by the last player on the field.

Condition 2
If you have 50% or under of all the available salvage counters in your drop zone as you call your drop ship down
(usually because things are going really badly for you) then you have quit the field. Leaving behind anything
you own that remains outside of a 6 radius from your drop zone marker, which will mean recovery rolls for any
infantry you have left behind. You have forfeited the salvage rights, and the game may continue without you if
there are more than two players playing, or if there are only two players then the game ends. Quitting the field
does not mean you have lost the game.

The Frontier Union will not recognize your salvage rights and will consider your company as opportunistic pirates,
acting like vultures on more legitimate companies claims. You will have to sell any salvage you have gained on
the black market at a measly half of its value. As will every other player who quits the field with 50% or less of the
available salvage.

If nobody has managed to claim the salvage rights by the end of the game, then all players will have to sell their
ill-gotten gains on the black market for 50% of its full value.

The last player will not need to abandon any of his/her crew left outside of the DZ as the game ends, as he/she
will have time to pick them up. Unlike the other player(s) who quit the field beforehand, possibly leaving behind

45
crewmembers/ equipment if there are any left outside the 6 radius from the drop zone when the drop ship arrives.
The last player does not need to roll recovery rolls for infantry left outside of the 6 radius from the drop
zone marker. Though they must still roll recovery rolls for killed and wounded/damaged infantry models.

If the last player present on the field has salvage loaded on a cargo vehicle outside of their drop zone they get to
keep whatever is loaded on that vehicle as it races back to the DZ in time to be picked up by the drop ship.

The last player on the field does not capture whatever unclaimed salvage is left upon the field. They too will leave
in short order as the opponent(s) will possibly be shortly incinerating the entire area from orbit in an attempt to
eliminate the local competition. A common practice on the cutthroat frontier.

The winner of the game is the player who gained the most credits from the salvage they recovered,
regardless of who gained the salvage rights.

2) Salvage Raid!

Introduction
Where one players deployed salvage company is a lot smaller than another players deployed company and a
salvage rights mission is determined, then a RAID is played. This might occur if one company is smaller than
another, OR if one company deliberately deploys only a small section of their entire available units. Both players
should be aware of the opponents deployment size before a game. Raids can be dangerous for the smaller
salvage company they have to enter the area of the salvage zone very rapidly in a fast moving drop ship and
deploy quickly onto the surface before the larger company has had a chance to react fully and prepare its force.
In this mission, the smaller company is raiding the salvage claims of the larger company. The salvage boss in
charge of the raiders has, on this occasion, a sympathetic contact high up in the echelons of the Frontier Union
Acquisitions Department. If evidence of a salvage find can be gained by the raiders, then the salvage rights will
be granted by this official.

All the raider need do is obtain 25% or more (rounding up) of the available salvage counters, bring it back to the
DZ and escape with it. At which point he/she will gain 200% of those counters values in credits, and the
opponent, who is defending their claim, will only gain 50% of the value of any counters that lie within their DZ (or
on any cargo vehicles they own) as the game ends.

For example, if there were 6 salvage counters, then the raiding force would need 25% of 6 rounded up, or 2
salvage counters in order to win the salvage rights.

All the larger force need do is to gather the normal 50% or more of the available salvage counters to obtain the
salvage rights. The larger company in this mission has been surprised and so cannot deploy forces with
more than 200% of the deployment costs of the smaller company. They have not had the time to assemble
their entire force!

Deployment & Salvage Counters
1) For this game, you will need to deploy 1D4+2 salvage counters in your playing area immediately after all other
scenery has been set up, and in a random fashion agreed to by both players.

2) Cut up a small piece of paper for each salvage counter and mark a value in credits on it, one for each salvage
counter. To determine the value of each counter, roll 4D6 and multiply by 1000 credits. Then take the paper
pieces and fold them up, and place them in a hat. Then randomly pick the pieces out one by one and place each
one under a separate salvage counter, so that none of the players knows the value of any of the salvage
counters. They will find out when they recover that salvage counter. As they do so they need not declare the
value to the other players, but if they keep it secret, they should keep the piece of paper with the container that
the salvage is being kept in (usually on a salvage dog), to keep track of where the different valued items are on
the playing area.

3) Now the smaller force decides whether they wish to deploy first or second on the playing area. The first player
to deploy must now decide where to place the Drop Zone Marker. This marker, and everything within 6 around it

46
is that players drop zone (or DZ). For the larger force, the marker may not be placed within 15 of either a
salvage counter, or another players drop zone marker. Otherwise it may be placed in any unobstructed location
anywhere on the board.
For the smaller force, the DZ marker may be placed anywhere on the board, except within 15 of a salvage
marker.

Also, the smaller force gains the following advantages at the start of the game, depending on the following
differences in deployment cost between the two companies.















Deployment cost difference.
<1000 cr - The game does not qualify for a raid - the two forces are considered roughly
equal. Play a normal salvage rights mission.
=>1000 cr - Smaller force gets +2 SPs during their first turn.
This is due to the speed of deployment and element of surprise that the smaller
force has initially.
>2000 cr - Smaller force gets +4 SPs during their first turn
This is due to the speed of deployment and element of surprise that the smaller
force has initially
These free SPs may be spent with no restrictions on their use. You may use them to move a unit above and
beyond its normal SP limits per phase.
If there are more than two players in a game then each of the smaller companies deployment costs
should be compared with the deployment costs of the largest company to determine which advantages
the smaller companies will benefit from.


Once all players have placed their drop zone markers, they then take the same player order to deploy all their
forces within their own drop zones.

If a player cannot fit all their forces within their drop zone initially, then they must move some of their force out of
the drop zone on their first available phase, allowing the placement of the remainder of their force to take place on
their second phase. Anything not deployed after the end of that players second phase (i.e: the end of their first
turn) cannot be deployed for that game as the drop ship will have to take off and remain out of harms way until
called down again when the game ends.

Flying vehicles may be deployed anywhere within 10 of the drop zone marker, due to their high speed. No more
than two flying vehicles may be deployed by any player in any one phase.

The players then roll the dice to randomly determine who goes first.

4) The game then starts, as normal, with players attempting to gather as much salvage as they can and bringing it
back to their drop zone. Any player can end the game at the start of any one of their phases by calling their
drop ship down to immediately pick up everything within their drop zone including salvage containers,
equipment and crew members.

The same conditions apply at the end of the game as apply to a normal salvage mission except the different
amounts of salvage required by each player in order to gain the salvage rights.

The winner of the game is the player who gained the most credits from the salvage they recovered,
regardless of who gained the salvage rights.






47
3) Fight Over An Asset

Introduction
A new valuable asset has become available and the location has been broadcast throughout the Outer Rim in the
hope that one or more salvage companies might capitalize on this useful resource for the greater benefit of
mankinds growing empire among the stars.
The type of asset available is determined by rolling on the mission table. The asset will be either an ore mine a
manufacturing plant, a junk yard or an alien artifact site. You can represent these features on the playing area
with appropriate scenery if you wish, but other than that, they will take no further part in the game that is played
out. The players may also choose to make the site a hazardous environment with no breathable atmosphere, in
which case only crew members equipped with battle armour or other similar hermetically sealed suits may be
used. This is entirely up to the agreement between the two players. The players should also decide whether
vehicles may be used. Bear in mind that salvage equipment is usually designed to operate in a wide variety of
hostile environments.

Deployment
Each player rolls a dice and the player with the highest score gets to choose who goes first to deploy his/her
salvage crew on the playing area. Then the second highest dice roll deploys, and so on. A player must now
decide where to place the Drop Zone Marker. This marker, and everything within 6 around it is that players drop
zone (or DZ). The marker may not be placed within 15 of another players drop zone marker or another players
model. Otherwise it may be placed in any unobstructed location anywhere on the board.

A Fight over an asset game is basically a straight fight between two salvage companies. The winner will get to
keep the asset and mark it down on their roster. The winner of the asset cannot use it to produce money for this
game.

Also if one company is significantly larger than the other(s) then the smaller company (or companies) may elect
to start the game in a defensive position (You must still nominate a drop zone, even though you are not deploying
within it initially). Assume that the smaller company reached the area first and had time to set up defensive
positions. Use the following table to determine the deployment of the smaller company. Allow the smaller
company to set up first.


Deployment cost difference.

<800 cr The game does not qualify - the two forces are considered roughly
equal. Neither player gets a bonus.

=>800 cr - Smaller force gets 6of heavy cover to deploy wherever they wish on the
table before the game starts. This cover will be linear objects like walls,
barricades of even buildings. The deploying player may place their infantry
behind these obstacles in cover before the game starts.
>1600 cr - Smaller force gets 12of heavy cover to deploy wherever they wish on the
table before the game starts. This cover will be linear objects like walls,
barricades of even buildings. The deploying player may place their infantry
behind these obstacles in cover before the game starts.

For every further 800 point difference, add +6 of hard cover.

If there are more than two players in a game then each of the smaller companies deployment costs
should be compared with the deployment costs of the largest company to determine which advantages
the smaller companies will benefit from.

















The winner is the company that has the largest force left on the playing area at the end of the 5
th
turn. Normal
infantry count as 1, battle suited infantry and wardroids count as 2. All vehicles count as 4. Add +1 to these scores
for a company that is significantly smaller than the other (i.e.: <800cr deployment cost) as they have arrived first

48
and have had time to prepare their defences. Total up the points using this guideline to find out who has the
largest force left. The losing player will call in their drop ship automatically at the end of the 5
th
turn. Unless they
call it in on an earlier turn. The normal rules for calling your drop ship apply (see 1) Salvage Rights Mission
earlier in this chapter). Count recovery rolls the same as in a 1) Salvage Rights Mission.

4) Rescue/ Recovery Mission

Introduction
This mission should only be played out where there are two players available. If there are more than two players
then play out a Salvage Rights mission instead or re-roll on the missions table.
The role of a salvage company is often varied, and, at times does not involve salvage recovery at all, but may
resemble more the behaviour of a band of mercenaries or pirates. When these opportunities come along, they
often involve the promise of gaining large sums of money, and are not to be turned down by the successful
company boss.




For this mission you will need some small, simple bunkers, buildings or enclosures to act as prisons, and
some miniatures to represent captives, and/ or stashes of valuable items.
One of the players (roll randomly) has decided to diversify their activities to make some money. This player has
decided to engage in some lucrative, but illegal smuggling. At the same time they have also been offered a large
sum of money by an important local patron to act as a guard over a number of prisoners. This player has set up a
hideaway in a remote corner somewhere on the Outer Rim in order to carry out their plans. Anything for a fistful of
credits!
The other player has been hired by the Frontier Union to investigate claims that illegal activity is going on the
area. Though it is an elite force, the Frontier Defence Force is small and undermanned and recruitment levels are
low. One method of solving this problem is hiring salvage crews to perform policing duties during times when
manpower in the FDF is over stretched.
This player must investigate the area, and stop any illegal activity, which will be detected shortly after the area is
entered. The player must recover any prisoners, or illegal goods they find and get them back to their drop zone
where they will be immediately airlifted.

The guarding player cannot play with a force that has deployment costs any larger than 800 points more than the
investigating players force, as they have been caught off guard by the unexpected arrival of the investigators.
Also, if the investigating players force is the larger of the two then the following cover bonuses apply for the
defenders.












Deployment cost difference.
<800 cr The game does not qualify - the two forces are considered roughly
equal.
=>800 cr - Smaller force gets 6of heavy cover to deploy wherever they wish on the
table before the game starts. This cover will be linear objects like walls,
barricades of even buildings. The deploying player may place their infantry
behind these obstacles in cover before the game starts.
>1600 cr - Smaller force gets 12of heavy cover to deploy wherever they wish on the
table before the game starts. This cover will be linear objects like walls,
barricades of even buildings. The deploying player may place their infantry
behind these obstacles in cover before the game starts.

For every further 800 point difference, add +6 of hard cover.




49
Deployment
The guarding player deploys and will have the valuables/ captives stashed inside the buildings. There should be
a door on each building that the investigators will need to blow open. To determine the number of buildings roll
1D6 and half the result (round up) and then add one. (i.e: 1D3 +1) When placing the buildings you should
divide the playing area into 6 equal parts and roll randomly to determine which part each building should be
placed within.

The guarding player may place one of their units within 5 of any of
the buildings, and the rest within a drop zone, which cannot be
deployed within 10 of a building or 15 of the opponents drop zone.
This drop zone represents a surface encampment, set up by the
guarding player. The investigating player must deploy their entire
force within their drop zone, which cannot be within 15 of either a
building or the opponents drop zone.
The number of captives/ stash available for recovery on the board
should be determined by rolling a dice. Roll on the table below: The
guarding player may not move the prisoners from their prisons.








Roll 1D6
The result of should be distributed throughout the available buildings evenly
1 Six captives.
2 Four captives and three stashes of valuables.
3 Two captives and five stashes of valuables.
4 Three captives and four stashes of valuables.
5 Seven stashes of valuables.
6 Five captives and two stashes of valuables
Winning Conditions
In order to win, the investigator will have to recover from the building(s), and bring back to their drop zone as
much of the available stash/ captive models as they can. In order to recover these from the building(s) you must
move some of your crew into base to base contact with the building doorway (or within 2 either side of it). Then
roll (at the start of your phase) as if recovering salvage from a salvage counter. If successful, then the door has
been blown/ cut through, and the contents recovered.

If a stash is recovered, then you must load it on the back of a cargo vehicle, which means the vehicle, and the
recovering crew, must remain stationary for one entire phase (as per recovering salvage rule). It may also be
carried by infantry in the same way recovered salvage may be.
If a captive is recovered then represent him/her with an appropriate model. On the phase the door is blown, they
will join the nearest friendly unit, or become stragglers (see the stragglers rule on page 10) and move towards
your drop zone immediately. They cannot shoot or do anything else. They are considered to have the following
stats:

Resilience - 3
Armour Light (3)
Movement - 6

Alternately you can have them jump onto the back of a cargo vehicle and drive them back to your drop zone
quickly to have them air lifted out. Consider them loaded onto the vehicle as soon as the door is blown. For every
one point of cargo capacity available on a cargo vehicle, there are four spaces available for captives or stashes
of valuables. captives only take up one of these spaces, whereas one stash of valuables takes up two
spaces.
Note: Stashes are not the same as the recovered contents of a salvage counter in the salvage rights mission.

For example, a Salvage Dog, which only has one cargo capacity, would have four spaces available - enough
room for either four captives, or two stashes, or any combination of both.
As soon as the captive/ stash is safely within your drop zone, you may unload it there. Beware, as the enemy can
shoot the captives while they are held here, or the stash can be stolen in the same way that recovered salvage

50
may be stolen from the drop zone, as mentioned in the Transporting The Salvage To The Drop Zone section.
Captives do not count as enemy infantry, so stash can be stolen if a captive is within 4 of it. Any vehicle used to
carry the captive/ stash back to the drop zone must be entirely within the drop zone to unload their cargo.

Note that the guarding player may well shoot at the captives to prevent the investigator rescuing them, but the
guard will not receive any rewards for those captives either. Captives may be shot at while traveling on the open
back of a cargo vehicle (not all cargo vehicles are open backed). If this occurs, then consider the captives as
being in heavy cover (+3 to defence score).
The rescuing player may not shoot at the captives. The guarding player may not shoot at the captives until the
captives have escaped their prison and their representative models are on the playing area.

The game ends when one of the players quits the field (see the 1) Salvage Rights Mission for more
information). At this point their drop ship will leave the area, and anything outside of a 6radius from their drop
zone marker will be left behind. The remaining player will be able to leave the field after the game with whatever
equipment and crew they have left on the playing area. They will also gain whatever stash and captives remain on
the playing area.

Both players will each be rewarded by their employers according to how well they perform
The investigating player will receive 6500 cr for each captive rescued, and 5000cr for each stash captured. The
guarding player will receive the same amounts for each item/ captive not captured.
The winner is the player who gets paid the most!

Hints and Tips
1) Always put your heavily armoured infantry forward as a screen for the more lightly armoured crew. This
way the light infantry can operate behind the front line on collecting salvage or moving to a strategically
important area.
2) Dont be afraid to pull out early and call your drop ship down. Dont be afraid to pull out early and call your
drop ship down. This may make for a quick game, but you avoid losing a lot of crew and equipment if the
situation seems to be going badly. We have had games that only lasted around 30 minutes when this
happens. At other times the game will last several hours as the players slug it out over who gets the
valuables.
3) If you take a pounding in a game and your salvage company is on its last legs, you many find that even a
bank load wont help you out of the problem. It is at this point you should consider dissolving your
company, and selling your salvage starship. The endeavors of your company boss have come to naught
and its time for a change of career. You can always start another company, commanded by another
grizzled veteran of the Outer Rim. There is no shortage of them across the wild frontier.
4) When a small company meets a really big company, the two players involved need to agree on a game
size that will make both players comfortable. We have included regulating factors in the missions where
possible to mitigate the David and Goliath scenario, but there will be rare times when player tact is
required. It is a game, and both players should go gentle on each other up until the point where dice start
being rolled!
5) During a salvage rights mission, try to engage your opponent so that their units are tied up. That way
they will be reluctant to call in their drop ship to end the game because they will leave behind a lot of crew
and equipment. At the same time, you must try to obtain over 50% of the available salvage counters with
other elements of your company so you can claim the salvage rights before your opponent ends the
game. Easier said than done no doubt.


51
A Ap pp pe en nd di ix x 1 1: : F Fr ri ie en nd ds s a an nd d F Fo oe es s

The Hydrissians

<Welcome enquirer! Excerpt from 578 Pan-Galactic archive- basic history. Sub
Ref Hydrissian> Recently, in the aftermath of the Mimjip pathogen, while mankind
reconstructs its frontier society and the home systems are tentatively re-opening their
borders to the outer rim, the Hydrissians have made themselves known. Their physical
appearance is alien to mankind, but most closely described by one author as
resembling upright reptiles with long necks. Though it has subsequently come to light
that the similarities end there. Originating from the Hydra star system 90 light years
from Earth, they are also a young , dynamic space faring species like humanity. Their
technology is very highly advanced, and while being somewhat slower in establishing
an interstellar community they are no strangers to inter species warfare and brutality.

Mankinds initial contact with these creatures was during a Hydrissian slave raid in 2442. The human colony that
had been established on Libertys World on the edge of Hydrissian space nearly disappeared. Except for a few
survivors who could tell the tale of how the events unfolded. The Hydrissians initially appeared friendly, even
entering diplomatic negotiations with the colony leader. It took some time to establish an effective means of
communication. It was revealed during these talks that the aliens had known of mankind for some time, and had
gone to great lengths to conceal their presence among the stars up until that point.

However, peaceful negotiation broke down shortly after another, smaller, delegation of Hydrissians landed on
Liberty's World and seemed to take control of the proceedings. The situation deteriorated rapidly for the human
colonists, and open hostility broke out. Many colonists were captured for slavery by the Hydrissian slave drones
robotic constructs with the sole task of immobilizing and then imprisoning the colonists.

Naturally, the Frontier Union took a very dim view of all this and quickly set up the Frontier Defence Force. The
FDF was established to some extent on all colonial worlds, but manpower was, and still remains, very short. The
frontier populace is too small to supply a large standing defence force and conscription is currently out of the
question as society on the Outer Rim is not presided over by one government, but by the Frontier Union a
complicated and oft-times loose organization of newly established collectives, spread throughout numerous star
systems.

This lack of coherence merely blunted mankinds response to, what was becoming, a repeat occurrence. As
opportunistic Hydrissian slave raiders started to repeatedly target humanities most vulnerable colonies.
The FDF put together a military/scientific force with the intention of entering Hydrissian space, learning as much
about the enemy as possible, and possibly giving them a bloody nose to show them that mankind was not going
to roll over and take this punishment lying down. This force was called the Polaris expedition and it was doomed
from the start, though the information it gathered was vital in later relations with the aliens. The force commander,
a Capt. Hall, was killed by the ill disciplined crew shortly after a close-run space battle with a Hydrissian slaver
force. The new commander reluctantly appointed, a Capt. Dyson, had the crippled mother ship crash land upon a
frozen moon. The crew spent 6 months expecting to be rescued by a Hydrissian slaver, only to be picked up by a
Hydrissian diplomatic mission heading toward human space.

Upon their return Captain Dyson was hailed a hero, an investigation into the incident took place, and true
negotiations were opened with the Hydrissian ruling class. It was learnt during the negotiations that Hydrissian
society was certainly not unified in its aims and agendas. Numerous foolish and opportunistic groups within it
often hindered the more civilized guidance of the supreme governing body called the Senate. In particular, the
devourers, which were a warlike fringe of Hydrissian culture and mostly responsible for slave raids and
malcontent on the fringes of Hydrissian space.

Since these events, it has been widely recognized that the Hydrissian culture is largely one worth embracing,
albeit cautiously. Hydrissian individuals can be found throughout human society on the Outer rim more recently,
and even humanities home systems have begun opening their doors to diplomatic overtures from the Hydrissian
senate. They are still very much mistrusted by the majority of mankind, and no Hydrissian has, as yet, been

52
granted citizenship of the Outer Rim. The interaction between the two species is still playing itself out cautiously,
and recent events on Earth involving the disappearance of Hydrissian diplomats amongst human society at large
have raised a question mark over their agenda. In the meantime, official human observers are at large within
Hydrissian society busy finding out as much as they can. The slave raids of the devourers have not entirely
ceased to date, and the Hydrissian senate is genuinely having difficulty controlling these renegades. <End of file
please insert another credit>

Hydrissian crewmembers can be found for employment by a salvage company boss fairly easily. Their unique
abilities and skills can be useful during a mission. They cost the same to employ as humanoid crew, including the
level of skill the employee has initially. Refer to the section earlier on employing BIO crewmembers. You can have
a Hydrissian as a company boss though the company boss skills and vices do not apply to them. This will be dealt
with more fully in a forthcoming rules supplement detailing in greater detail the culture of the Hydrissians and
extensive further rules for playing them on the field.

Hydrissians have the following statistics and equipment available when first employed.

Resilience: 3
Armour: 3 (light)
Movement: 6
Weapon: General small arms.




Hydrissian equipment and costs

Small arms free. Treat as small arms for human/ MEKK crew.
Disassembler gun 350cr
Thumpgun 1200cr
Singularity cannon 1750cr
Skywhale harpoon - 800cr
Singularity bombs 500cr
Light armour free
Medium armour ( 5 pts) 400cr
Cyclone armour (7 pts) 1500cr
Cyganic implants 500 cr
Diplomat staff 700cr (+2 to combat rating).
Salvage tools 200cr.

Vehicles and Heavy equipment
Gorgon reconnaissance fighter 6,200 cr.

















Disassembler gun Standard Hydrissian sidearm. Named the 'dissembler gun' by humans for its ability to
deconstruct tiny quantities of matter at a distance, causing deadly localized blasts. Has the following profile:
Description Damage dice No. of hits Range Special
Disassembler Gun 1D8+3 2 14 Short, 25 Long Hydrissians only.

Thumpgun - So named by humans because of the noise it makes when it fires. This weapon will tear through
vehicle armour at close range. May only be used by Hydrissian infantry equipped with battle armour. Counts as a
heavy weapon. Has the following profile:
Description Damage dice No. of hits Range Special

Thump Gun

2D10

1
10 short
20 long
May be used as a very hefty club in
melee. Add +1 to the users combat
rating. Hydrissians only.


53
Singularity cannon A shoulder mounted twin barrel heavy weapon used with a body harness. Uses the
Hydrissian knowledge of singularities (tiny black holes) to harness them and hurl them at the enemy. See stats
below:
Description Damage dice No. of hits Range Special
Singularity Cannon 2D8 per hit 2 12 Short
20 Long
When it fires it may shoot at two separate
targets. Both targets must be within 5 of each
other. Takes time to reload, so only fires twice
per turn. May only fire once during opponents
turn if you get some SPs from FOW.

Skywhale Harpoon - Used on Hydris prime originally to carve the harvests from the bellies of giant Skywhales, it
was converted into a powerful military weapon which can only be used by Hydrissian battle armoured soldiers. It
can slice opponents into chunks in a fraction of a second when wielded by a skilled soldier. Add +3 to the users
combat rating.
Singularity Bombs Usually carried on a bandolier. When thrown, using the throw grenade skill, they create a
very short lived, microscopic black hole which has the effect of pulling matter apart in the vicinity. Treat as
ordinary grenades, but they do 2D8 damage and have a blast radius of 1.
Cyganic Implants Cybernetic/organic implants used by Hydrissians to enhance physical ability and extend
longevity considerably. A Hydrissian infantry model fitted with cyganic implants has a fast movement of 7. It also
benefits from a +1 bonus in Resilience score.
Diplomat staff Only useable by hydrissian diplomats (see below). It is a staff of office as well as a deadly
weapon in melee. Add +2 to the models combat rating.
Cyclone armour Hydrissian battle armour. Has an armour value of 7 and enables the wearer to use Hydrissian
heavy weapons. Also if the user can pass a battle suit skill check every time 1SP is spent on moving its unit then
it may add an extra 2 to its movement. The model may not voluntarily leave its unit leaders exclusion zone.
Gorgon reconnaissance fighter Used widely by the Hydrissian military for reconnaissance duties. It also has
the ability to engage enemy scouting parties and deny the enemy valuable forward intelligence. They sometimes
come up for sale on the Outer Rim, and it is rumored that the basic design has been adopted and is being
modified by the FDF for future use. Armed with four ion cannons arrayed in two batteries each battery fires at
the same target twice for 2D6+2 damage each time. So, although it fires four times you can only choose two
separate targets (one for each battery) each time it fires. The two targets cannot be further than 5 inches apart.
The gorgon fighter also makes use of the Hydrissian knowledge of energy shields. It has stasis field generators
available as an upgrade. This upgrade may be taken twice. Each one field generator replaces one of the guns in
the rear ion battery. Each stasis field upgrade adds +1 to the vehicles armour on all sides. So two stasis fields
give the Gorgon 9 armour in all locations. If only one stasis field is added then the gorgon will only have 1 gun in
its rear battery to fire with, and 8 armour on all sides.

Gorgon Recon fighter, Military class, flying vehicle. Cost: 6,200cr

Armour values: Movement: 12 (Minimum move: 4)
Front, Side, Rear & Top: 7 Throttle: 4
Superstructure: 6 Maneuvers per SP: 2

Deployment cost: 250 cr
Crew: 1 (1 driver)
Cargo capacity: 0
Passenger capacity:0

Primary weapon: 2 x ion battery (heavy weapon). Each battery doing 2 hits to same
target. Each hit doing 2D6+2 damage.

Stasis fields: Available twice. Each field adds +1 to armour on all sides. Cost 500cr per field.

Not designed for use by MEKK crewmembers. May only be crewed by BIO crewmembers.



54

Hydrissian Skills
Hydrissian infantry have the full range of skills available to human crew members except for the skills: nimble ,
salvage hound and hard as nails. In addition, they have the following skills that may be employed
2) Chameleon skin Hydrissians have the ability to change the color of their skin to reflect their
surroundings. This makes it harder to target them when shooting at them. However, this is a skill that is
learnt like any other, and when used may be subject to varying degrees of success. The skill may also
only be employed by lightly armoured hydrissian infantry, as wearing lots of armour tends to cover up
the chameleon effect and negate it. To employ the skill, roll the skill check at the same time your
opponent rolls their weapons skill check to see if they hit the hydrissian model with weapons fire. If your
skill check is a success then you may add +1 to the enemy dice roll result, reducing the chances that their
skill check is a success. If you roll a double number that is equal to or under your skill level, then you may
add +2 to the enemy dice roll.
3) Combat kick Hydrissians have their own form of martial art, called Sessu-mir (roughly translated -
Ending talk with ones feet). If a hydrissian model is engaged in melee with an opponent and
successfully makes a combat kick roll, that model may add +1 to its combat rating. If a double number is
rolled that is equal to or under that models skill level then you may add +2 instead.
4) Hydrissian diplomacy This skill is only available to hydrissian diplomats (see below). Contact between
humanity and the hydrissians is still relatively new, and both races are reluctant to see relations
deteriorate. With this in mind, many hydrissians present on the Outer Rim are trained, to some degree, in
diplomacy and tact. These aliens have been termed the diplomats and often fulfill the role of leader. If
you have a diplomat in your crew then they will open negotiations with your opponents force before a
game is played. These negotiations can be continued via communications equipment between the sides
during a mission (!), with both sides hoping to gain as much as they can from the confrontation with as
little loss as possible. However, diplomacy between two entities often results in one gaining the
advantage over the other.
In order to use diplomacy, you must declare that you are doing so at the start of one of your
opponents turns. You may only do this once per game. Roll a diplomacy skill check for each diplomat
you have in play. For each successful roll, you may add +1 to your diplomacy score. Then try to roll
equal to or under your diplomacy score on 1D8. If you fail, then the opposing company boss ceases
communication with your side (no doubt passing a snide comment moments before turning the
communications link to the off position). If you are successful, then you may choose one of the
following:













However, if you roll an 8 on the dice your diplomats attempts have failed dismally and your opponent has
second guessed your plan. Your opponents force will benefit from one of the following:






1) Bamboozle! - Opponents progress delayed. Steal 2 SP from your opponent this turn.
Spend it immediately before your opponent starts their turn. (Your opponent loses
2SP).
2) Gentlemans agreement - Your opponent orders their force not to shoot at one of your
units this turn.(Your choice). Your unit must be led by a diplomat, and your opponent is
allowed to return fire if shot at. If your unit moves to within 4 of an enemy unit, the
enemy may open fire as normal as you have moved too close for comfort for the
ground troops.
3) Loyalty dilemma! - Any hydrissians in your opponents force must roll a loyalty test to
move or shoot this turn (except to return fire). They can be left behind outside of the
unit leaders exclusion zone by other unit members at which point they become
stragglers.
1) +1 loyalty for the rest of the game as the opponents crew are outraged at the bare
faced cheek of the lying diplomat!
2) Your diplomats are dumbfounded by the crazy boss leading the opposing team when
the next FOW roll is made, add +3 to the dice roll.


55

Hydrissian Diplomats
If you employ 5 or more hydrissian infantry at the same time in your salvage crew one of them will be nominated a
diplomat by the others. This is essentially a leader and you must attach at least 4 other hydrissian infantry
models to the diplomats unit during a game. As well as fulfilling the role of a unit leader, the diplomat also can
employ the diplomat skill mentioned above. A diplomat may also be armed with a diplomats staff, though this is
not necessary.

The foregoing rules for the Hydrissians only cover this alien species in a basic way. The hydrissians will
be covered more thoroughly in a forthcoming rules expansion. There will be more troop types, more
vehicles and lots more equipment!

Asteroid Miners
<Welcome enquirer! Excerpt from 579 Pan-Galactic archive- basic
history. Sub Ref Asteroid Miner> Human asteroid miner colonies exist
throughout the Outer Rim, as well as throughout the Sol home system.
Asteroid miners are a gruesome synthesis of man and machine - due to the
horrendous level of injuries experienced by these unfortunate souls during
the mining process.
Nearly all asteroid miners have lost limbs or body parts as they have been
involved in near fatal accidents. Many opt for their bodies to be grafted onto
mechanical chassis even before any accidents occur (if they can afford to
pay for it). The chassis enables them to perform their work more efficiently
and safely inside the artificial atmosphere of the asteroid interior (the asteroids are mined from the inside out,
sealed externally and pumped with a breathable atmosphere).
Asteroid miners will staunchly defend their claims on the valuable asteroids they mine - and are generally a
fiercely independent group. Some miners are even lucky enough to retire on a huge fortune - if they survive. If
they get this far then their bodies are usually grafted onto a less industrial chassis, usually an expensive android
model which will enable them to live a more gentile lifestyle and enjoy their wealth.
Asteroid miner colonies were set up quickly on the Outer Rim after the first wave of colonists arrived. They serve
an important function throughout space as they supply large quantities of rare metals and other valuable
resources. There are hundreds of miners clans, all with varying allegiances , some also offer their services as
mercenaries. Others offer their skills in surgical grafting, cybernetics or other technologies. They are found at
times in the company of pirates and the asteroid miner colony is a perfect place to hide illegal cargoes.

Your company boss can approach a mining clan to hire out some of its members. The largest mining clan on the
Outer Rim is called the Iron Raven clan. They have a strong tradition that goes back several hundred years and
offer nearly all services available from other asteroid mining clans. However, there are many other clans where
these services may be obtained. <End of file please insert another credit>

This section, like the section on the hydrissians, is only intended to cover the miners in a basic fashion. The only
service offered by the asteroid miners that will be detailed here will be mercenary groups. A later rules expansion
will include more troop types, equipment and other interesting aspects!

Asteroid Miner Crew
When asteroid miners are employed, they must always come in units of at least 3 models, led by a mining
foreman. (2 grunts and a foreman). You should treat them as if you were employing your own crewmembers
when first employing and equipping them. They always come with the following stats initially.

Resilience: 4
Armour: 4 ( the miners metal chassis provides armour)
Movement: 6
Weapon: General small arms.







56
They have the same small arms and heavy weapons available that appear on the main weapons list tables
appearing previously in the rules (starting page 17).

They also have the following equipment available -













Asteroid Miner equipment
Armour upgrade 300cr (+1 to armour value).
Chassis upgrade 250cr (+1 to movement score).
Cyber knuckles 700cr (+2 to combat rating, 1D10 damage to vehicles).
Power drill 700cr.
Mining laser 1800cr
Biomechanical strength enhancement 300cr.( Enables the model to wield, two general small arms weapons
at the same time cost includes 2
nd
weapon.) Model shoots twice.
Command implant 250cr.( Enhanced command ability. Only available to foreman. Increases unit exclusion
radius to 8).
Salvage tools 200cr.

The armour and chassis upgrades are only available once per model.
Power drill Adds +2 to combat rating. Also, if used against battle armour in melee and you roll a 5 or 6 for your
combat roll the drill punctures the battle suit. The model must roll equal to or less than its resilience score on 1D6
or die of shock. If the model survives then do not compare any further combat rolls between the two models
involved for that melee phase. The power drill may also be used to stun civilian class vehicles. If you roll a double
when making your hand to hand combat skill roll while assaulting a vehicle it will become stunned for that players
next phase 1 or phase 2 and be unable to move or shoot its weapons. The drill will also do 2D4+3 damage to the
vehicle.
Mining laser Commonly used by the miners during mining operations, it can also be used as a deadly weapon.
Asteroid miners have no shortage of these weapons and mercenary groups usually have at least one of these
attached.

Description Damage dice No. of hits Range Special
Mining laser 1D10+1D6
1
22 short 38 long Asteroid miners only

Asteroid miners also have the same skills available on the Bio skill list. Except they cannot use the following
Nimble, Hard as nails. They also have the following skill available to them:
1) Grim Determination (free points 3) If a unit of asteroid miners fails either a loyalty test, or a bravery
test, asteroid miners may make a grim determination skill check to see if they do not flee, but instead,
carry on as normal against the adverse circumstances as if they had made their loyalty/ bravery test.
Members of the unit that flee outside of the unit leaders exclusion zone will be treated as a separate unit.
The models that do not flee will be treated as a separate unit to the models that are fleeing. Nominate
leaders for the two units. This skill is useful if your salvage company has a low company loyalty. Fleeing
models will require one SP to be spent on a loyalty test to rally, even those that belong to a unit that is
only partially fleeing.

Asteroid Miners Employment Cost

Average (7 skill points) Experienced (12 skill points) Veteran (16 skill points)
Asteroid Miner 1000 cr 1500 cr 2000 cr

Asteroid miner foreman The only difference between a normal asteroid miner and a foreman is that the
foreman has access to the command implant from the equipment list, and the foreman has 5 free points in the
grim determination skill. For every mining foreman you employ, you must have at least another 2 normal miners
in the same unit.

Asteroid miners drop zone Asteroid miners come equipped with their own drop shuttle. This means that they
can be deployed on the playing area with a different drop zone to the rest of your salvage crew. You may place
this drop zone marker anywhere on the board, but not within 15 of an enemy unit/ drop zone or within 15 of a

57
salvage counter. The small size of the miners drop shuttle means that their drop zone is only a 3 radius from the
drop zone marker, which will only be big enough to disembark 5 asteroid miners at a time. Remember you can
disembark more crew on your second phase from the same drop zone, provided you have cleared the drop zone
in time. The asteroid miners drop zone can be used to offload salvage from salvage counters. It behaves in all
respects like your normal drop zone, except that it only has a radius of 3 from the drop zone marker.

Asteroid miners recovering salvage Miners follow the same rules for this as normal crew. But the large base
size of the models means less miners can get in contact with the salvage counter.

Deployment costs An asteroid miner counts as a MEKK for deployment costs (basic 150cr skills dont count).
Count all other deployment costs as they apply. (e.g. heavy weapon 100cr etc.)

A Ap pp pe en nd di ix x 2 2 G Ga am me e S Se eq qu ue en nc ce es s a an nd d L Lo oy ya al lt ty y T Te es st t C Co on nd di it ti io on ns s










Turn sequence
1) Phase 1 Perform actions like moving and
shooting
2) Fog of War phase Roll a dice to determine
random occurrence
3) Phase 2 Perform actions like moving and
shooting
4) Work out hand to hand combat

Shooting sequence
1) Choose visible target
2) Roll weapons skill to hit
3) If successful, roll weapon damage and compare with
targets DEF score ( RES + Armour + cover bonus =
DEF). Or with vehicle armour score
4) If equal to target DEF score, target wounded. If
damage exceeds DEF score, target killed. If vehicle
armour score beaten then roll once on vehicle damage
table for every damage point over vehicle armour score







Melee sequence
1) Both sides roll 1D6 and add combat rating to result. (Combat rating = melee skill + DEF)
2) Compare resulting combat roll
3) Highest combat roll wins. If victor doesnt beat loser by more than 3 points the loser is only wounded

Each model only generates one combat roll per melee phase. Compare with all opponents in base to base.
Multiple opponents give 2 modifier, cumulative for every opponent after the first.









Loyalty test conditions
1) Losing 33% or more of a units number in one phase resulting from enemy fire. Roll the dice as soon as the
33% casualties line is crossed. And instead of any bravery tests that may need to be rolled this turn as a result
of losing melee combat
2) When you wish to shoot at an enemy unit which is also engaged in a hand-to-hand melee containing other
members of your own salvage crew. Failure means you have still spent the SP on shooting
3) At the end of a phase of hand-to-hand combat, both sides must roll a special loyalty test, called a bravery
test to see which one wins and which one flees
4) Company Boss dies on the field all units make a loyalty test or retreat back to drop zone. (see below)

58
F Fi in na al l T Th ho ou ug gh ht ts s

Some elements of Star Mogul are new concepts in wargaming. Observant readers will note that some of the
vital elements of the game actually take place in between games away from the playing area. Spending your ill
gotten credits on new troops, managing assets and allocating new skill points are all going to take place without a
gaming buddy there to make sure you dont bend the rules to help you in the next fight. The temptation will arise
for most players to do this at some point, especially if your beloved salvage company just took a savage thrashing
from that smug chap at the local club. Obviously its up to you you can, at the end of the day, do what you want.
The purpose of the rules is to see if you can guide a salvage company through adversity and danger to the heady
heights of success on the Outer Rim, and, if youve bent the rules a bit on the way then you probably wont get the
full feeling of satisfaction when you get there. We just hope that you will have a lot of fun with your fine gaming
friends so that when you get together in the distant years to come and you all have grey beards down to your
knees, you can have a good laugh at the memories, and games, you built together.

If you have any suggestions or comments we would warmly welcome them. Please visit the forum on our main
website and post some comments.

Thank you all so very much for purchasing Star Mogul. Please keep in touch with our website so you can follow
all the great things we have in the pipeline for this rules-set. More miniatures, more vehicles and rules expansions
galore! You can find us here:

www.alphaforgegames.com

All the best from the Alpha Forge team!





59
Section 1 - Star Mogul: Salvage Company Roster.

Company Boss:
NAME: RACE: MOVEMENT: DEPLOYMENT COST:
Armour: Resilience
(RES):
Defence
(DEF):
Combat
Rating (CR):

Primary Weapon: Weapon damage:
Skill1: Skill2:
Skill3: Skill4:
Skill5: Skill:6

EQUIPMENT/ NOTES:

Shareholder 1:
NAME: RACE: MOVEMENT: DEPLOYMENT COST:
Armour: Resilience
(RES):
Defence
(DEF):
Combat
Rating (CR):

Primary Weapon: Weapon damage:
Skill1: Skill2:
Skill3: Skill4:

EQUIPMENT/ NOTES:

Shareholder 2:
NAME: RACE: MOVEMENT: DEPLOYMENT COST:
Armour: Resilience
(RES):
Defence
(DEF):
Combat
Rating (CR):

Primary Weapon: Weapon damage:
Skill1: Skill2:
Skill3: Skill4:

EQUIPMENT/ NOTES:


FINANCES:

NET COMPANY WORTH:
(funds debts) :
TOTAL COMPANY FUNDS
CURRENTLY AVAILABLE:

TOTAL COMPANY
DEBTS/ LOANS:
Total Company Deployment costs:
ASSETS OWNED: REVENUE PER GAME
GENERATED:
ASSET RESALE VALUE:






Copyright Alpha Forge Games 2006. Permission granted to photocopy for personal use.


60
Section 2 - Star Mogul: Salvage Company Roster.

Squad Number/ name ______________ Squad Deployment cost :

Squad Leader:
NAME: RACE: MOVEMENT: DEPLOYMENT COST:
Armour: Resilience
(RES):
Defence
(DEF):
Combat
Rating (CR):

Primary Weapon: Weapon damage:
Skill1: Skill2:
Skill3: Skill4:

EQUIPMENT/ NOTES:

2
nd
in command
NAME: RACE: MOVEMENT: DEPLOYMENT COST:
Armour: Resilience
(RES):
Defence
(DEF):
Combat
Rating (CR):

Primary Weapon: Weapon damage:
Skill1: Skill2:
Skill3: Skill4:

EQUIPMENT/ NOTES:

Grunt 1
NAME: RACE: MOVEMENT: DEPLOYMENT COST:
Armour: Resilience
(RES):
Defence
(DEF):
Combat
Rating (CR):

Primary Weapon: Weapon damage:
Skill1: Skill2:
Skill3: Skill4:

EQUIPMENT/ NOTES:

Grunt 2
NAME: RACE: MOVEMENT: DEPLOYMENT COST:
Armour: Resilience
(RES):
Defence
(DEF):
Combat
Rating (CR):

Primary Weapon: Weapon damage:
Skill1: Skill2:
Skill3: Skill4:

EQUIPMENT/ NOTES:

Grunt 3
NAME: RACE: MOVEMENT: DEPLOYMENT COST:
Armour: Resilience
(RES):
Defence
(DEF):
Combat
Rating (CR):

Primary Weapon: Weapon damage:
Skill1: Skill2:
Skill3: Skill4:

EQUIPMENT/ NOTES:

Grunt 4
NAME: RACE: MOVEMENT: DEPLOYMENT COST:
Armour: Resilience
(RES):
Defence
(DEF):
Combat
Rating (CR):

Primary Weapon: Weapon damage:
Skill1: Skill2:
Skill3: Skill4:

EQUIPMENT/ NOTES:

C Copyright Alpha Forge Games 2006. Permission granted to photocopy for personal use.

61
Section 2(A) - Star Mogul: Salvage Company Roster.

Squad Number/ name ______ :

Grunt 5
NAME: RACE: MOVEMENT: DEPLOYMENT COST:
Armour: Resilience
(RES):
Defence
(DEF):
Combat
Rating (CR):

Primary Weapon: Weapon damage:
Skill1: Skill2:
Skill3: Skill4:

EQUIPMENT/ NOTES:

Grunt 6
NAME: RACE: MOVEMENT: DEPLOYMENT COST:
Armour: Resilience
(RES):
Defence
(DEF):
Combat
Rating (CR):

Primary Weapon: Weapon damage:
Skill1: Skill2:
Skill3: Skill4:

EQUIPMENT/ NOTES:

Grunt 7
NAME: RACE: MOVEMENT: DEPLOYMENT COST:
Armour: Resilience
(RES):
Defence
(DEF):
Combat
Rating (CR):

Primary Weapon: Weapon damage:
Skill1: Skill2:
Skill3: Skill4:

EQUIPMENT/ NOTES:

Grunt 8
NAME: RACE: MOVEMENT: DEPLOYMENT COST:
Armour: Resilience
(RES):
Defence
(DEF):
Combat
Rating (CR):

Primary Weapon: Weapon damage:
Skill1: Skill2:
Skill3: Skill4:

EQUIPMENT/ NOTES:

Grunt 9
NAME: RACE: MOVEMENT: DEPLOYMENT COST:
Armour: Resilience
(RES):
Defence
(DEF):
Combat
Rating (CR):

Primary Weapon: Weapon damage:
Skill1: Skill2:
Skill3: Skill4:

EQUIPMENT/ NOTES:

Grunt 10
NAME: RACE: MOVEMENT: DEPLOYMENT COST:
Armour: Resilience
(RES):
Defence
(DEF):
Combat
Rating (CR):

Primary Weapon: Weapon damage:
Skill1: Skill2:
Skill3: Skill4:

EQUIPMENT/ NOTES:

C Copyright Alpha Forge Games 2006. Permission granted to photocopy for personal use.

62
Section 3 - Star Mogul: Salvage Company Roster.
Vehicles/ Heavy Equipment:
Equipment 1)
TYPE: Speed: Throttle:
Armour: Turning score:
Front:
Maneuvers:
Left side:
Cargo capacity:
Right side:
Deployment cost:
Rear:
Main Weapon:
Top:
Damage:
SUPERSTRUCTURE POINTS:
Gunners skill:
CREW1:
NAME: RACE: MOVEMENT: DEPLOYMENT
COST:
Armour: (RES): (DEF): (CR):
Primary
Weapon:
Weapon
damage:
Skill1: Skill2:
Skill3: Skill4:

EQUIPMENT/ NOTES:


CREW2:
NAME: RACE: MOVEMENT: DEPLOYMENT
COST:
Armour: (RES): (DEF): (CR):
Primary
Weapon:
Weapon
damage:
Skill1: Skill2:
Skill3: Skill4:

EQUIPMENT/ NOTES:



Equipment 2)
TYPE: Speed: Throttle:
Armour: Turning score:
Front:
Maneuvers:
Left side:
Cargo capacity:
Right side:
Deployment cost:
Rear:
Main Weapon:
Top:
Damage:
SUPERSTRUCTURE POINTS:
Gunners skill:
CREW1:
NAME: RACE: MOVEMENT: DEPLOYMENT
COST:
Armour: (RES): (DEF): (CR):
Primary
Weapon:
Weapon
damage:
Skill1: Skill2:
Skill3: Skill4:

EQUIPMENT/ NOTES:


CREW2:
NAME: RACE: MOVEMENT: DEPLOYMENT
COST:
Armour: (RES): (DEF): (CR):
Primary
Weapon:
Weapon
damage:
Skill1: Skill2:
Skill3: Skill4:

EQUIPMENT/ NOTES:



C Copyright Alpha Forge Games 2006. Permission granted to photocopy for personal use.

63

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