This section is only available to characters with the Mountain Society skill.

Little is known of the warlike society that inhabit the Mountains - least of all what lies beyond them. Their entire social structure is that of an army, and they lack senses of humour to say the least. Their only goal is conquest. Most of the population appears to be at the front line; when somebody is too injured or old to fight any more, they leave for one of the cities, some three to four hundred kilometres back from the line, to work in factories making munitions and breeding.

The Gollem scientists have stolen our computer technology; this is a blessing in disguise, as it means their computers are 100% compatible with ours, but the language used within will not be comprehensible (it's Mountainese), unless the player has the Mountain Society skill.

Gollems are ahead of Civilisation in weapon technology; they can make energy weapons far more efficient than our Plasma Cannons, which lose 80% of the energy to the air heated by the blast, rather than doing damage. Also, they have some terrifying bioweapons.

Mountain Races

These are the dice modifies for rolling Mountain characters, on top of the basic 3D6. All have Beauty 3 (to USOC eyes, at least).

Orc : +8 Con, -2 Int, +1 Mus, -1 Chr, -1 Wis, +1 Rea, -1 Wil, -1 Spd

These form the basic infantry unit in the Mountains, often with light exoskeletons. Orcs, also, get most of the non-military jobs (production, repair, etc.)

Goblin: -1 Con, +1 Int, -2 Mus, -1 Chr, +1 Wis, +1 Rea, +1 Wil, +8 Spd

These form small tactical squads, lightly armed, well trained, and fast moving. Vehicular units are often driven or flown by goblins.

Troll : +10 Con, -9 Int, +20 Mus, -6 Chr, -6 Wis, +8 Rea, +1 Wil, -2 Spd

These form heavy assault units, heavily armed and armoured, often with some form of exoskeleton.

Gollem: -3 Con, +3 Int, -3 Mus, +3 Chr, +3 Wis, +3 Rea, +4 Wil, +2 Spd

These spindly feeble creatures are the driving power behind military activities from the Mountains. They are the officers and scientists, only ever venturing into the field of battle in heavily-armoured battle stations.

Major Character classes

Average attributes are listed for rapid generation of faceless hordes; GMs should vary these when creating particular individuals.

Orc Infantry

Constitution18
Intellect8
Muscle11
Charm9
Beauty3
Wisdom9
Reactions11
Willpower9
Run speed9
SkillsUse of all Mountain Weapons
SpellsNone
Endurance13
Strength14.5
Charisma6
Persuasion9
Aura9
Alertness9
Attack11
Dodge15
Stamina38
NE45
Actions per turn3
Initiative9.9
NotesEquipped with Orc Exoskeletons.

Goblin Infantry

Constitution9
Intellect11
Muscle8
Charm9
Beauty3
Wisdom11
Reactions11
Willpower11
Run speed18
SkillsStandard Weapons + Bikes
Endurance10
Strength9
Charisma6
Persuasion9
Aura11
Alertness11
Attack10
Dodge10
Stamina23
NE55
Actions per turn3
Initiative12.1

Goblin Technician

Constitution9
Intellect11
Muscle8
Charm9
Beauty3
Wisdom11
Reactions11
Willpower11
Run speed18
SkillsRepair of all Mountain standard equipment, demolitions & disposal, computer hacking, torture, riding Bikes.
Endurance10
Strength9
Charisma6
Persuasion9
Aura11
Alertness11
Attack10
Dodge10
Stamina23
NE55
Actions per turn3
Initiative12.1
EquipmentRifle + Bike

Goblin Pilot

Constitution9
Intellect11
Muscle8
Charm9
Beauty3
Wisdom11
Reactions11
Willpower11
Run speed18
SkillsStandard Vehicles + Heavy Vehicles
Endurance10
Strength9
Charisma6
Persuasion9
Aura11
Alertness11
Attack10
Dodge10
Stamina23
NE55
Actions per turn3
Initiative12.1
EquipmentPistol + a vehicle.

Troll Infantry

Constitution20
Intellect1
Muscle30
Charm4
Beauty3
Wisdom4
Reactions18
Willpower11
Run speed8
SkillsStandard and Heavy Weapons
Endurance16
Strength25
Charisma4
Persuasion8
Aura5
Alertness8
Attack24
Dodge19
Stamina56
NE25
Actions per turn5
Initiative14.4
EquipmentGP or Assault exoskeleton, Rotary Cannon, Guided Missile Launcher, Grenade launcher as separate weapon.

Gollem

Constitution3
Intellect20
Muscle3
Charm5
Beauty3
Wisdom20
Reactions5
Willpower19
Run speed5
SkillsPhysics - beyond ours; Biology - beyond ours; Chemistry - beyond ours; Electronics - on a par with ours; Mathematics - on a par with ours; Computing - just behind ours; piloting Battle Stations.
Endurance11
Strength3
Charisma4
Persuasion12
Aura20
Alertness20
Attack4
Dodge4
Stamina20
NE100
Actions per turn2
Initiative10

Standard Weapons

Pistol {-4}
CloseMediumFarExtreme
Range15m30m45m50m
Attack Bonus2110
Damage6D6+206D6+106D63D6
Blast Radius----
Ammo8mm magazine of 10DC100Resilience1Dodge Bonus-1
ModesAuto
Black Market Price1c
Rifle {-2}
CloseMediumFarExtreme
Range100m150m200m220m
Attack Bonus5433
Damage30+6D820+6D810+6D86D8
Blast Radius-
Ammo12mm magazine of 30DC150Resilience5Dodge Bonus-1
ModesAuto, Burst(3)
Black Market Price2c
Grenade Launcher (as a seperate weapon) {-4}
CloseMediumFarExtreme
Range100m
Attack Bonus3
Damage80+6D6
Blast Radius2D6m
Ammo10mm grenadesDC20Resilience1Dodge Bonus0
ModesManual
Black Market Price5c
Rotary Cannon {-1}
CloseMediumFarExtreme
Range500m1000m1500m2000m
Attack Bonus4432
Damage1D61D61D41D4
Blast Radius-
Ammo12mm beltDC250Resilience20Dodge Bonus4
ModesFull Auto(300)
Black Market Price40c
Bazooka {-1}
CloseMediumFarExtreme
Range1km2km2.5km
Attack Bonus10-1
Damage6D6*5+2506D6*5+2506D6*5+250
Blast Radius10m
Ammo107mm guided missilesDC100Resilience5Dodge Bonus4
ModesManual
Black Market Price40c

Ammo for Standard Weapons

8mm rounds {-5 per 10}: Rarely found in the standard form, Black Market List Price 2c for 10. These variations are mostly used:

Explosive: *4 damage, cost 1c per 10 Flechette: *5 damage to soft, /5 damage to hard targets, cost 5c per 10.

12mm rounds {-4 per 10}: Cost twice as much as 8mm rounds. Same variations available.

10mm grenades {-5}: Cost 1c each.

107mm Standard guided missiles {-3}: Cost 2c each.

107mm Sapient guided missile {-3}: Cost 10c each.

The Sapient Missile contains a genetically-engineered brain and eye that allow the missile to use quite a high level of intelligence to predict the path and behaviour of a fleeing target. It has an Attack Bonus of +40.

Throwing grenades {-5}: 1c each, throw range Strength*2m, damage 6D6*20, blast radius 5m.

Standard Vehicles

All these have manual control rather than neural link control ports.

Armoured Motorbike

Speed70kph
TerrainsSmooth+largish bumps
Reactions Bonus+5
Fuel4km/litre, 50 litre fuel tank
ArmourDC 650, Resilience 65
WeaponsRotary Cannon (see above)
Floor space (m2)2
NotesNone
Black Market List Price10c

Fighter

Speed2,000kph
TerrainsAir, 100m runway
Reactions Bonus0
Fuel12km/litre, 200 litre fuel tank
ArmourDC 1700, Resilience 17
WeaponsAuto Cannon, 10 Air to Air Missiles
Floor space (m2)2
NotesNone
Black Market List Price200c
Auto Cannon
CloseMediumFarExtreme
Range1000m2000m
Attack Bonus+4+1
Damage6D64D6
Blast Radius-
Ammo12mm chain, box holds 5,000 roundsDC-Resilience-Dodge Bonus-
ModesFull Auto(300)
Air to Air Missiles
CloseMediumFarExtreme
Range10,000m
Attack Bonus+10
Damage3D6*1,100
Blast Radius10m
Ammo10 missiles, black market list price 10c {-2}DC-Resilience-Dodge Bonus-
ModesAuto

Tank

Speed25kph
TerrainsAny
Reactions Bonus-15
Fuel1km/litre, 150 litre fuel tank
Armour (Main Body)DC 1500, Resilience 150
Armour (Laser)DC 300, Resilience 30
Armour (Missile Pod)DC 200, Resiliences 25
Laser1km range, 6D6*50 damage, 100 shots capacity.
Missiles2km range, surface or air (IR, radar, or tracer lock), Damage:3D6*1,000 Ammo: 10
Floor space (m2)6
NotesNone

APC

Speed45 kph
TerrainsAny
Reactions Bonus-15
Fuel1km/litre, 150 litre fuel tank
ArmourDC 1500, Resilience 125
WeaponsNone
Floor space (m2)60
NotesNone
Cost60c

Heavy Weapons

Laser Rifle {-2}
CloseMediumFarExtreme
Range1km1.5km
Attack Bonus21
Damage2D201D20
Blast Radius-
AmmoEnergy Magazine, holds 50 shots, black market list price 5cDC5Resilience1Dodge Bonus3
ModesAuto
Black Market Price80c
Particle Cannon {-1}
CloseMediumFarExtreme
Range500m750m
Attack Bonus10
Damage1D10*1001D10*100
Blast Radius-
AmmoIndividual energy rounds (the size of Coke cans, black market 100c)DC10Resilience2Dodge Bonus7
ModesManual
Black Market Price100c
Assault Laser {-1}
CloseMediumFarExtreme
Range500m1000m
Attack Bonus21
Damage1D10*1,0001D10*500
Blast Radius-
AmmoIndividual energy rounds, same as Particle Cannon, belt fed.DC10Resilience2Dodge Bonus7
ModesAuto
Black Market Price200c
Assault Plasma Cannon {-1}
CloseMediumFarExtreme
Range100m200m400m600m
Attack Bonus+2+4+8+16
Damage5D20*2,000 5D20*2010D204D20
Spread2m5m7m10m
AmmoIndividual energy rounds, same as Particle Cannon, belt fed.DC100Resilience5Dodge Bonus4
ModesManual
Black Market Price100c

Note that the spread damage for a plasma cannon uses slightly modified rules.

Ion accelerator {-2}
CloseMediumFarExtreme
Range100m150m
Attack Bonus10
Damage2D61D6
Blast Radius-
AmmoEnergy Magazine, holds 500 shots (black market price 10c each)DC5Resilience1Dodge Bonus2
ModesAuto, Full Auto(50)
Black Market Price60c

Exoskeletons

All below have IR + UV sights, and targeting vision (Attack + 8).

Orc Exoskeleton

Attribute modificationsStrength +30 (hydraulic muscles)
DC100
Resilience5
Black Market List Price600c

GP troll exoskeleton

Attribute modificationsStrength +30 Speed+30 (hydraulic muscles)
DC300
Resilience15
WeaponsIon Accelerator + laser Rifle
Black Market List Price1,000c

Assault troll exoskeleton

Attribute modificationsStrength +30 Speed+30 (hydraulic muscles)
DC300
Resilience15
WeaponsIon Accelerator + Particle Cannon + Bazooka
Black Market List Price1,200c

Heavy Vehicle

Battle Station

Speed50kph
TerrainsAir, can land on any large flat area
Reactions Bonus-20
Fuel3 year nuclear reactor.

Armour

LocationDCResilienceNotes
Sensor module1000100See below
Control tower100,0001,000Contains control room
Ammunition Dump500,0005,000All spare ammunition is stored here
Engine Pod 1500,0005,000If one of these is damaged, it will start to sink at 100m/minute per missing engine.
Engine Pod 2500,0005,000"
Engine Pod 3500,0005,000"
Engine Pod 4500,0005,000"
AAM pod 150,000500Air to Air missile
AAM pod 250,000500Air to Air missile
ASM pod 150,000500Air to Surface missile
ASM pod 250,000500Air to Surface missile
Laser Turret 110,000100-
Laser Turret 210,000100-
Laser Turret 310,000100-
Laser Turret 410,000100-
Laser Turret 510,000100-
Laser Turret 610,000100-
Laser Turret 710,000100-
Laser Turret 810,000100-
Laser Turret 910,000100-
Laser Turret 1010,000100-
Artillery 150,000500-
Artillery 250,000500-
Artillery 350,000500-
Artillery 450,000500-
Artillery 550,000500-
Reactor1,000,00010,000-
Barracks500,0005,000-
Tank park500,0005,000-
Hangar bay500,0005,000-

Weapons

ItemRangeDamageAttack BonusAmmoNotes
5xHeavy Artillery50km5D6*1000+51000 shells10 shells stored per gun, 1 minute to reload from ammo dump.
2xAAM (Air to Air Missile)100km5D6*1000+30200 missiles10 missiles per pod, 1 minute to reload from ammo dump.
2xASM (Air to Surface Missile)100km5D6*2000+30400 missiles10 missiles per pod, 1 minute to reload from ammo dump.
10xLaser TurretLine of Sight6D6*100+10--

Crew

NumberType
20Goblin engineers
10Orc weapons operators/loaders
30Goblin Tank Pilots
30Goblin Fighter Pilots
10Gollem Officers / Pilots for the Battle Station itself.
10Rooms for Guests or Prisoners
500Troll/Orc/Goblin troops

Other

Enough food supplies are carried for around 4 weeks.

Sensor module includes telescopes with visible light, IR and UV sensors, and a radar system with 20km range.

The Tank Park holds 20 tanks/APCs, which can be deployed by landing the battle station or dropped by parachute.

The Hanger holds 20 Fighters, which can launch from / land on an integrated airstrip, whether the battle station is in flight or landed.

A line of Battle Stations defend the front line from the Mountain side, spaced ten kilometres apart; additional Battle Stations will usually accompany any major offensive incursion into USOC territory. The network of Battle Stations guarding the border maintain Mountain air superiority in the Mountain regions; the laser turrets have managed to intercept all missiles and aircraft attempting to attack from the USOC, and any major concentrations of USOC forces are spotted from the air.

It appears as a jumble of spherical modules connected by a network of armoured girders; the Control Tower, from which the Sensor module protrudes; the Ammo Dump, from which the artillery, SSM and SAM pods protrude; the Barracks module, the Tank Park, the Hangar Bay with an airstrip on top, and the Reactor with attached engine pods. The laser turrets are dotted around the framework.

The propulsion is a closely guarded antigravity system.

Bioweapons

The Clone Warrior Series: Brains brewed in tanks, trained in simulations, and plonked into realistically humanoid war machines. They are also very time consuming and costly to make, so are rarely found. They all appear like USOC species, unless medically examined, so usually operate by attempting to infiltrate USOC facilities covertly.

Standard equipment and training:

Alpha Strain Clone Warrior

Constitution10
Intellect5
Muscle20
Charm4
Beauty10
Wisdom10
Reactions30
Willpower30
Run speed10
Endurance30
Strength20
Charisma4
Persuasion17
Aura15
Alertness20
Attack25
Dodge30
Stamina1,000
NE75
Actions per turn7
Initiative60
Visual enhancementsNone
Aural enhancementsNone
Targeting enhancementsNone
Other inbuilt equipmentNone

Beta Strain Clone Warrior

Constitution10
Intellect10
Muscle20
Charm10
Beauty10
Wisdom20
Reactions30
Willpower30
Run speed20
Endurance30
Strength20
Charisma10
Persuasion20
Aura20
Alertness25
Attack25
Dodge30
Stamina2,000
NE100
Actions per turn7
Initiative75
Visual enhancementsIR, Night sight
Aural enhancementsLong range spy laser microphone, can hear from any specific point within line of sight.
Targeting enhancementsTargeting laser: +5 attack with ranged weapons
Other inbuilt equipmentMotion sensor

Gamma Strain Clone Warrior

Constitution10
Intellect10
Muscle20
Charm10
Beauty10
Wisdom20
Reactions30
Willpower30
Run speed20
Endurance30
Strength20
Charisma10
Persuasion20
Aura20
Alertness25
Attack25
Dodge30
Stamina5,000
NE100
Actions per turn7
Initiative75
Visual enhancementsIR, UV, Night sight
Aural enhancementsLong range spy laser microphone.
Targeting enhancementsTargeting laser: +10 attack with ranged weapons
Other inbuilt equipmentMotion sensor, Assault Laser embedded in arm

Seekers

Seekers are genetically engineered insects, implanted with radio transmitters through which all senses are transmitted back to base. They function as bugs. Radio receivers in each unit allow orders to be given.

Clones

People caught alive by Mountain forces can be cloned - the clone will not even know they are a replica, but they have a special command programmed into their subconcious. The replica is allowed to 'escape', and then obviously flees to the USOC, where there secret task is carried out...