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
Constitution | 18 |
Intellect | 8 |
Muscle | 11 |
Charm | 9 |
Beauty | 3 |
Wisdom | 9 |
Reactions | 11 |
Willpower | 9 |
Run speed | 9 |
Skills | Use of all Mountain Weapons |
Spells | None |
Endurance | 13 |
Strength | 14.5 |
Charisma | 6 |
Persuasion | 9 |
Aura | 9 |
Alertness | 9 |
Attack | 11 |
Dodge | 15 |
Stamina | 38 |
NE | 45 |
Actions per turn | 3 |
Initiative | 9.9 |
Notes | Equipped with Orc Exoskeletons. |
Goblin Infantry
Constitution | 9 |
Intellect | 11 |
Muscle | 8 |
Charm | 9 |
Beauty | 3 |
Wisdom | 11 |
Reactions | 11 |
Willpower | 11 |
Run speed | 18 |
Skills | Standard Weapons + Bikes |
Endurance | 10 |
Strength | 9 |
Charisma | 6 |
Persuasion | 9 |
Aura | 11 |
Alertness | 11 |
Attack | 10 |
Dodge | 10 |
Stamina | 23 |
NE | 55 |
Actions per turn | 3 |
Initiative | 12.1 |
Goblin Technician
Constitution | 9 |
Intellect | 11 |
Muscle | 8 |
Charm | 9 |
Beauty | 3 |
Wisdom | 11 |
Reactions | 11 |
Willpower | 11 |
Run speed | 18 |
Skills | Repair of all Mountain standard equipment, demolitions & disposal, computer hacking, torture, riding Bikes. |
Endurance | 10 |
Strength | 9 |
Charisma | 6 |
Persuasion | 9 |
Aura | 11 |
Alertness | 11 |
Attack | 10 |
Dodge | 10 |
Stamina | 23 |
NE | 55 |
Actions per turn | 3 |
Initiative | 12.1 |
Equipment | Rifle + Bike |
Goblin Pilot
Constitution | 9 |
Intellect | 11 |
Muscle | 8 |
Charm | 9 |
Beauty | 3 |
Wisdom | 11 |
Reactions | 11 |
Willpower | 11 |
Run speed | 18 |
Skills | Standard Vehicles + Heavy Vehicles |
Endurance | 10 |
Strength | 9 |
Charisma | 6 |
Persuasion | 9 |
Aura | 11 |
Alertness | 11 |
Attack | 10 |
Dodge | 10 |
Stamina | 23 |
NE | 55 |
Actions per turn | 3 |
Initiative | 12.1 |
Equipment | Pistol + a vehicle. |
Troll Infantry
Constitution | 20 |
Intellect | 1 |
Muscle | 30 |
Charm | 4 |
Beauty | 3 |
Wisdom | 4 |
Reactions | 18 |
Willpower | 11 |
Run speed | 8 |
Skills | Standard and Heavy Weapons |
Endurance | 16 |
Strength | 25 |
Charisma | 4 |
Persuasion | 8 |
Aura | 5 |
Alertness | 8 |
Attack | 24 |
Dodge | 19 |
Stamina | 56 |
NE | 25 |
Actions per turn | 5 |
Initiative | 14.4 |
Equipment | GP or Assault exoskeleton, Rotary Cannon, Guided Missile Launcher, Grenade launcher as separate weapon. |
Gollem
Constitution | 3 |
Intellect | 20 |
Muscle | 3 |
Charm | 5 |
Beauty | 3 |
Wisdom | 20 |
Reactions | 5 |
Willpower | 19 |
Run speed | 5 |
Skills | Physics - 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. |
Endurance | 11 |
Strength | 3 |
Charisma | 4 |
Persuasion | 12 |
Aura | 20 |
Alertness | 20 |
Attack | 4 |
Dodge | 4 |
Stamina | 20 |
NE | 100 |
Actions per turn | 2 |
Initiative | 10 |
Standard Weapons
Pistol {-4}
| Close | Medium | Far | Extreme |
---|
Range | 15m | 30m | 45m | 50m |
---|
Attack Bonus | 2 | 1 | 1 | 0 |
---|
Damage | 6D6+20 | 6D6+10 | 6D6 | 3D6 |
---|
Blast Radius | - | - | - | - |
---|
Ammo | 8mm magazine of 10 | DC | 100 | Resilience | 1 | Dodge Bonus | -1 |
---|
Modes | Auto |
---|
Black Market Price | 1c |
---|
Rifle {-2}
| Close | Medium | Far | Extreme |
---|
Range | 100m | 150m | 200m | 220m |
---|
Attack Bonus | 5 | 4 | 3 | 3 |
---|
Damage | 30+6D8 | 20+6D8 | 10+6D8 | 6D8 |
---|
Blast Radius | - | | | |
---|
Ammo | 12mm magazine of 30 | DC | 150 | Resilience | 5 | Dodge Bonus | -1 |
---|
Modes | Auto, Burst(3) |
---|
Black Market Price | 2c |
---|
Grenade Launcher (as a seperate weapon) {-4}
| Close | Medium | Far | Extreme |
---|
Range | 100m | | | |
---|
Attack Bonus | 3 | | | |
---|
Damage | 80+6D6 | | | |
---|
Blast Radius | 2D6m | | | |
---|
Ammo | 10mm grenades | DC | 20 | Resilience | 1 | Dodge Bonus | 0 |
---|
Modes | Manual |
---|
Black Market Price | 5c |
---|
Rotary Cannon {-1}
| Close | Medium | Far | Extreme |
---|
Range | 500m | 1000m | 1500m | 2000m |
---|
Attack Bonus | 4 | 4 | 3 | 2 |
---|
Damage | 1D6 | 1D6 | 1D4 | 1D4 |
---|
Blast Radius | - | | | |
---|
Ammo | 12mm belt | DC | 250 | Resilience | 20 | Dodge Bonus | 4 |
---|
Modes | Full Auto(300) |
---|
Black Market Price | 40c |
---|
Bazooka {-1}
| Close | Medium | Far | Extreme |
---|
Range | 1km | 2km | 2.5km | |
---|
Attack Bonus | 1 | 0 | -1 | |
---|
Damage | 6D6*5+250 | 6D6*5+250 | 6D6*5+250 | |
---|
Blast Radius | 10m | | | |
---|
Ammo | 107mm guided missiles | DC | 100 | Resilience | 5 | Dodge Bonus | 4 |
---|
Modes | Manual |
---|
Black Market Price | 40c |
---|
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
Speed | 70kph |
Terrains | Smooth+largish bumps |
Reactions Bonus | +5 |
Fuel | 4km/litre, 50 litre fuel tank |
Armour | DC 650, Resilience 65 |
Weapons | Rotary Cannon (see above) |
Floor space (m2) | 2 |
Notes | None |
Black Market List Price | 10c |
Fighter
Speed | 2,000kph |
Terrains | Air, 100m runway |
Reactions Bonus | 0 |
Fuel | 12km/litre, 200 litre fuel tank |
Armour | DC 1700, Resilience 17 |
Weapons | Auto Cannon, 10 Air to Air Missiles |
Floor space (m2) | 2 |
Notes | None |
Black Market List Price | 200c |
Auto Cannon
| Close | Medium | Far | Extreme |
---|
Range | 1000m | 2000m | | |
---|
Attack Bonus | +4 | +1 | | |
---|
Damage | 6D6 | 4D6 | | |
---|
Blast Radius | - | | | |
---|
Ammo | 12mm chain, box holds 5,000 rounds | DC | - | Resilience | - | Dodge Bonus | - |
---|
Modes | Full Auto(300) |
---|
|
Air to Air Missiles
| Close | Medium | Far | Extreme |
---|
Range | 10,000m | | | |
---|
Attack Bonus | +10 | | | |
---|
Damage | 3D6*1,100 | | | |
---|
Blast Radius | 10m | | | |
---|
Ammo | 10 missiles, black market list price 10c {-2} | DC | - | Resilience | - | Dodge Bonus | - |
---|
Modes | Auto |
---|
|
Tank
Speed | 25kph |
Terrains | Any |
Reactions Bonus | -15 |
Fuel | 1km/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 |
Laser | 1km range, 6D6*50 damage, 100 shots capacity. |
Missiles | 2km range, surface or air (IR, radar, or tracer lock), Damage:3D6*1,000 Ammo: 10 |
Floor space (m2) | 6 |
Notes | None |
APC
Speed | 45 kph |
Terrains | Any |
Reactions Bonus | -15 |
Fuel | 1km/litre, 150 litre fuel tank |
Armour | DC 1500, Resilience 125 |
Weapons | None |
Floor space (m2) | 60 |
Notes | None |
Cost | 60c |
Heavy Weapons
Laser Rifle {-2}
| Close | Medium | Far | Extreme |
---|
Range | 1km | 1.5km | | |
---|
Attack Bonus | 2 | 1 | | |
---|
Damage | 2D20 | 1D20 | | |
---|
Blast Radius | - | | | |
---|
Ammo | Energy Magazine, holds 50 shots, black market list price 5c | DC | 5 | Resilience | 1 | Dodge Bonus | 3 |
---|
Modes | Auto |
---|
Black Market Price | 80c |
---|
Particle Cannon {-1}
| Close | Medium | Far | Extreme |
---|
Range | 500m | 750m | | |
---|
Attack Bonus | 1 | 0 | | |
---|
Damage | 1D10*100 | 1D10*100 | | |
---|
Blast Radius | - | | | |
---|
Ammo | Individual energy rounds (the size of Coke cans, black market 100c) | DC | 10 | Resilience | 2 | Dodge Bonus | 7 |
---|
Modes | Manual |
---|
Black Market Price | 100c |
---|
Assault Laser {-1}
| Close | Medium | Far | Extreme |
---|
Range | 500m | 1000m | | |
---|
Attack Bonus | 2 | 1 | | |
---|
Damage | 1D10*1,000 | 1D10*500 | | |
---|
Blast Radius | - | | | |
---|
Ammo | Individual energy rounds, same as Particle Cannon, belt fed. | DC | 10 | Resilience | 2 | Dodge Bonus | 7 |
---|
Modes | Auto |
---|
Black Market Price | 200c |
---|
Assault Plasma Cannon {-1}
| Close | Medium | Far | Extreme |
---|
Range | 100m | 200m | 400m | 600m |
---|
Attack Bonus | +2 | +4 | +8 | +16 |
---|
Damage | 5D20*2,000 5D20*20 | 10D20 | 4D20 | |
---|
Spread | 2m | 5m | 7m | 10m |
---|
Ammo | Individual energy rounds, same as Particle Cannon, belt fed. | DC | 100 | Resilience | 5 | Dodge Bonus | 4 |
---|
Modes | Manual |
---|
Black Market Price | 100c |
---|
Note that the spread damage for a plasma cannon uses slightly modified rules.
Ion accelerator {-2}
| Close | Medium | Far | Extreme |
---|
Range | 100m | 150m | | |
---|
Attack Bonus | 1 | 0 | | |
---|
Damage | 2D6 | 1D6 | | |
---|
Blast Radius | - | | | |
---|
Ammo | Energy Magazine, holds 500 shots (black market price 10c each) | DC | 5 | Resilience | 1 | Dodge Bonus | 2 |
---|
Modes | Auto, Full Auto(50) |
---|
Black Market Price | 60c |
---|
Exoskeletons
All below have IR + UV sights, and targeting vision (Attack + 8).
Orc Exoskeleton
Attribute modifications | Strength +30 (hydraulic muscles) |
DC | 100 |
Resilience | 5 |
Black Market List Price | 600c |
GP troll exoskeleton
Attribute modifications | Strength +30 Speed+30 (hydraulic muscles) |
DC | 300 |
Resilience | 15 |
Weapons | Ion Accelerator + laser Rifle |
Black Market List Price | 1,000c |
Assault troll exoskeleton
Attribute modifications | Strength +30 Speed+30 (hydraulic muscles) |
DC | 300 |
Resilience | 15 |
Weapons | Ion Accelerator + Particle Cannon + Bazooka |
Black Market List Price | 1,200c |
Heavy Vehicle
Battle Station
Speed | 50kph |
Terrains | Air, can land on any large flat area |
Reactions Bonus | -20 |
Fuel | 3 year nuclear reactor. |
Armour
Location | DC | Resilience | Notes |
---|
Sensor module | 1000 | 100 | See below |
Control tower | 100,000 | 1,000 | Contains control room |
Ammunition Dump | 500,000 | 5,000 | All spare ammunition is stored here |
Engine Pod 1 | 500,000 | 5,000 | If one of these is damaged, it will start to sink at 100m/minute per missing engine. |
Engine Pod 2 | 500,000 | 5,000 | " |
Engine Pod 3 | 500,000 | 5,000 | " |
Engine Pod 4 | 500,000 | 5,000 | " |
AAM pod 1 | 50,000 | 500 | Air to Air missile |
AAM pod 2 | 50,000 | 500 | Air to Air missile |
ASM pod 1 | 50,000 | 500 | Air to Surface missile |
ASM pod 2 | 50,000 | 500 | Air to Surface missile |
Laser Turret 1 | 10,000 | 100 | - |
Laser Turret 2 | 10,000 | 100 | - |
Laser Turret 3 | 10,000 | 100 | - |
Laser Turret 4 | 10,000 | 100 | - |
Laser Turret 5 | 10,000 | 100 | - |
Laser Turret 6 | 10,000 | 100 | - |
Laser Turret 7 | 10,000 | 100 | - |
Laser Turret 8 | 10,000 | 100 | - |
Laser Turret 9 | 10,000 | 100 | - |
Laser Turret 10 | 10,000 | 100 | - |
Artillery 1 | 50,000 | 500 | - |
Artillery 2 | 50,000 | 500 | - |
Artillery 3 | 50,000 | 500 | - |
Artillery 4 | 50,000 | 500 | - |
Artillery 5 | 50,000 | 500 | - |
Reactor | 1,000,000 | 10,000 | - |
Barracks | 500,000 | 5,000 | - |
Tank park | 500,000 | 5,000 | - |
Hangar bay | 500,000 | 5,000 | - |
Weapons
Item | Range | Damage | Attack Bonus | Ammo | Notes |
---|
5xHeavy Artillery | 50km | 5D6*1000 | +5 | 1000 shells | 10 shells stored per gun, 1 minute to reload from ammo dump. |
2xAAM (Air to Air Missile) | 100km | 5D6*1000 | +30 | 200 missiles | 10 missiles per pod, 1 minute to reload from ammo dump. |
2xASM (Air to Surface Missile) | 100km | 5D6*2000 | +30 | 400 missiles | 10 missiles per pod, 1 minute to reload from ammo dump. |
10xLaser Turret | Line of Sight | 6D6*100 | +10 | - | - |
Crew
Number | Type |
---|
20 | Goblin engineers |
10 | Orc weapons operators/loaders |
30 | Goblin Tank Pilots |
30 | Goblin Fighter Pilots |
10 | Gollem Officers / Pilots for the Battle Station itself. |
10 | Rooms for Guests or Prisoners |
500 | Troll/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:
- 'Normal' light vision and zoom ability.
- Encrypted radio transceiver link to base/battle station, for status reports
and orders to flow.
- Full knowledge of Mountainese and USOCese languages.
- Special brain areas devoted to working out how to use controls and displays.
- Computer port and hacking skill.
- Piloting port, can use any vehicle.
- Repair of all Mountain standard equipment.
- Demolitions & Disposal skill.
- 1kg Plastic Explosive concealed in a flesh pocket with 10 radio fuses, can be
detonated at will by the Warrior
Alpha Strain Clone Warrior
Constitution | 10 |
Intellect | 5 |
Muscle | 20 |
Charm | 4 |
Beauty | 10 |
Wisdom | 10 |
Reactions | 30 |
Willpower | 30 |
Run speed | 10 |
Endurance | 30 |
Strength | 20 |
Charisma | 4 |
Persuasion | 17 |
Aura | 15 |
Alertness | 20 |
Attack | 25 |
Dodge | 30 |
Stamina | 1,000 |
NE | 75 |
Actions per turn | 7 |
Initiative | 60 |
Visual enhancements | None |
Aural enhancements | None |
Targeting enhancements | None |
Other inbuilt equipment | None |
Beta Strain Clone Warrior
Constitution | 10 |
Intellect | 10 |
Muscle | 20 |
Charm | 10 |
Beauty | 10 |
Wisdom | 20 |
Reactions | 30 |
Willpower | 30 |
Run speed | 20 |
Endurance | 30 |
Strength | 20 |
Charisma | 10 |
Persuasion | 20 |
Aura | 20 |
Alertness | 25 |
Attack | 25 |
Dodge | 30 |
Stamina | 2,000 |
NE | 100 |
Actions per turn | 7 |
Initiative | 75 |
Visual enhancements | IR, Night sight |
Aural enhancements | Long range spy laser microphone, can hear from any specific point within line of sight. |
Targeting enhancements | Targeting laser: +5 attack with ranged weapons |
Other inbuilt equipment | Motion sensor |
Gamma Strain Clone Warrior
Constitution | 10 |
Intellect | 10 |
Muscle | 20 |
Charm | 10 |
Beauty | 10 |
Wisdom | 20 |
Reactions | 30 |
Willpower | 30 |
Run speed | 20 |
Endurance | 30 |
Strength | 20 |
Charisma | 10 |
Persuasion | 20 |
Aura | 20 |
Alertness | 25 |
Attack | 25 |
Dodge | 30 |
Stamina | 5,000 |
NE | 100 |
Actions per turn | 7 |
Initiative | 75 |
Visual enhancements | IR, UV, Night sight |
Aural enhancements | Long range spy laser microphone. |
Targeting enhancements | Targeting laser: +10 attack with ranged weapons |
Other inbuilt equipment | Motion 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...