The Stellar Alliance: Mini-Six Rules

Posted: 2023-06-02
Last Modified: 2023-09-28
Word Count: 5833
Tags: rpg settings

Table of Contents

Part of a series about the Stellar Alliance.

These rules extend Mini-Six Bare Knuckle edition. Unless superseded by the rules below or in the ship rules, all rules in that document save “Freeform Magic” are in effect.

Character Generation

Below are the allowed skills and Perks in games set in the Stellar Alliance.

Skill List

Brawling*, Close Combat*, Knife*, Lift, Stamina, Staff*, Sword*
Athletics, Bow*, BFG*, Drive, Dodge*, Exo-Gun*, Gunnery*, Pickpocket, Pilot, Pistol*, Rifle*, Stealth, Throwing*
History, Computer, Language, Medicine, Navigation, Pick Locks, Repair, Search, Science, Tracking
Command, Courage, Diplomacy, Persuasion, Seduce, Streetwise

* denotes a combat skill; no specializations allowed.

Explanation of Skills

BFG, Pistol, Rifle
Any slugthrower, laser, plasma, or stun weapon. BFG also covers missile or energy weapons mounted on a vehicle, including a starship. Just not Exo-Guns; they’re weird.
Using a bow, which is sufficiently different from a gun to warrant another skill.
The skill of inspiring a crew. It requires different training than Persuade. Command requires knowing just what to say in a tense situation without telling any outright lies, and tapping into the crew’s best selves rather than their worst.1
Close Combat
Axes, clubs, maces, any medieval-type weapons, including knives, staves, and swords.
The signature weapon of the Alliance Fleet. See below.
All large vehicle, spaceship, and starship weapons including Exo-Beams.
Using a knife well, i.e. not like a holovid mad slasher.
Familiarity with all languages. One can specialize, but the Alliance Nearly Universal Realtime Translator System (NURTS) takes care of most linguistic barriers.
Using a staff well, not just as a big club.
Using a sword well, not just as a big knife.

Alliance Exploration Fleet Skills

Members of the Alliance Fleet are highly encouraged to pick up one or more skills listed under ALL and skills for their specific service, particularly the signature skills in bold. Skills from other services are also recommended, as personnel often switch services two or three times during their career.

Command staff must pick at least one skill from another service.

Note: In the list below, a slash separates a skill from its specialization. This notation comes from Traveller; players are free to record specializations however they wish.

Brawling2 (Mi), Computer (Wi), Exo-Gun (Ag), Courage (Ch)
Command (Ch), Diplomacy (Ch), History (Wi), Language (Wi), Navigation (Wi), Persuasion (Ch), Pilot (Ag)
Medicine (Wi), Science/Xenobiology (Wi)
Athletics (Ag), Computer (Wi), Lift (Mi), Navigation (Wi), Pilot (Ag), Repair (Wi), Search (Wi), Stamina (Mi), Streetwise (Ch)
Repair (Wi), Science (Wi)
Athletics (Ag), Brawling (Mi), Close Combat (Mi), Computer/Security (Wi), Dodge (Ag), Stealth (Ag), Throwing (Ag), Persuasion/Intimidation (Ch), Pick Locks (Ag), Search (Wi), Streetwise (Ch), Tracking (Wi),
Pilot/Shuttle (Ag), Repair (Wi), Science/Engineering (Wi), Science/Warp Physics (Wi)

Perk List

These all come from Mini-Six. Ask the GM if you want a Perk not listed.

Cybernetic Perks

Cybernetics are not common in the Stellar Alliance, but the GM may allow a player to take a cybernetic implant.

Communicator Implant

1 point

The user has an earpiece communicator implanted in their skull. At will they can subvocalize commands to activate and talk through the device. Unlike a standard earpiece, the Communicator Implant has no power Depletion (it runs off bioelectricity) and a 2D Memory Depletion.

The implant may emulate a Alliance Type I Earpiece Communicator only if it can establish a secure, constant uplink with an Alliance starship.

Cyber Ear

2 points

One or both ears have been enhanced for greater sound sensitivity, both in volume and in frequency. The subject can hear any sound they want to, at any frequency. However, if the subject turns up the sensitivity and someone makes a loud sound, the user must roll for stun effects as if hit by a flashbang.

A Cyber Ear does not include a Near-Universal Translator.

Cyber Eye

3 points

One or both eyes have been replaced with a sensor detecting infrared, ultraviolet, x-rays, and gamma rays. The wisible spectrum sight looks monochrome while scanning part or all of the expanded spectrum, while the expanded spectrum is in false color. The user can select which parts of the spectrum they want to inspect using a heads-up display and eye twitches.

Cyber Larynx

2 points

Replacing one’s larynx with a cybernetic implant has the following advantages:

  1. The character may pronounce languages not normally possible with humanoid vocal equipment. The character must still know the language.

  2. The character can make their voice as seductive or reassuring as they like. Add +1D to attempts to Seduce or Persuade another person. (Sadly, Command takes more than a nice voice.)

Cyber Limb

2 points

One or more limbs have been replaced with artificial versions. These limbs are not much stronger than their originals, but they do have certain advantages:

Full Cyborg

4 points

Most or all of the subject’s body has been replaced by artificial limbs, senses, and organs. The character’s maximum Might and Agility are increased to 5D, but Charm is reduced to 3D due to the limitations of prosthetic technology. Also the character requires regular maintenance to keep their organic brain alive, and any damage must be repaired (using the Repair skill); it will not heal naturally or with Medicine. The character is probably sterile. Sorry.

Species Perks


1 point

A common humanoid variation, Dwarfs (or Grimms, or Squats) occur on several, usually high-gravity planets. While shorter than human average, they are powerfully built.

A Dwarf’s maximum Might is 5D, but their maximum Agility is only 3D due to short limbs and instinctively cautious movements. Dwarfs gain a +2 to any checks to repair or rebuild equipment since they often have to retailor suits and devices for their own physique.


3 points

Like the Pah-Kal Grays can found on multiple worlds, including the Cetani of Mars, the Xetan raiders of the Borean Nebula, the Jhi and Tsi of Pelor Priori, and the Qutan “Empire” of Zeta Reticuli. Their various clans and civilizations differ in many respects, but they all share similar languages, a similar belief that they are remnants of a now destroyed empire, and a preference for saucer-shaped or cigar-shaped starships.

Despite their name, a Gray’s coloration varies from a bluish-white through golden yellow-green to a charcoal gray, based mainly on point of origin. Their adult height varies from 1m (3’) to 1.75m (5'9’’), but the average is about 1.5m (5’). They have no hair but seem resistant to cold as they wear little (or nothing) even in chilly conditions.

Grays have a maximum Might of 3D, but a maximum Wits of 5D. Grays gain +1D to resist the effects of acceleration, high gravity, or decompression due to their decentralized circulatory system and adaptations to live in space. Grays still require oxygen, but they can store up enough to resist hypoxia just a little longer than most planet-bound organics. These same adaptations give them a +1D to Might when Mortally Wounded to survive just a little longer.

Despite their roughly humanoid appearance Gray physiology more closely resembles birds or reptiles. When fully nude they have no visible sexual characteristics and only a barely visible cloaca. Some bloodlines are parthenogenic.


0 points

Alliance space seems to be full of “humanoids” who, apart from coloration, hair patterns, and minor facial features are indistinguishable from Terrans. The player should make up a planet and if necessary culture.

If the GM approves, the player may raise one attribute to 5D, but limit one attribute (chosen at creation time) to only 3D.


2 points

Minervans have bluish-gray skin and a wiry but surprisingly strong build. Many shave their heads, but their natural head hair is black or gray.

Minervan culture prizes success above all. This has made Minervans both driven to the point of perfectionism and cautious lest they enter a contest they cannot win. They are excellent planners but sometimes fall prey to analysis paralysis. Minervan competitions often become metaphorically cutthroat, or literally in their earlier, bloodier history. While Minervans externally seem stoic and composed, their minds work furiously and compulsively seeking advantage, analyzing weaknesses, and assessing threats.

Minervan have a maximum Wits of 5D but a maximum Charm of 3D. They have a +2 to resist diseases and poisons due to the silver compounds in their skin and blood.


2 points

Unlike other reptilian species in Alliance Space, a Pah-Kal can be mistaken for human in silhouette or while wearing a vacuum suit. Once the helmet and gloves are off, however, does one see the scaly skin, vertically slitted golden or copper eyes, and the needle-sharp claws and teeth.

Pah-Kal have no known home planet, but they have settled on multiple planets in and out of the Alliance. Most are citizens by default.

A Pah-Kal has thick scales, usually in green, brown, or dark gray hues, which give them +1 armor. Their claws give them a +1 to unarmed damage.


2 points

Rephaites are huge (2.5m or 8’) humanoids with golden skin and godlike physiques. The slightly higher gravity of their homeworld Phaëthon has conditioned them for remarkable strength without reducing their height.

A Rephaite (plural Rephaim) has a maximum of 6D might but a maximum Agility and Wits of only 3D. Rephaim are not necessarily stupid or clumsy, but their massive size has made them both careful and a little lazy. Rephaites gain a +1D on any contest where size can be a deciding factor, but also gain the automatic Complication Too Big triggered when they have to squeeze through a door or handle tools that humans (and Dwarfs, and Grays) can manage without much difficulty.


4 points

A Synthetic is a fully artificial being, humanoid unless the player and GM agree otherwise. Synthetics do not eat, breathe, or sleep normally, although they require regular recharging and downtime for a few hours a day and regular maintenance approximately once a month.

Synthetics are immune to Stun attacks, but they are vulnerable to hacking and similar attacks. It’s even possible to wipe their memories, although some traces will remain and a Computer check of sufficient difficulty will restore most or all memories. A synthetic’s Skills and core personality remains isolated from all tampering save a complete power down.

If a Synthetic is “killed”, they can be restored as long as the memory core is intact or a backup exists. A backup require a special quantum storage device or a second core; a Synthetic can’t simply back themselves up onto an ordinary computer or storage device.


See page 5 of Mini-Six. Anything works, as long as it comes up once in a while and isn’t too debilitating.


As stated in Mini-Six, characters start with one piece of gear related to any skill they put points into.

In addition, all PCs are assumed to have a personal or employer-provided communicator.


A standard communicator connects to the planetary communications net (commnet) or directly to the PCs ship.

All communicators have the following properties:

Form Factor Size (cm) (in) Depletion Memory Depletion
Earpiece 3 x 5 x 3 1’’ x 2’’ x 1'' 1D / day 1D
Jewelry4 5 x 5 x 3 2’’ x 2’’ x 1'' 1D / day 1D
Pocket 10 x 20 x 3 4’’ x 8’’ x 1'' 2D / day 2D
Tablet 20 x 35 x 3 8’’ x 14’’ x 1'' 2D / day 3D

Weapons and Armor

This list is expanded from the list in Mini-Six.


Armor in the Alliance Age is nigh useless anyway – Exo-Guns ignore armor – but if you want or need some, here it is.

TL Type Modifier to Soak Depletion
0 Hides +1
1-2 Soft Leather +1
Hard Leather +2
Chainmail +6 5
Medieval Plate +9 5
Shield +4 5
3-4 Ballistic Vest +5 6
Modern Plate +9
Riot Shield +5
4-5 Adaptive Suit +12 / +6 7 2D
Radiator Vest +8 8 2D/day
Reflec Suit +7 9 1D dim
4-6 E.V.A. Suit +4 1D
E.V.A. Armored Suit +8 2D
Class of weapon or armor
Modifier to Soak
Add modifier to Soak constant or Soak rolls when armor worn. Shields may be used with other Armor, but take up one hand. Reflec suits may be worn over other armor, but tear easily. Other armor does not stack.
Dice to roll when the GM calls for it to see whether the armor has been irreparably damaged or has depleted its power cells; see below.

Ranged Weapons

For Exo-Weapons see below.

Bows add the user’s Might dice to the Damage.

TL Type Damage Short Medium Long Depletion
0+ Short Bow M +2D 30 100 300 2D
1+ Crossbow 4D+1 50 150 400 2D
Long Bow M +3D 60 200 500 2D
2+ Musket 4D 50 150 400 1
Pistol, 17th c. 3D 30 100 350 1
3+ Holdout Pistol 3D 15 50 1D
Light Pistol 3D+2 30 100 350 1D
Heavy Pistol 4D 30 100 350 1D
Carbine 4D+2 50 200 400 2D
Shotgun 4D+2 50 150 400 2
Rifle 5D 100 350 500 2D
BFG 6D 100 400 700 3D
Taser 3D stun 50 1D
Flashbang10 4D stun 10 20 30 1
Grenade11 4D 10 20 30 1
4+ Electro-Laser 4D stun 50 150 3D
Laser Carbine 5D 100 400 700 3D
MRGF12 Pistol 4D+2 30 100 350 2D
MRGF12 Rifle 5D+2 100 400 500 3D
Rail BFG 7D 100 400 700 1D13
- with power supply 3D13
5+ Plasma Pistol 5D 30 100 350 3D
Plasma Carbine 5D+2 50 200 400 3D
Plasma Rifle 6D 100 350 500 3D
Plasma BFG 7D 100 400 700 3D
Staser 4D stun 100 400 3D
5-6 Immobilizer14 6D stun 30 60 1D
6+ Exo-Weapon15 varies 300 varies
Exo-Weapon15, mil. varies 300 900 1640 varies
Stun Carbine16 2D-8D stun 300 2D/day
Class of weapon or armor
Damage rolled vs. Soak when weapon hits.
Short, Medium, Long
Ranges given in feet
Dice to roll when the GM calls for it to see whether the weapon has run out of ammo or depleted its power cells; see below.

Close Combat Weapons

All melee weapons add the user’s Might dice to the Damage.

If pips are greater than three, divide by three rounding down to get the number of additional dice, then add the remaining pips.

TL Type Size Damage Price Qualities
1 Axe M M +3D $
0 Club S+ M +1D+1 ¢
1 Greatsword L M +4D $$$
1 Hatchet M M +1D+1 $
1 Halberd L M +3D $$
0 Knife S M +1D $ Bind, Slash, Stab, Pierce
0 Mace M M +1D+1 $
0 Maul L M +2D+2 $$
5 Plasma Sword M+ M +4D $$$$ Burn, Slash, Parry; Depletion 2D
2 Rapier M- M +2D $$$ Bind, Pierce, Parry
1 Shortsword S M +1D+2 $$ Slash, Stab, Parry
0 Staff L M +1D+2 $ Bash, Block, Parry, Thrust
0 Spear M+ M +2D $
4 Stun Baton S 4D stun $$$
- as baton M +1D
2 Sword M M +2D+2 $$$ Bind, Slash, Stab, Parry
2 Warhammer L M +3D+1 $$$
2 Zweihander M+ M +3D $$$ Bind, Slash, Parry
- two-handed M +3D+2
The broad class of weapon. Weapons in italics are Duelling weapons.
Either Small, Medium, or Large. Small weapons may be easily concealed; large weapons always require two hands unless those hands are themselves large. Minus (-) and plus (+) indicate differences within the same size category.
Damage rolled when the weapon hits. M indicates the wielder’s Might attribute. stun indicates Stun Damage.
Relative price and availability at the weapon’s default tech level.
Tags to describe certain weapons. Except for Depletion, they are undefined in this version of the rules.

House Rules

Except for the rules on this page, players will use only the standard rules in Mini-Six. In particular:


Rather than count shots, the player makes a depletion check to see whether their weapon has run out of ammo, their armor is not chewed up, or their device’s power cells have run down. Generally the GM will call for a check after combat or if the Wild Die comes up 1.

The Depletion of a device will be one of the following:

1 or 2
The device has exactly 1 or 2 charges. Mark off the charges after every shot; when the device is out of charges, the device needs to be reloaded. (This is an exception to the “not counting shots” principle.)
Roll n dice without the Wild Die. If all dice come up 1, the device’s ammo or energy is depleted.
Roll one die, not a Wild Die. If the die rolls 1 or 2, the device’s ammo or energy is depleted.
Roll one die, not a Wild Die. If the die rolls less than 4, the device’s ammo or energy is depleted.
Only make a Depletion Roll of nD once per day until the device runs out of power or is recharged.
nD dim
If a roll comes up all 1s, the device is not yet depleted. Instead, reduce this device’s Depletion Roll according to this progression: … 3D ⇒ 2D ⇒ 1D ⇒ ½D ⇒ Depleted
The device has unlimited charges or shots, at least in this particular mode.

These are the Depletion probabilities per number of dice.

Depletion a.k.a. Probability
5D 5d6 0.01%
4D 4d6 0.08%
3D 3d6 0.46%
2D 2d6 2.78%
1½D 1d18 5.56%
1⅓D 1d12 8.33%
1D 1d6 16.67%
½D 1d3 33.33%
⅓D 1d2 50.00%
1 100.00%


Duel rules provide an option for more dynamic and unpredictable combat than standard close combat.

If two characters have the Knife, Staff, or Sword skills and both are using comparable weapons that use those skills, they may enter a duel.

All Knives and all Staves are roughly the same, but two swords must have the same Size. For example, a Rapier and a Zweihander have size M- and M+, respectively, so the Zweihander would probably snap the Rapier at the first blow.

In a Duel, instead of each party rolling against the other’s Parry or Dodge, they roll against the other’s attack total. The one with the higher total wins the round and may do one of the following:

Before dice are rolled, both parties may choose a defensive option from Traditional Open D6 Combat (p 7, right column). For best results, both parties choose an option – Attack, Block/Parry, Reflexive Dodge, Full Dodge – then reveal it simultaneously.

Stun Effects

Roll the indicated Damage for the stun level to get the Damage Total. Compare it to the target’s Soak (or rolled Might). Certain attacks like Flashbangs and Exo-Weapons ignore armor. Look up the difference in the following table.

Damage - Soak Stun Level
≤ 0 Unharmed
1 .. 3 Stunned
4 .. 8 Knocked Out
9 .. 15 Incapacitated
> 16 Mortally Wounded
No effect.
-1D for all remaining actions this round and next round.
Knocked Out
Unconscious for the remainder of the combat and 1D minutes after.
Unconscious for 10D minutes, and at -2D on all actions for the next 1D hours.
Mortally Wounded
The character took a piece of shrapnel, went into cardiac arrest, etc. Roll the character’s Might each minute; the character finally dies if the roll is less than the number of minutes they’ve been at this level. Medical intervention can revive the character, but all their actions will be at a -3D penalty for the remainder of the day.

A character who has been Knocked Out or Incapacitated may fight to stay awake with a Moderate (15) “Stamina” skill check. If successful, the character stays awake but is at -3D on all actions until they can rest.

Note: These effects stack with the effects of multiple stun attacks and the effects of conventional wounding attacks.

Alliance Exploration Fleet Gear

Every away team member receives the following:

  1. One communicator, chosen according to the member’s preference and function.
  2. One multi-sensor, configured according to the member’s function and expertise.
  3. One exo-weapon, chosen by the team commander according to mission parameters.

Communicator, Alliance

All communicators have the following properties:

Type Form Factor Size (cm) (in) Screen Camera Computer Relay
I Earpiece 2 x 2 x 0.5 1’’ x 1’’ x 0.25'' n n n n
I Badge 5 x 5 x 1 2’’ x 2’’ x 0.5'' n Y n n
II Pocket 8 x 13 x 3 3’’ x 5’’ x 1'' Y Y Y n
III Tablet 20 x 35 x 2 8’’ x 14’’ x 0.8'' Y Y Y n
Relay Brick 30 x 50 x 10 12’ x 20’’ x 4'' n n Y Y
The device has a holographic viewscreen with a touch interface. (The 3-D effect appears inside, not projects outside.)
The device has a builtin holographic camera that the user can switch on.
The device has a builtin general purpose computer.
The device can relay voice and data from another communicator to the ship, and act as a temporary server if communications are cut off for whatever reason. As a standalone device it lacks most of the power of the ship’s computer, but it does run linguistic analysis and data analysis software.

Communicators can also wirelessly interface with other Alliance devices. Common peripherals an away team can take include:


An indispensible tool for the Science Service, this device can tell a user:

Physically it looks like an oversized handheld communicator (10cm x 20cm x 5cm) with a trapezoidal sensor head protruding from the top. It’s a bit heavy to hold in one’s hand constantly, so it comes with a belt pouch or shoulder strap.


The Alliance developed exotic particle weapons (or exo-weapons) as a more powerful yet kinder version of traditional slug-throwers, lasers, and plasma guns. To date not even the Draconian Empire has managed to fully reverse-engineer the technology.

Exo-rays have the following properties:

  1. Standard exo-ray emitters have only a maximum range of about 90 meters (300 ft.). On the other hand because of their necessary targeting system all ranges not Point Blank count as “Short”.

    Military exo-emitters have a Medium range of about 270 meters (900 ft.) a Long range of about 500 meters (1640 ft), and an Extreme Range (+15 to target number) of about 1 km (3280 ft). Range numbers reflect limitations of the targeting system, not the rays themselves, which ignore distance if precisely directed.

  2. Exo-rays in Stun and Kill modes ignore armor, as the exotic particles permeate the entire body of the target. Heat and cutting modes create conventional plasma rays, and disintegration will attack both armor and being inside.

Exo-weapons come in multiple form factors, depending on mission parameters:

Type Nickname Form Notes
I buzzer concealable in humanoid palm -1D depletion
II exo-gun “toy” ray gun circa 20th cent.
II-s stunner long “toy” ray gun stun only17
III exo-rifle futuristic metal long gun +1D depletion
IV exo-cannon tripod-mounted gatling gun +2D depletion
Type I
An easily concealable weapon for covert missions in pre-warp societies. Alliance regulations mandate using Stun settings only
Type II
The standard sidearm for away missions and security personnel. To primitive societies it may look like a toy, but most interstellar civilizations know how powerful and deadly it can be.
Type II-s
A stun-only version of the Type II, intended for planetary security forces. Incorporates as little Alliance technology as possible. Originally designed as an “ethical” hack to support guerillas on a non-Alliance planet.
Type III
A weapon for extended planetary peacekeeping missions and “bug hunts”. The larger form factor accomodates a larger power supply.
Type IV
A tripod-mounted anti-vehicle weapon for defense against a large army.

Each exo-weapon has the following “modes”:

Mode Damage Type Auto-Target Security Depletion
Stun (default) 4D stun Y green 2D/day
Stun (scaled) 2D-8D stun Y green 2D/day
Heat 6D burn N yellow 3D
Cut 6D burn N yellow 3D
Kill 1 6D radiation Y red 2D
Kill 2 8D radiation Y red 2D
Kill 3 10D radiation Y red 1D
Destroy 12D disintegrate Y black 1D
- hacked black 1
Creates electro-magnetic micro-currents within the target, scrambling nerve impulses, electronic and positronic impulses, and other similar control mechanisms. (Certain exotic life forms may be immune.) Depending on the strength of the effect, the target may be impeded, paralyzed, or knocked unconscious. The auto-targeting mechanism will select a setting based on the target’s size, but the user may override the default if the target seems unusually tough.
Produces a diffuse heat ray that cooks the target from the inside out. Intended mainly to heat rocks and metal, the heat ray cooks flesh just as easily.
Produces a thin beam of charged particles. While intended as a cutting tool, its effects on a living being resemble a high-powered laser or plasma torch.
Kill 1-3
Bathes the target in alpha and beta particles, causing immediate damage but no long-term effects if they survive. The auto-targeting mechanism will select a setting based on the target’s size and apparent composition, but the user may override this setting for unusually resilient menaces.
Pulls apart molecular bonds, dissolving the target into soup, dust, or gas. Contrary to 20th-century entertainments, this mode produces a lot of noise and mess.


Since “aiming” exotic particles requires complicated calculations, exo-weapons use a low-powered laser to detect the size and range to the target. This has the following effects:

Security Levels

All exo-weapons are keyed to their user when issued; no other user may fire them unless re-keyed by a “Repair” roll with a target number of 15 if the user’s previous weapon is available, or 20 if it is not.

In addition, when issued certain modes may be locked according to mission parameters or the ship’s current alert status:

The normal security status aboard ship and for many away missions. This security status anticipates no major issues that a stun setting can’t handle.
This security status indicates the ship or away team expect hostile and possibly lethal responses to their presence or other complications. While personnel should use stun settings on living beings whenever possible, they may also use their best judgement if lethal conventional force is necessary.
This security status indicates the ship or away team are currently engaged in hostilities with a possibly unknown member. Kill mode is authorized to efficiently take out enemy forces.
This security status only applies to the direst situations where other more temperate measures – like Kill mode – have failed. The only choice is to disintegrate the enemy with extreme prejudice.

A technical roll can hack an exo-weapon to produce a disintegration beam, but the weapon will lock up after firing once.

A commanding officer may change the security settings of all weapons aboard ship or in the field using a communicator and their authorization code. Naturally, other beings may attempt to hack this system at a difficulty of 20, either to unlock more lethal modes or nerf the Alliance’s sidearms.


Animal Fence

Each pole in the fence creates subsonic and electromagnetic noise that repels most non-sapient life. Poles must be set no more than 10 meters (30’) apart to create an effective screen.

Poles generally last about a day before they need to be recharged. One can also connect them to an external power supply which can keep them going for weeks or months. Roll 3D6

Portable Force Shield

While still in its experimental stages, Alliance technicians have developed a portable version of the force shields that guard the ship and seal off bulkheads from space.

When activated, the shield will block exo-weapons from firing across the shield boundary.

The shield has three settings:

  1. Screen out energy weapons. Slugthrowers and other solid objects can pass through freely.

  2. Screen out energy weapons and missiles. Anything moving slowly, like a person (or a sword, or a rolled grenade …) can get through. Air can also pass through freely.

  3. Screen out all matter and energy. The force field becomes translucent but not transparent, and effectively an airtight barrier against everything. Only a large creature or a massive energy weapon can collapse the force field.

  1. Cue Kirk / Pike / Picard / Riker / Sisko / Kira / Janeway / R’El / Gwyndala / Freeman / Ransom / Mariner / Boimler / Mercer speech here. ↩︎

  2. Picked up on the mean streets or at Alliance Academy. ↩︎

  3. Usually Block is reserved for Unarmed combat, or an arm with a shield or other armor. ↩︎

  4. A pendant, brooch, badge, etc. The front of the communicator is a (hidden?) camera. ↩︎

  5. Half modifier vs. modern and futuristic weapons. ↩︎ ↩︎ ↩︎

  6. Half armor vs. knives and arrows. ↩︎

  7. Use lower modifer when the suit is powered off. ↩︎

  8. Half armor vs. bullets. ↩︎

  9. vs. Lasers only. May be worn over other armor. ↩︎

  10. Does 2D less stun damage per range increment. Uses light and sound, not electrical energy; ear and eye protection (or blindness and deafness) negates effects. ↩︎

  11. Does 2D less damage per range increment. ↩︎

  12. Mars Republic Ground Forces. Special ammo uses a plastic explosive that can fire in thin atmosphere or even vacuum. The pinnacle of slugthrower tech. ↩︎ ↩︎

  13. Ammo is cheap ferrous metal slugs, but power cells need frequent recharging. ↩︎ ↩︎

  14. Draconian stun gun like a Staser or Electro-Laser, but much more painful. Also called an “agonizer” in some circles. ↩︎

  15. Ignores armor; see Exo-Weapon↩︎ ↩︎

  16. Ignores armor; see Exo-Weapon. User can select the number of stun dice before firing to avoid harming the target; see Stun Effects↩︎

  17. The IIs has only stun settings. Attempts to amp the output for killing effects simply burns out the emitter. ↩︎