Solar Conflict

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Solar Conflict
 Creator(s) Razage
 System(s) GURPS
 Genre(s) Sci-Fi


The years following 2009 were hard on everyone. The economic crises that had gripped the world showed no signs of letting up. Poverty took all nations by storm and soon became the major problem facing the world, displacing environmental concerns, terrorism, war, and other international issues.

In 2012 as the poverty situation worsened and international crime began to rise, exciting new breakthroughs in the field of space exploration were uncovered. NASA and several independent contractors had managed to finalize and begin construction on a working space elevator. Requests for funding were immediately granted as governments and large corporations saw a new avenue for advancement. The major project revitalized the dying economy in a matter of months and soon factories were refurbished and re-purposed to build the parts and technology required. Other countries around the world immediately saw an opportunity to put their populace to work and re-vitalize their economies.

2015: Major progress was made in the space elevator project. Nearly every nation was playing a part in it's construction. In addition it saw the rise of more tolerant attitudes among nations and people. Issues of racism began to erode as the project carried on and people worked together.

Many firms specializing in the Aerospace industry: NASA, Boeing, The Russian Federal Space Agency (RKA), and others exploded in funding. Much of this was used to buy up post economic downturn manufacturing companies at fire-sale prices. In-effect, nationalizing many of them. Others were turned into dedicated independent contractors.

2020: The space elevator was completed and the small docking station on the low orbit end was placed in near synchronous orbit with the International Space Station. Progress on the space station had been slow but with a clean reliable way to move materials up this soon changed. The elevator began 24 hour operation on November 22nd, 2020. Many thought that the boom would end there but it was quickly swept up again with construction of the International Space Station.

2036: Revolutionary advances in computer technology at this time allowed for the construction of simple Dedicated A.I.'s. The discovery was first made at MIT and was subsequently improved upon by the research labs at the Lakia laboratories in Japan. The advancement in AI allowed for the production of loader robots and constructor robots.

2050: Gene-therepy was perfected in Europe and expanded throughout the world in a matter of years. It was publicly accessible to anyone with access to health care. Most nations recommended it to improve intelligence, Strength, Health and nearly any improvement that one could think of.

2055: As fast as Gene-therepy caught on, consequences were realized. After use became wide spread, the rate of “Genetic-therepy rejection” increased to approximately 5%, although numbers may have been higher due to inability to get accurate records. Gene-therepy rejection (GTR) would cause the DNA to sequence incorrectly and the end result would be hideous side effects including physical deformities, mental psychosis, and all manner of diseases. In addition to these effects, many would have super strength well beyond human norms, enhanced reflexes, immunity to pain, or even super intelligence but the price of these positive attributes was outweighed by the horrifying disabilities mentally and physically caused by GTR.

There were debates about outlawing gene-therapy but they were over-ruled with advantages far outweighing the costs. Many genetic diseases were obliterated and several industries had sprung up involving cloning and even uplifting other animals creating a bizarre niche industry that sold truly intelligent pets and multi-purposed animals that were specifically bred to carry out specific classes of work.

2070: The space station was completed, but expansion was not over. With 4 mega corporations in the space industry (Collectively called the Big 4):

  • JSV (Japanese Space Ventures, a merger between the Japanese Aerospace and several independent corporations.)
  • RSI (Russian Space Initiative. Combined from the Russian Aerospace and many Russion manufacturing corporations.)
  • ESU (European Space Union, a collaboration of several companies, Heaviliy Nationalized.)
  • GSS (General Space Systems, a collaboration of NASA, Boeing, GM, and several research firms, Also heavily nationalized.)

All having substantial subsidiaries in research, space exploration, and space construction. JSV and RSI moved to research AI and biotechnology further. Where the ESU and GSS moved for colonization. All of the mega-corporations raced against the other to develop new technologies and lay claim to the now boundless reaches of space. A new space-race had begun.

2083: A UN study reported that GTR “Mutants” as they'd come to be called were mostly exterminated. They speculated that less then 3% of the original number in 2055 suspected to exist still did. However many GTR victims went underground and away from prying eyes they continued to eke out a life for themselves. The UN's numbers were far off the mark but nobody had any way of knowing.

Space expansion continued and Lunar colony was finished. It would soon be host to the headquarters of GSS. Corporate espionage had grown with the space race and the member nations of the UN felt that it was beginning to hamper progress and would eventually harm the new golden era that everyone was experiencing. On July 8th of 2083 the UN voted 83% in favor of passing a resolution to establish the USC (United Space Comission). The USC would be charged with regulating and governing actions in the solar system up to 2 AU out from the Sun.

As the Big 4 expanded out from earth to lay the ground work for space colonization, several smaller corporations arose too, Ford turned profitable after 2012 and managed to acquire Chrysler before competitors. With the acquisition and substantial breakthroughs in customer and industrial vehicles, Ford re-secured it's place as a leading manufacturer in the car market and expanded to spacecraft as well with a sub corporation: Ford-Aerospace and the FC-SS brand. Mostly specializing in industrial and general purpose spacecraft.

Mercedes also came out of 2012 better then the competition and was able to secure the luxury car market. Acquiring two competitors, Fararri and Lamborghini. Mercedes also took their brands to space with special purpose spacecraft and Luxury spacecraft. Luxus-Handwerk (LH) became a popular brand for passenger freighters.

Many smaller companies were able to make the shift as well but they either got in too late or put in too little and were only able to secure a minuscule market share in comparison to the Big 4.

2095: A Mars space elevator, orbital station and colonization had started. Advanced techniques to construct space stations and had been developed and patented by all the Big 4 companies. Since the formation of the USC, Lunar Colony became the first USC colony and headquarters for USC. GSS was turned into a USC contractor as the world governments had a controlling share in the company itself. In a matter of years, GSS assets were re-purposed to be the first USC Military vessels to enforce the USC's laws in the new frontier.

The ESU was also nationalized but turned into Mars' primary colonial contractor. Mars would be the USC's secondary colony and would serve to the primary manufacturing center of the USC.

RSI and JSV continued their research in other areas of space exploration and were looking into private colonization ventures of their own but both were reluctant to take the risk and have the USC claim their infrastructure after it was built.

They instead focused for the short term on AI research which had seen many tremendous breakthroughs. Limited Volitional AI was discovered and by 2100 every ship had multiple service robots, and even crew members. Droids became a fact of life in human society and they took up multiple lower level jobs. With the improvements in gene-therepy, this resulted in an overall more intelligent populace and a population boom. With these factors happening in the timespan that they did, it resulted in a rapid expansion outwards from Earth.

Space travel between all the colonies became prevalent and soon more shipyards were built around Earth and Mars to accommodate larger production. Private use shipyards were also constructed and needed licenses from the USC to operate in “USC Space.”

2106: RSI and JSV merged to form the Independent Spacer's Guild (ISG). A significant advancement in technology allowed for much faster travel inside the solar system. Fluctuations in sub-space led to the discovery that dark matter was less tangible at certain points, and this phenomenon could be exploited through a simple matter device. These fluctuations led to other ones in the solar system of the same type, often only a few AU away. The ISG acted fast on this information and deployed constructor ships to many of these locations before anyone else caught on to their play. They had space stations constructed in the center of these fluctuations. The anomalies did not harm the integrity of the structures. At the core of the station was a remote Jump-drive, the first type of Jump-drive put into use in the solar system. This drive was capable of projecting the correct field upon any ship within 5,000 kilometers and jumping it to the corresponding fluctuation, which also had a station built on it.

Of course, being privately owned, ISG was quick to institute nominal fees for maintaining these stations and transportation networks. With the money they gained they were able to swiftly setup stations on Ceres, Europa, 4-Vesta, and 2-Pallas. They also managed to setup gas mining operations in the upper atmosphere of Juptier and Uranus.

Mars had become a full fledged civilization in it's own right, housing nearly 500 million people and ISG colonies trailing behind at a modest 120 million. In addition the former ESU fragmented into several Mars manufacturing companies. Mars Fleet Systems (MFS), Mars Unlimited Constructions (MUC) and Mars Networks (MSS). Each focusing on a different aspect of manufacturing and infrastructure. Production at Earth and Lunar base slowed as Mars manufacturing picked up and soon would eclipse both ISG and USC as the solar systems primary manufacturer.

The USC in response to ISG's advancement proposes to setup the CSF (Collaborative Science Foundation) claiming it to be in everyone's best interest to join and share in the fruits of scientific advancement together. It would take time, but after USC's GSS lent some of their finest minds to the project, ISG and MFS on behalf of Mars Colony lept on-board.

2115: The CSF heralds exciting new techniques in spacecraft construction and MFS is the first to reap the rewards as they produce the solar systems first Colossus class ship, the USCS Hudson. Capital ships have been built before but the Colossus class of ships were designed to be essentially movable factories and space stations.

The ISG grows more wealthy through self-regulation as the majority of their operations are conducted outside the 2 AU range originally specified in the USC's charter. The USC passes a resolution that allows the ISG to sell materials to private corporations at 'Economic Demand'. The USC continues to exploit it's venture on Mars to gain ships and materials at cost. As this continues the Mars populace slowly begins to descend into poverty as their economy is milked dry through ruthless enforcement of the pricing regulations and a zero outside trade sanction placed upon it.

In 2117 the first act of piracy occurs. The crew of an ISG fuel cell freighter is forced to eject after suffering substantial damage from improvised weapons on an unidentified ship. The attacks continue with increasing frequency and soon eye-witness reports talk of the raiders having strange deformities, abnormal cunning and even super strength. The truth is confirmed when one crew finally repels the invaders that attacked them and discovers that they are indeed victims of GTR syndrome or offspring. These attacks increase and no method can be found to locate the attackers.

In response the USC formed the Mars Provisional Force (MPF) to deal with the pirate problem. The MPF consisted of a good majority of the USC's older ships and MFS was to produce ships solely for the MPF now. Factories on Earth began to ramp up production to cover the USC's spacecraft needs.

This was also an attempt to placate Mars in face of increasing poverty and protest amongst it's citizens. Other reforms included global voting of the head of Mars Council whom meets directly with USC officials. In addition there were minor subsidies given to those impoverished on Mars but it was all too little too late. Poverty continued to increase.

Current Events

The current year is 2120, the pirate attacks from GTR mutants have continued to increase. There has been some headway made on locations of their bases but every time one is cleaned out a new one appears somewhere else.

Poverty on Mars has only served to enlarge the problem as some captains piloting MPF ships end up joining the pirates in an attempt to escape their meager pay and borderline poverty.

The ISG continues to grow in wealth and has multiple stations and outposts throughout the solar system. The corporations that are involved in the ISG have made unbelievable amounts of money through the organization and their workers enjoy a standard of living that would be enviable to that of any Mars worker. They maintain a token defence fleet and many ships do have private weapons aboard, although these pale in comparison to their military counterparts. They work well enough to keep pirates at bay though.

The CSF is on the verge of another breakthrough as well. They have managed to create a more compact carrier class ship. Boasting many of the abilities of the Colossus Class USCS Hudson, but at a greatly reduced size, the CSF Unity is a cutting edge ship. Sporting the latest in technology and outclassing any of the 3 powers latest ships, this carrier is slated to combat the pirate problem. Specs. on the carrier are expected to be released by the CSF for public consumption in 5 months following the shakedown cruise and working out of any bugs. In addition, the carrier also comes with a full compliment of fighters and recon craft.

Meanwhile the Solar News Network (SNN) has become the leading provider in current events information. The big story lately has been the boiling tensions between Mars and the USC. Head Council Women: Carolyn Dahlia was elected by majority vote on Mars 3 months ago and has publicly stated she will not give up until Mars achieves independence. This road has been remarkably shaky with diplomatic spats erupting every week or two. The latest episode is a trade embargo imposed by Dahlia to the USC. She issued a public declaration that no Mars company would engage in any material trade with a USC company until all disputes were resolved. The Mars family of companies have all followed suit with this embargo even though it's far outside of the protocol for them to do so. Emergency meetings have been the theme for the week but with the launch of the Unity, some of the spotlight is on brighter news.

Major Factions

United Space Commission (USC)

The USC (United Space Commission) was made the space faring government within 2 AU of the sun by UN resolution on July 8th of 2083. It consists of a council with dignitaries from all Earth nations and is the largest space authority in the solar system.

Notable locations:

Earth: Earth has remained more or less the same in the last 100 years. There has been refitting of old buildings and living capacity has expanded to accommodate a population of over 10 billion people. Many people have left earth to seek opportunity elsewhere, such as on Mars or an ISG starbase. Life on Earth remains mostly the same although in recent years, a new recession is looming. To keep it under wraps the USC has been enforcing strict trade laws on Mars to weather the storm.

Government: The USC is the primary space faring government for Earth and the UN is the primary world government. Both governments fall under CR4.

Mars Colony (MC)

Mars used to be a bastion of wealth when the colony was first started and colony subsidies as well as private business done by the ESV had kept everyone in the black. When the USC nationalized the colony things took a turn for the worst. Manufacturing and colonization increased considerably but profits fell as product was exported back to earth at cost.

The standard of living on Mars is very low and even the wealthiest live only marginally better then middle class do on Earth.

There is only one city although it is a very large one that houses 600 million people. Called simply Mars City it stretches across the red landscape for miles. Under the steel and concrete plate structure lies the heart of the city, massive underground caverns. It is in these artificially lit caverns that the majority of Mars resides. There is a sizable portion of the population that lives on Mars Station that connects to the upper portion of the space elevator.

Mars Colony also maintains the Mars Provisional Force (MPF). The only military organization that is allowed to enforce USC law outside of the 2 AU boundry. They are the largest military presence in the system and answer to the Mars Council and the USC (Although the latter is more a formality.) Their primary purpose is to combat piracy. Their ships are the oldest of space faring vessels but they are far from harmless.

Government: The Mars government is a council of administrators. They are appointed by the Lead Councilor whom is now elected by the people. This person cannot enect any new policies or laws affecting space based operations. They do wield full authority of the government on the ground. The current lead councilor is Council women: Carolynn Dahlia whom won the election by a landslide after her passionate speech in colony square regarding the state of Mars and it's exploitation by the USC. She has sense stepped outside of her official authority and ordered a blockade of space based trade to Earth. The Mars Government is a CR2-3 although right now many major industries are nationalized but are independently run.

Independent Spacers Guild (ISG)

The Independent Spacers Guild (ISG) is an amalgamation of corporations that have banded together for mutual profit and development. They control the most space based facilities of anyone in Sol. They also have some of the most extensive resource mining efforts in all of Sol.

Anomalies exist near all the ISG stations that allow them to use remote jump drives to transport any ship from one to another. These anomalies were discovered by the founding members of the ISG and further charted by a subcompany they created: ISG Exporations. There may be many more in the solar system but ISG Explorations, one of the most profitable companies in the ISG, has never disclosed full maps of all the ones they've found. Any charts they might have are speculated to be under strict lock and key. No part of the jump network is known to extend within 2 AU of the sun, meaning it all resides outside of USC jurisdiction.

Government: The ISG has no official government but occasionally the heads of all the stations and independent captains will have a large meeting to discuss important issues. The station controllers and owning corporations are the meat of the ISG and have the largest say in the organization but the ship captains and crew still retain a substantial say as they are the ones responsible for trade between all of the stations and facilities. CR4.

Notable installations: DEMOSTHENES Station, Pop: ~250,000 Located just outside of the 2 AU mark of the western side of the solar system, it is the first jump station developed by the ISG. The station contains all the proper facilities for ship refitting, crew enjoyment and relaxation. As well it has a bulging economy and is the largest trade outpost in the system.

LIBERIUS Station, Pop: ~200,000 Another station located just before the asteroid belt, but on the eastern side of the solar system. It is the second installation built by the ISG. It has the same facilities as Demosthenes.

CÁEL Station, Pop: ~150,000 Cael was the first station setup inside the asteroid belt. Residing on Ceres it houses the largest mineral refining and production facility in the ISG. It is not the most advanced, that honor goes to Titan station. Cael has basic ship refitting and recreation facilities as well as a large living quarters for those who reside on station and preform manufacturing jobs.

TITAN Station, Pop: ~150,000 Titan Station houses the most advanced production facility in the ISG and second most advanced in Sol. The most advanced being the CSF's facility on Luna. Here the ISG makes a wide variety of ships. It is only a manufacturing station with fleet yards, there is limited crew quarters and no recreation facilities at this station.

BHARATA Station, Pop: ~200,000 This station conducts Hydrogen mining operations in Jupiters atmosphere. It also serves as one of the primary arteries for ships traversing the outer solar system. Bharata station has all the amenities the interior trade post stations Demosthenes and Liberius have.

PRABHU Station, Pop: ~50,000 Prabhu Station is located on Europa and is a small research facility that does research work for Titan Station's construction projects. It also serves as an off planet base for the crews of Titan and Bharata stations.

AJAX Station, Pop: ~ 50,000 Ajax station is the only station suspended in Uranus' atmosphere. It contains another hydrogen mining operation to compliment Bharata's, although at a much reduced capacity. It contains basic ship fitting/repair facilities and station-side recreation and guest quarters.

PALLAS Station, Pop: ~10,000 Pallas Station is located on 2-Pallas and is used as a small asteroid mining base for various ISG members. The station has basic ship repair facilities, and crew quarters as well as a small market. It's major function is to serve as a mineral depot and pay center for ISG asteroid miners.

VESTA Station, Pop: ~10,000 Vesta Station is located on 4-Vesta, another large asteroid. 4-Vesta serves the exact same function as Pallas station.

Collaborative Science Foundation (CSF)

Not a major power in its own right. It is a jointly owned company with funding and staff from all 3 of the factions as well as several independent companies. The CSF is mainly a research institution that has been responsible for any scientific breakthrough within the last 14 years. Granted unlimited use of the factories on Luna and near unlimited funding from all 3 major powers. The CSF commands quite a few resources for it's small size.

The CSF does maintain a limited armed forces, infantry and fleet mostly for protecting its own assets from pirates and rogue elements. Their forces are very inferior to even the ISG's limited military but the technology behind them and readiness of anyone working for the CSF means that they would still be a force to be reckoned with if they ever went rogue themselves. This is unlikely to ever happen as they enjoy a lofty position of complete neutrality among the 3 powers and also considerable funding and exist completely outside the laws and restrictions of any of the 3 powers.


The CSF is run by a council of administrators that oversee various aspects of the organization. At the head of this council is a representative of each of the 3 major powers. They generally guide the council in areas to focus their research. Currently the CSF Unity is the 'spotlight project' with several other projects being worked alongside like the further testing and development of Centurion Battle Armor.


The overall tech level of Solar Conflict is very early TL 11. Most civilians only have access to TL 10, only the military and CSF have access to TL 11 technology currently. Some specific areas are below. This might be expanded in the future.


Artificial Intelligence was first truly discovered in 2032 and in a few years it was possible to create 3 primary types of A.I.'s. As an additional note, lower classes generally defer to higher classes if both are inhabiting the same system. This makes tiered tasks possible. If a Class 2 A.I. needs control of a Class 1 A.I.'s resource, it can simply step in and take control, do what it needs and then return it after.

Class 1: Non-volitional “Dumb A.I.”

The first A.I. type ever created and also the most common. Earth, Mars, and the ISG rely heavily on Class 1 A.I.'s. These constructs drive cars, handle auto-pilot on freighters, planes, cars, and trains. They preform any kind of repetitive day to day work. They have some intuitiveness and can take some lee-way with directions given depending on their parameters. This A.I. also does not have a personality.

Class 2: Volitional “Limited A.I.”

This type of A.I. was programmed in 2060 and is used for many higher end tasks requiring that an A.I. be able to learn. They are capable of learning tasks related to their primary field but cannot re-write their programming. They are hard coded into a specific task and do not have personalities. These types of A.I.'s are generally used when an abnormal or sensitive task requires a more innovative solution then a Class 1 can provide. Continuous construction projects and maintenance tasks. Maintenance of computer databases and mainframes. Supervision data stores or even air traffic controls.

Class 3: Volitional “Smart A.I.”

Class 3 A.I.'s have just started to be produced. The CSF is testing a few different models. Class 3's are the most A.I. in that they can actually re-write portions of programming. In addition to that they can 'hot-swap' their skill banks. This means that the A.I. will use up far less memory then a Class 2 A.I. . The down side is it has to re-learn any skill it dumps from its skill bank but this is a negligible time frame as it can process information hundreds of times faster then a human. Class 3's also take up the most memory and processor time to run, requiring very sophisticated equipment. Class 3 A.I. also have personalities. When developing the Class 3, scientists encountered a serious problem. If an A.I. was able to re-write it's own programming, then how was it to focus or even remain loyal to those that purchased it? The answer was in a later stage of development. Scientists were already going to use personality templates but if the personality was taken from someone whom was already loyal to the organization then the A.I. would remain so as well. In addition it would allow the A.I. to think like a human and therefore the idea was that it would not think itself above them, but rather part of the human race and therefore not turn on humanity at large and go rampant. Class 3's only see scientific or military use currently and it is very unlikely they will be made available to the public at large. The risk of rampancy is too great since their personalities also give them human flaws. A Class 3 can be insulted and hurt emotionally just as any ordinary human can. There is a hot debate in scientific circles as to weather this response is real or simply imitated. Either way, while the A.I. cannot re-write it's personality, it can change as easy as any human can. There is a strict CFS policy against inhumane treatment of Class 3 A.I.'s for this very reason and the three major powers in Sol have all stood behind this policy.

Class 3 Personalities are generally done during a flash scan of someones brain. Neural science has come a long way and only a portion of the brain needs to be scanned. The process is harmless and the patient only feels a mild headache for the next few days. Candidates for this procedure are throughly screened through psych-tests and other mental evaluations. Anyone with any kind of mental disorder is automatically disqualified as are more anomalous personalities. There has not been a Class 3 A.I. yet that has gone rouge, but only a handful are in existence and all are less then 2 years old.

Class 3 A.I.'s can be used for anything a human could do. They function almost like humans in this regard. They are self-aware and realize their constructs but they feel as human as they possibly can they also retain the memories of the volunteers their born from. This means they often speak with their own voice and choose an avatar for themselves (Both are usually that of the personality their based from).

Class 3 A.I. Template

  • Immunity to Metabolic Hazards [30]
  • Injury Tolerance (No Blood, Unliving) [20]
  • Insubstantiality [16]
    • Always on -50%
    • Projection -50%
  • Doesn't Eat or Drink [10]
  • Doesn't Sleep [20]
  • Intuitive Mathematician [5]
  • Photographic Memory [10]
  • IQ = 15 [100]
  • DX = 15 [100]
  • No fatigue points, cannot spend fatigue points [0]
  • Unaging [15]
  • Doesn't Breathe [20]
  • Doesn't Eat or Drink [10]
  • Digitial Mind [5]
  • Possession (Telecontrol, Digital) [110]
  • Modular Abilities (Rapid Memorization): 3 slots, 4 points per slot. [51]
  • ST = 0 [-100]
  • Reprogrammable [-10]
  • Unhealing (Total) [-30]
  • Duty (Usually to the nation/corporation it belongs to) [-15]
  • Compartmentalized Mind 2 (3 compartments) [100]

Total Cost: [267]


The second component of A.I. is droids. Ever since 2032, creating droids seemed like a natural next step for A.I. but creating each droid with it's own Class 1 or Class 2 A.I. was a very troublesome prospect. Droids did not possess the memory capacity and managing them all individually would be complicated.

The solution was to network droids to a central A.I. that can manage them all. Droids are centrally networked to a Class 1 or 2 A.I. Droids carry out many tasks, from waiters to supplementry barkeeps to shipping and receiving personnel.

In the military droids are used as infantry units. A human commander generally controls a droid group from a tactical neural interface. From there he can coordinate entire company's of droids. He can also take direct control of any droids if he feels the limited A.I.'s cannot handle the tasks assigned to them. Most battles do not progress beyond droids but there are still human soldiers if this does happen. However those soldiers will have to face many expendable droids and more often then not the losing force will surrender rather then face human casualties.

Genetic Engineering

Genetic engineering has come a long way since the “Dark Ages” when GTR was a very likely possibility. As the technology improved after 2055 when GTR became widely known, every genetic disease was wiped out. In addition, growing organs without hosts was perfected and flash growing them was achievable. Replacing limbs and internal organs became a routine procedure with little wait time as donors were no longer needed. The same with blood and any cellular liquid. Genetic engineering has remained a medical science. Recreational purposes were outlawed due to the still small risk of GTR and the risk is still present. In any procedure there is a small risk ranging anywhere from 2% to 5%, depending on physiology, that GTR could present. If it does, the corrupted DNA will take over the pure forms in a matter of time. GTR is not treatable, and for how advanced medical science is, very little is known about GTR.

Genetic engineering can only be done if there is a proven medical need for the services. However there are black-market clinics that will offer many recreational services, claws, extra arms, chameleon skin, whatever the user desires. However these clinics are using substandard equipment and GTR risk jumps to 10 – 20% depending on physiology. In ISG controlled space there is no penalty but it is looked down upon severely.

Medical Science

Medical science has evolved immensely in the space age. Gone are the messy days of invasive surgery and blood soaked gloves and crowded operating rooms. While Surgeons still do see some use, especially in any kind of limited or backwater area, most medical procedures involving body repair are handled through more elegant high-tech means.

Medical bio-beds are equipped with HyMRI scanners that can be folded out and used at need on the patient. Bio-bot swarms are commonly used to treat minor wounds and infections. If there are major injuries, a Regeneration tank can be used. The patient is submerged in a liquid gel and equipped with an oxygen mask. Then small nanomachines get to work repairing, destroying and replicating cells. If that process will not work fast enough then nano-machines can be injected directly into the blood stream but a correct diagnoses will be required.

Rejuvenation tanks can be used to reverse aging but this procedure is only available to the most affluent members of society. The process is quite expensive and there are considerable risks.

Droids are also present in hospitals and medical bays. Commonly as nurse bots or even physicians if there is a need. Due to the limited availability of Class 2 A.I. and the expense, human doctors are still far more cost effective.

Smaller drugs for expelling foreign toxins, staying awake and even going to sleep are also available with prescriptions or if a physician needs them.


Anything up to TL 10 is used commonly in civilian defense and police forces. There is very limited TL 11 in the civilian world. In the military world TL 11 cyber suits, dreadnought battle suits and everything in between can see use.

Most infantry combat is done by a mix of droids and humans. Droids are usually front-line and therefore a very common defense tactically.

Human battle armor is designed for durability above all else. The military commonly uses hard battle armor so that soldiers can withstand the blasts from droid troops. Some baseline statistics follow but armor can be varied depending on operations.

USC Type IV Space Combat Armor

Full body coverage, DR 75 over torso. DR 45 on limbs. Includes Biomed sensors (+1 to diagnosis skill) Sealed for climate control in temps (-459 to 250 f) Radiation protection, PF 10. Pressure support (10 atmospheres) Comes with helmet that provides an IR visor and 60 DR, 45 DR for face and eyes.

ISG “Defender” Space Combat Armor

Full Body Coverage, DR 50 over torso, DR 30 over limbs. Includes Biomed sensors (+1 to diagnosis skill) Sealed for climate control in temps (-459 to 250 f) Radiation protection, PF 10. Pressure support (10 atmospheres) Comes with helmet that provides an IR visor and 40 DR, 30 DR for face and eyes.

CSF Centurion Battle Armor

  • SM + 1 (Stands about 8 feet tall)
  • armor is composed of titanium carbide-diamondoid nanolaminate over inner shock- and radiation-absorbing layers of liquid armor, stabilized metallic hydrogen, and bioplas
  • also has integral superconductor-based electromagnetic armor: this increases the suit’s protection

to triple DR against any shaped-charge warheads or plasma bolts. The electromagnetic armor operates off a separate D-cell and is good for 20 uses.

  • Its helmet includes a filter mask (Filters out smoke/nerve gas/etc..)
  • Inertial SPS (Suit Positioning System. If uplinked to a ship's tactical array. It can accurately pinpoint the users position. Can also interface with GPS systems. +3 to navigation)
  • hearing protection (+ 5 to resist hearing temporary damage.),
  • hyperspectral visor (+ 3 to all vision rolls/tracking rolls/rolls to spot objects)
  • medium laser comm (500 Mile range)
  • medium radio (100 Mile range).
  • Biomed Sensors (+1 Diagnoses bonus)
  • Trauma maintenance (10 Doses of medical drugs)
  • Provisions dispenser (Water and Food dispenser with two weeks of provisions)
  • Waste relief system (Collects waste and compacts it into durable bags).
  • Olfactory and Audio sensors so the user can hear and smell outside the suit.
  • Tactical Electronic Support Measures (ESM) (Can detect and determine electronic signal emissions. +1 dodge to any guided attack that ESM can detect.).
  • Amplified muscles give Lifting and Striking ST+30, Basic Move +3, and Super Jump 3

Highly experimental battle armor employed by the CSF forces. No other power has attempted to integrate these into their military yet. Specialized training is needed to use Centurion battle armor and there are only a few that can use it effectively.


Combat Droids are the most common form of offensive weaponry. The humanoid variants are essentially steel representations of humans. They are centrally controlled by a dedicated A.I. Electronic Warfare (EW) can disrupt this control but EW is not advanced enough to totally shut them down. The most effective weapons against droid armies are EMP warheads. EMP warheads are very commonly used to shut down droids.

Specs on Combat Droids:

MPF "Legionnaire" (Humanoid Combat Droid) [390]

ST 20 [100] DX 13 [60] IQ 10 [0] HT 12 [20]

Advantages: Absolute Direction [5] Detect (Radio, Lasers, and Radar; Signal Detection, +0%) [20] Discriminatory Hearing [15] Doesn’t Breathe [20] Hyperspectral Vision [25]; Machine [25] Sealed [15] Silence 1 [5]; Temperature Tolerance 20 (-85° to 210°) [20] Ultrahearing [5] Vacuum Support [5] Ambidexterity [5] Enhanced Time Sense [45] Reprogrammable [-10]

Combat droids have a base A.I. that comes with it but no skills without a dedicated A.I. controlling it through a network. Their last directives will remain if jammed and they will continue to try and pursue those goals although at significantly reduced effectiveness due to their lack of skills.

They can be equipped with any weapon a humanoid can so long as the A.I. running it has been programmed with how to use it.

Conventional weapons are mostly in use by civilian models. In the military there can be a wide spread in what weapons are used.

The MPF generally uses X-Ray lasers as most of their missions are space based. The ISG uses regular laser weapons and the USC will use rainbow lasers on the ground and standard lasers on their stations. Although which weapons to use is generally something an operation coordinator will look at when picking out weapons for the droids and humans to use.


Communications is one area that hasn't advanced much at all in the last 50 years. After Laser Communications was discovered and integrated into existing networks there have been no new advancements in the technology. Current versions are more compact and have optimizations to allow them to work at a greater range more reliably. Starships and stations generally carry both Very Large radio antennas and Laser Communication transmitters and receivers. The laser communication receivers work up to a range of 250,000 miles in open space and the radio up to 50,000 miles.

Military forces carry smaller versions of both with reduced ranges. In long range space combat a Wasp or other transport vehicle will be stationed near the boarding operation and re-transmit messages to the carrier involved if needed. If communications cannot be established then the company and squad leaders have a great deal more decision making to do during operations.


Vehicles are still used widely in combat. There are too many types to list. The ones here are some examples.

USC “Warrior” ATV

  • 4 Wheeled ATV
  • 50 ST
  • HND-1 SR4
  • HT 12
  • Move 2/40
  • Loaded Weight 5 Tons
  • Load 2
  • SM + 3
  • Occ. 2+1
  • DR 40
  • Cost: $200,000
  • Locations: X4W

The signature vehicle of the USC's military. A 4 wheeled reconnaissance buggy with rear gun and two front seats. The Warrior is often used in USC promo-vids and posters. The rear weapon mount is commonly a Heavy Chaingun 15mmCL. The stats on it are:

  • 15d pi+
  • Acc 6
  • Range 2,000/9,000
  • Weight 75/12
  • Rof 12
  • Shots 50(5)
  • ST 20M
  • Bulk -8
  • Recoil 2
  • Cost $34,000
  • LC 1

Additional Equipment: Headlights, an inertial navigation system, a large radio, a personal computer and two workstation terminals. An auxiliary solar panel can operate all onboard systems except the motors indefinitely, allowing the vehicle to be used as a base camp.

The Warrior is not just used for outdoor combat environments either. Many ship and station corridors are designed large enough for one or two of these to fit in. It has seen practice use inside large spacecraft before.

USC “Exterminator” Battle Tank:

  • ST/HP 150
  • HND -2 SR 5
  • HT 11
  • Move 2/25
  • Lwt 30
  • Load 1
  • SM +5
  • Occ 2S
  • DR 500/200
  • Cost $2,000,000
  • 2CTt

The Exterminator is simply an upgraded version of earlier era tanks. Some additional features:

  • The crew (a driver and commander-gunner) are stationed in the hull, protected by a NBC kit (Keeps out air contaminants and is pressurized).
  • Its unmanned turret is armed with a 100mm tank cannon
    • DMG 6dx25
    • Acc 6
    • Range 3,000/10,000
    • Weight 2,500/40
    • Rof 1
    • Shots 1(4)
    • ST 150M
    • Bulk -10
    • Rcl 4
    • Cost: $100,000
    • LC 1
    • Electrothermal upgrade (1.5x PI Damage)
    • Common shells are APEP shells. (2x Range, 3 armor divisor, and Damage type PI ++)
  • Coaxial 15mm Chaingun
    • DMG 15d pi+
    • Acc: 6
    • Range 2,000/9,000
    • Weight: 75/12
    • Rof 12
    • Shots 50(5)
    • ST 20M
    • Builk -8
    • Rcl 2
    • Cost: $34,000
    • LC 1
  • Atop the turret is a smaller turret with a strike laser for air defense and missile interception.
    • DMG 6dx5(2) burn
    • Acc: 18
    • Range 18,000/54,000
    • Weight 1,000/Fp
    • Rof 1
    • Shots 66(5)
    • ST 70M
    • Bulk -10
    • Rcl 1
    • Cost: $500,000
    • LC 1
  • The rear hull houses 10 tactical missile launchers in fixed upward-facing mounts.
    • DMG 6dx50 pi++
    • Acc: 3
    • Range: 3,000/15,000
    • Weight 35/25
    • RoF 1
    • Shots 1(20)
    • ST 11B
    • Bulk -8
    • Rcl 1
    • Cost: $10,000
    • LC 1
  • Electronics include two holographic crew stations
  • A hyperspectral imaging sensor (32x Magnification. + 3 to all vision rolls, tracking rolls, and to spot objects)
  • Medium laser comm (500-mile range. $2,000, 5 lbs., 2C/10 hr. LC4.),
  • Medium radio (100-mile range. $1,000, 5 lbs., 2C/10 hr. LC3.),
  • Tactical ESM (+1 bonus to Dodge any attack aimed with an active targeting sensor that the ESM can detect.),
  • Tactical sound detector (+4 to hearing rolls, shadowing rolls on noisy targets, +8 to Electronics Operation(Sensors) to identify sounds ).


There are many ships in Solar Conflict. See the Main Article