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BATTLELORDS OF THE TWENTY-THIRD CENTURY

7th EDITION

PRODUCED BY: 23RD CENTURY PRODUCTIONS, LLC


FACEBOOK: WWW.FACEBOOK.COM/BATTLELORDS

PLAYTEST RULES. VERSION 10.3. RELEASE 1.0

We will be releasing the chapters for playtest piecemeal. Thats because they are in
various draft stages, and some of them still need more refining. Release 1 focuses on
combat rules and core rule mechanics. Subsequent releases will focus on other areas of
game play (ultra armor, space combat, matrices, etc.). This is not a final layout. All of
the rules drafts will be made available as a free download on DriveThruRPG. Make
sure you tick the notification box, so you get notified when we update it with new
drafts.

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KICKSTARTER ENDS MID-OCTOBER, 2017.

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FEEDBACK AND SUPPORT.

-THE 23RD CENTURY PRODUCTIONS TEAM

Copyright 2017, 23rd Century Productions, LLC.

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Playtest Notes: Species descriptions were kept deliberately short for the playtest document. Our focus with Release 1 is testing the
revised combat rules. Future releases will focus on other areas (matrices, ultra armor, etc.).

CHOOSING THE Species


Players may choose from twelve different species. Each species has modifiers to various vital statistics, due to different evolutionary traits.
The Vital Statistic Comparison Table lists these modifications.

Chatilians are a species of short, by human standards, aliens


from the planet Chatil. They are an older species and one of the Species: CHATILIAN (cha-tl-yen)
founding members of the Alliance. Known for their Empathic- Nicknames Asparagus Head
based matrix abilities, Chatilians can read the minds of those Homeworld Chatil, Fomalhaut System
nearby. This gives them a distinct advantage in close-quarters Tech Level: 6
combat since they know what youre going to do at the same Government: Parliamentary Monarchy
time you know what youre going to do. Chatilians can also Pop. (Chatil): 1.5 billion
communicate with each other mentally, sharing an entire Population (Total): 25 billion
conversations worth of information in a few seconds. Being
Life Expectancy: 300 years
able to verify your suspicions about a persons intent and
Average Height: 1.2 1.5m (120 + d10 x 3)
motivations, gives Chatilians a keen sense of Intuition, even
Average Weight: 22-50 kg (20 + d10 x 3)
when they cant rely on their unique abilities.
Sample Names: Atish Catam, Brelak, Gemmenryth, Pakling Intreeg,
Average Size Class 2
Vital Statistics
STR -15
MD -10
AGL 5
CON -10
AGG 10
IQ 30
INT 50
CHA -25
General Information
Starting Skill Points 35
Body Points 1+d6
Move 7
Sense Modifiers
Vision 10
Hearing 5
Smell -10
Special Abilities
Matrix Controller (Empathic Matrices)
Able to read minds within 2m
+20 to Defense Rolls against hand-to-hand and hand weapon attacks
-2 to Initiative when target within 2m
Liabilities
Languages cost 2 extra skill points per level
ECRs
BIO 10
CHEM 20
COLD 35
ELE 30
FIRE 15
MEN 80
RAD 15
SON 70

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Cizeracks are known for being fierce warriors. This female Species: CIZERACK (siz-er-ak)
dominated society of Size Class 7 quadrupeds is nicknamed Nicknames Cats
cats by humans due to the zeal with which they chase down Homeworld Cashoulis, 61 Verginis System
prey and their cat-like ears. Cizeracks superb agility allows Tech Level: 5
them to perform amazing acrobatic feats. In addition, a Government: Oligarchy
Cizeracks senses are unequalled among the other Alliance Pop. (Chatil): 3 billion
species. Although Cizeracks can walk upright, they prefer to Population
move on all fours, as bipedal locomotion is awkward for them. (Total): 29 billion
The Cizeracks have had occasional border wars with Life Expectancy: 65 years
the Pythonians, which they typically describe as occasionally
Average
roughing up the big, dumb, males so they dont get an inflated
Height: 1.2m-1.4m (120cm+d20)
sense of combat prowess. This has led to some bad blood
Average
between the two species.
Weight: 113-185kg (105 +8d10)
Sample Names: Alheera, Cherendeera, Ghraeeaa, Maddra, Raalehr, Raheer, Shak
Tai, Tiraa, Turrthea, Whefreen
Size Class 7
Vital Statistics
STR 15
MD -20
AGL 35
CON 10
AGG 20
IQ -5
INT 0
CHA 0
General Information
Starting Skill
Points 50
Body Points 7 + d10
Move 20
Sense Modifiers
Vision 50
Hearing 45
Smell 40
Special Abilities
Night vision Additional 2 Actions per round
Good Jumpers
2 lvls of Acrobatics
4 lvls of Stealth
Liabilities
-60 AGL when standing on hind legs
ECRs
BIO 25
CHEM 25
COLD 50
ELE 25
FIRE 30
MEN 30
RAD 20
SON 5

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Eridani are the backbone of the Alliance. Renowned warriors,
the stoic Eridani hold a majority of the command positions
within the Alliance military. In addition, many of the traditions Species: ERIDANI (air-ri-don-ee)
found throughout the Alliance stem from Eridani influence. For
instance, the use of a military style rank system within Alliance Nicknames Sword Saints
corporations goes back to the fact that many of the first mega- Homeworld Eridine, Epsilon Eridani
corps within the Alliance were Eridani. In addition, the concept Tech Level: 5
of a Battlelord is another Eridani invention. An honorary Government: Military Dictatorship
rank, outside of the chain of command, awarded to those who Pop. (Eridine): 5 billion
have shown their skill and lethality beyond all others in combat Population (Total): 25 billion
particularly against superior numbers. Every child old enough Life Expectancy: 200 years
to pick up a toy sword and play fight dreams of one day being
Average Height: 1.8m - 2.1m (180cm + 3d10cm)
called a Battlelord.
Average Weight: 98-170kg (90 + 8d10)
Most of the Eridani encountered in the Alliance are the famed Sample Names: Ashak-idan, Barrocka-idan, Ei'r-Idan, Erdit
Sword Saints. Warriors trained by the Buddon Priests, who Sauthar-ican, Fabic-idan, Kilmar-idan, Kothic-
adhere to a strict code of conduct, and are masters of the military idan, Lancetor-idan, Narang-idan, Raskor-idan
arts and the sword.

Originating on an arctic world with a methane-rich atmosphere, Average Size Class 6


Eridani are all but immune to cold. However, they require
Vital Statistics
atmospheric processor masks or special injections to be able to
breath in an atmosphere humans, and most other Alliance STR 10
species members would be at home in. MD 5
AGL 20
CON 5
AGG 15
IQ 10
INT -5
CHA -10
General Information
Starting Skill Points 40
Body Points 5 + d8
Move 10
Sense Modifiers
Vision 10
Hearing 20
Smell 5
Special Abilities
Infravision
Highly resistant to cold
-10 bonus to Death's Door score
2 levels of Body Equilibrium Skill
Liabilities
Must wear atmospheric processor in oxygen environments
ECRs
BIO 40
CHEM 30
COLD 99
ELE 50
FIRE 10
MEN 65
RAD 20
SON 25

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The Fott are perhaps the greatest practical joke ever Species: FOTT (faht)
played. When nihilistic genius Uncle Ernie Fillburg found out Nicknames Rabbit, Bunny, Fab (fabricated)
that the Alliance was getting ready to annex Delphix-9 he had an Homeworld Delphix-9
idea. Galactic law requires that all sentient life on a planet Tech Level: 2
annexed by the Alliance be offered citizenship. After the Government: Chieftain lead clans
Alliance Survey Team finished their survey, concluding that the Pop. (Delphix-9) 1 billion
planet was devoid of sentient life, they headed back to Alliance
Population (Total): 4 billion
space to make their report. Uncle Ernie went to work. Two
Life Expectancy: 65 years
years later, after the planet had been officially annexed into the
Alliance, the first colonists arrived to find several million Average Height: 1.8-2.1m (179cm+1d6*1d6cm)
irascible Fotts inhabiting the planet. Average Weight: 97-135kg (95+2d20)
Uncle Ernie had designed these genetically engineered Sample Names: Bubba, Jim-Bob, Betsy Sue, Angel, Maynard,
lifeform to be as obnoxious as possible, knowing the Alliance Gomer, Hoss
would be forced to accept them as full citizens. When choosing
his genetic source material he knew hed need a species that Average Size Class 4
reproduced quickly. He mussed to himself, I need something
that will breed fast. Something that will breed like, like Vital Statistics
rabbits. With the choice of genetic material now obvious to STR 15
Ernie he went about constructing the cantankerous rabbit- MD -15
human, genetic chimeras. Theres no telling what other DNA he AGL 15
worked into their genome. Once finished he dumped on the CON 10
planet and left them to their own devices. It wasnt long before AGG 35
there were tens of millions of them and their numbers are
IQ 5
growing daily.
Calling themselves the Fott these creatures are hardy, INT -10
self-reliant, belligerent, and genetically programmed with a CHA 25
whole host of traits designed to annoy the Alliance bureaucracy, General Information
and anyone within earshot. Starting Skill Points 50
Chatilians universally dislike Fott, in no small part due Body Points 4 + 1d8
to the fact that annex world Uncle Ernie populated with Fott was Move 15
due to be a Chatilian colony world.
Sense Modifiers
Vision 5
Hearing 40
Smell 0
Special Abilities
Good Jumper
Liabilities
Aversion to fire-based weaponry
ECRs
BIO 10
CHEM 20
COLD 65
ELE 40
FIRE 10
MEN 40
RAD 20
SON 5

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A latecomer to the Alliance, the Goola are a group of winged, Species: GOOLA (goo-lah)
insectoid, sentients native to the planet Gnoosie in the Heinock Nicknames Bugs, Roaches, Bodger
Cluster. The Goola developed space travel very late their Homeworld Gnoosie, Heinock Cluster
societies history. By the time they could make it off planet in Tech Level: 5
any significant numbers they had all but exhausted their Government: Technocracy
resources. Forced to adapt to limited production capabilities, the Pop. (Gnoosie) 5 billion
Goola became masters at reworking and repairing existing
Population (Total): 25 billion
technological devices to suit their needs. To the Goola a single
Life Expectancy: 120 years
use device or a device that only has one function is horribly
inefficient. Creating a disposable device borders on a crime. Average Height: 1.2-1.4m (120cm+1d20cm)
Once the Goola finally developed space flight, their Average Weight: 22-41kg (21+1d20)
resource problems disappeared, but the species never lost their Sample Names: Sqizzt, Sarrzz, Vertz, SanShazz, Bar
knack for fixing and reworking discarded tech. Nor did they
loose their enthusiasm for technologies. There are universities on
Goola colonies devoted entirely to teaching the art and science Average Size Class 3
of repairing broken technology without the proper parts or tools.
Most Goola receive formal training on how to reuse and Vital Statistics
repurpose mechanical and electronic components in innovative STR -10
ways, outside of the components original, intended, use. MD 10
The Goola have no concept of borrowing. Items are AGL -15
either traded or given. Handing something to a Goola transfers CON 35
ownership of that item to the Goola, at least in his mind. Goola AGG -10
mark all their items using scent glands located in their lower IQ 10
abdomen. This is why off world Goola can often be seen
INT 5
carrying an array of alien items on their tool belts. Other species,
especially humans, make the mistake of handing the Goola tools CHA -15
to fix things given their mechanical abilities. Once the Goola is General Information
done using the item, he scent marks it and adds it to his belt. Starting Skill Points 30
Most other species, though miffed, will not request for the item Body Points 4 + d6
back because a) the item is now covered in a fine spray of the Move 9
Goola's dust-like feces, and b) this action will insult the Goola. Sense Modifiers
Goola detest humans as a wasteful and irresponsible
Vision 5
species. Ironically, a Goolas favorite place to spend time is in
human junk yards, which the Goola feel is the human species Hearing -15
sole worthwhile contribution to galactic civilization. Smell 15
Special Abilities
High resistance to chemical and sonic attacks
3 levels of Bodge skill
Any skill with 'repair' in the name costs 1 pt less
Slow flight
Liabilities
Doesn't comprehend "borrowing" or "loaning"
ECRs
BIO 30
CHEM 75
COLD 25
ELE 20
FIRE 20
MEN 10
RAD 35
SON 75

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Humans. Easily the most prolific and widespread of all the
Alliance member species. There are more humans than any Species: HUMAN (hyoo-man) / ORION (uh-rahy-un-n)
other species in the Alliance. Humans have more colonies than Nicknames Breeder, Virus / Rogue, Scott, Kilt,
any other member of the Alliance. The human species is
Homeworld Earth, Sol System
responsible for a significant portion of the Alliances
Tech Level: 4
manufacturing and production capability, despite the relatively
low tech level of the human homeworld, Earth. Why is this? Government: Democracy
Blame the Mutzachans. Pop. (Earth): 5.5 billion
The Mutzachans had been keeping a watch on humanity Population (Total): 108 billion
for a long time. Eventually they decided that theyd like to have Life Expectancy: 120
a chat with us. To facilitate this important contact between the Average Height: 1.5 - 2m (150cm+5d10)
two species the Mutzachans, knew they would need an Average Weight: 45 -100kg (40+ 2d10*3)
intermediary. They needed someone non-threatening and Sample Names: (HUMAN) Bob, Ed, Kiki, Jhomar, Ray, Wayne, Mark, Anna,
familiar to the humans, in order to help minimize the stress on Carlos, Mark, Mike, Leo, Sam
the primitive human civilization. So sometime after the 3rd (ORION) Alban, Angus, Dougal, Hamish, Fiona, Sorcha,
century AD they came to Earth in secret and essentially Una
abducted a few thousand humans from what is now Scotland.
These kidnapped humans were modified by the Mutzchans and Average Size Class 5
dropped on a turn-key world, complete with a Tech Level 5 Vital Statistics
city. They developed in isolation from their homeworld for STR 0/5
centuries, and were educated about the wonders of their MD 0/5
fantastically advanced world. Now calling themselves Orions,
AGL 0 / 10
these technologically advanced Scots were to be the liaison
CON 0 / 10
between the Mutzachans and the humans.
In the Mid-21st century the Mutzachans made first AGG 0
contact with humanity through their envoys, the Orions. IQ 0/5
Unfortunately for humanity, the first thing the Mutzachans told INT 0
us was that a hostile species called the Aknar-Ryn were coming CHA 0 / 10
to wipe us out and that we should leave. Fortunately for General Information
humanity, the melonheads also gave us faster-than-light drive Starting Skill Points 70 / 60
technology for our spacecraft, which allowed humanity to spread
Body Points 2+1d6
out among our stars. The threat of the Aknar-Ryn, better known
as the Arachnids or Nids, was still ever-present but humanity no Move 8
longer had all its eggs in one basket. Sense Modifiers
Any hope of a post-human future for the human race Vision 0/5
died when the Mutzachans arrived. No longer obsessed with Hearing 0/5
living forever, uploading our consciousness into computers, or Smell 0/5
robot bodies, humanity was now focused on surviving by Special Abilities
spreading out as far as possible. Eventually humanity joined the
Piloting skills cost 1 point less (Humans)
Alliance of Worlds in the fight against the Nids, and we were
given access to technology far beyond what we could have come Liabilities
up with on our own. Technology that would allow humanity to none
defend itself against the threat of the Aknar-Ryn. Oh, in ECRs
addition to FTL tech, we also got flying cars out of the deal, so BIO 30
at least theres is that. CHEM 20
COLD 40
ELE 40
FIRE 20
MEN 45 / 50
RAD 15
SON 35

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The Keen are a race of highly intelligent amphibians. Keen are
hexapods, with six limbs. They have four arms, each ending Species: KEEN (keen)
with hand displaying three sticky toes and a thumb that allow Nicknames Bat-Frog
them to adhere to even smooth vertical surfaces. Keen have a
Homeworld Muspelhelm
glide membrane, which extends from their ankles to the first set
Tech Level: 2
of arms. A second membrane extends between their arms.
These membranes are drawn into the Keens body until they are Government: Tribal
inflated with air from the lungs and become rigid. Once Pop. (Muspelheim) 1 billion
deployed these membranes allow the Keen to glide. Population (Total): 7 billion
Humankind has nicknamed the Keen bat-frog. A Life Expectancy: 90 years
Keens skin changes color to match their surroundings without Average Height: 1.1m - 1.7m (110+3d20
thought. They have no natural coloration and cannot control the Average Weight: 35 - 85kg (30+1d10*5)
color shifts. The Keen language is inaudible to most Alliance Hun-are-rey, Stri-ight, Dea-o-ove, Sin-
races as they converse in high frequencies, though they can on-ong, Ea-nly-uit, Tea-on-ids, Fly-it-
vocally communicate with other species quite easily. Keen Sample Names: mals, Cli-up-ee, Sla-o-ants, Hid-de-af
earned their name by the call they emit, which is in the human Average Size Class 3
hearing range. This is known as the Keening cry. The Keening
cry is likened to the Sirens of Greek legend, haunting, eerie, and Vital Statistics
beautiful. Keen can use sound to navigate in the dark, like a STR 10
bats echolocation or a submarines sonar. However, a Keens
MD -15
biological sonar is far more capable than that of an Earth bat.
Before their admittance into the Alliance, the Keen AGL 20
were a primitive species. The Keen are so adapt at hiding that CON 0
they escaped detection during Mutzachan colonization efforts on AGG -20
their homeworld. The Mutzachans settled the cooler regions of IQ 10
the Keen planet, where the Keen were not as prevalent. The INT 5
Mutzachan colonists where unable to determine who was CHA -10
constantly stealing from them. After struggling with the thefts General Information
for two years, a Chatilian science team was brought in to assist Starting Skill Points 50
in capturing the marauders. The Chatilians matrices where able
Body Points 4 + 1d8
to detect the Keen and they started a dialog with the species.
The Keen were catapulted into the space age by the Alliance, Move 9
who found their natural abilities and intelligence an asset. Sense Modifiers
Keen have a marked dislike of Chatilians for several Vision 10
reasons. They blame the Chatilians for revealing their presence Hearing 55
to the Mutzachans and the Alliance as a whole. In addition, their Smell 10
natural camouflage abilities are rendered nearly useless when a Special Abilities
Chatilian is nearby.
Gliding
Ability to stick to walls
Chameleon-like color change
Echolocation (aka biological sonar)
Liabilities
Slow down in cold temperatures
ECRs
BIO 80
CHEM 70
COLD 10
ELE 20
FIRE 50
MEN 20
RAD 15
SON 25

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The loveable Mazian is a species well known throughout the
Alliance. This formless blob of semi-transparent goo is actually
Species: MAZIAN (mots-ee-en)
quite alive and possesses a skill unique among Alliance
Nicknames Blobs, Squishies, Puddles
members. The Mazian can change its shape, color, texture, and
Homeworld Karas, Beta Aomae Berenices System
even density so that it can imitate nearly any object. With
Tech Level: 1
sufficient training, a Mazian can actually do a passable
impersonation of specific people. Government: None
By controlling their elasticity Mazians can roll, bounce, Pop. (Karas): 7 billion
and lunge with surprising speed. This allows them to move Population
(Total): 27 billion
around faster that one might expect. Some even form
themselves into balloons and leisurely float from place to place, Life Expectancy: 50
or glide short distances by forming a more aerodynamic shape. Average Height: special
By reducing their size and increasing their density a Mazian can Average Weight: 13 - 31kg (11+ 2d10)
harden their surface against attacks, as well as form stabbing or Mazian names are a series of rhythmic thumping noises, but they will
slashing appendages. Sample Names: respond to whatever name they're given.
They can encapsulate small objects within their bodies Average Size
Class 1
and carry them around. They can bend around attacks or create
openings in their body to allow attacks to pass through. Mazians Vital Statistics
are capable of amazing feats of manual dexterity, and can STR -25
generate many pseudopods to manipulate controls more rapidly MD 15
than a two-armed human. AGL 0
Despite the formidable physical capabilities, Mazians CON -25
are generally non-aggressive creatures. Their version of combat AGG -15
is oozing over one another. Though they can learn to fight in a IQ 5
more practical manner they do have some difficulty. Its hard to INT 15
understand why piercing or smacking another living being
CHA 0
would damage it, when its not much of an inconvenience to
your species. General Information
They have other shortcomings as well. A Mazians Starting Skill
Points 50
entire body is essentially a sensory organ, and possesses both
Body Points 2+1d4
visual and auditory receptors. Though its auditory receptors are
impressive Mazians communicate and track moving objects Move 2
by transmitting and detecting vibrations through the ground Sense Modifiers
theyre visual capabilities are less impressive. Mazian can only Vision -10 (10m)
see about 10m and their color vision is poor. This still allows Hearing 100
them to detect and interact with other beings at close distances, Smell 75
even if theyre off the ground. Lastly, though a skilled Mazian
Special Abilities
could probably impersonate you well enough that your friends
might not notice, modern sensors and security systems would Echolocation (360) Vibration Sense
have no trouble distinguishing the tricky little blob from you. Bludgeoning and concussion do damage. Piercing attacks do 1 pt. of damage
Level 3 Climbing, Level 5 Swimming, Level 2 Shape Change Skill
Can change shape to resemble other species/objects
Can manipulate their color, texture, and density
Liabilities
Sensitive to electrical and sonic attacks
Combat skills cost twice as much
Poor distance and color vision
ECRs
BIO 75
CHEM 30
COLD 20
ELE 5
FIRE 10
MEN 35
RAD 20
SON 5

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Species: MUTZACHAN (moo-zah-kin)
The grand architects of the Alliance, the history of the Nicknames Melonheads, Energy Controller
Mutzachan species is longer than any of the other Alliance Homeworld Trishmag, Germinga
members. Perhaps longer than them all combined. The Tech Level: 7
Mutzachans are an ancient and long-lived species, but they are Government: Oligarchy (Vision of Eight)
few in number. Victims of some long dead plague, the Pop. (Trishmag): 150 million
Mutzachan population never recovered to its pre-plague levels. Population (Total): 400 million
Regardless, the melonheads continue to provide guidance and Life Expectancy: 2000 years
technology to the Alliance, and were the unifying force in the
Average Height: 1.2 - 1.5m (120cm + 3d10)
war against the Aknar-Ryn and the mysterious Veayan. Its a
Average Weight: 36 63 kg (33 + 3d10 )
safe bet that every starship in the Alliance possess at least piece
of Mutzachan black box technology. Sample Names: BlueRazor, Ehleniuss, Frolish, He-Lar,
The Mutzachans are known, not only for their longevity Henry, Markuss, Thorigsal, Rogenheart,
and technology but also for their intellect and their amazing Weemus
ability to harness and manipulate energy. Hence, their other Average Size Class 2
more flattering nickname, which is Energy Controllers.
Mutzachans can drain batteries dry and use that energy to Vital Statistics
achieve incredible feats. It is wise not to trifle with a Mutzachan, STR -20
no matter how small and frail they might look, lest you end up
MD 5
with your innards vaporized.
AGL 0
The Mutzachan homeworld of Trishmag would be
CON -15
called a radioactive hell by any other species in the Alliance, but
the melonheads just call it home. Mutzachans are remarkably AGG 0
resistant to the normally hazardous effects of radiation. In IQ 50
addition, their energy absorbing talents also make them INT 15
somewhat fireproof. Oh, and its probably best not to attempt to CHA 10
electrocute one. General Information
Starting Skill Points 35
Body Points 1+d6
Move 6/8/56
Sense Modifiers
Vision 10
Hearing -5
Smell -10
Special Abilities
Matrix Control (Energy)
Highly resistant to radiation
Gain Engineering skills at 1/2 cost
Liabilities
Susceptible to disease
Energy based weapons cost 50%
more
Wearing Armor doubles matrix generation cost
ECRs
BIO 5
CHEM 10
COLD 35
ELE 60
FIRE 60
MEN 65
RAD 99
SON 20

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Phentari. The black sheep of the Alliance. Phentari cultivate a
reputation for cunning, cruelty, and efficiency. Part of this Species: PHENTARI (fen-tahr-ee)
reputation is no doubt propaganda to ensure the other members Squid, Grim Reaper, Demon Spawn, Cold Death, Soul
of the Alliance view them with some trepidation, but the Nicknames Sucker
reputation is not wholly undeserved. The squids are indeed
Homeworld Phena, Tau Ceti System
formidable opponents.
Tech Level: 5
Their four tentacles make them a force to be reckoned
with in close combat. When equipped with edged weapons, Government: Militocracy
Phentari have been likened to walking food processors; dicing Pop. (Phena) 10 billion
their opponents into cubes. Their eyes allow them to see 360 Population (Total): 33 billion
and they can focus on two different tasks, operating each side of Life Expectancy: 150 years
their body independently of the other. An old Phentari idiom is Average Height: 1.8 - 2.2m (180 + 2d20cm)
that their species is so cunning that they needed to be able to Average Weight: 85 - 135kg (80 + 1d10*5)
literally watch their backs in order to survive. Sample Names: Ardincuz Phentari, Melarisarrious Phentari,
Like Eridani, the Phentari are native to a cold, methane Phelinssarious Phentari, Sorgie Phentari, Ssithisarious
world and can not survive in environments friendly to other Phentari, Task Phentari, Tranquarrious Phentari
Alliance member species without an atmospheric processor Average Size Class 6
mask or special injections. They are an arboreal species, with
cities built in the tree-equivalents of the methane swamps of
Vital Statistics
their home world, Phena.
The Phentari and the Eridani have a history of conflict STR -5
with each other, and there is no love lost between the two MD 25
species. However, the Phentari have an unlikely ally in their AGL 5
feud with the Eridani. The Orions have participated in at least CON -5
one of the wars between the two methane-breathers, and they AGG 20
were on the side of the squids. Despite their fondness for IQ 10
Orions, and just about no one else, Phentari think humans to INT 5
taste delicious. Phent morsels, a food made from humans, is CHA -35
considered a Phentari delicacy. Can you watch your back and
your front at the same time? General Information
Starting Skill Points 40
Body Points 8+d6
Move 12/10/80
Sense Modifiers
Vision 15
Hearing 10
Smell 15
Special Abilities
Level 3 Climbing Skill
Regeneration of lost tentacles
Ability to engage 2 targets simultaneously without penalty, using 360 vision
Highly resistant to cold
Liabilities
Must wear an atmospheric processor in oxygen environments
ECRs
BIO 60
CHEM 50
COLD 99
ELE 45
FIRE 10
MEN 40
RAD 30
SON 20

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If the Eridani are the commandos of the Alliance, and the PYTHONIAN (pahy-thon-ee-uh-n) / RAM PYTHONIAN (ram pahy-thon-
Phentari its assassins, then there can be no doubt that the Species: ee-uh-n)
Pythonians are its soldiers. Coming in two varieties, the aquatic Nicknames Marine, Standard, Warrior, Lizard
Python and the larger terrestrial Ram, the Pythonians are a Homeworld Pythos, mu Virginis System
towering lizard-like species possessed of incredible strength. A Tech Level: 3
typical Ram can flip over the family skimmer, with the whole Government: Clan
family in it. Pop. (Pythos): 2 billion
Employed throughout the Alliance as heavy laborers, Population
police, soldiers and marines the Pythonians are practically built (Total): 33.5 billion
for combat. They can detect movement by sensing vibrations Life Expectancy: 200 years
through the ground, and they see into the infrared spectrum Average Height: 2.4 - 2.7m (240 + 3d10) /
allowing them to see heat. Robust and powerful, the do have Average Weight: 207 - 270kg (200 + 7d10) /
some flaws that make the butt of more than a few jokes. Sample Names: Ephys-Tar-Merek, Grak-Tar-Nakh, Krim-Tar-Loann / Brok, Chet, Fredd,
Particularly the Rams. Neither Pythonian variety can see very
Gar, Gronk, Tokk, Fug, Guf
far, and theyre forbidden from operating vehicles without some
Average Size
form of vision augmentation. In addition, most Rams probably
Class 8
could not spell cat if you spotted them c and a.
Vital Statistics
STR 30 / 50
MD -25
AGL -5 / 15
CON 50 / 30
AGG 30
IQ -10 / -20
INT -10 / -15
CHA -30
General Information
Starting Skill
Points 50
Body Points 12+d12 / 16 + D12
Move 11 / 12
Sense Modifiers
Vision -40 / -30
Hearing 35 / 20
Smell 50 / 25
Special Abilities
Infravision Threshold Rating 2 & Level 8 Swimming (Pythonian Only)
Vibration Sense Level 2 Climbing & level 3 Stealth (Ram Only)
2X Strength multiplier

Resistant to sonic attacks

Liabilities
Poor Eye Sight
Fumble fingered (Low MD scores)
ECRs
BIO 35
CHEM 40
COLD 15/20
ELE 50
FIRE 10
MEN 10
RAD 25
SON 85

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The benevolent Zen Rigeln, or simply Zen, are beloved
throughout the Alliance. The species is known for their
ZEN RIGELN (zen rahy-jel-in) / ZA ZEN RIGELN (zah zen rahy-jel-
incredible medical technology, and their fervent desire to heal
Species: in)
and aid all sentient being who are injured or in distress. The Zen
are ravenous in their search for medical knowledge, and when Nicknames Zen, Gaunt, Healer, Nudist / Anti-healer, Corpse, Gaunt
humanity joined the Alliance we made our databases available to Homeworld Katrel, 29 Orionus System
the gaunt Rigelns. Within the year, the Zen were curing cancers Tech Level: 5
and repairing even the most grievous of injuries. Government: Democracy (Council of Assizza)
The ability of the Zen to repair injuries is probably best Pop. (Katrel) 3 billion
summed up by standing Alliance military order A-8-61(b)-2, Population
which is commonly referred to by the name the grunts gave it. (Total): 25 billion
The save the head order. If a soldier is so seriously injured Life
that his body is destroyed or if his body can not be recovered for Expectancy: 400 years
whatever reason, they are to cyro the head and bring it back. Average
Thats right. Given the proper medical facilities a Zen can re- Height: 2.1 - 2.4m (210 + 3d10)
grow you a new body from the neck down. The process is Average
facilitated by a device, which is placed over the head of the
Weight: 81 - 126kg (76+1d10*5)
injured soldier, administer a cryo injection, and then decapitate
Sample
the grunt. The device then seals itself and can be carried back to
base with a convenient handle. Alliance soldiers refer to it as Names: Ashlidene, Piclifir, Prithe, Ryner, Shrayalzzid Damadec, Zian
The Hat Box and despite it the fact it probably saves tens of Average Size
thousands of lives, military personnel do not view the device Class 7
with much affection. Vital Statistics
In addition to their gaunt, sometimes frightful
appearance, the Zen Rigeln have two other claims to fame. The STR -5
first, is that like the Chatilian and the Mutzachans they are MD 0
matrix controllers. Zen dont have the empathic abilities of the AGL -5
Chatilians or the energy manipulating abilities of the
CON 10
Mutzachans. What Zen possess is the ability to manipulate
AGG -25/-10
organic tissue and cell structure to heal and repair the bodies of
those they focus on. Their abilities can also be used in less IQ 20
scrupulous ways, which brings us to the second claim to fame of INT 5
the Zen Rigeln. The Za. CHA 35
Za is a label applied to those Zen Rigeln who do not General Information
adhere to the Zen philosophy of helping and healing. Some Starting Skill
Za simply have moral arguments about why they believe the Zen Points 40
way of life may be flawed. Others are just homicidal Body Points 4 + d6
psychopaths who enjoy using their matrix abilities to turn Move 08/08/72
innocent people inside out while theyre still alive. Every
Sense Modifiers
society has its outliers, its criminals, and its insane. Either way
the two groups are lumped together, and the second group tends Vision 10
to tarnish the reputation of all Za who are feared and ostracized Hearing -10
by anyone in the Alliance who learns of their status. Smell 10
Special Abilities
Matrix Control (Healing)
Level 3 Basic Medical
Medical Skills cost 1 point less
Liabilities
BRIs only half as effective
ECRs
BIO 35
CHEM 15
COLD 60
ELE 40
FIRE 20
MEN 30
RAD 25
SON 35

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Note: Whenever were referring to a Primary Statistic points. You can not distribute points in a manner that
or any other game specific term in this text it will would cause a statistic to exceed the species
capitalized. maximum. Remember that the species maximum for
any particular statistic is 100 plus the species bonus
CHARACTER CREATION for that statistic.
Each step in creating the character is
numbered and everything may be cross-referenced to Method 2: Best of 10
the character sheet at the back of this book. Simply Percentile dice are rolled and jotted down on a
read the following sections and fill in the appropriate separate piece of paper. Ten rolls are made. The
section on the sheet. Most of your time will be spent player then discards the two lowest rolls and places
choosing your vital statistics, occupational skills, and the remaining eight numbers in whichever vital
buying toys, not looking around for basic statistic slot that he chooses. After this is done, the
information. Isnt that the way things should be? player then adds in the species modifiers. This is the
most popular method of generating a character.
Tip: Roll on the Character Development
Tables before you fill in all the info for your Vital Method 3: Point-based
Statistics. These tables may change your stats and You receive 600 points to distribute across
who wants to do things twice? your characters primary statistics. We highly
suggested distributing them in 5 or 10-point
Note: The revised Character Development tables are increments. You can not distribute points in a
not included in this version of the playtest rules. manner that would cause a statistic to exceed the
species maximum. Remember that the species
VITAL STATISTICS GENERATION maximum for any particular statistic is 100 plus the
Battlelords of the 23rd Century is a futuristic species bonus for that statistic. The average for each
roleplaying game, designed to simulate life in space statistic for the species you pick is 50 plus the species
during the not too distant future. Battle Masters bonus for that statistic.
should allow players to generate viable characters of
their chosen species and profession. Due to the 1. VITAL STATISTICS
randomness of dice rolls, character generation often Note: For a given species, the maximum for a
produces marginal results. Since the characters vital Vital Statistic is 100 plus the species bonus for that
statistics tend to correlate with his life expectancy, statistic. These maximums can only be exceeded
character generation is deemed to be of extreme through the use of cybernetics or matrix effects.
importance. Battle Masters may opt to allow a player Species minimums for any statistic in technically 01,
to reroll his character if he has less than two though in most cases we highly suggest not letting
unadjusted rolls above 70 or more than four any statistic drop below 20. This will help you
unadjusted rolls below 30. The following methods determine when were talking about a characters
have been devised for the generation of vital statistics. primary statistic or just a general referencing the
concept generally. When calculating sub-statistics of
Method 1: Give & Take your primary statistics always round down.
Start with all your characters statistics equal
to their species average. The average for each statistic Unified Statistics Table
for the species you pick is 50 plus the species bonus Note that some of the values on this table may
for that statistic. Once all the statistics are at their be averages, since each row represents a range of
averages, you may subtract 5 points from one statistic Vital Statistic values. Rules for calculating the exact
and add 5 points to another. You can do this a total of values of Vital Statistic sub-stats are in the
ten (10) times, which will redistribute a total of 50 descriptions of each Vital Statistic.

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STRENGTH IQ AGL CONSTITUTION AGG
DGE ECR BER SUI
STAT L Enc M enc H Enc DA PTS IM (Est.) DD BP BONUS (Est.) (Est.)
1-9 5 10 20 -5 0 0 0 5 -4 -25 0 0
10-19 10 20 40 -4 1 1 2 6 -3 -20 0 0
20-29 15 30 60 -3 2 2 4 7 -2 -15 0 0
30-39 20 40 80 -2 3 3 7 8 -1 -10 0 0
40-49 25 50 100 -1 4 4 10 9 0 -5 0 0
50-59 30 60 120 0 5 5 12 10 1 0 0 0
60-69 35 70 140 1 6 6 15 11 2 5 0 0
70-79 40 80 160 2 7 7 17 12 3 10 0 0
80-89 45 90 180 3 8 8 20 13 4 15 10 0
90-99 50 100 200 4 9 9 22 14 5 20 20 0
100-109 55 110 220 5 10 10 25 15 6 25 30 0
110-119 60 120 240 6 11 11 27 16 7 30 40 10
120-129 65 130 260 7 12 12 30 17 8 35 50 20
130-139 70 140 280 8 13 13 32 18 9 40 60 30
140-149 75 150 300 9 14 14 35 19 10 45 70 40
150 80 160 320 10 15 15 37 21 11 50 75 50

Strength (STR) considered Lightly Encumbered. Remember, we


The Strength statistic is a measure of a always round down. If your character carries double
characters physical power. This includes how much their Moderate Encumbrance value or more they
weight your character can move, push, lift, etc. become Heavily Encumbered. For example, if a
Anytime a character needs to do something physical character with a Strength of 55 carried 110 kg or
that relies purely on strength, you use their Strength more he would be considered Heavily Encumbered.
statistic. Examples of using the Strength statistic
include crushing a can, hanging from a bar by their Damage Adjustment (DA): Strength also has an
hands, break out of rope bonds, lift a skimmer, or effect on the damage results obtained when
trying to pull free from someones grasp. employing archaic hand weapons, most modern hand
If you need real world examples of how much weapons, and when attacking without a weapon in
weight your character can throw around we have unarmed, hand-to-hand combat. The characters
provided a way to determine how much your Damage Adjustment is used to reflect the bonus or
character can military press, dead lift, and squat penalty for damage due to high or low Strength when
below. using most hand weapons and when attacking in
hand-to-hand combat. It is abbreviated as DA.
Encumbrance (ENC): The Strength statistic also Characters who have a low Strength may actually
represents how much weight in gear the character can have a negative Damage Adjustment, which is a
lug around. The higher your characters Strength penalty to any damage they do when doing damage
statistic the less all that weight slows them down. The with hand weapons or hand-to-hand attacks.
more gear your character carries, the slower they Characters who intend to operate in this capacity
move and the more difficult it becomes for them to often should consider this statistic carefully. The
react quickly. amount of damage the character adds (positive DA)
A character can carry an amount of gear in or subtracts (negative DA) to hand weapon damage
Kilograms (kgs) equal to their Strength statistic and and hand-to-hand attacks is equal to 10% of their
be Moderately Encumbered. For example, if your Strength minus 5 (round down). To put it another
character has a Strength of 55, he can carry 55 kgs way, you can determine your characters Damage
and be Moderately Encumbered. If your character Adjustment by dividing their Strength by 10 and then
carries half this amount or less they become Lightly subtract 5 from the result. So our character with a
Encumbered. For example, if a character with a Strength of 55 would have a Damage Adjustment of 0
Strength of 55 carried 27 kgs or less he would be
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(55/10 5 = 0.5, rounded down to 0). Remember, we 60 69
70 79 Youre good with your hands.
always round down.
80 89 Concert pianist.
If your characters Strength ever drops to zero 90 99 Qualified for brain surgery.
or below they crumple into a heap and can take no 100 109 Worlds greatest pickpocket.
physical actions other then lie there helplessly. 110 119
120 121
130 139
<sidebar> 140 149
Note: Statistic Multipliers 150
Pythonians have a Multiplier for their Strength
statistic. They are the only player character species in IQ
the core rules that has a statistic multiplier. IQ (Intelligence Quotient) is the most
Pythonians get to multiply all the substats for the important vital statistic in Battlelords. It encompasses
Strength statistic (Enc values, DA, etc.) by two. This reason, knowledge, and memory. A high IQ is vital
multiplier is referred to as a STR X2 multiplier. In for Mutzachan, Chatilian, and Zen Rigeln character
addition, archaic and modern hand weapons marked species. It represents the mental power of an
as Heavy require one less Action to use for individual and therefore has a direct affect on the
characters with a X2 Strength multiplier. So Larry number of matrix powers that he can learn. Matrix-
the Ram Python with a Strength statistic of 150 would using characters that have high IQ scores start with
list the stat as 150 X2. Larrys DA would be a more Power Points (PP).
whopping +20! Dont let Larry the Ram punch you.
The Statistic multiplier game mechanic will Power Points (PP): A characters starting Power
pop up in other places in this book, and is not limited Point value is equal to 10% of their IQ statistic
to just Strength. In addition, multipliers higher than (rounded down). To put it another way, you can
X2 exist. For example, mechanized battle armor has simply divide your characters IQ by 10, rounding
statistic multipliers and many hostile alien lifeforms down, to determine the number of Power Points they
(HALs) have statistics that are far beyond the values start the game with.
obtainable by species that you can play as a character. If your characters IQ ever drops to zero or
Note: If a Pythonians Strength drops below below they enter a vegetative state, still alive but not
50, their damage multiplier is assumed to be 2. conscious or aware of their surroundings.

Manual Dexterity (MD) IQ


A high manual dexterity is vital for surgery, 1 9 Insects (1), Rats (5)
mechanics, or any skill requiring hand-eye 10 19 Dogs (10)
coordination. A low score assumes that the character 20 29 Youre able to comprehend basic tool use.
is clumsy when handling things. Furthermore, manual Average Ram Python. You can grasp how to use
dexterity has a limited effect on an individuals ability 30 39 modern tools and equipment with time.
40 49
to use ranged weaponry. Manual dexterity has
50 59 Average for a Human
absolutely no effect on hand held weapons such as
60 69
swords.
70 79
If your characters Manual Dexterity ever 80 89
drops to zero or below they drop any item they are 90 99
holding, and are unable to grab or grasp, hold or 100 109 Capable of becoming an authority
manipulate any object, or utilize any device that Capable of becoming the premier authority on a
requires physical contact to operate. 110 119 subject throughout the Alliance.
Capable of conceiving concepts and ideas that are
120 121 centuries beyond current conventions.
MANUAL DEXTERITY
Intellect allowing the adoption of concepts that are
1 9 You cant hold a pen, much less write.
130 139 completely foreign.
10 19 Youre a klutz.
140 149 Can master nearly every subject.
20 29
The smartest Mutzachans. Capable of comprehending
30 39 Dont try any video games. Youll get hurt.
150 and utilizing knowledge spanning the galaxy.
40 49
50 59 Average for a Human.

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Agility (AGL)
Agility measures reflexes, quickness, and Critical Hits: Every time a character takes a critical
balance. It is used to determine how quickly a hit, make a roll to remain conscious. If the roll is
character reacts, how difficult the character is to hit equal to or lower than half the characters
when dodging, and perhaps most importantly, how Constitution value they remain conscious. If the roll is
accurate the character is in hand-to-hand combat or more than half the characters Constitution value the
combat with a melee weapon. fall unconscious.

Initiative Modifier (IM): Your characters agility Deaths Door (DD): Your characters Characters
also determines their Initiative Modifier (IM). The Constitution also determines how much damage to
Initiative Modifier is subtracted from your initiative their body they can sustain before they die. This
roll to determine who goes first during combat. The number is referred to as your characters Deaths
lower the result, the faster your react to the situation. Door (DD) number. When your characters Body
A characters initiative modifier is 10% of their Points drop below their Deaths Door number, they
Agility statistic. You can simply divide your Agility die. A characters Deaths Door number is a
by 10 and round down to determine your Initiative NEGATIVE number equal to 10% of their
Modifier. Constitution plus five. So a character with a
If your characters Agility ever drops to zero Constitution of 55 would have a Deaths Door value
or below they crumple into a heap and can take no of -10. Remember your characters DD value is
physical actions other then lie there helplessly. always expressed as a negative number.
When a character suffers an amount of
AGILITY damage that would equal three times their Deaths
1 9 Door number they have taken Catastrophic Damage
10 19 and can not be resuscitated except using extreme
20 29 means. For example, a character with a Constitution
30 39 of 55 would receive Catastrophic Damage when their
40 49 Body Points (BP) reached -30 or lower.
50 59 Average for a Human
60 69 ECR Bonus (Except for MEN ECR): To reflect
70 79 their general robustness, characters with a high
80 89
Constitution statistic also receive a bonus to their
90 99 Olympic Gymnasts
Environmental Condition Roll (ECR) scores.
100 109 Maximum Human Agility (100)
Characters with a low Constitution score may receive
110 119
120 121
a penalty to their Environmental Condition Roll
130 139
(ECR) scores. ). To determine this bonus or penalty,
140 149 first divide the characters Intuition statistic by 2 and
150 Maximum Cizerack Agility then subtract 25. For example, a character with a
Constitution of 20 would have an Environmental
Constitution (CON) Condition Roll penalty equal to -15. (20/2 = 10. 10
Constitution describes a characters physical 25 = -15). Adjustments to Environmental Condition
fitness, health, general toughness, and bodily Roll (ECR) scores from high or low Constitution are
resistance to disease and infection. Constitution also not applied to the Mental ECR.
affects a characters Body Points (BP). Your
characters Constitution statistic also reflects your Intuition (INT)
characters ability to deal with injury and pain. Intuition describes a characters awareness,
If your characters Constitution ever drops to perception, and also encompasses their ability to
zero they are rendered unconscious. If your learn. It is the ability to feel what is the best answer
characters Constitution drops below zero they begin to a dilemma without having enough information. It is
to die, losing 1 Body Point per hour until they expire of utmost importance in situations where the best
or until their Constitution is increased to zero or choice isnt clear. Intuition has a direct effect on a
above. characters ability to spot things that are out of the
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ordinary, effectively utilize their senses, resist mental the character can go into a suicidal rage, where they
attacks, perceive clues, and interact socially with lack any concern for their own life and safety as long
other characters. If your characters Intuition ever as they can vent their anger through unbridled
drops to zero or below they enter a vegetative state, violence. Characters with low Aggression scores tend
still alive but not conscious or aware of their to panic or flee when faced with danger or violence.
surroundings. If your characters Aggression ever drops to
zero or below they immediately panic and flee until
ECR Bonus (Mental ECR Only): Characters with a they reach a place where they feel safe, at which point
high Intuition statistic also receive a bonus to their they cower helplessly, unable to move, frozen with
Mental ECR (MEN). Characters with a low Intuition fear. If the character does not perceive any place of
score may receive a penalty to their Mental ECR safety to retreat to, they will drop to the ground,
(MEN). To determine this bonus or penalty, first paralyzed with fear. Characters will remain in this
divide the characters Intuition statistic by 2 and then state for 1d100 hours, or until they pass out from
subtract 25. For example, a character with an Intuition starvation or dehydration, or their Aggression score is
of 70 would have a Mental ECR adjustment equal to raised above zero.
+10. (70/2 = 35. 35 25 = +10). An adjustment to Please note that the chances of going Berserk
Environmental Condition Roll (ECR) scores from a or Suicidal in the Vital Statistics table are just
high or low Intuition is only applied to the Mental estimates. The actual value is your Aggression score
ECR. minus 75 and 100 respectively.

INTUITION AGGRESSION
1 9 Youre completely oblivious to your surroundings. 1 9
10 19 10 19
20 29 20 29
30 39 30 39
40 49 40 49
50 59 Average for a Human 50 59 Well balanced individual
60 69 60 69 Capable of being assertive and persistent.
70 79 70 79 Well-suited for contact sports or combat.
80 89 80 89 Overly aggressive.
90 99 90 99 May lose temper very easily.
100 109 Sherlock Holmes 100 109 Prone to fits of rage and violent outbursts.
110 119 110 119
120 121 120 121
130 139 130 139 Temper is nearly uncontrollable
140 149 140 149
Likely to fly into a rage and go on a homicidal killing
150
150 spree without any provocation.

Aggression (AGG) Charisma (CHA)


If your character is predisposed towards
Charisma is a measure of ones physical
beating people up and enjoys the idea of putting attractiveness, charm, and sense of humor. It is
various parts of their bodies through brick walls, then
important because it represents the ability to get along
he probably has a high aggression score. Aggression with others. Charisma is the only statistic that can be
measures the tendency for a particular individual to
negative, and not physically debilitate the character in
attack another under provocation. The higher the some way. Granted, characters with negative
Aggression statistic the less provocation is required to Charisma will never get a date, but they can still
set your character off. If your characters Aggression function normally on a physical level. If your
statistic is high (over 75) the character may go characters Charisma ever drops to zero or below this
berserk and fly off into a violent rage when
means they are highly unattractive.
provoked. If your characters Aggression is over 100,

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VITAL STATISTICS COMPARISON
STR: Strength AGL: Agility INT: Intuition AGR: Aggression CON: Constitution
CHR: Charisma MD: Manual Dexterity IQ: Intelligence Quotient

SPECIES STR MD AGL CON AGG IQ INT CHA


Chatilian -15 -10 5 -10 10 30 50 -25
Cizerack 15 -20 35 10 20 -5 0 0
Eridani 10 5 20 5 15 10 -5 -10
Fott 15 -15 15 10 35 5 -10 -25
Goola -10 10 -15 35 -10 10 5 -15
Human 0 0 0 0 0 0 0 0
Human (Orion) 0 20 5 0 0 0 5 15
Keen 10 -15 20 0 -20 10 5 -10
Mazian -25 15 0 -25 -15 5 15 0
Mutzachan -20 5 0 -15 0 50 15 10
Phentari -5 25 5 -5 20 10 5 -35
Pythonian (Aquatic) 30 -25 -5 50 30 -10 -10 -30
Pythonian (Ram) 50 -25 15 30 30 -20 -15 -30
Zen Rigeln -5 0 -5 10 -25 20 5 35
Zen Rigeln (Tza) -5 0 -5 10 15 20 5 35

CHOOSING THE CHARACTER characters actual height and weight. To determine


the height and weight of a character, simply roll the
2. Home Planet & Tech Level number of dice indicated in the species description
The home planet of the Species is listed along and apply the results to the simple formula shown.
with the tech level of that world. Colony worlds may
be of higher or (usually) lower Tech Level than the Imperial Height Conversion: Multiply the result by
home world. 0.394 convert centimeters to inches.
Metric Weight Conversion: Multiply the result by
3. Name 2.205 to convert kilogram to pounds.
Choose any name that you want for your
character. We have provided sample names for each 7. SIZE CLASS
species. Use some imagination. Come on! Henry the HEIGHT (cm)
Mutzachan isnt exactly as thrilling as Cathazar the Weight 0- 130- 160- 190- 220- 344- 465-
Destroyer. Play around with it and see what you come (kgs) 120 150 180 121 343 464 623
up with. 0-18 0 1 2 3 4 5 6
19-50 1 2 3 4 5 6 7
4. Species 51-91 2 3 4 5 6 7 8
Battlelords of the 23rd Century has 12 basic 92-181 3 4 5 6 7 8 9
species that players may choose from. Select the 182-
species that you think is the most fun and challenging 800 4 5 6 7 8 9 10
for an individual of your temperament. 801-
4,800 5 6 7 8 9 10 11
5. Height and 6. Weight 4,801-
The next step in rolling up a character is to 10,500 6 7 8 9 10 11 12
determine height and weight. These are governed by
species. We list the range of height and weights Size Class, which is sometimes abbreviated
common to that species, and in the parenthetical next SC gives an approximation of an objects overall
to those values we show you how to determine your size and mass, by assigned a value based on the object
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or characters longest dimension (usually height) and If a character takes Temporary damage after
their weight. Both objects and organisms may be their Temporary Body Points are reduced to zero, it is
assigned a Size Class. The larger your characters treated as Real damage and reduces their Body Points
Size Class is, the easier they are to hit. Larger score. This occurs regardless of whether the attack
characters require larger, more expensive armor. was intended or designed to be non-lethal.
Conversely the smaller your characters Size Class is, Anytime a character takes an amount of
the more difficult they are to hit, in comparison with damage equal to of their original, unreduced, total
larger characters and the less expensive the cost of body points in an attack that strikes the head they
their armor. must make a Difficult (-50) Constitution check or be
Cizeracks, whose longest dimension is their stunned, unable to take any actions, for 1d4 Combat
length, nose to tail, are always Size Class 7. Rounds.
Pythonians are always Size Class 8, and Mazians are
always Size Class 1. Other races have more variation 9. Movement Rating (MOV)
in their height and weight. The largest characters are Movement, which is sometimes abbreviated as
Size Class 8, but other alien lifeforms can be larger. MOV is the number of meters a character may move
Larger characters in mechanized body armor (MBA) in a Combat Round without using any actions. A
are often larger than Size Class 9.Vehicles often have character who moves at their fastest possible speed
a Size Class listed, which is usually larger than 8. A can move triple their MOV in a Combat Round, but
Size Class chart, which goes beyond Size Class 12, they can do nothing else. A creature may not always
can be found in the Appendix. walk to utilize its MOV rating. Note: A Mazian can
improve its normal MOV rating by changing shape.
8. Body Points (BP)
Body points (BP) represent the total amount of 10. Vision
damage that characters body can withstand before Each species has a vision modifier listed in the
the character falls unconscious. Body Points are stat block. If the rating is zero (0) that species
reduced when a character takes Real damage, which essentially has the same quality of eyesight as a
happens when the character is shot, stabbed, blown human with perfect vision. A species with a positive
up, run over, set on fire, sat on by a Ram Python, or vision modifier has eyesight that is superior to your
injured in some other grievous fashion. Real damage average human. A species with a negative vision
is damage that is potentially lethal. A person loses modifier has eyesight that is worse than your typical
consciousness when their Body Points are reduced to human. Some species may also have a distance listed
zero. To determine a characters Body Points roll the next to their vision modifier. This indicates the
die or dice shown and apply the results to the simple maximum distance the species is capable of visually
equation. A characters Body Points total can be detecting a Size Class 4 creature. If this sense is
increased or decreased by high or low Constitution marked with a N/A this species is blind.
scores respectively.
A character dies when their Body Points are 11. Smell
reduced to a negative number equal to their Deaths Each species has a smell modifier listed in the
Door rating. A characters Deaths Door rating is stat block. This is not how bad the creature smells to a
covered in Vital Statistics under Constitution, and human, though most aliens smell somewhat
varies with the Characters Constitution statistic. unpleasant to humans. We dont smell any better to
A character possess a number of Temporary them. Its how acute the species olfactory senses are
Body Points (TBP) equal to their original Body Points compared with a humans sense of smell. If the rating
value. Temporary Body Points are reduced by is zero (0) that species essentially has the same sense
Temporary damage (TEMP), which is typically non- of smell as a typical human. A species with a positive
lethal. Temporary damage is caused by non-lethal smell modifier has a sense of smell that is superior to
weapons and attacks like punches and kicks. When a your average human. For example, a Cizeracks sense
characters Temporary Body Points are reduced to of smell is on par with an Earth canine known as a
zero they are temporarily stunned or dazed 1d4 bloodhound, and their high Smell modifier reflects
Combat Rounds, and unable to take any actions. this. A species with a negative smell modifier has a
sense of smell that is worse than your typical human.
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If this sense is marked with a N/A this species has no the species. Rolls on the character development
sense of smell. tables, also known as the I Was Just Growing Up
and Fickle Finger of Fate tables can also result in
12. Hearing increased or decreased ECR from events that occurred
Each species has a Hearing modifier listed in earlier in the characters life.
the stat block. If the rating is zero (0) that species
essentially has the same range of hearing as a typical The ECRs all species possess are as follows:
human. A species with a positive hearing modifier Biological (BIO): Indicates a species resistance to germ-
has a more acute auditory with a wider range than based diseases, biological weapons, and attacks that
your average human. A species with a negative inhibit or interfere with biological processes. This ECR
hearing modifier has hearing that is worse than your also represents a characters resistance to poisons and
venoms.
typical human. If this sense is marked with a N/A
this species is deaf.
Chemical (CHE): Indicates a species resistance to
Note: The Mazian, Ram Python, and Python chemical threats, including chemical weapons, tear gas,
Lizard species sense vibrations through the ground, and exposure to harmful chemicals such as acids or
and this ability is represented via their high hearing caustic compounds.
modifier. They incur a Difficult (-50%) modifier to
their hearing checks if the majority of their body isnt Cold (CLD): This ECR indicates the species ability to
touching the ground or if theyre wearing body armor withstand cold environments. Species with high COLD
when listening. If they are wearing body armor and ECR values are at home in arctic environments and may
off the ground the penalty is increased to Challenging survive there with little or no need for insulating clothing
(-75). or shelter. In contrast, species with low COLD ECRs may
quickly succumb to below zero temperatures and freeze
13. Environmental Condition Roll (ECR) to death. This ECR also represents a species ability to
Player characters are often subjected to shrug off hits from weapons that utilize cold temperatures
different environmental conditions or forms of attack to cause damage.
beyond the hydrostatic shock wounds or crush
injuries seen on the battlefield. These include Electricity (ELE): Though humans generally find being
electrocuted unpleasant, we as a species have a low ELE
exposure to extreme cold or heat, biological weapons,
ECR. There are other species that hardly notice.
chemical weapons, sonic attacks, and even mental
Mutzachans in particular could care less if you plug
attacks. Because each species is functions differently them into a standard power outlet. In fact, they quite
on a physiological level, they may be more or less enjoy it. The Electricity ECR represents how resistant
resistant to these types of attacks and conditions than your species is to being damaged by electrical current and
your typical human. In addition, many species are weapons that damage their targets via electrical
adapted to different environmental conditions than discharge.
humans, and may not be particularly affected by
arctic cold or radiation. As a result, each species has Fire (FIR): What may be a literal day at beach for a
a set of Environmental Condition Rolls (ECRs) that human, is likely to be a tropical hell for a Phentari or an
represent how resistant or vulnerable they are to Eridani. Cizerack on the other hand thrive on the
particular environmental conditions or exotic attack scorching hot savannahs of their homeworld. Not only
forms. does the Fire ECR represent a species resistance to hot
The higher the ECR the more resistant that environments, but also their resistance to weapons that
species is to that type of environment or condition. use heat or fire to damage their targets.
ECR values are fixed for each species. However, you
Mental (MEN): In the vast universe your characters find
character can modify ECR values if your character
themselves in, there are devices and alien lifeforms that
has exceptional Constitution and Intuition. This
can literally mess with your characters head usually
represents the fact that characters with high Vital from a distance. The Mental ECR indicates how well
Statistics are more robust than an average member of your character can repel psychic attacks and devices that
the species. Furthermore, characters with low inhibit or interfere with their characters brain (or
statistics may have their ECR values lowered to show equivalent organ).
that they are more feeble than an average member of
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Radiation (RAD): Some lifeforms are built a little
studier than others. This includes their ability to shrug off
the damaging effects of ionizing radiation. This ECR
also represents a characters resistance to being blinded
by intensely bright light. Light is simply another, usually
less dangerous, form of electromagnetic radiation.

Sonic (SON): The Sonic ECR indicates your species


resistance to being deafened by loud noise or stunned by
concussive sonic attacks.

CHARACTER DEVELOPMENT TABLES


Note: These are not included with this version of the
playtest document.

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SKILL AND STATISTIC CHECKS or mental talent (or lack thereof). First, find the
Statistic being used to accomplish the task (GMs
Using Statistics and Skills discretion). Next roll equal to or less than the value of
Battlelords uses the same game mechanic for your Vital Statistic on a percentiles (d100) roll.
determining a characters chance of success, whether Thats it. Pretty simple. For Statistic Checks the value
that character is relying solely on their innate abilities of your Vital Statistic is your Percentage Chance to
(Vital Statistics), or their training (Skills). Succeed (%). Your GM may modify your Percentage
Essentially, when youre trying to determine if your Chance to Succeed to make the check more or less
character succeeds when using a Statistic or Skill the difficult.
game mechanic used is always the same. Remember if there is a skill that would
normally be used for the task, and the character
Making a Skill Check doesnt have that task it is not resolved using a Vital
First your GM will determine if there is a skill Statistic Check, it is resolved using the Unskilled
that applies to task your character is attempting. If Check rules (see below).
there a skill that applies your GM will ask if your
character possesses this skill. If they possess the skill, Statistic Check: Value of relevant Vital Statistic =
find the Link Statistic being used by the skill and Percentage Chance to Succeed
divide it in half. Next add 5% for every level of the
appropriate skill you have. The resulting number is Example: If Henry the Mutzachan has a 40 Strength
your Percentage Chance to Succeed, which is Statistic, then his Percentage Chance to Succeed
abbreviated as %. Finally make a percentiles roll when attempting to lift something is 40%.
(d100). If your roll is equal to or less than the
Percentage Chance to Succeed your character has Youll note that many of the non-human
succeeded in using their Skill. We call this a Skill species can have Vital Statistics and skill percentages
Check. Your GM may modify your Percentage in excess of 100, which means they have no way of
Chance to Succeed to make the check more or less failing a percentiles roll, which yields a result
difficult. between 0 and 99 other than by rolling two zeroes,
which is a critical failure (see below). The Game
Skill Check: Statistic/2 + 5% per level of skill = Master will often give a negative modifier (called a
Percentage Chance to Succeed penalty) to Statistic checks and skill checks, which
can reduce the chance of success to less than 100%,
Example: If Henry the Mutzachan has a 100 even when dealing with species that that have a Vital
IQ Statistic, and 7 levels of Ionization Engineer then Statistic of 150.
his Percentage Chance to Succeed when using his Here is the important bit to remember.
Ionization Engineering skill is 85%. [100/2 + (5% x Though both Attributes and Skills max out at 150%,
7) = 85%]. the maximum a human can have in any Vital Statistic
is 100%. A value of 100% represents the peak
Now before you panic, dont worry about the performance of the human species. In these cases
math because youll do all that during character youre dealing with Olympic gold medalists,
generation. During game play your characters Einstein-equivalents, and Sherlock Holmes-
Percentage Chance to Succeed, will already be equivalents. Game Masters should keep in mind that
calculated. All youll have to do is roll d100 and though they may really want that Mutzachan to fail
compare the result of the roll to your characters that IQ check with a Nearly Impossible (-75)
percentage. You may have to add or subtract the modifier, that they will also being Earths strongest
Difficulty Modifier to determine your chance of and smartest a mere 25% chance of succeeding.
success or failure. Players should understand, that even though
their character is the best at what he/she/it does
Making a Vital Statistic Check among their own species, that there are other species
If your GM determines that no skill applies to would find their best laughably inadequate. In any
this particular situation, then the character may event, its best for Game Masters to mentally gauge
attempt to complete the task using their raw physical how a particular penalty will affect all the characters
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before they toss it out there. Its not fun for the if the character has skill which is related to the
players to always penalize low Statistic characters to knowledge in question).
force failure on high statistics, anymore than its fun An IQ Check is made anytime a GM needs to
for them if high Statistic characters never have a find out if a character is smart enough to
chance of failure. figure something out. It is important to note
that characters can be smarter (or dumber)
Examples of Vital Statistic Checks than the players who are playing them, and
Below we detail the different types of Statistic that players often have information that their
Checks. These examples are by no means exhaustive, characters would not be privy to. Therefore an
and the GM may require a Statistic Check for IQ Check can be made to determine if the
different reasons. character is smart enough to solve a problem
for himself.
STR Trying to remember information, which your
How to make a Strength Check: When a character may not have recalled for a long
character is just trying to lift something heavy, have time.
the GM determine how much the object weighs. Next
look at the table below and determine what Check Manual Dexterity
Modifier would apply to a Strength check when Attempting to retain your grip on an object as
lifting that amount of weight. Remember that youre falling or being knocked over.
Pythonians cut this modifier in half due to the X2 Trying to open a combination lock.
Strength multiplier. Anything that requires precision use of the
hands and is not skill related.
Weight (kg) Modifier
50 0 Constitution
100 -10
150 -20
Attempting to remain conscious after taking a
200 -30 critical hit.
250 -40 Attempting to remain standing after exerting
300 -50 oneself until exhausted.
350 -60
400 -70
450 -80 Agility
500 -90 Anything that requires full body coordination
550 -100 or movement and is not skill related.
600 -110
650 -120
Performing a Speed Draw.
700 -130 Escaping from a Grapple or a submission
750 -140 hold.
Dodging a falling object or a vehicle that is
Lifting a heavy object, with failure indicating attempting to run you down.
the character has dropped the object (or Diving for cover.
injured himself if 00 is rolled.) Avoiding being thrown.
Moving while carrying a heavy object, with
failure indicating that the object is dropped. Aggression
Attempting to break free from a Grapple or Checking to see if panic, freeze, or flee in the
submission hold. face of overwhelming odds.
Determining if high-AGG characters go
IQ berserk or suicidal when stressed or wounded.
Trying to memorize information in a high
stress environment, or while being Critical Success and Critical Failures
distracted/annoyed. A roll of 01 is a critical success and the
Checking to see if a character knows an character succeeds at what they were attempting no
obscure fact (A skill check can be substituted matter the odds. Similarly, a roll of 00 (double-zodd)
is a critical failure, and the character automatically
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fails the check, usually in some spectacular fashion. Damage: This is the damage caused by a failed
Rather than just saying you succeed or you failed Statistic Check. This need not be a loss of Body
Game Masters are encouraged come up with a Points. Damage from failed Statistic Check can also
suitable description for the characters amazing result in lowered Statistics, or other similar
success or failure, which resulted from rolling an 01 reductions. Sometimes the damage listed is per
or 00 respectively. Characters are likely to get far increment of time (Example: 1d6 BP/hr.). For
more stunning results than they anticipated when example, toxins often do damage every round until
rolling a critical success or failure. the duration elapses.

COMMON STATISTIC EFFECTS Duration: This indicates the how long the ill effects
There are certain events that require characters will last. Characters will continue to suffer the ill
to make Statistic checks. For example, when effects and/or damaging effects of the failed Statistic
attempting to avoid dropping something characters Check for the duration listed.
will always make Manual Dexterity checks. When
attempting to pry loose from somethings grasp, It is important to note that not all of those
characters will make Strength checks. We have effects will be present in every Statistic Check effect
created shorthand notation that details these common summary. For example, many failed Statistic Checks
Statistic Checks, called Statistic Effects do not result in the character taking damage. In
The list of Statistic Effects below is not addition, it important to note that that many Statistic
exhaustive. Other effects not listed below may be Checks are triggered after the character has been the
triggered by a failed Statistic check, and your GM victim of a physical attack.
may come up with effects not listed below. However,
we have attempted to list the most common effects for AGGRESSION CHECK EFFECTS
each Statistic below. Flee
Sometimes certain attacks will require that the AGG (Flee, Penalty, Duration): Characters
target make Statistic Check. When an attack calls for subjected to this attack must make an
an Statistic check it will list the three-letter Aggression check at the listed Penalty. Failure
abbreviation for the Statistic required first, followed indicates the character flees in terror, unable
by a parenthetical, which summarizes the check, to do any actions but run from the source of
including penalties and results of failure. their dread. The character must continue to
flee fear for the Duration listed or until they
Example: The notation AGL (Topple, successfully make an Aggression check with
Challenging, 1d6 BP) would require that the the same penalty as the original check that
character make an Agility Check to avoid being caused the panic. Fleeing characters may
toppled. The check must be made with a Challenging make an Aggression check attempt once per
(-75) penalty, and if failed the character would suffer round following the attack.
1d6 Body Points in damage.
AGILITY CHECK EFFECTS
The Statistic Effect summary will always be Topple
listed in this order, though effects that are not AGL (Topple, Penalty, Damage): Victim's
applicable will not be listed: of this type of attack must make an Agility
check with the listed penalty. A failed Agility
(EFFECT NAME, Penalty, Damage, Duration) check indicates the victim has been knocked
over or in a direction of the attackers
Penalty: The ECR Penalty is the Check Modifier choosing. If a character opts to Actively
subtracted from your characters Percentage Chance Dodge while knocked over the penalty applied
of Success before they make their Statistic Check roll. to an opponents check is equal to 10% of the
If the Penalty listed is positive, it is treated as bonus prone characters Agility, instead of the
and added to your characters Percentage Chance of normal one-quarter Agility.
Success before rolling.
MANUAL DEXTERITY CHECK
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EFFECTS Check Default Mod.
Drop Modifier Mod. Range Description/Guideline
MD (Drop, Penalty): Characters must make a +50 to
Easy +25 +25 I've seen it done on Tri-V.
Manual Dexterity check. A failed Manual +25 to - Anybody can do this right? I saw Joe Average do
Dexterity check indicates the character has Average 0 25 this the other day, and hes not that impressive.
dropped any items they were holding. These -25 to - Extensive training, superior ability, or good luck
items must make a Malfunction check. Difficult -50 60 is necessary.
Weapons that fail their Malfunction check Not only is extensive training needed to succeed,
-60 to - but above average ability, problem solving, and
indicates the character must roll on the Challenging -75 90 even some creativity.
appropriate malfunction table. For equipment Guru-like knowledge of the subject at hand plus
a failed Malfunction check indicates the the ability to utilize experience in a variety of
device is non-functional until repaired. non-related subjects, extreme creative problem
Nearly -90 to - solving, near fanatical attention to detail, and
Impossible -100 150 some luck.
Check Modifiers - Bonuses and Penalties to
Statistic and Skill Checks
PLAYTEST NOTE: Let us know if youd rather
Sometimes your GM may decide he needs to
have +30/0/-30/-60/-90 rather than modifiers in
make your roll a little easier or, more likely, a little
increments of 25%
more difficult based on situation. The Check
Modifiers described below can be applied to both
Game Masters should assign a Check
Statistic Checks and Skill Checks, and are referred to
Modifier with consideration to how difficult the task
collectively as Check Modifiers, or just Modifiers for
in question is, regardless of the character. Consider
short. The GM can assign any penalty between 0 and
this. A character with a Statistic of 100 and the
-150, but for ease of play the GM will usually select a
maximum training (level 10) has a Percentage Chance
modifier that is an increment of 25 (25, 50, 75, 100,
to Succeed of 100% [100/2 + (10 x 5) = 100]. This
etc.).
character is an example of the highest level of skill
If the GM wants to make your check easier,
obtainable for a human. He or she is the ultimate
can assign a bonus, which is noted as a positive
authority in their field. If this character, who is
number. Bonuses are positive modifiers that are
arguably the best member of their species at what
added to your Skill Percentage or Statistic Check
they do, attempts something that is nearly impossible
before you roll the dice. The most common GM
(-100) she has only a 01% chance of succeeding.
applied bonus is for Easy checks, which is +25
They must roll an 01 to succeed. So Game Masters
modifier.
shouldnt be too extreme when setting the modifier,
If they GM want to make the check more
unless it is truly warranted.
difficult he can assign a penalty, which is a negative
number. Penalties are negative modifiers, and are
Skill Checks with Weapons
subtracted from your characters Skill Percentage
Attacking with weapons is simply making a
or Statistic for the Check the GM wants to make
skill check using the proper weapon skill. This basic
more difficult. Penalties are typically noted a negative
game mechanic does not change. Take half your Link
numbers in text to denote that they are to be
Statistic and add 5% per level of skill your character
subtracted from your Skill Percentage or Statistic.
possesses in the weapon theyre using. What changes
The GM can assign any penalty between -1 and -150,
when making Skill Checks with Weapons are the
but typically the GM will choose -50, -75, or -100,
modifiers.
which are the default penalty values for the Difficult,
Challenging, and Nearly Impossibly Ranges
Accuracy: Each weapon has an accuracy value listed
respectively.
for each Range Bracket the weapon is capable of
reaching. When the GM tells you what Range
Weve listed some guidelines below:
Bracket your target is in, the Accuracy value of the
weapon listed for that Range Bracket is added to
your Percentage Chance to Succeed.

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Example: Fredd the Ram has a Manual drive. Skills marked with an asterisk (*) can not
Dexterity statistic of 50. He also possess 7 levels of be attempted by characters who dont have that
Archaic Powder Weapon (APW) skill, whose Link skill.
Statistic is Manual Dexterity. The GM tells him the
target he is shooting at is in Range Bracket 2, and Unskilled Skill Check: Link Statistic of relevant
Fredds player notes that the Accuracy of his APW in skill /2 = Percentage Chance to Succeed
Range Bracket 2 is 35%.
Fredds chance to this the target is calculated Example: Henry the Mutzachan is trying to
just like a standard Skill Check. Half his Statistic, in climb a wall. He does not possess any levels of the
this case Manual Dexterity, plus 5% per every level climbing skill. The GM looks at the skill list and
of applicable skill. [50/2 + (5x7) = 60%] Now, Fredd determines that the Base Statistic of the Climbing
gets to add 35 to his Percentage Chance to Succeed, Skill is Agility. The GM further determines that
because his weapons accuracy is 35% in that Range Climbing is not of the skills characters are forbidden
Bracket. This brings his total up to 95% (60% + 30% to attempt if they are unskilled. The GM tells
= 95%). Henrys player that he must make the Skill Check
using only half of Henrys Agility statistic. Henry
Combat Modifiers: The other aspect thats different has an Agility of 30, which means he only has a 15%
when making Skill Checks with weapon skills are the chance of success. Things dont look too promising
Check Modifiers applied to the Skill Check. Weapon for Henry.
skills do not usually utilize the default modifiers of
Easy, Difficult, Challenging, and Nearly Impossible, Opposed Checks
though there is nothing that would prevent a GM from When the time comes to go head-to-head with
applying these modifiers to a weapon check. Instead, someone else on a Statistic or Skill check. Sometimes
when a character is attacking with a weapon the GM characters will both use the same skill, such as when
will typically select applicable Check Modifiers from one character is attempting to punch another and the
the list of Combat Modifiers. These modifiers are a second character attempts to block. Other times
much more specific set of modifiers that crop up in characters will use different skills, such as ones
combat and include such factors as weather searches for a hidden opponent (Concealment vs.
conditions, movement of the shooter or target, cover Observation).
or concealment of the target, and similar difficulties When two characters are directly opposing
that arise whenever youre trying to give some a new each other the character who succeeds in making their
orifice with sharp piece of metal or energy discharge check by the greatest margin of success wins the
(aka combat). contest. Your margin of success is determined by
subtracting your die roll from your Percentage
Unskilled Checks: Making Skill Checks without Chance to Succeed (%), which is your Statistic for
Proper Skill Statistic checks or your Statistic plus 5% per level
There may be times when your character of skill, minus any modifiers.
attempts to perform a task that would require a skill To save on time its usually easier just to
they do not possess. In these cases the GM will round your roll to the nearest tens digit before
determine the Linked Statistic for the skill that would determining the margin of success. So if your
normally be used to resolve the task. The character Percentage Chance of Success was 85% and you
must then roll equal to or under half of that Vital rolled a 37, you can just yell out I made my check by
Statistic, which is the Linked Statistic for the relevant about 45%. If the other character also made their roll
skill. If there no skill that applies to the task the by about 45% then you may have to compare the
character is attempting that it is treated as a Statistic actual margin of success to determine the victor.
Check (GMs discretion).
Heres the important bit about Unskilled
check. Certain Skill Checks can not be attempted if
the character does not possess the requisite skill. For
example, it would difficult for someone without the
proper training to tune a starships ion propulsion
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Assisting another character something (INT Check). Similarly, it doesnt take any
If a character is being assisted by another time for your character to remember something or fail
character, the Check Modifier for the check is to remember something (IQ check). If a character is
reduced by one level. For example, a Nearly going to take time to do scan their environment (INT
Impossible (-100) modifier would be reduced to a Check) or do research (IQ check) then the GM may
Challenging (-75) modifier due to the assistance. decide the Statistic Check requires a Full Action.
Statistic checks that require the character to
Avoid Unnecessary Checks physically move use a Half Action or Full Action if
Can Not Fail Rule: Dont waste time making a player they can be completed in a Combat Round.
roll for a statistic or skill check if they have no chance
of failure, other than by rolling double zero (aka Time to Perform a Skill Check
double zodd). The rule of thumb for Can Not Some skill checks can be completed in a
Fail Statistic and skill checks is as follows: Combat Round. You can block a punch or pull a
trigger several times in a Combat Round, but you
You only roll for a check on a task where you have no certainly cant forge a Van Gogh. Weapon skills,
chance of failure, other than by rolling 00, if the physical skills, piloting skills, espionage and social
results will affect the game (or be really funny). skills can usually be performed in a combat round
(GMs discretion). Other skills may take significantly
Should you make that character roll a Manual longer to accomplish and the Game Master will be the
Dexterity check to open a skimmer door? It depends? final arbitrator of how long it takes to accomplish
Under most circumstances, no. However, if a group of these skills.
homicidal mercenaries are chasing the character, then
by all means. The character could roll two zeroes.

"Crap! I dropped the key-equivalent!"

Keep in mind that rolling 00 doesn't just


represent the characters failure to perform as expect,
but can also represent some external event randomly
screwing you.

Will Succeed Given Enough Time Rule: In addition,


the GM can decide that tasks that would require a
skill check become automatic successes if the
character is given enough time. A character with
some level of Archaic Powder Weapons skill will
eventually be able to reassemble his rifle after taking
it apart given enough time.
One important caveat to the Will Succeed
Given Enough Time Rule is that it has to be possible
for the character to succeed at the task without rolling
an 01. Thus a character who has a 90% chance to
succeed would not be able to take advantage of the
Will Succeed Given Enough Time Rule, if the Check
modifier was -90 or greater.

Time to Perform a Statistic Check


Most Statistics check that do not involve
physical movement of the character occur nearly
instantaneously. In game terms it doesnt take any
time for your character to notice or fail to notice
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PURCHASING SKILLS Statistic of Agility. Henry has an Agility Statistic of
40. No matter how many levels of Climbing skill
SKILLS Henry obtains, his chance of success when using the
Purchasing Skills Climbing skill will never exceed 40%. At 5%
Skill points (SP) are the currency for increase in chance of success per level, there is really
purchasing skills. Each skill has a SP cost. If you pay no reason for Henry to invest in more than 4 levels of
this cost you get 1 level of the skill. You can purchase climbing. After four levels he will have reached the
up to 15 levels of any skill (with the exception of the peak of his physical capabilities in that area.
skills in the "Specials" category). Each skill level
purchased adds 5% to your chance to succeed with Starting Skills
that skill. During character creation your characters
species determines the amount of Skill Points you
Linked Statistic have to purchase starting skills. There is no limit on
How do you figure out what Statistic youre starting skill levels.
using when you make a skill check? Every skill has a
Statistic associated with it. When climbing your Specialization
character relies on their Agility (Climbing skill, Link A character may opt to specialize in a very
Statistic: Agility). When shooting a laser rifle your particular aspect of any skill they possess by spending
character relies on their Manual Dexterity (Laser 2 additional skill points on that skill. A character may
skill, Link Statistic: Manual Dexterity). When solving have one specialization per skill. Characters with a
a quantum engineering equation your character relies weapon or vehicle skill might specialize in the usage
on their Intelligence (Quantum Engineering skill, of one particular model. For example, a character
Link Statistic: IQ). with the Beam Weapon skill might specialize in the
The Statistic associated with the use of BC Violator laser rifle. Characters with other skills
particular skill is called the Linked Statistic. The might choose a particular narrow area of interest.
Linked Statistic for each skill is listed in the skill Maybe youre an archeologist who specializes in
charts below. Determining a skills Linked Statistic is artifacts from the post-Diaspora period of human
important because it gives you an idea of your chance expansion. Perhaps your character is a gambler who
for success, as we saw above. If your characters specializes in the game of poker? The areas you can
Statistic that is linked to a skill is high, your character specialize in are nearly limitless, but they must be
is more likely to succeed when making a skill check much narrower in scope than the skill as the whole,
with that skill. In contrast, if your characters and the Game Master gets the final say in whether a
Statistic that is linked to a skill is low, they are less specialization is allowed.
likely to succeed when making a skill check with that The benefit of specializing is all skill checks
skill. that would fall within your area of specialized
knowledge (GM Discretion) are one level less
Max Skill Levels difficult. An Average (0) becomes an Easy (+25)
Every level of skill you purchase increases check. A Difficult (-50) check becomes an Average
your chance of success by 5%. A character may (0) check, and so on. For weapon skills, where
possess no more than 15 levels in any one skill. The Combat Modifiers are often used instead of the
cost to purchase a level of skill is listed on the Skill Standard Modifiers (+25/0/-50/-75/-100), you may
Charts. increase your Skill Percentage by 20% when using
the specialized weapon and may dump a single ROF-
MORE CRUNCH RULE: Maximum Skill D die 1 extra bump.
Percentage Some skills require that the character choose
A characters Percentage Chance of Success an area of specialization. Picking the first (Required)
when using a skill can not exceed the value of their specialization in these skills do not cost any
Link Statistic for that skill. For games that really additional skill points, and required specializations do
highlight the differences between the species, this is not count towards the 1 specialization per skill
one Crunch rule we really suggest using. limit. However, choosing an additional specialization
Example: The Climbing skill has a Linked would cost the standard 2 points. These skills are
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marked with the symbol. The Physician skill specialization. The old specialization is lost, along
requires that you pick a particular species when with any skill points you spent to obtain it.
purchasing the skill. That doesnt mean you couldnt Key
later pick an additional specialization in an area like SC (Skill Cost): cost in skill points to learn a single
battlefield medicine, by spending 2 skill points. level
Also, many vehicles require that choose a particular LS (Link Statistic): What attribute, if any,
type of vehicle to specialize in when first purchasing determines this skills base chance of success.
the skill. If a skill requires that you pick a Prerequisite: Certain skills may require that you
specialization, the Modifiers for any skill check possess another skill or skills at a specified level
outside of your area of specialization are one level before you can purchase them. The required skills
more difficult. For example, lets say you picked will be listed here with the required level.
Atmospheric Aircraft from the vehicles skills, and * May not be attempted without at least one level of
then picked fixed wing aircraft for your required the skill.
specialization. If you attempted to fly a helicopter, a Specialization Required when skill is first
rotary wing aircraft, all your piloting checks would be purchased.
one level more difficult. An Easy (+25) check
becomes Average (0). Average (0) becomes Difficult Skills are grouped by category. The number is
(-50), and so on. parenthesis next to the skill category is the base salary
If you want to change your specialization later for that skill category. Salaries increase as the
you only have to spend 2 skill points to purchase the character becomes skilled or specialized.
Academic (ACD) (30,000) Deep Space Operations (DSO)
ACD Skill SC LS ACD (55,000)
DSO Skill SC LS Prerequisite
1 Academic Studies 5 IQ
1 Zero-G Construction 5 MD Construction
2 Science 6 IQ
2 Emergency Damage 2 IQ Construction 1
3 Terrestrial Knowledge 1 IQ
Control (EDC) *
3 Extra Vehicular Movement 3 AGL
Arts (ART) (20,000) (EVM)
ART Skill SC LS Prerequisite 4 Mining, Asteroids * 3 IQ EVM 3, Mining
1 Interactive Arts 5 IQ Computer Operation 3 (Planetary)
2 Music 3 INT Computer Operation 1
3 Performance 3 CHA Engineering & Repair (ENG)
Visual & Instrumental Arts 3 MD (65,000)
4
Written Arts 3 IQ Computer Operation 1 ENG Skill SC LS Prerequisite
5
1 Engineering * 6 IQ Computer Operation 2,
Construction 3
Communications & Language (C&L)
2 Repair 5 IQ Computer Operation 1
(30,000)
C&L Skill SC LS Prerequisite
Espionage (ESP) (40,000)
1 Communications 5 IQ Computer Operations 1
Language 2 IQ ESP Skill SC LS Prerequisite
2
3 Lip Reading 1 IQ 1 Concealment 1 IQ
5 Sign Language 1 MD 2 Defeat Physical Security * 3 IQ
3 Escape Artist 3 AGL
4 Forgery 3 MD
Computers (CPU) (40,000)
5 Impersonation & Disguise 4 IQ
CPU Skill SC LS Prerequisite
6 Intelligence Gathering * 4 IQ
1 Computer Operation 1 IQ Interrogation 4 IQ
7
Computer Security & 4 INT Computer Operation 5 Observation 2 INT
8
2 Forensics *
9 Pick Pockets 2 MD
10 Smuggling 3 IQ
11 Stealth 1 AGL

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Journeyman (JMN)
(45,000) Physical (PHY) (15,000)
JMN Skill SC LS Prerequisite PHY Skill SC LS Prerequisite
1 Animal Handling 2 CHA 1 Acrobatics * 5 AGL
2 Bodge 2 INT Body Equilibrium 10 CON
3 Construction 2 MD 2 (Eridani Only)
4 Cooking 1 INT 3 Climbing 1 AGL
5 Mining, Planetary * 3 IQ Flying 2 AGL
6 Taxidermy * 2 IQ 4 (Goola & Keen Only)
5 Hand-to-Hand Combatives 2 AGL
Medical (MED) (50,000) 6 Physical Fitness 5 CON
7 Swimming 1 AGL
MED Skill SC LS Prerequisite
8 Throwing 1 AGL
1 First Aid * 1 MD
2 EMT 2 MD First Aid 5
3 Nurse * 5 MD Science 4 Social (SOC) (30,000)
4 Physician * 3 INT Science 6 SCI Skill SC LS Prerequisite
1 Etiquette * 2 CHA
Mental Disciplines (MDI) 2 Gambling 2 INT
(40,000) Persuasion, Bargaining, 1 CHA
MDI Skill SC LS Prerequisite 3 Bribery

1 Matrix Manipulation 4 IQ
2 Mental Defense * 3 INT Vehicles (VEH) (50,000)
Shape Change (Mazian 5 IQ VEH Skill SC LS Prerequisite
3 Only) * 1 Aquatic, Piloting 2 MD
2 Ground Vehicle 1 MD
3 Aircraft 3 MD
Military (MIL) (35,000)
4 Navigation (Environment) * 3 IQ
MIL Skill SC LS Prerequisite
5 Personal Flight Device 3 AGL
1 Alertness (3 lvls max) 3 INT
6 Spacecraft * 4 IQ
2 Ambuscading 2 IQ
7 Tank 2 MD
3 Aquatic Diving 2 AGL
8 Ultra Armor 5 AGL
Combat Engineering 4 IQ Ground Vehicle 2,
4 Demolitions 3
5 Demolitions 3 INT Weapons (WEP) (30,000)
6 Interrogation 4 IQ WEP Skill SC LS Prerequisite
7 Leadership, Military 2 INT 1 Hand Weapons 2 AGL
8 Powered Armor Use 2 AGL 2 Projectile Weapons 2 MD
9 Scouting 2 INT 3 Archaic Ranged Weapons 2 AGL
10 Sky Diving 2 INT 4 Beam Weapons 2 MD
11 Snow Skiing 2 AGL 5 Chemical Weapons 3 MD
12 Survival (environment) 1 INT 6 Direct Fire 2 MD
13 Tactical Evaluation 4 INT 7 Energy Weapons 2 MD
8 Grav Tech 4 MD
9 Indirect Fire 3 INT
10 Omega Weapons 3 MD
11 Plasma & Particle Weapons 3 MD

Note: For the purposes of this playtest we have only


included skill descriptions for those skills, which have
their own rules, outside of the standard game
mechanics or may need some clarification.

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Academic Studies: This skill covers any BODGE SKILL CHECK
professional skill that is not already covered under MODIFIERS MODIFIER*
the existing skill categories. This skill requires that Without proper materials -50
a specialization be chosen when the skill is Without proper tools -25
purchased. Examples include: Accounting, Without proper tools and materials. -75
business management, education, galactic history,
Design Specs Available +25
investment, journalism, law, mathematics, merchant
services, religious studies, etc. TL of device higher than TL of tools -25
TL of device Lower than TL of tools +25
Alertness: This skill represents the mental ability to Similar device available to use as
process what is occurring and determine the course of parts +25
action quicker. This is the part where a person has * These modifiers are doubled for someone
worked hard to learn what an event means and take attempting a Bodge using a Repair skill.
the right course of action. It has nothing to do with
the actual speed they can perform the proper action, If the character making their skill check
but rather determines when they begin to react an act (aka The Bodger) succeeds in making their skill
based on instinct and/or training. Each level of check the next step is to determine how long the
Alertness increases (improves) your Initiative repair lasts. If the character made the check with
Modifier (IM) by 1. This skill may be purchased a Average modifier the repair lasts a number of
maximum of three (3) times. seconds equal to the 1s digit on their die roll. If the
character made the check with Difficult modifier
Archaic Hand, Weapon: Archaic Hand weapons the repair lasts a number of minutes equal to the 1s
include implements for stabbing, cutting, and digit on their die roll. If the character made the
bludgeoning, though more exotic archaic hand check with Challenging modifier the repair lasts a
weapons exist. Examples include swords, daggers, number of hours equal to the 1s digit on their die
pole arms, war hammers, axes, whips, and clubs. roll. If the character made the check with Near
Because these weapons vary greatly in size and Impossible modifier the repair lasts a number of
function a character who takes this skill is required days equal to the 1s digit on their die roll.
to specialize in one group of weapons (swords,
knives & daggers, whips, etc.). This group Bodge repair Unit of Number of
specialization does not have to be as focused as a Lifespan Time Units
normal specialization, and as always is up to the Check made at
GMs discretion. For every 5 levels in this skill Average (0) difficulty Seconds
your character may Bump a ROF-D up or down Check made at
one number. Difficult (-50)
modifier Minutes
Bodge: You can make temporary repairs or Check made at
modifications. This sounds like repair doesn't it? Challenging (-75) Equal to value
Unlike repair skills, Bodge is only a temporary fix and modifier Hours of 1s die in
does not require the appropriate tools or materials, Check made at Near d100 roll
though having them does help. A "Bodge" will Impossible (-100)
eventually fall apart, but at higher levels the Bodge modifier Days
will last longer. You can also adapt parts not meant
for the job. If you fail a check badly enough you can Example: Snantzz the Goola has a Bodge
cause further damage. A character can never Bodge skill at 65%. He rolls a 43 on his Bodge skill
the same item twice, unless they obtain tools or check. He has succeeded in making his check by
materials they did not possess on the prior attempt. A 22% (65-43=22). He has made his roll with an
critical failure means the item is destroyed. Average difficulty (no modifier), but he would
have failed his roll had the modifier been Difficult
(65-50=10% chance of success with a 43 roll). So
his Bodge will last mere seconds. How many
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seconds? His roll was a 43, so the ones digit in
that roll is a 3. Snantzzs Bodge will last only 3 Level Body Equilibrium Ability*
seconds. 1 Hold breath for 2 min per level
Later that Day Snantzz makes anther
2 Stop your own blood loss for up to 1 hr per level if
Bodge on a different item. This time Snantzz rolls
conscious.
an12. He has made his roll by 52% (65-12=52).
In this case, Snantzz would have succeeded even if 3 Feign death for 1 hour per level; all bodily functions slow
he had a Difficult (-50) modifier. He would have to the point they appear to cease.
failed with a Challenging (-75) modifier though. 4 Increase Death's Door by 1 point
So Snantzz made his skill check with a Difficult 5 Increase Initiative Modifier by 1
modifier, which means the repair lasts minutes, 6 Increase Death's Door by 2 points
rather than seconds. How many minutes? Since 7 Increase natural Threshold Rating by 1
Snantzz rolled a 12, the ones digit in that roll is a
8 Increase Death's Door by 3
2, so the repair lasts 2 minutes.
9 Increase Initiative Modifier by 2
Note: If you want to really make Bodge 10 Increase Death's Door by 4 points
interesting, let the GM make the skill check in 11 Increase Mental ECR by +20
secret so you dont know how long your repair will 12 Increase natural Threshold Rating by 1
last. The GM will just give you a vague impression 13 Increase your number of Actions by one level (1/2
of how your character thinks they did. Youre not becomes 2/4, 2/4 becomes 3/6, etc.)
sure how long thats gonna last. or That baby 14 Remain conscious and fighting until you reach your
will hold together till the cows come home!
Death's Door value
15 You do not have to make a Constitution check when
Body Equilibrium: A mysterious ability taught by you receive a Critical Hit
the Buddon Priests only to Eridani. You learn to
* Abilities are cumulative
train and harness the internal self and after years of
training draw a variety of benefits. Eridani who
Leadership, Military: You can maintain a cool
learn this skill obtain many unique abilities as they
head in stressful situations. Useful in business as
progress. In addition to these unique abilities an
well as military settings. You have both strategic
Eridani can attempt to avoid any attack or injury
and tactical knowledge to determine which course
that would be debilitating due to pain by making a
of action is most likely to lead to success, or at
successful Body Equilibrium skill check. This
least minimize losses in the event of a failure. You
does not apply to Critical Hits, until the Eridani
can know how to motivate troops, and can
obtains level 15 in Body Equilibrium.
anticipate how friendly and enemy troops will
react to a given situation. In addition, character
with the Military Leadership skill may attempt to
rally timid characters, rein in aggressive
characters, and talk down characters who have
panicked or become enraged.
Rally: With a successful Military
Leadership Skill you can attempt to rally and
inspire your troops, given sufficient times.
Sometimes you rally your troops with a moving
speech. Other times, you charge out of the
foxhole, wave your troops forward, and run into
combat yelling a battle cry. If your check is
successful, all friendly characters who can see
you (physical act) or hear you (rousing speech),
even if the event is heard/viewed remotely, may
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make an immediate Aggression roll with a +25 Powered Armor Use: This skill represents how
bonus to their Stat check. experienced a character is working inside a powered
Talk Down: If someone is Berserk or armor suit. These suits often augment a characters
Suicidal you can attempt to talk them down if they strength and some also augment a characters reflexes
are currently or have ever served in a military or and reaction time. You cant just hop in one of these
paramilitary organization. Characters in these suits and go for a run. The most likely result is that
organizations are indoctrinated to follow orders when youll immediately fall on your face and have a hell
given. With a successful Military Leadership skill of time just standing back up. Just learning to move
check person who is Berserk/Suicidal may in a suit that weighs half a metric ton and has its own
immediately make an Aggression stat check, with a mechanical muscles is a trick. Learning to run,
+25 bonus to their Stat check. If they are successful dodge, jump, and shoot in one is a whole nother ball
their Berserk/Panicked state comes to an end. game.
The Power Armor Use skill is unique among
Mental Defense: You are trained to resist mental all other skills in Battlelords in that it replaces the
attacks. Each level adds +1 to your MEN SMR. characters attribute in some instances. While in the
powered armor the characters Powered Armor Use
Observation: Your standard Observation check is skill percentage (5% per level) replaces their Agility
INT + appropriate sense bonus. This skill increases when making skill checks for skills that have Agility
your chance of success when making an Observation as the Link Attribute. In other words, this skill serves
check. Characters who are possess this skill have as a limit to how much of your characters Agility
been trained you use their senses and deductive they can access when in Powered Armor.
reasoning. You can find the small details about a For Example, Henry the Mutzachan is in
scene to make logical conclusions about people or Heavy armor and attempting to do a dive through a
objects. You may be trained as a combat profiler, window and roll to their feet on the other side. Henry
paranoid, detective, or just very alert to changes in has an Agility of 50, 4 levels of acrobatics, and 3
your surroundings. levels of Powered Armor Use. If Henry were in street
clothes his (unmodified) chance of success would be
Physical Fitness: Essential to all Battlelords, 45% [50/2 + (4 x 5%) = 45%)]. However, while
Physical Fitness keeps is a requirement of all military Henry is in heavy or mechanized armor he may not be
personnel and a necessity if youre going to look good able to bring all his Agility into play until he becomes
in oh-so-tight skin suits. As you become more fit, more skilled using the suit. In this case Henry has 4
levels of Powered Armor Use. At 5% per level, that
your body becomes stronger, more agile, and less
gives Henry 15% in Powered Armor Use skill, which
susceptible to injury. For every level of Physical
replaces his half-Agility for this Skill Check. So
Fitness taken your character's Agility, Strength, and
Henrys chance of success in the armor is slightly
Constitution increase by 1 point. For every three levels
lower at 35% [15% + (4 x 5%) = 35%].
of Physical Fitness taken your characters Body Points If the powered armor has its own Agility
increase by an amount equal to their Size Class divided Statistic, then the Powered Armor Skill is treated just
by two (2). For every five levels of Physical Fitness like a normal skill. Take half of the characters
taken your characters Movement (MOV) score Agility and add 5% for every level of Powered Armor
increase by 1. Increases to AGL, CON and STR Use skill, to get the total skill percentage. The
cannot exceed racial limitations. Instead of +SC/2 character is limited to using either the armors Agility
BP Cizeracks gain 3 BP and Mazians gain 1 BP. statistic or Agility + Powered Armor skill %, but
Optional: The GM can decide that you need they must use whichever is the lower of the two
to keep up with Fitness by spending time exercising values.
or working out when not active in the field. Failure
to do so means the GM can declare that inactive Repair: You can repairs to a particular type of
players lose 1 level/month due to slothful decline. equipment or vehicle. Appropriate tools and
materials are required. Specialization: Armorer,
communications systems, computer, cybernetics,

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robotics, spacecraft, ground vehicle, tank, and rapidly this is represented by an increase in Manual
weaponsmith. Dexterity.
Mazians can temporarily add the unmodified
Science: Specialization: agriculture, alien tech percentage chance for success for their Shape Change
(double cost), anthropology, archaeology, biology, skill to their Statistics. A Mazian does not have to
botany, chemistry, cryptography, forensics, allocate the entire amount to a single Statistics. The
geology, mathematics, meteorology, and physics. total percentage for the skill can be divided up
between the Mazians stats. Each time a Mazian
Shape Change (Mazian Only): A Mazian can to changes their Statistics or reallocate their Shape
imitate an object or even impersonate a specific Change percentage they are required to spend an
individual. If they come under scrutiny to determine action to do so.
their true nature, treat it as an opposed check between Once you allocate a portion of the Shape
Mazians Shape Change skill and the views Change skills percentage to Statistic it may not be
Observation skill. As always, the observer may used when attempting to impersonate an object or
choose whatever sense bonus they wish to use when individual.
making the Observation check. If the Mazian is
impersonating a specific individual and the observer Shape Change Ability Ratio
knows that individual, apply the Difficult Check Increase AGL 1% of Shape Change = 1% AGL
Increase MD 1% of Shape Change = 1% MD
Modifier to the Mazians Shape Change Skill Check.
Increase STR 1% of Shape Change = 1% STR
If the observer knows the individual the Mazian is Increase MOV 10% of Shape Change = +1 MOV
impersonating intimately, apply the Challenging Increase THR 50% of Shape Change = +1 THR
Check Modifier to the Mazians Shape Change Skill Real Damage in a HTH attacks 50% of Shape Change / Real Damage in HTH
Check. If the Mazian has been able to ooze over the
object or individual it is impersonating, reduce the Example: Zippy the Mazian has 20 AGL, 30
Check Modifier for the Mazians Shape Change Skill STR, 80 MD, and a MOV of 2. He has 5 levels of
Check by one level (Challenging drops to Difficult; Shape Change skill. This means his Shape Change
Difficult drops to Average; Average drops to Easy). skill percentage is 65%. Zippy wants to turn into a
Everyone knows Mazians can control their ball and bound ahead of the group, so he spends an
shape, color, and texture, but with enough focus a action to convert 60% his Shape Change skill
talented blob can also control its density and percentage to movement. Since the ratio of Shape
elasticity. This allows Mazians to perform a number change to MOV is 10% to +1, this yields +6 to his
of tricks their relatively weak, gooey bodies could not movement increasing his MOV rating from 2 to 8. As
otherwise achieve. By controlling their elasticity he nears the fence to the compound Zippy realizes
Mazians can roll, bounce, and lunge with surprising hes going to have to bounce over the fence. With 20
speed. This allows them to move and strike faster AGL his chance of success is not very high. Zippy
that one might expect. By increasing their density pulls the 60% of his Shape Change skill out of
they can harden their surface against attacks and form movement and dumps it all into Agility. This
stabbing or slashing appendages. By decreasing their increases his Agility by 60 points, for a new total of
density or assuming an aerodynamic shape they can 80. While leaping over the fence, Zippy sees that a
float around like a balloon or glide from place to sentry is about to look his way. Unable to spend an
place. action to reallocate his Shape Change percentage,
Players are encouraged to use their Zippy attempts to imitate a small avian creature
imagination when describing how their Mazians native to the planet. Since he reduced his Shape
perform these feats. However, in game terms these Change by 60%, he has only a 5% chance of success.
abilities are simply represented by changing the The guard makes his Awareness check and sees what
Mazians Statistics. For example, when a Mazian is clearly a Mazian hurdling through the air. He blasts
bounces or glides it is increase its MOV score. When poor Zippy with pulse cannon.
a Mazian bends around attacks or creates holes in its
form to allow attacks to pass through it, the Mazian is Survival (By Environment): When choosing this
increasing its Agility and dodging. When a Mazian skill you must select one environment group. Your
creates many pseudopods to manipulate controls more character possess knowledge of the general dangers
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associated in their particular environment, and how
to cope with those dangers. Survival helps you with
finding food, water, shelter, and knowledge of
hunting, tracking, and identifying dangers. There is
some overlap between environment groups. Given
the overlap between groups and the simple fact that
some survival skills are universal, you may be able
to apply skill in a different group in your present
environment even if it is not an exact match, though
at a higher difficulty modifier. For every 3 levels of
skill you may select an additional environmental
group.

Environment Groups:
Aquatic (aquatic, deep oceanic, ice capped
oceanic)
Cold (arctic, methane, mountainous, tundra,
sub-arctic)
Emergency
Hot (desert, swamp, tropical, volcanic)
Temperate (coastal, deciduous,
mild/temperate, mountainous, plains,)
Space and Low Pressure
environments
Subterranean
Urban (aka streetwise)

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Characters who are holding Initiative can still defend
COMBAT against incoming attacks but can not attack. In
Initiative addition, Characters who are holding Initiative can
The first thing that happens in the Combat choose to re-enter combat at any time, even when
Round is to determine Initiative. Initiative determines they are being attacked. This is the only time a
who will act first in during the Combat Round. The character can interrupt another characters
character with the lowest Initiative acts first. The Action or attack.
character with the second lowest Initiative acts If two or more characters are holding Initiative
second, and so on until every character has had their and wish to enter combat at the same time, the
chance to act during that combat round with the character with the lower Initiative score act first. The
character having the highest Initiative score acting character with the second lowest Initiative score acts
last. Remember in Battlelords, lower is always second, and so on. Characters with tied scores act
better. Characters declare how theyre going to spend simultaneously. Characters can NOT hold
their Actions during their Initiative. Initiative or Actions from one combat round to the
Ninety percent of the time, Initiative will be next.
random. Your character will come upon another
character to whom you probably wish to do bodily Actions
harm. Whoever is first to notice the other will act A Character has a set number of Actions
first. Even in rare cases where the characters have a based on species, skills, and their Agility. Players
standoff and wait for their opponent to make the declare how their characters going to spend their
move, Initiative will be randomly determined. Actions during their Initiative. Actions can be used
to attack an opponent in a variety of ways and/or
Determining Initiative defend against close combat attacks. Some activities
To determine the winner of Initiative, roll utilize half of your available Actions for the round.
1d20. The character with the lowest roll acts first. If Some activities use all of your Actions for the round.
the initiatives are tied, attacks occur simultaneously. Actions are only used combat to keep track of attacks
You can only attack during your Initiative. You that occur over fractions of a second.
may defend at any time as long as you have
Actions left to spend. Determining Number of Actions
Each character gets a set number of Actions
Example: Erin the Eridani has Alertness skill based on species, skills, and their Agility statistic.
at level 3 and Agility statistic of 105. This gives Erin Characters with an Agility of 75 or less get a total of
a 5 for her Alertness skill and a 3 for her Agility 2 Actions per round. Characters with an Agility
statistic. So, her total Initiative Modifier (IM) total is greater than 75 receive 4 Actions per round.
8. Erin rolls a 20 and subtracts her IM of 8. So, her Characters who are trained for combat are
Initiative is 12. Harry the human has no Alertness typically better at delivering attacks in rapid
skill and an Agility statistic of 70. So, his total succession. Theyre also more accustomed to
Initiative Modifier (IM) is 0. Harry rolls a 5. Harrys responding to attacks. Trained combatants can use
roll is lower so, Harry goes first. their Skill level in any weapon skill or their hand-to-
hand skill level to determine the number of Actions
More Crunch Rule: Reflex-based Initiative they receive in a round instead of using their Agility
For those realists out there, to determine the statistic.
winner of Initiative, roll 1d20 and subtract your It does not matter what combat skill the
characters Initiative Modifier, which is determined character is using at the time, or whether another
by their Agility. The character with the lowest roll combat skill would have produced more or fewer
acts first. If the initiatives are tied, Actions occur Actions per round. The character simply uses the
simultaneously. highest level combat skill they possess when
determining the number of actions they receive.
Holding Initiative The benefits of combat training, reaction time, speed,
Characters can hold their Initiative and choose timing, and precision extend beyond the use any one
not to act during their turn in the combat round. particular weapon or type of hand-to-hand training.
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Once learned they are ingrained in everything the continue to attack your character. Unfortunately,
character does. because your character is out of Actions he will be
Cizeracks receive an additional 2 Actions per unable to defend himself for the remainder of the
round over what they would normally obtain based on Combat Round. We'll learn more about Actions in
their Agility or skills. This is due to their unique the Close Combat Section.
physiology, which makes them incredibly fast. They The following chart lists how many of a
are, however, still limited to a maximum of 8 Actions characters Actions various events will require.
per round. Activities marked HALF consume half of the
characters total Actions that Round. If your character
Agility Half Actions All Actions does not have half their Actions left they may not
1-75 1 2 perform this activity. Activities marked ALL
76-150 2 4 consume all of the Characters actions. If the
character has spent any Actions that round they may
not perform this activity. Activities marked FREE do
Skill Level Half Actions All Actions not consume any of the characters Actions. Non-
1-4 1 2 combat skill checks that are capable of being made
5-8 2 4 in combat typically take ALL actions. However,
9-12 3 6 most non-combat skills take longer than a Combat
13+ 4 8 Round to perform. As always, the GM has the final
word on how many Actions are consumed when
Cizerack +1 +2 performing a particular activity.

How Actions Work? Observation Checks: Though technically an


Actions basically determine how fast you Observation check is just a simply Intuition Stat
character is, both mentally and physically. Most check, it comes up enough in combat that we thought
everything your character does consumes some of his it deserved some extra attention. Before you can
Actions. Some activities consume multiple Actions. shoot something you have to know its there. Not
Once all you Actions have been used up, you cannot everyone stands out in the middle of the street and
do anything else for that combat round. At the shoots at you with a machinegun. Similarly, if an
beginning of the next combat round, you opponent is going to attempt to ambush or surprise
characters Actions are return to their original your character, you need to determine if the character
number and the process repeats. The more Actions noticed the ambush before its sprung. How does a
you character possesses the more activities he can character do this? By making an Observation check.
attempt in a single combat round. It is not necessary An Observation check is simply half your
to spend all of your Actions in the combat round, but characters Intuition attribute plus one of your
unspent Actions can not be saved from round to characters sense bonuses (Vision, Hearing, or Smell).
round. At the beginning of each round a character They GM will determine which sense bonus is
has the same number of Actions to spend. appropriate. The Observation skill increases your
Remember that a character can only attack chance of success by 5% per level, up to a maximum
during his Initiative. During a characters Initiative he of your full Intuition statistic value (before applying
may spend Actions to attack by firing a ranged your sense bonus).
weapon or by engaging in close combat with empty
hands or a weapon. When it is not a Characters Observation Check:
Initiative he can still spend Actions to defend against Intuition + 5% per level of Observation Skill +
hand-to-hand attacks and melee weapons or attempt Appropriate Sense Bonus (GM Discretion)
to avoid incoming fire by dodging.
Recall that a character that uses up all of Many times the GM will give you a modifier
his/her Actions for that Round will not be able to for your Observation check or it will be an opposed
perform any more Actions that Round. This can roll against your opponents Ambuscade,
become particular important in hand-to-hand combat. Concealment, Impersonation, or Stealth skills. If
If your opponent still has Actions left, he can your character succeeds in making their Observation
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skill check they have observed some clue or indicator
that either may not be readily apparent or that was * The time to perform this activity increases to HALF
being concealed from the character. Observation if the character has the skill for the weapon he/she/it
checks are FREE Actions, for a quick check or glance is using, but is not familiar with this model of
or gut feeling. A deliberate or prolonged search will weapon. If the character both lacks the proper skill
require ALL your actions or longer. and is unfamiliar with the weapon, the time to
ACTION CHART perform this activity increases to FULL.
Attribute Check # Actions Other Info
1 or more ** Chatilians within two meters of each other can
STR, MD, or AGL check that (GM have the equivalent of a short conversation as a FREE
requires movement discretion)
Action when communicating using their innate
IQ, INT, CON, AGG check FREE
mental abilities.
Observation check FREE Quick scan of the area, glance, gut-check
INT Check Actively scan or
search ALL Intensive & Deliberate scan of the area.
Hit Locations
IQ Check Research, Recall Recalling anything beyond a simple fact The Hit Location Table
old memory, etc. ALL or the answer to a yes/no question. Anytime you strike an opponent with an attack
Ranged Combat # Actions you must determine where you hit
Fire once (Semi-automatic) 1 per shot them. Hit locations are numbered,
Fire Burst (Burst Fire) 1 per burst one to six, as shown below:
Fire Fully Automatic (Full
Auto) HALF 1= Head
Draw Weapon, Magazine,
2 = Torso
Power Pack HALF
3= Left Arm
Quick Draw or rapidly reload 1* Must Make Easy AGL Check
Draw & Insert fresh
4 = Right Arm
magazine/power pack 1* 5 = Left Leg
Drop Weapon FREE 6 = Right Leg
Eject spent magazine or
power pack FREE* Even numbers always represent the right side
Switch Modes
(Semi/Burst/Full) FREE*
of the body, when they correspond to an appendage.
Select ammunition in
weapon with multiple MORE CRUNCH RULE: Species Specific Hit
ammunition types. HALF Locations
Throw a grenade (or other
Phentari and Keen arms: Rolling a 3 or 4 hit
object) HALF
Hand-to-Hand location on a Phentari or Keen means you hit an arm,
Combat # Actions obviously. To determine whether youve hit the upper
Attack 1 arms or lower arms, roll another d6. If you roll an
Defend 1
even number (2,4,6) then youve hit the upper arm on
Movement # Actions
the same side as your rolled hit location. If you roll an
All other Actions this turn suffer Snap odd number (1,3,5) then youve hit the lower arm on
Jog (move Speed in meters) 0 Shot penalty the same side as your rolled hit location.
Opponents suffers penalty equal to one
quarter of the Defenders AGL on all
Cizerack Tail: Rolling a 5 or 6 hit location on a
attacks made against the dodging
Actively Dodge HALF character this Combat Round. Cizerack means you may have hit the tail instead of
Sprint (MOV x3 in meters) ALL
the rear legs. To find out, roll another d6. If you roll
Drop to the ground HALF
a 1, then the tail was hit, not the legs.
Stand Up HALF
Pythonian Tails: Rolling a 5 or 6 hit location on a
Miscellaneous # Actions
Pythonian means you may have hit the tail instead of
Push a button 1 the rear legs. To find out, roll another d6. If you roll
Give a command** FREE a 1 or a 2, then the tail was hit, not the legs.
Give a hand signal FREE

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Goola Wings: Rolling a 2 hit location on a Goola in explosions, shrapnel, missiles, area effect attacks
flight means you may have hit the wings instead of including attacks that affect all body sections,
the torso. To find out, roll another d6. If you roll a 1 mortars, and artillery shells. The Game Master will be
or a 2, then a wing was hit. Damage is still applied to the final arbitrator on whether a particular attack can
the torso even if you hit the wings, but damage to the have its hit locations Bumped.
Goolas wings can impair its ability to fly.
Bumping Diagram
Adjacent Locations
During combat knowing what Body Areas are
considered adjacent to each other can become
important, particularly when youre firing a couple
dozen shots at a target, as those shots tend to be
grouped around one area. More on that later.

UNARMED HAND-TO-HAND COMBAT

The following locations are adjacent to each other: Unarmed Hand-to-Hand Combat: Attack
Left Arm & Torso To make an attack with while unarmed your
Right Arm & Torso target must be in Range Bracket 1, or you must be
Torso & Head able to move into Range Bracket 1 and still have
Left Leg & Right Leg. Actions remaining that you can use to attack. The
Left Leg & Torso attacker then spends one (1) Action to make an attack.
Right Leg & Torso Whether the attack is successful or not, the attacker
can continue to spend an Action to make an additional
Bumping Shots attack until their Actions are exhausted.
For every 5 levels of Hand-to-Hand skill or weapon
skill your character is using you may bump your To Make a Hand to-Hand attack:
attack from its rolled location to an adjacent hit 1) In Range Bracket 1 or able to move into
location. The Bumping Diagram shows how an attack Range Bracket 1
may be bumped from one adjacent area to the next. 2) Have Actions to spend on attacking
For example, if you had three bumps available you
could move a shot that hit area 6 into area 2 and Unarmed Hand-to-Hand Combat: Defense
finally into area 1. Alternatively, you could bump the Before the attacker rolls his dice the defender
same shot to area 6 into area 2 and then into area 4 must choose whether he will attempt to defend
using your three Bumps. himself from the attack and spend the Actions
We can see from the chart that using a single required to defend.
bump a hit to area 1 could be moved to area 2, but not
to area 3 or 4. As we saw above, the arms are not If the defending character wants to use his
considered adjacent areas to the head. The legs are hand-to-hand skill to defend himself, he must spend a
considered adjacent to each other and each leg is also single Action. This entitles that character to make a
considered adjacent to the torso. So a hit to area 6 Defense roll against a single attack.
may be bumped to area 2 or area 5. A hit to the torso, A defending character may also use archaic or
area 2, may be bumped to any other body area. modern hand weapons to defend themselves against a
You can not Bump the hit locations of attacks hand-to-hand attack. Also using an Archaic or
that are not directly aimed. This includes attacks Modern hand weapon to defend may require more
made with grenades, indirect fire weapons, than one Action, depending on the weapon used. If
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the character successfully defends against a hand-to- damage and hit location. If the defender did not
hand attack using an archaic or modern hand weapon spend an Action to defend, he automatically struck by
the attacker automatically takes damage if the any successful attack. The attacker then rolls for
Defender wishes. Punching at someone with a sword damage and hit location.
in their hand is never a wise idea. Why would a defender not spend an Action to
Lastly, a character may also opt to Active defend themselves? There are a couple reasons. The
Dodge if they have the Actions available. Characters first is the defender may be simply be out of Actions
who are dodging, do not make a defense roll. Instead to spend on defense. The second reason is that the
a penalty is applied to the attackers hand-to-hand roll defender may want to save their Actions to attack in
equal to half the dodging characters Agility. the Combat Round, or to defend later in the Combat
Round. If there are opponents in hand-to-hand range,
There are three basic ways a character can its always wise to hold a few Actions back, even
defend themselves from attack. after you are finished with your attack, just in case
1) Using hand-to-hand skill. you need to defend yourself from an attacker with a
a. Uses 1 Action higher Initiative.
b. Allows defender to make a
Defense Roll against a single Hand-to-Hand Summary
attack. 1. Attacker: Select an attack from the Action list.
2) Using an Archaic or modern hand weapon 2. Attacker: Spend the appropriate number of
(or impromptu weapon/shield) Actions to make the attack.
a. Number of Actions spent varies 3. Defender: Decide whether to spend Actions to
with weapon defend, and select how to defend.
b. Allows defender to make a a. Choose between:
Defense Roll against a single i. Hand-to-Hand skill
attack. ii. Archaic or modern hand
3) Dodging. weapon (if one is in hand).
a. Uses HALF of the characters total iii. Actively Dodging
Action. 4. Attacker: Make a hand-to-hand attack roll.
b. Imparts a penalty to the attack a. Success indicates you will hit your
equal to one quarter of the target unless the attack is blocked
defenders Agility to all attacks b. Failure indicates you missed
made against the dodging character i. If the defender spent any
that Combat Round. Actions to defend they is lost.
5. Defender: If you spent Actions to defend,
Unarmed Hand-to-Hand Combat: Resolving the make a Defense Roll.
attack a. Success indicates the attack is
After the defender states whether is he successfully blocked.
defending or not, the attacker then makes his attack b. Failure indicates the attack was not
roll, using his hand-to-hand skill. Any Combat blocked.
Modifiers that are applicable should be applied to the
roll (GM Discretion). If the defender chose to dodge Example: From our prior initiative example,
it should be applied as a penalty to the attack roll at Erin the Eridanis Initiative is 13. Harry the Humans
this point. If the attack roll fails the attack has Initiative is a 5. Both have a Hand-to-Hand skill of 8
missed. If the defender spent any Actions to defend, levels. Harrys Agility of 70 would normally get him
those Actions are lost. The defender essentially swats 2 Actions, so hes better off using his 8 levels of
at blow that was never going to make contact. Hand-to-Hand skill, which would give him 4 Actions
If the attack succeeds, the defender may now in the Combat Round. Erins Agility would yield 4
make his Defense Roll, using the appropriate skill, if Actions per combat round, so that character would
they spent Actions to defend. If the defender fails his receive 4 Actions per Combat Round whether they
Defense Roll check, the successful attack breaches his based it off their Agility or their skill level. In this
defenses and he or she is struck. The attacker rolls for
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case, both Erin and Harry have 4 Actions to spend in becomes HALF and half becomes 1 Action. A hand
each Combat Round. weapon with the Large designation that requires
As we determined in the last example, Harry ALL actions would only require HALF Actions in the
goes first. Erin decides to hold half of her Actions for hands of a Pythonian. The number of Actions
defense. Harry uses all 4 Actions for attack. Erin required to use a hand weapon may never be reduced
must state which of Harrys attacks she will attempt to less than one (1) Action in this manner.
to block, before Harry attacks. Erin declares she will
block Harrys first and third attack. Archaic and modern hand weapons: Defending
Harry attacks and misses with his third attack, Before the attacker rolls his dice the defender
but hit with the first, second, and fourth. Erin rolls must choose whether he will spend Actions to attempt
and successfully blocks the first attack. Since Harrys to protect himself from the attack. As with hand-to-
third attack missed, Erins blocking action was hand attacks there are three options for defending
wasted. She can not apply the block to a different oneself from an Archaic or Modern Hand Weapon
attack, and as a result gets struck by Harrys second, attack.
successful and unblocked, attack.
1) Using their hand-to-hand skill.
Unarmed HTH Damage a. Uses 1 Action
In Unarmed HTH damage is assumed to be b. Allows defender to make a
Temporary damage. A characters Damage Defense Roll against a singe
Adjustment, from high or low Strength, is applied to attack.
their hand-to-hand damage. Certain species, usually 2) Using an Archaic or modern hand
those equipped with claws and large teeth, can opt to weapon (or impromptu hand
do real damage in hand-to-hand attacks should they weapon/shield)
so choose. Pythonians and Cizeracks can choose to a. Number of Actions spent varies
do real damage in hand-to-hand attacks, but they may with weapon
do temporary damage instead if they wish. b. Allows defender to make a
Defense Roll against a single
Optional Techniques attack.
Playtest Note: More to come later 3) Dodging.
a. Uses HALF of the characters
ARMED HAND-TO-HAND COMBAT: HAND total Action.
WEAPONS b. Imparts a penalty to the attack
equal to one quarter of the
Archaic and modern hand weapons: Attacking defenders Agility to all attacks
Attacking with a plasma sword or a combat made against the dodging
knife is treated identically to unarmed hand-to-hand character that Combat Round.
combat. Though there are two differences. Firstly,
unlike hand-to-hand attacks, many hand weapons may If the defending character wants to use his
extend your reach beyond Range Bracket 1. So the hand-to-hand skill to defend himself, he must spend a
first step is to determine if your target is in a Range single Action. Defending against an archaic or
Bracket your weapon can reach. modern hand weapon using only your hands is ill
Secondly, some larger and heavier Archaic advised unless you are wearing armor. A defending
and Modern Hand Weapons require the character to character may also their own archaic or modern hand
spend more than one Action in order to attack (or weapons to defend themselves. Also recall that you
defend). To make an attack with an Archaic or must spend the normal number of Actions required to
Modern Hand Weapon, the character spends the attack with the Archaic or Modern hand weapon you
appropriate number of Actions for that weapon to wield in order to defend with it. Lastly, a character
make an attack. may also opt to Active Dodge if they have the
Note: Pythonians with their X2 Strength Actions available. Characters who are dodging, do
multiplier reduce the number of Actions required to not make a defense roll. Instead a penalty is applied
attack with a Large weapon by one level. ALL
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to the attackers hand-to-hand roll equal to quarter Erin is blocking the same number of attacks that
the dodging characters Agility. Harry is making, there is no need to declare which
attacks she wants to block.
Archaic and modern hand weapons: Resolving the Harry rolls and hits with both attacks. Erin
Attack using her 2 Actions blocks both attacks. Now, Erin
After the defender states whether is he can attack with her 2 remaining Actions during her
defending or not, the attacker then makes their attack initiative.
roll, using their archaic or modern hand weapon skill.
Any Combat Modifiers that are applicable should be Hand weapon attack Summary
applied to the roll (GM Discretion). If the defender is 1. Attacker: Spend the appropriate number of
dodging, that penalty is applied to the attackers roll Actions to make the attack with your archaic
now. If the attack roll fails the attack has missed. If or modern hand weapon.
the defender spent any Actions to defend, those 2. Defender: Decide whether to spend Actions to
Actions are lost. The defender essentially attempts to defend, and select how to defend.
parry a weapon that was never going to make contact. a. Choose between:
If the attack succeeds, the defender may now i. Hand-to-Hand skill
make his Defense Roll, using the appropriate skill, if ii. Archaic or modern hand
he spent Actions to defend. If the defender fails his weapon (if one is in hand).
Defense Roll check, the successful attack breaches his iii. Actively Dodging
defenses and he or she is struck. The attacker rolls for 3. Attacker: Make an attack roll using the
damage and hit location. If the defender did not appropriate skill, archaic hand weapon or
spend an Action to defend, he automatically struck by modern hand weapon.
any successful attack. The attacker then rolls for a. Success indicates you will hit your
damage and hit location. target unless the attack is blocked
b. Failure indicates you missed
Example: From the prior hand-to-hand i. If the defender spent any
combat example, Erin the Eridani and Harry the Actions to defend they is lost.
Human have decided to escalate to combat with hand 4. Defender: If you spent Actions to defend,
weapons. Erins Initiative is still 13. Harry still has a make a Defense Roll.
5. Both have 3 levels of Hand Weapon skill. Recall a. Success indicates the attack is
that Harrys Agility would give him 2 Actions per successfully blocked.
Combat Round, and Erins would give her 4 Actions b. Failure indicates the attack was not
per Combat Round. Normally, 2 levels of Hand blocked.
Weapon skill would only yield 2 Actions per Combat
Round, so you might think that Erin will get 4 MORE CRUNCH RULE: Opposed Skill Checks
Actions with her higher Agility, where Harry would with hand-to-hand attacks and hand weapons
be stuck with only 2. This is not the case. Recall, that
when determining the number of Actions a character My Eridani character is far more skilled with a
receives they use their highest combat skill or their sword, than the mercenary scum hes hacking apart.
Agility. Since Harry has 8 levels of hand-to-hand skill Just because he succeeds making a check to block
he can always use that to determine his number of sword attack, wouldnt my characters years of
actions, even if hes utilizing a different combat skill training allow him to bypass such an crude and
at the moment to attack. amateurish attempt at blocking my swing?
Harry decides to attack with his 4 actions,
however he is using a two-handed sword, which cost If youd like to opt for more realism you can
lists the Action Requirement as HALF. This means treat each blocking attempt as an Opposed skill check.
each attack with the sword will cost Harry half of his In an opposed skill check the character with the
Actions. As a result, Harry can only attack twice with largest margin of success is the winner. Your margin
the sword. Erin gets 4 actions, and she will use half of success for a hand-to-hand skill check, would be
for defense. Erin also has a sword, but hers is smaller determined just like any other skill check. Take your
and lighter and only requires 1 Action per use. Since Percentage Chance for Success (%) modified by any
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modifiers, and then subtract your die roll. However, ARMED HAND-TO-HAND COMBAT: RANGED
with a hand weapon you must add the accuracy of the COMBAT
weapon to the Percentage Chance of Success, along
with any other modifiers, before subtracting the Ranged Combat: Semi-Automatic Fire (Semi-
amount you rolled. auto)
Normally we round your roll to the nearest When firing a weapon in semi-automatic
tens digit before determining the margin of success, to mode (aka semi-auto), each time you pull the trigger
keep the math easier. However, with hand-to-hand the weapon fires once. You must release the trigger
and hand weapons skill checks there is another and then pull the trigger again to make the weapon
option. On the character sheet your hand-to-hand fire another shot. The advantage of semi-auto fire is
skill and your hand weapon skills have a spot for you that you can aim each shot for a specific target, by
to list what your Percentage Chance for Success (plus making a called shot. In addition, there are many
accuracy for hand weapons) with each of the standard weapons that simply dont fire in fully-automatic
modifiers (Easy, Difficult, Challenging, Near mode.
Impossible) applied. This is so you dont have to Making an attack with a semi-automatic
calculate these modifiers during game play. weapon costs one (1) Action. The first step is to
determine if your target is in a Range Bracket your
Hand Skill RB
% % + ACC + Mod weapon can reach. If the target is in a Range Bracket
+ your weapon can reach, spend an Action, and make a
Weapons % 1
ACC Easy Difficult Challenging Imp.
skill roll with the appropriate weapon skill. Be sure
Plasma
Sword
to apply any Combat Modifiers (cover, concealment,
65 45 110 140 50 35 10
size class modifiers, actively dodging, etc) that would
affect the roll (GM Discretion). Targets can not block
However, another advantage is when
your ranged fire attacks, though they may attempt to
determining your Margin of Success you can simply
make themselves more difficult to hit by actively
compare your die roll to see of the standard modifiers
dodging. This applies a Combat Modifier to your
it is lower than and give that modifier as your result.
attack roll equal to one-quarter of the targets Agility.
For example, if your rolled a 37 while using the
If your attack is successful you roll for hit
plasma sword shown in the above table, you can see
location using the Hit Location chart and apply the
that you would have a check with an Easy or Difficult
appropriate damage, as determined by your weapon.
modifier, but not a check with the Challenging
If your target is wearing armor, the damage may be
Modifier. As a result, when doing an opposed check,
reduced. You may make multiple attacks with a semi-
you could just declare I made a Difficult check. If
auto weapon in a single Combat Round if you have
the other character didnt make only made their check
the Actions available.
with an Easy modifier, then you beat them. If they
made their check with a Challenging or Impossible
Ranged Combat: Fully-Automatic Fire against a
modifier, they beat you. If you both made your checks
Single Target (Full Auto vs. 1 Target)
with a Difficult modifier, then you may have to
With fully automatic fire, each time you pull
compare the actual margin of success to determine the
and hold the trigger back the weapon continues to fire
victor.
until the trigger is released or it runs out of
ammunition/power. The rate at which the weapon
Using improvised weapons
fires is typically set at the factory, and referred to as
An improvised weapon is an object that is
the weapons rate-of-fire, which is abbreviated as
dangerous, but not intended to be a weapon. The
ROF. The weapons ROF is the number of attacks it
classic example is a lead pipe. An improvised weapon
can make in a single second when firing in a fully-
has the same stats as the nearest equivalent weapon, a
automatic mode. Each time you fire a Weapon on
club in the case of a lead pipe, but the Accuracy in
fully automatic it takes HALF your total Actions. As
each Range Bracket is reduced by 10.
a result, you may make up to two attacks with a fully
automatic weapon each Combat Round if you have
the all your actions available.

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To make a ranged combat attack with a Those results that are larger than a six (6) are
weapon set to fully automatic (full auto) mode first considered misses.
determine if your target is in a Range Bracket your Typically this is a d8 or d10, though
weapon can reach. If the target is in a Range Bracket sometimes a d12 is used as the ROF-D. The larger
your weapon can reach, spend half your Actions, and the full-auto die, the more weapon jumps and kicks
make a skill roll with the appropriate weapon skill. Be during fully automatic fire, and the more likely youll
sure to apply any Combat Modifiers (cover, miss your target when firing on fully automatic.
concealment, size class modifiers, etc) that would </SIDEBAR>
affect the roll (GM Discretion). Recall that targets
can not block your ranged fire attacks, though they Each ROF Die that rolls the same hit location
may attempt to make themselves more difficult to hit as the initial hit location is a hit. Each ROF Die
by actively dodging. This applies a Combat Modifier location adjacent to the initial hit location is also a
to your attack roll equal to one-quarter of the targets hit, striking the target in the location rolled. Any shot
Agility. that does not hit the initial location or a location
If the attack is successful, roll for initial hit adjacent location to it is a miss.
location using a d6. This initial attack uses up 1 shot Any result on a ROF Die that is a 7 or higher
from your weapons rate-of-fire (ROF). is a miss. It is important to remember, particularly in
Next determine the listed ROF Die (ROF-D) urban environments, that those missed shots continue
type for that weapon. The ROF die for the weapon past the target out to their maximum range, or until
will be listed next to its ROF value. ROF DIE are they strike something dense enough to stop them.
typically a d8 or d10, though not always. Next roll a Once you determine where initial shot landed
number of ROF Die equal to the weapons listed ROF and which follow-up shots hit the same or adjacent
minus 1. Youve already hit with your first shot so we locations go ahead and determine the amount of
subtract one from the total ROF to determine the damage each shot did to the location it struck.
number of Following Shots in the full auto barrage.
Bumping Shots on Full Auto
<SIDEBAR> There are some additional Bumping rules
Tracking Hit Locations when dealing with fully automatic fire. You may
We suggest leaving a d6 on the table, with the NOT bump the first shot in a full auto attack, which
number on the top of the die corresponding to the hit determines the initial hit location. Only the Following
location for the initial hit. That way you are less Shots may be bumped. Recall that Following Shots
likely to forget your initial hit when tallying up are all shots fired in a full auto attack, after the first
Following Shots (see below). shot (aka the Initial hit). If you bump a Following
Make sure you leave the dice your rolled for Shot to the initial hit location or a location
your Following Shots on the table so you know which adjacent to the initial hit location, those shots
locations were rolled, even if they were misses. This become hits.
allows you to compare them to the number rolled for You may make a Called Shot ONLY on the
the Initial Hit Location. In addition, you may be able first shot in a full auto attack. You can not make a
to bump these rolls to the initial hit location or Called Shot with Following Shots.
locations adjacent to the initial hit location, making With fully automatic fire you can get results
them hits. that are off-the-body entirely if you roll a 7 or higher,
</SIDEBAR> which are missed shots. These shots can also be
bumped. Again, if you bump any of these off-the-
<SIDEBAR> body shots to the initial hit location or a location
The ROF Die (ROF-D) adjacent to the initial hit location, those shots
The ROF die replaces the standard hit location become hits.
die (d6) when rolling for the hit locations for For attack locations that are 8 or higher, those
Following Shots in a full auto attack. Because the shots must be bumped in numerical order until you
ROF die is usually larger than a d6 you can roll get a 7. A 7 can be bumped to either leg, which
numbers that dont correspond to body locations. correspond to Body Areas 5 and 6. If we forced
everyone to bump 7 to 6 only, there would be a lot of
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Battlelords running around with extra Absorption in your first target and last target must be assigned at
only their right leg. least 1 shot from your ROF. You can not skip targets
This means if you roll a 9 for a hit location in between your first and last target, which makes
you must spend one bump to move it 8, a second Spray fire contraindicated when there are friendly
bump to move it to 7, and a third bump to move it to forces or civilians in the mix. You must assign at
6. Once you get the shot to location 6 you can least 1 of your ROF to any friendly target between
attempt to move it to location adjacent to the initial enemy targets in a Spray fire attack.
hit location or the initial hit location itself, such as hit
location 5 or 2.

The other caveat to dividing your ROF up is


Ranged Combat: Fully-Automatic Fire against that that you lose 1 ROF for every meter between
Multiple Targets (Full Auto - Spray) your targets. This means, if your characters weapon
One advantage of fully automatic weapons is has a ROF of 6 and you want to shoot 2 targets that
that you can hold down the trigger and move the are standing 2 meters apart, you will only have 4 ROF
weapon laterally to spray bullets across an area to left to divide between them. The ROF does not have
strike multiple targets and everything in between. to be evenly divided between the targets. You could
This is a lot like swinging a garden hose from side to assign 1 ROF to the first target and 3 ROF to the
side to cover a wider area with the spray, only a lot second target. Again, it is important to remember that
more deadly. This type of shooting can also be used those lost shots that fall between the targets go
as suppression fire, which encourages enemies to somewhere. Your GM will make sure to let you
keep their heads down or risk being shot if they come know, usually with sadistic glee, when youre putting
out from behind cover to try and counter-attack. The holes in something or someone important behind your
other advantage of Spray fire is there is no penalty for targets.
changing targets. Anyone caught in the spray of Once you determine how youre going to
bullets is fair game. divide up your ROF between your targets you need to
shoot at them. You must make a successful Skill
Check with the appropriate weapon skill to hit each
target. Each target may have its own Combat
Modifiers this is why you make a Skill Check for
each target. That Size Class 1 Mutzachan hiding
behind cover is going to be a lot more difficult to hit
than that Size Class 8 Ram Python who is oblivious to
your attack and picking his nose. Your GM will let
you know what modifiers to apply to each roll.
If you hit a target, start with the first target
stuck and roll a d6 to determine initial hit location.
To fire at multiple targets using Full Auto the You may not bump this location. Then roll the
shooter must divide up the ROF of the weapon appropriate ROF Die for the remaining ROF you
between the targets before firing. The shooter can allocated to that target. Rolls that strike the initial
divide up their ROF however they wish, and there is location or locations adjacent to it are considered to
no requirement to divide the ROF evenly between hit those areas. All other rolls are misses. Again, these
targets. However, each target between and including Following Shot location rolls can be bumped as
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described above. Apply damage for each hit. Then
repeat this process for each additional target you INTERVENING LOCATION DIAGRAM
successfully attacked. (For Optional Connect-the-Dots Full Auto)

MORE CRUNCH RULE: Optional Hit Location


Determination for Full-Auto Spread Fire
(Connect-the-Dots)
Typically when your doing spray fire your
sweeping your weapon across the target, which means
if you drew a line between the first shot that hit the
target and the last shot that hit the target you would
get a roughly straight line. Under the optional rule, if
you allocate more than three shots of your ROF to
any one target you determine the hit locations as Example: Ronnie the Ram Python is using a
follows: chain gun on Phil the Phentari that just ate his space
hamster. Ronnie wants to cut him in half with the
Step 1: Roll a d6 for the first hit location. This chain gun, and fires it on full auto. Editors Note:
location may not be bumped. Chain guns and machine guns can only be fired on
full auto. Ronnie hits, and rolls a d6 for the 1st
Step 2: Roll the ROF Die for the last location. location and gets the chest (location 2). For the
This location may be bumped using the standard following hits, he rolls the ROF-D (d10) to determine
bumping rules. his hit locations. Ronnies next roll is a 7. Ronnie has
10 levels of Projectile Weapon so he can bump the
Step 2a: If the last location roll indicates a miss, location by 2. Ronnie bumps that shot from a 7 to a
the third roll (if a hit) will indicate the last hit 5, which is the right leg. This is where the last shot in
location. If the third shot misses, then the fourth the barrage will hit.
will indicate the last hit location. Keep repeating Ronnie rolls his remaining four shots as
the process until you get a hit or run of out shots locations 4, 1, 12, and 3. Ronnie has hit with 3 out of
allocated to that target. All shots in this step may the four shots. The 12 can only be bumped to 10,
be bumped. If you do not get a hit location for which is still a miss. The remaining 3 shots must be
the last hit or if only two shots hit stop there bumped to the chest or right leg to count as hits,
and apply damage for the shots that hit. because there are no locations between the chest and
leg, so only hits to those areas count using the
Step 3: Next roll all remaining ROF-Die for shots alternate rules.
which have not already had their hit location Ronnie decides that since he cannot cut the
determined for this target. These hit locations Phil in half, he will make a big hole in his chest
may be bumped per normal rules. Any shot that instead. He bumps the 4, 1, and 3 to the chest (area 2).
hits the first and last location hits those locations. The hit to the 12 remains a miss. So, 4 shots hit the
Any shot that hits an intervening location (see Phentari in the chest, and one shot goes to the right
diagram below) is also a hit to that intervening leg.
location. If the first shot is to the Torso, only
the first hit location (Torso) and last hit Suppression Fire
location are struck. If youre trying to get your enemies to keep
their heads down, the process is the same as when
doing Full Auto Spread fire detailed above. Your
GM will tell you how wide (in meters) the area is that
youre trying to cover. Next divide the number of
shots you fired into that area in the round by the width
of the area youre trying to cover (round down). So if
you have a ROF of 5 or if your fired 5 shots with a
semi-automatic weapon and an area that is 2 meters
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wide, you would divide 5 by 2 for a result of 2.5. We location adjacent to the initial hit location is also a
always round down, so we get end up with 2. Lastly, hit, striking the target in the location rolled. Any shot
multiply your result by 10 to get the percentage that does not hit the initial location or a location
chance for an enemy to be struck by the Suppression adjacent location to it is a miss. Any result on a ROF
fire. In our example we multiply 2 by 10 and end up Die that is a 7 or higher is a miss. Shots may be
with 20%. bumped in an identical manner as with Full Auto fire.
Any enemy who comes into the area covered
by Suppression Fire has a 20% to be struck by a your <Sidebar>
suppression fire. If they are struck, roll a number of ROF Die Rules for Full Auto & Burst
d12s equal to the number of shots fired into the area. At RB 7 & RB 8 increase the size of the ROF
Any roll that is a 7 or higher is a miss. Any roll that by one increment to a maximum of d12. For example,
is 6 or lower hits the rolled location unless it is behind a d6 would become a d8, a d8 would become a d10,
cover sufficient to stop the attack. These shots may and a d10 would become a d12.
NOT be bumped. </Sidebar>

Ranged Combat: Burst Fire (Burst) MORE CRUNCH RULE: Optional Bumping
When set to burst mode, each time you pull Rules
the trigger the weapon fires a specific number of If you are in RB 1 you get an additional bump
shots, called a burst, and then ceases firing when that per shot.
number of shots has been fired. You must release the If you are using a Beam weapon you get one
trigger and pull it again to make the weapon fire additional bump per shot, due to the total lack
again. The number of shots in a burst is set at the of recoil.
factory by the weapons manufacturer. Typically
weapons burst fire two, three, or four times with each Defending Against Ranged Combat Attacks
pull of the trigger. If your skill check is successful you have hit
To make a ranged combat attack with a the target. Unlike hand-to-hand attacks and archaic
weapon in burst mode first determine if your target is and modern hand weapon attacks you can not block,
in a Range Bracket your weapon can reach. If the parry, or defend against a ranged combat attack.
target is in a Range Bracket your weapon can reach, Your best bet is to have armor and/or a flux shield to
spend one (1) Action, and make a skill roll with the protect you. There is one exception. Targets of
appropriate weapon skill. Be sure to apply any ranged combat attacks may attempt to Actively
Combat Modifiers (cover, concealment, size class Dodge if they are aware of the attack, which basically
modifiers, etc) that would affect the roll (GM entails running around in an erratic manner hoping
Discretion). Recall that targets can not block your you dont get shot. Its not terribly effective, unless
ranged fire attacks, though they may attempt to make youre a Cizerack or Fott who are inhumanly fast and
themselves more difficult to hit by actively dodging. agile.
This applies a Combat Modifier to your attack roll
equal to one-quarter of the targets Agility. Example: Harry the Human has received a
If the attack is successful, roll for initial hit critical hit from Erin in the last exchange. Harry
location using a d6. This initial attack uses up 1 shot displaces a good distance away from Erin while
from your weapons Burst rate-of-fire (ROF). pulling out his laser pistol. Lets assume Harrys
Next determine the listed ROF Die (ROF-D) Initiative is still has a 5, and Erins is still 12, so
type for that weapon. The ROF die for the weapon Harry goes first. Harry has 5 levels of Beam weapon
will be listed next to its ROF value. ROF DIE are skill, and 4 Actions (based on his highest combat
typically a d8 or d10, though not always. Next roll a skill). Harry is in Range Bracket 2. Erin the Eridani
number of ROF Die equal to the weapons listed cannot block a ranged combat attack, so her best bet it
Burst ROF minus 1. Youve already hit with your first to spend her Actions either actively dodging or
shot so we subtract one from the total ROF to running for cover.
determine the number of Following Shots in the burst.
Each ROF Die that rolls the same hit location
as the initial hit location is a hit. Each ROF Die
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Multiple Weapons
Characters may use two weapons COMBAT MODIFIERS
Aimed Shot (per Round spent aiming, Max +15) +05
simultaneously if they wish. Characters must divide Braced Shot +10
their actions, as they desire, between the two Cover 25% -10
weapons. Two characters suffer a negative modifier 50% -20
75% -30
to hit with both weapons. Four armed characters 90% -35
only suffer a negative to modifier if they opt to use Concealment 25% -5
50% -10
more than two weapons. This rule applies whether the 75% -15
character is engaged in ranged combat or combat with 90% -20
Firing 2-handed weapon with one hand -25
a hand weapon. Snap Shot (Cumulative) -40
Phentari have brains and eyes that allow them Jog (MOV in meters) -40
to operate each side of their body independently of Switch targets (in turn) -40
Surprised -40
the other side. Phentari suffer no modifiers for using Target Prone (Beyond RB 1) +30
two weapons simultaneously, and only a -25 modifier Target Prone (RB 1) -20
Target Dodging targets AGL
for the third and fourth weapon. Target unmoving or completely still +10
Relative Speed (m/sec)*
01-10 0
Two Armed Species 11-20 Lose 1 Bump -10
First Second 21-30 Lose 1 Bump -20
Weapon Weapon 31-40 Lose 2 Bump -30
41-50 Lose 2 Bumps -40
-25 -50 51-100 Lose 3 Bumps -50
101-200 Lose 3 Bumps -60
201-500 Lose 4 Bumps -70
Four Armed Species 501-1,000 Lose 4 Bumps -80
First Second 1,001-2,000 Lose all Bumps -90
2,001-5,000 Lose all Bumps -100
Weapon Weapon Weather/Environmental Conditions
-25 -25 Lighting Dusk/Dawn -10
Third Fourth Dark Night -30
Total Darkness/Blind -90
Weapon Weapon Rain Light -5
-50 -50 Moderate -15
Downpour/Monsoon -25
Smoke/Fog Light -15
Thick -30
Wind Breezy -15
Windy -30
Hurricane/Tornado -90
Target Silhouetted +10
Target Size
Size Class 1 -15
Size Class 2 -10
Size Class 3 -5
Size Class 4 0
Size Class 5 +5
Size Class 6 +10
Size Class 7 +15
Size Class 8 +20
Size Class 9 +25
Size Class 10 +30
Called Shots
Arm -50
Torso -20
Eye -95
Foot -60
Groin -75
Hand -60
Head -50
Leg -20
Throat -75
Tail -30
Weapon (Rifle) -50
Weapon (Pistol) -70
Backpack/Missile Rack (From side) -50
Backpack/Missile Rack (From rear) -20
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Combat Modifier Descriptions difficulty level one lower because of their X2
Playtest Notes: Well put in the descriptions later to Strength Multiplier.
save space in the playtest PDF, but we think most of
these are pretty self-explanatory. Check
Distance Difficulty Notes
TEMPORARY DAMAGE Less than We recommend you
A character has a number of Temporary Body 5m Easy (+25) throw it a lot farther.
Points (Temp BP) equal to their normal BP. Only Aim farther rather
Temporary (Temp) damage reduces a characters 6-35m Average (0) than closer
Temp BP. Temp damage is caused by non-lethal Best left to
weaponry. When a characters Temp BP reaches zero 35-65m Difficult (-50) professional pitchers
from taking Temp damage the character is knocked Probably should let
senseless for 1d4 Combat Rounds, and unable to take Challenging (- the Pythonian throw
any actions. If the characters Temp BP is 0 and they 66-100m 75) it.
continue to take Temp damage the damage is treated Nearly Definitely should let
as Real damage. Impossible (- the Pythonian throw
101m + 100) it.
CRITICAL HITS
A roll of 01 on an attack automatically hits, LESS CRUNCH RULE: Optional Grenade
unless the opponent is able to make a Defense roll Modifiers
and also rolls an 01. If you rolled an 01 when making If youd rather not consult the above chart, simply
an attack that causes damage, do not roll for damage. apply a 1% difficulty for every one (1) meter you try
Instead apply the maximum damage the attack is and lob the grenade.
capable of inflicting to the target. If you rolled an 01
when making an attack that requires the target to If you succeed at making your Throwing
make an ECR roll, the penalty for the roll is doubled. check your grenade lands within 2m of your target. If
you fail your Throwing check, roll a d12. The
MALFUNCTIONS resulting number indicates the clockwise direction the
Every weapon, and some equipment, has a grenade went relative to the intended target. Assume
Malfunction Number (MN) listed in its stats. When the thrower is standing on a clock, facing the 12. A 6
attacking with your weapon, if your attack roll is directly in behind of the thrower, while a 12 would
exceeds the weapons Malfunction Number stop the be directly in front the thrower. A 3 would be to the
attack immediately and roll d100 on the appropriate throwers right, and a 9 would be to the throwers left.
malfunction table (based on weapon type). To determine how far the grenade went in that
If a weapon or piece of equipment is dropped direction, subtract the die roll from your skill
or struck with sufficient force to damage it (GMs percentage, after the check difficulty was applied. The
discretion), roll d100. If the roll is higher than the resulting number is the distance (in meters) the
devices Malfunction Number roll on the appropriate grenade went in that direction. Even if you fail your
malfunction table. If a piece of equipment does not Throwing check, the grenade may still be close
have a listed Malfunction Number assume it is 100. If enough to damage the intended target. It may also be
the weapon or equipment suffered damage when it in proximity to damage unintended targets.
was dropped or stuck, subtract the damage from the
weapons Malfunction Number before rolling. Example: Ronnie the Ram Python throws a
grenade at a target 100 meters away. Ronnie has a
GRENADES Strength of 150 X2 and 5 levels of Throwing skill so
Throwing a grenade at a target requires the hopefully he can probably throw it that far. At that
character, appropriately enough, make a skill check distance Ronnie would normally receive a -75
using the Throwing skill. The first step in throwing a modifier, but because he has a X2 Strength multiplier
grenade to determine how far you want to throw it. we drop the modifier by one level. As a result,
Consult the chart below to determine the difficulty for Ronnie only gets a -50 modifier.
the skill check. Remember Pythonians will adjust the
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Ronnies Throwing skill percentage is 100%. Grenade Concussion Damage: Anything 2m or
Half of 150 Strength plus 5% per level of Throwing closer to the grenade also suffers the listed concussion
skill, 75 + 25 = 100%. With the -50 modifier and a damage (ignores Threshold) to each Body Area not
100% Throwing skill Percentage, Ronnie has a 50% behind hard cover. Anything beyond 2m but within
chance of success. 5m of the grenade suffers half the listed concussion
Ronnie has 2 grenades. Since throwing a damage (round down) to each Body Area not behind
grenade uses HALF of Ronnies actions, hes limited Hard Cover.
to two a round if has the both in hand. The GM can be
merciful an allow him a FREE Action to move the Hard Cover: If there is hard cover between the
second grenade from his off hand to his dominant Grenade and Body Area, that area does not take
hand though a Manual Dexterity check might be concussion damage and ignores any fragment hits
called for at the GMs discretion. (GM Discretion). Hard Cover is defined as anything
For the first grenade Ronnie rolls a 60. For large enough to hide one or more Body Areas behind
direction, he roles a 12 which is right in front of the that has a THR equal to half the max damage of the
target. Ronnie missed by 10%, which means the attack.
grenade lands 10 meters away from the target. The
target suffers no concussion damage. Since the target Grenade Fragment Damage: If a grenade lands 5m
is within 10 meters of the grenade a d8 to determine or closer to a target roll a d6 for each fragment to
hit location of the 6 fragments this grenade ejects. determine where the target is struck. For each
Optionally the GM may declare that at this range additional 5m the die size increases by one and,
Ronnie only rolls for 5 of the 6 fragments. The 6th is optionally, the number of fragments also decreases by
lost due to range. Hit locations are 1, 8, 4, 3, and 7. one.
The 7 and 8 are misses. The 1, 2, and 4 are hits to For example, if a grenade lands 6-10m from
those areas. These hit locations can not be bumped. the target you would subtract one from the total
For the second throw, Ronnie rolls a 01, number of fragments and roll d8 for the remaining
striking the target right in the face with the grenade. fragments. For 11-15m out from the grenade you
The grenade is assumed to have landed within 2m of would subtract two from the total number of
the target, and since it is a hit there is no need to fragments and roll d10 for the remaining fragments.
determine which direction the grenade deviated from For 16-20m out from the grenade you would subtract
the target or how far. three from the total number of fragments and roll d12
The target would suffer the listed concussion for the remaining fragments. This is summarized on
damage to all body sections not behind hard cover. the table below.
This damage ignores the Threshold Rating of the A roll of 7 or higher is always a miss. You
targets armor. Since the target is within 5 meters of can not Bump a hit location for a grenade
the grenade a d6 to determine hit location of the 6 fragment location. For fragment damage its often
fragments this grenade ejects. Hit locations are 4, 6, faster to use the Average Damage listed for the
4, 5, 4, and 1. These hit locations can not be bumped. grenade rather than rolling damage for each fragment
hit.
Damaging grenades, excluding specialty
grenades, do damage in two ways. Concussion and Fragments Lost
fragments (aka frags) thrown at lethal speed by the Distance Hit Location (Optional, GM
exploding grenade. Grenades will list the number of from Target Die Used* Discretion)
fragments a target is likely to be struck by at 5m. 5m or less 1d6 None
They will also list the concussion damage caused by 5m-10m 1d8 -1 Fragment
the grenade and the fragment damage caused by the 11-15m 1d10 -2 Fragments
grenade. Specialty grenades do damage in a manner 16-20m 1d12 -3 Fragments
other than concussion or fragmentation, and include No Fragment
gas grenades, frost grenades, and acid grenades just to 21m+ Damage All Fragments
name a few.

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* Any hit location roll of 7 or higher is considered a a 55 so he would definitely go Berserk, but because
miss. You can not Bump the hit location of grenade Fredd also rolled low enough to go Suicidal he goes
fragments. Suicidal instead of Berserk. Fredd bellows in rage
and charges directly at the alien horde wielding poor
AGGRESSION CHECKS 101: Berserking, Henry as a club.
Suicidal, and Fleeing in Terror
Whenever a there is a chance a character may Characters who have been exposed to a
panic or fly into a rage the GM may require that they particular situation or opponent before and survived
make an Aggression check. Typical situations where the encounter may lower the difficult of the
a GM may require an Aggression check include: Aggression check by one level. Since most
Being taunted by an opponent Aggression checks are performed with an Average
Sustaining injury (loss of BP or a critical hit) (0%) modifier, lowering the difficulty results in an
Facing what the character would perceive as a Easy (+25) modifier. In addition, character with the
suicidal situation Military Leadership skill may attempt to rally timid
Witnessing something traumatic to the characters, rein in aggressive characters, and talk
character down characters who have panicked or become
Severely frustrated enraged. See the Military Leadership skill for more
Facing down an enemy charge information. Characters with Persuasion may attempt
Other circumstance determined by your Game to reason with aggressive characters to prevent them
Master. from going Berserk or Suicidal. See Persuasion skill.

Characters who fail their Aggression check may So what happens when a character goes
choose to panic, flee, or freeze, and are unable to take Berserk or Suicidal? The enraged character will attack
any actions that dont involve running away or in the most hands on and direct manner available,
gibbering like an idiot. without thought of injury or death. There is no
Character who have very high Aggression thought or cleverness involved. Typically this means
scores may react in the opposite way to something bashing something repeatedly with a melee weapon,
that frightens, harms, angers, or frustrates them. They but the character will use whatever they have in hand.
rush headlong towards the source of the agitation The effects of going Berserk or Suicidal are listed
(berserk), sometimes with no regard for their own below.
safety (suicidal). When making an Aggression check
if a character succeeds in making the check with Effects of going Berserk or Suicidal
Challenging (-75) modifier they go Berserk. When If an opponent incited the character's rage, the
making an Aggression check if a character succeeds enraged character will attack that opponent
in making the check with Near Impossible (-100) first.
modifier they become enraged to the point of being If the offending opponent is unreachable, the
Suicidal, in their disregard of danger instead of going character will attack the nearest target, friend
berserk. Suicidal always trumps Berserk. or foe.
Characters will attack a target until it is dead
Example: Henry the Mutzachan has an or unconscious, but may attack other
Aggression score of 35. Fredd the Ram has an characters that come into their field of vision
Aggression score of 130. Henry and Fredd are facing if they are in reach of the weapons the
down a charging horde of hostile aliens the GM character has in hand. If there is only a single
decides that they need to make an Aggression check. available target the character will attack it
Henry rolls a 65. Because thats above his until it is dead or destroyed.
Aggression score of 35, Henry fails his check and Berserk and Suicidal characters attack with
Henrys player decides thats going to babble whatever they have in hand at the time they
incoherently about their chances for survival. Fredd become enraged.
rolls a 15. Fredds chance to go berserk is 55% (130 Actions:
AGG 75 = 55). Fredds chance to go suicidal is The characters number of Actions
30% (130 AGG - 100 = 30). Fredd rolled lower than increases one level. 1/2 becomes 2/4,
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2/4 becomes 3/6, 3/6 becomes 4/8, and
4/8 becomes 5/10. How Long Does Berserk Last?
Hand Weapons: Once someone has gone Berserk they will not
If using a hand weapon or fighting stop until they are unconscious or dead. If there are no
empty handed, the characters Damage living targets left to attack the character will continue
Adjustment is doubled. to pummel the lifeless corpse. Characters will not
Ranged Weapons: listen to reason or logic, and probably wont even
Berserk and Suicidal using a ranged hear most attempts at communication with them.
weapon will fire it as fast is possible, If there was a single source of agitation that
with no regards for ammunition or drove the character into a Berserk or Suicidal state
power consumption. and the character kills or destroys it, they may make
If the character has a weapon capable an INT to realize this. Success indicates the character
of fully automatic fire they will understands they have vanquished the target of their
attempt to hose down as many targets range and they character will calm down in 1d4
as possible (Full Auto Spread fire) Combat Rounds.
until they are out of ammo. Characters who are Berserk or Suicidal can be
Matrices: talked down by characters using the Military
Berserk and Suicidal that have Leadership skill if the Berserk or Suicidal character is
matrices will only use those that or was in the military. The ingrained training to
directly damage opponents and can be follow orders of superior officer is strong.
generated in a full action or less. Each round the Character is Berserk or
Skill Checks: Suicidal, they must make a Constitution check.
Skill checks, other than physical skills Failure indicates has exhausted themselves. They
or combat skills are usually not continue to attack but their number of Actions is
possible (GM Discretion), though reduced by one level (4/8 becomes 3/6, 3/6 becomes
repeatedly driving a vehicle back and 2/4, and 2/4 becomes 1/2 etc.) to a minimum of and
forth over an enemy is not unheard of. any Damage Adjustment is reduced by half.
Fighting past zero Body Points: When a
Character goes Berserk or Suicidal roll a d6. MATRIX COMBAT
The character remain conscious and continue Generally speaking there are two types of
to fight into negative Body Points, until they matrices. Those that require HALF or ALL of the
reach the value rolled on the d6. So if you characters Actions and can be used in combat, and
rolled a 5, Berserk or Suicidal will fight until those that take significantly longer to generate and are
they reach -5 Body Points. typically not suitable for combat. To utilize a matrix
that can be generated using ALL Actions or less
The following effects apply to characters who are simply spend the required number of Actions during
Suicidal, and are in addition to the above-listed your initiative, and apply the matrixs effects.
effects. If there are any contradictions the effects
listed below always trump the effects listed above for ENVIRONMENTAL CONDITION
Suicidal characters. RESISTANCE ROLLS (ECR):
Statistics tell us a lot about a particular
Effects of going Suicidal species. We know Ram Pythons are stronger than
Characters who are Suicidal are incapable of humans. We know Cizeracks are more agile than Ram
blocking attacks or dodging. Pythons. We can tell that Mutzachans are very smart.
Characters who are Suicidal are incapable of What they dont tell us is how each of the unique
switching, reloading, or drawing weapons. species fares in certain environments or when dealing
They will attack with whatever they have in with specific conditions that goes beyond physical
hand. If its a ranged weapon that runs out of injury.
ammo, they will use it as club. If they have no Environmental Condition Resistance (ECR)
weapon in hand they will attack empty values determine a species resistance or vulnerability
handed. to specified environments or conditions. Do
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Pythonians like cold? No, they dont. Are ECR of that type. In addition, the creature or armor is
Mutzachans easily harmed by electrical shock? No, also immune to weapon attacks that may or may not
they arent. allow an ECR, but do damage through a mechanism
If you are wearing armor when struck by an that would be covered by that ECR type.
attack that requires an ECR, you may always For example, this means a character with a COLD
substitute your Armors ECR for the characters ECR of I would suffer no damage from frost
identical ECR, unless specifically stated otherwise. weaponry. Nor would it have to make a COLD ECR
You have to substitute the same ECR. You could not, anytime an environmental condition would require
for example, substitute your armors ELE ECR for other characters to make a COLD ECR say from
your characters BIO SMR. You could, however, being trapped naked on the arctic tundra. Similarly a
substitute your armors ELE ECR for your characters creature with a FIRE ECR of I could gleefully stand
ELE ECR. in hot lava all day long and never have to make a
For example, your character has an ELE ECR FIRE ECR check. Nor would it take any damage from
of 50. Your character is currently wearing armor with flamethrowers, juicers, beam weaponry, and plasma-
its own ELE ECR of 75. If youre hit a weapon that based attacks.
requires you to make an ELE ECR check, while
wearing your armor, you would have to roll under 75 ECR EFFECT NOTATION
to succeed - assuming there was no penalty to the When an attack calls for an ECR check, we
check. use a short hand notation to describe the check. ECR
What happens if your character fails an ECR Effect notations will list the three-letter abbreviation
check while wearing armor? For the vast majority of for the ECR required first, followed by information in
attacks (Types A, B,T, & P) the armor will still parentheses that summarizes the check, including
provide protection for the character, suffering damage penalties and results of failure.
from the failed ECR check. Only if the damage For example, an ECR effect of BIO
exhausts the protection the armor offers will the (Unconscious, +25) would indicate the target must
character suffer damage. make a Biological ECR, with a +25 modifier (bonus).
For attacks with Damage Type S (Chemical Failure to make this ECR check indicates the
and biological attacks & matrix-based attacks), a character has been rendered unconscious.
failed ECR means the character will suffer the effects The summary information will always be
of the attack and the armor will be unaffected. listed in this order:

ECR Checks & Armor with Zero Integrity: If (EFFECT NAME, ECR Penalty, Damage, Delay,
any armor section has its Armor Integrity Duration of effect)
reduced to zero, the character may no longer
substitute the Armors ECRs for their own, ECR Penalty: The ECR Penalty is the number
for attacks that strike the section with zero subtracted from your characters appropriate ECR
integrity or against attacks that are before they roll. If the Penalty listed is positive, it is
environmental in nature (exposure to actually a bonus, which is added to your characters
extreme temperatures) or area affect (gas ECR before rolling.
attacks).
Damage: This is the damage caused by a failed ECR
ECR checks & Flux Shields: Targets behind check. This need not be a loss of Body Points.
functional flux shields are not required to Damage from failed ECRs can also result in lowered
make ECR checks, unless the flux shield is Statistics, or other similar reductions. Sometimes the
breached or the attack description damage listed is per increment of time (Example: 1d6
specifically states otherwise. BP/hr.). For example, toxins often do damage every
round until the duration elapses.
ECRs denoted as Immune (I)
A lifeform or armored suit with the immune Delay: Sometimes a certain amount of time will pass
symbol (I) next to its ECR will be unaffected by any before the character feels the ill effects of failing their
attack or condition that requires the target to make an ECR check. Only in the movies does a victim
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immediately feel the effects of being poisoned. struck on armored characters, or directly to
Sometimes hours or days will pass before the Body Points on unarmored characters.
character suffers the damage listed for failing the Each time a character is hit by an attack with
ECR check. the Short effect any device in the area/section
struck must make an immediate Malfunction
Duration: This indicates the how long the ill effects roll, with the ECR Penalty listed. Failure
will last. Characters will continue to suffer the ill indicates the device is rendered non-functional
effects and/or damaging effects of the failed ECR for until repaired. Success indicates the device is
the duration listed. unaffected.
When an armor section is struck by a Short
It is important to note that not all of those effect attack, if the armor fails its ELE ECR
effects will be present in every ECR summary. For check the target must immediate roll on the
example many failed ECRs do not result in the armor option table for that section. The option
character taking damage. In addition, it important to indicated by the roll is destroyed.
note that that many ECR checks are triggered after a
successful physical attack. RADIATION ECR EFFECTS
Flash (ECR Penalty, Visual Mod
COMMON ECR EFFECTS Reduction, Duration): Any blight light or
The list of ECR effects below is not flash the blinds the target calls for RAD ECR
exhaustive. Other effects not listed below may be at the listed penalty to avoid blindness. A
triggered by a failed ECR check, and your GM may characters current Visual modifier is added
come up with effects not listed below. However, we to the listed ECR penalty. Characters with
have attempted to list the most common effects for better vision are more likely to be affected.
each ECR below. Failure indicates your Vision Modifier
is reduced by the specified amount for the
Cold ECR Effects listed Duration. If the duration is listed as
Permanent then the characters Visual
FREEZE - Damage Type: T Modifier reduction is permanent. Rolling a
COLD (Freeze, ECR Penalty, Damage): double zodd (00) on your ECR check also
The character is exposed to an extreme, but indicates the loss is permanent. Remember
localized, temperature drop. If the ECR check when making a RAD ECR while in armor
penalty says -Dam than the penalty for the against a Flash Effect be sure to use the RAD
ECR check is the amount of damage done in ECR listed for the helmet, not the armor.
the initial attack.
Failure on the ECR check indicates that the <sidebar>
target suffers the listed damage. Typically A Visual Mod. 0f -30 to -50 indicates
damage is both a loss of Agility, as things your character is legal blind and unable to
freeze solid, as well a physical damage, either read, or to drive or pilot vehicles, but they can
to Body Points or armor Absorption. still move about without difficulty. A Visual
Example: Freeze (-40, 1d10 AGL, 2d8 Mod. of -50 to -99 indicates your character is
damage). severely visual impaired and will have
difficulty even walking around without
Electrical ECR Effects running into objects. A Visual Mod. of -100 or
more indicates your character is completely
Short - Damage Type: T blind.
ELE (SHORT, ECR Penalty, Damage): If For attacks the physically damage the
the ECR check penalty says -Dam than the eyes of the target see the Blind ECR effect.
penalty for the ECR check is the amount of
damage done in the initial attack. IF the
character fails their ELE ECR check, Damage
is applied to the Absorption in the section
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SONIC ECR EFFECTS
Stun
SONIC (STUN, ECR Penalty, Damage,
Duration): Some frequencies of sound at
sufficient amplitude can have concussive
effects, physically stunning characters in the
vicinity. Victims of these types of attacks are
entitled to a Sonic ECR with their Hearing
modifier as a penalty to the check. Characters
with better hearing are more likely to be
affected. Those that fail their Sonic ECR are
physically stunned, unable to move or take
any Actions for the Duration of the effect.
Stunning attacks may also do damage if the
ECR is failed. Sometimes this damage is per
unit of time, and in other instances the
character only takes damage once, after an
ECR is failed.

Playtest Note: Many common ECR effects


were omitted to save space.

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ARMOR & DAMAGE RULES Some weapons and attacks, like Omega
Weapons, falls, and concussion bypass Threshold
DAMAGE ALLOCATION Rating. These attacks don't penetrate the armor, but
Damage Allocation is used to provide a more rather attempt to injure the wearer through the force
accurate accounting of weapons hits to armor. It of the impact.
makes the game more exciting. How does it work? A
suit of armor is broken down into sections that mirror Threshold Rating Summary:
the body sections of a humanoid: arm, leg, abdomen, 1) Represents the hard outer shell of an
chest, etc. Attacks that would strike that area of armored suit.
character, instead strike the armor worn over that 2) Threshold Rating not typically reduced
area, if any is present. The neck is considered part during combat;
of the head section. Open face helmets dont protect 3) Threshold Rating the same for each
your face!" section of the armored suit;
4) Helms typically have a higher Threshold
Rating than a single section equivalently
Threshold Rating (THR)
priced suit of armor;
"Threshold Rating represents the hard outer shell of
5) Can by bypassed by some weapons.
an armored suit that stops attacks from
6) If Integrity in a section is reduced to 0,
penetrating. Threshold Rating reflects the relative
Threshold Rating in that same section is
toughness of the armor."
also reduced to 0.
This is the amount of damage that the armor
Example 1: Henry the Mutzachan is wearing
stops per attack when dealing with attacks that try to
a suit of AKMB armor that has a Threshold Rating of
punch through the armor. Each time a suit sustains a
4. A bullet strikes the armor. Damage is rolled with a
hit from a weapon that functions by piercing the
result of 3 points. The bullet ricochets off the armor.
armor, the wearer must determine whether the attack
bounced off the armor or penetrated the armor. Any
attack that does an amount of damage less than or Example 2: The same AKMB suit, with its
equal to the Threshold Rating of the armor is Threshold Rating of 4, is struck by another bullet. The
deflected, and this generally means no damage is bullet does 6 damage. The bullet penetrates the armor.
sustained by the armor or the wearer. All penetration damage is reduced by the value of
If the damage done by an attack exceeds the Threshold Rating before being applied. Thus, the
the Threshold Rating of the suit, then the Threshold bullet fired did 6 points of damage only does 2
Rating is subtracted from the damage before it is damage (6-4=2) after passing through the suit's
applied to the Absorption and/or the suit's occupant. armored shell, which is represented by the Threshold
As we'll find out later, some weapons that get through Rating.
a suit's Threshold Rating are reduced by the suit's
Absorption (see below) and others strike the wearer. Absorption (ABS)
Unless damaged, the Threshold Rating is same for In essence, Absorption represents the ability
each section of the suit. of an armored suit to cushion its wearer from impacts
Helmets can, and usually do, have and attacks. Absorption also helps insulate the wearer
different Threshold Ratings than the armored suit from the effects of high and low
they're used with. Unlike Armor Integrity and temperatures. Absorption in modern armors is
Absorption (see below) that are ablative, a suit's composed of high-tech polymers that functions like
Threshold Rating is not "used up" as it functions. padding, dampening impacts by rapidly hardening
Some weapons and attacks can reduce a and increasing density at the point of impact. The
suit's Threshold Rating, but these are rare. In most polymers also serve to insulate the user from very
combat a suit's Threshold Rating will never change. high and low temperatures.
However, if the Armor Integrity in a section is In antique armored suit absorption represents
reduced to zero, the armor's Threshold Rating in that actual padding. Regardless of whether it's leather
section is also reduced to zero (see below). stuffed with cotton or state-of-the-art
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absorption polymers it protects characters from most, weapons destroy Armor Integrity. Pulse weapons also
but not all, attacks that exceed or bypass a suits tear large chunks off armored suits and these weapons
Threshold. destroy Armor Integrity and Absorption. Weapons
Absorption is particularly useful in preventing that cause damage through concussion, like Omega
damage from concussion, falls, and Omega weapon weapons, do not typically reduce Armor Integrity. If
attacks, which bypass armor's Threshold the Armor Integrity in a section is reduced to zero, the
Rating. Weapons like lasers and particle weapons and armor no longer provides protection and the
ignore Absorption. Even if the all the Absorption in a Threshold Rating (THR) and Absorption (ABS) in
section is destroyed, the armored suit still has that section are reduced to zero.
its full Threshold Rating in that section until the
integrity is also reduced to zero, signifying the Unless youre using the optional rules (see
destruction of that section of the armored suit. below) youll only have to reduce Armor Integrity
Absorption varies from section to section in a suit of for attacks that specifically state they reduce ARI.
armor and Absorption in various sections will drop These include the aforementioned Disintegrators,
throughout combat at as the suit takes damage to Metal Guns, and Pulse Weapons.
those sections. However, usually each arm starts out
with the same amount of Absorption and each leg Armor Integrity varies from section to section
starts out with the same amount of Absorption. in a suit of armor and Armor Integrity in various
Typically the helmet and the arms have the sections will drop throughout combat at as the suit
lowest amounts of Absorption, with the chest, takes damage to those sections. However, usually
abdomen, and legs having significantly more. each arm starts out with the same amount of Armor
Integrity and each leg starts out with the same amount
Absorption Summary: of Armor Integrity. Typically the arms have the
1) Represents the cushion between the hard lowest amounts of Armor Integrity with the chest,
outer of layer of the armor and the wearer. abdomen, and legs having significantly more. Low-
2) Functions to absorb impacts and insulate end Helmets typically have more Armor Integrity
the user from extreme temperatures; than Absorption, though this is not always the case.
3) Absorption is reduced by certain types of
damage and by extreme temperatures; MORE CRUNCH RULE: Death By 1000 Paper
4) Absorption values may not be the same for
Cuts - Tracking Armor Integrity Reduction for
each section of the armored suit;
5) Helms typically have less Absorption than ALL weapon hits.
a single section of an equivalently priced Normally, during game play you only record a
suit of armor; reduction in Armor Integrity if a weapon designed to
6) Can by bypassed by some weapons. do significant damage to Armor Integrity hits it.
7) When absorption is reduced to 0 in a Things like disintegrators and Pulse weapons.
section, other armor stats are unaffected. However, even a single bullet is taking a chunk out of
your Armor Integrity with each hit. Anytime you get
a hole poked in your suit there is less of your suit.
Armor Integrity (ARI) These tiny losses can accumulate and lead to a failure
Armor Integrity represents the amount of of an armor section when its Armor Integrity reaches
material in the armor, and how well that material is 0. Not everybody wants to keep tracks of the Armor
held together. Every time you punch a hole in a suit Integrity loss from every single bullet or laser strike
of armor, you lose some of that material and and thats fine. However, if youre so inclined to
thus Armor Integrity in that section drops. track the Armor Integrity from even penetrating hit
When Armor Integrity in a section reaches zero, that we have provided an Integrity Reduction chart in the
section of armor literally falls apart and no longer back of the book that details the amount of integrity
protects that body area. Certain weapons like lost from hits by each weapon system. Its called
disintegrators and metal guns are not designed to death by 1000 paper cuts for a reason. The rules
punch holes in an armored suit or concuss it, but are below.
rather to eat away at the material of the suit. These Each time damage exceeds the Threshold
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Rating of the armor from a weapon that punctures or Armor Integrity Summary:
tears the armored suit, Armor Integrity is reduced. A 1) Represents the material of the armor itself.
hit that doesnt penetrate the armor does not reduce 2) Functions hold the armor and its systems
the Armor Integrity. As the suit takes damage together;
integrity in various sections may be lost. The amount 3) Armor Integrity is reduced by certain
of Armor Integrity lost when a hit penetrates an types of weapons that are designed to tear
armored suit is determined by the weapon system that up armor;
struck it. 4) Armor Integrity values may not be the
Certain weapons rip large holes in body armor same for each section of the armored suit;
when they strike, while others inflict only minimal 5) Helms typically have more Armor
damage. It all depends on the size of the hole. A Integrity than a single section of an
larger hole means more Armor Integrity is lost. equivalently priced suit of armor;
Bullets and lasers typically reduce armor Armor 6) When Armor Integrity is reduced to 0 in a
Integrity by one (1) point per hit, pulse section, that section falls to pieces and no
weapons typically cause eight (8) points longer provides any protection to that area.
of damage per hit to Armor Integrity. Some weapons All Threshold Rating and Absorption in
like disintegrators and metal guns reduce the Armor that section are also reduced to zero.
Integrity directly, by eating away at the armor itself
rather than by blowing holes through it. The damage
Armor Weight
done by these weapons is subtracted directly from
The armor's Actual Weight (Act. WGT) value
the Armor Integrity of the section hit.
represents the weight and bulk of the armor when
Different weapon systems do different
worn. Since Encumbrance has a direct affect on the
amounts of damage to the armor integrity per
ability to move, players should carefully choose their
penetration. There may be some unique weapons that
armor so as not to weigh down their characters.
deviate from the standard Integrity Reduction done by
Mechanized battle armor have actuators that
their class, but the number given below is the amount
support the weight of the armor allow the wearer to
of damage to typically done to Armor Integrity (ARI)
move around, relatively unhindered by the weight of
by a given weapon system.
the armor. When in Mechanized armor, characters
only feel the Effective Weight (Eff. WGT) of the suit
Integrity Reduction (ARI-R) when calculating their Encumbrance loads. If the
Weapon Systems ARI-R actuators are disabled or damaged that section is
AHW 1 rendered immobile. If the actuators in the torso are
APW 1 disabled or damaged the entire suit is rendered
Arm Rockets 10 immobile.
Lasers 1
Disinitegrators Damage
ARMOR SIZE CLASS
Flamethrowers 0
Frost Gun 0 Effects of Size Class on Armor
Grav Sheers Damage The bigger the character, the bigger the armor
Plasma Weapons they wear. A Mutzachan can not wear armor made
(except SMGs) 8 for a Ram Python and vice-versa. As a result, most
Plasma Weapons armor comes in a variety of Size Classes. The default
SMG only 4 Size Class is 4, which fits your average human.
Metal Gun Damage x5 Armor that is larger than Size Class 4 is more
Omega Weapon 0 expensive, heavier, and has more structural material
Reflex Missile 25 (higher Armor Integrity). Armor that is smaller than
Thermatic 0 Size Class 4 is less expensive, lighter, and has less
Thunderbolt structural material (lower Armor Integrity). The same
Generator 0 holds true for helmets. To determine the Armor
Integrity change per section, Encumbrance, and cost
for your suit, simply multiply each value by the
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wearers Size Class and then divide by four (4). Note: suit depends on the Size Class of the wearer. The
A Cizerack is always considered Size Class 7 for larger the wearer, the larger the armor, and the more
armor size values, and Mazian can purchase whatever slots for options it will possess. Each section of armor
size armor it wants if it wants to assume the general contains a specified number of spaces into which
shape and size of the armors intended user. options may be added. You can never mount more
armor options than you have space for.
Size Class Modifier
Armor and helmets vary by SC. This table Armor Size Classes Greater than 8
tells you the adjust for cost and ARI/armor section, Even though characters can not exceed Size
encumbrance, and cost.* Class 8, some heavy armor and all mechanized armor
is treated as being one or two Size Classes larger than
SC Mod* its occupant. This means if you get a Size Class 8
1 -75% Ram Python in a high-end suit of Mechanized Armor,
2 -50% he is treated as being Size Class 9 or 10 in the armor.
An intimidating sight indeed!
3 -25%
4 +0%
5 +25%
6 +50%
7 +75%
8 +100%
9 +125%
10 +150%

Threshold Rating and Absorption Rating


are not affected by changes in Size Class. Additional
Absorption can be added as an armor option if you
have the free spaces to hold the additional Absorption
and the credits available to purchase it.

ARMOR OPTIONS
Armor options are devices that are added to an
armored suit to enhance the survivability or lethality
of the soldier. Armor options are normally mounted
inside the armor, under the protective outer shell
represented by the armors Threshold Rating.
Modern armor has industry standard expansion
chambers, called slots, built into the suit to hold a
variety of standard sized-options. However, there are
some that are must be built into the armor itself,
making them difficult to install and remove. These
"built-in" options are typically protective coatings or
linings that must be applied to the armor's surface or
sandwiched between the exterior shell and the
absorption polymers. Built-in options are difficult or
impossible to remove or transfer to a new armored
suit once installed. Options that are installed into
slots, however, can be transferred by any competent
armorsmith. Typically the cost of the option includes
the fee for it's initial installation.
The amount of slots available in an armored
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ARMOR SIZE CLASS TABLE
MBA
SC SC SC SC
SIZE CLASS SC 1 SC 2 SC 3 SC 4 SC 5 SC 6 7 8 9 10
Location Die 1d4 1d4 1d6 1d6 1d8 1d8 1d10 1d10 1d12 1d12
SPACES
Head 4 4 6 6 8 8 10 10 12 12
Chest 4 4 6 6 8 8 10 10 12 12
L. Arm 4 4 6 6 8 8 10 10 12 12
R. Arm 4 4 6 6 8 8 10 10 12 12
L. Leg 4 4 6 6 8 8 10 10 12 12
R. Leg 4 4 6 6 8 8 10 10 12 12
RECORDING ARMOR OPTIONS suit's Absorption, before they can injure the armor's
When purchasing armor options for your occupant.
armor you must record the location of each option in Thats the default attack type in
the armor diagram in your character sheet. First, Battlelords and it works like this: a weapon, typically
check to see which sections can hold the type of a projectile weapon of some kind, is fired at and
armor option youve purchased. Some armor options strikes a character in armor. Once the hit location is
must be mounted in specific locations so be sure to determined the damage is rolled for that attack. The
check the Armor Options table or the description for armor's Threshold Rating is subtracted from the
the option your placing. damage. If this reduces the damage to zero (or less)
Second, make sure you have enough empty the armor and his occupant take no damage. If,
spaces in that section to hold the armor option. however, after subtracting the armor's Threshold
Remember that many armor options use up more than Rating (THR) from the damage, you end up with a
one space. Unless otherwise noted in the armor positive number then the attack has pierced the armor.
option description, the spaces utilized by an armor The positive number is the Penetrating Damage. This
option must all be in the same section. You can not Penetrating Damage is then subtracted from that
divide an armor option across multiple sections of section's Absorption (ABS). If Absorption in that
your armor unless the options description section is reduced to zero, any remaining damage is
specifically allows for it. applied directly to the occupant of the armor! Also,
Third, once you decide where your armor option any attack that exceeds the Threshold Rating (THR)
should be sure to mark it on the Armor Option of the armor may also reduce the Armor Integrity of
Diagram on your character sheet. This is important the section hit. The amount the Armor Integrity is
because weapon hits that penetrate an armor section reduced is dependent on the weapon, and is listed in
can damage or destroy armor options in that section. the weapon's stats as Integrity Reduction (IR).

The rule of thumb for damage to armor is referred to


WHEN YOUR ARMOR TAKES DAMAGE as TAB. TAB is an acronym for Threshold,
The Effect of Weapons Hits Absorption, Body Points.
Most weapons are designed to pierce armor
and leave inconvenient holes in the organism wearing 1) Threshold Rating reduces damage.
the armor. Apparently most living creatures don't 2) Remaining damage reduces Absorption.
react well to having holes punched in them, though 3) If Absorption is reduced to zero, remaining
Mazians dont seem to mind too much. As a result, damage reduces wearers Body Points
armor is designed to stop attacks from penetrating the
suit. Most projectile weapons, including the ever- Remember, this means that Absorption is
popular Archaic Powder Weapons, must first reduced or "used up" as attacks penetrate the armor.
penetrate an armored suit's Threshold Rating and then Threshold Rating reduces damage, but Damage does
get through the high-tech polymers that make up the not reduce Threshold Rating.*
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Disintegrators and Metal guns are the most common
* Metal Guns are weapons designed to permanently type of B-class weapons. They attack the Armor
reduce the Threshold Rating of armored suits, but Integrity, eating away at the material of the suit. If
these are an exception to the rule, not the norm. the Armor Integrity is reduced to zero Disintegrators
Reducing the Armor Integrity in a section to zero (0) will happily disintegrate the wearer of the suit as well.
will also reduce the Threshold Rating to zero (0) in Metal guns do no damage to organic material, living
that section. or not.
Though this may seem complicated at first Weapons that have a 'T' after the listed
glance you'll quickly get the hang of it. It also helps to damage ignore the Threshold Rating of armor. The
keep in mind the analogy that the Threshold Rating is damage from these weapons and attacks are
like the suit's "hard outer shell." Absorption is like the subtracted directly from the suit's Absorption in the
"padding" between the wearer and the outer shell. section hit, without being reduced by the suit's
Once you blast through the outer shell (THR) then Threshold rating first. The most common type of "T-
your padding (ABS) cushions the impact, but it is class" or Threshold-ignoring attacks includes Omega
"used up" as it takes damage. Once you're out of weapons and attacks that damage through concussive
padding, any remaining damage is passed onto the force.
suit's wearer. Weapons that have a 'P' after the listed
As mentioned earlier, this is the "default" damage do not affect living beings. These weapons
damage mechanic in Battlelords. Anytime something are designed specifically to damage or disable
does damage the GM and the players can generally armored suits and weapons. If the weapon hit
assume, that unless stated otherwise, the Threshold penetrates or disables the armor there are no ill effects
Rating (THR) and Absorption (ABS) of the applied to the wearer, beyond the potential loss of
character's armor will provide protection. However, their armored suit. The most common type of "P-
certain weapon systems are designed to bypass the class" or Personnel-ignoring attacks includes EMP
protection offered by armor. Cannons and Jammers.

Damage HOW DETERMINE IF AN ARMOR OPTION


Type DESCRIPTION HAS BEEN DESTROYED AFTER RECEIVING
A Ignores Absorption A PENETRATING HIT
B Ignores Both Threshold Rating and Absorption
T Ignores Threshold Rating SC SC SC SC SC SC SC SC SC SC
Ignores Personnel. These weapons are designed to debilitate armor and do 1 2 3 4 5 6 7 8 9 10
P no damage to the wearer or unarmored characters. 1d4 1d4 1d6 1d6 1d8 1d8 1d10 1d10 1d12 1d12
S Ignores Suits of armor. Chemical weapons, biological weapons, and matrix
Whenever an armor section suffers a
based attacks will not usually damage suits or armor, and will only damage
the character. These attacks usually require that the character fail an ECR penetrating weapon hit there is a chance that an armor
roll before the character is affected. option in that section may be damaged or destroyed.
NOTE: Recall that you can still substitute your armors ECR for the identical Youll notice that on the Armor Size Class table each
character ECR if you wish, even vs. Type S damage. Size Class has a particular die associated with it. For
example, Size Class 1 and 2 have a four-sided die
Weapons that have an 'A' after the listed (d4) noted in the Location Die row of the Armor
damage ignore Absorption. If the damage done by Size Class table. In contrast, Size Class 7 and 8 have
one of these weapons exceeds a suit's Threshold a ten-sided die (d10) listed. Whenever an armor
Rating then the penetrating damage goes straight to section is hit roll the appropriate die for the armors
the suit's wearer. Lasers are the most common type size class and consult the Armor Option Diagram on
of "A-class" or "absorption-ignoring" weapons. your character sheet. If the number you rolled
Weapons that have B after the listed damage corresponds to a space number with an armor option
ignore both Threshold and Absorption, and go in it, then that armor option is destroyed. If the roll
straight to Armor Integrity (ARI). If the Armor corresponds to a space number with no armor option
Integrity is reduced to zero the wearer of that armor listed, then the penetrating hit did not strike an armor
may suffer damage depending on the weapon type. option in that section.

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section, which is assumed to have a 0 Threshold
Rating and a 0 Absorption.
Below is an example of an armor options
sheet for a Size Class 1 or 2 armor. Note that each
section has only 4 slots for options. If this were
heavy armor it would only have 3 slots available in
each section as the Actuators would take up Slot 1 in
each section.

Types of Armored Suits


Before we start, it is important to note that
only one suit of armor may be worn at a time, though
a single sonic suit may be worn underneath other suits
of armor. Furthermore, the terms "armor," "armored
suit," and "suit of armor" are used interchangeably in
this book.
There are four classes of armor: Body Armor,
Heavy Armor, Mechanized Battle Armor (MBA), and
Ultra Amor.
Body Armor is the standard defensive gear in
Battlelords. Body Armor ranges from an archaic
bullet proof vest to advanced, low-intensity, armor
for support personnel and light infantry. This type of
armor is comparatively affordable and is ubiquitous
throughout Alliance space. Modern body armor does
Note: Heavy armor has one armor option slot not significantly impede mobility or freedom of
in each section occupied by the Actuators that allow movement, though it can be bulky. It is relatively
the user of the armor to move easily despite the lightweight and does not require motivator systems to
weight. Mechanized Battle Armor (MBA) can be one help the wearer move or support the weight of the
or two size classes larger than the user, which gives it armor. As a result, this type of armor can not be
two additional slots in each section. Unfortunately, immobilized by EMP hits or electrical discharges
two slots in each section of MBA armor are occupied since it is the wearer's muscles that do all the work of
by the Actuators and strength enhancing components moving the armor. Body Armor may be customized
of the armor, so you dont actually get any additional by adding Armor Options to it.
space for options. Heavy Armor provides more protection than
Sometimes non-penetrating hits can also Body Armor, but it is much heavier and requires
destroy armor options. If a concussive or Omega motivator systems that help the wearer support the
weapon attack (Type T damage) reduces the weight of the armor. These systems are susceptible to
Absorption in an armor section to 0, you should roll attack from EMP and electrical-based weapons,
for the section hit to determine which armor option, if which can knock out the motivator systems leaving
any, has been destroyed. Odds are, that if all the the user immobilized by the weight of their own
Absorption in that section is gone, the wearer has armor. In addition, all Heavy Armor is
more pressing matters to attend to than their armor environmentally contained, which protects the user
options. from gas attacks and many hazardous environmental
Similarly, weapons that attack the Armor conditions.
Integrity directly, like disintegrators (Type B Mechanized Battle Armor provides all the
damage), can destroy armor options. If the Armor same advantages and limitations as Heavy Armor, but
Integrity in a section is reduced to zero, that entire the motivator systems in Mechanized Battle Armor
armor section is destroyed, including all armor are so powerful they allow the wearer to carry far
options in the section. An armor section with zero more gear and equipment than would be possible with
Armor Integrity provides no protection all to that Body Armor or Heavy Armor. Mechanized Battle
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Armor often allows the user to move with super enemy sensors and communication systems, and these
human speed, walk through masonry walls like emissions are easily detectable. Active systems are
theyre constructed of tissue paper, and rip doors and automatically detected by sensors systems when
hatches off armored vehicles with their gauntleted they are being used. Its difficult to hide when
hands. youre shooting optics blinding lasers and emitting
more radio waves than a 20th century TV station.
<sidebar> In contrast a passive system hides the target
Mechanized Battle Armor, as a class of armor, from the enemys sensors, rather than attempting to
is often referred to simply as MBA. However, there is interfere with them. Stealth coatings and systems that
a suit of Mechanized Battle Armor used by elite hide your body heat would be considered passive
Alliance military personnel, which is named 'Bear systems, for example. Passive systems do not reveal
Systems MBA.' This can lead to some confusion as your position to the enemy.
to whether someone using the term 'MBA' is referring Make no mistake, anytime your character opts
to the class of armor or the specific suit of armor, to use ECM theyre using an active system, and the
Bear Systems MBA, worn by Alliance military shock enemy will know theyre around. They may not know
troops. where youre at, but theyll know someone is out
there jamming their systems.
Ultra Armor is the king of the battlefield. No
self-respecting Battlelord would enter combat without
his Ultra Armor. Designed to allow the wearer to take
on tanks and Arachnid hordes head on, Ultra Armor is
one of the most expensive pieces of equipment in the
Alliance arsenal, costing nearly as much as a personal
spacecraft. Ultra Armor comes in two varieties:
walkers for bipedal users and crawlers for
quadrupeds.
ECM vs. Guided and Automated Weaponry
Electronic Counter Measures (ECM) ECM works against the tracking and homing
When we start throwing around acronyms like systems of sophisticated weapons like missiles and
ECM, ECCM, and military terms like Electronic automated gun turrets, both offensive and defensive.
Warfare Suites it can be a little daunting. Its not as In laymans terms, electronic warfare systems
complicated as it sounds. Electronic Counter broadcast signals that interfere with the sensors used
Measures, which is abbreviated ECM, uses active to guide missiles and aim automated weapons. These
electro-magnetic and optical jamming to interfere included optical sensors (aka optically guided), which
with communication systems and sensors systems. In can be blinded using a laser directed at the optical
laymans terms ECM interferes with enemy sensors sensor.
and communications, making it more difficult to the In game terms you can subtract your ECM
enemy to detect you and communicate with each from Accuracy of any weapon that uses sensors to
other. find you. These include Missiles of all types,
automated weapons that arent aimed by characters,
and K-Sats.

ECM reduces the accuracy of the following


weapons a point-for-point basis.
1) Reflex missiles
2) SAMS
3) Anti-tank missiles
4) Automated weapons
Active vs. Passive 5) K-Sats
ECM is considered an Active system 6) Projectile Defense Systems
because it emits electromagnetic waves to scramble
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Youll notice the list is not that long. With the
availability and effectiveness of Electronic Counter
Measures on the modern battlefield, there is a marked
preference for weaponry that it aimed by a soldier.
Admittedly, the modern soldier cheats a little when
they use target acquisition devices, gyro-stabilized
weaponry, and gunnery computers but the soldier is
still aiming the weapon.
Example: If your character is targeted by a Electronic Counter-Counter Measures (ECCM)
missile with an accuracy of 110% and you have an The extra C is important. Electronic Counter-
ECM system rated at 20%, the GM must now roll Counter Measures or ECCM is a system that is
under a 90% (110 20 = 90) to hit your character designed to counteract and defeat ECM. ECCM
with the missile. Pretty simple, right? It is. works in a variety of ways, but in game terms its
pretty simple. Every one point of ECCM cancels
ECM vs. Communications out one point of enemy ECM in range.
ECM works equally well to jam
communication systems. You can subtract your
ECM score from the Signal Strength of any
communication system in range. If the signal
strength is reduced to zero or less that communication
system is jammed and unusable for as long as the
ECM is running. If the Signal Strength is still a
positive number, communication may still be
attempted, but the player using the communication
system must roll under the, now reduced, Signal
Strength of the system on a percentiles (d100) roll. You can not Stack ECM or ECCM
Success indicates that they have made contact with My helmet has some ECM capability, and Bobs got
their intended recipient. Failure indicates that the an ECM suite, and Ive some decoy drones with ECM
transmission is garbled and unintelligible. The capability, and
character using the communication system may only
attempt to contact that recipient again if they change There are multiple sources of ECM and
their location (find higher ground, move farther from ECCM available to characters. Drones, electronic
the source of the jamming, etc.). warfare systems, some helms and armored suits have
ECM systems built in as a feature. Even some
ECM vs. Sensors weapons have ECM/ECCM emitters built into them if
ECM interferes with the sensor systems used theyre likely to draw indirect fire from guided
in armored suits just as well as those in the nosecones weaponry. So we inevitably get the question, Do
of missiles. You can subtract your ECM score they stack? Can I add them all up? The answer is
from the Active % and Passive % of any sensor No. ECM systems do not stack. ECCM systems
system in range. If the Active % is reduced to zero do not stack. You can not add up all your ECM or
or less then active scans may not be made using that ECCM systems to get a larger number. If you have
sensor system. Active scans typically reveal more multiple ECM you have to pick one to use; usually
information to the sensor system user, but also reveal with the highest rating. The same goes for multiple
their presence any enemies in the area. If the Passive ECCM emitters. You use the one with the highest
% is reduced to zero or less then passive scans may ECM rating.
not be made using that sensor system. Passive scans
typically reveal less information than active scans, but MORE CRUNCH RULE: There is one exception.
they dont give away the users position. If the Decoys. You may opt to use a drones ECM rating
Active % and Passive % are both reduced to zero or against an attack first. If the ECM of the drone
less then sensor system is rendered inoperative until successfully cancels out the attack, that decoy is
the ECM is deactivated (or destroyed). considered destroyed. If the decoy fails to defeat the
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attack, you can then make the opponent reroll the
attack roll, but this time you can apply a different
source of non-drone ECM to the opponents roll.

Playtest Notes: A comprehensive list of armor options has been


provided below. However, without a description the function of
many of these armor options will remain a mystery. This is
intentional. Though we want playtesters to examine the new
armor option allocation and destruction rules, we dont want too
much focus of the options themselves at this point. We have
provided the list as a tease of what is to come later. There are a
few exceptions. There are armor options we want specifically
examined during playtest and these options will have
descriptions included.

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ARMORED SUITS
BODY Armor Integrity Armor Absorption STAT
ARMOR (ARI) (ABS) Act. ECRs ENHANCEMENTS
THR TORSO ARMS LEGS TORSO ARMS LEGS WGT CHEM CLD ELE FIR RAD STR AGL MOV TL COST
Combat 1 3 36 12 24 20 5 10 9 20 40 20 40 0 0 0 0 3 7,250
Bear 5 24 8 16 45 15 30 13 45 60 60 60 35 0 0 0 4 15,000
BSH 6 36 12 24 20 5 10 15 45 70 45 70 0 0 0 0 4 17,000

HEAVY Armor Integrity Armor Absorption STAT


ARMOR (ARI) (ABS) Act. ECRs ENHANCEMENTS
THR TORSO ARMS LEGS TORSO ARMS LEGS WGT CHEM CLD ELE FIR RAD STR AGL MOV TL COST
CD2 7 48 16 32 30 10 20 20 55 80 80 85 25 0 0 18 5 36,500
Grizzly 10 36 12 24 150 50 100 30 70 100 95 90 55 0 0 0 5 76,000
CD7 12 48 16 32 45 15 30 10 50 100 95 90 35 0 0 18 5 90,000

MECHANIZED
BATTLE Armor Integrity Armor Absorption STAT
ARMOR (ARI) (ABS) Eff. Act. ECRs ENHANCEMENTS
THR TORSO ARMS LEGS TORSO ARMS LEGS WGT WGT CHEM CLD ELE FIR RAD STR AGL MOV TL COST
150
Power Mesh 17 132 44 88 120 40 80 1 200 95 90 95 95 95 X2 0 11 6 500,000
150
Heavy Assault 28 144 48 96 150 50 100 3 450 100 100 120 100 85 X3 150 13 6 1,000,000
150 150
Argus 50 144 48 96 105 35 70 4 825 100 100 95 100 95 X4 X2 15 6 4,000,000

ARMOR OPTIONS
MAX SPEED ACCEL/DECEL RANGE
ARMOR MOBILITY SYSTEMS SIZE ENC LOC (m/s) (m/s^2) (km) TL COST
Skimmer System (Rapid Armor Maneuver
Package) 2 2 Body 15 15 50 4 35,000
Limited Flight Pack 10 3 Torso 40 20 250 4 150,000
Jump Pads 1 5 Legs 10 10 - 4 10,000
Thrust Assisted Jump Unit 1 12 Legs 75 50 200 4 20,000
Climbing System 1 3 Arms/Legs - - - 4 2,000
Mechanized Speed 1 2 Legs 18 18 - 4 15,000
All but
Flight System (MARS) 3 80 Helm 55 55 2000 5 2,000,000
* Armor Use skill also helps characters learn to handle G-Forces as well as aim their leaps and short flights.

STRENGTH
ENHANCEMENTS Press (kg) Squat (kg) Dead Lift (kg) DA Space/Section ENC LOC TL Cost Total Spaces
100 250 500 500 5 1 2 All But Helm 3 100,000 5
150 375 750 750 10 2 4 All But Helm 3 200,000 10
150 X2 750 1500 1500 20 3 8 All But Helm 4 300,000 15
150 X3 1125 2250 2250 30 4 16 All But Helm 4 600,000 20
150 X4 2250 3000 3000 40 5 32 All But Helm 5 1,500,000 25
150 x5 3375 3750 3750 50 6 64 All But Helm 5 3,500,000 30

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RANGE PENETRATION
SENSOR SUITES* ACTIVE PASSIVE AREA (km) (m) SIZE ENC LOC* TL COST
1 (min), 1 per
Sensor Package 1 110 35 180 0.5 0 section (max) 1 Head 3 5,000
2 (min), 1 per
Sensor Package 2 125 25 180 2 0 section (max) 1 Head 4 15,000
3 (min), 1 per
Sensor Package 3 140 50 180 5 3 section (max) 2 Head 4 35,000
4 (min), 1 per
Sensor Package 4 150 45 360 20 2 section (max) 3 Head 5 70,000
4 (min), 1 per
Sensor Package 5 130 65 360 60 10 section (max) 2 Head 6 1,000,000
Sensor Package 6 (Orbital Scan 5 (min), 1 per
Capable) 150 60 360 500 25 section (max) 2 Head 6 5,000,000
Scout Systems Add-on +20 +40 - - +20 1 3 Head 4 20%
Basic (Altimeter, thermometer,
mapper, environmental
gasses) - 90 - - 0 0 0 Head 3 200
Threat Detector (Radar, 5 (min), 1 per
Jammer, Laser, etc) - 75 360 - 0 section (max) 1 Head 3 1,000
25,000
K-Sat Sensor Drone 125 25 180 2 0 2 4 - 5 ea.
Local Area Proximity Alert 1 (min), 1 per
System 80 25 360 20 0 section (max) 0 Head 4 1,000
Mine Detector 80 25 - - 3 1 1 Leg 3 1,200
* All Sensor Packages are capable of tight-beam person-to-person (or the quantum equivalent for TL 6+ Systems) as well wide broadcast transmissions. Penetration value is the
number of meters of solid material the sensor will detect objects through. MORE CRUNCH RULE: Sensor systems are half as effective against cloaking and stealth systems that are one
(1) TL higher than the Tech Level of the Sensor System being used, and one quarter as effective against cloaking and stealth systems that are two or more Tech Levels higher than the
Tech Level of the Sensor system being used.

MISSILE RACKS EXT THR Arm Rockets Held Reflex Missiles Held ROF SIZE ENC LOC TL COST
Striker 15 2 0 2 0 2 Arm or Leg 3 200
Triple Threat 15 3 0 3 0 4 Arm or Leg 3 1000
Armband 15 4 0 2 0 2 Arm or Leg 3 200
Mycroline 15 12 0 All or 1 0 4 Arm or Leg 3 1000
Encasement 35 0 6 3 0 10 Torso 4 5000
Partisan 25 0 10 2 0 12 Torso 4 8000
Ripple 22 0 12 8 0 15 Torso 4 9000
Digiton 45 0 15 5 0 20 Torso 4 20000

INCREASING THE LISTED TL OF AN


ARMOR OPTIONS Cost
-1 Space (min 1), -1 1.5x
+1 TL ENC (min 1) Cost PHYSICAL COUNTER
MEASURES SIZE ENC LOC TL COST
Holograph Generator 2 1 Torso 4 25,000
A-GRAV SYSTEMS SIZE ENC LOC TL COST
False Sensor Image
Anti-Grav Belt 2 -40 Torso 6 75,000 Generator 2 0 Torso 4 30,000
Heavy Belt 1 -75 Torso 6 125,000 Full Spectrum Cloak 2 per section 15 Torso 6 2,000,000
Xtra Heavy Belt 2 -125 Torso 6 325,000 Optics Scrambler 2 1 Any 3 15,000
Smoke Generator 2 5 Torso 2 3,250
REFLEX Total Decoy System* 1 2 Arm 4 10000 ea.
ENHANCEMENTS Space/Section LOC TL ENC Cost Spaces Camouflage Unit 1 per section 1 4 3,500
100 K-Sat Decoy Drones
1 ALL 4 5 150,000 6
(25% ECM) - 4 - 5 25,000
150 1 ALL 4 7 500,000 6
Camouflage Unit 1 per section 1 ALL 4 3,500
150 X2 1 ALL 5 10 1,000,000 6
Anti-Sensor Coating* 1 per section 0 ALL 4 20,000
150 X3 1 ALL 6 15 5,000,000 6
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ARMOR COMPUTER
PACKAGES SIZE ENC LOC Notes TL COST
Can bypass
COMMO safeties with
PACKAGES Signal the proper
(INCLUDES IFF STR RANGE Armor Computer command 3-
TRANSPONDER) (%) (km) SIZE ENC LOC TL COST (aka Integron) 1 4 ANY codes 5 2,500
Commo Can bypass
Booster 20% 10% 1 1 ANY Varies 100 safeties with
Commo 1 - the proper
Armor P-AI (IQ: command
Local 35% 0.5 1 1 ANY 3 30
120, INT: 30) 1 8 ANY codes 6 1,500,000
Commo 2 -
Damage Control
City 50% 50 1 1 ANY 4 500
(Aka Systems
Commo 3 -
Analyzer) 1 3 - 4 15,000
State 65% 500 2 3 ANY 5 5,000
Requires
Commo 4 -
CNC (aka Tac-Net) 0 0 - Commo 3 25,000
Planetary 75% 5000 4 5 ANY 6 25,000
Requires
Commo 5 -
Sensor
Orbital 95% 50000 5 7 ANY 6 250,000 HIC (w/prioritizer) 0 0 - Package 3 80,000
Emergency Jump & Flight Requires
Transmitter 85% 200 1 1 ANY 4 5,000 Control (+50 to Sensor
jumps) 0 0 - Package 3 20,000
FIELD GENERATORS SIZE ENC LOC TL COST Requires
Target Acquisition Sensor
Anti-Plas Generator 3 2 Torso 4 60,000 (+10%) 0 0 - Package 4 15,000
Flux Shield 1 5 4 ANY 5 150,000 Basic Info (Ammo,
Flux Shield 3 5 4 ANY 5 500,000 Food, Temp,
Flux Shield 5 4 3 ANY 5 800,000 Commo, etc) 0 0 - 3 500
Flux Shield 7 4 3 ANY 5 1,000,000 Requires
Flux Shield 10 3 3 ANY 6 1,500,000 Drone Control 0 0 - Commo 4 12,000
Flux Shield 13 3 3 ANY 6 2,000,000 Displacement
Flux Shield 17 2 2 ANY 6 2,500,000 Calculation Requires
Flux Shield 20 2 1 ANY 6 3,000,000 (Reduces time, Sensor
Kinetic Energy Shield 2 10 Torso 5 17,500 increases accuracy) 0 0 - Package 6 75,000
Magnetic Deflection Auto-Weapon
Gen. 3 4 Torso 5 30,000 Control (otherwise Requires
Magnetic Disruptor 3 2 Torso 5 225,000 manual target Sensor
Turbulence Field 1 per section 5 Torso 4 13,500 designation) 0 0 - Package 4 25,000

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ARMOR OPTIONS SIZE WGT LOC TL COST
Air Supply 1 1 Torso 2 750
FIELD GENERATORS 1 per
Turbulence Generators: Before flux shields were Anti-Surge Kit section 1 ALL 4 20,000
Armored Storage
readily available, the Orions designed the Turbulence Space Varies Varies Varies Varies Varies
Generator to defeat the threat of lasers. The device Auto Minelayer 2 4 Leg 4 15,000
Automated Weapon
turned out to be equally as good against projectile Mount Varies Varies Arm 3 15,000
weapons. Using a combination pressure pulse BMH (basic) 3 2 Torso 3 1,500
BMH (look & shoot) 3 3 Torso 4 35,000
generators and EM wave generators, the Turbulence BMH-Ultra 3 2 Torso 5 60,000
Generator creates random, but intense wave patterns Carrying Case 0 4 - 3 Varies
Combat Shield 0 0 Arm 3 5,000
in the air around the user. Essentially, its like
Defoliator 1 7 Arm 3 3,000
standing inside a nearly silent tornado, only the force Detachable +20% to 10% of
is directed outward and away from the center. To Armored Pack torso 3 Torso 3 Armor Cost
Displacement
anyone outside the generator it looks as if the armored Device 3 2 Any 6 75,000
individual is standing inside an intense heat mirage Drop Bag 3 0 Torso 3 5,000
EM Converter 1 1 Any 4 25,000
with visible waves propagating through the air. When 1 per
lasers and projectiles pass through these waves their Emergency Exit Section 0 ALL 3 2,500
Flotation System 3 3 Torso 3 2,000
course is slightly refracted or deflected away from the Environmental 1 per
user. The visual distortion also makes it difficult to Containment section 1 ALL 3 1,400
Generation X1.5 Armor
aim at specific regions of the character. Compliant Armor 0 4 - 5 Cost
Anyone shooting at in, out, or through an active Turbulence Gills 1 3 Helm 4 2,500
Grappling Hoist 2 3 Torso 3 1,500
generator using a projectile weapon applies a -40 modifier to their Gyro Stabilizer 1 1 Arm 4 2,000
shot, and increases the size of any ROF-D by two levels to a IFF Beacon 1 3 Torso 3 3,500
Laser Shield 1 3 Arm 4 10,000
maximum size of d12 (d6 d10, d8 d12, d10 d12, d12
Mental Targeting
d12). Anyone shooting at in, out, or through an active Turbulence System 1 4 Helm 5 250,000
generator using a beam weapon applies a -20 modifier to their shot, Molecular Phase
System 2 31 Torso 6 2,000,000
and increases the size of any ROF-D by one level to a maximum size Phase Nullification
of d12 (d6 d8, d8 d10, d10 d12, d12 d12). System 1 1 Torso 6 750,000
Planar Explosive 1 4 Torso 3 5,000
Polymerizer
Dispenser 3 4 Any 4 175,000
Portable Fusion
Gen. 1 3 Any 5 80,000
1 per
Protection (Plating) section 3 ALL 3 spec
1 per
Protection (servos) section 2 ALL 3 spec
1 per
QSU section 1 ALL 4 1,500
Integrity Repair 1 per
(Was QSU-I) section 2 ALL 4 2,000
Quick Draw Unit 1 1 Arm 3 15,000
Rebreather 1 1 Torso 3 1,000
Sanitizer 1 3 Helm 4 8,000
Search Light 1 5 Any 2 500
Shield 1 5 Arm 2 50
Shoos 1 0 Leg 2 200
Suicide Bomb 1 2 Helm 3 40,000
1 per
Systems Repair Unit section 1 Arm 4 30,000
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1 per Arm or
Talons limb 5 Leg 3 5,000
MEDICAL PACKAGES SIZE ENC LOC TL COST
Auto Doc 1 2 Leg 4 5,000
Auto Injector 1 1 Leg 3 3,500
Cryo System 1 1 Leg 5 25,000
Pain Manager 1 0 Helm 5 3,500
1 per 1 per
Limb Loss Control section section ALL 4 7,500
Sleep & Stim
Management 1 0 Helm 4 4,500
Sustenance
Management 1 35 Any 3 1,000
Combat
Performance
Upgrade 1 0 Any 4 5,000

ELECTRONIC WARFARE SUITES ECM/JAMMING ECCM RANGE (km) SIZE ENC LOC TL COST
ECM Package 1 15 10 0.5 4 15 Any 3 60,000
ECM Package 2 25 15 1 2 5 Any 4 95,000
ECM Package 3 35 35 25 1 3 Any 5 175,000
ECM Package 4 50 25 150 1 2 Any 6 175,000
ECM Package 5 40 40 500 1 1 Any 6 200,000
WORKS ON SENSORS AND COMMOs, reducing Active (sensors) and Signal Strength (Commos) on a point-for-point basis. These ECM/Jammers are ACTIVE Systems when being used and automatically
detectable.
MORE CRUNCH RULE: ECM Systems are half as effective against Sensor Systems and Commos that are one (1) TL higher than the Tech Level of the ECM Systems being used, and one quarter as
effective against Sensor Systems and Commos that are two or more Tech Levels higher than the Tech Level of the ECM Systems being used.

HOSTILE ENVIRONMENT
PACKAGES SIZE ENC LOC TL COST
Cold Weather 1 per section 15 ALL 4 5,000
Extreme Heat 1 per section 8 ALL 4 7,500
Dive Package 2 per section 10 ALL 4 15,000
Deep Water Dive
Package 3 per section 50 ALL 4 100,000
EVA Package 2 per section 15 ALL 4 45,000

PROJECTILE DEFENSE SYSTEMS (FORMERLY LAMS) ACC ROF RNG (m) SIZE ENC LOC TL COST
Anti-Ballistic Threat Missiles (ABM) 30 1 200 1 3 Torso 3 2,500 ea.
Laser Anti-Threat System (LATS) 80 6 1500 1 5 Torso 3 500,000
Ballistic Anti-Threat System (BATS) 60 4 1200 4 10 Torso 3 150,000
Omega Anti-Threat System (OATS) 90 2 100 6 15 Torso 5 2,000,000
Disintegration Anti-Threat System (DATS) 70 1 50 2 12 Torso 5 1,500,000
Works against grenades, RPGs, missiles, rockets, and any projectile baseball sized or larger.
MORE CRUNCH RULE: The range on any Projectile Defense Systems is equal to the range of the system or the range of the Sensor Package, whichever is lower.

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HELMETS
RAD (Flash COMMO (Signal Sensor
HELMETS THR ARI ABS ENC MEN Only) SON Strength, RNG) TDA ECM/ECCM Suite TL COST
Absorbix 6 8 10 3 0 0 0 50%, 15km 0 0 No 3 1,300
AKMS 10 8 5 3 0 0 75 N/A 0 0 No 4 56,500
Function + 12 28 60 7 100 0 0 N/A 0 0 No 5 300,000
MOH-2 15 228 50 7 90 80 0 85%, 100km 0 0 YES 5 160,000
Tri Mesh 24 14 10 4 0 75 0 N/A 0 0 No 6 120,000
Goliath 42 14 30 5 95 95 90 100%, 40km 0 0 No 6 500,000

Commo = Communication System. TDA = Target Data Acquisition computer, which increases your chance to hit with weapons. If a sensor suite is included, it is the same TL as the helm.

HELMET OPTIONS
Max # per
HELM ONLY OPTIONS SIZE ENC LOC Helm TL COST
Air Supply (Small) 3 4 Helm N/A 3 750
Cryo Option 0.25 0.5 Helm N/A 5 10,000
Bite Helm 2 4 Helm 1 4 +20% to Helm
Resonance Structure Field 4 5 Helm 1 6 1,000,000
Mental Shield (+10%) 1 1 Helm 4 5 50,000
Sonic Shield (+10%) 1 1 Helm 9 3 5,000
Enhanced Hearing (+20 Hear) 1 1 Helm 3 3 2,000
Enhanced Sight (+20 Vision) 1 1 Helm 3 3 5,000
Anti-Flash System (+20 RAD) 1 1 Helm 4 4 12,000

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WEAPONS AND AMMUNITION

KEY Stream Weapons: Flamethrowers & Fluid Guns:


Actions The Number of actions required to use the Hand Weapon once. This will Though these weapons are listed as fully automatic
Required either be listed as 1, HALF, or ALL only, the Full value actually represents the weapons
AGL Agility Check
ability to cover multiple areas of a target with one
ARI Armor Integrity
Average Damage. This is a weighted average, that may be used in lieu of attack. There are no fully automatic flamethrowers.
rolling damage die to speed up game play. Very handy for grenade Sorry. Also keep in mind that a stream weapon
AVE damage. missing the target on a ROF-Die isnt necessarily a
Burst Burst Rate-of-Fire bad thing. Now the building behind you may be on
COLD COLD ECR
fire, or you may be glued to the floor.
DAM Damage
Damage
Type Type A, B, T, P, S Frost Guns and Shotguns (Buckshot only):
Full Fully Automatic Rate-of-Fire Thought these weapons are capable of firing in semi-
MN Malfunction Number automatic and fully automatic mode. However, the
N/A Not Applicable weapon is treated as firing a burst whenever it is fired
Q Quantity. The number of shots the weapon holds
Rate-of-Fire Die. The ROF-Die is used for determining hit location ONLY
on semi-automatic mode. The Burst represents the
ROF-D during Burst and Full Auto fire weapons ability to cover multiple areas of a target
SA Semi-Automatic only weapon. No Burst or Full Auto each time it is fired. Youll not that using buckshot in
SONIC SONIC ECR a shotgun also increases the ROF-D size. However,
The result of failing a SONIC ECR when hit with a sonic pulse grenade. when using Frost Guns and Shotguns with buckshot
Stun You're stunned.
The result of failing a AGL check when hit with an omega weapon. You get but the shooter receives two additional (2) bumps.
Topple knocked over.
WGT Weight in kilograms Machineguns: Whether firing bullets or laser pulses,
any weapon designated as a machinegun is capable of
firing in fully automatic mode only. These weapons
are incapable of being fired in Semi-Automatic mode
and do not have a true burst mode. The Burst value
is listed to represent a quick tap on the trigger to
release a smaller barrage than sustained full auto fire.

PROJECTILE
WEAPONS RANGE BRACKET
DMG
Pistols 1 2 3 4 5 6 7 8 MN Burst Full ROF-D TYPE DAM AVE Q WGT Cost
Stinger MkII 40 15 -15 -35 -55 98 SA SA 8 1d6+1 5 15 2 800
Laston 18C 45 30 5 -25 -35 98 0 3 8 1d6+1 5 17 2 3,000
Century 500 20 10 5 -5 -15 -30 -50 99 SA SA 8 2d6+2 9 5 5 4,000

PROJECTILE
WEAPONS RANGE BRACKET
DMG
SMG 1 2 3 4 5 6 7 8 MN Burst Full ROF-D TYPE DAM AVE Q WGT Cost
T45 30 20 -10 -70 94 2 4 8 2d4+1 6 50 8 375
FP Firestar 70 55 40 15 0 -25 -35 99 3 8 8 1d4+1 4 50 5 7,500
Model 10 85 35 5 -10 -30 97 4 10 8 2d4 5 30 8 10,000

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PROJECTILE
WEAPONS RANGE BRACKET
DMG
Shotgun 1 2 3 4 5 6 7 8 MN Burst Full ROF-D TYPE DAM AVE Q WGT Cost
SAS 12 (Buckshot) 65 25 -20 -70 99 3 6 10 1d4 6 8 8 375
(slug) 55 25 10 -40 -75 100 0 2 8 2d4+2 5 8 8 375
Spike 12
(Buckshot) 60 55 30 -15 -30 100 2 4 10 1d4 8 12 12 8,500
Series K
(Buckshot) 55 40 15 -15 -45 97 2 8 10 1d4 10 15 6 20,000
(slug) 45 25 15 -5 -25 97 0 4 8 2d4+2 6 15 6 20,000

PROJECTILE
WEAPONS RANGE BRACKET
DMG
Rifles 1 2 3 4 5 6 7 8 MN Burst Full ROF-D TYPE DAM AVE Q WGT Cost
Planliner 15 45 35 30 15 -5 -30 -50 100 2 5 8 1d6+2 6 30 6 4,000
TKA-94 45 35 25 10 0 -10 -20 -30 98 0 3 8 3d4 8 21 7 10,000
Longdriver 902 70 60 55 40 0 -10 -20 -40 97 SA SA NA 4d6 14 12 17 15,000
.850 Belligerent 35 25 5 -5 -30 -45 99 0 2 8 6d4 15 30 14 25,000
M880 Mjolnir 75 65 55 55 15 -5 -20 -35 99 SA SA NA 6d6 21 1 27 30,000

FROST GUNS RANGE BRACKET


ROF- DMG
Rifles 1 2 3 4 5 6 7 8 MN Burst Full D TYPE DAM AVE Q WGT Cost
1d8, COLD (Freeze, -10,-10
Snowman 55 35 -15 -50 90 SA SA 8 T AGL) 5 20 15 10,000
BC-Frost 4d6, COLD (Freeze, -20,-20
Slayer 55 50 25 10 -25 97 SA SA 8 T AGL) 14 20 8 100,000
10d6, COLD (Freeze, -40,-40
BC-Arctic 45 40 35 5 -30 99 0 2 8 T AGL) 35 6 28 600,000

FLUID GUNS RANGE BRACKET


Rifles (Full Auto DMG
Only) 1 2 3 4 5 6 7 8 MN Burst Full ROF-D TYPE DAM AVE Q WGT Cost
Goop Gun 40 15 -15 -45 -80 93 N/A 2 d10 0 20 12 1,000
Web thrower 50 45 30 -5 -25 98 N/A 3 d10 0 20 14 4,000
Splatter Cannon 70 35 5 -20 -55 98 N/A 4 d10 0 25 13 4,000
Able Flow 50 25 5 -30 -50 97 N/A 2 d10 0 20 14 12,000
*Rolled hit locations from fluid guns are hit by one continuous stream from gun. This includes ROF-D rolls that
miss the body (7 or higher). So if your fluid gun is loaded with glue, and you hit the leg and then roll higher than a
6 on your next hit, then youve glued the target to the floor or whatever is behind them.

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FLAMETHROWERS RANGE BRACKET
Rifles (Full Auto DMG
Only) 1 2 3 4 5 6 7 8 MN Burst Full ROF-D TYPE DAM AVE Q WGT Cost
A-2 75 35 -5 -40 100 N/A 3 d6 T 1d4 7 10 6 500
ME2E1-9 70 45 20 -20 -70 96 N/A 3 d6 T 1d6 8 100 20 2,500
Char Broiler 65 45 5 -15 100 N/A 3 d6 T 1d6 8 9 5 12,000

ARM ROCKETS RANGE BRACKET


DMG
Model Name 1 2 3 4 5 6 7 8 MN Burst Full ROF-D TYPE DAM AVE Q WGT Cost
Interfon 45 35 15 -25 * * 3d6 11 1 0.5 1,000
Balistex 90 90 90 90 90 * * 5d6 18 1 0.5 7,000
* Varies with launcher

REFLEX MISSILES RANGE BRACKET


DMG
Model Name 1 2 3 4 5 6 7 8 MN Burst Full ROF-D TYPE DAM AVE Q WGT Cost
Narc 50 50 50 50 50 50 50 50 * * 6d6 21 1 7 10,000
Jackrabbit 65 65 65 65 65 65 65 65 * * 2d6 70 1 7 30,000
Saylon 95 95 95 95 95 95 95 95 * * 4d6HP 1400 1 7 75,000
* Varies with launcher

GRENADE
LAUNCHERS RANGE BRACKET
DMG
Rifles 1 2 3 4 5 6 7 8 MN Burst Full ROF-D TYPE DAM AVE Q WGT Cost
Stick Gun 35 25 -10 -45 -65 94 SA SA 10 * * 5 8 30,000
Magnatron 50 40 25 20 0 -20 -35 -55 99 SA SA 10 * * 10 10 70,000
Carousel 45 35 15 -5 -20 -40 -55 96 SA SA 10 * * 20 15 100,000
M-79 40 40 20 -5 -25 -40 96 SA SA 10 * * 1 6 250
Turbo Plus 45 45 30 -10 -40 -85 98 0 2 10 * * 12 15 30,000
Mk25 AGL 40 30 20 10 -10 -25 -40 -55 98 0 2 10 * * 50 110 120,000
* Varies with grenade type

PARASITES RANGE BRACKET


DMG
Rifles 1 2 3 4 5 6 7 8 MN Burst Full ROF-D TYPE DAM AVE Q WGT Cost
Mexican Worm 110 95 60 40 25 95 SA SA 8 S 3d6+1 12 10 80,000
Balshrom Diskus 120 110 90 45 20 98 SA SA 8 S 6d6+1 22 10 150,000
Blood Sucker 120 120 115 90 50 40 10 100 SA SA 8 S 3d6+1 12 20 250,000

PULSE WEAPON RANGE BRACKET


Machine Gun (Full ROF- DMG
Auto Only) 1 2 3 4 5 6 7 8 MN Burst Full D TYPE DAM AVE Q WGT Cost
Valley Green Heavy 5d8 / 8
Cannon 50 40 20 0 -25 -45 -65 -80 99 0 3 10 -/B ARI 23 250 75 2,000,000
8d6 / 8
Wicked Crimson 65 55 45 30 10 -25 100 6 20 10 -/B ARI 28 1000 175 11,000,000
6d20 / 8
BC- Apocalypse 65 55 30 0 -10 -25 99 2 4 10 -/B INT 63 250 350 16,000,000

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PULSE WEAPON RANGE BRACKET
ROF- DMG
Rifle 1 2 3 4 5 6 7 8 MN Burst Full D TYPE DAM AVE Q WGT Cost
1 Shot Wonder 45 25 -5 -55 96 SA SA 10 -/B 4d6 / 8 ARI 14 1 5 3,000
-
m20 blaster 40 20 15 -35 -65 97 SA SA 10 -/B 4d6 / 8 ARI 14 25 20 20,000
Vector 1 50 30 5 -15 -35 -55 -75 95 SA SA 10 -/B 3d6 / 8 ARI 11 50 13 80,000
10d10 / 8
PC-9000 60 50 25 -25 98 SA SA 10 -/B ARI 55 10 7 500,000
M-80 Defender
Cannon 45 30 15 5 -20 -60 -80 99 2 4 10 -/B 5d8 / 8 ARI 23 100 20 3,200,000

PULSE
WEAPON RANGE BRACKET
SMG 1 2 3 4 5 6 7 8 MN Burst Full ROF-D DMG TYPE DAM AVE Q WGT Cost
M-20GX
Blastor 40 25 -5 -30 -65 97 0 3 10 -/B 1d8+1 / 4 ARI 6 25 12 10,000
Marathon 45 30 15 -10 -25 98 2 4 10 -/B 1d8+1 / 4 ARI 6 75 14 30,000
Spartan 50 25 10 -10 -20 -45 97 2 5 10 -/B 1d8+2 / 4 ARI 7 35 18 65,000

DISINTIGRATOR RANGE BRACKET


DMG
Rifle 1 2 3 4 5 6 7 8 MN Burst Full ROF-D TYPE DAM AVE Q WGT Cost
3d4
K-4 Proton Cannon 55 5 -25 -65 99 SA SA 8 B ARI 8 20 9 50,000
2d4
NE-7 Comrade 80 40 -20 -65 100 SA SA 8 B ARI 50 50 14 500,000
6d4
Patton 65 30 -25 -65 100 SA SA 8 B ARY 150 12 20 4,800,000

LASERS RANGE BRACKET


DMG
Rifle 1 2 3 4 5 6 7 8 MN Burst Full ROF-D TYPE DAM AVE Q WGT Cost
M16-L 40 40 35 30 25 -25 -45 98 SA SA 8 A 1d8 5 30 8 5,000
Arrow LOSN 65 60 55 50 45 40 15 -5 100 SA SA 8 A 3d4 8 30 11 25,000
Arrow-X 60 55 50 45 40 30 5 -10 99 SA SA 8 A 3d6 11 40 14 90,000
Banshee 55 45 40 5 -20 -25 -45 99 2 5 8 A 4d6 14 50 6 700,000

LASERS RANGE BRACKET


DMG
Pistols 1 2 3 4 5 6 7 8 MN Burst Full ROF-D TYPE DAM AVE Q WGT Cost
Mirchaum SSLU 40 30 20 -5 -35 98 SA SA 8 A 1d6+1 5 1 1 200
Tenteclex 1 55 45 35 10 -15 96 SA SA 8 A 1d6 4 10 1 2,500
Savage D 45 45 40 35 25 -15 99 0 3 8 A 4d4 10 30 4 125,000

LASERS RANGE BRACKET


Machine Gun (Full DMG
Auto Only) 1 2 3 4 5 6 7 8 MN Burst Full ROF-D TYPE DAM AVE Q WGT Cost
Tagert 10 35 25 20 15 10 -10 -25 -45 96 2 8 8 A 2d6 7 400 60 125,000
Valley Green 55 55 50 45 40 35 30 0 100 3 12 8 A 5d4 13 500 65 3,750,000
Viceroy 65 65 65 65 60 55 55 45 96 3 10 8 A 4d6 14 200 95 15,000,000

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OMEGA WEAPON RANGE BRACKET
DMG
Rifle 1 2 3 4 5 6 7 8 MN Burst Full ROF-D TYPE DAM AVE Q WGT Cost
8d6,
Johnson 75 15 96 SA SA 12 T AGL (Topple,-30) 28 25 18 65,000
6d6,
Strike Force 60 45 30 15 -30 100 2 4 12 T AGL (Topple, -20) 21 15 25 750,000
10d10,
Abomination 80 25 55 40 5 -55 100 0 3 12 T AGL (Topple, -50) 55 50 55 8,500,000

HAND WEAPONS RANGE BRACKET


Actions MAX THR-
1 2 3 4 5 6 7 8 MN Required LARGE RNG DAM R AVE Q WGT Cost
Plasma Sword 40 100 1 2d6 7 2 60,000
Thwack 'Em Stick 40 N/A ALL YES 2d6 7 25 500
Plasma Whip 35 N/A HALF 3d4 8 3 3,000
Dagger 20 N/A 1 1d4 3 1 5
Phentari Combat
Circular Saw 30 98 HALF 2d6+2 4 9 12 25000

Grenades DAM AVE FRAGS WGT COST


M-75 1/2d6 1/7 6 1 50
Plasma Grenade 4/3d6 4/5 8 2 1000

Launched Grenades DAM THR-R TYPE AVE WGT COST


Absorption Destroyer 3d8 T 0.5 7000
Shaped Charge 3d6 5 11 0.5 3500
Sonic Pulse SONIC (Stun, -20, 1d4 Rds) S 15 0.5 5500

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NAME HEIGHT
WEIGHT
SPECIES SIZE CLASS
POWER POINTS
Vital Statistics FULL/HALF ECRs
STRENGTH (STR) / BIOLOGICAL (BIO)
MANUAL DEXTERITY (MD) / CHEMICAL (CHEM)
AGILITY (AGL) / / (1/4) COLD
CONSTIUTUION (CON) / ELECTRICAL (ELE)
AGGRESSION (AGL) / FIRE
AGG - 75 (Min. 0) MENTAL (MEN)
AGG -100 (Min. 0) RADIATION (RAD)
INTILLIGENCE (IQ) / SONIC (SON)
INTUITION (INT) / ABILITIES/LIABILITIES
CHARISMA (CHA) /

SKILL NAME CAT LS 1/2 Stat LVL % +25 -50 -75 -100 SPECIALIZATION
Academic Studies ACD IQ
Acrobatics * PHY AGL
Aircraft VEH MD
Alertness MIL INT
Ambuscading MIL IQ
Animal Handling JMN CHA
Aquatic Diving MIL AGL
Aquatic, Piloting VEH MD
Bodge JMN INT
Body Equilibrium (Eridani Only) PHY CON
Climbing PHY AGL
Combat Engineering MIL IQ
Communications C&L IQ
Computer Operation CPU IQ
Computer Security & Forensics * CPU INT
Concealment ESP IQ
Construction JMN MD
Cooking JMN INT
Defeat Physical Security * ESP IQ
Demolitions MIL INT
Emergency Damage Control (EDC) *DSO IQ
EMT MED MD
Engineering * ENG IQ
Escape Artist ESP AGL
Etiquette * SOC CHA
Extra Vehicular Movement (EVM) DSO AGL
First Aid * MED MD
Flying (Goola & Keen Only) PHY AGL
Forgery ESP MD
Gambling SOC INT
Ground Vehicle VEH MD
Impersonation & Disguise ESP IQ
SKILL NAME CAT LS 1/2 Stat LVL % +25 -50 -75 -100 SPECIALIZATION
Intelligence Gathering * ESP IQ
Interactive Arts ART IQ
Interrogation ESP IQ
Interrogation MIL IQ
Language C&L IQ
Leadership, Military MIL INT
Lip Reading C&L IQ
Matrix Manipulation MDI IQ
Mental Defense * MDI INT
Mining, Asteroids * DSO IQ
Mining, Planetary * JMN IQ
Music ART INT
Navigation (Environment) * VEH IQ
Nurse * MED MD
Observation ESP INT
Performance ART CHA
Personal Flight Device VEH AGL
Persuasion, Bargaining, Bribery SOC CHA
Physical Fitness PHY CON
Physician * MED INT
Pick Pockets ESP MD
Powered Armor Use MIL AGL
Repair ENG IQ
Science ACD IQ
Scouting MIL INT
Shape Change (Mazian Only) * MDI IQ
Sign Language C&L MD
Sky Diving MIL INT
Smuggling ESP IQ
Snow Skiing MIL AGL
Spacecraft * VEH IQ
Stealth ESP AGL
Survival (environment) MIL INT
Swimming PHY AGL
Tactical Evaluation MIL INT
Tank VEH MD
Taxidermy * JMN IQ
Terrestrial Knowledge ACD IQ
Throwing PHY AGL
Ultra Armor VEH AGL
Visual & Instrumental Arts ART MD
Written Arts ART IQ
Zero-G Construction DSO MD
ACTIONS OBSERVATION CHECK
HALF ALL SENSE 1/2 INT OBSERV. SKILL (5%/lvl) TOTAL
VISION
HEARING
Body Points TEMP BP SMELL
Death's Door MOV
Initiative Modifier THR

% + ACC + Mod
Hand Weapons ACTIONS DAM DA Skill % RB 1 % + ACC
25 -50 -75 -100

ACCURACY (IN EACH RANGE BRACKET)


Ranged Weaponry DAM Skill %
RB 1 RB 2 RB 3 RB 4 RB 5 RB 6 RB 7 RB 8

RANGE BRACKETS
Missile & Rockets DAM ACC
RB 1 RB 2 RB 3 RB 4 RB 5 RB 6 RB 7 RB 8

GRENADES AMMUNITION
DAM AVE FRAGS WGT # DAM AVE Type WGT #

COMBAT SKILLS CAT LS 1/2 Stat LVL % Specialization


Hand-to-Hand PHY AGL
Hand Weapons WEP AGL
Projectile Weapons WEP MD
Archaic Ranged Weap. WEP AGL
Beam Weapons WEP MD
Chemical Weapons WEP MD
Direct Fire WEP MD
Energy Weapons WEP MD
Grav Tech WEP MD
Indirect Fire WEP INT
Omega Weapons WEP MD
Plasma & Particle Weap. WEP MD
Helmet THR: ______ 1. Helmet Options SC 7 or 8 Armor
Armor THR: ______ ABS: _________ Roll 1d10 for penetrating hit.
Option Protection
3. Left Arm Options 1___________ 4. Right Arm Options
HELM
ABS: _________ 2___________ ABS: _________
ECRS
MEN: Option Protection 3___________ Option Protection
1___________ 4___________ 1___________
RAD
(Flash): 2___________ 5___________ 2___________
SON: 3___________ 6___________ 3___________
4___________ 7___________ 4___________
5___________ 8___________ 5___________
ARMOR
6___________ 9___________ 6___________
ECRS
7___________ 10__________ 7___________
CHEM:
8___________ 8___________
COLD:
9___________ 9___________
ELE: 1
10__________ 10__________
FIR: 3 4
RAD: 2
5. Left Leg Options 6. Right Leg Options
ARMOR
ABS: _________ 5 6 ABS: _________
STATS
STR: Option Protection Option Protection
1___________ 1___________
AGL: 2___________ 2___________
2. Torso Options
3___________ ABS: _________
3___________
4___________ 4___________
MOV: Option Protection
5___________ 1___________ 5___________
6___________ 6___________
2___________
7___________ 7___________
3___________
8___________ 4___________ 8___________
9___________ 9___________
5___________
10__________ 6___________ 10__________
7___________ If you have purchased
Protection (Plating) armor
Slot 1 Filled in All Sections with Actuators in
Heavy Armor. 8___________ option. Fill in the Option
Slot 1 & 2 Filled in All Sections with Actuators in 9___________ Protection check box for
the first Armor Option hit,
Mechanized Battle Armor.
10__________ but do not eliminate the
rolled option.
Helmet THR: ______ 1. Helmet Options SC 5 or 6 Armor
Armor THR: ______ ABS: _________ Roll 1d8 for penetrating hit.
Option Protection
3. Left Arm Options 1___________ 4. Right Arm Options
HELM
ABS: _________ 2___________ ABS: _________
ECRS
MEN: Option Protection 3___________ Option Protection
1___________ 4___________ 1___________
RAD
(Flash): 2___________ 5___________ 2___________
SON: 3___________ 6___________ 3___________
4___________ 7___________ 4___________
5___________ 8___________ 5___________
ARMOR
6___________ 6___________
ECRS
7___________ 7___________
CHEM:
8___________ 8___________
COLD:
ELE: 1
FIR: 3 4
RAD: 2
5. Left Leg Options 6. Right Leg Options
ARMOR
ABS: _________ 5 6 ABS: _________
STATS
STR: Option Protection Option Protection
1___________ 1___________
AGL: 2___________ 2___________
2. Torso Options
3___________ ABS: _________
3___________
4___________ 4___________
MOV: Option Protection
5___________ 1___________ 5___________
6___________ 6___________
2___________
7___________ 7___________
3___________
8___________ 4___________ 8___________
5___________
6___________ If you have purchased
Protection (Plating) armor
7___________ option. Fill in the Option
Slot 1 Filled in All Sections with Actuators in Protection check box for
Heavy Armor. 8___________ the first Armor Option hit,
Slot 1 & 2 Filled in All Sections with Actuators in but do not eliminate the
Mechanized Battle Armor. rolled option.
Helmet THR: ______ 1. Helmet Options SC 3 or 4 Armor
Armor THR: ______ ABS: _________ Roll 1d6 for penetrating hit.
Option Protection
3. Left Arm Options 1___________ 4. Right Arm Options
HELM
ABS: _________ 2___________ ABS: _________
ECRS
MEN: Option Protection 3___________ Option Protection
1___________ 4___________ 1___________
RAD
(Flash): 2___________ 5___________ 2___________
SON: 3___________ 6___________ 3___________
4___________ 4___________
5___________ 5___________
ARMOR
6___________ 6___________
ECRS
CHEM:
COLD:
ELE: 1
FIR: 3 4
RAD: 2
5. Left Leg Options 6. Right Leg Options
ARMOR
ABS: _________ 5 6 ABS: _________
STATS
STR: Option Protection Option Protection
1___________ 1___________
AGL: 2___________ 2___________
2. Torso Options
3___________ ABS: _________
3___________
4___________ 4___________
MOV: Option Protection
5___________ 1___________ 5___________
6___________ 6___________
2___________
3___________
4___________
If you have purchased
5___________ Protection (Plating) armor
6___________ option. Fill in the Option
Protection check box for
Slot 1 Filled in All Sections with Actuators in the first Armor Option hit,
Heavy Armor. but do not eliminate the
rolled option.
Slot 1 & 2 Filled in All Sections with Actuators in
Mechanized Battle Armor.
Helmet THR: ______ 1. Helmet Options SC 1 or 2 Armor
Armor THR: ______ ABS: _________ Roll 1d4 for penetrating hit.
Option Protection
3. Left Arm Options 1___________ 4. Right Arm Options
HELM
ABS: _________ 2___________ ABS: _________
ECRS
MEN: Option Protection 3___________ Option Protection
1___________ 4___________ 1___________
RAD
(Flash): 2___________ 2___________
SON: 3___________ 3___________
4___________ 4___________
ARMOR
ECRS
CHEM:
COLD:
ELE: 1
FIR: 3 4
RAD: 2
5. Left Leg Options 6. Right Leg Options
ARMOR
ABS: _________ 5 6 ABS: _________
STATS
STR: Option Protection Option Protection
1___________ 1___________
AGL: 2___________ 2___________
2. Torso Options
3___________ ABS: _________
3___________
4___________ 4___________
MOV: Option Protection
1___________
2___________
3___________
4___________

If you have purchased


Protection (Plating) armor
option. Fill in the Option
Slot 1 Filled in All Sections with Actuators in Protection check box for
Heavy Armor.
the first Armor Option hit,
Slot 1 & 2 Filled in All Sections with Actuators in but do not eliminate the
Mechanized Battle Armor. rolled option.