Most Normal People don't have sense enough to get the hell out of a war
zone, and end up stumbling across a street filled with Gyrofire and exploding
vehicles on their way to work at the office, barber shop, sporting goods
store, or local eatery. However, sometimes Normal People are part
of a riot, uprising, or revolt that takes place on a remote planet.
Or perhaps the Normal People get really tired of continued SpacePirate
raids, and take it upon themselves to try to fend off the brigands.
In these cases, the Normal People take up arms and fight for themselves
in their best interests, or so they think. Usually, they just end
up getting shot.
Abnormal People
Some Normal People are a little screwy and break this standard, becoming
obsessed with weapons and killing and death. If they act on this
obsession, stockpiling weapons and ammunition and training themselves in
the Deadly Arts, they become Somewhat Less Normal or even Abnormal People.
Every now and then you'll be fighting a battle in some urban area, mowing
down stray Normal People as usual, and then suddenly some Psychotik will
do something totally unexpected, like blow up a bridge, mow down SpaceMen
in his monster truck, or install MkIII Lasers all over his house.
The most generic Abnormal People have the stats listed above, but crazier
types can be assigned other point values depending on exactly how Abnormal
they are. Most Abnormal People fall into the category of Mad Bomber,
Paranoid Arms Stockpiler, and Suicidal Maniac. Invariably, they come
in one of three 'flavors:' the unshaven, blue-collar psycho who's
missing a hand, arm, leg, or face; the jet-setting businessman sociopath
with his suit, briefcase, and sunglasses; or the homicidal maniac postal
worker. There are no restrictions to the kinds of weapons these types
of people will find some way to stockpile and use. Better yet, they
don't care at all who else gets mowed down in their quest to reach their
target.
Usually these are the people who live and work on whatever land you've
chosen as your battlefield, who consider it their personal duty to protect
their community. In more modern communities (such as SpacePeople
or TownPeople), these will be policemen or guardsmen. In more primitive
cultures (like MedievalPeople, IslandPeople, or TribesPeople), these will
be hunters and warriors. More primitive warriors won't be able to
use modern weaponry, but they'll have put more priority on musclebuilding
and close combat, and will get Close Combat
bonuses.
The most dangerous group of Belligerent People are those in the Wolf Rebellion.
These political malcontents range from civilly disobedient left-wing activists
to heavily armed right-wing militiamen. These disparate groups rally
under the banner of the Wolf's Head, and are opposed to the constant warfare
and oppression under the rule of the StarShip Civilizations. Wherever
there is a government presence, these guys are starting riots and strikes,
organizing terrorist attacks, raiding supplies, destroying infrastructure,
and being extremely inconsiderate in general. If there are any Wolfen
Rebels on the battlefield, they'll do everything they can to disrupt your
military activities.
Normal Creatures
In addition to native minifig populations, many planets are also swarming
with dangerous wildlife. Stats and point costs differ depending on
how dangerous the animal is. Remember that a peaceful deep-sea black
octopus from Risley IX looks just like a vicious Brain-Sucking Land Blob
from Antares III, so feel free to make up new stats and animal abilities
for all your creatures at any time. Animals that Civilians ride around
on should be treated as One-Piece Vehicles.
Mercenaries place a lot more importance in personal survival than SpaceMen,
since they don't have the resources that let the StarShip Civilizations
pump out troops mass-production style. The average Mercenary gets
a lot more training and personal attention, and more highly-tuned SpaceArmor,
making a single Mercenary more than a match for a single SpaceMan, and
a single Specialist has all the skills of a Mechanik, Medik, and Technik
combined (depending on which Tools he's carrying). That's little
consolation, as SpaceMen outnumber Mercenaries by millions-to-one on the
Galactic level, so the Mercenaries have to pick their battles carefully.
One example of an objective might be to take and hold a position, such as a fortification or base. If, on the Mercenaries' sixth turn, they are pinned down by enemy fire and haven't even reached the target position, they have not made Reasonable Progress and will Ditch. If, on their sixth turn, they have eliminated or taken control of most of the defenses at the target position, then they have made Reasonable Progress and will stick around to mop up the remaining defenders and set up a defense perimeter of their own. If, on their sixth turn, they are engaged in battle for control of the position, and it's unclear who has the upper hand, it's harder to say whether or not they have made Reasonable Progress. Their decision to Ditch may be affected by how many casualties they have taken, their chances for eventual success in their current objective, and how well their allied SpaceTroopers have supported them. Sometimes they are looking for any excuse to Ditch their current commander because of his reputation for treating his Mercenaries badly, and sometimes they have a tendency to be lenient towards the enemy commander because he has treated them well in the past. Hopefully, a strong case can be made one way or the other; often, it can't. When it's hard to decide whether you've made Reasonable Progress or not, roll 1d6. A roll of 6 means the Mercenaries decide that they have made Reasonable Progress and stick around to complete their objective. A roll of 1 means they Ditch. Any other roll means they keep fighting, and try to decide again next turn.
Even if they have made Reasonable Progress and stuck around for twenty turns or so, they may still decide to Ditch if the tide of battle has turned seriously against them. If their forces are getting ground into hamburger, their allies have abandoned them, and it's obvious there's no way they're going to hold their position, they're going to start looking for avenues of retreat.
A Mercenary group that Ditches does not necessarily abondon their objective
or their allies, they just make keeping themselves alive their new priority.
This may mean they try to retreat from the battlefield, or they may try
to take up a defensible position and try to hold out until one side or
the other wins. They may move to take cover in their allies' base
(if the allies still trust them after they Ditch), or their TacOps Commander
may try to negotiate a truce with the enemy forces. As a Civilization
commander, you might want to arrange things so that their best chance for
survival when they Ditch is to stick with your team and finish taking their
objective, but Mercenaries who are manhandled in this manner are likely
to get ticked off and will try to stab you in the back as soon as it is
practical, and Mercenary groups hold grudges for a long, long time.
The most significant group of Mercenaries in the galaxy are the descendants
of a lost division of Kraan BlitzTroopers, who dress in black and white
uniforms with big neon-green B's emblazoned on their chests. Lately,
however, their preeminence among the Mercenary groups has been challenged
by the thrill-seeking X Brigade, who dress in mostly-black uniforms with
a red X emblazoned on their chest and back.
The equipment of SpacePirates is temperamental to say the least. PirateArmor
is different for each Pirate, and the armor that saves a Matey from an
Impact Rifle one moment, may fail utterly when hit by a simple fist. PirateArmor
is unpredictable, but can actually provide more protection than SpaceArmor,
in rare cases. Some Pirates go to battle in only a tank-top!
Close Combat is the Pirates' specialty. It seems as if SpacePirates
were born for fighting at close quarters, and countless bar brawls and
pit-fights serve only to hone the skills of the strong, and weed out the
weak members of a pirate band. All Pirates get a +2 Close Combat
bonus, even if they have no arms, legs, or heads.
SpacePirates are just as temperamental as their equipment. Every
turn, there is a chance that the Pirate Fleet will Mutiny against their
Cap'ns. At the beginning of every movement turn, the Pirate player
must roll 1d6. If he rolls a 1, then the fleet revolts against their
Cap'n. Whether or not a crew decides to Mutiny has nothing to do
with whether they are winning or losing, whether their Cap'ns are heroes
or cowards, or whether they are in good moods or bad. The Cap'ns
and their FirstMates must then try to regain control of their fleets by
making heroic speeches and striking heroic poses. All Cap'ns and
FirstMates add their Skill Rolls together. If the number rolled is
greater than the number of mutineers, they successfully rally their troops
and the turn can proceed as normal.
If the rolls fails, then the opposing player takes control of all Mateys
and vehicles and tries to kill the Cap'ns. The Cap'ns and FirstMates
may make one Control Roll for every movement phase that they remain alive.
If all the Capn's are killed, the SpacePirates withdraw from the battle,
to party down and elect a new Cap'n.
SpacePirates (or just "Pirates") have a number of restrictions on the
types of vehicles in their Fleet. Pirates cannot have ANY land vehicles;
all of their vehicles must be Flyers. This is because Pirates do
not take well to the land and except for Mateys who take to the ground
as foot-soldiers, Pirates rarely set foot on earth. Those who spend
their lives planetside are known as LandLubbers and are distrusted by SpacePirates.
Pirate Flyers are highly customized and can use Mk1 - Mk5 weapons, unlike
normal Flyers which can only use Mk1 - Mk3 weapons. The limit of
4 weapons per Flyer, however, must be obeyed by SpacePirates. SpacePirates
can also use Boats as huge antigravity ships, at Boats' standard costs
and statistics. There are rumors of enormous Pirate SpaceGalleons
roaming the galaxy loaded with SpaceBooty.
Each type of SpacePirate roughly corresponds to a certain type of SpaceMan.
A Cap'n has all the abilities of a SpaceChampion (including three Stupendous
Feats per turn), a FirstMate is roughly equivalent to a SpaceHero (with
one Stupendous Feat per turn), a Matey
functions as a SpaceMan or SpaceDriver, a Doc works the same as a Medik
(rolling at 1d6 rather than 1d10), a MateDroid works like a Synthetik,
and Parrots and Monkeys work like SpaceScouts. (It is unknown how
the Parrots and Monkeys relay their targeting information back to the Pirate
fleet, since they don't carry CBs, but that doesn't seem to bother any
of the Pirates. Monkeys can move vertically just as fast as horizontally,
and Parrots can fly over any obstacles. Monkeys can carry a weapon
in each of their four hands, so watch out for them!)
A Cap'n is represented on the battlefield by the pirate captain minifig,
of course. FirstMates look like Mateys except they get epaulets and
a tricorne hat, and generally look handsomer. Mateys just look like
whatever they feel like looking like. Docs look like Mateys except
they wear only red and white clothes. Docs do not need Medikal equipment,
since their standard Medikal procedure is to walk over to fallen Pirates
and kick them to see if they wake up. The parts of Parrots and Monkeys
are played by parrots and monkeys. PirateDroids are represented by
Synthetix whose brains have been replaced with Monkey brains.
There
are all sorts of Alien People. New kinds of Alien People are always
being discovered. The easiest way to create a new alien race is to
pull off a minifig's head and replace it with a new and unusual piece.
Sometimes the new species is somewhat viable (like the Groovy Flower-Headed
Peace Children), and sometimes it is just ridiculous (like the Motorcycle-Headed
Punk Legion).
Most Alien People are similar to Normal People, except for one or two slight statistical and behavioral differences. Most of them cost 3 points. Examples include:
These frightening blobs can strike fear into even a hardened SpaceTrooper's
heart. They defy all understanding: They don't have any hands to
wield weapons. They speak without mouths (though they only seem to
repeat sounds they've heard). They seem to be able to understand
orders, although they have no system of intelligence that is understood
by SpaceScience. They can sometimes withstand a blast of a Mk5 missile,
and sometimes they die when you step on them. If the die comes up
20 when the Green Thing rolls its AV, not only does it automatically resist
the attack, it splits into two identical Green Things! As far as
the top SpaceZenoBiologix can explain, "they're just really weird."