The Black Guard – Sci Fi 3

Here’s the final installment of the Black Guard as a space mercenary company.  It includes one of their top money makers, which has nothing to do with combat and the woman who runs it as well as the ground vehicles they use in their forces.

The idea for Jersalyn came when I noticed that there were no rules keeping a character from having the Attractive and Very Attractive edges and the Obese hindrance in Savage Worlds.  And, that there was no charisma penalty for having the Obese hindrance.  I don’t know if this is some sort of commentary by the creators, if they just didn’t notice, or if they did notice and it occurred to them that it would be wrong to say Obese people have low Charisma or are unattractive.

I’m going to say that I’m using it as a commentary about modern ideals of beauty.

Silk Panther Refurbished Passenger Liner

Originally called the “Light of Orion” the “Silk Panther” was formerly a luxury liner. It still serves the same purpose but in a noticeably modified way and for a different clientele.

The Silk Panther came into the Black Guard’s hands when they were hired to kidnap a nobleman who was vacationing on the vessel. Security was laughable on the vessel, even with the nobleman’s body guard and they had unwisely strayed out of the patrol range of the nearest galactic fleet.

The Ebon Fist quickly realized, not only that he had several thousand potential playthings and slaves besides the nobleman they were looking for, but also a ship that could be easily refurbished into a specialized entertainment vessel. To that end, the kidnapping became a hijacking and they spirited the Light of Orion away.

Some creative manipulation of the ship’s registry as well as properly disposing of the crew and passengers soon meant that they had a vessel that was essentially unrecognizable as the Light of Orion. The crew and passengers who were willing to come to work for the Black Guard were allowed to do so while the less amenable were sold off or became part of the “entertainment.”

Like most of the other ships in the Black Guard fleet, the Silk Panther was heavily modified. Much of the passenger space has been replaced with entertainment facilities that cater to the darker desires of sentients. The Silk Panther is now a mobile combination casino, brothel and bloodsport arena. But even this is just the public face of the vessel. For those in the know and with the money, there is a hidden, dark underbelly where patently illegal entertainments can be purchased. Only the highest level VIPs even know about this portion of the ship and most of the passengers on the vessel aren’t aware of what goes on in the bowels of the ship.

The Silk Panther doesn’t always travel with the rest of the fleet. As perhaps the most legitimate of their vessels, it can stay in more civilized space and continue to generate profit while the other ships and soldiers operate on the outskirts. Still, some of their best profits come when the ship operates in wartorn space, providing much needed and quite expensive distraction from the turmoil of combat.

Gargantuan Starship: Size 24, Acc/TS 20/150, Climb -2, Toughness 52(13), Crew 3100+1400

Notes: AI, AMCM, FTL, 19x Mercantile, Speed Reduction, 2x Superstructure (Civilian Passengers,) Superstructure (Hangar)

Weapons:Dual Linked Light Laser

Range: 150/300/600 Damage: 2d10 +2 RoF: 1 Notes: +1 to hit, AP5, HW, Reaction Fire

Jerselyn is the proprietress of the Silk Panther. She is a savvy, beautiful business woman with an insatiable greed. It was this latter trait that brought her to the Ebon Fist’s attention. Originally the Madame of a series of brothels on a planet on the border between the outer reaches and the central core, she had a reputation for doing anything that would earn her a profit. While this originally began as simply accommodating the more unsavory desires of her fellow man for a price, it steadily escalated until she was selling things that went beyond immoral into the illegal.

The Ebon Fist was one of her customers and, was soon in business with her, providing many of the products that she resold. Eventually, Jersalyn’s greed overcame her good sense and she went too far, so far even the web of blackmail she’d created was not enough to protect her.

Desperate, she contacted the Ebon Fist for assistance. The leader of the Black Guard saw something of a kindred spirit in the woman and certainly a tool he could put to good use. The Ebon Fist sent Wanderlust and his personal body guard in and they extracted her only minutes before the local authorities would have arrested her.

After coming to an agreement, he put her in charge of some of his own houses of ill repute, until he came into possession of the Light of Orion. Jersalyn was integral in helping him retrofit the ship and even provided its new name.She has been in charge of the vessel ever since and her reputation for providing anything to anyone if they are willing to pay the price has only grown. Jersalyn’s greed has not diminished over the years. The Ebon Fist generally turns a blind eye to the way she skims off the top of her profits though, periodically, he finds it necessary to remind her, usually painfully, of her proper position.

Agility: d4, Smarts: d8, Spirit: d8, Strength: d4, Vigor: d6

Skills: Fighting: d4, Gambling: d6, Notice: d6, Persuasion: d10, Shooting: d4, Streetwise: d10

Pace: 5             Parry: 4           Toughness: 6   Charisma: +4

Edges: Attractive, Very Attractive, Rich

Hindrances: Obese, Yellow, Greedy

Copperhead Assault Gunships

The Black Guard does not go in for waves upon waves of small fighters as some fleets do. Instead, they prefer mid range vehicles that can both take some punishment and dish it out in return. The Copperhead Assault Gunship fits that role perfectly and several have been bought, bartered for and stolen to augment the fleet. The Warhorse and the Warhound each carry two of the gunships while the Centaur, Minotaur and Marauder each carry one, giving the fleet a total of seven.

Though the Hive does not carry any of the escort vessels, their most important function is generally defending it during its most vulnerable moments, namely when it is descending into the atmosphere. Given that the larger warships cannot attend it, the Copperheads and Centaur and Minotaur are the transport’s only defense against anti-aircraft defenses and atmospheric fighters.

The Copperheads perform exceptionally well in this role. While they are incapable of running down smaller, faster fighters, they are quite capable of swatting down such fighters when they attack.

Medium Starship: Size 8, Acc/TS 25/200, Climb 2, Toughness 37(18), Crew 5

Notes: AI, AMCM, 3x Armor, Atmospheric, Planetary Sensor Suite, Sloped Armor, Speed Targeting System

Weapons:

2x Dual Linked Light Laser

Range: 150/300/600 Damage: 2d10 +2 RoF: 1 Notes: +1 to hit, AP5, HW, Reaction Fire

Missile Launcher with 12 Light Missiles

Range: 200/400/800 Damage: 6d6 RoF: 1 Notes: AP8, HW, MBT

Dual Linked Rail Gun 4

Range: 100/200/400 Damage: 4d12 +2 RoF: 1 Notes: +1 to hit, HW, effective range is tripled in space

Headhunter Battle Walker

In keeping with the preferences of the Black Guard, their mecha are designed for brutal combat, both when dishing out damage and taking it. Whereas most mecha focused on close combat depend on speed and maneuverability, the Headhunters depend on simply being durable. Headhunters simply run down their prey, accepting the damage they take in the process with little fear.

The technique is all the more effective because it is demoralizing for the enemy to attack with little or no effect as they are being stalked.

Medium Walker: Size: 8, Strength: d12+6, Toughness:45(22) , Pace: 18 (2d6 Run)

Notes: AMCM, 8x Armor, Close Combat Weapon, 2x Reinforced Frame, Sloped Armor, Strength Enhancement, Targeting System

Weapons:

Dual Linked Rail Gun (4)

Range: 100/200/400 Damage: 4d12 +2 RoF: 1 Notes: +1 to hit, HW, effective range is tripled in space

Missile Launcher with 8 Heavy Missiles (Half are EMP)

Range: 200/400/800 Damage: 8d6 RoF: 1 Notes: AP15, HW, MBT

Battle Axe Damage: d12+6+2d10 Notes: AP8, HW

Hellstorm Assault APC

The Hellstorm is a fast, durable vehicle with the primary function of carrying Black Guard troops into battle. It performs this task admirably and with impressive maneuverability. A full 17 man squad of troops can comfortably ride inside a Hellstorm and navigate through rough terrain or smooth city streets.

They serve as fire support for the squads as well, and the heavy lasers utilized for this function also allow them to serve their secondary function: armored warfare. A Hellstorm has approximately the same armor and firepower as a light tank and can serve in this function as well as its primary function as a personnel carrier. Given its speed and agility, it is often capable of outmaneuvering enemy units and is especially effective as a skirmisher when partnered with Furies who can go head to head with other tanks while the Hellstorms maneuver for position.

Heavy Vehicle: Size 6, Acc/TS: 15/35, Toughness: 32(17), Crew: 20

Notes: 6x Heavy Armor, 3x Crew Space, Four Wheel Drive, Handling, Sensor Suite, Sloped Armor, 2x Speed, Targeting System

Weapons:

Medium Auto-Cannon

Range: 50/100/200 Damage: 3d8 RoF: 3 Notes: AP6, HW

Dual Linked Heavy Lasers

Range: 150/300/600 Damage: 4d10 +2 RoF: 1 Notes: +1 to hit, AP15, HW

Fury Strike Hover Tank

The Fury is a relatively normal Hover Tank design. A good mix of speed, maneuverability and toughness, the basic design is unremarkable.

Where it particularly suits the Black Guard is in its armament. With the usual projectile based cannon replaced by a Super Heavy Laser that is powered by the internal nuclear generator, the Fury is able to operate for extended periods without resupply. While the missile rack requires periodic reloading, this weapon is generally only used for harassment and as a backup if the main cannon is damaged so the need for resupply is small.

Heavy Vehicle: Size 6, Acc/TS: 5/15, Toughness: 56/44/32 (41/29/17), Crew: 4

Notes: AI, 12x Heavy Armor (Frontal), Crew Reduction, Hover, Sensor Suite, Targeting System

Weapons:

Super Heavy Laser

Range: 150/300/600 Damage: 6d10 RoF: 1 Notes: AP25, HW

Missile Launcher with 12 Light and 8 Heavy Missiles

SW_Fan_SmallRange: 200/400/800 Damage: 6d6 RoF: 1 Notes: AP8, HW, MBT Range: 200/400/800 Damage: 8d6 RoF: 1 Notes: AP15, HW, MBT

Black Guard – Sci Fi 2

The second part of the Black Guard as a sci-fi mercenary company – the combat fleet.  The Savage Worlds Sci Fi Companion does a particularly good job in this area and creating these ships was my favorite part.  I particularly liked the Dawn Star.  And I’m particularly proud of it’s background and story.

Marauder Corvette

The Marauder is the flagship of the Black Guard fleet and the Ebon Fist’s personal ship. It was originally a civilian corvette that has been heavily retrofitted to be a combat worthy vessel. While this might mean that it’s not quite as effective as a vessel that was originally designed to be a warship, it is notably faster than most military vessels of a similar size. The Black Guard has learned to take advantage of this speed. They strike vulnerable targets and are quick to flee if said target turns out to be more dangerous than expected.

It is only partially because of this retrofitting that the interior of the Marauder is a nightmarish labyrinth with dead ends, hidden spaces and dangerous equipment and pipes exposed. The Ebon Fist and the rest of the Black Guard are quite comfortable within the space but other spacefarers would find the chaos disturbing and unfathomable.

When travelling with the fleet, the Marauder and the Dawn Star often maneuver to outflank their opponents while the Warhorse and Warhound stand and fight, serving as distractions.

Giant Starship: Size 20, Acc/TS 30/300, Climb -1, Toughness 62(23), Crew 1000

Notes: AI, AMCM, 6x Armor, Deflector Screens, FTL Drive, Galactic Sensors, Hangar, Shields, Sloped Armor, Targeting System

Weapons:

Mass Driver 10 (Fixed)

Range: 100/200/400 Damage: 10d12 RoF: 1 Notes: HW, effective range is tripled in space

2x Dual Linked Mass Driver 6

Range: 100/200/400 Damage: 6d12 +2 RoF: 1 Notes: +1 to hit, HW, effective range is tripled in space

Heavy Ion Cannon

Range: 100/200/400 Damage: 6d8 +2 RoF: 1 Notes: AP20, HW

4x Dual Linked Light Lasers

Range: 150/300/600 Damage: 2d10 +2 RoF: 1 Notes: AP5, HW, Reaction Fire

4x Missile Launchers with 16 Heavy Missiles

Range: 200/400/800 Damage: 8d6 RoF: 1 Notes: AP15, HW, MBT

2x Torpedo Tubes (Fixed) with 20 Heavy Torpedoes

Range: 300/600/1200 Damage: 10d12 RoF: 1 Notes: AP80, HW, LBT

The Hive Strike Carrier

While many mercenary and military units use a veritable fleet of shuttles and transports to move their soldiers and hardware from their large scale transports to the surface of a planet, the Black Guard bypasses this necessity entirely.

The Hive was once a standard strike carrier used to transport aerospace fighters and bombers into combat and was designed only for space travel. The Black Guard retrofitted the hangars and made the modifications necessary to allow the massive ship to make surface landings. This allows it to land on planet and offload the Black Guard’s men and equipment directly.

There is little more fearsome than seeing this vast vessel land and disgorge almost 500 troops, a dozen combat ready troop transports and a handful of hover tanks and mechs.

Of course, the other ships in the fleet are not capable of entering the atmosphere, so the Hive is fairly vulnerable as it makes these landings. Only the fleet’s compliment of Viper gunships provide it protection in this vulnerable moment.

Gargantuan Starship: Size 24, Acc/TS 10/50, Climb -2, Toughness 51(15,) Crew 3700

Notes: AI, AMCM, Armor, Atmospheric Deflector Screens, FTL Drive, Galactic Sensor Suite, 3x Speed Reduction, 5x Superstructure (Hangar,) Superstructure (Military Passengers,) Targeting System.

Weapons:

4x Quad Linked Light Lasers

Range: 150/300/600 Damage: 2d10 + 4 RoF: 4 Notes: +2 to hit, AP4, HW, Reaction Fire

2x Torpedo Tubes (Fixed) with 20 Heavy Torpedoes (4 are EMP warheads)

Range: 300/600/1200 Damage: 10d12 RoF: 1 Notes: AP80, HW, LBT

Complement:450 troops

12 Hellstorms

4 Furies

3 Headhunters

Dawn Star “Lucifer” Stealth Cruiser

The Dawn Star was an experimental prototype, a cruiser class warship utilizing stealth technology developed for smaller vessels like fighters and cutters. Testing had progressed far enough that the vessel was actually sent out on its first patrol mission. It engaged in several anti-pirate actions in one of the outer systems and was well on the way to proving itself a worthwhile prototype.

Unfortunately, during one of its regular analysis and maintenance periods, the ship was ambushed by a vengeful group of the very pirates they’d been hunting. Even with much of the crew off the vessel and some of the major systems off line, the Dawn Star destroyed two of the attacking ships before being taken by the enemy.

The pirates were wise enough not to wait around and fled back into the outer reaches. The Dawn Star became the new flagship of the pirates and they put its stealth abilities to good use. A particularly cruel group, the pirates tortured what was left of the original crew to death and did the same with many of the prisoners they took afterwards.

They also hacked the AI of the vessel to bypass the safeguards that were in place to prevent it from turning against military and civilian vessels. The combination of the hacking and the horrors that it was subjected to watching triggered the AI into sentience. It also drove the AI completely insane.

The Dawn Star had plenty of evidence of the terribleness of organic beings and decided that they, as a general rule, did not deserve to live. The pirate crew living within it were the first to die. At first the AI simply vented the atmosphere, killing the bulk of the crew almost immediately. But, as the rest of the crew showed their creativity and tenacity in clinging to survival, the Dawn Star started to see it as a cruel game. It toyed with the last crewman, a simple technician for days before finally electrocuting him with a power surge while he tried to hack the AI.

In the meantime, the Dawn Star had been stringing the rest of the pirate fleet along but, with its internal quarry gone, sought more death. Without warning, it obliterated one of the frigates before playing a game of cat and mouse with the other ships. The last two ships split up when they realized their danger and the Dawn Star quickly hunted one down. The other thought they were safe until the stealth cruiser appeared out of nowhere and disabled their FTL drive.

The pirates were so desperate that they actually sent an SOS to galactic authorities, an SOS the Dawn Star picked up. Terrifying hours followed for the pirate crew as the insane AI would uncloak just long enough to take out a weapon or destabilize a compartment of the ship before disappearing again.

Relief was only minutes away, a patrol eager to bring the notorious pirates in already in system when the Dawn Star struck, uncloaking and unleashing a devastating barrage on the bridge of the pirate ship, the last portion still habitable by organics. By the time the patrol arrived, the Dawn Star was gone and the last pirate ship a lifeless wreck.

For years, the Dawn Star prowled the outer edges of civilization like a demonic shark, appearing only when its prey was at its most vulnerable and playing its deadly games before eventually getting bored and finishing off the organics and then disappearing again.

By the time the Ebon Fist tracked the vessel down, it already knew enough about human history from its prey and the intertstellar information system to realize the double meaning possible in its name. It was already calling itself “Lucifer” rather than Dawn Star.

No one knows exactly what deal the Ebon Fist struck with Lucifer, and why the AI did not simply treat him, the Marauder and its crew as it had so many other victims. Some claim that he, or Wanderlust braved the gauntlet that is the inside of the Dawn Star and proved too tough or dangerous for Lucifer to kill.

What is known, is that the Ebon Fist pays Lucifer in lives. Prisoners are periodically sacrificed to the AI, forced into one of the vessel’s airlocks to face the horrors that lie within. As life support is not needed any other time, Lucifer turns it off, its interior well below freezing and close to a vacuum. In addition to being more efficient, it has the side effect that the bodies within are almost perfectly preserved, meaning that each new batch of victims is forced to see the fate of those who went before them. At times, Lucifer kills these sacrifices almost immediately, either not bothering to power up his life support or cutting it off soon after its victims’ arrival. Other times, it lets its prey run around like rats in a maze for days or weeks, lulling them into a false sense of security before abruptly slaughtering them.

Giant Starship: Size 20, Acc/TS 25/250, Climb -1, Toughness 62(23), Crew 1000

Notes: AI, AMCM, 6x Armor, Deflector Screens, FTL Drive, Galactic Sensors, Sentient, Shields, Sloped Armor, Speed Reduction, Stealth System, Targeting System

Weapons:Mass Driver 10 (Fixed)

Range: 100/200/400 Damage: 10d12 RoF: 1 Notes: HW, effective range is tripled in space

2x Dual Linked Mass Driver 6Range: 100/200/400 Damage: 6d12 +2 RoF: 1 Notes: +1 to hit, HW, effective range is tripled in space

4x Dual Linked Light LasersRange: 150/300/600 Damage: 2d10 +2 RoF: 1 Notes: AP5, HW, Reaction Fire

4x Missile Launchers with 16 Heavy Missiles

Range: 200/400/800 Damage: 8d6 RoF: 1 Notes: AP15, HW, MBT

2x Torpedo Tubes (Fixed) with 20 Heavy Torpedoes

Range: 300/600/1200 Damage: 10d12 RoF: 1 Notes: AP80, HW, LBT

Warhorse and Warhound Light Battle Ships

The two least modified warships in the Ebon Fist’s armada, the Warhorse and the Warhound are also both the most recently built and the newest additions. Experiments in overwhelming firepower, they are less radical prototypes than the Dawn Star and their design revolves around a fairly straightforward upgrade, namely the quadrupling of heavy mass drivers as the primary weapon.

These sister ships were being created by a weapons manufacturer under contract by the central government on an edge world. This was done for a simple reason. The corporation and its employees were the only sentient inhabitants on the world and the corporation could control all aspects of its employees lives, making them little more than slaves and dramatically driving down expenses.

The Ebon Fist certainly had no moral objection to this state of affairs, but saw quite an opportunity. It was relatively easy for him to foment a rebellion in the workers and he only had to swoop in at the last moment to finish off the remnants of the security forces.

Many of the workers were in for a rude awakening as the Ebon Fist treated the inhuman workers no better than their former employers and they were sold off as slaves in name as well as fact.

The two battleships were all but completed and by the time corporate reinforcements arrived days later, they’d been finished at least enough to launch and the entire Black Guard was long gone. This move likely would have garnered the Ebon Fist yet another enemy, but the corporation had sunk too much capital into the two ships and the contract that hinged upon their completion and sale. It quickly collapsed into bankruptcy when it defaulted on its loans, and thus were not able to pursue the Black Guard.

Whether or not the linked mass drivers give the battleships any actual advantage in battle is questionable. They’ve been in a number of battles as part of the Black Guard fleet and have been victorious each time but have never been the obviously decisive factor. The hope that they could end a battle with a single overwhelming volley has certainly not proven true.

Giant Starship: Size 20, Acc/TS 25/250, Climb -1, Toughness 76(37), Crew 1000

Notes: AI, AMCM, 13x Armor, Deflector Screens, FTL Drive, Galactic Sensors, 2x Hangars, Shields, Sloped Armor, Speed Reduction, Targeting System

Weapons:

Quad Linked Mass Driver 10 (Fixed)

Range: 100/200/400 Damage: 10d12 +4 RoF: 1 Notes: +2 to hit, HW, effective range is tripled in space

2x Dual Linked Mass Driver 6

Range: 100/200/400 Damage: 6d12 +2 RoF: 1 Notes: +1 to hit, HW, effective range is tripled in space

4x Dual Linked Light Lasers

Range: 150/300/600 Damage: 2d10 +2 RoF: 1 Notes: +1 to hit, AP5, HW, Reaction Fire

4x Missile Launchers with 16 Heavy Missiles

Range: 200/400/800 Damage: 8d6 RoF: 1 Notes: AP15, HW, MBT

2x Torpedo Tubes (Fixed) with 20 Heavy Torpedoes

Range: 300/600/1200 Damage: 10d12 RoF: 1 Notes: AP80, HW, LBT

Centaur and Minotaur Transports

Two vessels of the same basic design and built within a couple of years of each other, the Centaur and Minotaur are the only vessels the Black Guard actually paid for. As the mercenary company added more and more vehicles to their arsenal, it became more and more difficult for them to transport the men and machines.

In payment for a mission that involved wiping out a city for a client, the Black Guard received these two transports. Originally just freighters, they were modified almost immediately and then steadily to suit the needs of the mercenaries. These changes have meant that the ships are no longer identical, though they look the same outside. Their internal hangar space is different to hold the vehicles specifically assigned to them.

Although not true combat vessels, both ships are armed and capable of participating in a battle, sometimes turning a battle with a well placed shot while the enemies are distracted by the actual warships of the Black Guard fleet.

Giant Starship: Size 20, Acc/TS 25/250, Climb -1, Toughness 47(11), Crew 1250

Notes: AI, AMCM, Atmospheric, Deflector Screens, FTL Drive, Hangar, Sloped Armor, Speed Reduction, 2x Superstructure (Hangar,) Targeting System

Weapons:

2x Heavy Auto-Cannons

Range: 75/150/300 Damage: 4d8 RoF: 3 Notes: AP8, HW

2x Missile Launchers (Fixed) with 16 Heavy Missiles (half are EMP)

Range: 200/400/800 Damage: 8d6 RoF: 1 Notes: AP15, HW, MBT

Complements:Centaur – 6 Hellstorms and 2 Furies

Minotaur – 3 Hellstorms, 1 Fury and 3 Headhunters

SW_Fan_Small

The Black Guard – Sci Fi 1

Recently, I finished the Savage World’s Sci-Fi Companion. One of the nice rules augmentations are fairly thorough rules for creating custom robots, power suits, starships, vehicles and mechs. I briefly considered going back to the Lightning Storm APC post and redoing those stats according to those rules. In the end, I decided not to, first because I thought it could stand as it was on its own, second because I had another idea that could thread all the custom creation options together in a single theme.

The main character, the Ebon Fist, is one that I used to use in forum based RPG’s. And he was at least as terrible in most of those as I describe him here. It is amazing what you can get away with, indeed what people want you to do to their characters. He’s one of those characters that I hope the people I was playing with loved to hate. And it’s a good reminder as a GM that there is generally no need to pull your punches with your players. People like nothing better than to have their characters overcome fierce obstacles.

Without further ado, here is the future/sci-fi version of the Black Guard and yes, this group is the inspiration for my company.

Although technically a mercenary company, the Black Guard is really a cult and a cult of personality with a single, charismatic man at its center.

The man now called the Ebon Fist is an enigma. Where he came from and even what his true name is are lost to history.

His first recorded activity was when he joined the Black Guard, then the personal guard of the royal family of the world called Ydin. It was not long before he was named commander of the Guard amidst rumors that he gained the position by seducing the Queen of Ydin.

The Ebon Fist slowly and subtly built up his power base until he was able to enact a coup. For a time, Ydin was essentially his own personal playground and the number of atrocities committed are still unknown. In fact, so few witnesses remain that all formal charges of crimes placed against the Ebon Fist were eventually dropped.

Not that he waited around to face those charges. Instead, he took the rest of the Black Guard and their gear off planet, where they became somewhat notorious for skirting the law as mercenaries and privateers who were often war criminals and pirates.

The Ebon Fist was wise enough to keep his operations around the fringes of civilization, the places where law enforcement is sparse and there are plenty of people who appreciate people who are exceptionally zealous in carrying out the violence they’re being paid for. These are the same places that overlook slavery and the transport and sale of items that are often considered less than moral.

In fact, the only real problems he’s had with authorities is when a couple of light battleships that were being completed in a remote drydock came up missing and identical ships showed up and effectively doubled the size of his fleet. There is also some speculation that another of the ships, a heavy cruiser greatly resembles an experimental vessel that was lost on a covert mission.

Though many consider him highly insane and almost unpredictable, the Ebon Fist is a man who is driven by a rabid dedication to three things: his god, his race and the Black Guard.

No one is exactly sure what god the Ebon Fist actually worships. He simply refers to it as “God” or “Lord,” but given the religion’s tenants based on his actions, it is fairly clearly either not the Judeo-Christian god or an interpretation that is almost unrecognizable. His god is, apparently, one of extreme experiences, sex, violence and drugs are all aspects of his “worship.” And those who don’t follow his god are, apparently, fair game for him to enact his own enjoyment on in any way.

But the Ebon Fist is also a human supremacist. He firmly believes that anything that is not human is subhuman and, while he recognizes that there is a difference between the other sentient species and animals, he considers both beneath humans and meant for the usage of humans. While he will fight for aliens and against humans, he won’t do both at the same time. He will take contracts from humans to go to war against other humans and against aliens and will likewise battle aliens if hired by aliens or humans but will not take contracts against humans by aliens. The same is true of his slave trading. He’ll sell both human and alien slaves to humans and alien slaves to aliens but never human slaves to aliens.

Likewise, while he can often be cruel and demanding of the members of the Black Guard, he has never betrayed any of them, even to his clients. He definitely will not turn any member of the Guard over to the authorities. For this very reason, not a few criminals have flocked to the Ebon Fist’s banner and claimed his protection, once they proved their value.

The Black Guard has gained a reputation as a very effective mercenary company so long as the mission is to utterly destroy the target with little regard for collateral damage. No one would dream of having them perform a policing action on their homeworld but they are many people’s first choice when an enemy’s planet needs to be devastated.

Agility: d8, Smarts: d6, Spirit: d8, Strength: d6, Vigor: d8

Skills: Fighting: d8, Intimidation: d8, Knowledge (Battle): d6, Knowledge (Navigation): d4, Notice: d6, Persuasion d8, Piloting: d6, Shooting: d8,

Pace: 6             Parry: 7            Toughness: 13(6)         Charisma: +4

Edges: Attractive, Very Attractive, Brawny, Command, Command Presence, Fervor

Hindrances: Overconfident, Delusional (Human supremacist,) Quirk (Refers to God.)

Cybernetics: Melee Power Weapon (Str + 2d6)

Gear: Vibro Axe (Str+ +d6 AP2), Laser Rifle with attached grenade launcher (Range: 30/60/120 Damage: 3d6 RoF: 3 Shots: 100 Notes: AP2, 3RB, SA, no recoil penalty/Range: 24/48/96 Damage: By Type RoF: 1 Shots: 20), Combat Armor (+6, negates 4 Ballistic AP.)

 Warlord Power ArmorMedium Power Armor Armor +14 Pace 8 (Run d10)

Notes: Armor x2, Command Pack, Pace, Sensor Suite, Targeting System, Trauma System.

Weapons: Weapon Mount with Plasma Rifle

Range: 24/48/96    Damage: 3d10       RoF: 1    Notes: HW, affects least armored location, target may catch fire.

The true name of the woman currently called Wanderlust is unknown. The genetic modifications that went into her rebirth as a killing machine were accompanied by a personality and memory wipe.

She is a mystery with dozens of theories and no facts. The only thing that is known is that the Ebon Fist took her in trade for a job the Black Guard performed for a group of slavers.

The fact that she greatly resembles an older version of a princess who was kidnapped as a child and never returned more than a decade ago has not gone unnoticed by many.

It isn’t even clear what DNA has been spliced with the woman’s, though her capacity to hunt and her immense loyalty to her master suggests that there are some canine genes included.

Wanderlust can be truly savage and obeys the Ebon Fist without hesitation or question. This is a truly fearful and dangerous combination given the lack of morality that often goes with the leader of the Black Guard’s decisions.

Agility: d8, Smarts: d6, Spirit: d8, Strength: d6, Vigor: d8

Skills: Climbing: d6, Fighting: d10, Notice: d6, Shooting: d4, Stealth: d8, Survival: d8, Swimming: d6, Tracking: d10

Pace: 8             Parry: 7           Toughness: 8(2)           Charisma: 0

Edges: Cyber Tolerant (used to simulate genetic alterations)

Hindrances: Loyal, Clueless, Quirk (Amnesia)

Cyberware: Adrenal Surge, Autodoc, Leg Enhancement, 2x Melee weapon (Vibro claws Str + 2d6 AP2), 2x Skill chip (Tracking), Vision Enhancement, Armor

Gear:

Huntress Power ArmorLight Power Armor Armor +10 Pace 14 (Run d10)

Notes: Armor, 3x Pace, Sensor Suite

Weapons: None

Each soldier in the Black Guard is equipped with a vibro axe, laser rifle and combat armor. If they are expecting to fight in urban environments or while boarding ships, they will replace the laser rifle with a laser pistol and a polymer shield.

One member of each squad of Black Guard infantry wears a suit of Invader armor and serves as heavy support for the unit. The Ebon Fist’s personal bodyguard all wear the armor as well, making them an incredibly dangerous unit.

Invader Power Armor

Medium Power Armor Armor +14 Pace 6

Notes: Armor x2, 3x Strength Enhancement, Targeting System, Trauma System.

Weapons: Weapon Mount with Light Autocannon

Range: 50/100/200 Damage: 2d12 RoF: 4 Notes: AP 4, HW

It is unclear exactly what the original robots that the Demons are based on were. Given how universal warbots are, the chassis could be any number of products from Maragon industries or any of a handful of other companies. In any case, the name is appropriate as the often intimidating appearance of a warbot has only been enhanced with fiercer expressions and lots of extra spikes and angles that don’t interfere with or enhance their combat abilities but do greatly increase their menacing presence.

There is a 16 unit squad of these robots, augmented by a pair of Oni robots in the Blackguard. They are generally used as shock troopers and are not as cruel as the human members of the company but are more fiercely indifferent.

Demon Robots

Attributes: Agility: d4, Smarts: d6, Spirit: d6, Strength: d12+1, Vigor d10

Skills: Fighting d10, Notice d6, Shooting d10

Pace: 6   Parry: 6  Toughness: 13(4)

Gear: Plasma Rifle (Range: 24/48/96  Damage: 3d10       RoF: 1    Notes: HW, affects least armored location, target may catch fire.)

Special Abilities:Armor +4: Heavy Armor. Demons have sturdy reinforced frames

Sensor Suite: +4 Notice vs. sound, motion, strong chemicals, radiation, or electrical fields up to 500 yards.

Size Increase +2: Demons are 7’ tall and very bulky

Targeting system: Negates up to 2 points of ranged weapon attacks

Weapon Mount (Gatling Laser)

Range: 50/100/200 Damage: 3d6+4 RoF: 4 Notes: AP 2, no recoil penalty

Oni are little more than upsized Demons. The increase in size makes them stronger and tougher though and adds enough room to mount an additional Gatling laser as well as allowing enhanced processor space that increases its skill package.

Onis have 4 arms, the top 2 ending in hands that can wield weapons while the bottom two mount the gatling lasers.

Oni Robots

Attributes: Agility: d4, Smarts: d6, Spirit: d6, Strength: d12+3, Vigor d10

Skills: Fighting d12+1, Notice d8, Shooting d12+1

Pace: 6   Parry: 6  Toughness: 15(4)

Gear: Plasma Rifle (Range: 24/48/96  Damage: 3d10       RoF: 1    Notes: HW, affects least armored location, target may catch fire.)

Special Abilities:Armor +4: Heavy Armor. Onis have sturdy reinforced frames

Sensor Suite: +4 Notice vs. sound, motion, strong chemicals, radiation, or electrical fields up to 500 yards.

Size Increase +4: Onis are 10’ tall and very bulky

Targeting system: Negates up to 2 points of ranged weapon attacks

Weapon Mount (Gatling Lasers x2)

Range: 50/100/200 Damage: 3d6+4 RoF: 4 Notes: AP 2, no recoil penalty

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