The REACHES The Outer Reaches. A region of space looked upon with hope, avarice, curiosity, excitement--and fear. Fraught with mystery, riches, adventure and danger, the Outer Reaches, or simply ‘The Reaches’ as many space-faring species call it, has recently become a focal point of galactic conict. Most would attribute the bubbling turmoil to the discovery of large deposits of Ultonium in the Scattered Sands, a rather large asteroid belt ranging across several star systems in the area. Whether they are right or wrong in this assumption remains to be seen. There are many forces at work here, some of which are yet unknown to the inhabitants at large. On the surface Ultonium is indeed the driving force behind many of those interested in this part of space, and rightly so. A clean burning source of unbelievable power for jump drive technologies, this particular use for Ultonium was rst discovered by Saramar Vallifok, the lead drive-tech engineer at the highly reputed Illyrian Shipworks. Now all jump capable ships run on Ultonium, and most, if not
all, in-system ships do as well. With a tremendous power yield from small amounts and incredibly efcient to use, demand for the blue crystalline ore has skyrocketed. Mining outts, from large corporate crews to lone prospectors, have cast their eyes to the Outer Reaches as the next possible ‘mother lode’ of Ultonium. While the promise of wealth and riches abounds, such a heretofore unexplored and unknown vast region of space is not without its dangers. Establishing settlements or even small outposts on undeveloped planets is risky business. Many worlds are home to dangerous lifeforms or have hostile environments requiring weapons or special equipment to survive. In spite of this, many species and groups choose to venture into the Outer Reaches, either of their own accord or in the course of performing their professions. As competition increases, so does danger as factions vie for supremacy with each other by various less than honorable means. With theft and piracy rampant and civilians threatened by savage creatures and the expansion of the Neiran Empire, the Galactic Defense Force or GDF has its hands full. The prominent military force of known free species of the galaxy, the GDF patrols and protects the various star systems of its members as well as regions where they operate. Comprised mainly of Illyrians and humans, but occasionally boasting one of the aquatic Alanti or the felinoid Shrinarr, they maintain a presence in The Outer Reaches, protecting the interests and well being of friendly corporations and civilians in the area. Other groups of operatives widely seen in the Reaches are the ‘Lancers’. Comprised of various species and anything and everything from smugglers, mercenaries, pirates, bounty hunters and privateers, these often highly skilled freelancing crews for hire are eager to take on even the most hazardous of jobs--for the right price. As their voyages sometimes take them into the gray shades of legality, many Lancers are not keen to cross paths with the GDF or its afliates and try to keep a low prole.
Unlike the furtive Lancers, the Neiran Empire fearlessly seeks confrontation with the GDF. With a civilization spanning eons, Neirans believe themselves to be the rightful masters of the galaxy and have come perilously close to achieving just that. Unscrupulous and devious, Neirans often employ guile, cunning, diplomacy, or the considerable brute force of their army when necessary to achieve their goals. Disputing claims of other species in the Scattered Sands often lands the Neirans in direct conict with the Galactic Defense Force and others. Their empress, Messilina IV delights in this, seeing the battles as merely a stepping stone to conquer the region and continue toward the Neirans’ complete control of the galaxy. Far less known, but cloaked in perhaps greater danger and certainly more mystery are the Edo. Strange cephalopods with bizarre mental powers, the Edo have recently emerged from the farthest voids of space to invade the known galaxy. What has brought them is unknown, their motives are unclear, but encounters with the Edo are sure to provoke hostilities. So far, neither the Galactic Defense Force nor the Neiran Empire has been able
to communicate with them successfully. Fortunately their forces encountered to date have been small, but some military experts fear these groups are merely scouting missions for a much, much larger force. The Outer Reaches has much to offer those adventurous souls willing to brave its unexplored vastness. There are worlds to protect, lives to rescue, riches to be had, discoveries to make, and wonders to see. Danger lurks never too far away, but with a good ship and crew, and a trusty zap gun and sonic grenades, even the fabled fearsome Scyla or Mekkus lose their menace. The race for new sources of Ultonium has begun.
ULTONIUM It wasn’t until the 3rd Century prior to the First Interstellar War that the blue crystalline ore called Ultonium truly became what it is today. While experimenting with various forms of clean burning power sources for jump drive technology, Saramar Vallifok, the lead drive-tech engineer at Illyrian Shipworks, discovered that by injecting particles of charged ions into rened Ultonium, a massive amount of energy could be released in a single burst. Enough energy, in fact, to activate the powerful j ump drive needed to move any sized starship through the Void faster than light. Unfortunately neither the lab, nor poor Saramar, were designed to resist the effects of releasing even a small charge of Ultonium and it took several more decades to sift through the debris of his experiments, piece together what happened and then complete his work. Being a secluded and independent world, Illyria had time to develop Vallifok’s research to its full potential just in time to enter the war, turning the tide in the Galactic Defense Force’s favor. A discovery of this magnitude couldn’t remain a secret forever; however, not with Neiran spies and corporate moles from species considered friendly to the Illyrians determined not to be left behind in the development of this latest starship technology. News of the nd leaked quickly despite the Illyrians’ best efforts to keep it to themselves. The First Interstellar War raged on as countless government cells squabbled over territory and mining rights. All the while Illyria was feverishly preoccupied with the continued development of Ultonium, trying to stay ahead of the several other companies and species scrambled to develop a competing technology. For good or ill, this “race for the blue” has resulted in everything from military weaponry, to cities, to starliners, to even somewhat more mundane objects being powered by Ultonium. As widely used as Ultonium has now become, few are aware of perhaps its greatest power. It is rumored the strange blue ore contains the energy of the cosmos and a gifted few can tap into the crystals and bend that power to their will.
Sample Gameplay is miniatures combat set in a retro-inspired Sci-Fi universe where each player commands heroes (or villains) referred to as solos and their companions (or henchmen) referred to as teams. Together, solos and teams form a crew. Players deploy their crews (usually according to scenario rules) and roll a die to determine who will be the “rst player” at the start of the game. The highest number rolled (re-rolling any ties) is the “rst player”. Each round the “rst player” shifts, switching back and forth in a two player game and clockwise in a game of three or more players. The game is played over one or more rounds where each player will have the opportunity to activate and perform actions with each member of their crew. Crew members are activated in order of initiative (highest to lowest). In the case of a tie the “rst player” that r ound activates one crew member and when done the next player activates a crew member with that same initiative and so on until all crew members for all players with that initiative have been activated. Once all crew members have had a chance to perform actions the round is complete and a new one begins. Crew members may choose to hold their actions until a later point during the round. Activation of crew members that held their actions may be done between any later activations that round. In the case of more than one player wishing to activate a crew member that held their action the “rst player” gets rst choice and so on. Once activated a crew member may not choose to perform one action and save the other. Any unused actions are lost. COUNTERBLAST
Adventure
ACTION
Battle
Game
Activated crew members may perform up to two actions. Some actions count as two and some others don’t count for any. Move over open ground (1 action) Move over difcult ground (2 actions) Melee attack* (1 action) Quick re* (1 action) Focused re (2 actions) Gain +1 modier Reorganize (2 actions) Skill check (0-2 actions depending on skill, equipment, and scenario rules) * - May be performed only once per activation. To represent the heroic deeds of your crew as they make their way through the perilous universe of COUNTERBLAST each receives Adventure Points that they can use to help their cause. Once an Adventure Point is used it’s gone for good however, so spend them wisely Re-roll any or all dice for one action. Force your opponent to re-roll any or all dice for one action. At the beginning of a round make a command check and for each success receive one initiative point that can be added to any member of a crew for that round only. The games ends when one side has achieved victory according to the scenario rules or when one side is the only one with models still on the table.
Range
Damage
Type
Acid Glob
6”
1
Body
Arc Rod
12”
1
Body
Bite
-
1
Body
Crush
-
1
Body
Gamma Eye Beam
12”
1
Body
Ionizer Pistols
12”
1
Body
Ionizer Rife
24”
1
Body
Jetpack
15”
-
-
Knife
-
1
Body
Medkit
-
-
-
Mind Blast
-
1
Mind
Mind Mesh
-
-
-
Punch and kick
-
1
Body
Scanner
6”
-
-
12”
1
Body
-
-
-
Sonic Pistol Toolkit
Note
Use two move actions to jump 15” Heal one point Body for each success Heal one point Body for each success Scan for hidden objects Repair one damage for each success
SALLY STARFIELD
TROOPER
GhNT Spybot
Galactic Defense Force
Galactic Defense Force
Galactic Defense Force
MOV
INIT
COM
MOV
INIT
COM
MOV
INIT
COM
5 #
4 #
4 #
4 #
3 #
2 #
8 #
4 #
1 #
ACTION
d10
IonPistol
4
+2
JetPack
2
Knife ToolKit 1
BODY
+
Dmg
T
12
1
B
+1
15
-
-
2
0
0
1
B
2
0
0
-
-
MIND
6 -
Rng
1
#
8 -
# -
d10
+
Rng
Dmg
T
ACTION
d10
+
Rng
Dmg
T
IonRifle
1
0
24
1
B
IonPistol
2
0
12
1
B
Knife
1
0
0
1
B
ToolKit
2
+1
0
-
-
ACTION
0
BODY
MIND
1 -
1
#
2 -
0
BODY
MIND
4 -
# -
2
#
1 -
# -
Dr. Helen Salinger
HLpR Bot
Eye Slug
Lancer Scientist
Lancer Robot
Hazard
MOV
INIT
COM
MOV
INIT
COM
MOV
INIT
COM
5 #
3 #
2 #
4 #
3 #
1 #
4 #
2 #
1 #
ACTION
d10
+
Punch
1
-1
MedKit
3
ToolKit
2
BODY
0
Dmg
T
0
1
B
+1
-
-
-
0
0
-
-
MIND
4 -
Rng
2
#
9 -
# -
ACTION
d10
+
Rng
Dmg
T
MedKit
2
+1
-
-
-
ToolKit
3
+1
-
-
-
BODY
0
MIND
2 -
2
#
1 -
ACTION
d10
+
Rng
Dmg
T
Bite
1
0
0
1
B
Acid Glob
1
0
6
1
B
BODY
0
MIND
2 -
# -
0
#
1 -
# -
Leader
Underling
BdE Bot
Edofleini
Edofleini
Robot Menace
MOV
INIT
COM
MOV
INIT
COM
MOV
INIT
COM
4 #
4 #
3 #
4 #
3 #
2 #
5 #
2 #
1 #
ACTION
Arc Rod
d10
+
3
+2
Rng
12
Dmg
T
ACTION
d10
+
Rng
Dmg
T
1
B
MindBlast
2
+1
6
1
M
SonicPistol
1
0
12
1
B
MindBlast
2
+1
6
1
M
MindMesh
2
+1
-
-
-
BODY
5 -
1
MIND
6 -
1
# # -
BODY
1 -
1
MIND
1 -
0
# # -
ACTION
d10
+
Rng
Dmg
T
Crush
1
+1
-
1
B
GamaBeam
1
0
12
1
B
BODY
3 -
1
MIND
1 -
2
# # -
GALACTIC DEFENSE FORCE The Galactic Defense Force (GDF) is a special military arm of the Galactic Council of Worlds (GCW) to maintain law and order among its members’ systems and territories, including those found in the Reaches. Founded by the now extinct Ainvar and the ill-fated Gallinians, the GCW is now comprised of various species including Alanti, Illyrians, Shrinaar and humans and seeks to protect the freedom and well being of its members. All species are welcome to enlist in the Galactic Defense Force. Some worlds even maintain a mandatory quota for membership of its citizens, and of late the humans and Illyrians seem to comprise the majority of its ranks. The GDF sees itself as the only legitimate interstellar peace keeping authority of the GWC. As such, it views the activities of mega-corporations like the Galactic Recovery Agency (GRA) as a nuisance to be harassed at every opportunity. The GDF has taken the standpoint that the activities of the GRA only exacerbate an already volatile situation in the Reaches. It is well known the Galactic Recovery Agency often employs Lancers to patrol and protect its interests, not to mention ‘recover’ what it claims to be lost or stolen property. There have even been
allegations of smuggling operations sanctioned and supported by the GRA, but to date, no rm evidence linking the corporate giant to such crimes has been obtained. Also, the Galactic Defense Force feels that by providing upstart prospectors with inferior, even dangerous, equipment and supplies, the GRA encourages many ill-prepared novices ock to the system to become prey for pirates, claim jumpers, slavers, and worse. Despite the rivalry between the Galactic Defense Force troops and GRA Merchant Marines, both groups will join forces to ght mutual threats such as the Neirans or Edo. Nor does this rivalry stop the Galactic Council of Worlds from employing Lancer operatives from time to time. Despite preconceptions, the Galactic Defense Force’s resources are nite, and sometimes it becomes necessary for the GCW to hire outsource personnel for specic or special tasks.
ALANTI The Alanti are an ancient aquatic race now in decline. Years of conict with the Neiran Empire have reduced the once thriving civilization into a
few scattered colonies and their occupied home world Oshania (Oh-shon-eya). There are two segments of Alanti society, the stronger and more aggressive are called Pyscryf (Pies-crif) while the smaller, more intelligent ones are called Pyswan (Pie-swan). A very few Pyscryf and Psywan display a form of mental telepathy. These Pysci (Pie-scy), as they are called, tend to be very fragile in nature and are considered freaks by other Alanti because of their ability to read and control the mind of other living creatures. The Alanti were ascending when the Neiran Empire began its expansion. Their home world and colonies were located in a small corner of the Reaches where they lived a form of competitive peace with other races they encountered. They are willing to share their wisdom with other beings, but expect repayment in kind. As such they do not take less advanced civilizations under their wing as many races would do, but only help developing worlds if their own advancement was part of the bargain. Never cruel or malicious the Alanti are not exactly warm or endearing either. Their view is that fair and equitable trades are desirable and that neither side should take advantage of the other.
ILLYRIANS Illyrians are known to be the most honest, forthright and square dealing businesscreatures in the Frontier. They are one of the most industrious species of the Galactic Frontier, with many notable scientists and engineers responsible for a myriad of technological wonders enjoyed galaxy wide. Illyrians are gregarious and trustworthy, often forging deep relationships with their own kind and other species that last a lifetime. Oftentimes they can be impulsive and quick to act before considering the consequences of their actions. Illyrians themselves are not taller than a meter and a half with pear-shaped bodies, a singular eyestalk and range in dusky shades of red, yellow and blue for females; and purple, green and orange for males. Their skin is smooth and they have naturally colored hair in various shades of browns in a thick tuft at the top of their eyestalk. They dress
in practical attire suitable for the task at hand. Illyrians are mammals and have family units with one or two offspring who are encouraged to study engineering from a very young age. Although their native tongue is now lost along with their original cultural identity, this resilient and adaptable people have forged their place in the larger galactic scheme with marvels in science and technology. Their economic focus is on commerce and manufacturing. Illyrians pride themselves in offering the galaxy the absolute best technology at the best price.
SHRINAAR Shrinaar are a race of felinoids whose homeworld, Shrina, was conquered and enslaved by the Neiran Empire during the later reign of Empress Ahzrillena. Before that time, the Shrinaar had reached early space travel and, having an innate sense of curiosity, had begun exploration of nearby systems, even colonizing several worlds. Shinaar tend to be very territorial in nature and the usual Neiran tactic of using traders to make way for establishing military posts failed, with the Shrinaar demanding the Neiran leave, military personnel and traders alike. The Empress responded by sending a massive eet to crush the opposition. Though no match for the technologically superior Neirans, the Shinaar fought bravely, their warriors buying time for several ships to escape, transporting refugees to the colony worlds and out of the Neiran’s immediate reach. In the end; however, Shrina fell, the remaining survivors now slaves of the Empire. The Shrinaar colony worlds, warned by the escaping ships, sought out membership in the GCW. Shrinaar are tribal in nature and organization of their social structure. Tribes are usually ruled by a council of elders led by a chief or chieftess. An elder, or vo’at, oversees some aspect of tribal life such as health, trade, hunting, lore, etc. The chief, or anu’at, oversees the council and tribe, often considering the advice of their council before rendering decisions. Among Shrinaar, chiefs wield great power and are skilled and cunning warriors. Some tribes are led solely by a chief, although this is very rare.
LANCERS Commonly seen operating throughout the Reaches and other regions of space are bands of miscreants, fortune hunters, and those merely struggling to survive. Known as ‘Lancers’, many are privateers or mercenaries seeking honest employment. Hard times can drive some to unlawful activities like smuggling or piracy, while others embrace crime freely, tempted by the prots to be made in spite of the risks. Lancers hail from many worlds. Humans, Illyrians, Alanti, Shrinaar and even the rare Neiran exile may comprise Lancer crews. Some Lancers even operate alone. Most Lancers are highly skilled specialists, but all of them boast a modicum of martial skill, be it ranged or hand-to-hand. Viewed as disreputable by many in the Galactic Defense Force, Lancers avoid the GDF whenever possible. Their furtive behavior and the GDF’s habit of shaking down even law abiding Lancer crews has made trust and cooperation between the two factions difcult. Adaptable, intelligent, and resourceful, humans are the newest members to the Galactic Council of Worlds. They are capable of excelling at whatever vocation they choose, be it part of a ship crew, combat group, administrating a space station, overseeing a laboratory, or a host of others.Their rst contact with extraterrestrials was with an Illyrian survey team during the third manned space mission to Mars. With the Illyrian’s help and sponsorship, Earth established friendly relations with the Galactic Council of Worlds. This proved fortunate for a Neiran invasion force proved to be not far behind. Industrious, short of stature, and typically easy-going in nature, Illyrians have played a huge role in current galactic
events. It is mainly through their goodwill that several species, including the Shrinaar and more recently the humans, have joined the Galactic Council of Worlds. Innate tinkerers, Illyrian technologies are highly prized by everyone and there is huge demand for their starship drives. Reserved and at times suspicious, Alanti can seem as terse as Illyrians are friendly. Reciprocity and fairness are powerful doctrines of Alanti culture. They are more than willing to trade as long as the trade prove equitable for both parties. It is unheard of for Alanti to trade for something they perceive to have greater or lesser value than what they have to offer. Aquatic in nature and ancestry, the Alanti have sleek, streamlined forms, three-ngers, and a limited ability to breath underwater. They are excellent swimmers and see fairly well in low-light conditions. Their physical appearance tends toward two main types: the Pyscryf, who possess physical prowess and the Pyswan who are smaller and tend to have greater intellects. Both forms also have rare offshoots called Pysci. These strange Alanti are telepaths and seers that do not share the natural beauty of Pyscryf and Pyswan. Despite their fearsome appearance, Pysci are quite fragile and gentle in nature. They are rarely seen outside Alanti worlds; however, Pyscryf are commonly seen in various combat roles as guards, soldiers or security, while Pyswan often become medics, techs, mechanics or pilots. Shrinaar are a feral feline species as varied in size and coloration as the cats of Earth. Their homeworld of Shrinaa now occupied by the Neiran Empire, most free Shrinaar are colonials from one of their three colony worlds, descendants of those who ed the Neiran occupation years ago.
EDOFLEINI Edoeini are among the most ancient and sinister civilizations in the universe. Known commonly as just the Edo, they strip star systems of their resources and enslave all inhabitants they come across. They resemble a vast array of cephalopods, some with tiny brain-shaped heads atop a cluster of wiry tentacles to vast behemoths trailing villus feelers propelled by telekinesis. Most common Edoeini are between four to six feet in height, have eight main tentacles and between one to three pairs of eyes. Their coloration ranges from greenish-gray to ashen blue and even rust brown. Their hides are deceptively tough but are slightly translucent allowing light to reveal undulating internal organs. Each colony of Edoeini are spawned from a source of encephalitic uid secreted by a being only known only as the Overmind. The Overmind is an enormous bloated brain-like creature beset with an array of six giant glistening eyes, its tentacles long since atrophied. This brain oats in its spawning pool and provides nutrients and fertilization to the spawned larvae deposited by the edoeini. The hermaphroditic Edoeini will spore three to four times in their vastly long lifespans. While there, over many years, the larvae will develop not only feeding on
the nutrients of the Overmind, but absorbing all of the knowledge and shared racial memories telepathically imbued to them from their collective consciousness. Colonies will harbor at least one Overmind and vast cities may contain several, all fed and cared for by the vigilant Edoeini underlings. The colonies are massive nests built from excreted resins which harden into a chitinous substance allowing the edoeini to build sprawling tunnels and towering spires. All of these are defended by biological hazards capable of showering intruders with a hail of poisonous spines, toxic venom, or noxious gas. Edoeini have spacefaring capability. Their massive crustacean craft propelled by the telekinesis of its Overmind pilot are feared across the Reaches. Many starcraft are defenseless against the corrosive attacks the Edoeini can deliver. Edoeini seek to rebuild their former empire wherein all other species were their thralls, so they view any sentient creature as worthy only of being their slaves or their food. They are pragmatic, however, and will trade with other races, such as Neirans, who are too strong willed to be conquered.
The NEIRAN EMPIRE For over a millennia the sprawling Neiran Empire has crept forward, gobbling up world after world. They pose a sinister threat to all of the free systems of the galaxy, insidiously expanding their inuence as far and wide as possible. They covertly colonize existing worlds by establishing trade and razing settlements, often extorting protection tribute until the indigenous population concedes and falls subject to the Empire. The Neiran Empire is the brightest and most civilized of any of the galactic worlds while at the same time the most brutal, corrupt and devious of any of its citizens. Neiran are lanky and average a bit taller than two and a half meters. They typically have three ngers, two toes, and go about in scarcely any attire. They have a tough hide over most of their bodies that ranges from cool blues and grays to warm oranges and golds. Neiran have a thick shock of straight to wavy hair, often worn like a mane, which is normally a complimentary coloration to the individual’s skin tone. Only the most opulent, important or regal Neiran wear jewelry, robes of ofce or other decoration. Most others wear light armor or other utilitarian trappings which denotes their trade. Neiran culture is matriarchal in nature with a strict caste system currently ruled by Empress, Messilina IV, who recently acquired the position of a millennium-long dynasty. It is the male’s duty to maintain the economy, manufacturing, commerce and diplomacy with The Neiran Empire’s subjected worlds. Foremothers rule twenty seven clans planetwide and have interests in thousands of offworld
settlements. These Foremothers meet annually to discuss the coming year’s plans and to acknowledge and promote notable Jamada. The Jamad caste is a erce warrior cult lead by the strongest and most cunning of all the Neiran females. They represent the militant arm of the Empire and ensure protection to their individual clan as well as that of the Empire at large. While slavery was never a concept applied to Neirans, the lowest form of status in their society is the arnt. Arnts are either prisoners or other citizens who have lost their rights to society, either through debt, infraction of the law or other misstep. Arnts are assigned to the lowest menial tasks and grades of servitude. Any captured nonNeiran is doomed to spend the rest of their life as an arnt. The rare Neiran arnt must suffer this humiliation until they repay their debt to society and their status is restored. Many of the infantry lead, or perhaps more accurately driven, by Neiran Jamada are comprised of arnt status individuals. Neiran respect the Cult of the Oracle and as only a few young acolytes can aspire to Oracle status. The Oracles can peer into the void and harness etherial energies warping the laws of physics to their will. Oracles develop a deep control of their mental forces and are formidable opponents. Their innate sense of superiority makes it difcult for other species to relate to the Neiran in many social situations. Neiran view their culture and civilization as the pinnacle of Galactic achievement. They will bring their way of life to the lesser species and demonstrate the benets that the Empire can offer any way they can.
MEKKUS During the First Interstellar War the world of Gallinia Prime began to develop armies of unstoppable strength. Their mechanized behemoths dominated the battleeld wherever they turned up. As the Gallinians began to replace the internal fusion reactors of the constructs and their factories with Ultonium as an alternative power source, a dire consequence resulted. The neural net controlling the highest level of operations of construction down to the lowliest custodial service bot evolved into an articial intelligence far surpassing its creators. In a blinding instant, the net gave way to rationalizing the futile existence of the Gallinians and set about to destroy them systematically. In short order the indigenous race of Gallinia was wiped from the surface of the planet. Their mechanical constructs now ran their own forges and and factories churning out more and more copies of themselves until their resources were completely exhausted. Gallinia Prime now remains an utter decimated wasteland devoid of any life. With their forges and factories on the verge of shutting down the Meknet considered its options of expanding offworld. With no resources left on Gallinia Prime for crafting spacefaring vehicles, the Mekkus, as the other members
of the Galactic Council refer to them, have taken to commandeering ships across the Reaches and other parts of the galaxy. Using these ships, they have begun to ship resources back to their factories at Gallina Prime. The Mekkus are now a scourge among living creatures throughout the galaxy. Fortunately other species constantly disrupt their supply lines whenever possible to keep the expansion of the mechanoid forces at bay. It still makes the Reaches extremely dangerous with the threat of Mekkus arriving at any moment to kill unsuspecting travelers or inhabitants to salvage whatever parts, supplies or Ultonium they can get their appendages on. With their vital dependence on Ultonium, the Mekkus are at odds with every other living thing in the Reaches. Mekkus are modular and functional as a collection of sentient AI powered machines. There are no humanoid nor animal shaped robots. Each Mekkus is built on a predesignated chassis that denotes its size, function and locomotion. Each Mekkus chassis can be armed with a variety of weapon combinations based on its size and mode of movement. Command nodes act as relay points for the central command broadcast and operate like leaders do in other forces.
COUNTERBLAST is a retro inspired sci- setting where you can play heroic characters, dastardly villains, intrepid explorers, and other fantastic creatures. This document is a preview for our rst project; a miniatures combat system called Adventure Battle Game. Inside you’ll get a taste of the interesting races that inhabit the COUNTERBLAST universe and an overview of the rules. Our goal is to create an exciting, fast paced, and easy to learn game that captures the cinematic action and adventure of Saturday morning serials of days long past. Bombshell Miniatures will be producing the high quality game pieces needed to play the game and amazing art will be a top priority. Future projects include an RPG compatible with Adventure Battle and board/card games also in the COUNTERBLAST universe. As development progresses we plan on sharing our progress and look forward to hearing what you think. Watch for our Kickstarter project early in 2014.
www.airlockgames.com Developed and designed by Brett Amundson, Patrick Keith & Vicky Morgan-Keith © Copyright 2013 Airlock Games, LLC. All Rights Reserved.