Monday, May 29, 2017

Orphan of the Stars: Iteration 1 Notes

This week I take a break from Psi-Wars to present: Orphan of the Stars

At the year's end (in the heart of Iteration 5 for Psi-Wars), someone approached me to write up some setting material for them, one inspired by a mixture of Dune, GURPS Biotech and, especially, a deep political gameplay.  That last is the focus of my work on Orphan of the Stars, and today, I present the Iteration 1 notes that I cobbled together based on his request, an outline of where I saw development going.

Like Psi-Wars, Iteration 1 for Orphan of the Stars, which wasn't even called Orphan of the Stars at the time, is a basic outline of how to make it work with as little work as possible, though in this case it was more of a discussion of my thoughts and where my patron could go in his own direction if he chose not to retain my services.  Thus, you can see it as a sort of guiding document.

Thursday, May 25, 2017

State of the Blog: June

This post is a bit early, though I suppose given my preference for posting on Thursdays, it fits.  I wanted to take a second and talk about what's up, what isn't, and what the blog might look like over the next couple of months.

First and foremost, as anyone will children already knew, my ambition for maintaining my writing after the birth of my son was... ambitious.  I have had entire days where all of my hours were working, eating and taking care of him.  He's honestly not so bad, most of the time, but sometimes, I simply have no time to write, and when I do, I'm so exhausted that it's difficult to find focus.  That doesn't mean I've stopped, of course, but the breakneck pace of 4 posts a week, plus a patreon post, is turning out to be a bit much.  That, paired with losing my lead time to Orphan of the Stars, means I need a break to catch up.

So here's the plan.

Orphans of the Stars

If Orphans is going to slow me down then, by god, it's also going to be what gives me a break.  The fellow who commissioned the work also gave me permission to do with it what I pleased: it's my work, he just commissioned it.  What I have, in addition to the document itself, is my personal design journal, and my thoughts on why it worked when other works haven't.  Over the next two weeks, I'm going to share this material with you, culminating in a Patreon exclusive access to the Orphans of the Stars rules for political gameplay, which will be available to all $5 patrons for June only.

This document breaks down Boardroom and Curia and various City Stat works to create an extremely detailed look at playing a "domain management" campaign.  I've designed it for a sort of "cut down" version of running planets, but in principle I think you could use its lessons for more down-to-earth games.

This will come with a change to my Patreon payment policy: currently, when you pledge, you are not charged.  Only at the beginning of the month do you get charged. Technically, that means you can pledge, access my material, and then delete your pledge, and never pay.  I've only had one person do this in the entire time I've run my Patreon, but I'd rather forestall it happening in the future, and I think you get enough material from my patreon to be worth the jump.  I also think most people don't realize that this is the case, and assume they get charged as soon as they join!  Now, this will actually be true.

I'll make the change on the 31st.  If you want to join, I recommend waiting until the 1st of June!

The Houses of the Alliance

As of this moment, I have got between 10 to 20k words on the Houses alone, and I need even more. What I thought might be simple has turned into something larger than the Empire, because I need to discuss an entire government's worth of organizations plus the very distinct character options that noble houses present.  So it's not that I have nothing, it's just that what I have hasn't been polished off yet.  I think you guys will enjoy them, though they represent a distinct shift in tone from Star Wars.  It looks to be about 2 months worth of posts, at this point, but we'll see.

I will hopefully release this after I finish up with my Orphan of the Stars posts.  It should come as a big chunk to all $3+ patrons, and then the rest of you will see it post-by-post on the blog.

The History of Tech

I know I promised it this month, but the outtakes of my work turned into Tech Week, so hopefully that'll mollify everyone.  I'm still hard and work on this, it's just that it turned out to be more work than I expected!  It also turned out to be very useful to my work on the houses, as they're steeped in ancient tradition.  Hopefully, I can finish it and release it as a series on my Patreon (pricing TBD).

And Beyond!

So that's it.  I've been able to maintain some pacing, but not as much as I would like.  I want to thank everyone for their patience, and I hope to see you next month!

Tech Week 4: Explosives Revisted (A Patreon Post)

It's Tech Week! Based on feedback or elements that have come up as I've worked on setting design, I've come up with some additional details on technology that I've been using to refine my material from the third iteration. Eventually, I'd like to separate the tech material off into its own little book, but there's still quite some work before I can do that.

Why is this on Patreon and not on my blog? Well, first, I don't want to interfere with the flow of my setting material and, second, this gets a little rambling and acts as something of a design journal.

Today, I revisit explosives. This may seem an odd choice, but explosives and infrastructure have a symbiotic relationship in the action genre. How many charges do you need to take out a factory? What sort of bombs are at your disposal? When I worked on the insurgency, I realized how important this was, and so I offer a thorough study of appropriate explosives and their impact on the Psi-Wars world, including 5 sample structures you can destroy!

This post is available to all $1+ patrons.  If you're patron check it out!  If you're not, I'd love to have you.

Support me on Patreon!

Wednesday, May 24, 2017

Tech Week Part 3: Infotech Revisited (A Patreon Post)

It's Tech Week! Based on feedback or elements that have come up as I've worked on setting design, I've come up with some additional details on technology that I've been using to refine my material from the third iteration. Eventually, I'd like to separate the tech material off into its own little book, but there's still quite some work before I can do that.

Why is this on Patreon and not on my blog? Well, first, I don't want to interfere with the flow of my setting material and, second, this gets a little rambling and acts as something of a design journal.

Today, I revisit infotech. So far, I've just breezed past computers and used default assumptions for sensory technology. With this post, I dive deeper into what I really want out of my sensors, computers and what interstellar commuication infrastructure looks like.

This post is available to all $1+ patrons.  If you're not already a patron, I'd love to have you!

Support me on Patreon!

Tuesday, May 23, 2017

Tech Week Part 2: Armor Revisited (A Patreon Post)

It's Tech Week! Based on feedback or elements that have come up as I've worked on setting design, I've come up with some additional details on technology that I've been using to refine my material from the third iteration. Eventually, I'd like to separate the tech material off into its own little book, but there's still quite some work before I can do that.

Why is this on Patreon and not on my blog? Well, first, I don't want to interfere with the flow of my setting material and, second, this gets a little rambling and acts as something of a design journal.

Today, I revisit armor. Action stories love fist fights, which make no sense in GURPS when fighting guys with armor, and the realism of this is questionable. Today, I look at some optional house rules to fix that, and then I dive deeper into the armor design systems offered in various Pyramid articles, including rules for using Battleweave and Cerablate Resin with them.

This is available to all $1+ Patrons.  If you're a patron, check it out!  If you're not, I'd love to have you.

Support me on Patreon!

Monday, May 22, 2017

Tech Week part 1: Weapons Revisited (a Patreon Post)

It's Tech Week!  Based on feedback or elements that have come up as I've worked on setting design, I've come up with some additional details on technology that I've been using to refine my material from the third iteration.  Eventually, I'd like to separate the tech material off into its own little book, but there's still quite some work before I can do that.

Why is this on Patreon and not on my blog?  Well, first, I don't want to interfere with the flow of my setting material and, second, this gets a little rambling and acts as something of a design journal.

Today, I revisit weaponry.  Specifically, I look at some house rules suggested by other blogs, take a look at fears regarding accuracy, recoil and rof combining to make supremely lethal weapons, and and then I explore EM disruptors (Utinni!), Stunners (why I haven't really talked abou them), Stingray Rounds, and Psi-Swords

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Friday, May 19, 2017

Patreon Post: The Rebellion of Grist

Junk World by Mark Molnar
For today's Patreon post, I've finished off my series on Insurgents by letting you, my dear Patreons, design the Rebellion of Grist, via a series of polls, including who leads the rebellion, what their great assets are, their great weaknesses, and what sort of rebellion they are.  These polls are available to all Companions ($5+).  If you're a patron, go check it out!  If you're not, I'd love to have you.

For the rest of you, I've included a cultural discussion of Grist below, which is a copy of Grist's culture from Iteration 5, which may have slipped past people unnoticed.

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Thursday, May 18, 2017

Insurgency Summary and Retrospective

When I started writing the Insurgency, I really had no idea where to start.  I had to dig around.  How are rebellions fought?  What are some good examples of rebellion?  What popped out, and I hope this doesn't reflect too badly on my material, were terrorists, from the IRA to the Taliban to the Vietcong, which served as the primary resources for my material, plus general discussions on how guerrillas win wars, and a look at the French Resistance.  I didn't use more classic inspirations, such as the American Minute Men or the various rebellions of the Americas, primarily because the technology, and thus the needs of war, differ so much.

One element that I find fascinating about the whole affair is how few changes I had to make to get these elements to fit into Psi-Wars.  Perhaps I'm not thinking about the technological differences enough, but I happen to think that's the strength of Psi-Wars: as it's essentially modern action thrillers with a thin, space opera veneer, our rebels don't use molotov cocktails and clubs, but plasma cells and neurolash batons, but otherwise everything looks very similar.  I think you have to knock the setting for originality, but at least give it marks for ease of entry.

The hardest part of this exercise was the realization that there's no such thing as a "typical" insurgency.  The Vietcong, French Resistance, Taliban and IRA all fight very differently, so your insurgency should fight very differently from my insurgency.  When I hit upon the design of four arbitrary "types" of insurgency, though, that made it work well in my mind, as well as a "grab bag" of various insurgent characters and tactics that you could grab for designing your own.  When I worked on the Empire, I came up with "Tactics" to help me sort out my thoughts on how the Empire fought.  I had initially dismissed doing the same for insurgencies, as they all fight so differently, but then I realized I could show those differences, use them to contrast.  The result is, perhaps, a bit long, but hopefully useful in giving you, my dear reader, how an insurgency might conduct itself and why it might actually be a serious threat.

So, how are we doing? Is the insurgency useful, appropriate and fitting?  Let's take a look, with a bonus "Insurgency Summary" for those who want to jump right in.

Friday, May 12, 2017

Patreon Post: Dirty Ultra-Tech

As I wrote up the rebel insurgency tactics, especially the hand-made munitions, I realized that many insurgents would be excellent bomb-makers and, in fact, that you might see improvised blasters, bombs and armor as part and parcel of gameplay in Psi-Wars, in the same way that it fits into GURPS Action.

GURPS High Tech has side-bars named "Dirty Tech," and I cribbed some notes from them to create a few ideas for home-made ultra-tech weaponry appropriate to psi-wars, and I offer them up to in Dirty Ultra-Tech!  This post will eventually make it into my final documents, and as such, it is now available to all $3+ patrons (my fellow travelers!).  If you're a patron, go check it out!  If you're not, I'd love to have you.

Support me on Patreon!

Thursday, May 11, 2017

Insurgency Tactics

Unlike the Empire, insurgencies do not have a single, cohesive doctrine. Each has their own strategy, approach and tactics. Thus, the following list of tactics represents suggestions of tactics and agendas that an Insurgency might use to fight the Empire. No insurgency will use all tactics, rather, they are offered so that a GM can pick and choose from among them when designing his insurgency movement.

Each contains common insurgency types associated with the tactics. These are offered only as suggestions, to allow a GM to pick an insurgency type or two and quickly get an idea of how it might operate; GMs who wish to mix and match strategies and ideologies are free to do so! Each tactic also contains a list of suggested contact skills, which represent the sort of training necessary to carry out the tactic. Consider adding some of these to an insurgencies contacts or personnel.

Wednesday, May 10, 2017

Insurgency Personnel Part 2: Veteran Insurgents

Amateur Insurgents with sufficient experience or training, or Insurgents who come from more violent walks of life pose considerably more risk to security forces than their amateur counterparts, but still don’t represent the full lethality of a completely professional fighting force. Some insurgencies have just a few veterans sprinkled among amateurs, while others are composed entirely of veterans.
Some insurgencies are rumored to have even more elite agents, usually associated with the leader, and have ominous names like “the Black Hand” or “the Twelve Apostles.” These tend to be named NPCs or player characters, but the GM may instead treat them as skill 15 minions instead.
As before, each insurgent comes with a suggested insurgent type.  I provide these as guidelines, to get a perspective on different ways insurgencies might fight, and to emphasize that not all veteran insurgents appear in all insurgencies.  Feel free to mix, match and adjust.

Tuesday, May 9, 2017

Insurgency Personnel Part 1: Amateur Insurgents

The combatants who make up resistance movements vary as much as the movements themselves. Thus, the following list offers suggestions to help guide a GM who wishes to create his own resistance movement, or as a grab-bag of “generic” rebels he can throw at his PCs.

The characters listed below have no specific weapons. I have chosen generic weapons for GURPS Ultra-Tech or from previous iterations of Psi-Wars. These can be replaced with any similar or appropriate weapons.

Between the Insurgent Type and the suggested traits associated with each Personnel, a group might have a wide variety of disadvantages associated with them. These represent suggestions. Feel free to ignore, mix, or swap as you see fit. In principle, each Insurgency should have a unique character, and some flaws that a clever Imperial can exploit.

Lens: Insurgent Type

Different cells have different philosophies and approaches. Choose one of the following lens to represent the approach of a particular movement. Sometimes, multiple philosophies live within a particular movement, so a GM can mix and match as he sees fit. Furthermore, the lenses below offer a basic guideline on how to handle a particular philosophy, but also options for giving each movement some unique flavor.


Anarchists live for chaos. They rebel for the sake of rebellion and their fight with the Empire ultimately boils down to a disdain for authority. By default, their critical weaknesses are a lack of planning and an unwillingness to listen to others. Many anarchists fight for their own amusement and may have Trickster, while others do it for the sheer pleasure of watching things burn (Pyromania), or just to spite authority figures (Intolerance (Authority Figures)), or just because they’re so angry (Bad Temper). While most such characters do not last long, Anarchists, especially young ones, often have Overconfidence.

Default Traits: Impulsiveness (12), Stubbornness (12)

Freedom Fighter

Freedom Fighters fight for principles. They resemble Ideologues in this way, but they’re less devoted to a specific cause than that they’re just righteously indignant at the crimes of others. By default, they will not harm anyone not directly associated with the conflict, but nor can they just stand aside and do nothing as injustice is inflicted on those they know and love. This devotion to principles might manifest instead as Code of Honor (Rebel), and the drive to help others might become Charitable. Freedom Fighters tend to be derided by other factions as Gullible for their idealism; this may or may not be true.

Code of Honor (Rebel) [-15]: Only attack military targets or collaborators, never unassociated civilians. Never leave a a fellow rebel behind. Die before you betray your cell. If necessary, sacrifice yourself for the rebellion. When the conflict has finished, put aside your weapons and return to civilian life.

Default Traits: Pacifism (Cannot Harm Innocents), Sense of Duty (Community)


Ideologues fight for a purpose. By default, they devote themselves wholeheartedly to this ideal or, at their most generic, to the rebellion itself. What explicit purpose they fight for varies, and often determines the exact nature of their Fanaticism. Patriots devote themselves to the ideal of an independence movement or the safety of their people, and often have Sense of Duty (Nation). Fundamentalists devote themselves to religious ideals, and have some version of a Discipline of Faith. Ideologues who hold to more abstract ideals (like a deep devotion to some particular philosophy or economic model) might have a strict Code of Honor or be Hidebound. Those Ideologues who aren’t fanatics tend to be at least Selfless or have Intolerance (Outsiders or Nonbelievers).

Traits: Fanaticism.


Terrorists do whatever it takes to win; for them, atrocity is just part of the game! By default, Terrorists suffer (benefit?) from an overeagerness to shed blood and a complete disregard for the safety of others. Terrorists often enjoy the violence they inflict, and might have Bully or even Sadism. Most willingly engage in warcrimes for a reason, which might be Greed, Jealousy or Selfishness.

Traits: Bloodlust (12), Callous.

Amateur Resistance Members

Not every member of a resistance organization is a hardened warrior. In fact, most members lack decent training and believe that enthusiasm can make up for a lack of combat experience. In the most idealistic resistance movements, these eager allies assist on the edges of the battle until they’re skilled enough (or old enough!) to join on the front-lines. In more scrupulous resistance movements, they become cannon fodder, used to tire out the enemy before the resistance brings in its veteran fighters.

Child Soldier (Innocent)

Common Insurgent Types: Ideologues and Terrorists

Rebellion is often a family affair! Whether or not resistance members want children involved, children usually find a way to involve themselves. They might admire a big, strong resistance fighter that rescued them and want to be just like him or help him out. They might have lost their homes and only survive under the protection of the rebellion and seek to help however they can.

Innocent child soldiers don’t generally participate in combat, though they can; instead, they usually act as spotters, guides or distractions for the primary combatants. The stats below assume a human child of about 10 years of age.

Few resistance movements go out of their way to use Child Soldiers, but they’ll show up most often with Ideologues, who respect their devotion, and terrorists, who don’t care about the fate of the children. Anarchists tend to be dismissive of children, and Freedom Fighters actively oppose their use (It violates their principles!).

ST 8 HP 8 Speed 5
DX 9 Will 9/7 Move: 4
IQ 9 Per 10

HT 10/8 FP 11 SM -1
Dodge 8
Parry 7
DR: 0

Hold-Out Blaster (9): 2d(5) burn sur (Acc 5, Range 100/300 RoF 3, Bulk -1)

Rock (Thrown) (9): 1d-3 cr (Acc 1, Range 6)

Skills: Area Knowledge (Local)-10, Fast-Talk-10, Observation-10, Running-10, Stealth-10, Urban Survival-10.

Traits: Pitiable; Combat Paralysis; Easy to Kill -2; Pacifism (Reluctant Killer); Social Stigma (Minor);

Notes: Human; Untrained and largely unready for combat. Apply a -4 to shoot any recognizable humans (or other galactic sapients generally considered non-monstrous) with visible faces, or -2 if no face is visible. If they killed someone with a visible face, roll against Will or break down. If faced with imminent bodily harm, roll HT; on a failure, you are mentally stunned. The lower Will value applies to all fright checks. Always count as “innocent” for the purposes of Pacifism (Cannot Harm Innocents).

Child Soldier Tactics

Distract (10): Wave your arms, hurl insults and shout at the target. Roll a quick contest of Fast-Talk (10) vs your target’s will (if you hit the target with an attack in the past few seconds, including a thrown rock, add +1 to your Fast-Talk roll). On a success, the target must either chase you, attack you or suffer a -2 to combat for as long as you continue shouting at him.

Spot (10): If you see something, say something! Shout out advice to an ally and roll Observation (10). On a success, if your ally listens to your advice, he gains +1 to his next attack roll.


Common Insurgent Types: Freedom Fighters and Ideologues

The common man and woman serves as the backbone of the rebellion, not trained soldiers. The Partisan represents the civilian who takes up arms (whatever arms he or she can find) against the Empire. They tend to make poor soldiers, with an inability to handle direct confrontation well and, despite their enthusiasm, they falter when they come face to face with an enemy they must directly kill.

Partisans can show up in any resistance movement group, but they tend to be most common among Freedom Fighters, as they represent the every-day person pushed too far, or ideologues, as they represent the relatively common people who have given themselves over to some religious or philosophical cause.

ST 10 HP 10 Speed 5
DX 10 Will 10/8 Move: 5
IQ 10 Per 10

HT 10 FP 10 SM +0
Dodge 8
Parry 8
DR: 0

Blaster Pistol (10): 3d(5) burn sur (Acc 5, Range 300/1000 RoF 3, Bulk -2)

Cheap Assault Blaster (10): 4d(5) burn sur (Acc 8, Range 250/750 RoF 8, Bulk -3)

Cheap Blaster Rifle (10): 6d(5) burn sur (Acc 10, Range 500/1500 RoF 3, Bulk -1)

Blaster Butt (10): 1d+1 (Reach 1)

Skills: Area Knowledge (Local)-10, Observation-10, Professional Skill-12, Stealth-10, Urban Survival-10.

Traits: Combat Paralysis; Pacifism (Reluctant Killer);

Notes: Human; Untrained and largely unready for combat. Apply a -4 to shoot any recognizable humans (or other galactic sapients generally considered non-monstrous) with visible faces, or -2 if no face is visible. If they killed someone with a visible face, roll against Will or break down. If faced with imminent bodily harm, roll HT; on a failure, you are mentally stunned. The lower Will value applies to all fright checks.

Civilian Militia Tactics

Potshot (17, 20 or 22): After taking an Aim action, make a single, sighted, All-Out (Determined) attack against the target (+5 Acc with a pistol, +8 with an assault blaster and +10 with a rifle). If the target has a visible face, apply an additional -4 penalty. A successful hit strikes a random hit location. You may not defend.

Spray Fire (7): With an assault blaster, make a hip-fired All-Out (Suppressive Fire) attack against a one-yard zone. A successful attack strikes a random hit location. You may not defend.

Panicked Strike (10): Make an All-Out Attack (Determined) with your Rifle Butt at the nearest target to pose a risk to you. Because this is close combat and a “non-lethal” attack, it does not suffer from Pacifism. You may not defend.


Common Insurgent Types: Anarchists and Terrorists

Often, the angriest members of society, too young or too unstable for military service, find their way into resistance movements as an outlet for their rage. Punks serve on the front lines of riots, inciting violence and bringing the fight directly against the Empire. They also act as “strong arms” for less professional insurgency cells. They push for violence, and rarely consider the possibility of defeat at the hands of the Empire, until that inevitably happens. Punks often don’t survive long, or quickly evolve into harder opponents, like Fighters.

Punks are too undisciplined for Ideologues and too violent for Freedom Fighters; they tend to be most often found among Terrorists and Anarchists. Some particularly brutal Punks (especially working with Terrorists) exchange their clubs for vibro-blades or neurolash batons.

ST 11 HP 11 Speed 5.25
DX 10 Will 10 Move: 5
IQ 10 Per 10

HT 11 FP 11 SM +0
Dodge 8
Parry 8
DR: 0

Club (10): 1d+2 cr (Reach 1)

Neurolash Baton (10): 1d+2 cr + linked HT-5 (5) (Reach 1, parry 0)

Vibro Blade (10): 2d+3(5) cut (Reach 1, parry 0)

Weaponized C-Cell (10): 6dx4 burn ex sur (Acc 1, Range 40); Unstable!

Skills: Area Knowledge (Local)-10, Intimidation-10, Forced Entry-10, Running-11

Traits: Bad Temper (12); Overconfidence (12)

Notes: Human; Untrained; Highly likely to use tactics not properly trained for or to make unforced errors; Never resists distraction or “Draw Aggression” attempts. The weaponized C-Cell is a modified power-cell that explodes when thrown. A strike against the cell, or a critical failure could set it off!

Punk Tactics

Shoving Match (14): Make an All-Out (Determined) Shove. Your opponent may defend normally. If you hit, inflict 1d-1 dbk only (no damage!). If the target is pushed at least one yard, they must roll DX, Acrobatics or Judo or fall prone. You may not defend.

Beat Down (10): Against a prone target, make an All-Out (Strong) attack with your club. Your opponent defends at -3 for being Prone. Inflict 1d+4 crushing damage to the torso (or random hit location). You may not defend.

Night Nurse

Common Insurgent Types: Ideologues and Freedom Fighters

If an insurgent movement needs anything, it’s medical personnel who can help deal with wounds, whether those inflicted on the insurgents themselves, or upon poor civilians. Some such nurses amount to little more than local medical personnel with a strong stomach and a little medical training, but who find themselves sympathetic to the insurgents who come through their door and fail to report them to the Empire. They may even find themselves joining in battle, just to keep an eye on their fighters to make sure none of them go down.

Night Nurses tend to be most common among Freedom Fighters or Ideologues, as most medical personnel will only join their local insurgencies if their philosophies align, and both such organizations see a direct need for tending to the wounds of civilians. Terrorists and Anarchists tend to be too violent to attract civilian medical personnel, and generally don’t see the point in assisting wounded civilians or, worse, wounded Imperials.

ST 10 HP 10 Speed 5
DX 10 Will 12/10 Move: 5
IQ 12 Per 10

HT 10 FP 10 SM +0
Dodge 8
Parry 8
DR: 0

Blaster Pistol (10): 3d(5) burn sur (Acc 5, Range 300/1000 RoF 3, Bulk -2)

Pneumohypo (10): HT-3; penetrates up to 1 DR, Reach C, cannot parry.

Skills: Area Knowledge (Local)-10, Diagnosis-12, First-Aid-12, Physician-12, Pharmacy-12, Stealth-10

Traits: Combat Paralysis; Pacifism (Reluctant Killer);

Notes: Human; Untrained and largely unready for combat. Apply a -4 to shoot any recognizable humans (or other galactic sapients generally considered non-monstrous) with visible faces, or -2 if no face is visible. If they killed someone with a visible face, roll against Will or break down. If faced with imminent bodily harm, roll HT; on a failure, you are mentally stunned. The lower Will value applies to all fright checks.

Night Nurse Tactics

I don’t want to shoot you” (17): After taking an Aim action, make a “Wait” maneuver; if your target moves to attack you, you may attack first. If your wait triggers, you may make an All-Out (Determined) sighted attack. Success hits the torso. You may not defend.

Pnuemohypo KO (14): Against an unaware target, make a Telegraphic Attack with Knife or DX-4 (14). Unaware targets may not defend; other targets may defend at +2. A successful attack injects the drug, generally Morphazine or Soothe (both UT205), which can be resisted with an HT-3 roll. Failure generally puts the target out of commission for awhile.

Medic! (12): You attend to someone’s wounds. This takes 10 minutes; at the end, roll IQ-4, First-Aid or Physician (12). Success heals 1d+1 damage. You may use Medic at most once per victim for a given set of injuries.

Amateur Errors

Amateur insurgents don’t present much of a challenge. They largely serve as a back-up for superior forces, or as a story element, allowing the players to train plucky villagers into a decent fighting force, or forcing imperials to question the morality of slaughtering women and children. As such, the GM may wish to emphasize their lack of professionalism. The following represent ideas that the GM can inflict on Amateur forces, if he wishes. A successful use of Leadership instantly snaps an amateur insurgent out of this unprofessional behavior.

Action Hero

Many amateur insurgents only have an idea of what combat feels like from watching the holo-vids, and might have even joined an insurgency so they could feel like a hero. They expect a blaster to be a fire-hose spewing brilliantly colored shards of death at their opponents, who simply fall before they like grass before a mow-bot. Action Heroes will step out from cover, hurl some insult at the enemy, and then open fire. If they have a rapid fire weapon, they will make an All-Out Attack (Suppression Fire) at the nearest group of enemies. If they have two pistols, they will draw both, and make a Dual-Weapon All-Out (Suppression Fire) Attack by combining the ROF of both weapons. This is at -7 and has a maximum value of 7. Those with a single pistol or a single RoF 3 long arm will make a Fast-Firing All-Out (Suppression Fire) Attack. This applies a -4 to the roll, increases recoil to 2, and has a maximum value of 7. In all cases, the character cannot defend and those who target him have no penalty to hit him (he's not behind cover).

Big No

Many insurgents have family ties with one another, but only an amateur allows that bond to override his good sense during battle. When an ally falls (especially a child soldier), the amateur insurgent runs up to the fallen ally, cradles them, touches them, weeps and wails and may only choose Do Nothing for the next 1d6 turns. Thereafter, the amateur either retrieves the body and quits the field, or goes berserk (treat as the Berskerk disadvantage, but only against those who harmed the ally).


For many, blasters don’t “feel real.” When their adrenaline pumps, especially in close combat, they react on a primal level and lash out physically with their weapon. They’ll move right up against their opponent and either attack with the rifle butt (1d+1 cr for most insurgents), or turn it around and swing it from its barrel, often while screaming (1d+2 cr for most insurgents, and unbalanced). Treat this as an All-Out (Determined) Attack, giving most amateur insurgents a skill roll of 14 to hit.

Gangsta Shootin’

Some amateur shooters have peculiar notions about how best to fire their blaster pistols. Holding them at odd, dramatic angles to fire applies a -1 to all ranged attacks with the weapon, it reduces the Malf to 16, and the character cannot make All-Out Attack (Determined) sighted attacks or use a two-handed grip with his blaster pistol.

Gape and Point

Unless an untrained combatant has explicit orders to attack, if he sees the enemy, he may simply observe them in a detached way, without realizing the danger he is in. Unless the enemy is immediately violent (for example taking shots at the target), the amateur merely observes them, and makes comments to anyone nearby, saying things like “Hey, is that an Imperial trooper? Woah, I think it is. Gosh, I’ve never seen one this close. What do you think he’s doing?” When violence breaks out, the amateur is immediately mentally stunned for the next 1d seconds, as though totally surprised, not because he didn’t realize the enemy was there, but didn’t truly grasp the danger it implied.

Go Away!

The average person wants to survive, but feels a strong instinct preventing him from killing unnecessarily. When faced with combat, the character shouts at his opponents and makes an Attack, but deliberately misses, aiming over their heads, or even up into the air. Treat this as an Intimidation attempt.

Horrors of War

Most amateur insurgents have never seen the true brutality of war. The first time such an insurgent is the target of an attack or sees an ally hit or killed, they must make a Fright Check without the +5 bonus from combat. Remember to apply a -2 penalty if the amateur has Combat Paralysis! If the amateur passes, he still hunkers down and avoids conflict unless he gets a stern rebuke or hears a sharp command shouted at him.

Monday, May 8, 2017

Organizations of the Alliance: Rebel Insurgencies

Rebel Insurgency and Resistance Movements

"I'm not a terrorist. I'm a patriot. And resistance is not terrorism." ―Saw Gerrera
Star Wars drew a great deal of inspiration from the “heroic patriots” who resisted great and powerful enemies, such as the American Revolutionaries vs the British Empire, the French Resistance against Nazi Germany (I have found no references to equally interesting Eastern European resistance movements), or the Viet Cong resisting the “Imperial” Western powers (America in particular). However, the Rebellion of Star Wars doesn’t really depict an actual resistance movement, but rather hard-pressed soldiers of a power fighting a more powerful army. We see well-supplied starfighters, vast warships run professionally, soldiers fighting in formation, and grand and elegant award ceremonies, led a princess!

In reality, insurgencies rely not on soldiers, but on irregulars. They fill their ranks with old veterans, women, even children; anyone who can or will fight. They lack funding, so they must resort to homemade weaponry, whatever citizen-legal weaponry they already had, or hand-me-downs from a stronger power (or even stolen from their enemy). To make ends meet, they often need to resort to criminality, such as bank robberies or kidnapping rackets. Because they fight a superior opponent while they lack the funds, training or firepower to meet them head on, they must resort to the underhanded tactics of asymmetrical warfare, such as hit-and-run tactics, sabotage, assassination and terrorism. In short, they act like nothing in the Rebellion except the rebels as depicted in Rogue One.

By their very nature, this sort of organization represents a challenge, because there is no one rebel resistance movement. While any organization has variation throughout its ranks (not every Imperial Security Bureau is identical, of course), they still have common protocols, ranks, tactics and equipment. With a rebel insurgency, I lump everyone from minutemen-type patriots laying down their lives for their planet to extremist terrorists willing to blow up anyone who disagrees with them to criminal organizations with pretensions at governmental legitimacy. Not only can one resistance movement be completely differnet from another , several of these might operate at the same time on the same planet! The French Resistance was notoriously fractured, with some cells even coming to blows over resources! While nearly anyone, from a band of pirates to mutinous soldiers to secretive assassins could be an insurgency, I want to focus on a very specific subset: the unskilled, untrained and underfunded “citizen soldier” that tend to be the first thing we think of when we discuss such movements. For me, when people wax poetic about “rebellion,” as they do about Star Wars, they have visions of Red Dawn and the Patriot more than Inglorious Basterds or Anthropoid. They mean these sorts of rebels.

I’ve mentioned it before, but I want to mention it again: I take no moral position as I write these organizations. I think my write-up of the Empire tended towards the “villainous,” but I tried to leave room for a heroic interpretation. I want the reverse for the rebellion, and especially resistance movements like these. While I will happily accept that Rebellion of Star Wars clearly drew inspiration from the American Revolution, I cannot help but draw parallels with ISIS, the IRA or FARC, because all represent the same sort of approach to warfare. This is not to say that I believe all are the same, but that all have a lesson to offer us about how these sorts of soldiers fight. Moreover, a heroic Imperial game needs bad guys to fight against, and perhaps some resistance cells really are terrorists! This is especially important for organizations as fractured and divided as resistance cells can be, as even in a Rebel-focused game, a rogue movement might prove to be an interesting and thought-provoking opponent. If you smell moral relativism in this piece, it’s not because I’m trying to “bust the myth” of Rebel heroism or that I’m an Imperial partisan (I mean, I totally am, but that’s not why I’m doing this). Rather it’s to provide the GM with the tools he needs and, often, organizations in an Action game tend to be complex and full of hypocrisy. I want to give you, dear reader, the room to explore whatever it is you might wish to explore.

Thursday, May 4, 2017

State of the Patreon: May

This month saw more pledges than I expected, and I've reached just over halfway to my next goal of artwork.  Hopefully, we'll hit that milestone before the end of the year.

Last month, I had the most views ever for my blog (over 12k), and I completed the Empire, after two months of blogging on it.  I also have a son!  Hooray!  That likely means my pace of blogging will slow somewhat, an inevitable consequence, but I'd like to at least keep at it.  We'll just have to see how it goes!

This month, I have the Rebel Alliance for you.  I say Alliance, not just because Star Wars uses that term, but because it represents a collection of disparate interests coming together to fight the Empire without a clear leader or a centralized government.  As such, it will have three parts, and this month, I focus on Rebel Insurgencies: the half-trained men and women who form "criminal" conspiracies to disrupt, protest and fight the Empire from within.

My plans for my Patreon might be a tad bit ambitious.  The theme this month is technology, as I'd like to revisit how technology works and how it has developed over the thousands of years in Psi-Wars.  The big ambition is to create a discussion of 5 distinct "eras" of technology and how they differ.  This will be a guide document for myself, for creating appropriate technology, vehicles, etc, as relics, or advanced items, etc.  I don't know what the price of that series will be.  I originally intended $1+, but looking at what I have, I'm not sure how useful it will be without the $3+ material in your hands.  We'll see! 

For the Dreamers ($1+), in the very least, I have a Blaster vs Force Sword playtest, which goes into greater depth into the strengths and weaknesses of both than I had in previous playtests, and I offer up a houserule to fix the problem.  This post, by the way, was brought to you by Patreon Jake Bernstein.

For the Fellow Travellers ($3+), in the very least, I have Dirty Ultra-Tech, a look at what improvised Psi-Wars weapons, armor and explosives might be.  This post was inspired by my work on insurgents, and also by High Tech, which has loads of information on how to do a lot of this stuff, which I've extrapolated to a rather cinematic version of TL 11^.  I also have the full Insurgency documents up right now!  Go check it out!

Finally, for my Companions ($5+), I'd like to make an insurgency with you!  I haven't worked out the poll exactly yet, but my plan is to revisit the junk world of Grist, and work out what sort of anti-Imperial activity that world has; in addition to allowing you to create an insurgency together, I hope to use this to show how one goes about building an insurgency in Psi-Wars.

As always, I want to thank you, my dear Patrons, for making Psi-Wars possible, and for your feedback and involvement.  And for those of you who aren't yet Patrons, I'd love to have you!

Support me on Patreon!

The Rebel Alliance: Overview

We know what the Empire looks like.  Now we need the other half of our war, the heroic resistance that struggles to free the Galaxy from the tyrannical grip of the Empire.  As before, we must look at the Rebellion through the lens of an organization, because what matters to our campaign more than anything is what the Rebellion can do for our players, what it might be like to work for the Rebellion, and what sort of stories the Rebellion might offer us.

As with the Empire, Star Wars doesn't really define the details of the Rebellion except in the broadest outline, which gives me an opportunity to dive in deeper and pull on actual historical details for real-world rebellions.  We do know George Lucas drew on the romantic imagery of the American Revolution, the French Revolution, and that he glamorized the Viet Kong uprising against the "Imperial" Western Powers.  We can also draw parallels from nearly any rebellion or revolution we wish, including the Senatorial side of the Roman Civil War and the Confederate side of the American Civil War.  These were the losing sides of their respective rebellions and they're not nearly as "justified by history" as George Lucas's glamorized revolutions, which is good, as they remind us of the dark side of rebellion, and highlight a key point: that revolutions tend to fail more than the succeed.  If our rebellion is going to succeed, it'll do so against the forces of history and with the help of our plucky, heroic player characters.

Friday, April 28, 2017

Patreon Double Trouble: the Names of Humanity and Building Imperial NPCs

Today, I've got not one, but two, Patreon posts!  In the first, I've got the Names of Humanity, a proposed expanded list of the generic sci-fi names offered in Iteration 5.  These include a brief discussion of the various "ethnicities" of humanity in Psi-Wars, and where the original culture groups came from ages ago, to create a cohesive set of names, as well as a discussion of how to mix and match them.  Hopefully, this gives you plenty of ideas on how to name your characters.  The Names of Humanity is available right now to all $3+ patrons (and no, you're not crazy, back in the State of the Patreon I argued that this would be a $1+, but in retrospect, it's less of an aside or generic article, and more of a preview of coming Psi-Wars material, so thus appropriate for $3+.  I hope this change does not offend!)

Next, I have Building Imperial NPCs, an open invitation to all $7+ patrons (my Disciples) to contribute to the Empire by creating your own NPCs.  I've included instructions, what I'm looking for and what I'm not, as well as questions and real or fictional characters to inspire you.
Go and take a look!  If you're not a patron, as usual, I'd love to have you!

Support me on Patreon!

Thursday, April 27, 2017

Bonus Post: Tactics of the Imperial Navy

I've been terribly busy with my newborn son, but I do want to keep moving forward with Psi-Wars. When I built the Empire, it occurred to me that I didn't know all that much about how they really operated.  How do they invade planets? What purpose do cruisers serve and how are they different from dreadnoughts?  If you attack a defensive Imperial installation, how do they look?

So, I wrote up a bunch of "signature tactics" for various Imperial institutions, but I wasn't sure how valuable others might find them, so I showed them to my Patreons.  They nearly unanimously felt they were extremely useful.  I'm not sure how I'll fit them all in, but I wanted to share one of the documents with you, the tactics of the Imperial Navy.  If I have time, I might expand them to include other organizations, but in the meantime, enjoy, and be sure to tell me what you think!

(The Tactics for Imperial Security is also available, but currently only to Patrons.  It's available to all $1+ patrons, if you're interested!)

Monday, April 24, 2017

Presenting Theodore Cayden Dover

He was born April 21st, 2017.  He is the first born son of the first born son of the first born son of the first born son of the first born son of Flix Dover, and the third in that line to bear the name Theodore. He's also super cute.

Obviously, as a first time dad, I have less time for things than I did before.  I don't know what that'll do for the blog, but it'll be a little touch and go for a bit.  I appreciate your patience.

Thursday, April 20, 2017

The Empire: Characters, and a Retrospective

(How am I doing, guys?)

I've written about the Empire for nearly 2 months and produced more than 70 pages of content (40k words).  Is it enough?  Is it too much?  Let me take a minute to think that through, discuss why I think my material is justified, and then to offer a summary of the whole thing, and a focus on building Imperial Characters.

My Target Audience

Back in the First Steps to a Setting, I described three sorts of people that I imagine might actually use Psi-Wars:
  • Star Wars fans open to something new
  • GURPS Sci-fi fans who want support for something Operatic
  • DF Fans who want to play something sci-fi-ish, but don't want to do the work.
My design has generally pushed towards a conservative design of the Empire: any fan of Star Wars will readily recognize the Empire of Star Wars in here, but with only a few major differences: Black Ops (and a similar organization surely exists somewhere in the EU), the fact that the Senate still exists, and the nature of the Emperor himself. Everything else is fairly recognizable.

From there, I've tried to focus exclusively on elements that directly support gameplay where I can.  The result should be organizations that need no additional work to play with (helping the DF-types), offering insights into how such organizations might work (for the GURPS Sci-fi fans), and offering Star Wars something familiar, but not too familiar.

I've chosen for the familiar path to cut down on the need to explain things to my players.  You don't need to read all 30 pages of the Psi-Wars Empire to get that it's like the Star Wars Empire: "Oh, it has dreadnoughts instead of Star Destroyers and Typhoons instead of Tie Fighters, and the Emperor is a little different.  Right.  Got it."  This means it lacks some creativity, but I don't personally feel this is the place for deep creativity.  Players should be grounded in a familiar world, and the Empire very much represents that world.  This helps the "Brents" who just want to jump straight into the game and not "do homework" to play.

Most of the material focuses on organizations, what they can do for you, and how they might oppose you.  This makes them a great grab-bag for the "Bjorns" who want to know which organization they should join, and why.  Perhaps he'll join Black Ops, play as a Black Op commando and get some great commando toys.  Or perhaps she'll play as a Imperial Security Agent who genuinely believes in the Empire, and is working to root out corruption from her post as an attache to a Minister of Justice aboard a Dominion-class Patrol Cruiser.  It also helps the Rebel player who wants to know what interesting opponents the Empire can throw against him.

This focus on organizations also helps the "Desiree" player who wants to know which factions to join and what they might want.  However, the elements that I expect will most interest her come at the beginning, as I discuss what it feels like to be in the Empire.

The player who will likely enjoy Imperial material the least is likely the "Willow." This material largely lacks rich lore, other than perhaps the true agenda of the Emperor, but the most fascinating elements are likely the secret cabal of evil space knights that surround him, which I haven't touched upon yet.  Why?  Because I need to understand space knights first, so we'll come back to them.

I also want this to be a grab-and-play sort of document for GMs, hence the inclusion of agendas (which amount to session seeds), and minions, who represent characters the GM can immediately throw at his players.

The net result is on the very small side of an SJGames supplement (on par with Boardroom and Curia) and smaller than the average Pyramid (which is about 40 pages long), unless we count gear.

Sunday, April 16, 2017

Cross-Post Highlight: GURB, the Generic Universal Roleplaying Blog

I think I've mentioned several times that I regularly use material from other blogs to power Psi-Wars, and 90% of the time, I mean I'm using GURB.  He regularly dives into all parts of Ultra-Tech and pulls out more nuance that you can add to your setting and gadgetry, which is exactly the sort of thing I need.  If I'm honest, give GURB a year, and I won't need GURPS Vehicles 4e anymore.

I want to highlight two things.  First, GURB has put together an extensive modification of the article "Blaster and Laser Design" from Pyramid #3/37 "Tech and Toys II."  Erik, the writer of GURB, promises that at some point, he's going to compile all of his material, but I thought I would at least compile a set of links, for my own convenience, and for yours!

Second, I've noticed that Erik is a fan of Star Wars and, hoping that he was a fan of Psi-Wars, I asked if he'd be willing to donate some guns.  I gave him no constraints other than to allow him to create what he wanted to create and to follow the conventions of Psi-Wars, which meant he had to discard his alternative rules for Star Wars-style blasters (a rule I have in place to avoid more house rules than necessary, but I happen to think it's a good one, as removing the surge modifier from blasters would make some kind of EM disruptor an interesting weapon to wield against robots, so I might institute it anyway, but he's been kind enough to leave everything as backwards compatible as possible).  You can check out the weapons here: Psi-Wars: A Blaster Grab-Bag.

Saturday, April 15, 2017

Patreon Post: The Scale of the Empire

Just how big is the Empire?  It's "big enough" of course, but how big is "big enough?"  How many fleets can they support?  And how big is a "fleet?"  Is it reasonable to have 100 dreadnoughts show up at every single planet they control, or is a fleet of 5 dreadnought huge?  For that matter, how many worlds does the Empire control? Five?  A million?  And why would the Empire ignore a world festering with pirates, or attack a well-defended world when it could just bypass it?

These are the sorts of questions that I don't think need an answer for you to run your Psi-Wars game, but if we want to "internally model" what's going on, it might be useful for us.  This post dives into economics, hyperspace geometry and the Pareto principle to give us an idea of what the Empire (albeit one using the compacted, manageable numbers I've stuck to throughout the design process) might really look like.

The Scale of the Empire is available for all $1+ patrons.  Go and take a look!  If you're not a patron, as usual, I'd love to have you!

Support me on Patreon!

Friday, April 14, 2017

Thoughts on the SJGames 2016 Stakeholder Report

This week, SJGames released, of their own free will, a Stakeholder Report, which is not something that they have to do, but they do so out of the kindness of their hearts.  Several people in the GURPS Blogosphere have made comments on it:
So I thought I'd toss in my own two cents, express some concerns I've had, and tackle where I suspect we, as a community, need to go from here.

Thursday, April 13, 2017

Imperial Intelligence and Black Ops Personnel

The two spy branches of the Empire function very differently, but both have unique minions they can call on to support their agents in the field.

For Imperial Intelligence, their close connection with Security means they often arrange to waive or lessen a prisoner's sentence in exchange for service.  Many such "services" end in the death of the prisoner, but just as often they don't, and the Empire remains true to their word.  More, Imperial Intelligence often fosters relationships with the best of their former prisoner-agents, making use of them again and again.  The result is that many prisoners within the imperial prison system are, in fact, de-facto informers and agents for Imperial Intelligence, arranging for "escapes" by political prisoners and then infiltrating enemy ranks in return for special considerations back home.

Black Ops prefers a more direct approach and employs elite hitmen and assassins in the form of Commandos and Demolitionists, which they deploy in Outrider-Class corvettes behind enemy lines, where they can wreak havoc, investigate enemy positions, or assassinate their rivals.

Wednesday, April 12, 2017

Black Ops Materiel and Spaceships

While both Imperial Intelligence and Imperial Black Ops sport a great deal of interesting toys, the toys of Imperial Intelligence are mostly "generic" espionage trinkets that I currently don't feel need extra detail.  Black Ops, on the other hand, needs an entirely different set of tools to accomplish their work.  The brute force tactics of the Imperial Navy don't work with the Imperial Black Ops.

For the most part, the same weapons the Empire already has continues to work well for Imperial Black Ops, and they can continue to use the same spaceships (especially the Assassin-model of the Typhoon!), but I envision them with access to new armor and a few new ships, especially a corvette ideal for inserting commandos behind enemy lines.

Tuesday, April 11, 2017

Imperial Black Ops

When I realized I needed imperial intelligence, it occurred to me that the Imperial Navy would never trust Imperial Security to handle its intelligence needs.  The rivalry between these two, heavily armed sides of the Empire simply wouldn't allow it.  While I expect Imperial Security has the Emperor's personal sanction to spy on its enemies and hand that information up the chain of command, which then could be passed down to the Imperial Navy, the Admiralty would want its own intelligence assets, ostensibly for immediate, battlefield intelligence, but in practice, also as a check against the growing power of the security bureau, and for the benefit of individual admirals.  "You have assassins?  I have assassins too!"

The Imperial Navy and Imperial Security work fundamentally differently, which means I'd expect their intelligence branches to work differently as well.  Imperial Security works within the Empire, and uses the Empire against itself.  It captures prisoners and uses their information.  It terrorizes the citizens and uses that power to expand itself.  The Admiralty, by contrast, is independent and self-contained.  It sends out its fleets far from the Empire, and cannot rely on local Imperial resources to work for it.  It also has a different mission: Imperial Security needs to keep the Empire in line, while the Imperial Navy needs to destroy opposition to the glorious Empire.

The result is a new intelligence branch: Imperial Black Ops.  This answers to the Admiralty directly, and uses its own assets and resources to perform its tasks, which primarily consist of sabotaging enemy installations and assassinating enemy leadership.  This is the commando arm of the Imperial Navy.  It doesn't have the official status that Imperial Intelligence has, but the Grand Admiral implies that he has a secret edict from the Emperor himself allowing it to exist, and Imperial Black Ops does receive "black book" funding from the Empire, and its actions have evaded any imperial audit thus far, suggesting that it really does have the stamp of approval of the Emperor.  If this is untrue, however, it may well mean that the Grand Admiral has taken his first step against the Emperor.

This is also a great spot for PC Imperial Commandos to work, which is a nice side-effect!

Monday, April 10, 2017

Imperial Intelligence

Imperial Intelligence evidently does end up in Star Wars, and is evidently explicitly mentioned in Rogue One, though I haven't found an explicit reference to it. This makes sense, as a dictatorship needs to rely on secret police, which means it needs to spy on outsiders, as well as its own population.  The line between Imperial Security and Imperial Intelligence, thus, probably blurs, and that's how it's going to be in Psi-Wars as well.

I had just finished my Imperial work when I realized that I was missing Imperial spies, which is definitely a gross oversight, but at the same time, I also realized that the Imperial Navy would never trust Imperial Security to gather its intelligence for it.  Thus, just as the US government has a variety of intelligence agencies that sometimes come into conflict, so too does it make sense for the Empire to have multiple intelligence agencies, highlighting the fault lines of Imperial power.

Today, though, I want to focus on the "conventional" spies, that of Imperial Intelligence.

Friday, April 7, 2017

Patreon Post: Tactics of Imperial Security

This is part 2 of my two-part series on Imperial Tactics, my experiment into looking at Standard Operating Procedures for the Empire.  This time, I look at how Imperial Security enforces its laws, investigates crimes, gets its man, and what it does with its man once it has him.  Check it out in Tactics - Imperial Security

As before, if you're a patron (any patron, $1+!), I'd like your feedback on it.  Is it useful to you?  Do you think it should end up in the final documents? If so, which elements?  And do you think it should end up on my blog?

I look forward to your feedback, dear patron, and if you're not a patron, I'd love to have you.

Support me on Patreon!

Thursday, April 6, 2017

Patreon Post: Tactics of the Imperial Navy

Now that I've finished off the Imperial Navy, I have a Patreon Post detailing something I devised rather late in my building of the Empire.  I realized it might be nice to have "signature moves" for Imperial Chase scenes, and from there, I realized I knew little about how the Empire actually fought, or the sorts of "standard operating procedures" it had.

So, I wrote up some material to sort my thoughts out, and I've offered this document to all of my ($1+) patrons.

This is a slightly different Patreon post from usual, though, because while most of my Patreon posts are things that I find interesting but feel that I shouldn't bother any but my most ardent fans with, this one feels like it might be something that should actually go in the final documents.  On the other hand, my document is already very long.  Thus, I leave it up to my Patrons to give me feedback on what material, if any, should go in the final document.  Thus, if you're a $1+ patron, please check it out and vote!  If you're not a Patron, we'd love to have you!

Support me on Patreon!

Imperial Navy: Starships

Naturally, warships make up the heart of the Imperial Navy.  So much so, that Star Wars itself is identified as much by stormtroopers and star destroyers as it is by Jedi.  In fact, I can think of few reasons one might want to play as an Imperial other than the thought of being on such a mighty engine of destruction as an Imperial dreadnought.  So, naturally, as I've worked on Psi-Wars, I've already looked pretty deeply into what sorts of ships the Imperial Navy would have, and if I'm honest, I'm pretty happy with them.

I've folded Psi-Wars so closely into the existing Spaceships line that, in fact, I can use the GURPS Spaceships line pretty easily, and I don't really have much need to make new ships!  Most of what I need, I have.

Thus, we need to look at how the Empire fights, using the ships it already has, and what holes it might still have that we need to fill.

Wednesday, April 5, 2017

Imperial Navy: Personnel

We've already tackled the personnel of the Imperial Military.  Now, we just need to make some tactical revisions and expand on our previous ideas a bit.

The biggest change, beyond some minor weapon changes, is the upgrade of the flame trooper to the chem trooper.  My problem with the flame trooper is that he just doesn't present that much risk to a militarized enemy.  In fact, in a heavily armored combat scenario, flame throwers are better for destroying buildings and terrorizing citizens than for really killing troopers.  Most modern, western armies would balk at such tactics, so we don't use flame throwers much anymore, but for the Empire, coming down hard on civilian populations is just another day on the job.  So, let's expand this terror capability.  Given that all the imperial combat troopers filter air through their masks, why not toss in some nerve gas as well?  The result is Warcrimes: the Statblock, who doubles as a combat engineer.

I've also added some notes for standard fighter pilots.

Tuesday, April 4, 2017

Imperial Navy: Materiel

I already made an attempt at this back in Iteration 4, so what's changed?  Well, first of all, I have access to superior Beam Weapon mechanics, thanks to GURB, a better understanding if military formations, thanks to Lindybeige and to my analysis of Mass Combat in Iteration 5, and a superior armor-design system, thanks to Pyramid #3-96.  Plus, my discussion of Imperial tactics garnered me quite some feed back: Many of my commenters would like an even better Empire.  Why not?

So how will Imperial forces look now?  Well, I like the idea of a "modern Empire," one that uses tactics reminiscent of WW2 tactics, which suits their origin.  So, tanks rather than AT-ATs, heavy artillery, and forward moving troops with rapid-fire carbines, supported by even more rapid fire weapons and snipers.  A quick look:

For personnel:

  • Basic Troopers equipped with rapid-fire carbines and grenades
  • Drivers, equipped with submachine guns and pistols
  • Heavy troopers equipped with a bi-pod mounted machine-blaster.
  • Recon troopers with sniper rifles
  • Engineers with flame throwers and explosives
  • Imperial ground officers armed with SMG blasters and superior radio equipment
  • Elite troopers (Kill squads) equipped with grenade launchers, and advanced carbines.
For equipment, we need:
  • The Light and Heavy Hardsuit (or is what we have already good enough?)
  • The rapid-fire carbine
  • The blaster LMG
  • The advanced carbine
For vehicles, we need
  • A Recon Bike
  • A tank
  • Self-propelled artillery
  • Close Air Support
  • A troop transport/IFV

Monday, April 3, 2017

The Imperial Navy

We find that the Romans owed the conquest of the world to no other cause than continual military training, exact observance of discipline in their camps, and unwearied cultivation of the other arts of war.
-Publius Flavius Vegetius Renatus

When the tyrant has disposed of foreign enemies by conquest or treaty, and there is nothing more to fear from them, then he is always stirring up some war or other, in order that the people may require a leader.

The Empire is, at its core, a militaristic organization. The motion towards empire began with the adoration of a military leader, resulting in sufficient military power and the worship of that power to topple the democracy that had so long ruled the Galaxy, and now, that military power serves its empire by constantly expanding its borders and acquiring their wealth to feed its own war machine.

Most of the rest of the Imperial organizations exist either to support the military or to keep its power in check.  The Imperial Ministry researches military weapons, provide propaganda to support its recruiting efforts, and manage the tax revenue that pays for its acquisitions and soldiers. Justice and Imperial Security watch over the might of the Imperial Navy, ensuring that it doesn't turn its power on the Emperor and overthrow him.

In Star Wars, the Empire was its military force.  We never saw any aspect of the Empire except its Star Destroyers, its stormtroopers and its tie fighters.  This means I had a paucity of material to work with when it came to other aspects of the Empire of Psi-Wars, but too much to work with here.  Now, I need to strike a slightly different note... or not worry about it excessively.  Between technology and more careful work on military doctrine, we have a somewhat unique force forming.

Saturday, April 1, 2017

State of the Patreon: April

Last month, I hit record highs twice.  First, I beat my first goal, and now we're working on adding art to Psi-Wars, which is honestly one of my biggest goals.  Second, I hit an all-time-high of 11,400 views on my blog.  Word is getting around, it seems, and you guys especially liked the Empire.  The biggest news is that someone is running a Psi-Wars campaign (I've already mentioned it, but let's mention it again!).  Based on where my views aggregate, I think there's at least one more campaign out there somewhere, or someone is using a lot of my character material to support their own ideas; either way, I call that a win.

Psi-Wars itself and my Patreon have both received some kind reviews, both from Libris Ludorum. I find the Patreon review particularly fascinating, because I've never seen such a thing.  It makes sense though, and actually, I think it's something more people should do.  Many people become patrons to support people they like, but it's ultimately a business transaction, so it would be nice to know what you're getting for your money.

Thursday, March 30, 2017

Patreon Post: the Security Agent

Have you enjoyed Imperial Security?  Have you thought "Wow, it'd be totally cool to play one of these guys."  Well, what are your options?  Now, you have one more: the Security Agent, a new Patron-preview Template, available to all $1+ Patrons!

If you're a patron, check him out.  If you're not, I'd love to have you.

Support me on Patreon!

Imperial Security: Spaceships

Imperial Prison Ship
While military power-project, or even defense, aren't technically in the purview of the Ministry of Justice or Imperial Security, they definitely need a presence in space.  Its special agents need some form of transportation from world to world, the Imperial Security needs to check incoming vessels for contraband, defend transport ships from pirates, deal with internal terrorism and chase down fugitives and make arrests. Of course, just because the role of the Ministry of Justice isn't military power doesn't mean Imperial Security is opposed to mission creep.

Imperial Security needs, at the very least, some sort of patrol corvette, and for that, they have the Arbiter-Class Patrol Corvette.  This ship has sufficient firepower to handle most converted trade corvettes, or any smuggler vessel that wants to make a run for it.  They can also act as the personal transport vessels of special agents.

While not completely necessary, Imperial Security demands some capital ships of its own, to better deal with piratical threats (and for the sheer prestige of commanding such large vessels).  For this purpose, they employ Dominion-Class Light Cruisers, which pair firepower with electronic supremacy to take complete command of a situation, and can deploy paramilitary assault troopers via Retribution-Class Boarding Shuttles from their main hangar bay.  With a few luxurious quarters, these vessels can also transport high-level Imperial ministers in style!

Finally, the Ministry of Justice is tasked with prisoner transport, and for this, they use the huge Golgotha-Class Prison Transport, which can act both as a transport and as a mobile prison in its own right.

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