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Table of Contents
Races | Culture | Institutions
THE GUARDING TROOPERS
Overview
Active Period:
- Alpha Age: Established as executive unit during the journey aboard the Last Frontier.
- Beta Age: Operated as the executive arm of the Free State of Settlers.
- Great War: Functioned as the elite special forces of the Volunteer Army of Man (VAM).
- Disbanded: April 16, 2631, after the signing of the Peace Treaty.
- Successor: Federal Sheriff (established in 2632 under the Federal Confederation).
The Guarding Troopers were the central protective and enforcement force for humanity during the Alpha and Beta Ages. Initially tasked with ensuring order aboard the Last Frontier, they evolved into the executive authority of the Free State of Settlers and later became the elite combat unit of the Volunteer Army of Man during the Great War. The disbanding of the Guarding Troopers marked the transition from the Free State to the Federal Confederation.
The Guarding Troopers in the Alpha Age
- Primary Mission: Protect passengers aboard the multigenerational starship Last Frontier from internal and external threats.
- Establishment: Comprised of 500 experienced police officers and soldiers who underwent continual recruitment and training to maintain strength.
- Infrastructure: Operated from the “p and f zone” (police and firefighter zone), which housed a prison wing for maintaining order among passengers.
- Significance: The Guarding Troopers ensured the safety and discipline necessary for the generational voyage, becoming a model of order in a confined and resource-limited environment.
The Guarding Troopers in the Beta Age
- Transition to Planetary Operations: Upon the crashlanding of the Last Frontier, the Guarding Troopers were downsized to 250 personnel, equipped with 250 Laser Guns, and tasked with enforcing the laws of the Free State of Settlers.
- Governance: Led by an elected Guarding General, serving a four-year term. Acted as the judicial and enforcement authority for the settlers, including the supervision of punitive measures.
- Challenges: Balancing security and resource scarcity, the Guarding Troopers often operated under extreme conditions, which foreshadowed their eventual role in the Great War.
The Guarding Troopers in the Great War
- Role in the Volunteer Army of Man (VAM): The Guarding Troopers became the elite unit of the VAM, tasked with high-risk operations behind enemy lines to disrupt the Native Tribes’ war effort.
Notable Missions
- Burning of the Trando Cabins:
- Mission: Set fire to 40% of the Trando tribe’s tree huts, resulting in over 800 civilian casualties.
- Outcome: A demoralizing blow to the Trando but heavily criticized as a war crime.
- Assassination of the Honga Spiritual Leader:
- Mission: Targeted elimination of the Honga tribe’s spiritual leader during their “Shai Zaong” celebrations.
- Outcome: Successfully completed but further alienated anti-war factions among exohumans.
- Blasting of the Orlanda Fish Populations:
- Mission: Starve the Orlanda tribe by destroying their primary food source in the Orlanda Swamps.
- Outcome: Resulted in unintended civilian casualties (approximately 250) and the eventual execution of retreating soldiers by Orlanda warriors.
Combat Drones and Guarding Bots
- Combat Drones: Autonomous aerial defense units originally developed for reconnaissance and perimeter security aboard the Last Frontier. Never made available to civilians, they were exclusively assigned to Guarding Troopers. In the Beta Age, these drones enhanced settlement security through terrain surveillance, facility patrols, and defense missions. Their battlefield performance during the Great War was pivotal in holding key positions against Native assaults. Combat Drones were decommissioned after the Peace Treaty.
- Guarding Bots: Specialized Service Bots designed to assist Guarding Troopers. Developed before the Last Frontier's departure from Earth, they were adapted for law enforcement through collaboration with the Troopers. Guarding Bots combined surveillance systems with enforcement functions, helping to monitor corridors, manage access points, and enforce order. After the crash, they supported security operations in the Free State's main buildings. Though officially banned in the Gamma Age, some Guarding Bots survived in hidden or unofficial use.
Armament of the Guarding Troopers
The Guarding Troopers utilized modern-age weaponry and advanced equipment that evolved alongside their roles.
Ranged Weapons
- Type: Advanced energy-based firearms.
- Damage: 2d10 energy.
- Range: Normal 120m, Maximum 400m.
- Properties: Battery-powered, allowing up to 40 shots before recharging.
- Purpose: These highly accurate and devastating weapons were primarily issued during the Beta Age and the Great War, granting the Guarding Troopers superiority in ranged combat.
Melee Weapons
- Type: Melee.
- Damage: 1d6 (bludgeoning, with a 1d4 electrical shock on critical hits).
- Properties: Battery-powered stun feature, ideal for close combat or riot control.
- Purpose: Standard issue for crowd suppression and non-lethal engagements.
- Type: Melee.
- Damage: 1d6 slashing or piercing.
- Properties: Dual-use as a weapon and utility tool.
- Purpose: Essential for survival, stealth kills, or utility tasks in field operations.
Armor and Gear:
- Body Armor:
- Material: Reinforced composites salvaged from the Last Frontier.
- Properties: Resistant to projectile weapons and light energy attacks.
- Purpose: Offered critical protection in both urban skirmishes and guerilla warfare during the Great War.
- Helmets with Visors:
- Features:Integrated communication systems and thermal vision.
- Purpose: Enhanced battlefield awareness and coordination.
Legal Drugs and Medicine:
- ShockStop E-Boost
- Format: 1 mL stab-pen
- Primary Use: Cardiac-arrest bailout / anaphylaxis
- Dose / On-Table Effect: Revives target to 1 HP; target gains one level of Exhaustion
- Avg. Price: 75 Kourou
- Note for DMs: Guarding Troopers carry two — stealing them invites official retaliation
Disbanding and Aftermath
- Post-War Trials: As a condition of the Peace Treaty, the Guarding Troopers were disbanded, and surviving members faced a Native court-martial. Many were convicted of war crimes, further tarnishing their legacy.
- Transition to the Federal Sheriff:The Federal Confederation replaced the Guarding Troopers with the Federal Sheriff, a more regulated and community-focused enforcement body.
- Legacy: Lauded by the Party of Individualists as defenders of humanity in its most perilous hour.Vilified by the Party of Communards and Natives for their ruthless tactics and wartime conduct.
Gameplay Mechanics
Key Features for Player Interaction:
- Combat Expertise: Guarding Troopers or former Guarding Troopers are highly skilled in ranged combat, leveraging their tactical knowledge.
- Morale Penalties: The brutal methods of active or former Guarding Troopers can lead to moral conflicts among player characters, especially when interacting with Native Tribes.
Tactical Advice for Dungeon Masters
1. Missions Before and During the Great War (Alpha- & Beta Age)
- Sabotage and Espionage: Send players alongside the Guarding Troopers to infiltrate Native strongholds, introducing moral dilemmas when civilian casualties are unavoidable.
- War Crimes Investigation: Allow players to uncover the extent of the Guarding Troopers' actions, forcing them to decide whether to report their findings or bury the evidence.
2. Missions After the Great War (Gamma Age)
- War Crime Trials: Involve players in investigating or defending former Guarding Troopers during court-martials, navigating the tense post-war political landscape.
- Rebuilding Relationships: Task players with brokering peace between exohuman survivors and Native Tribes, leveraging or confronting the Guarding Troopers’ controversial legacy.
Related Pages and Further Information
Guarding Troopers NPCs of the Alpha and Gamma Age: