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Table of Contents
Races | Culture | Institutions
THE GUARDING TROOPERS
Overview
- 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 the Exohumans 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
After the Last Frontier’s crash, the Guarding Troopers were reorganized into a lean force of 250 personnel. Each trooper — drawn from former ship security and frontier volunteers — was intended to be issued a Laser Gun and Combat Knife. In practice, post-crash scarcity and the massive fires that destroyed much of the exohuman infrastructure forced a patchwork reality: issue sets were incomplete, batteries were rationed, and entire squads improvised gear from salvaged materials.
Governance & Command:
- General Trooper: Elected by secret ballot of all full-rank troopers every four years, the General set strategic priorities, oversaw training and discipline, and reported directly to the Settler’s Council.
- Local Stations: Each settlement maintained a station under a Station Commander (appointed by the General), responsible for day-to-day law enforcement, detention cells, and weekly reporting back to Headquarters in New Kourou.
Roles & Responsibilities:
- Law Enforcement: Patrol frontier rings, investigate crimes, adjudicate minor disputes on-site, and manage two holding cells per station.
- Judicial Support: Transfer accused offenders to their trials at the Settler's Council (according to the Criminal and Civil Codes), then transfer convicted offenders to the Central Prison in the Guarding Troopers Headquarters.
- Security Operations: Provide defense against raids and escort high-risk convoys.
Uniform, Look & Logistics (Beta Age Patchwork):
- Core Layers: Base garments varied widely — shipboard duty coveralls, firefighter under-suits, and quilted cold-weather layers — overdyed with plant inks or ash-gray pigments.
- Armor: Chest and shoulder protection often consisted of mismatched composite tiles and ceramic plates cut from burnt ship bulkheads; bindings were leather thongs, wire, or canvas straps.
- Helmets: A mix of repurposed firefighting helmets, industrial visors, and partial EVA shells; cracked lenses were replaced with smoked mica or salvaged face shield panes.
- Insignia: Standardized uniforms were impossible; rank and unit were shown with cloth armbands, stitched glyphs, or painted plates, often faded and non-uniform across regions.
- Capes & Cloaks: Oilcloth or tent-canvas dust cloaks for the Desert Side; fur-lined wraps or sail-cloth mantles on the Dark Side.
- Webbing & Rigs: Magazine pouches and battery holsters braided from cargo-net webbing; many troopers carried tool rolls (pliers, filament cutters, sealant) as part of everyday kit.
- Footwear: Mixed lots — ship boots, worker clogs, stitched hide gaiters — repaired endlessly with resin patches.
- Logistics Reality: Squads shared power packs and optics; laser weapons were prioritized for marksmen and commanders, while line troopers frequently fielded refurbished alternatives.
Challenges:
Operating across rugged terrain and perpetual twilight in the Asari Region or frigid Dark Side cold, they balanced the demands of security with severe supply constraints. Their frontier-hardened experience and improvisational tactics presaged the critical special-ops role they would assume once war erupted.
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 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 — with significant variability in the Beta Age due to loss of stockpiles and battery scarcity after the crash fires.
Ranged Weapons
- Laser Guns (rationed in Beta Age):
- Type: Advanced energy-based firearms
- Damage: 2d10 energy
- Range: Normal 120 m, Maximum 400 m
- Properties: Battery-powered, up to 40 shots before recharging
- Issue Reality: Prioritized for squad leaders and designated marksmen; line troopers often rotated packs or carried a single shared rifle on patrol.
- Salvage & Substitutes (Beta Age):
- Improvised Coil-Carbines: Bench-wound coils and iron slugs; shorter range, unreliable in cold.
- Harpoon/Line Launchers: Originally industrial; adapted for silent ambushes and climbing.
- Flare/Bolt Casters: Low-power utility launchers pressed into defensive use.
Melee Weapons
-
- Type: Melee
- Damage: 1d4 (stuns and paralyzes the opponent temporarily)
- Properties: Battery-powered stun feature, ideal for close combat or riot control
- Purpose: Standard for crowd suppression and non-lethal engagements; batteries shared in squads.
-
- 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.
- Improvised Tools (Beta Age): Hatchets, pry bars, and ceramic shards mounted as blades when supply lines failed.
Armor and Gear
- Body Armor:
- Material: Reinforced composites salvaged from the Last Frontier; often misfitting, multi-era plates laced onto canvas carriers.
- Properties: Resistant to projectile weapons and light energy attacks; gaps common.
- Helmets with Visors:
- Features: Integrated comms and thermal vision where intact; many units used plain visors with wired throat mics.
- Optics & Comms: Monocular scope tubes, rewired helmet lamps, signal slates; scarce and swapped between patrols.
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
- Combat Expertise: Guarding Troopers or former Guarding Troopers are highly skilled in ranged combat, leveraging their tactical knowledge.
- Patchwork Loadouts (Beta Age): Characters starting as Troopers roll once on a “Scarcity Table” (DMG) to swap one standard item for an improvised equivalent (narrative advantage on creative problem-solving; occasional disadvantage on maintenance checks).
- 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.
- Supply-Scarcity Drama: Spotlight battery shortages, armor gaps, and improvised rigs; make logistics a strategic mini-game.
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
Local Stations of the Guarding Troopers in the Free State of Settlers:
Guarding Troopers NPCs of the Alpha and Gamma Age:
