Explore the Battlelords Universe! Battlelords is a game set in a dangerous future, where an Alliance of Humans and roughly a dozen other species are fighting for survival. Your Wild Cards are citizens of the Galactic Alliance, which spans large portions of the Milky Way. The species that comprise the Alliance pool their resources to expand, improve, and protect each other from external threats like the Arachnid hordes and the Atlantean nanite swarms. Despite their best efforts, the Arachnids (aka ‘Nids) have destroyed worlds and decimated populations as they advance into Alliance territory, during the 2nd Arachnid Incursion.
Inside the Alliance, the mega-corporations (aka mega-corps) make everything, own everything, and run everything from behind the scenes. Nearly everyone works for a mega-corp, and they employ armies of corporate mercenaries and spies to enforce their will and wage secret wars against their competitors. Getting hired on as a corporate merc or spy is good pay, but you sign your life away for a contract measured in years. You're expendable and every time you screw up the mega-corps just extend your contract. Want to find out all there is to know about the Battlelords universe and the beings that reside within it? This is the book for you!
The Alliance Setting Guide includes information about: The Arachnids and their techno-organic minions. The Atlantean nanite swarms. The Alliance (culture, crime, law, travel, places of interest). Mega-corps. Dueling. Mercenary Companies. Bounty Hunters & Sheriffs. Privateering & Piracy. The Galactic Armed Forces. Game Mastering. Running short and long term campaigns. Tech Levels. The Meta Plot (What's really going on behind the scenes). In addition the Setting Guide also includes rules and info for: Spacecraft. 12 different spacecraft are detailed, including fighters and shuttles. 6 sets of deck plans are also included. Character Development Tables. Roll on the I Was Just Growing Up tables & Fickle Finger of Fate table to flesh out your Wild Card’s background.
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '