The Weaponers of Qward are a legendary comic book antagonist force—originating from the anti-matter universe opposite Oa—adapted here as an ultra-high-tech, autocratic military faction for the 2D6 Sci-Fi Tabletop RPG system (Cepheus Engine / Traveller SRD derivatives).
Faction Overview: The Weaponers of Qward
Homeworld: Qward (Anti-Matter Pocket Universe / Uncharted Sector)
Government Type: Autocratic Military Dictatorship (Ruled by the Chief Weaponer)
Tech Level (TL): TL 16+ (Ultra-High Tech)
Ethos: Xenophobic, conquest-oriented, martial meritocracy
Driven by dark industry and martial efficiency, the Weaponers are legendary arms manufacturers and militaristic oppressors. Organized into rigid ranks—the governing Weaponlords and the elite frontline shock troops known as Thunderers—their technology blends advanced plasma manipulation, localized dimensional physics, and targeted energy weapons.
Qwardian (Species Traits)
Qwardians are genetically homogenized humanoid sapients.
Physical Characteristics: Standard 2D6 stats for STR, DEX, END, INT, EDU, SOC.
Large Dilated Eyes: +1 DM to Recon and Observation checks in low-light or pitch-black conditions.
Extreme Sub-Zero / Anti-Matter acclimatization: Environmental hazards native to Qwardian space impose no penalties on native Qwardians.
Stat Blocks & NPC Profiles
1. Qwardian Thunderer (Shock Trooper)
Elite shock troopers deployed in drop-pods or boardings, wielding energy-projecting throw-weapons known as Qwa-Bolts.
Characteristics: STR 8 (+0), DEX 10 (+1), END 9 (+1), INT 7 (+0), EDU 7 (+0), SOC 5 (-1)
Skills: Athletics 1, Battle 1, Energy Weapon 2, Athletics (Throwing) 2, Heavy Weapons 1, Tactics (Military) 1, Gun Combat 1
Armor: Qwardian Battle Armor (AV 10)
Equipment: Qwa-Bolt Quiver (6 charges), Micro-Fusion Shield (+2 DM to Defense vs ranged attacks), Comm-Link.
2. Master Thunderer / Field Commander
Officers in command of Thunder Guard divisions.
Characteristics: STR 9 (+1), DEX 11 (+1), END 10 (+1), INT 9 (+0), EDU 8 (+0), SOC 8 (+0)
Skills: Athletics 1, Battle 2, Energy Weapon 3, Leadership 2, Tactics (Fleet/Military) 2, Gun Combat 2
Armor: Reinforced Qwardian Command Armor (AV 12)
Equipment: Modified Qwa-Disruptor, Targeting Visor (+1 DM to hit), Personal Reflector Shield.
Signature Qwardian Equipment
Qwa-Bolt (Throw-Javelin / Energy Projector)
A compact, re-usable localized energy spear carried in a back-slung quiver. When thrown or pointed, it discharges concentrated destructive force.
Tech Level: TL 16
Range: Ranged (Thrown: 20m / Directed Beam: 50m)
Damage: 5D6 Energy Damage (Ignores up to 4 points of non-energy Armor Rating)
Traits: Dangerous, Energy, Armor-Piercing. Alternate setting allows a Disintegration Charge (6D6 AP, consumes 3 charges at once).
Qwardian Destroyer Rifle
Standard issue long-range heavy infantry weapon used by heavy Qwardian ground forces.
Tech Level: TL 15
Range: Long (250m)
Damage: 4D6+2 Energy Damage
Magazine: 30 Rounds (Power Cell)
Anti-Matter Power Ring / Qwa-Ring
Rare artifact-level weapon reserved for high-ranking military elites or designated champions.
Tech Level: TL 17 (Exotic)
Damage: Variable (3D6 to 6D6 Blast/Force depending on user's END/INT check)
Features: Allows local flight (Thrust 3), projects energy barriers (AV 15 wall), and manifests hard-light constructs based on the user's willpower.
Campaign Hooks for Cepheus Engine
The Incursion: The party stumbles upon an anomaly at the edge of known space: a Qwardian Qwa-Portal leaking anti-matter radiation and releasing a scouting lance of Thunderers into the sector.
Arms Dealer's Dream: A rogue Qwardian scientist flees into local space carrying schematics for Qwa-Bolt weaponry. Multiple mega-corporations and mercenary factions hire the PCs to secure the asset.
Boarding Action: The PCs' starship is intercepted by a Qwardian dreadnought looking to claim raw materials. They must repel boarding parties of elite Thunderers using tight-corridor tactics.
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