The Guards of Archangel – new gear for The Red Star

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As so often, one thing leads to another…

The Red Star is as much about spiritual struggles in the afterlife as it is about physical struggles on the battlefield. The mythical Spirit Realm and the mortal world shaping and affecting each other.

Last week, we took a look at the larger scale of this relationship, as depicted in the comics and described in the campaign setting, and how such may be modelled by houserules in Fate of Nations.

Going over the existing material as part of the preparation (‘research’ being too big a word) for that article, I could not help but notice another potential gap in the rules.

The information presented in Sword of Lies – the most recent arc of the comics – could not be reflected in the campaign setting, simply because the d20 adaptation of The Red Star was published before Sword of Lies saw the light of day. Among that information was the revelation, that besides the known spirit agents enslaving the dead to the will of the state, the soul prisons of the Spirit Realm are manned by mortal guards as well, elite forces transferred bodily onto that other plane.

Commentary from the collected version of Sword of Lies gives us yet a bit further insight, stating that these troops are specially equipped to deal with rebellious spirits.

For gaming purposes, such equipment will certainly include suitable bonds, to trap immortals spirits, likely in the shape of chains or manacles, as well as infused weapons – both melee weapons as well as infused ammunition for firearms.

That, at least, is what the campaign setting has to offer. For an elite corps of special forces, intended to fight against otherworldy enemies, while safeguarding their nations most vital resources and infrastructure assets, it seems a bit meagre, though.

The following items, then, are intended to make the guards of Archangel and the other soul prisons a more formidable and memorable force to encounter.

Iron Collar
These insignia of rank are actually special bonds placed on the guards. They have no effect, while the wearer is still alive, but as soon as they die, their soul is immediately placed in a bond, linked to the soul prison they are protecting or a spirit agent in command of their unit. Thus, every guard’s death directly strengthens the power and defenses of their stronghold.

Mercury Goggles
A combination of protective goggles or helmet visor with special lamps emitting flashes of soul-searing light, this headgear gives the user a +2 bonus to initiative and +5 bonus on Spot checks against immortals. Immortals in line of sight of a guard wearing mercury goggles suffer a -5 penalty to their own initiative due to the disorienting flashes of light, invisible to the mortal eye.

PHE-Sight
Mounted on ranged weapons, these sights light up traces of Post Human Energy – the lifeforce of immortals and other spirits. A weapon mounting a PHE-sight confers a +2 bonus on attack rolls against immortals and other spirits to its wielder.


The artwork is taken from The Red Star: The Battle for Kar Dathra’s Gate and was used with kind permission of Christian Gossett.

The Red Star and all related characters are ™ and © Christian Gossett. Used with kind permission.

The Red Star Campaign Setting is © Green Ronin Publishing, LLC.

Die Grafik stammt aus The Red Star: The Battle for Kar Dathra’s Gate und wurde mit freundlicher Genehmigung von Christian Gossett verwendet.

The Red Star und alle verwandten Charaktere sind ™ und © Christian Gossett. Verwendet mit freundlicher Genehmigung.

The Red Star Campaign Setting ist © Green Ronin Publishing, LLC.

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