Introduction


    It is over eight centuries since mankind first explored space. The world is filled with both breathtaking promise and nightmarish danger. Sentient, highly advanced neural net computers serve as super intelligent servants of humanity, and humans continue to improve on themselves with biological engineering techniques that have virtually defeated age and death. Exploration of the fourth dimension has allowed insight into realms previously unimaginable--from instantaneous travel between stars to short-range teleportation within buildings or starships.

   Yet strife, disunity, and the alien slavers known as the Pfhor threaten the existence of the human race. Computer nets are corrupted by rampant artificial intelligences who want nothing more than to suffocate their human masters with vicious data assaults. The graves of the recently dead multiply in the world-shattering wars that rage across the galaxy, and no end is in sight.

   This tumultuous duality is enough to crush lesser men, but those who can endure and triumph will emerge as masters of both machines and nature, with the power to control their fate in ways unthinkable in any other time period in human history.

   Welcome aboard the Marathon =][=. This is a complete supplement to the GW ruleset Inquisitor that covers the world of Marathon, it's inhabitants, technology and it's troubles. It includes new rules, skills, equipment, species, character information and background information. It's designed to completely replace the Inquisitor and Warhammer 40k universe.

    This supplement has been designed for campaigns set after the events in all three Marathon games. However, five different "historical" time periods can be played if one wishes to do so: pre-Marathon, Marathon, Marathon 2, Marathon Infinity, and post-Marathon Infinity. (If you play a pre-Marathon scenario, quite a few cutting-edge items will not be available, and certain very important events will not have taken place.) The main backdrop of the story takes place in about 2820 A.D., during the early stages of an all-out war between the Pfhor, the humans, and the S'pht

    This is the first version of these rules, and hopefully it's scope is large enough. Max Etchemendy, in his tireless work, has gone through most of the donkey work for me, and I thank him for it. Much of this book will seem familiar if you have read Marathon GURPS, I'm writing this just to convert the rules to Inquisitor, not to make my own version of Marathon happenings. That would take too long, anyway =).

    Thanks for playing!

 

REQUIRED READING

    This isn't a complete ruleset. There are some other documents that are needed to make these rules complete.

1) Basic Inquisitor rules are found in the Inquisitor Rulebook, available online from Games Workshop, or in your local Games Workshop store. This covers the vast majority of the rules used in Marathon =][=.

2) Vehicles rules can be found at the Games Workshop website. These are pretty valuble, as vehicles are cool. And I'm going to the trouble to write rules for them. So you'd better use them. Or else.

3) Space travel and combat rules are covered in the BattleFleet Gothic rulebook. This isn's neccessary, but good if you are having a large campaign.

4) Not really required, but a squiz at marathon.bungie.org/story is strongly advised.

 

Ok, here we go!

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