Armournaut

Backers, Organisations and Manufacturing

a guide to manufacturing for GM and players

Backers

Backers are powerful individuals, organizations, or factions that sponsor the players. They are not traditional employers who give direct orders, but rather enablers who provide resources, connections, and opportunities in exchange for loyalty, favours, or the advancement of their own agendas. This relationship can range from a minor sponsor providing basic gear to a shadow sovereign offering near-unlimited funding, and it comes with benefits that often have strings attached.

How Backers Work

Role: They are enablers, not direct employers. They provide support without usually giving direct orders.

Support Provided:

A backer allows players to gain Backer Points by spending either Experience Points (XP) or Criptoscrip (CS). These points represent the backer pulling strings, calling in favours, or directly funding the crew's needs.

Gaining Backer Points from Your Backer:

Resource Spent Backer Points Gained
5 XP x tier 1 Backer Point
100,000 CS x tier 1 Backer Point

Spending Backer Points on Assets:
Players can spend these Backer Points on any assets they choose, completely ignoring keyword restrictions unlike assets points. The backer's influence is broad enough to acquire anything the crew needs, regardless of their usual organizational keywords.

Spending Backer Points on Backer Actions:
Alternatively, players can spend these Backer  Points to have their backer perform specific favours or interventions.

Cost (Backer Points) Backer Intervention
1 Point Food and lodging for the entire party is covered for the duration of a current contract.
1 Point A minor contact or useful connection is re-introduced to the crew.
1 Point Forged IDs, badges, or access codes—good for one use—are provided.
2 Points A secure hideout (safehouse, bolt hole, or remote location) is established where the crew can recover or lay low.
2 Points An alternative contract or additional job opportunity is found for the crew.
2 Points Information is leaked to a third party, creating an opportunity or removing an obstacle.
2 Points A rival or threat is temporarily occupied with engineered problems.
2 Points Safe passage through one hostile territory is guaranteed without interference.
2 Points Legitimate official documents—customs clearances, travel visas, permits—are provided.
3 Points Relations with a major faction, government, or megacorp are improved.
3 Points Infrastructure in a targeted area fails at the perfect moment (lights, cameras, doors, communications).
3 Points A debt owed to the backer is called in, forcing an unexpected third party to assist the crew.
3 Points A disinformation campaign makes the crew appear harmless, heroic, or like someone else entirely.
3 Points A key official looks the other way, just this once.
4 Points The entire party is transported anywhere in the cluster, with all costs covered.
4 Points All evidence of the crew's presence at a specific location is erased (footage, logs, witness memories).
4 Points A major crisis (riot, reactor leak, pirate attack) serves as an overwhelming distraction.
4 Points The backer arrives in person, for better or worse.
4 Points One crew member receives a completely new identity—face, records, history, the works.
5 Points The crew's current contract pay is doubled.
5 Points All outstanding warrants, records, and heat with authorities are cleared.
5 Points The crew receives public credit for a heroic act, granting them legitimacy and recognition.
5 Points A rival is permanently removed as a problem—no questions asked, no details provided.
5 Points A critical secret about an enemy, faction, or mission is revealed.
5 Points The crew is granted public protection under the backer's banner—no one can touch them openly, for now.
6 Points All of the crew's outstanding debts are paid off by the backer.
7 Points Full medical treatment, trauma recovery, and condition care is provided for the entire party

Loyalty Dynamics: A backer's loyalty is fluid. They can be genuinely invested or manipulative. Players can lose backing without losing the NPC; the backer might lose influence, withdraw support, or become an obstacle.

Benefits Expansion: As players prove themselves, backers increase their support with more free gear, bigger stipends, better contracts, NPC allies, and exclusive perks. Players are encouraged to invest money back into their backers to grow their power and increase these benefits.

Consequences of Losing Backing

Losing backing can result from actions against the backer, consistent failure, or excessive requests or overuse of backer points. Consequences can include:

Players as Backers

Player characters can also act as backers for other PCs or NPC teams. They must follow the same limitations as NPC backers (finances, contacts, feasibility) and face shared consequences if they fail to deliver. This dynamic adds interpersonal stakes and strategic depth to the campaign.

Organisations 

Organizations represent groups, institutions, or criminal enterprises a character has founded or built from the ground up. To create an organization, a character must pass a listed organization skill test, pay an initial cryptoscrip investment, and wait the required time for the organization to become operational. Once founded, an organization provides a passive income and asset points which can be redeemed for listed bonuses. You may only own one of each organisation type. 

Development Levels

Each organization has unlimited Development Levels. The first level represents a small, local operation. Later levels represent significant growth and regional influence.

Increasing Development: Development increases if you re-invest in the same organization. For each new development level, the Difficulty Score, the credit cost, and the founding time double. This also doubles the listed monthly income and asset points.

Failing a Check: Failing a test to increase development will reduce a development level.

If an organization at level one fails its check, it provides no asset points (and therefore assets are unavailable).

Additionally, instead of receiving income, the organization's costs must be paid. This cost amount doubles for each success level the character missed the target difficulty score by.

Asset Points

A player can spend their asset points on the following rewards if their organization shares at least one matching keyword with the asset:

Organization Keywords:
Criminal, Medical, Industrial, Corporate, Research, Commercial, Manufacturing, Extraction, Agricultural, Military, Spiritual, Dynastic, Commune, Wildlife, Political, Transport, Universal (can always be used)

Organisations Types:

Organization Keywords Monthly Income (CS) Asset Points (Lvl 1) Founding Cost (CS) Founding Time (days) Organisation Skill Test
Waste Management Criminal, Transport 5,000 2 50,000 30 1
Experimental Clinic Medical, Research 8,000 2 75,000 60 5
Hostel Commercial, Criminal 6,000 1 60,000 30 1
Refinery Extraction, Industrial 12,000 3 120,000 90 4
Security Firm Military, Commercial 10,000 2 100,000 60 3
Armournaut Band Military, Political 4,000 1 40,000 30 3
Hydroponic Farm Agricultural, commercial 7,000 2 65,000 60 2
Salvage Operation Industrial, transport 15,000 3 150,000 90 3
Religious Order Spiritual, Commune 3,000 1 30,000 30 4
Private Military Company Military, Corporate 20,000 3 200,000 120 5
Mining Extraction, industrial 11,000 2 110,000 60 3
Cantina Commercial, Criminal 6,000 1 55,000 30 1
Courier Service Commercial, Transport 9,000 1 80,000 30 2
Factory Manufacturing, industrial 5,000 1 45,000 30 4
Communal Farm agricultural, commune 14,000 3 140,000 60 5
Free Clinic Medical, political 4,000 1 35,000 30 4
Cult Spiritual, commune 2,000 1 20,000 30 5
Laboratory Manufacturing, Research 8,000 1 70,000 60 4
Trading Post Transport, Commercial 7,000 1 60,000 30 2
Homestead Wildlife, commune 9,000 2 85,000 60 2

Members (Asset Point Options)

Keywords 1-Point 2-Point 3-Point 4-Point 5-Point
Security (Corporate, Military, Dynastic, Political) 1 indv 10 mob 20 mob 50 mob —
Conscript (Military, Political) 1 indv 10 mob 20 mob 50 mob —
Crook (Criminal, Commercial) 1 indv 10 mob 20 mob 50 mob —
Goon (Criminal) 1 indv 10 mob 20 mob 50 mob —
Fiend (Criminal) 1 indv 10 mob 20 mob 50 mob —
Gang Banger (Criminal) 1 indv 20 mob 50 mob — —
Martyr (Spiritual, Political) 1 indv 20 mob 50 mob — —
Guerrilla (Military, Political) 1 indv 10 mob 20 mob — —
Insurgent (Military, Political, Criminal) 1 indv 10 mob 20 mob — —
Technician (Industrial, Research) 1 indv — 5 indv — —
Driver (Transport, Commercial, Industrial) 1 indv — 5 indv — —
Pilot (Military, Commercial, Dynastic, Corporate) 1 indv — — — 5 indv
Medic (Medical, Military, Research) — 1 indv — — 5 indv
Merc (Universal) — 1 indv — — 20 mob
Soldier (Military) — 1 indv — — 20 mob
Exo-Soldier (Military, Industrial) — 1 indv 2 indv 5 mob 10 mob
Anti-Tank (Military) — — — 1 indv 5 indv
Power Armour Soldier (Military, Industrial) — — — 1 indv 5 indv

Wildlife (Asset Point Options)

Creature Keywords 1-Point 2-Point 3-Point 4-Point 5-Point
Selex Universal 1 indv 5 mob 10 mob 15 mob —
Glob Universal 1 indv 5 mob 10 mob 15 mob —
Carver Imp Wildlife, Criminal 1 indv 5 mob 10 mob 15 mob —
Juigon Universal 1 indv 5 mob 10 mob 15 mob —
Bark Pig Universal 1 indv 5 mob 10 mob 15 mob —
Zalm Universal 1 indv 5 mob 10 mob 15 mob —
Vaad Wildlife, Dynastic, Agricultural 1 indv 5 mob 10 mob 15 mob —
Gluzzard Wildlife 1 indv 5 mob 10 mob 15 mob —
Torino Weeper Wildlife 1 indv 5 mob 10 mob 15 mob —
Goblin Bird Wildlife, Criminal 1 indv 5 mob 10 mob 15 mob —
Scissorpede Wildlife, Research 1 indv 5 mob 10 mob 15 mob —
Sword Bill Wildlife, Agricultural 1 indv 5 mob 10 mob 15 mob —
Mimic Wildlife, Criminal 1 indv 5 mob 10 mob 15 mob —
Scale Chimp Wildlife, Research 1 indv 5 mob 10 mob 15 mob —
Pleasure Ghoul Wildlife, Spiritual, Criminal 1 indv 5 mob 10 mob 15 mob —
Gastropike Wildlife, Agricultural — 1 indv — — 5 indv
Therasix Wildlife, Criminal — — 1 indv — 4 indv
Prowler Wildlife, Military, Criminal, Research — — — 1 indv 3 indv
Stalker Wildlife, Military, Criminal, Research — — — 1 indv 2 indv
Greater Corrion Wildlife, Military, Dynastic — — — — 1 indv

Vehicles (Asset Point Options)

Vehicle Type Keywords Asset Point Cost
PV (Personal Vehicle) Universal 1 Point
AFV (Armoured Fighting Vehicle) Military, Industrial, Commercial, Corporate, Extraction, Agricultural, Commune, Manufacturing 2 Points
MOA (Mobile Ordnance Armour) Military, Industrial, Extraction,  Agricultural, Manufacturing, 3 Points
ASC (Aerospace Craft) Military, Transport, Corporate. 4 Points
ASV (Aerospace Vessel) Military, Transport, Corporate, Dynastic, Industrial, Extraction 6 Points
HAV (Heavy Aerospace Vessel) Military, Dynastic, Transport, Corporate, Industrial, Manufacturing 8 Points
Base Segment Military, Corporate, Political, Commune, Industrial, Manufacturing, Extraction 10 Points

Convert Asset Points to Monthly Income Multiplier

An organization can choose to convert Asset Points into a multiplier applied to its monthly income. This represents using assets to have a productive month. you gain this bonus to next income and then point is expended and lost. 

Asset Points Spent Monthly Income Multiplier
1 Point ×2
2 Points ×3
3 Points ×4
4 Points ×5
5 Points ×6
6 Points ×7
7 Points ×8
8 Points ×9
9 Points ×10
10 Points ×11

Resources (Asset Point Options)

Organizations can acquire raw and processed resources using Asset Points. These resources can be used for manufacturing, trading, or stockpiling.

Resource Type Quality Keywords 1-Point 2-Point 3-Point 4-Point 5-Point
Minerals Q1 Extraction, Industrial 20t 50t 100t 200t 500t
Minerals Q2 Extraction, Industrial 10t 25t 50t 100t 250t
Minerals Q3 Extraction, Industrial, Military 5t 12t 25t 50t 125t
Organics Q1 Agricultural, Medical 20t 50t 100t 200t 500t
Organics Q2 Agricultural, Medical 10t 25t 50t 100t 250t
Organics Q3 Agricultural, Medical, Research 5t 12t 25t 50t 125t
Materials Q1 Industrial, Manufacturing 15t 40t 80t 150t 400t
Materials Q2 Industrial, Manufacturing 8t 20t 40t 80t 200t
Materials Q3 Industrial, Manufacturing, Military 4t 10t 20t 40t 100t
Components Q1 Industrial, Research 10t 25t 50t 100t 250t
Components Q2 Industrial, Research 5t 12t 25t 50t 125t
Components Q3 Industrial, Research, Military 2t 6t 12t 25t 60t
Compounds Q1 Industrial, Medical 12t 30t 60t 120t 300t
Compounds Q2 Industrial, Medical 6t 15t 30t 60t 150t
Compounds Q3 Industrial, Medical, Military 3t 8t 15t 30t 75t

Manufacturing System

To manufacture items, a character must:

Acquire the required resources (raw or processed) in the specified quantities and qualities.

Access an appropriate manufacturing room, deck, or facility (see Rooms section). Each room specifies:

Pass the specified skill test associated with the manufacturing room.

Spend the required manufacturing time (during which the room is occupied).

Output is determined by the number of success levels achieved on the skill test:

Raw Resources

Raw resources are the basic building blocks of the Manufacturing system. They can be used directly or refined into processed resources.

Category Base Value (CS)
Minerals 500 CS
Organics 1000 CS

Processed Resources

Processed resources are the primary materials used in Manufacturing. They are created by combining Raw Resources.

Category Recipe Base Value (CS)
Materials 1 Organic + 2 Minerals 1000 CS
Components 2 Organics + 2 Minerals 5000 CS
Compounds 2 Organics + 1 Mineral 3000 CS

Quality & Cost

There are three levels of quality that apply to both raw and processed resources. Quality 2 resources are twice the base value while Quality 3 resources are three times the base value.

Quality Level Description
Quality 1 (Q1) Poorly made or low-grade. Less efficient in crafting.
Quality 2 (Q2) Standard quality. Most commonly used.
Quality 3 (Q3) High-quality, durable, or efficient. Rare and valuable.

On Manufacturing: A Primer for Game Masters

The decision to introduce manufacturing into your campaign is a strategic one. It shifts the players' relationship with the game world from one of simple consumption to one of production and ownership. While the acquisition of gear through purchase is a functional baseline, manufacturing offers a fundamentally different dynamic, one that builds player investment and creates narrative opportunities.

Self-Sufficiency and Strategic Autonomy
Every credit spent in a market is a thread connecting the players to the existing power structures of your setting. Purchased goods come with strings they can be traced, their supply can be withheld, and their use can be leveraged against the players by merchants, factions, or governments. Manufacturing severs those threads. When players control the entire pipeline, from raw ore to finished product, their capacity to act becomes independent of external goodwill. No one can cut off their supply, dictate the terms of use, or hold their logistics hostage. This autonomy is the foundation upon which long-term, large-scale player initiatives are built.

The Capacity for Scale
The open market is rarely equipped to handle the needs of an insurgency, the arming of a ship's crew, or the stocking of a remote base. Such bulk purchases attract unwanted attention, deplete treasuries at an unsustainable rate, and often simply aren't available. Manufacturing is the solution to the logistics of ambition. It allows players to translate raw material and industrial capacity directly into military or economic power, transforming a few tons of ore into the equipment necessary to project force and secure their position.

Economic Depth and Player Agency
The manufacturing chain is an ecosystem of value. Raw ore is a commodity; refined materials are a more valuable intermediate good; finished products are the highest-value export. This structure allows players to engage with the economy at any level that suits their interests and capabilities. They can specialize in mining, refining, printing, or final assembly. Each stage offers a path to profit, providing a tangible sense of progression and reward as their operation grows from a single printer to a full-scale industrial concern.

Forging Narrative Hooks from Player Investment
When players build something, they create a stake in the world that is far more compelling than any purchased asset. A player-owned factory is not just a source of gear; it is a source of narrative gravity. The printer that breaks requires a perilous journey for a rare replacement part. The successful operation attracts the unwanted attention of a rival corporation. The factory's output makes the players a target for protection rackets or, conversely, a valuable ally for a faction in need of a steady supply line. Their sweat and success in building the operation ensures they will care deeply about its defense, its expansion, and its legacy. You are no longer just running a game about adventurers; you are running a game about owners, industrialists, and the keepers of their own destiny.