Roleplaying Games


I jumped on the pre-order for the Alien RPG waaaay back when it first came out in 2019. My game group wound up running a campaign that — trading out with other games a few weeks here and there — ran for about two years or so. (And may be coming back to the rotation soon…)

When I saw the ads for the “evolved edition” last year I was less than interested. It seemed a touch early for a second edition, and there was still material (Building Better Worlds and the Heart of Darkness set) coming out…so why change? Two things come to mind for the why immediately. Inflation — the cost of producing books has shot up. Alien and Blade Runner use black page color, which is expensive (and, I think, a bit harder to read) and the release of Alien: Romulus and a desire by Free League, Fox, or both to do something that included the new material.

I’ve been reading a lot of chatter back and forth about the new edition, which everything from “it’s a cash grab” and “the new look sucks” to “this is great” and “I like the new rules for…” With the holidays coming up and my propensity for buying stuff I want before the wife can get me gifts for birthdays, holidays, etc. I decided to make this one of my Christmas asks, though I was more interested in the Spinner that Master Replica had coming out. (Which will have a review soon.)

So, the Alien Evolved Edition RPG arrived for Christmas, and after having a few passes through it to see what was different (or not), let’s start with the good. The binding is much better than the older books, partly because of the reduced page count — down about 60 pages from the original. (More on that in a moment…)

There’s been a few clarifications on the basic die mechanic (which is terribly simple), and some changes to combat (specifically armor), the panic rules, and the addition of solo play rules and an optional “lifepath” style character creation. There’s also more material from the movies, on the setting, and the word count is much more beefy than the original book — which at 380ish pages had maybe half that in actual material — and comes in at 311 pages. And definitely has more stuff in it. more on that in a moment.

The lifepath character creation is tucked in the appendix, also with the “Last Survivor” solo rules. You can roll (or honestly just use it as inspiration) events in the character’s life to help build out what you want to play. No, Traveler fans, you cannot die in character creation. It’s a nice addition, especially for players who don’t have a strong grounding in the setting and need a bit of help.

The solo rules are — as with most solo rules sets — a series of ideas and random event charts to help a person play an adventure if they don’t have anyone to play with. Star Trek Adventures did this very well with their Captain’s Log — which really is half-play/half- fan fic creation, as you are supposed to write your adventure out as a log entry. It’s a neat conceit. Doing something like that for Last Survivor could be a way to charge it up a bit.

The main changes are things like armor. It used to be you rolled a number of dice equal to the armor rating and successes negated attack successes. Simple, but it meant armor did bugger all, or essentially stopped an attack. In A:EE, the armor rating kills off that amount of damage. More simple and more intuitive. It will play better.

The new panic rules include a “stress response” chart for non-panic, you’re just stressed out situations. I’m feel personally vindicated on this one (and peeved, since it was one of the first things I modded for Alien back in 2020. The old stress/panic set up could spiral, and fast, with bad rolls even in non-threatening situations, so I cooked up a “stressed out” table. Now you have an official one. Panic, similarly, got tweaked a bit so that you can now have multiple panic responses, instead of regularly stepping up through them. The mechanic for it is new: roll a d6, add your stress level, but now you reduce it by your resolve rating. Less chance of a full blown freakout, but it does look like it could lead to lesser panic responses early. This was a complaint I’ve seen online and which could be easily tweaked to reduce panicking too early (especially for marine characters, who should handle danger better than a crew of a space tramp steamer or colonists.)

While I consider the following “good” about the new book, you might be of a different opinion. The layout…

I get why some don’t like it. The original pages were black, with text boxes in a light green with black or dark green text, that while readable, meant that you got a lot less game but a more unified look with the artwork. And to be fair, the art was superb, atmospheric, and really leant to the enjoyment of the book. It was also very much Free League’s style at the time (as with the Tales from the Loop series of games and Blade Runner): half art book, half game book. The new layout — and I chose the above specifically as an example of this — loses a lot of that atmosphere for readability and a focus on the game mechanics and setting material. It’s much less pretty and less of an experience to read. It’s also much more useful from an information and usability standpoint. (It’s also probably much cheaper for Free League to print.)

Similarly, the gamemaster screen is more readable in the new format, with the player side showing art that looks like the circuity cubbyholes of MU/TH/UR’s vestibule in Nostromo, with the circuitry map on a screen in the middle. Looks nice, simple, but I think the original screen — on the player’s side — was better; the GM side is better in the new edition GM screen.

The bad? Not much. Some may complain about the inclusion of more material connected to Romulus — I like it. There’s more gear in the corebook, and even mundane stuff like water can have an impact, mechanically. All of this is, of course, something you can just ignore. That’s the nice thing about this edition; you can just use what you like and ignore the rest. The basic mechanics are the same: roll a number of dice equal to your ability and skill, set a 6 on one of them to succeed.

If anything, I’m a little disappointed they didn’t move to the die mechanic from Twilight: 2000 and Blade Runner. I like the different type of dice — but this system is basic to the point of utilitarian. It doesn’t get in the way. The stress/panic mechanic is still one of the best for urging the players to lean into the horror aspect of the game, instead of ignoring the impact that awful stuff happen ing around you has to a character. 

So, is it worth it? At about $50-60 US for the core book, it’s a solid yes if you’ve wanted to get the Alien game and just haven’t. If you’re happy with the old version, it’s not a must — but after reading it, I’m happy I’ve got it, and I think it’s worth it for some of the extra gear, alternate rules, and added material from Romulus.

Normally, I wait until I have a physical copy for a review of a game, but Legend in the Mist is looking like a late spring/early summer timeframe for that. Kickstarted earlier this year, Sons of Oak promised “…[a] rustic fantasy tabletop RPG based on the acclaimed City of Mist.” It is essentially an engine similar to Powered by the Apocalypse, using “tags” to modify task rolls, rather than a plethora of modifiers. I was a little skeptical of the system — my experience with the PbtA games has been lackluster, but Sions of Oak give you the chance to try out the game with a comic book-style mini-adventure that plays like the old Create Your Own Adventure books of old — you chose an action, go to the appropriate page, and press on. It’s a novel way to teach the game, and the artwork..? The artwork is gorgeous. I must not have been alone in my assessment: the Kickstart pulled $855,000 or so. Pre-orders are still being taken and I went all in on the Ravenhome bundle.

The PDFs of the main books — both the core rulebook and Action Grimoire are already out, as is the PDF of the GM screen (which is actually useful!), as well as a few extra bits: a Halloween and Winter-themed short with creatures, etc, and a Dungeons & Dragons 5E conversion guide for the main character classes. If you preorder, you get these little “splatbooks”.

So first, the production values. Yes, I only have the PDFs to go by, for now, but these are gorgeous books. The artwork has a realistic animated film kind of look with multiple two page pieces that blend one into the other. 

The title page…

You build a character by creating four “themes” — based on personality, your trade or job, background, etc. — and there are three “might” levels: origin, adventurer, and greatness, so you can play from rank amateur or average adventurer, to trained and skilled heros, to powerful heroes. You can choose from pre-existing themes like Artisan, or Prophetic Visions — there are “power tags” listed that give you a bump on your die rolls, depending on if they are applicable or not. You choose two and one weakness tag which might work against you in a scene. For instance, a Hunter might have a “Well Crafted Bow” and “Animal Lore”, with a weakness of “Ragged & Dirty”. You get four of these themes, plus a “backpack” for gear. There’s also a Fellowship Theme for group play explaining why you’re together.

You’re ready to go. Play is simple: the GM gives you a situation, you tell them what you want to do to respond and figure out which tags work for the scene (which might have it’s own tags like “Bandits!” or “Heavy Downpour” that take away from your roll. Roll 2d6 added together to give you the result. A 10+ gives a success and depending on the tags, you give a “status” to your opponents or you overcome whatever obstacle you were meeting. A 7-9 gives a success, but with a consequence — a negative status to you. Six or lower is a consequence and you failed. For instance, say you were climbing a cliffside and had “Strong as an Ox” and “Athletic” tags that were appropriate — that adds 2 to your roll. However, it’s raining and the rock is slick for a -1 to your test. You roll a 7 (+2 for your tags and -1 for the rain for an 8.) You make it up the cliff, but you might have a consequence of “Scrapped Up” or it you were on a time limit you might be “Behind Schedule”. Here’s an example from the comic:

The books has plenty of examples of situations and opponents — all approached in the same way, and the Action Grimoire adds to the number of scenarios your could borrow from on the fly as a gamemaster. I ran two nights of Legend in the Mist using a vague idea of an adventure, and used the core book and Grimoire to slap together encounters that ran quickly and well. Both groups thought the game rules were simple and quick to understand, although trying to figure if a tag was appropriate had a lot of trying to stretch the meaning of the tags. Spitballing statuses was a bit tricky the first time out, but once it clicks, the game is easy to run — even off of the PDFs and a two page cheatsheet you can get off the Sons of Oak website.

The core book is a double volume coming in at a hefty 496 pages in PDF format, the Action Grimoire is another 103. Even the 5E splatbook is 25 pages.

So, is it worth the $50 for the core book and $20 for the Grimoire? Yes…and unreservedly so. One thing I’ve always disliked about Dungeons & Dragons is the staggering amount of rules you have to sift through, especially regarding magic. None of that here — it’s a simple engine for play, leads to good character creation and role play. It’s also just beautiful to leaf through. 

All the artwork here is 2025 copyright the Sons of Oak Game Studio. No infringement is intended — only a good ol’ word of mouth assist for a good product.

I’ve been running an Outgunned Adventure! campaign set in 1920s China. The most recent threat was a huli jing — a fox spirit. The creature is popular in Chinese, but also Korean, Japanese, and Vietnamese myth. These usually immortal creatures have nine tails in fox form and can shapeshift — usually into beautiful young women who seduce scholarly or important men to steal their knowledge and life essence. (You can guess how…) They can be driven off by catching them in fox form and cutting off their tails, or in human form by getting them drunk. Alternately, they can be driven off if you know the name by writing it on paper, burning the paper, and mixing the ashes in tea.

All the Franz Joseph fans from the ‘70s were in for a treat with the first episode of Strange New Worlds — the Saladin-class!

Nope…this is the Gral-class starship USS Archer, NCC-627. Fanhome dropped their latest model of the ship this month and the wee booklet that came with it describing the design process and thinking buffs out what we know about her: she’s small, has a crew of three, and is “more of a runabout than a starship”. There’s no mention of if it is armed, but if the Class C shuttlecraft had phasers, this mot likely does, as well — if only a bank or two.

She’s described as 110.47m long, 58m on the beam (making the saucer 77ish meters from bow to stern), and a draught on the dish of 10ish meters. The guide claims one deck, but the thickness suggests there could be two. The bridge is supposed to be at the bow (so that’s a window), and the slits along the sides also windows. That makes it about the size of two super-yachts side-by-side…more than enough space for a standard crew of 25-50 by SNW standards (with Enterprise having a crew of 210.)

So here’s my take on the Gral — your lightyears may vary:

This build assumes these are used for covert missions in denied areas — either watching pre-warp alien cultures in secret or scouting the edges of the Neutral Zone. For our game, I’m assuming two decks, with most of the engineering areas in the space under the central raised section on the dorsal hull, and a crew of 25-30 standard, with the senior staff typically being lieutenant commanders.

The copyright for 2d20 system is Modiphius, 2019. STAR TREK and related marks and logos are trademarks of CBS Studios inc., and Fanhome is ©2025 DeAgostini Publishing Sp.A. All Rights Reserved and no infringement is intended.

Looks like I’m running Outgunned! on Thursday morning and evening. The adventure is The Lagos Job — and will run the players through character creation and a mission in the four hour block. Yes — we can do a full adventure and character creation in that time. Character creation is staggeringly easy, and with the stretch goals card deck, the players can find their roles and tropes and knock out their character in under half an hour. I’ve already done it with a five person table in that time.

Friday is Blade Runner — I’ll be running the original Electric Dreams adventure from the Starter Set with pre-gen characters from the same. Got a morning and afternoon game. I’ve played in this one last year at GenCon and it’s a good mission.

Saturday is my working the whole day — Alien, running the original Chariot of the Gods adventure. If I can get Free League to drop me a PDF (or if I can score a hard copy) of the new edition, I might even run the games using the new rules.

Sunday morning is Outgunned! again, then I have to move fast to catch my flight out of Indianapolis.

Looking forward to it.

We’ve been gone a while, but the first adventure for our “Prohibition Cycle” — Rum Row — is out on DriveThruRPG.

“Rum Row” is a 2-4 hour scenario for 3-5 players where the characters are roped into a bet — which crew can make the run from Bimini, stop to pick up alcohol at Rum Row and land it in Fort Lauderdale, then return to Bimini first? What could go wrong?

The scenario is written for Ubiquity, but we’ve added some suggestions on how to tweak for other systems like Spirit of the Century‘s FATE and Director’s Cut, the excellent engine for Outgunned Adventure by 2 Little Mice.

Modiphius had dropped its first supplement for the second edition of Stark Trek Adventures — the Technical Manual is a 129 pages of material on the various gear of the Star Trek universe. From the universal translator to tricorders, alien weapons to phasers, starship systems like the warp drive to replicators, the book gives some insight into the history and working of the toys of Trek. 

There’s new career events choices for character building in the first chapter, as well as some nice talents for characters and service histories for starships that lean into the technical and the weird of the universe. There’s also a new section on space “mines” and the various different types. For those Discovery-philes, there’s material on the spore drive, and the quantum slipstream, transwarp, and protostar systems from the more recent shows also are featured.

Chapter 2 covers the usual equipment that the characters will encounter — from personal gear to replicators and holography. One of the better things that turns up in the chapters, and probably one of the best reasons to buy the book, is the charts for gear compications. Complications are one of the more important, and from what I’ve experienced, one the worst understood, game mechanics in the 2d20 system.

Chapter 3 is an odd choice that hasn’t, to my mind, ever features in a Trek RPG — diplomatic equipment, doctrine, and the like. There’s a large chunk of verbiage on the universal translator, and quite a few charts on complications for diplomatic missions and the use of the universal translator. Chapter 4 goes into scientific equipment, but also has some nice encounter and complication ideas for away teams. Chapter 5, similarly, medical equipment. The material here is influenced heavily by Strange New Worlds and Discovery — and real life: there’s cybernetics, genetic augmentations, and it even has PIke’s chair mentioned. 1966 Trek and the medicine of The Next Generationwas advanced…except for places that should obviously been more so — Worf’s spinal injury, for instance. They could wire LaForge for sight, but not get around a spinal injury with cybernetics?

Chapter 6 deals with the transporter, heavily, and as it is one of the main McGuffins for all the series…good. There’s a section on computer technology from Enterprise to Picard, and a section on the engineering gear of the various eras, plus the complications charts and suggestions. Chapter 7 deals with weapons and armor: from the various hand-to-hand instruments of the various alien races to the various energy weapons, each with a little crypto-history lesson.

Chapter 8 rounds it out with starship systems, and here I think the complications tables for the various different things — from shield or engines, to artificial gravity — will be a big help in starship combat missions.

The layout is clean and in the same design as the 2nd Edition rulebook. This is a good thing, as the LCARS look of the 1st edition, while evocative of the TNG/DS9/VOY era, was a pain to read for most folks. This is clean, neat, easy to read. The artwork is suitably improved, as well. The artwork for the Trek line has always been on the good side, but they’ve been getting it right for the last series of sourcebooks and 2E. While right now, it’s only available on PDF, the pre-order for the physical book is available on the Modiphius website. I suspect they’ll drop it for GenCon, but if it’s the usual hardcover (and seems to be), their track record on physical quality is pretty good.

So is it worth it? At $50 buck on the website for a 129 page book, that’s a bit steep, in my opinion. Hell, the core book isn’t much more expensive for twice the page count and the 2E starter set is selling for $35 on the website. My suspicion is, once we get past GenCon and the release of the book, you’ll be able to find it for a more reasonable $25-30 online. Is it worth buying, yes; at $50…you be the judge.

The copyright for 2d20 system is Modiphius, 2019. STAR TREK and related marks and logos are trademarks of CBS Studios inc. All Rights Reserved and no infringement is intended.

Here’s my 2nd Edition take on the Bellerophon-class U.S.S. Farragut, N.C.C. – 1647. I’ve noticed the general consensus on the internet is that she is considered an “Unlucky Ship”, so I put that in as a trait. Following the suggestion in the Core Rulebook, I also added “Earth” ship — as that was the main crew complement of the vessel. Also assume it most likely would have had a few years service and a single refit by the time we see it in Strange New Worlds.

Image is copyright of David Metlesits (thefirstfleet) over on DeviantArt. The copyright for 2d20 system is Modiphius, 2019. STAR TREK and related marks and logos are trademarks of CBS Studios inc. All Rights Reserved and no infringement is intended.

MISSION BRIEFS: Search and Rescue

  • Suggested Era: Star Trek: Nemesis
  • Spotlight Characters: Security and Science officers

SYNOPSIS

The ship is doing a routine patrol along the Romulan Neutral Zone when they receive a distress signal from Nimbus III.

OPENING LOG ENTRY

Captain’s Log, Stardate 56844.1: We are on a routine patrol along the Romulan Neutral Zone, close to the Nimbus system — the “Planet of Galactic Peace” — whose purpose is to allow the major powers of the Quadrant to meet and hash out their differences peaceably. In reality it is a sort of civilian Starbase 80 — a dumping ground for failed and disgraced diplomats. It is located in the Neutral Zone, and is the only point where Federation, Romulan, and Klingon ships may enter the zone. 

MAJOR BEATS

1) Distress Call

The ship will monitor some kind of high energy discharges only a few light hours away in the Romulan Neutral Zone. A successful scan of the area will reveal two Romulan warbirds duking it out. Both are in violation of treaty, but what are they doing fighting each other? As they watch, the Valdore-class warbird is destroyed by the older, larger D’Deridex, which quickly cloaks and disappears. A successful scan, difficulty 4 will reveal that just before the destruction of the warbird, there was a vessel launched and which quickly cloaked (for 2MP, they can determine it was a small scout ship, their equivalent of a runabout.)

They will pick up a faint signal a little while later. It’s the scout vessel, currently in the Nimbus system. “…need assistance… attacked by warbird {static] and ship destroyed… Have to get word to the high command… coup d’etat… Trying to make Nimbus III but losing control…” They will lose the signal, but not before the ship is spotted near Nimbus III, entering the atmosphere much too quickly.

Fortunately, they are authorized to enter the zone in a tight corridor of space to get to Nimbus III. A difficulty 2 navigation test should get them there in an hour or so.

2) Planet of Galactic Peace

A review of their records will show the Romulan ambassador is Shir’el — a diplomat that had worked to bring the Romulans into the Dominion War after the assassination of Senator Vreenak. The UFP Vincent Lorentz — a human from Centauri who had some personal issues that made him unsuitable for higher office. The Klingon ambassador is a former captain, Balek, who lost his attack wing during the war and has been parked on Nimbus III in disgrace. the world itself is mostly desert, although the settlers conned into coming to Nimbus with the promise of opportunity have managed to wrestle portions of it into (barely) arable land. The capital is Paradise City, and they will hear from any officials they contact that the scout ship never made it.

If they contacted the Romulan ambassador, he will relate that the scout ship must have gone down somewhere on the planet and that they will find it. Their assistance is not required. The Federation diplomat, however, will encourage them to find the ship and rescue the crew.

On arrival, they can start scanning for the ship. The helmsman can assist with a successful difficulty 1 test to set up a Polar Orbit scene trait that will aid in a more quick and efficient scan. This can be run as an extended test. Once they have found it, the wreck is near a small town of farms near an outcropping of rocky hills (that are absolutely not the Vasquez Rocks). The wreck is mostly intact, but there’s no life signs. 

The mission directives are thus: 1) find and rescue the crew, 2) gather any intelligence regarding their claim of a coup d’etat — a coup against whom? 

3) The Wreck

The scout ship is badly damaged — it looks like when their mothership blew up, the scout was hit with debris that eventually caused a lost of power and control systems. The computer core has been destroyed with a disruptor. Why? Before they can ask, a ground vehicle with a team of Romulans will arrive — and they are not friendly disposed. The leader Senek is looking for the crew, as well, and is highly suspicious of their presence.

Searching the area for life signs — there’s some small critters and plant life tenaciously digging into the dead soil of the planet. A difficulty 3 will find the Romulans from the scout ship, two life signs, hiding (of course) in a cave in the rocks. Work together with the Romulans or try to beat them to the crew?

4) Friend or Foe?

The crew are Tal Shi’ar officers who are hiding out from their people. Subcommander Valera and Lieutenant Tala had tried to reach the Federation ambassador, but their ship was barely under their control. Why not go to their ambassador? The reason is simple: they don’t know who to trust; they were attacked by Commander Suran of the warbird Triere. He’s one of the main commanders in the region. 

If the characters had worked with the Romulans to find the crew, this is where the double cross happens and the Romulans attack!

They had uncovered one of the Tal Shi’ar’s research centers was experimenting with a danger weapon: a small thalaron radiation projector. Thalaron radiation can disrupt biological functions quickly and disastrously. These projectors had been built for some of their people who were concerned about the thawing relations with the Federation following the Dominion War, and are looking to murder the Praetor Hiren!

If the characters worked alone and beat the Romulans to the cave and the scout ship’s crew, they’ll arrive just in time for a fight.

5) Calling in the Cavalry

Once back on their ship, they can attempt to contact a Romulan commander that Valera trusts: Commander Donatra of the warbird Valdore. They will receive word that she is on her way, but at that moment Commander Suran’s D’Deridexuncloaks! He will demand the return of the scout’s crew or he will destroy their ship.

If a fight ensues, let it run until one side or the other is in real trouble. At that point, Valdore will arrive and Donatra will warn Suran off. She will take the Tal Shi’ar officers into her protection. They’ve done a real service; they made have just stopped a Romulan civil war.

CONCLUSION

The crew, several days later, will receive the news that a coup d’etat has occurred on Romulus and that a new Praetor, Shinzon, has ascended to rule. the rumor is some kind of biogenic weapon was used to kill much of the Romulan Senate! He has already offered to open talks with the Federation, and USS Enterprise under Captain Picard is on route to Romulus.

The copyright for 2d20 system is Modiphius, 2019. STAR TREK and related marks and logos are trademarks of CBS Studios inc. All Rights Reserved and no infringement is intended.

So…you can use your Promotion Points in the Blade Runner RPG, but what exactly are those awards and medals? Here’s a list of real (and a few imagined for the Blade Runnersetting) for your characters to spend PP on.

Los Angeles Police Department Awards and Decorations

The awards and medals are not presented in their order of precedence when displaced on an officer’s uniform.

Awards for Bravery

Medal of Valor: Given for individual acts of bravery above and beyond the call of duty, this medal is awarded by the Board of Police Commissioners and the Chief of Police, and is the highest award in the department. It was first presented in 1925 and is awarded at a yearly banquet for the medal’s recipients.

Preservation of Life Medal: This medal may be awarded to an officer who has distinguished himself or herself by employing exceptional tactics and exercising sound judgment, beyond the normal demands of duty, to preserve the life of another during a volatile or dangerous encounter while protecting the safety and security of the public or fellow officers.

Police Medal: Awarded for individual acts of bravery in the line of duty (though not above and beyond the call).

Purple Heart: Awarded to officers who sustain traumatic injury due to suspect action in the line of duty. May also be awarded posthumously when officer dies due to suspect’s actions.

Police Star: An award for bravery performed with exceptional judgment and/or utilization of tactics to defuse dangerous situations.

Police Lifesaving Medal: Given for bravery in the act of rescuing or attempting to rescue a fellow officer or other person in imminent danger.

Awards for Service

Police Distinguished Service Medal: The Distinguished Service Medal is the department’s highest award for service and may be awarded to officers or other employees who distinguish themselves by performing exceptional service in a duty of great responsibility or of critical importance to law enforcement.

Police Meritorious Service Medal: This medal is awarded to employees who distinguish themselves by performing exception service in a position of of great responsibility or critical importance to law enforcement, but to a lesser degree than required for the Distinguished Service Medal.

Police Meritorious Achievement Medal: Primarily a civilian award, given for either sustained, long-term, noteworthy achievement or a single significant, noteworthy achievement in the administrative, clerical, or craft duties.

Police Commission Distinguished Service Medal: This medal is given for exceptional performance in service to the LAPD in stressful or emergency situations with good judgment or bravery.

Police Commission Integrity Medal: Awarded for actions of exemplary integrity, requiring personal character, fortitude or moral courage.

Community Policing Medal: This medal is given to personnel who have solved a significant community problem, included the community in the problem solving process, and/or showing a commitment to the department’s community policing philosophy.

Human Relations Medal: Awarded to officers who have shown compassion and gone above and beyond the call of duty in their response to their fellow human beings.

Unit Citations

(These are typically authorized for uniform wear while serving with the unit.)

Police Commission Unit Citation: The highest unit award, this citation is given to an organization unit of the department for bravery or outstanding service by its members functioning as a team.

Police Meritorious Unit Citation: Awarded to an organizational unit of the department for bravery or outstanding service by its members, but to a lesser degree than the Commission Unit Citation.

Commendations

Commendation Ribbon: The ribbon is authorized for wear after the employee has received 40 minor or major commendations or citizen letters. After 80 such commendations, a bronze oak leaf is worn on the ribbon. After 120 commendations, the bronze oak leaf is replaced with a silver star. after 160 commendations, the silver star is replaced by a gold star.

Patrol Service Ribbon: The ribbon is authorized for wear after 5 years of patrol services as an officer, sergeant, or lieutenant. After 10 years, a bronze oak leaf is worn on the ribbon. After 15 years, the leaf is replaced by a silver star, and after 20 years, with a gold star.

Detective Service Ribbon: This ribbon is authorized after 5 years with investigative units as a detective or lieutenant. As with the Patrol Service Ribbon, the bronze oak leaf device is worn on the ribbon after 10 years, a silver star after 15, and gold star after 20 years.

Replicant Detection Ribbon: The ribbon is authorized for wear 5 years with investigative units as a detective or lieutenant and is noted for its metal knife device on detective’s ribbon (hence the nickname “blade runner”). The bronze knife device is replace with a silver blade on the ribbon after 10 years, a gold blade after 15, and gold star after 20 years.

Reserve Service Ribbon: Awarded for 4000 hours of service as a reserve officer.

Event Awards

1984 Summer Olympics Ribbon: Given to any officer who saw service during the period of the Olympic Games in 1984.

1987 Papal Visit Ribbon: Given to any officer who saw service during the period of the Papal visit in 1987.

1992 Civil Disturbance Ribbon: Given to any officer who saw service during the period of the riots of 1992.

1994 Earthquake Ribbon: Given to any officer who saw service during the period of Jan 17-18, 1994.

2000 Democratic National Convention Ribbon: Given to any officer who saw service during the period of the 2000 Democratic National Convention.

2010 Replicant Rebellion Ribbon: Given to officers who saw service during the events of the 2010 Nexus 5 rebellion.

2022 Blackout Ribbon: Given to any officer who saw service during the period of the Blackout in 2022.

Qualification Ribbons

Urban Police Rifle Cadre Ribbon: Given to any officer who is qualified to use a police urban rifle.

Shotgun Slug Ammunition Cadre Ribbon: Given to any officer who is qualified to use a shotgun with slug ammunition.

Voight-Kampf Testing Ribbon: Officers must have qualified with use of the Voight-Kampf Detection Device.

Aerial Vehicle Ribbon: Officer must have passed classroom and solo flight testing for use of dpartmental aerial vehicles.

Distinguished Expert Marksman Badge: Officers must score 2310 out of 2400in a consecutive six-month period in voluntary bonus qualification shoots held each month. (Characters must have a B or higher in both Agility and Firearms, gives 1 chiyen per session.)

Expert Marksman Badge: Offices must score 380 out of a possible 400 in voluntary qualification shoots held each month. (Characters must have a B in either Agility and Firearms, gives 1 chiyen per session. does not stack with DEM Badge.)

Sharpshooter Marksman Badge: Offices must score 340 out of a possible 400 in voluntary qualification shoots held each month. (Characters must have a C or higher in both Agility and Firearms.)

Marksmanship Badge: Offices must score 300 out of a possible 400 in voluntary qualification shoots held each month. (Characters must have a C in either Agility and Firearms.)

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