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Hamken <strong>CAV</strong> Maintenance Facility<br />
Meeting Room 3<br />
Local Time: 0315<br />
Pilots and wizzos sporadically shuffl ed into <strong>the</strong><br />
poorly lit meeting room. Captain Sampson sat<br />
in his chair watching each <strong>of</strong> <strong>the</strong>m enter, and<br />
he wondered what had made each <strong>of</strong> <strong>the</strong>m<br />
join up. He sarcastically chuckled to himself as<br />
he thought back to his fi rst day in <strong>the</strong> United<br />
Federal Force. Was he <strong>the</strong> only kid that believed<br />
<strong>the</strong> stupid recruiting slogan, or had <strong>the</strong> news <strong>of</strong><br />
<strong>the</strong> fi rst Galaxy War helped him want to believe<br />
it? “See <strong>the</strong> galaxy, and become a hero!”<br />
After <strong>the</strong> war, Sampson left <strong>the</strong> UFF and went<br />
independent. Hiring on with WilPat initially as<br />
an Advisor/Instructor, he had been stationed<br />
here on Sinpall for 5 years. Sampson watched<br />
<strong>the</strong> last crew in his platoon shuffl e in while<br />
thinking to himself. There sure isn’t a whole heck<br />
<strong>of</strong> a lot <strong>of</strong> <strong>the</strong> galaxy “to see” on this middle <strong>of</strong><br />
nowhere planet, much less any action to make me<br />
a hero. But, by that same token, it’s really not that<br />
bad to be stationed at such a quiet post. Couple<br />
more years <strong>of</strong> garrisoning this backwater base from<br />
<strong>the</strong> occasional rogue pirate band, and I could retire<br />
back home with a nice life.<br />
“Attention!” echoed through <strong>the</strong> halls as <strong>the</strong> men<br />
<strong>of</strong> 2nd Platoon, Baker Company 43rd Battalion<br />
<strong>of</strong> WilPat Security Force Bravo snapped to<br />
attention. A haggard looking, but steely eyed<br />
Major briskly walked into <strong>the</strong> room and took<br />
a position behind <strong>the</strong> podium. Tapping <strong>the</strong><br />
microphone to make sure it was live, Major Dixon<br />
looked across <strong>the</strong> room as he spoke. “At ease.”<br />
The room fi lled with <strong>the</strong> noise <strong>of</strong> men shuffl ing<br />
as <strong>the</strong>y relaxed, made <strong>the</strong>re way to chairs, and<br />
sat down. Major Dixon cleared his throat before<br />
he spoke. “I have some news here before we<br />
get started. I just received a communication<br />
that several hours ago Templar forces engaged,<br />
i<br />
and defeated, a superior Rach force in <strong>the</strong> Trax<br />
system.<br />
The room fi lled with hushed discussion as he<br />
continued. “Unlike <strong>the</strong> Rach, WilPat will not be<br />
on <strong>the</strong> receiving end <strong>of</strong> any Templar aggression.<br />
I have just left a briefi ng in which our diplomatic<br />
corps outlined <strong>the</strong> articles <strong>of</strong> a non-aggression<br />
treaty between WilPat and <strong>the</strong> Templars. All<br />
WilPat Identifi cation Friend or Foe transceivers<br />
have already been encoded with Templar IFF<br />
codes, and <strong>the</strong> Templars are updating <strong>the</strong>ir<br />
IFF systems as well. Next, I have some exciting<br />
news for all <strong>of</strong> you lucky WilPat shareholders;<br />
apparently <strong>the</strong> Templars want to buy you out.” As<br />
<strong>the</strong> room fi lled with excited cheers and whistles<br />
Sampson stood quietly and ran his hand through<br />
his hair - a nervous habit. He started to think an<br />
early retirement from WilPat was looking good.<br />
Major Dixon raised his hands and motioned<br />
<strong>the</strong>m to quiet down as he continued. “Now<br />
before everyone starts spending <strong>the</strong>ir ill-gotten<br />
T-Reds, I have to tell you that <strong>the</strong> negotiations<br />
are currently stalemated. Never fear though, as<br />
our very own CFO William Dew is working with<br />
Representatives from Vice Marshall Carpenter’s<br />
<strong>of</strong>fi ce to get this deal closed. Now, this situation<br />
will bring about changes. So, if anyone has a<br />
situation or history that will prevent <strong>the</strong>m from<br />
working for <strong>the</strong> Templar, please convey your<br />
concerns to your immediate CO.” The room<br />
echoed with hushed whispers as Major Dixon<br />
continued.<br />
Pressing a button on <strong>the</strong> podium, a slowly rotating<br />
hologram <strong>of</strong> a <strong>CAV</strong> cockpit appeared above<br />
everyone in <strong>the</strong> center <strong>of</strong> <strong>the</strong> room. “As even you<br />
people might actually remember, this morning<br />
you turned in your <strong>CAV</strong>s for scheduled depot<br />
level maintenance. As part <strong>of</strong> this maintenance,<br />
your <strong>CAV</strong>s will receive Block 3 updates that will<br />
implement dramatic improvements in various<br />
mission and equipment systems throughout
your <strong>CAV</strong> - specifi cally M25b Targeting and<br />
Series 18.a3 ECM computers.” Pointing to<br />
specifi c locations inside <strong>the</strong> hologram cockpit,<br />
Major Dixon continued. “Block 3 updates will<br />
replace targeting interface connections in <strong>the</strong>se<br />
four locations. Command and control interface<br />
connections in <strong>the</strong>se two locations and <strong>the</strong><br />
installation <strong>of</strong> three new weapon interface<br />
control systems here, here, and here. With<br />
Block 3 updates, you will fi nally be able to fully<br />
utilize <strong>the</strong> P3N connections in your interface’s<br />
harnesses.” Major Dixon turned <strong>the</strong> hologram<br />
<strong>of</strong>f. “Block 3 updates require level one transition<br />
training. With <strong>the</strong> heightened security level we<br />
are operating under, we will be using depot<br />
replacement <strong>CAV</strong>s to conduct this training. This<br />
will ensure that you will be ready for immediate<br />
deployment when this upgrade is complete.”<br />
Major Dixon turned to leave as he said, “Report<br />
to your ready rooms. Dismissed!”<br />
Captain Sampson closed his data-pad and<br />
turned to Captain Franks as he spoke, “About<br />
damn time. This upgrade is long overdue.”<br />
Franks chuckled sarcastically as he replied, “Hell,<br />
at this rate, <strong>the</strong>y might even install a place for<br />
us to plug in our high-tech ZL thingies. After all,<br />
<strong>the</strong>y were invented only 10 years ago.”<br />
Sampson rolled his eyes as he replied, “Don’t<br />
remind me. You are supposed to be cheering<br />
me up here, not depressing me. Anyway, I have<br />
to swing back by my quarters. Tell Beall I will<br />
catch up with him at <strong>the</strong> ready room.”<br />
ii<br />
Hamken <strong>CAV</strong> Farm<br />
Ready Room 8<br />
Local Time: 0400<br />
Graphics on a fl ickering holo-screen illustrated<br />
<strong>the</strong> exercise for <strong>the</strong> day as an audio track with a<br />
syn<strong>the</strong>tic female voice repeatedly droned on with<br />
instructions. “Exercise 163 is a strike exercise.<br />
Your platoon will be screening <strong>the</strong> left fl ank <strong>of</strong><br />
<strong>the</strong> 2nd Armored Battalion. You must be in your<br />
assigned assembly area by 0500. You will be<br />
briefed with additional instructions once in your<br />
assembly area. A list <strong>of</strong> <strong>the</strong> units, elements, and<br />
equipment involved in this exercise has been<br />
downloaded into your mission pad.”<br />
Captain Reanko walked in and held a handful<br />
<strong>of</strong> <strong>CAV</strong> power key cards over his head. “Alright<br />
gentleman, front and center, I’ve got your<br />
ride keys here.” Reanko began tossing <strong>the</strong> key<br />
cards as he called out <strong>the</strong> name <strong>of</strong> <strong>the</strong> <strong>CAV</strong>.<br />
“Sampson, Beall, you two are riding Dirty Dora<br />
today.” Reanko chuckled to himself. “Biggs and<br />
Schulman, I’ve got <strong>the</strong> perfect <strong>CAV</strong> for you two<br />
knuckleheads, Second Stringer. Franks and<br />
Carrell, you get Embreago and Carter and I will<br />
take <strong>the</strong> Angel Wing. We’ve got some fancy new<br />
equipment to get all intimate with, so let’s look<br />
sharp ladies.”<br />
Captain Sampson walked over to his locker and<br />
handed <strong>the</strong> key card to his wizzo Lieutenant<br />
Beall. Sampson had been paired up with Beall<br />
for <strong>the</strong> last year, ever since his previous wizzo,<br />
Garrison, had retired. Garrison had been a nononsense,<br />
feet on <strong>the</strong> ground guy, who would<br />
have been a perfect drill sergeant. In stark<br />
contrast, Beall was an excitable kid made up <strong>of</strong><br />
equal parts nervous chatter and wild <strong>the</strong>ories<br />
and opinions about anything and everything. If<br />
someone took <strong>the</strong> time to print it, Beall took <strong>the</strong><br />
time to believe it.<br />
Reading <strong>the</strong> back <strong>of</strong> <strong>the</strong> power key card, Beall<br />
turned to Sampson. “Cap we can’t take this one<br />
out; we need a different one. I’m not kidding<br />
here sir; we have to get ano<strong>the</strong>r one from <strong>the</strong><br />
depot master.”
Climbing into his battle suit Sampson paused<br />
and thought. Oh great, it was going to be one<br />
<strong>of</strong> those days. Pausing, and carefully choosing<br />
words that would not encourage a reply or<br />
comment, he answered in an exasperated tone,<br />
“If you have to, just trade keys with someone.<br />
This is really nothing more than a quick ride<br />
through <strong>the</strong> countryside.”<br />
Agitated, Beall pointed to <strong>the</strong> chassis number on<br />
<strong>the</strong> key card. “I can’t Cap. This chassis number<br />
is <strong>the</strong> death number. You remember, I told you<br />
about <strong>the</strong> death number.”<br />
Exasperated, Sampson stopped getting dressed<br />
as he replied to Beall, “You have told me about<br />
a lot <strong>of</strong> superstitious crap since we paired up,<br />
and I am not going to make a fool <strong>of</strong> myself<br />
by telling Reanko I need ano<strong>the</strong>r <strong>CAV</strong> because<br />
my wizzo says <strong>the</strong> chassis number is bad luck.<br />
Anyway, if its chassis number is such bad luck,<br />
why is <strong>the</strong> <strong>CAV</strong> still around after all <strong>the</strong>se years?<br />
So get ready, and stop wasting time.”<br />
Sounding sincerely frightened, Beall pointed<br />
again at <strong>the</strong> chassis number on <strong>the</strong> back <strong>of</strong> <strong>the</strong><br />
card. “Cap, you know that’s not how it works. I<br />
know it’s <strong>the</strong> death number 120050; we can’t<br />
take this one out. To be anywhere near or around<br />
<strong>the</strong> number is sure death for us.”<br />
Taking an aggressive stance, Sampson spoke<br />
slow and with emphasis. “Beall, if you know<br />
what is good for you, get suited up and in that<br />
machine. Or, I will punch your death number.<br />
You got that mister?”<br />
Looking down at <strong>the</strong> fl oor, Beall turned to face<br />
his locker as he replied, “Yes sir.”<br />
Sampson turned back to his locker as he<br />
continued, “Trust me Beall, I won’t let anything<br />
happen to you.”<br />
iii
Spinner Road, in route to Forward Training<br />
Assembly Area Red 11<br />
Local Time: 0430<br />
Captain Sampson’s com crackled to life as Beall’s<br />
voice shattered <strong>the</strong> silence. “Cap, those tanks<br />
are drifting a little close to us, you want me to<br />
shoo <strong>the</strong>m away?”<br />
“I’ll take care <strong>of</strong> it Beall. You get all <strong>the</strong> navigation<br />
points downloaded yet?”<br />
“Last one fi nishing up. Hey Cap, I have some<br />
aircraft inbound that are not listed as part <strong>of</strong> this<br />
exercise.”<br />
Sampson punched up a screen and looked at <strong>the</strong><br />
target track. “No idea Beall, probably ano<strong>the</strong>r<br />
exercise. Anyway, I’m going to track south <strong>of</strong><br />
here and…”<br />
The hypersonic fl urry <strong>of</strong> gatling gauss rounds<br />
tore into several tanks in <strong>the</strong> armor column,<br />
destroying <strong>the</strong> lead tank and bringing <strong>the</strong><br />
column to a halt. Appearing to shoot wildly<br />
into <strong>the</strong> air, <strong>the</strong> defensive fi re computers <strong>of</strong> <strong>the</strong><br />
stricken tanks attempted to acquire <strong>the</strong>ir target.<br />
Sampson looked up and caught a glimpse <strong>of</strong><br />
two Ghasts in <strong>the</strong> predawn night, as <strong>the</strong>y pulled<br />
up from <strong>the</strong>ir strafi ng run. All four Specters in<br />
Sampson’s section were already locking targets<br />
as <strong>the</strong>ir automatic defensive AA fi red several<br />
Type 77h missiles skyward. The Specters’ salvos<br />
made short work <strong>of</strong> one <strong>of</strong> <strong>the</strong> Ghasts while <strong>the</strong><br />
o<strong>the</strong>r turned away heavily damaged.<br />
Suddenly <strong>the</strong> bright light <strong>of</strong> several massive<br />
bomb explosions illuminated <strong>the</strong> predawn night.<br />
Sampson and Beall watched in horror as a tank,<br />
lifted by one <strong>of</strong> <strong>the</strong> explosions, landed on top<br />
<strong>of</strong> Angel Wing and crushed its cockpit. Sampson<br />
swung his <strong>CAV</strong> around and moved <strong>of</strong>f <strong>the</strong> road<br />
as Beall and <strong>the</strong> wizzos <strong>of</strong> Embreago and Second<br />
Stringer simultaneously began jamming <strong>the</strong>ir<br />
electronic signatures.<br />
Breaking <strong>the</strong> eerie post blast silence, Beall’s<br />
excited voice fi lled Sampson’s headset. “Cap,<br />
iv<br />
you’re our section commander now. That armor<br />
to our left is forming up on us and wants to know<br />
what we are going to do. I have a drop ship and<br />
two transport signatures in our area. We have a<br />
total <strong>of</strong> twenty-four target tracks and four have<br />
been identifi ed. We have eight unknown target<br />
tracks inbound. No IFF emissions.”<br />
“Beall, tell <strong>the</strong>m to form up behind us and<br />
provide ECM support. Also, get me on <strong>the</strong><br />
Company and Battalion communication Nets, I<br />
can’t bring <strong>the</strong>m up.”<br />
Beall reacted instinctively in his electronic world<br />
tapping and looked for a positive connection.<br />
“No luck Cap; we are alone here. I now also<br />
show two recovery vehicles on <strong>the</strong>ir way, but
<strong>the</strong>re’s still no IFF response on those eight target<br />
tracks. If <strong>the</strong>y do not stand down or break away<br />
in a few seconds, I’m painting <strong>the</strong>m hostile.”<br />
Sampson turned <strong>the</strong> Specter <strong>CAV</strong> on an intercept<br />
course with <strong>the</strong> unidentifi ed <strong>CAV</strong>s and punched<br />
up Sec-Net. “Section, our communication is<br />
blacked out at <strong>the</strong> moment. I consider this a<br />
hostile situation and not an exercise. Weapons<br />
are hot, I repeat hot. I am punching up formation<br />
and target track information. Good hunting.”<br />
Sampson thought to himself. “Crap, this is no<br />
pirate raid, who <strong>the</strong> hell is attacking this useless<br />
rock?”<br />
“Cap, that armored platoon has fallen in behind<br />
us and popped <strong>the</strong>ir ECM pod bubble around<br />
us.”<br />
Following Sampson’s previous instructions, <strong>the</strong><br />
tanks spread out and took up defensive positions<br />
along a tree line facing in <strong>the</strong> direction <strong>of</strong> <strong>the</strong><br />
v<br />
targets. Sampson maneuvered his three <strong>CAV</strong>s<br />
on an intercept course with <strong>the</strong> eight targets.<br />
The section communication net crackled with<br />
Sampson’s voice. “Second Stringer, slow down.<br />
You are closing too fast. Let’s pull up behind that<br />
ridge line.” Each <strong>CAV</strong> took up a fi ring position.<br />
“Cap, I have an IFF on those eight inbound tracks,<br />
and it’s not good. Four are Butcher <strong>CAV</strong>s, four<br />
are Banshee tanks, and all are Malvernis.” The<br />
com link was silent only a few seconds before<br />
Beall’s excited voice continued. “Cap, <strong>the</strong>y’re<br />
not backing down. Embreago is reporting that<br />
<strong>the</strong> enemy has <strong>the</strong>m painted with a target<br />
lock.”<br />
Sampson punched up Sec-Net, his voice sounded<br />
dry but strong. “Fire as targets bare.”<br />
Excitedly Beall called out. “Cap, we got a big<br />
problem here. I have signatures on several<br />
infantry hidden in <strong>the</strong> river down <strong>the</strong>re. They<br />
are probably attempting to fl ank us.”<br />
“Roger that,” Sampson punched up Sec-Net.<br />
“Ok, let’s slowly back up into our armor and see<br />
if <strong>the</strong>y take <strong>the</strong> bait.” The three Specters began<br />
slowly backing up towards <strong>the</strong> woods behind<br />
<strong>the</strong>m.<br />
“Cap, <strong>the</strong>y blinked fi rst. It looks like we have<br />
two Butchers moving up after us.”
“Beall, Butchers and Specters are not a fun fi ght<br />
when you have <strong>the</strong> Specters. We are going to<br />
need some help here. Have you been able to<br />
contact <strong>the</strong> Co or Batt Nets yet?”<br />
“No sir, <strong>the</strong>y are black as night to me.”<br />
Before moving into <strong>the</strong> light cover <strong>of</strong> <strong>the</strong> trees,<br />
<strong>the</strong> three Specters Chain-fi red and emptied <strong>the</strong>ir<br />
Shriek missile tubes onto two <strong>of</strong> <strong>the</strong> advancing<br />
Butchers. “Cap, looks like we got a lucky hit on<br />
one. Its cooking-<strong>of</strong>f, but little damage was done<br />
to <strong>the</strong> o<strong>the</strong>r. By <strong>the</strong> way, I think <strong>the</strong>y know we’re<br />
here.”<br />
His tone <strong>of</strong> voice was both incredulous and<br />
sarcastic as he replied, “Beall, somehow I think<br />
<strong>the</strong>y already knew that.”<br />
Sampson punched up Sec-Net. “Gentlemen, it’s<br />
show time.”<br />
Second Stringer fi red as <strong>the</strong> fi rst Butcher broke<br />
out <strong>of</strong> a tree line. One missile hit <strong>the</strong> left knee<br />
and one hit <strong>the</strong> right shoulder causing little<br />
damage to <strong>the</strong> Butcher. The Butcher quickly<br />
returned fi re and sent several rounds from its<br />
vi<br />
R3 gauss gatling into <strong>the</strong> canopy and center<br />
torso <strong>of</strong> Second Stringer. Smoking, repair foam<br />
began oozing out between <strong>the</strong> armor plates <strong>of</strong><br />
Second Stringer as it backed up deeper into <strong>the</strong><br />
woods. Both Embreago and Dirty Dora fi red at<br />
<strong>the</strong> Butcher. Before Dirty Dora’s missiles found<br />
<strong>the</strong>ir mark, <strong>the</strong> Butcher rocked with explosions<br />
and began falling backwards. The crippled<br />
Butcher’s ejection pods popped, but it was too<br />
late for <strong>the</strong> crew. They impacted with <strong>the</strong> trees<br />
and disintegrated. “Maybe luck’s just on our side<br />
today…” Sampson thought to himself.<br />
As a second Butcher broke out <strong>of</strong> <strong>the</strong> tree line<br />
and quickly put several rounds into Embreago,<br />
Sampson fi nished his thought. “Then again,<br />
maybe not.”<br />
Before ei<strong>the</strong>r Dirty Dora or Embreago could<br />
react, ano<strong>the</strong>r Butcher advanced and fi red<br />
several rounds into <strong>the</strong> right kneecap <strong>of</strong><br />
Embreago. Finding <strong>the</strong>ir mark, <strong>the</strong> right knee<br />
buckled, and <strong>the</strong> leg compressed, immobilizing<br />
Embreago. A fourth Butcher advanced and fi red<br />
on Embreago. Sampson watched as Embreago’s<br />
crew punched out and miraculously cleared <strong>the</strong><br />
forest canopy.
Tower <strong>of</strong> Mason<br />
Floor 100<br />
Templar Chief Marshal Carpenter’s<br />
Offi ce<br />
With a spectacular view <strong>of</strong> <strong>the</strong> entire sou<strong>the</strong>rn<br />
skyline <strong>of</strong> Viper, Chief Marshall Carpenter’s <strong>of</strong>fi ce<br />
was <strong>the</strong> second largest <strong>of</strong>fi ce on <strong>the</strong> prestigious<br />
100th fl oor. In charge <strong>of</strong> <strong>the</strong> Acquisitions and<br />
Holdings department <strong>of</strong> <strong>the</strong> Templar banking<br />
system, Chief Marshall Carpenter was easily one<br />
<strong>of</strong> <strong>the</strong> most respected and powerful Knights in<br />
<strong>the</strong> bro<strong>the</strong>rhood.<br />
vii<br />
Several holo-screens situated in <strong>the</strong> center <strong>of</strong><br />
his main <strong>of</strong>fi ce played <strong>the</strong> live feeds recorded<br />
during <strong>the</strong> WilPat-Vesta operation. Sitting in two<br />
large chairs that faced <strong>the</strong> holo-screens, Chief<br />
Marshal Carpenter turned to Marshall Bryce as<br />
he spoke, “Yes, you did have a solution to <strong>the</strong><br />
stalemate. I do believe negotiations with WilPat<br />
are indeed now concluded.”<br />
When <strong>the</strong> recording stopped playing, both men<br />
rose. Carpenter escorted Bryce to <strong>the</strong> <strong>of</strong>fi ce<br />
door. Carpenter shook Bryce’s hand fi rmly as<br />
he said, “Thank you again Marshall. I really<br />
appreciate <strong>the</strong> Malvernis touch. Oh, and please<br />
give Margaret my regards will you.”
viii
Project Team<br />
Patrick Haughton<br />
Michael L. Hoehne<br />
Ed Pugh<br />
Matt Ragan<br />
Kevin “Litch” Williams<br />
Graphic Layout<br />
David “Y.G.T.B.F.K.M.” Pugh<br />
Bryan Stiltz<br />
Contributing Authors<br />
Thane Barnier<br />
Christopher Carlson<br />
Rob Davis<br />
Patrick Haughton<br />
Eric Kelley<br />
Matt Ragan<br />
Shaun Rice<br />
Lanse Tryon<br />
Art<br />
Tim “Talin” Collier<br />
Chris Lewis<br />
Neil Nowatzki<br />
Roman Papsuev<br />
Editing<br />
Alyscia Clark<br />
<strong>CAV</strong>, Infantry, and<br />
Equipment Designs<br />
James Burrell<br />
Bobby Jackson<br />
John Bear Ross<br />
James Van Schaik<br />
Neil Nowatzki<br />
<strong>CAV</strong> Miniature C.A.D.<br />
& Proto Type Work<br />
John Bear Ross<br />
Neil Nowatzki<br />
Jon Walker and Talon Games<br />
Playtesters<br />
Joel Agee<br />
Jeremy Barnhill<br />
Steve Buck<br />
Thane Barnier<br />
Chris Carlson<br />
Jim Graham<br />
Jeff H<strong>of</strong>fman<br />
Keith Johnson<br />
Keith Lauritzen<br />
Don Lindsey<br />
Jeff Logan<br />
Shane Magill<br />
Stephan Nagel<br />
Jason Pape<br />
Tim Peaslee<br />
Tim Puryear<br />
Shaun Rice<br />
Cheryl Storm<br />
Pete Storm<br />
Craig Taylor<br />
Bruce Windsor<br />
<strong>Reaper</strong>Games.com<br />
Patrick Haughton<br />
Gus Landt<br />
Kit Pierce<br />
ix<br />
Special Thanks To:<br />
The Black Lightning Program<br />
for introducing <strong>CAV</strong> into every<br />
corner <strong>of</strong> <strong>the</strong> world.<br />
Mil-Net.net<br />
The foremost and staunchest<br />
group <strong>of</strong> fans a game could<br />
ever ask for.<br />
<strong>Reaper</strong>mini.com Forums<br />
Community – For creating<br />
a place where we can all<br />
have fun.<br />
While last, but not <strong>the</strong> least, a<br />
very special thanks to all <strong>of</strong> our<br />
fans around <strong>the</strong> galaxy! See<br />
you on <strong>the</strong> battlefi eld!<br />
From Rob Davis to Michelle<br />
Davis: “Thanks for telling me<br />
to go for it.”<br />
All artwork in all <strong>Reaper</strong><br />
<strong>Miniatures</strong> Incorporated products<br />
and <strong>the</strong> images contained <strong>the</strong>rein<br />
are <strong>the</strong> exclusive copyright and<br />
property <strong>of</strong> <strong>Reaper</strong> <strong>Miniatures</strong><br />
Incorporated. All intellectual<br />
property contained herein was<br />
created by <strong>the</strong> staff <strong>of</strong> <strong>Reaper</strong><br />
<strong>Miniatures</strong> Incorporated or as<br />
work for hire.<br />
Copyright © <strong>Reaper</strong><br />
<strong>Miniatures</strong>, 2006. All rights<br />
reserved.
Table <strong>of</strong> Contents<br />
Introduction 2<br />
IntraGalactic Survey 3<br />
Galactic Map 5<br />
Universal Intragalactic<br />
Communication Command 6<br />
Technology 7<br />
Adon 14<br />
Malvernis 18<br />
Rach Empire 22<br />
Ritterlich 26<br />
Templar 30<br />
Terran 34<br />
Mercenaries 38<br />
O<strong>the</strong>r Galactic Organizations 40<br />
Galaxy Wars 42<br />
United Corporate Organized<br />
Republics 48<br />
Appendix A 56<br />
Appendix B 58<br />
Core Rules<br />
The RAGE system 60<br />
Declare, <strong>the</strong>n Measure 61<br />
Roll Dice in <strong>the</strong> Open 61<br />
Give Data Card<br />
Information 61<br />
Tokens and Lying Models<br />
Down 61<br />
Time Scale and Model<br />
Scale 61<br />
Bases 61<br />
Model Facing 61<br />
Metric and Hexes 61<br />
Materials Needed 62<br />
Task Force Creation<br />
Name 63<br />
Affi liation 63<br />
Points 63<br />
Model Type 63<br />
Model Role Designation 64<br />
Movement Class 65<br />
SA 65<br />
DT 65<br />
Mov 66<br />
Exp 66<br />
CCV 66<br />
TC 66<br />
Rpr 66<br />
DV 66<br />
Weapon Systems 66<br />
Attack Type & Number<br />
<strong>of</strong> Weapons 66<br />
x<br />
Task Force Creation (Continued)<br />
Rng 67<br />
RAV 67<br />
Type <strong>of</strong> Weapon 67<br />
Name <strong>of</strong> <strong>the</strong> Weapon 67<br />
The Section 68<br />
Section Type 68<br />
Primary Section Types 68<br />
Secondary Section Types 69<br />
A Galaxy At War<br />
Faction Affi liation 71<br />
The First Turn Of The Game<br />
Battle Setup 72<br />
Independent Factions 72<br />
Deployment Zone 73<br />
Creating a Draw Deck 73<br />
Conducting Deployment 73<br />
Game Turns After The First Turn<br />
Pre-Battle Action Phase 74<br />
Initiative Phase 74<br />
Action Phase 74<br />
Types <strong>of</strong> Actions 75<br />
Declaring Actions 75<br />
Resolving Actions 76<br />
End Phase 77<br />
Movement<br />
Moving Through or Between<br />
O<strong>the</strong>r Models and<br />
Obstructions 79<br />
Air 79<br />
Friendly Infantry 79<br />
Base To Base Contact<br />
Contact with Enemy<br />
Models 80<br />
Based and Unbased<br />
Models 80<br />
Leaving Base-to-Base<br />
Contact 80<br />
Gunship and Base-to-Base<br />
Contact with Ground<br />
Models 80<br />
Infantry Charge Bonus 80<br />
Transporting Infantry<br />
Hitching a Ride 81<br />
Getting on a Transport 81<br />
Using a Transport that is<br />
Part <strong>of</strong> a Different<br />
Section 81<br />
Getting Off a Transport 81<br />
Taking Damage while<br />
Transporting Infantry 81<br />
Transporting Infantry<br />
(Continued)<br />
Shooting from Inside<br />
<strong>the</strong> Transport 81<br />
Line Of Sight<br />
Establishing Line <strong>of</strong> Sight<br />
(LOS) 83<br />
The Line <strong>of</strong> Sight Corridor<br />
(Ground Level) 83<br />
The Line <strong>of</strong> Sight Corridor<br />
(Eye Level) 83<br />
Eye Level and Base<br />
Height 84<br />
Infantry and Gunship 84<br />
Cover<br />
Light Cover 85<br />
Heavy Cover 85<br />
Determining Cover Types 85<br />
Ranged Attacks<br />
Direct Fire and Indirect Fire<br />
Ranged Attacks 86<br />
Conducting Ranged<br />
Attacks 86<br />
Declare Your Attacks and<br />
Targets 86<br />
Lost Ranged Attacks 87<br />
Ranged Attacks While<br />
Performing Movement 87<br />
Determine Range<br />
Point Blank Zone 87<br />
No Fire Zone 88<br />
Short Range 88<br />
Medium Range 88<br />
Long Range 88<br />
Beyond Long Range 88<br />
Ranged Attack Resolution<br />
Determining When a Model<br />
Can Conduct Defensive<br />
Fire 90<br />
Quantity <strong>of</strong> Defensive Fire<br />
Attacks 90<br />
Defensive Fire Attacks and<br />
Range Bands 90<br />
Critical HIts 91<br />
Salvo Strike Fire 91<br />
Run N’ Gun 91
Close Combat 96<br />
Close Combat Resolution 96<br />
Target Lock 98<br />
Jamming 98<br />
Repair<br />
Repair Action 99<br />
Lingering Damage 99<br />
Critical Success 99<br />
Regrouping Sections<br />
Regroup Action 99<br />
Specialty Actions 100<br />
Appendix C: Special Abilities<br />
Adjustable Munitions SA 103<br />
Anti Gunship (AA) SA 103<br />
Avenger/# SA 103<br />
AOE/# SA 103<br />
Assault SA 104<br />
Blaster SA 104<br />
Bulky SA 105<br />
Chain-Fire Pod SA (CFP) 105<br />
Counter-Battery SA 105<br />
Dropship/# SA 105<br />
ECM Pod SA 105<br />
Electronic Source Targeting<br />
(EST) SA 106<br />
Engineer SA 106<br />
FiST SA 106<br />
Flamer SA 106<br />
FRS/# SA 106<br />
Gunport SA 106<br />
Hauler SA 106<br />
Hauler, Cruise SA 106<br />
Increased Mobility SA 107<br />
Infantry, Airborne SA 107<br />
Infantry, Shock SA 107<br />
Infantry, Jet Pack SA 107<br />
Linked SA 107<br />
NRF SA 107<br />
Overdrive SA 107<br />
Piercing/# SA 107<br />
Pop-Up SA 107<br />
Rat SA 108<br />
Rugged SA 108<br />
Shielding/# SA 108<br />
Shredder/# SA 108<br />
Smart SA 108<br />
S<strong>of</strong>t SA 108<br />
Specialist SA 108<br />
Transport/# SA 108<br />
Upgrade (Name) SA 108<br />
Appendix D: Battlefi eld Assets<br />
Use and Lose 109<br />
Minefi elds 109<br />
Minefi eld, Air 109<br />
Minefi eld, Ground 109<br />
Minefi eld, Removal 110<br />
Armored Nano-Barrier 110<br />
Un-Armored<br />
Nano-Barrier 110<br />
Repair Module 110<br />
Repair Module,<br />
Advanced 110<br />
Satchel Charge 110<br />
Appendix E: Battlefi eld Support<br />
Strike 111<br />
Battlefi eld Support Strikes<br />
Limit 111<br />
Use and Lose 111<br />
Artillery Strike 111<br />
Artillery Barrage 111<br />
Artillery Bombardment 111<br />
Cruise Missile 111<br />
Cruise Missile,<br />
Atomic WMD 112<br />
MOAB - Massive Ordnance<br />
Air Blast Bomb 112<br />
Orbital Strike 113<br />
Orbital Pinpoint Strike 113<br />
Air Strike 113<br />
Smoke Strike 113<br />
Appendix F: Task Force<br />
Upgrades 114<br />
Bonuses Do Not Stack 114<br />
Task Force Upgrade Scaled<br />
Costs 114<br />
/# Costs 114<br />
Adjustable Munitions 114<br />
Avenger/# 115<br />
Chain-Fire Pod (CFP) 115<br />
ECM Pod 115<br />
EST Pod 115<br />
Engineer 115<br />
FiST 115<br />
FRS/# 115<br />
Increased Transport<br />
Capacity 115<br />
Infantry, Airborne<br />
Training 115<br />
Infantry, Drop 115<br />
Infantry, Shock Training 116<br />
Infantry, Jet Pack<br />
Training 116<br />
Infantry, Weapon<br />
Upgrades 116<br />
Appendix F: Task Force<br />
Upgrades (Continued)<br />
FA 45 MG 116<br />
AA-52 Direct Fire Missile<br />
Pack 116<br />
1a2 Automatic Grenade<br />
Launcher 116<br />
AT-23 Direct Fire Missile<br />
Pack 116<br />
Improved Maintenance 117<br />
Orbital Gunship Insertion 117<br />
Piercing/# 117<br />
Reactive Armor 117<br />
Rugged 117<br />
Shielding/# 117<br />
Shredder/# 117<br />
Upgraded Weaponry 117<br />
Appendix G: Faction<br />
Doctrines 118<br />
Adon<br />
Fire and Fury Warfare<br />
Doctrine 118<br />
Hyrwyda Dyrnel Doctrine 118<br />
Malvernis<br />
Fanaticism Doctrine 118<br />
Conscription Doctrine 119<br />
Rach Empire<br />
Children <strong>of</strong> <strong>the</strong> Storm<br />
Doctrine 119<br />
No-Mercy Close Combat<br />
Doctrine 119<br />
Ritterlich<br />
Superior Tactics Doctrine 120<br />
Lightning Warfare Doctrine 120<br />
Templar<br />
Elite Training Doctrine 120<br />
Superior Equipment<br />
Doctrine 120<br />
Terran<br />
Air Superiority Doctrine 120<br />
Artillery Superiority<br />
Doctrine 120<br />
Independents<br />
Spoils Of War Doctrine 120<br />
Free-Form Organization<br />
Doctrine 120<br />
1
Combat Assault Vehicle (<strong>CAV</strong>) fi rst debuted<br />
at Origins in 2000. It was a game for a new<br />
generation and new millennium <strong>of</strong> war gamers.<br />
<strong>CAV</strong> was created with Combined Arms futuristic<br />
combat as <strong>the</strong> central <strong>the</strong>me – <strong>the</strong> ability <strong>of</strong> a<br />
player to command forces composed <strong>of</strong> infantry,<br />
gunships, tanks, and especially giant mecha.<br />
The game system was based on <strong>the</strong> principles<br />
<strong>of</strong> player control, smooth play, and simplicity<br />
where possible. The Damage Track engine was<br />
created, <strong>the</strong> concept that most <strong>of</strong> a Model’s<br />
game-related information would degrade as <strong>the</strong><br />
Model took damage.<br />
The <strong>Reaper</strong> Adventure Game<br />
Engine (R.A.G.E.)<br />
In preparation for <strong>Reaper</strong>’s return to <strong>the</strong> fantasy<br />
miniature war game market with Warlord, we<br />
took a closer look at <strong>the</strong> Damage Track system<br />
and realized that <strong>the</strong>re were a few refi nements<br />
that could be made. This led to a two-year<br />
development process that resulted in <strong>the</strong><br />
<strong>Reaper</strong> Adventure Game Engine (R.A.G.E.); a<br />
common game rule architecture and engine for<br />
miniatures war games with Damage Track fully<br />
incorporated as <strong>the</strong> central feature. Warlord was<br />
released in <strong>the</strong> fall <strong>of</strong> 2004. It was time to take<br />
<strong>the</strong>se refi nements and R.A.G.E. back to <strong>CAV</strong>. The<br />
game where it all started would now get a new<br />
look featuring fantastic new art, a refi ned rule<br />
set, and have its fi ctional game universe updated<br />
with <strong>the</strong> events <strong>of</strong> <strong>the</strong> past 4-5 years.<br />
New to <strong>CAV</strong>?<br />
If you’re new to <strong>CAV</strong>, new to science fi ction<br />
war games, or even new to miniatures games<br />
in general, we welcome you. Allow us to take a<br />
moment to describe what <strong>CAV</strong> is and what <strong>CAV</strong><br />
isn’t.<br />
2<br />
What <strong>CAV</strong> Is Not<br />
<strong>CAV</strong> is not bogged down by endlessly complex<br />
rules that have you counting every little point,<br />
bullet, or bubble. While <strong>the</strong> game is simple, it<br />
is not oversimplifi ed. Tactics and smart play will<br />
decide <strong>the</strong> outcome <strong>of</strong> <strong>the</strong> battle. Commanders<br />
that can react quickly and effectively marshal<br />
<strong>the</strong>ir resources will win.<br />
What <strong>CAV</strong> Is<br />
It’s fast, fun, easy to learn, dynamic, futuristic,<br />
high-tech warfare brought home to your dining<br />
room table. <strong>CAV</strong> is about getting toge<strong>the</strong>r with<br />
your friends and spending an hour or two rolling<br />
dice, pushing around some technologically<br />
advanced war machinery, and maybe even<br />
making sound effects as things get blown up.<br />
You’ll have hours <strong>of</strong> enjoyment trying to fi gure<br />
out new ways to outfox your opponents. If you<br />
already know how to play Warlord, you’ll fi nd<br />
that you already know <strong>the</strong> basics <strong>of</strong> playing<br />
<strong>CAV</strong>.<br />
Returning <strong>CAV</strong> Veteran?<br />
This book expands <strong>the</strong> <strong>CAV</strong> universe and advances<br />
<strong>the</strong> time line to 2274. The UCOR war erupted<br />
and <strong>the</strong> seeds <strong>of</strong> discord it planted bore a bitter<br />
fruit, <strong>the</strong> Second Galaxy War. This book will give<br />
you new glimpses into <strong>the</strong> politics <strong>of</strong> this era<br />
and <strong>the</strong> factions struggling for dominance. You,<br />
like <strong>the</strong> characters <strong>of</strong> <strong>the</strong> <strong>CAV</strong> Universe itself,<br />
are old veterans <strong>of</strong> <strong>the</strong> <strong>free</strong>-wheeling years in<br />
between <strong>the</strong> Galaxy Wars.
Organization: IntraGalactic Survey<br />
Headquarters: Eoan, Arveni, Avalorr<br />
Anyone that travels outside <strong>of</strong> <strong>the</strong>ir home star<br />
system knows about <strong>the</strong> IGS. The IGS provides<br />
four major services to <strong>the</strong> galaxy. First, it travels<br />
<strong>the</strong> universe seeking out new inhabitable<br />
worlds, charting new star systems, and<br />
surveying potential colony worlds. Second, it<br />
builds, maintains, and patrols commercial jump<br />
stations throughout <strong>the</strong> quadrant that remain<br />
strictly neutral and available to all. Third, <strong>the</strong><br />
IGS maintains <strong>the</strong> network <strong>of</strong> Galactic Relative<br />
Time (GRT) pulse buoys throughout <strong>the</strong> civilized<br />
parts <strong>of</strong> <strong>the</strong> galaxy. Fourth, it charts, fi les, and<br />
maintains mining claims that are universally<br />
recognized.<br />
The IGS is <strong>the</strong> largest, most powerful, and<br />
infl uential UCOR in <strong>the</strong> Galaxy. The star system<br />
name and numbering system that allocates a<br />
0 to Avalorr, 17 to Capella, 21 to Tor-Nor, 31<br />
to Mohr, and 120 to Sol was created, codifi ed,<br />
3<br />
and used by <strong>the</strong> IGS long before regular travel<br />
between <strong>the</strong>se systems was possible.<br />
For over a hundred and fi fty years, <strong>the</strong> IGS has<br />
been providing <strong>the</strong>se services and charting <strong>the</strong><br />
stars regardless <strong>of</strong> wars, recessions, or galactic<br />
turmoil. Generating all <strong>of</strong> its revenue from tolls<br />
collected by its jump buoys, <strong>the</strong>y have become<br />
<strong>the</strong> very backbone <strong>of</strong> <strong>the</strong> galaxy.<br />
Interesting Facts & Figures on <strong>the</strong> IGS<br />
Began as <strong>the</strong> Offi ce <strong>of</strong> Charting and Survey, founded in 2127<br />
Averages 250 new mining and colony operations charted each<br />
year.<br />
The IGS regularly contracts private citizens, scientists,<br />
adventurers, and explorers as part <strong>of</strong> an IGS auxiliary program<br />
known as <strong>the</strong> Galactic Ranger Corps.<br />
Maintains 397 public and private jump stations covering <strong>the</strong><br />
known galaxy with more being surveyed and built each year.<br />
Current IGS Census estimates place <strong>the</strong> population <strong>of</strong> our<br />
galactic quadrant at 760 billion.<br />
Expanded in power with <strong>the</strong> nationalization <strong>of</strong> <strong>the</strong> now<br />
defunct Adonese private corporation formerly known as<br />
Galactic Transport Services founded in 2154.<br />
IGS pioneered <strong>the</strong> development and use <strong>of</strong> <strong>the</strong> Dynamic<br />
Stream jump station.<br />
The pride <strong>of</strong> <strong>the</strong> IGS cold navy, <strong>the</strong> Vanguard Class explorer<br />
ships, are 917 meters long from its forward observation deck<br />
to <strong>the</strong> back <strong>of</strong> its engine shrouds. These politically neutral<br />
explorer vessels feature components from 3 major UCORs<br />
(RMI, Borsig-Spline, and Hughes-Marietta) and 17 minor corps.<br />
They can support <strong>the</strong>ir full crew <strong>of</strong> 2000 scientists, researchers,<br />
technicians, explorers, and <strong>the</strong>ir families indefi nitely, assuming<br />
<strong>the</strong>ir hydroponics systems are fully functional (six months on<br />
stored supplies alone). However, three years is <strong>the</strong> practical<br />
limit for a single voyage. For defense, <strong>the</strong> Vanguard class ships<br />
mount 32 defense turrets and a small fl ight deck with two<br />
fi ghters and six shuttlecraft as well as docking ports for up to<br />
4 additional small craft. Several modular components <strong>of</strong> <strong>the</strong><br />
Vanguards can be jettisoned and atmospherically dropped to<br />
a planet’s surface to establish a community or primaforming<br />
colony in <strong>the</strong> event <strong>of</strong> an emergency.<br />
The IGS maintains its neutrality in <strong>the</strong> current Galaxy War and<br />
continues to conduct exploration operations in <strong>the</strong> Galactic<br />
Frontier. By several treaties, <strong>the</strong> location <strong>of</strong> any military deserter<br />
is to be transmitted to <strong>the</strong> proper authorities. However, it is<br />
well known that <strong>the</strong> IGS doesn’t actively look for deserters in<br />
its own ranks, and if a deserter keeps a low pr<strong>of</strong>i le, <strong>the</strong>y are<br />
effectively safe.
Galactic Rings<br />
Two circles appear on nearly every published<br />
version <strong>of</strong> <strong>the</strong> known galaxy map. These circles<br />
are known as <strong>the</strong> Galactic Rings and are a<br />
descriptive concept that <strong>the</strong> IGS has used in<br />
internal communications for about 30 years.<br />
Any system that is very close to Avalorr, or<br />
inside <strong>the</strong> area <strong>of</strong> <strong>the</strong> fi rst circle, is called a<br />
Core System. Any system that is inside <strong>the</strong> area<br />
between <strong>the</strong> two circles is called an Inner Ring<br />
System. A system that is outside <strong>the</strong> two circles,<br />
but has a public jump station, is called an Outer<br />
Ring System. Every unexplored, unmapped, or<br />
undocumented star system is considered part <strong>of</strong><br />
<strong>the</strong> Galactic Frontier. A Galactic Frontier system<br />
becomes an Outer Ring system as soon as a<br />
jump gate has been established.<br />
Jump Stations<br />
Most <strong>of</strong> us are well familiar with <strong>the</strong> Primary<br />
Lanes that provide our worlds with goods brought<br />
from all over <strong>the</strong> civilized galaxy. Currently<br />
<strong>the</strong>re are 197 public jump stations that form <strong>the</strong><br />
Primary Lanes <strong>of</strong> <strong>the</strong> IGS Public Jump Network.<br />
Each IGS Jump Station is a fortress <strong>of</strong> weaponry,<br />
satellites, equipment, and patrol craft dedicated<br />
to defending itself. Strict neutrality has kept<br />
<strong>the</strong> IGS uninvolved with <strong>the</strong> two Galaxy Wars.<br />
Stations accept transmitted tolls, assist with<br />
jumps, monitor traffi c, and relay information.<br />
However, <strong>the</strong> IGS Public Jump Network is not<br />
<strong>the</strong> only jump station network in <strong>the</strong> galaxy.<br />
Private Jump Networks<br />
Private Jump Networks have been around for<br />
a long time. However, since <strong>the</strong> Second Galaxy<br />
War broke out, <strong>the</strong>y have become a topic seen<br />
regularly on <strong>the</strong> news networks. Each major<br />
government and several <strong>of</strong> <strong>the</strong> UCORs maintain<br />
a network <strong>of</strong> private jump stations. These jump<br />
stations are masked and, due to <strong>the</strong> vigilance <strong>of</strong><br />
<strong>the</strong> owners, are very hard to fi nd. It is through<br />
<strong>the</strong> Private Jump Networks that war supplies and<br />
reinforcements can be ga<strong>the</strong>red in staging areas<br />
4<br />
for <strong>the</strong> fi nal hyperspace jump into a combat<br />
<strong>the</strong>ater. The constant patrolling and sweeping<br />
<strong>of</strong> government cold naval forces ensure that<br />
space around <strong>the</strong> various home worlds are <strong>free</strong><br />
<strong>of</strong> covertly built private jump stations or even<br />
surveying ships seeking to establish a temporary<br />
jump station.<br />
Jump Station Construction<br />
Large vessels like <strong>the</strong> IGS Vanguard class explorer<br />
ships carry <strong>the</strong> necessary equipment to conduct<br />
more conventional hyperspace travel to far<br />
systems and establish temporary jump points.<br />
Due to <strong>the</strong> nature <strong>of</strong> <strong>the</strong> dynamic stream jump<br />
system, jump routes cannot be established<br />
between any random two points. A vessel that<br />
seeks to establish a jump point must travel to<br />
<strong>the</strong> place where a jump point is desired and<br />
conduct extensive surveys <strong>of</strong> <strong>the</strong> surrounding<br />
space-time fabric. This process can take months<br />
or years. Even when successful, <strong>the</strong> surveys<br />
might yield a jump point that is several score<br />
and even sometimes hundreds <strong>of</strong> Astronomical<br />
Units from <strong>the</strong> system’s star. There are many<br />
stars that are inaccessible from what appear<br />
to be close stars. They may only be reached<br />
by going through a far<strong>the</strong>r star system because<br />
no suitable jump station could be established.<br />
Vanguard class ships are designed to stay out<br />
in space for periods <strong>of</strong> 2-3 years, but <strong>the</strong> IGSES<br />
Silver Spear set a record when it took 5 years<br />
and 2 months to fi nd and establish jump station<br />
152 in <strong>the</strong> JC1602 system.<br />
Once a suitable jump station location is<br />
established, <strong>the</strong> survey ship will deploy <strong>the</strong> jump<br />
point satellites and equipment that allows <strong>the</strong><br />
heavy construction equipment and supply ships<br />
to jump directly into <strong>the</strong> new location. Usually<br />
<strong>the</strong> survey ship stays on station until jump station<br />
construction is complete. Construction <strong>of</strong> a new<br />
jump station is a process that will take several<br />
more months and <strong>the</strong> temporary jump station<br />
remains open throughout <strong>the</strong> process.
Organization: Universal Intragalactic<br />
Communication Command<br />
Headquarters: Tharsa, Haldor, Avalorr<br />
If you ever had to look anything up for<br />
reference, wanted to watch a holovid, check<br />
<strong>the</strong> news and local wea<strong>the</strong>r, fi nd <strong>the</strong> jump<br />
gate status in your system, or check <strong>the</strong> latest<br />
classifi ed advertisements, you were probably<br />
using <strong>the</strong> UICC Net. The UICC maintains <strong>the</strong><br />
largest, most stable, most robust, and longest<br />
reaching communications network in <strong>the</strong> known<br />
galaxy. Though it is not a UCOR, it functions and<br />
operates like one. Additionally, it is accorded<br />
<strong>the</strong> same level <strong>of</strong> autonomy reserved to UCORs<br />
by <strong>the</strong> various galactic governments. The UICC<br />
specifi cally avoids <strong>of</strong>fi cial UCOR status since<br />
it would require a government charter, and<br />
this might be perceived as bias towards one<br />
government. Additionally, since <strong>the</strong> end <strong>of</strong> <strong>the</strong><br />
6<br />
Great UCOR war, this policy has actually helped<br />
<strong>the</strong> UICC maintain its positive public image.<br />
Security, reliability, and availability are <strong>the</strong> three<br />
operating criteria <strong>of</strong> <strong>the</strong> UICC - in that order.<br />
No o<strong>the</strong>r secular and independent organization<br />
in known space places such a high standard on<br />
personal integrity, honesty, and responsibility.<br />
High personnel standards and state <strong>of</strong> <strong>the</strong> art<br />
proprietary security systems ensure <strong>the</strong> protection<br />
<strong>of</strong> any encrypted transmission sent across<br />
<strong>the</strong> UICC network. Methodical maintenance<br />
and regular contracting <strong>of</strong> mercenaries to<br />
supplement <strong>the</strong>ir own security forces to defend<br />
communications relay stations ensure reliability.<br />
Each year, <strong>the</strong> UICC works with <strong>the</strong> IGS local<br />
and galactic governments to establish new UICC<br />
stations in even <strong>the</strong> most remote places <strong>of</strong> <strong>the</strong><br />
galaxy.<br />
Kept in <strong>the</strong> shadowy depths <strong>of</strong> <strong>the</strong> UICC, but<br />
extremely well known by <strong>the</strong> public throughout<br />
<strong>the</strong> galaxy, is <strong>the</strong> UICC’s DIS (Department <strong>of</strong><br />
Information Security). The DIS force hunts<br />
down, prosecutes - and in Rach, Adonese, and<br />
Ritterlich space “terminates with prejudice” -<br />
several thousand self-styled “net pirates” each<br />
year. Independent systems have varied levels <strong>of</strong><br />
punishment authorization for <strong>the</strong> DIS. However,<br />
few worlds are willing to suffer an information<br />
blackout and will usually comply with requests<br />
to extradite suspects for execution outside <strong>of</strong><br />
its own space. The Malvernis Empire, Terran<br />
Federal Government, and Offi ce <strong>of</strong> <strong>the</strong> First<br />
Knight <strong>of</strong> <strong>the</strong> Templar Order all work with UICC<br />
DIS to prosecute and punish “net pirates,” but<br />
<strong>the</strong>y do not give <strong>the</strong> DIS permission to operate<br />
independently in areas under <strong>the</strong>ir control.
Power<br />
Without electrical power, <strong>the</strong> universe stops<br />
functioning. There are multiple methods <strong>of</strong><br />
providing electrical energy to <strong>the</strong> masses, but<br />
we’re going to focus on <strong>the</strong> primary three.<br />
Fusion<br />
Fusion systems provide starships, space stations,<br />
urbmon cities, (Urban Monoliths, <strong>the</strong> vertical<br />
super-cities common on heavily developed<br />
worlds), and fl odi cities (<strong>the</strong> fl oating super-cities<br />
common to water worlds), with power. Fusion<br />
systems are huge and extremely complex. At<br />
its most basic level, a nuclear fusion system<br />
takes light nuclei and combines <strong>the</strong>m to create<br />
energy. As an energy source, fusion has several<br />
advantages since light nuclei are plentiful and<br />
<strong>the</strong> end products <strong>of</strong> fusion are light stable nuclei<br />
ra<strong>the</strong>r than heavy radioactive nuclei. While<br />
<strong>the</strong> principle <strong>of</strong> fusion is simple, <strong>the</strong> actual<br />
machinery and technologies involved are not.<br />
Fusion systems are too cumbersome in terms<br />
<strong>of</strong> size, cost, and maintenance for anything<br />
less massive than a city or starship. For <strong>the</strong>se<br />
large power consumers, nothing less than fusion<br />
power provides suffi cient levels <strong>of</strong> energy to<br />
meet demands.<br />
7<br />
Breeders<br />
Breeders are <strong>the</strong> workhorse energy source for<br />
anything smaller than a starship or city and larger<br />
than personal electronics. The smallest breeders<br />
require an area roughly 30cm by 10cm by<br />
10cm (not including <strong>the</strong> T-Gel cells). Such small<br />
breeders provide barely more energy than some<br />
HCC batteries, but lifespan is <strong>the</strong> advantage.<br />
With even a mere fi st sized T-Gel cell, a small<br />
breeder can run for days. The largest breeders<br />
are, <strong>of</strong> course, used in industrial or military<br />
hardware like <strong>CAV</strong>s, large civilian transports, and<br />
small atmospheric fl ying craft. T-Gel is inert, and<br />
Breeders are considered very safe. Never<strong>the</strong>less,<br />
it has been documented that, if a breeder is<br />
severely damaged or ruptured mid-cycle, <strong>the</strong><br />
damage can result in a very large instantaneous<br />
electrical discharge.<br />
The principal <strong>of</strong> a breeder is fairly simple even<br />
though, like fusion, <strong>the</strong> actual technology<br />
involved is quite advanced. A breeder has two<br />
storage tanks (called cells) that are attached. One<br />
cell is empty, and <strong>the</strong> o<strong>the</strong>r cell is fi lled with T-Gel<br />
(a substance primarily derived from Tyburinium<br />
ore). For safety and handling purposes, T-Gel is<br />
dyed a bright, almost phosphorescent blue and<br />
scented with an additive that makes it stink.<br />
The breeder requires an initial electrical charge,<br />
provided by a battery, to start <strong>the</strong> chemical<br />
process. Once begun, T-Gel is cycled through<br />
<strong>the</strong> Breeder as it is converted to Z-Gel in a<br />
process that creates electrical energy. Z-Gel is<br />
<strong>the</strong>n converted back into T-Gel and <strong>the</strong> process<br />
continues. The energy created by <strong>the</strong> breeder<br />
during this conversion process is used to provide<br />
power to any attached devices.<br />
Very little matter is actually lost during a<br />
Breeders conversion cycle, but after roughly<br />
20 cycles <strong>the</strong> T-Gel cell needs to be replaced.
Breeder cycle times vary based on <strong>the</strong> size <strong>of</strong> <strong>the</strong><br />
Breeder, but generally a cycle is about an hour<br />
for small portable breeders and a day or more<br />
for <strong>the</strong> larger Breeders. Recent advancements in<br />
molecular refi nement are helping to increase T-<br />
Gel conversion effi ciency and dramatically boost<br />
breeder output.<br />
HCC Batteries<br />
High Capacity Chemical (HCC) batteries vary in<br />
size from nano applications to extremely large<br />
space ship applications. They are rechargeable,<br />
and we use <strong>the</strong>m in nearly every personal<br />
electronic device we own. Most personal<br />
weapons use HCC batteries where needed.<br />
Additionally, HCC batteries are used to initiate<br />
breeder reactions and provide us with electrical<br />
backup power in <strong>the</strong> event <strong>of</strong> a problem.<br />
Depending on how quickly electrical energy is<br />
being used, an HCC device can last an entire<br />
day <strong>of</strong> regular usage or mere seconds <strong>of</strong> intense<br />
discharge.<br />
8<br />
Core Battlefi eld Technologies<br />
Bellar Joints<br />
Chances are you use Bellar Joints every day,<br />
even if you don’t realize it. These frictionless,<br />
computer controlled electromagnetic joints are<br />
found in everything from cargo doors and wheels<br />
to artifi cial limbs. While we may take <strong>the</strong>m for<br />
granted, <strong>the</strong> military certainly does not.<br />
If it were not for Bellar Joints, <strong>the</strong> massive war<br />
machines known as <strong>CAV</strong> would not exist. With<br />
<strong>the</strong> average <strong>CAV</strong> using over 1,400 Bellar Joints,<br />
<strong>the</strong>y have almost <strong>the</strong> same range <strong>of</strong> motion and<br />
<strong>the</strong> dexterity <strong>of</strong> a humanoid body. Bellar Joints<br />
give <strong>CAV</strong> speed and mobility unparalleled on <strong>the</strong><br />
diverse battlefi elds found throughout <strong>the</strong> galaxy.<br />
Bellar Joints also give <strong>CAV</strong> <strong>the</strong> ability to rotate<br />
shoulders and elbows to bring <strong>the</strong>ir weapons to<br />
bear in <strong>the</strong> blink <strong>of</strong> an eye without imposing<br />
any unnecessary G-forces on <strong>the</strong>ir crew.<br />
When You Start Something, Finish It In Style!
Robotic Micro Engineers (RME)<br />
You’ve probably seen a vid-feed <strong>of</strong> a damaged<br />
<strong>CAV</strong> covered in a foamy substance. That foam<br />
is <strong>the</strong> lifeblood <strong>of</strong> a <strong>CAV</strong>’s automated repair<br />
system. It is used to transport <strong>the</strong> Robotic Micro<br />
Engineers (RME’s), which are <strong>the</strong> incredibly<br />
small nanobots that do <strong>the</strong> actual repairs, to <strong>the</strong><br />
damaged area <strong>of</strong> <strong>the</strong> <strong>CAV</strong>. Reserve tanks along<br />
<strong>the</strong> <strong>CAV</strong>’s internal skeleton ensure that all major<br />
locations have instant access to RME’s, while<br />
a network <strong>of</strong> hoses allow <strong>the</strong> wizzo to transfer<br />
foam from tank to tank as needed in <strong>the</strong> fi eld.<br />
While <strong>the</strong> system is mostly automated and<br />
knows which vital systems to repair fi rst, <strong>the</strong><br />
wizzo can pull up a 3-D model <strong>of</strong> his <strong>CAV</strong> and<br />
view <strong>the</strong> details <strong>of</strong> any damage. He can <strong>the</strong>n give<br />
specifi c directions to <strong>the</strong> RMEs or <strong>the</strong>ir cousins,<br />
Electronic MicroEngineers, which are used to<br />
repair internal damage to <strong>the</strong> <strong>CAV</strong>’s electronics.<br />
Infantry Protection<br />
The mandates <strong>of</strong> survivability and functionality<br />
have driven <strong>the</strong> latest technology <strong>of</strong> individual<br />
infantry protection to a standard only dreamed<br />
<strong>of</strong> during <strong>the</strong> fi rst Galaxy War. Known as <strong>the</strong><br />
Valdak Armor Protection System (VAPS), VAPS<br />
was developed by <strong>the</strong> SyRam Kendric Labs<br />
division during <strong>the</strong> First Galaxy War. Widespread<br />
deployment <strong>of</strong> VAPS into Terran military units<br />
began in 2165 and as with any truly innovative<br />
idea, reverse engineered copies soon found <strong>the</strong>ir<br />
way into several large and small military forces<br />
across <strong>the</strong> galaxy. Infringement lawsuits brought<br />
by SyRam earned minor fi nancial results and, by<br />
2269, SyRam had completely stopped pursuing<br />
violators.<br />
VAPS provide protection against several threats<br />
by incorporating drastically different solutions<br />
that overlay and support each o<strong>the</strong>r to form a<br />
workable material that can be universally used.<br />
Two components <strong>of</strong> VAPS provide excellent<br />
kinetic protection. First, <strong>the</strong>re are nano layers<br />
<strong>of</strong> woven base material that dissipate and<br />
absorb <strong>the</strong> energy <strong>of</strong> <strong>the</strong> impact and spread it<br />
9<br />
over a wide enough area, so that <strong>the</strong> projectiles<br />
forward momentum will be stopped. Second, is<br />
a solid fl exible coating around each stand <strong>of</strong> <strong>the</strong><br />
weave that is composed <strong>of</strong> sub nano-particles<br />
<strong>of</strong> silica and ceramic suspended in a gel. This<br />
combination <strong>of</strong> s<strong>of</strong>t and hard components<br />
results in a material with unusual properties.<br />
During normal handling, <strong>the</strong> gel coating is very<br />
fl exible. However, once a high-speed projectiles<br />
impact with it, it transforms into a rigid armorlike<br />
material. These two properties give <strong>the</strong> VAPS<br />
user an incredible level <strong>of</strong> protection against<br />
kinetic attacks.<br />
The gel used in VAPS has two additional, and<br />
extremely important, properties as well. First,<br />
<strong>the</strong>re is <strong>the</strong> automatic seal created when pieces<br />
<strong>of</strong> VAPS come into contact with each o<strong>the</strong>r. This<br />
seal achieves instant protection from almost<br />
every known biological attack and allows <strong>the</strong><br />
soldier to function for short times in most hostile<br />
atmospheric worlds. The second benefi t is due<br />
to <strong>the</strong> fact that <strong>the</strong> non-conductivity <strong>of</strong> <strong>the</strong> gel<br />
provides excellent protection against all types <strong>of</strong><br />
energy attacks by simply grounding or defl ecting<br />
<strong>the</strong> attack.<br />
VAPS achieves stealth and camoufl age by <strong>the</strong><br />
smart color change <strong>of</strong> <strong>the</strong> suspended sub nanoparticles<br />
<strong>of</strong> silica and ceramic. These nanoparticles<br />
can accept commands to change color<br />
and project a logical, passive illusion <strong>of</strong> <strong>the</strong><br />
soldier’s surrounding environment. VAPS stealth<br />
technology avoids electronic detection by not<br />
emitting light or heat; <strong>the</strong>y simply change <strong>the</strong>ir<br />
external color.<br />
Powered Infantry Battle Armor<br />
A man in a suit <strong>of</strong> Powered Battle Armor is an<br />
awe-inspiring sight. The average battle suit<br />
stands roughly two and a half meters tall and<br />
can weigh as much as 200 pounds depending<br />
on its weapons and equipment load-out. Every<br />
suit comes with atmosphere scrubbers to deal<br />
with noxious atmospheres and its own internal
supply <strong>of</strong> oxygen for truly poisonous or lowoxygen<br />
environments. Bellar Joints throughout<br />
<strong>the</strong> suit amplify <strong>the</strong> user’s own abilities and<br />
allow for increased strength and movement.<br />
Climbing and rappelling gear are built into most<br />
suits and enable powered troopers to go almost<br />
anywhere. The most common options seen on<br />
Powered Armor is gyro-balanced weapon mounts<br />
and integrated ammo bins which allow a single<br />
soldier to use crew-served heavy weapons.<br />
<strong>CAV</strong> and Vehicle Armor<br />
The most effective armors are not single<br />
component systems, but ra<strong>the</strong>r multi-component<br />
armors that combine layers <strong>of</strong> dissimilar<br />
materials. Multi-component armor systems are<br />
designed to provide protection by controlling<br />
<strong>the</strong> disintegration <strong>of</strong> <strong>the</strong> armor itself as it stops<br />
<strong>the</strong> incoming attack.<br />
The structure <strong>of</strong> modern <strong>CAV</strong> armor usually<br />
includes an outer ceramic layer which acts to<br />
blunt and wear down <strong>the</strong> projectile <strong>of</strong> a kinetic<br />
attack or, with its amorphous structure refl ect,<br />
defl ect, and resist energy based attacks. A<br />
more fl exible, yet stronger, layer <strong>of</strong> liquid steel<br />
supports <strong>the</strong> armor’s ceramic layer and traps <strong>the</strong><br />
slowing pieces <strong>of</strong> a kinetic projectile or absorbs<br />
<strong>the</strong> heat created from an energy attack. The<br />
third layer is made up <strong>of</strong> woven fi ber designed<br />
to consume <strong>the</strong> remaining energy <strong>of</strong> a kinetic<br />
attack as it catches any remaining pieces <strong>of</strong> a<br />
kinetic attack. The forth layer consists <strong>of</strong> an antispalling<br />
layer designed to keep pieces <strong>of</strong> <strong>the</strong><br />
armor from breaking <strong>of</strong>f and becoming internal<br />
projectiles.<br />
Immersive Fire Control Systems (IFC)<br />
The IFC consists <strong>of</strong> a full-face helmet, a pair <strong>of</strong><br />
sensor gloves that can interpret <strong>the</strong> smallest <strong>of</strong><br />
hand movements and a score <strong>of</strong> cables that feed<br />
from both helmet and gloves into <strong>the</strong> vehicle’s<br />
fi re control computer. While “In Deep,” <strong>the</strong> term<br />
wizzo’s use to denote an active IFC, <strong>the</strong>y are<br />
completely cut <strong>of</strong>f from <strong>the</strong> real world. For <strong>the</strong><br />
wizzo, <strong>the</strong> IFC generates a view <strong>of</strong> <strong>the</strong> computer-<br />
10<br />
generated battlefi eld. Sensors in <strong>the</strong> helmet<br />
follow <strong>the</strong> wizzo’s head movements along all<br />
3 axes, rotating his viewpoint and allowing<br />
him to effortlessly track targets regardless <strong>of</strong><br />
what direction <strong>the</strong> <strong>CAV</strong>’s torso and weapons<br />
systems are pointed. Special gloves are used to<br />
handle <strong>the</strong> multitude <strong>of</strong> tasks he has to perform<br />
during combat. Tasks are completed by a series<br />
<strong>of</strong> rapid and precise hand movements with<br />
targeting tied to <strong>the</strong> primary hand and weapon<br />
and communication controls made with <strong>the</strong><br />
<strong>of</strong>f-hand. The wizzo’s gloves also enable him<br />
to bring up a series <strong>of</strong> windows and simulated<br />
control panels that give him full access to his<br />
<strong>CAV</strong>’s electronics and computer systems, as well<br />
as its repair systems, without ever having to<br />
deactivate <strong>the</strong> IFC.<br />
Thaurix Patent Interface Harness<br />
We’ve all seen <strong>CAV</strong> pilots on <strong>the</strong> recruiting vids<br />
looking dashing in <strong>the</strong>ir combat suits. Commonly<br />
referred to as Nolads, <strong>the</strong> most common brand<br />
<strong>of</strong> military-spec suits, <strong>CAV</strong> crew suits are part Gsuit,<br />
part environmental suit, and <strong>the</strong>y provide<br />
<strong>the</strong>ir wearer with resistance to inertial pull and<br />
extreme cold and heat out <strong>of</strong> <strong>the</strong> box. Nanites<br />
embedded in <strong>the</strong> collar and cuffs allow <strong>the</strong> suit<br />
to form airtight seals with gloves, boots, and<br />
a full-face helmet to add protection during<br />
exposure to vacuum, neurotoxins, and all but<br />
<strong>the</strong> highest levels <strong>of</strong> radiation. Finally, a builtin<br />
harness attaches to <strong>the</strong> wearer’s chair, using<br />
an arrangement <strong>of</strong> straps and buckles, and<br />
keeps him securely fastened during combat<br />
maneuvers.<br />
While <strong>the</strong> cockpit provides <strong>the</strong> pilot with his<br />
primary view <strong>of</strong> <strong>the</strong> battlefi eld, his helmet’s<br />
visor is capable <strong>of</strong> providing video feeds from<br />
all points around <strong>the</strong> <strong>CAV</strong> in ei<strong>the</strong>r large,<br />
line drawn overlays or in smaller, full-color<br />
windows. In instances where <strong>the</strong> wizzo or<br />
Defensive Fire Computer turns <strong>the</strong> <strong>CAV</strong>’s torso<br />
to deal with a target, <strong>the</strong> helmet automatically<br />
displays <strong>the</strong> <strong>CAV</strong>’s current vector. This allows<br />
<strong>the</strong> pilot an uninterrupted view <strong>of</strong> where he is
going. Topographical information is available<br />
at all times, and <strong>the</strong> ground directly in front <strong>of</strong><br />
<strong>the</strong> <strong>CAV</strong>’s current path is displayed along <strong>the</strong><br />
bottom <strong>of</strong> <strong>the</strong> visor with potential trouble spots<br />
such as boulders and holes highlighted. Sensors<br />
in <strong>the</strong> helmet keep constant tab on <strong>the</strong> pilot’s<br />
inner ear to help maintain <strong>the</strong> <strong>CAV</strong>’s gyros and<br />
monitor his pulse and o<strong>the</strong>r vitals. The wizzo is<br />
alerted <strong>of</strong> any problems that may arise.<br />
Computers handle most <strong>of</strong> a <strong>CAV</strong>’s normal<br />
movement, but in combat, <strong>the</strong> pilot relies on<br />
paired ergonomic joysticks and foot pedals to<br />
give him total control. The joysticks are used to<br />
control <strong>the</strong> <strong>CAV</strong>’s legs that enable <strong>the</strong>m to walk<br />
forwards or backwards, step up or down, crouch,<br />
and side step. Each joystick has a wide array<br />
<strong>of</strong> triggers, buttons, and switches that allows<br />
instant access to most data <strong>the</strong> pilot requires as<br />
well as a back-up IFC system in case he needs to<br />
take over for <strong>the</strong> wizzo.<br />
The foot pedals magnetically latch onto <strong>the</strong><br />
pilot’s boots and control <strong>the</strong> <strong>CAV</strong>’s “feet” which<br />
allows for <strong>the</strong> same range <strong>of</strong> motion that <strong>the</strong><br />
human ankle employs to maintain balance. The<br />
Wherever <strong>the</strong><br />
battlefield takes<br />
you, <strong>the</strong> Scorpion<br />
gets you <strong>the</strong>re!<br />
11<br />
pedals also permit <strong>the</strong> pilot to turn <strong>the</strong> <strong>CAV</strong>’s<br />
torso if he chooses to override <strong>the</strong> wizzo’s<br />
controls or <strong>the</strong> Defensive Fire Computer.<br />
Gollinel Patent Interface Harness<br />
In 2262 Borsig-Spline introduced <strong>the</strong> Scorpion<br />
<strong>CAV</strong>, and with it, came a radical change in <strong>the</strong><br />
way a <strong>CAV</strong>’s crew was housed. Most <strong>CAV</strong>s seat<br />
<strong>the</strong>ir crew in single fi le, with <strong>the</strong> pilot in front<br />
<strong>of</strong> <strong>the</strong> wizzo, but <strong>the</strong> Scorpion’s short height<br />
required major changes to <strong>the</strong> cockpit in order<br />
to retain <strong>the</strong> design team’s original design and<br />
pr<strong>of</strong>i le. After half a dozen prototypes were<br />
tested and scrapped, it was <strong>the</strong> design from a<br />
junior engineer named Meirim Gollinel that<br />
fi nally set production back on track. Instead<br />
<strong>of</strong> seating <strong>the</strong> crew one in front <strong>of</strong> <strong>the</strong> o<strong>the</strong>r,<br />
Gollinel took advantage <strong>of</strong> <strong>the</strong> Scorpion’s wide<br />
body and placed <strong>the</strong> crew side by side. To reduce<br />
as much height as possible, she replaced <strong>the</strong><br />
standard seats with specially designed frames<br />
that <strong>the</strong> crewmembers actually straddle and sit<br />
upon. This leaves <strong>the</strong>m in an extremely forward<br />
leaning position, which is much like that <strong>of</strong> any<br />
modern-day magnabike.
The pilot still relies on <strong>the</strong> same paired sticks<br />
that all <strong>CAV</strong> pilots do to control <strong>the</strong>ir machines,<br />
but fi nger buttons on <strong>the</strong> Scorpion’s sticks allow<br />
for precision control <strong>of</strong> each individual leg<br />
when required. Instead <strong>of</strong> <strong>the</strong> standard array <strong>of</strong><br />
buttons, gauges, and switches in front <strong>of</strong> him,<br />
his controls are laid out to <strong>the</strong> outsides <strong>of</strong> his<br />
sticks and along a center console underneath his<br />
head. His foot clamps function slightly differently<br />
as well. They allow him to make <strong>the</strong> Scorpion<br />
crouch down, extend its legs to increase height,<br />
or widen <strong>the</strong>m out to maintain a steady stance.<br />
On <strong>the</strong> wizzo’s side, things look pretty much <strong>the</strong><br />
same, although <strong>the</strong> backup control sticks are slid<br />
out <strong>of</strong> <strong>the</strong> way which allows <strong>the</strong> wizzo <strong>the</strong> range<br />
<strong>of</strong> hand motion required to accomplish his job.<br />
The Scorpion had one last special requirement<br />
that necessitated attention: its ejection system.<br />
A standard ejection seat would have launched<br />
<strong>the</strong> crew straight up into <strong>the</strong> <strong>CAV</strong>’s massive<br />
gauss cannon with dire consequences, so a new<br />
system needed to be devised. Borsig-Spline’s<br />
fi nal solution was to eject <strong>the</strong> entire cockpit<br />
area in a sled-type assembly. When <strong>the</strong> eject<br />
command is given, rocket boosters launch <strong>the</strong><br />
entire center section <strong>of</strong> <strong>the</strong> Scorpion’s “head”<br />
and separate it from <strong>the</strong> Fire 12 DFM’s attached<br />
to its sides and <strong>the</strong> rest <strong>of</strong> <strong>the</strong> body and drive<br />
<strong>the</strong> sled to a safe distance away from <strong>the</strong> <strong>CAV</strong>.<br />
While <strong>the</strong> unique seating positions require<br />
special Nolad suits for Scorpion crews, <strong>the</strong> entire<br />
Gollinel confi guration has worked so well that<br />
Borsig-Spline opted to utilize it in both <strong>the</strong>ir<br />
Spider and Ogre <strong>CAV</strong>s as well.<br />
Weapon Technologies<br />
Energy Weapons<br />
There are three basic energy types in use today<br />
on <strong>the</strong> battlefi eld: laser bolt gun (LBG), <strong>the</strong><br />
particle bolt gun (PBG), and what is now being<br />
<strong>of</strong>fi cially referred to as <strong>the</strong> Psyro Plasma Gun<br />
(PPG).<br />
12<br />
Laser bolt guns fi re beams <strong>of</strong> energy focused at<br />
a single point. Collecting charged particles into<br />
a condenser, <strong>the</strong> LBG fi res a small compressed<br />
blast, or bolt, <strong>of</strong> <strong>the</strong> particles.<br />
Particle bolt guns superheat subatomic<br />
particles and <strong>the</strong>n propel <strong>the</strong>m downrange in a<br />
supercharged blast <strong>of</strong> plasma. Most particle bolt<br />
weapons can switch between neutral particle or<br />
charged particle depending on whe<strong>the</strong>r or not<br />
<strong>the</strong>y’re being used in atmosphere (charged) or<br />
vacuum (neutral).<br />
Information concerning <strong>the</strong> performance <strong>of</strong> Psyro<br />
Plasma Guns is not something UCORs or Galactic<br />
Governments want to share and is undoubtedly<br />
<strong>the</strong> focal point <strong>of</strong> new technology research.<br />
What is commonly known is that <strong>the</strong>y appear<br />
to be a wide beam version <strong>of</strong> <strong>the</strong> Partial Bolt<br />
Gun that creates a fi eld <strong>of</strong> plasma splatter that<br />
makes <strong>the</strong>m very destructive against unarmored<br />
or civilian targets.<br />
Gauss Weapons<br />
Gauss technology hasn’t changed much in several<br />
centuries o<strong>the</strong>r than refi nements here or <strong>the</strong>re. A<br />
ballistically stable shape made <strong>of</strong> molecule-sized,<br />
negatively charged, ferrous pellets suspended in<br />
a ceramic material that makes up <strong>the</strong> bulk <strong>of</strong><br />
<strong>the</strong> round is propelled down a barrel via linear<br />
magnetic acceleration. Hypersonic velocity<br />
gauss slugs can easily puncture buildings and<br />
armored vehicles. When fi ghting in cities, <strong>the</strong><br />
blast pressure <strong>of</strong> gauss weapons fi ring has been<br />
known to shatter windows and blow over light<br />
structures.<br />
Rail and Gauss Guns<br />
Generally speaking, a rail gun is used by a planet<br />
or space station to launch payloads. Usually<br />
a sled or conveyance is placed over, on, or in<br />
between two or three long rails, and <strong>the</strong>n a<br />
payload is placed on <strong>the</strong> sled to be accelerated by<br />
a magnetic pulse traveling down <strong>the</strong> rails. Gauss<br />
technology uniformly accelerates <strong>the</strong> projectile<br />
by pushing/pulling it via electromagnetic coils.<br />
Basically, if it has a barrel around <strong>the</strong> projectile<br />
– it’s Gauss. If you can see <strong>the</strong> projectile – it’s a<br />
rail gun.
Propellant Weapons<br />
Effi cient in all environments, combustible<br />
propellant is used in everything from pistols to<br />
large artillery. Named after <strong>the</strong> engineer and<br />
<strong>the</strong> lab that developed <strong>the</strong> fi rst deployable<br />
propellant system, <strong>the</strong> Harkon-Lucet Propellant<br />
system (HLP) is today’s battlefi eld standard.<br />
The HLP system is a disposable magazine that<br />
contains three components: a case-less projectile,<br />
unmixed gel in two separate chambers, and a<br />
battery. When <strong>the</strong> weapon is fi red, a piston in<br />
<strong>the</strong> magazine mixes <strong>the</strong> two-stage propellant.<br />
Once mixed, an electrical current ignites <strong>the</strong><br />
mixture creating an explosive chemical reaction<br />
that ejects <strong>the</strong> round. HLP weapons also do well<br />
in <strong>the</strong> rate <strong>of</strong> fi re category. Single barrel systems<br />
are capable <strong>of</strong> maintaining rates <strong>of</strong> fi re around<br />
500-650 rounds per minute. Multiple rotary<br />
barrel and multiple fi ring chamber systems can<br />
reach rates <strong>of</strong> fi re upwards <strong>of</strong> 5000 rounds per<br />
minute.<br />
The Warlord<br />
• Superior Firepower<br />
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13<br />
Missile Systems<br />
Modern day missile systems fall into three<br />
general categories: direct, indirect, and cruise.<br />
Direct-fi re missiles, such as <strong>the</strong> systems found<br />
on most <strong>CAV</strong>s, are small but deadly. They<br />
sacrifi ce a large warhead in exchange for<br />
speed and targeting capabilities. When a wizzo<br />
gives <strong>the</strong> missile its launch order, he simply<br />
designates <strong>the</strong> target and deploys <strong>the</strong> missile.<br />
The missile’s internal targeting system evaluates<br />
terrain and o<strong>the</strong>r threats to determine <strong>the</strong> best<br />
path to <strong>the</strong> target and <strong>the</strong> point where <strong>the</strong> target<br />
is most vulnerable.<br />
Indirect-fi re missiles are much larger than <strong>the</strong>ir<br />
direct-fi re bro<strong>the</strong>rs and require constant control<br />
by <strong>the</strong>ir wizzo to ensure an accurate on-target<br />
delivery. Their size allows for multi-warhead<br />
delivery systems to rain shrapnel and concussive<br />
force down on everything in <strong>the</strong>ir blast radius.<br />
Cruise missiles are easily <strong>the</strong> biggest threat facing<br />
any force on <strong>the</strong> modern battlefi eld. Capable <strong>of</strong><br />
delivering a wide array <strong>of</strong> munitions including<br />
atomic bombs, cruise missiles are a very high<br />
priority target. Cruise missiles are capable <strong>of</strong><br />
sustained nap <strong>of</strong> <strong>the</strong> Earth fl ight and are agile<br />
enough to take advantage <strong>of</strong> most terrain to<br />
cover <strong>the</strong>ir approach. Their targeting systems are<br />
on par with those <strong>of</strong> any <strong>CAV</strong> and allow <strong>the</strong>m<br />
to avoid enemy units until <strong>the</strong>y have acquired<br />
<strong>the</strong>ir target.
Avalorr Prime is a garden world with two major<br />
landmasses. Adon is far larger and lies mostly<br />
in <strong>the</strong> nor<strong>the</strong>rn and western hemispheres.<br />
Ritter is mostly in <strong>the</strong> far sou<strong>the</strong>rn and eastern<br />
hemispheres. Avalorr’s climate ranges from<br />
temperate forest to desert and varies widely<br />
between tropical jungle and frozen ice cap.<br />
As <strong>the</strong> Prime world <strong>of</strong> a binary star system,<br />
(Avalorr and Dantilorr), Avalorr Prime suffers<br />
severe climate changes in 14-year cycles. Many<br />
large coastal cities are huge arcologies that are<br />
several kilometers tall and a few kilometers<br />
wide at <strong>the</strong> base. The oldest cities on Avalorr<br />
are located centrally on <strong>the</strong> continent as well<br />
as in <strong>the</strong> mountains and highlands. These cities<br />
have <strong>the</strong> luxury <strong>of</strong> being able to spread over<br />
larger areas with no risk <strong>of</strong> cyclic fl ooding<br />
when <strong>the</strong> ice caps melt, and <strong>the</strong>y usually enjoy<br />
cooler climates due to <strong>the</strong>ir higher elevations.<br />
Modern science, architecture, and engineering<br />
have rendered <strong>the</strong> earthquake and volcanic<br />
activity <strong>of</strong> Avalorr more <strong>of</strong> a nuisance than a<br />
threat though, during <strong>the</strong> years <strong>of</strong> Dantilorr’s<br />
proximity, <strong>the</strong>y are still a hazard to be respected.<br />
14<br />
ADON<br />
Government: Adon Economic Community (AEC)<br />
Star Systems<br />
Home: Avalorr (0)<br />
Major: Baten (1), Janoch (63), Mig (85),<br />
Procyon (19), Sar (71), Suhail (30)<br />
Total: 19<br />
Census Estimate: 98 billion<br />
Racial Composition: 97% Adonese,<br />
1% Terran, 2% O<strong>the</strong>r<br />
Amphibians and incredibly adaptive low<br />
vegetation are common and very active during<br />
<strong>the</strong> “Years <strong>of</strong> Water.” Mammals and resilient high<br />
vegetation, such as trees, are more commonly<br />
seen during <strong>the</strong> “Years <strong>of</strong> Ice” when <strong>the</strong> stars<br />
are at <strong>the</strong>ir fur<strong>the</strong>st points. Avalorr also sees<br />
widely varying tidal action due to <strong>the</strong> interplay<br />
<strong>of</strong> Avalorr Prime’s two small moons (Pendarr<br />
and Lonarr). Non-Native visitors are <strong>of</strong>ten<br />
surprised by <strong>the</strong> beauty and abundance <strong>of</strong> fl ora<br />
and fauna present on a world with such extreme<br />
climate and gravity. This is especially true in <strong>the</strong><br />
many Wildlife Refuges that dot <strong>the</strong> continent<br />
and serve as living zoos or museums. Though<br />
<strong>the</strong> Adonese people are renowned throughout<br />
<strong>the</strong> Galaxy for <strong>the</strong>ir culture, dance, acrobatics,<br />
martial arts, arts festivals, and achievements in<br />
<strong>the</strong> tech and economic worlds, <strong>the</strong>y tenaciously<br />
maintain <strong>the</strong>ir more naturalistic and primal ties<br />
to <strong>the</strong> world <strong>of</strong> <strong>the</strong>ir origin.<br />
Excerpt from Eleanor’s Notes in Syde’s<br />
Guide to <strong>the</strong> Galaxy:<br />
Just spend one week wandering <strong>the</strong> Okuran<br />
Grand Reserve on foot during a winter. The<br />
memories <strong>of</strong> <strong>the</strong> broad vistas and fragrance <strong>of</strong>
<strong>the</strong> wild blue frost blossoms will stay with you all<br />
your life. Simply stand and observe <strong>the</strong> beauty<br />
and power <strong>of</strong> a white seven-tined Okuran stag<br />
in a snowfall with hot geysers behind causing<br />
steam to drift by and bejewel your clothing<br />
with ice crystals. Friends, I’ve been to a lot <strong>of</strong><br />
The Adonese refer to <strong>the</strong>mselves as, and in many<br />
ways have a rightful claim to <strong>the</strong> title, “Eldest”<br />
<strong>of</strong> <strong>the</strong> Sapient Races. Sometimes <strong>the</strong>y refer to<br />
<strong>the</strong>mselves as Gwur Hona, or “<strong>the</strong> fi rst.” They<br />
were <strong>the</strong> fi rst race to reach <strong>the</strong> stars (followed<br />
closely by <strong>the</strong> Ritterlich) and <strong>the</strong> fi rst race to<br />
colonize a star system light years away from<br />
<strong>the</strong>ir own. The Adonese were <strong>the</strong> fi rst to observe<br />
<strong>the</strong> Grand Harmonies <strong>of</strong> <strong>the</strong> major races such<br />
as <strong>the</strong> planets <strong>of</strong> Avalorr Prime, Capella Prime,<br />
Mohr Prime, and Sol Prime (Earth) which all<br />
have stars directly over <strong>the</strong>ir nor<strong>the</strong>rn pole axis.<br />
The leading Grand Harmony <strong>the</strong>ory is that this<br />
allowed <strong>the</strong> races from those worlds to develop<br />
global exploration far faster than on worlds<br />
without a pole star which eventually led to <strong>the</strong>ir<br />
prominence in <strong>the</strong> galaxy.<br />
Perhaps due to <strong>the</strong>ir self-perception as <strong>the</strong><br />
Eldest race, <strong>the</strong> Adonese have taken for<br />
<strong>the</strong>mselves <strong>the</strong> responsibility <strong>of</strong> maintaining<br />
peace and safeguarding civilized governments.<br />
They send diplomats to settle disputes all over<br />
<strong>the</strong> quadrant. Though <strong>the</strong>y did not discover<br />
<strong>the</strong> Terrans, <strong>the</strong> AEC negotiated <strong>the</strong> terms <strong>of</strong><br />
<strong>the</strong> peace that ended <strong>the</strong> Rach–Terran war and<br />
introduced <strong>the</strong> peoples <strong>of</strong> Earth to <strong>the</strong> o<strong>the</strong>r<br />
Galactic Core cultures. Cynics are quick to point<br />
out that <strong>the</strong> terms <strong>of</strong> any such settlements are<br />
usually economically benefi cial to <strong>the</strong> AEC<br />
(<strong>the</strong> Vela Peace Accord included). Several such<br />
15<br />
worlds but it is in places like this that you’ll<br />
experience fi rsthand <strong>the</strong> source <strong>of</strong> Adonese inner<br />
tranquility, strength, and confi dence - what <strong>the</strong>y<br />
call Tangenel. The Adonese have a saying, “Only<br />
<strong>the</strong> strongest roots grow <strong>the</strong> tallest trees.”<br />
diplomatic actions have even produced a violent<br />
backlash. The Terrans, in particular, seem to<br />
resent being treated as an erring younger bro<strong>the</strong>r.<br />
Economic prosperity, security, individual<br />
<strong>free</strong>dom, and fi ne culture are hallmarks <strong>of</strong><br />
Adonese controlled space. For example, Adonese<br />
martial training begins in <strong>the</strong> lower schools<br />
during childhood. By <strong>the</strong> time a young Adonese<br />
becomes an adult, he or she is usually pr<strong>of</strong>i cient<br />
in several forms <strong>of</strong> dance, unarmed martial arts,<br />
traditional broadsword fencing, and gymnastics.<br />
Education is not purely physical ei<strong>the</strong>r. The<br />
state schools ensure that a new citizen is fully<br />
versed in both <strong>the</strong> cultural and military history<br />
<strong>of</strong> his or her state as well as <strong>the</strong> basic needs <strong>of</strong><br />
modern education (math, technology, law, civic<br />
duty, etc.). Adonese <strong>of</strong>fi cers are drawn from <strong>the</strong><br />
fi nest military academies that integrate cutting<br />
edge technologies with solid military doctrine.<br />
Military academies, like <strong>the</strong> Universities, are<br />
state-assisted meritocracies where only <strong>the</strong> best<br />
and brightest do well. In addition, Adon has no<br />
separation between civilian police, and <strong>the</strong> armed<br />
forces and cities are well protected from internal<br />
criminal threats and external attacks. This cultural<br />
blending <strong>of</strong> <strong>the</strong> policeman and soldier roles has<br />
created an entire army that is very pr<strong>of</strong>i cient in<br />
urban situations and - disturbingly - in restoring<br />
social order after a successful NADO invasion.
The AEC (Adon Economic Community) is <strong>the</strong><br />
current government <strong>of</strong> <strong>the</strong> Adonese people.<br />
For 250 years <strong>the</strong> democratic member states<br />
<strong>of</strong> <strong>the</strong> Adon continent - Arveni (Arviniel),<br />
Breonne (Breounnel), Hakir (Hakeerel),<br />
Haldor (Haldourel), Heimdall (Hymdalanel),<br />
Highlands (Ynadenn Uka), Kjord (Keeourdel),<br />
Okura (Oukurel), Racheau (Rashoudel), Telluria<br />
(Telureeanel), Vestonia (Vestouneeanel)- have<br />
worked toge<strong>the</strong>r to direct <strong>the</strong> future <strong>of</strong> <strong>the</strong>ir<br />
people. Every 14 years, <strong>the</strong> executive power<br />
<strong>of</strong> <strong>the</strong> AEC is passed to a new member state<br />
The Adonese are considered <strong>the</strong> vanguard in all<br />
matters <strong>of</strong> galactic high culture. Their open and<br />
inclusive society allows <strong>the</strong>m to pick and choose<br />
<strong>the</strong> best from any race or people with which <strong>the</strong>y<br />
come in contact. Bredalee gwur Gorel is <strong>the</strong> term<br />
in <strong>the</strong> Adonese language that best exemplifi es<br />
<strong>the</strong>ir view on most matters, “Always <strong>the</strong> Best.”<br />
Visitors to Adonese worlds are <strong>of</strong>ten surprised<br />
to fi nd iconic elements and aspects <strong>of</strong> <strong>the</strong>ir own<br />
culture expressed somewhere or somehow. For<br />
instance, when <strong>the</strong> Terrans joined <strong>the</strong> galaxy,<br />
<strong>the</strong>ir history was mercilessly picked through for<br />
any interesting or new ideas. It was <strong>the</strong> same for<br />
<strong>the</strong> Rach, Malvernis, Yedarians, etc. The Adonese<br />
seem to consider <strong>the</strong> Galaxy and all life as being<br />
<strong>the</strong>re for <strong>the</strong>m and for <strong>the</strong>ir own enjoyment.<br />
This does, occasionally, cause friction. The o<strong>the</strong>r<br />
races have been known to discount <strong>the</strong> Adonese<br />
with phrases like “<strong>the</strong>y’re dancers, not fi ghters”<br />
or “<strong>the</strong>y’re too busy learning new ways to grow<br />
fl owers,” but <strong>the</strong> Adonese consider such terms<br />
compliments and expressions <strong>of</strong> envy. After all,<br />
Adon’s military history speaks for itself. NADO<br />
ensured galactic security long before anyone<br />
else, and Adon did fi ght key battles and secure<br />
key objectives to ensure a Coalition victory in<br />
<strong>the</strong> fi rst Galaxy War. The Ritterlich, Rach, and<br />
16<br />
by a vote. No member state can govern two<br />
consecutive spans, though <strong>the</strong>y may be elected<br />
again after only one interval. The current<br />
Chairstate is Breonne, elected a second time<br />
after an interval period governed by <strong>the</strong>ir<br />
political twin Racheau. Breonne’s term ends in<br />
2275. Experts predict that <strong>the</strong> ruling Freetrade<br />
Conservative Party may be replaced by <strong>the</strong> more<br />
militant Galactic Union Party headquartered in<br />
Arveni, which has been gaining power since <strong>the</strong><br />
end <strong>of</strong> <strong>the</strong> fi rst Galaxy War and has become a<br />
dominate voice since <strong>the</strong> outbreak <strong>of</strong> <strong>the</strong> second.<br />
Terrans have learned at great cost that when <strong>the</strong><br />
helpful Adonese hand makes a fi st, it strikes hard.
The military arm <strong>of</strong> <strong>the</strong> AEC is <strong>the</strong> North Adon<br />
Defense Organization, or NADO for short (even<br />
though everybody still calls <strong>the</strong>m <strong>the</strong> Adonese or<br />
AEC). Each <strong>of</strong> <strong>the</strong> AEC member states and colony<br />
worlds contribute military forces. Currently,<br />
NADO admits to 21 full strength divisions.<br />
However, based on past NADO history and current<br />
trends in “disinformation fl ow” this is more than<br />
likely a low number. The current Galaxy War has<br />
resulted in many things, not <strong>the</strong> least <strong>of</strong> which<br />
is that <strong>the</strong> major governments are masking <strong>the</strong>ir<br />
military capabilities. Long gone are <strong>the</strong> innocent<br />
years <strong>of</strong> <strong>the</strong> 40’s when information was <strong>free</strong>ly<br />
available to all. Behind <strong>the</strong> pearly smiles and<br />
angelic faces, <strong>the</strong> Adonese are here to win.<br />
The AEC Security Quorum dictates overall<br />
civilian policy. The Supreme Military Executive<br />
answers directly to <strong>the</strong> Security Quorum and is<br />
<strong>the</strong> highest-ranking military <strong>of</strong>fi cer in <strong>the</strong> NADO.<br />
The civilian Defense Ministry and military<br />
Combined Forces Command control <strong>the</strong> various<br />
Armies and Army Groups scattered throughout<br />
<strong>the</strong> many <strong>the</strong>aters and AEC zones <strong>of</strong> control in<br />
<strong>the</strong> Galaxy.<br />
Headquarters<br />
AEC Central Headquarters Westinhall, Breonne,<br />
Adon, Avalorr<br />
Legendary Units:<br />
1st Leska Rannad Raniadel<br />
Nickname(s): Red Spear<br />
Headquarters: Breonne, Avalorr<br />
Commander:<br />
AtUtaran Arnos<br />
Jor’Danel<br />
Battle Honors: Loki,<br />
Hades, Medea, Lir,<br />
Procyon<br />
Notes: The Red Spear<br />
is one <strong>of</strong> <strong>the</strong> premier<br />
military units in <strong>the</strong><br />
Adonese army. The<br />
17<br />
1st L.R.R. (Rapid Deployment Division) is “fi rst<br />
to fi ght, fi rst to glory” and takes great pride in<br />
a distinguished service record crowned with<br />
military victories.<br />
Torfel 55<br />
Nickname(s): Double Trouble<br />
Headquarters: Okura, Avalorr<br />
Commander:<br />
AtUtaran Arana<br />
Han’Mel<br />
Battle Honors:<br />
Hades, Cesair, Lir,<br />
Procyon<br />
Notes: The 55th<br />
is not only a highly<br />
decorated military<br />
unit, it is also<br />
something <strong>of</strong> a celebrity in <strong>the</strong> Adonese army.<br />
Recently, a series <strong>of</strong> highly successful movies<br />
have been made about Avar Max’Gar, an ace<br />
<strong>CAV</strong> Pilot and his WSO. Max’Gar’s unit is <strong>the</strong><br />
55th. Due to <strong>the</strong> popularity <strong>of</strong> <strong>the</strong> show and<br />
availability <strong>of</strong> mechandise, <strong>the</strong> bullethole<br />
riddled yellow smiling face has been adopted<br />
as <strong>the</strong> <strong>of</strong>fi cial unit patch. The show’s <strong>the</strong>me,<br />
“The Gauss Lullabye” has also been adopted as<br />
<strong>the</strong> <strong>of</strong>fi cial unit march.<br />
Torfel 72<br />
Nickname(s): Stormwind<br />
Headquarters:<br />
Okura, Avalorr<br />
Commander:<br />
AtUtaran Omaro<br />
Raz’Nel<br />
Battle Honors: Hades,<br />
Lir, Procyon<br />
Notes: The warriors<br />
<strong>of</strong> Stormwind have<br />
earned a reputation<br />
<strong>of</strong> dependability and ferocity under fi re. When<br />
<strong>the</strong> storm winds blow, <strong>the</strong> wise seek cover or<br />
must face <strong>the</strong> consequences <strong>of</strong> <strong>the</strong>ir choice.
Capella Prime, known as Malvernis (Onyx<br />
Throne) to its natives, is a water world shrouded<br />
in ever present clouds. What little land <strong>the</strong>re is<br />
rarely sees <strong>the</strong> light <strong>of</strong> <strong>the</strong> pair <strong>of</strong> nearby stars.<br />
The twin yellow binary stars give <strong>of</strong>f intense heat,<br />
and <strong>the</strong> proximity <strong>of</strong> two red dwarf stars both<br />
less than 1/6 <strong>of</strong> a light year away make arrivals<br />
to Capella via <strong>the</strong> Jump Point very rough. As a<br />
result <strong>of</strong> <strong>the</strong> intensity <strong>of</strong> <strong>the</strong> twin stars, <strong>the</strong>re are<br />
no ice caps on Malvernis, and <strong>the</strong> heat evaporates<br />
<strong>the</strong> surface layer at an increased rate in midsummer<br />
creating violent storms. Visitors and<br />
pilgrims to <strong>the</strong> heart <strong>of</strong> <strong>the</strong> Khardullan Religion<br />
that wish to travel to make planet fall must plan<br />
<strong>the</strong>ir arrival during low atmospheric volatility<br />
to reduce <strong>the</strong> risk <strong>of</strong> crashing. The Khardullan<br />
religion teaches that Capella was created as a<br />
haven and fortress for <strong>the</strong> faithful. When one<br />
considers <strong>the</strong> diffi culties <strong>of</strong> simply reaching <strong>the</strong><br />
system, <strong>the</strong>re may be some merit to this claim.<br />
The population <strong>of</strong> Malvernix dwells in three<br />
types <strong>of</strong> structures. First, are <strong>the</strong> Rockhomes<br />
which are <strong>the</strong> most ancient cities <strong>of</strong> <strong>the</strong><br />
Malvernis. Alaghax, <strong>the</strong> capital city, is <strong>the</strong> oldest<br />
Rockhome on Malvernix. Rockhomes dot <strong>the</strong><br />
leeward rock cliffs and surfaces <strong>of</strong> landmasses<br />
to avoid being blasted by <strong>the</strong> wind and stormy<br />
18<br />
MALVERNIS<br />
Government: Empire <strong>of</strong> Malvernis<br />
Star Systems<br />
Home: Capella Prime (17)<br />
Major: Hydra (65), Syrma (165), Priam<br />
(14), Tania (108)<br />
Total: 19<br />
Census Estimate: 78 billion<br />
Racial Composition: 88% Malvernian, 6%<br />
Terran, 4% Adonese, 2% O<strong>the</strong>r<br />
seas. The early inhabitants and ancestors <strong>of</strong><br />
modern Malvernis tunneled through solid rock<br />
to create additional living spaces and Rockhomes<br />
sprawl for thousands <strong>of</strong> kilometers. Second<br />
are <strong>the</strong> Aquapoli; <strong>the</strong>se are enormous fl oating<br />
citadels that ride <strong>the</strong> seas like gargantuan<br />
mechanical Siphonophora (jellyfi sh). The storms<br />
<strong>of</strong> Malvernix require <strong>the</strong> tops <strong>of</strong> Aquapoli to be<br />
designed as aerodynamically as possible. Giant<br />
drive systems keep <strong>the</strong> Aquapoli on station<br />
and sonic turrets protect <strong>the</strong>m from <strong>the</strong> giant<br />
aggressive sea life. The third type <strong>of</strong> Malvernian<br />
dwellings are <strong>the</strong> ubiquitous Urbmons. These are<br />
similar to <strong>the</strong> ones found everywhere except on<br />
Malvernix. They are fully submerged, anchored<br />
to solid rock, and are usually connected via<br />
magtube highways to a parent Rockhome.<br />
Perhaps <strong>the</strong> most unique feature <strong>of</strong> this water<br />
world is <strong>the</strong> water itself. High in mineral<br />
content, <strong>the</strong> black water <strong>of</strong> Malvernis is<br />
undrinkable by most races in <strong>the</strong> galaxy. The<br />
Malvernian physiology has evolved in such a<br />
way that <strong>the</strong>ir bodies naturally fi lter out <strong>the</strong>se<br />
minerals along with o<strong>the</strong>r bodily wastes. These<br />
minerals also produce large deposits <strong>of</strong> Onyx<br />
along <strong>the</strong> ocean fl oor which are <strong>of</strong> a quality so<br />
fi ne it is prized by artisans all across <strong>the</strong> galaxy.
Malvernis is a capitalistic <strong>the</strong>ocracy. Ti<strong>the</strong>s and<br />
taxes are both used to support <strong>the</strong> organization<br />
and needs <strong>of</strong> <strong>the</strong> Khardullan church and faithful.<br />
All government <strong>of</strong>fi cials are Khardullan and laws<br />
are designed to promote and enforce religious<br />
laws and doctrine. Punishments are harsher for<br />
violators or criminals that are outside <strong>of</strong> <strong>the</strong><br />
Faith, and this double standard is both normal<br />
and common. The governing body is <strong>the</strong> Dark<br />
Bro<strong>the</strong>rhood, an all male legislative council <strong>of</strong><br />
over 700 High Inquisitors. The Dark Bro<strong>the</strong>rhood<br />
sees to <strong>the</strong> religious and operational needs <strong>of</strong><br />
<strong>the</strong> Empire, establishing bureaus, quorums,<br />
or missions as needed, as well as choosing or<br />
dismissing <strong>of</strong>fi cials to carry out <strong>the</strong>ir wishes.<br />
Normal Inquisitors (sometimes called “Low<br />
Inquisitors”), both male and female, serve in<br />
roles as varied as ti<strong>the</strong> collection, religious police,<br />
or military liaisons. Subservient to <strong>the</strong> Inquisitors<br />
are <strong>the</strong> legions <strong>of</strong> Prelates <strong>of</strong> <strong>the</strong> various<br />
The origins <strong>of</strong> <strong>the</strong> worship <strong>of</strong> Khardullis began<br />
in 1176 and are based on <strong>the</strong> teachings <strong>of</strong><br />
<strong>the</strong> Prophet Khardullis. Followers <strong>of</strong> Khardullis<br />
identifi ed <strong>the</strong>mselves by carrying a crooked<br />
staff. Marston <strong>the</strong> First, <strong>the</strong> fi rst Grand Inquisitor,<br />
established <strong>the</strong> <strong>of</strong>fi ce in 1262 and laid <strong>the</strong><br />
foundations for <strong>the</strong> <strong>the</strong>ocracy that governs <strong>the</strong><br />
Empire today. Marston also commissioned <strong>the</strong><br />
Onyx Throne that stands as <strong>the</strong> very symbol <strong>of</strong><br />
Malvernis power today. For those unfamiliar<br />
with Malvernian culture, it is easy to think<br />
that <strong>the</strong>re is nothing outside <strong>the</strong> Khardullan<br />
religion. This could not be fur<strong>the</strong>r from <strong>the</strong><br />
truth! The Malvernis live; work; fi ght; and<br />
pursue intellectual, technological, and social<br />
desires just like anyone else. The difference is<br />
19<br />
Holy Orders that maintain <strong>the</strong> bureaucracy.<br />
All Malvernians answer to <strong>the</strong> Grand Inquisitor,<br />
<strong>the</strong> Empire’s supreme and absolute dictator.<br />
The Grand Inquisitor is protected by <strong>the</strong><br />
dreaded Onyx Fist which is his Battalion-sized<br />
military guard. He is served by <strong>the</strong> Brides <strong>of</strong><br />
Khardullis; <strong>the</strong>y are his female servants, personal<br />
bodyguards, and consorts. Additionally, both<br />
groups serve as assassins or special envoys when<br />
needed. The Grand Inquisitor has <strong>the</strong> ability to<br />
propose or overturn any law or decision <strong>of</strong> <strong>the</strong><br />
Dark Bro<strong>the</strong>rhood. Finally, though technically<br />
no longer a member <strong>of</strong> <strong>the</strong> Clergy itself since he<br />
is above it, he dictates Khardullan religion. To<br />
<strong>the</strong> faithful, this is only logical since <strong>the</strong> Grand<br />
Inquisitor rules with <strong>the</strong> favor and guidance<br />
<strong>of</strong> <strong>the</strong> Creator until <strong>the</strong> return <strong>of</strong> <strong>the</strong> Prophet.<br />
There is no doubt that <strong>the</strong> Grand Inquisitor<br />
is <strong>the</strong> one who sits on <strong>the</strong> Onyx Throne until<br />
The Creator sees fi t to send ano<strong>the</strong>r Prophet.<br />
simply that <strong>the</strong> government and religion are<br />
one and <strong>the</strong> same. An old Malvernian proverb<br />
states, “A tax to some is a ti<strong>the</strong> to o<strong>the</strong>rs.”<br />
Relations between <strong>the</strong> Onyx Throne and <strong>the</strong><br />
o<strong>the</strong>r Core Culture Governments have not<br />
always been smooth. Confl icts periodically erupt<br />
between <strong>the</strong> Rach and Malvernis (especially near<br />
Spica), and more recently between <strong>the</strong> Terrans<br />
and Malvernis, even before <strong>the</strong> outbreak <strong>of</strong><br />
open hostilities.<br />
Recently Terran terrorists were able to heavily<br />
damage <strong>the</strong> Black Needle on Tania which is<br />
Capella’s primary Orbital Lift Elevator. This<br />
event led to <strong>the</strong> execution <strong>of</strong> a formally declared<br />
Holy War against <strong>the</strong> Terran infi dels by <strong>the</strong><br />
Dark Bro<strong>the</strong>rhood and <strong>the</strong> delivery <strong>of</strong> a formal<br />
declaration <strong>of</strong> war.
Malvernian life centers around two things: <strong>the</strong><br />
betterment <strong>of</strong> <strong>the</strong> Empire and <strong>the</strong> worship <strong>of</strong><br />
Khardullis. The religion <strong>of</strong> Khardullis teaches<br />
solidarity and community strength as <strong>the</strong> path<br />
to enlightenment. The Inquisitors and Prelates<br />
make sure that <strong>the</strong> faithful rigidly adhere to<br />
<strong>the</strong> tenets <strong>of</strong> <strong>the</strong> church and complete <strong>the</strong> daily<br />
requirements <strong>of</strong> <strong>the</strong>ir religion. Those not <strong>of</strong> <strong>the</strong><br />
Faith are treated as second class citizens, and <strong>the</strong><br />
Inquisitors watch <strong>the</strong>m closely for signs <strong>of</strong> heresy.<br />
The most radical difference (to non-Malvernians)<br />
<strong>of</strong> Malvernian culture is <strong>the</strong> absence <strong>of</strong> <strong>the</strong> family<br />
unit. The fi rst Grand Inquisitor decreed that <strong>the</strong><br />
church would take over <strong>the</strong> rearing <strong>of</strong> children so<br />
that, relieved <strong>of</strong> <strong>the</strong>ir parental responsibilities, <strong>the</strong><br />
faithful might devote more time to worshipping<br />
<strong>the</strong> Creator and stewarding <strong>the</strong>ir community. The<br />
Shining Sisterhood is a galaxy wide organization<br />
that exists outside <strong>the</strong> jurisdiction <strong>of</strong> all save<br />
<strong>the</strong> Grand Inquisitor and <strong>the</strong>ir own hierarchy.<br />
The Sisterhood is tasked with maintaining<br />
<strong>the</strong> hatcheries, nurseries, and education<br />
centers (both secular and military) where <strong>the</strong><br />
lea<strong>the</strong>ry mammalian eggs are incubated and<br />
Malvernian children are raised and educated.<br />
All female Malvernians have a religious duty to<br />
provide fertilized eggs to <strong>the</strong> Hatcheries at least<br />
twice during <strong>the</strong>ir lifecycle. The Sisterhood keeps<br />
extensive records <strong>of</strong> <strong>the</strong>se donations which are<br />
as much practical as spiritual. Some females feel<br />
it is <strong>the</strong>ir duty to perpetuate <strong>the</strong> species and thus<br />
deliver eggs to <strong>the</strong> Hatcheries with alarming<br />
regularity. The Sisterhood uses <strong>the</strong> aforementioned<br />
records to ensure <strong>the</strong> stability <strong>of</strong> <strong>the</strong> gene pool.<br />
The Shining Sisterhood has <strong>the</strong> option to<br />
dispose <strong>of</strong> any fertilized eggs for any reason.<br />
Genetic testing on all eggs ensures that no one<br />
from <strong>the</strong> Dark Bro<strong>the</strong>rhood’s list <strong>of</strong> heretics is<br />
allowed to slip <strong>the</strong>ir seed into <strong>the</strong> gene pool.<br />
The Sisterhood also supervises all executions <strong>of</strong><br />
criminals and traitors as an extension <strong>of</strong> <strong>the</strong>ir<br />
duty to purge fl awed eggs and, <strong>the</strong>refore, has<br />
a close working relationship with <strong>the</strong> police<br />
20<br />
forces. Most high-ranking civilian police<br />
are female and members <strong>of</strong> <strong>the</strong> Sisterhood.<br />
Most Malvernian communities <strong>of</strong> any size have<br />
local chapters <strong>of</strong> <strong>the</strong> Shining Sisterhood. Larger<br />
communities will have <strong>the</strong>ir own hatcheries,<br />
while smaller worlds will send <strong>the</strong> eggs <strong>of</strong>fworld<br />
to be cared for and educated. On non-<br />
Malvernian controlled worlds with smaller<br />
populations, many Malvernians have readopted<br />
<strong>the</strong> family unit, and <strong>the</strong> young are hatched and<br />
raised naturally. The Church and <strong>the</strong> Sisterhood<br />
frown upon this practice, as it puts <strong>the</strong>se<br />
Malvernians outside <strong>the</strong>ir sphere <strong>of</strong> control.<br />
The Shining Sisterhood has produced an<br />
indoctrination program geared toward non-<br />
Malvernian converts. This involves months <strong>of</strong><br />
hypno<strong>the</strong>rapy and somnolent indoctrination<br />
into <strong>the</strong> Khardullian religion. The experience<br />
<strong>of</strong> non-Malvernian converts is less intense,<br />
but it <strong>of</strong>ten has a greater psychological effect<br />
upon <strong>the</strong>m. Still, <strong>the</strong>re are converts who do not<br />
respond to indoctrination and give up, leaving<br />
<strong>the</strong> faith behind.
The Grand Inquisitor guides <strong>the</strong> Military Forces<br />
<strong>of</strong> <strong>the</strong> Empire. The Inquisitor is <strong>the</strong> supreme<br />
high commander though he will appoint<br />
Seraphim. The Seraphim Council governs<br />
<strong>the</strong> actual progress <strong>of</strong> all military operations.<br />
Each Targulla (Regiment) marches fi guratively<br />
(but sometimes literally) into battle with a<br />
crooked staff (<strong>the</strong> symbol <strong>of</strong> <strong>the</strong> Khardullan<br />
Religion) blessed by <strong>the</strong> hand <strong>of</strong> <strong>the</strong> Grand<br />
Inquisitor himself. The regimental Targulla Hook<br />
exemplifi es <strong>the</strong> Malvernian soldier. He or she<br />
marches into battle against <strong>the</strong> foes <strong>of</strong> Malvernis<br />
with <strong>the</strong> blessings <strong>of</strong> <strong>the</strong> Grand Inquisitor, and<br />
<strong>the</strong>refore <strong>the</strong> Prophet, and <strong>the</strong>refore The Creator.<br />
Most Malvernian units also include a number<br />
<strong>of</strong> Inquisitors. The Inquisitors spur <strong>the</strong> troops<br />
onto greater glory for <strong>the</strong> good <strong>of</strong> Khardullis<br />
and <strong>the</strong> Empire, watch <strong>the</strong> troops for acts <strong>of</strong><br />
heresy, and stamp out those whose loyalty<br />
to <strong>the</strong> Onyx Throne may be called into<br />
question. While most <strong>of</strong> <strong>the</strong>se Inquisitors<br />
also hold rank as <strong>of</strong>fi cers, it is rare to see an<br />
Inquisitor leading a unit above Company size.<br />
Legendary Units:<br />
1st Targulla<br />
Nickname(s): High<br />
Guard<br />
Headquarters: Capella<br />
Prime<br />
Commander: High<br />
Genarix Mangu Timar<br />
Battle Honors: 35<br />
Honors <strong>of</strong> <strong>the</strong> Faithful, 42<br />
Orders <strong>of</strong> <strong>the</strong> Black Onyx<br />
Fist, 96 Orders <strong>of</strong> <strong>the</strong> Red<br />
Fist<br />
Notes: The High Guard is<br />
<strong>the</strong> prize <strong>of</strong> <strong>the</strong> Empire’s<br />
army. Comprised <strong>of</strong> <strong>the</strong><br />
most experienced warriors<br />
and <strong>the</strong> best equipment, it is suited for any<br />
21<br />
role. Only <strong>the</strong> most faithful Khardullans are<br />
allowed to serve in this targulla, and many<br />
High Inquisitors have risen from <strong>the</strong>ir ranks.<br />
77th Targulla<br />
Nickname(s): Ice<br />
Lightning<br />
Headquarters: Petard,<br />
Priam (14)<br />
Commander: Genarix<br />
Karras Kothmore<br />
Battle Honors: 34<br />
Honors <strong>of</strong> <strong>the</strong> Faithful, 39<br />
Orders <strong>of</strong> <strong>the</strong> Black Onyx<br />
Fist, 74 Orders <strong>of</strong> <strong>the</strong> Red<br />
Fist<br />
Notes: Fast, decisive,<br />
this unit is renowned for<br />
its quick strike abilities.<br />
Relying on <strong>the</strong> most<br />
manueverable combat assets available, this<br />
targulla can tie an enemy unit in knots before<br />
sliding <strong>the</strong> noose closed and locking <strong>the</strong>m in a<br />
strangle hold.<br />
165th Assault Targulla<br />
Nickname(s): Heavy Mag<br />
Headquarters: Beltar,<br />
Syrma (165)<br />
Commander: High<br />
Genarix Lorac Geng<br />
Battle Honors: 28<br />
Honors <strong>of</strong> <strong>the</strong> Faithful, 58<br />
Orders <strong>of</strong> <strong>the</strong> Black Onyx<br />
Fist, 96 Orders <strong>of</strong> <strong>the</strong> Red<br />
Fist<br />
Notes: Easily <strong>the</strong> heaviest<br />
unit in <strong>the</strong> galaxy, <strong>the</strong><br />
Heavy Mag is comprised<br />
primarily <strong>of</strong> heavy <strong>CAV</strong><br />
and main battle tanks. This unit is known for<br />
its simple yet effective tactic <strong>of</strong> breaking <strong>the</strong><br />
enemy: sheer weight and brute force.
Mohr is orbited by twin moons, Vhas and<br />
Mydean, whose gravitational pulls cause<br />
frequent earthquakes and volcanic eruptions<br />
making Mohr a violent and temperamental<br />
world. The huge equatorial jungles <strong>of</strong> Mohr<br />
teem with predators, diseases, and plant life<br />
hostile to everything. Mohr has no oceans but<br />
many large, deep seas that ebb and surge with<br />
<strong>the</strong> twin moons’ pull. High and jagged mountain<br />
ranges separate <strong>the</strong> jungles from <strong>the</strong> vast deserts<br />
that eventually transform to broad steppes. The<br />
atmosphere <strong>of</strong> Mohr see<strong>the</strong>s and crackles with<br />
electrical storms bathing large areas in truly<br />
spectacular lightning discharges for a good<br />
portion <strong>of</strong> <strong>the</strong> planetary year. It is from <strong>the</strong>se very<br />
storms that <strong>the</strong> Rach derive <strong>the</strong>ir creation story<br />
in <strong>the</strong>ir primary religious text <strong>the</strong> Tharett-Ka or<br />
“Book <strong>of</strong> Omens.” They see <strong>the</strong>mselves as having<br />
been created in <strong>the</strong> “Progenitor Storm” from<br />
22<br />
RACH EMPIRE<br />
Government: Empire <strong>of</strong> The Rach<br />
Star Systems<br />
Home: Mohr (31)<br />
Major: Aeneas (46)<br />
Total: 22<br />
Census Estimate: 91 billion<br />
Racial Composition: 97% Rach, 3% O<strong>the</strong>r<br />
<strong>the</strong> stones, rivers, wind, and lightning <strong>of</strong> Mohr.<br />
The single largest arable stretch <strong>of</strong> land is <strong>the</strong><br />
Monglash Steppes, on <strong>the</strong> nor<strong>the</strong>rn continent,<br />
which is home to most <strong>of</strong> Mohr’s population.<br />
The main economic centers are Sua-Khresh and<br />
Mygar. The Kaharach resides in his palace in<br />
Mygar on <strong>the</strong> nor<strong>the</strong>rn continent; while <strong>the</strong> UCOR<br />
Koda Works is headquartered in Sua-Khresh on<br />
<strong>the</strong> less populous sou<strong>the</strong>rn continent.<br />
Excerpt from Eleanor’s Notes in Syde’s<br />
Guide to <strong>the</strong> Galaxy:<br />
Visitors to Mohr should take <strong>the</strong> opportunity<br />
to visit <strong>the</strong> Rach Imperial Museum. Within this<br />
wing to <strong>the</strong> Kaharachs sprawling palace complex<br />
are <strong>the</strong> collected racial works <strong>of</strong> Mohr’s greatest<br />
painters, poets, and sculptors. You will no doubt,<br />
as I was, be moved to deep displays <strong>of</strong> emotion<br />
by <strong>the</strong> beauty <strong>of</strong> traditional Rach art.
The Rach have a caste system <strong>of</strong> government<br />
known as <strong>the</strong> Takrorah, meaning “expansion<br />
method.” The fi rst Emperor, or Kaharach, Konta,<br />
laid <strong>the</strong> foundation for <strong>the</strong> Rach Empire that we<br />
know today. All facets <strong>of</strong> life are regimented<br />
by <strong>the</strong> caste system. This system dictates<br />
daily activity within a given caste according<br />
to an individual’s growth, both physically and<br />
mentally, from birth. There are six major castes,<br />
each with an untold amount <strong>of</strong> sub castes and<br />
careers. They are, in order <strong>of</strong> prestige: Imperial,<br />
Warrior, Educator, Food Creator, Diplomat and<br />
Merchant.<br />
The Imperial Caste is <strong>the</strong> governing body <strong>of</strong> <strong>the</strong><br />
Rach with <strong>the</strong> Kaharach at its head. The Kaharach<br />
The Rach descended from bipedal catlike beasts<br />
<strong>of</strong> <strong>the</strong> Kor Mountains. A carnivorous pack<br />
animal, <strong>the</strong>y eventually hunted <strong>the</strong>ir homeland<br />
dry <strong>of</strong> food sources and <strong>the</strong> great pack was<br />
split by its Alphas and sent in four directions<br />
to fi nd more food sources and new lands for<br />
<strong>the</strong> pack. These beasts quickly moved to <strong>the</strong> top<br />
<strong>of</strong> <strong>the</strong> food chain with <strong>the</strong>ir outstanding ability<br />
to adapt to even <strong>the</strong> harshest environments<br />
within only a few generations. Eventually <strong>the</strong>y<br />
could be found everywhere on Mohr and<br />
became <strong>the</strong> Tribes <strong>of</strong> <strong>the</strong> Rach we know today.<br />
Confl ict is a large part <strong>of</strong> Rach society, and<br />
<strong>the</strong>y have fought too many wars to count<br />
over <strong>the</strong> centuries. Since before <strong>the</strong> time <strong>of</strong><br />
<strong>the</strong> fi rst Kaharach, physical confrontation has<br />
been a mainstay <strong>of</strong> <strong>the</strong>ir lives. Rach tribes<br />
fought war after war attempting to fulfi ll <strong>the</strong><br />
prophecy <strong>of</strong> <strong>the</strong> Kaharach laid down by <strong>the</strong>ir<br />
ancestors until, fi nally, one Rach united <strong>the</strong><br />
tribes by conquering <strong>the</strong>m all, fulfi lling <strong>the</strong><br />
prophecy <strong>of</strong> Kaharach. His name was Konta <strong>of</strong><br />
<strong>the</strong> Dakan tribe and his legacy lives on through<br />
23<br />
dictates law and is advised by councilors from<br />
each Tribe. Originally <strong>the</strong> Rach were divided<br />
into a thousand tribes, but <strong>the</strong> early days <strong>of</strong> <strong>the</strong><br />
Season <strong>of</strong> Storms took <strong>the</strong>ir toll and dramatically<br />
reduced <strong>the</strong> actual number <strong>of</strong> tribes. Today<br />
<strong>the</strong>re are <strong>of</strong>fi cially 612 tribes and, while<br />
reduced in numbers, it still equates to a large<br />
number <strong>of</strong> councilors attending <strong>the</strong> Imperial<br />
Council. With all <strong>of</strong> <strong>the</strong> tribes nominating<br />
a member <strong>of</strong> <strong>the</strong> Diplomat caste as <strong>the</strong>ir<br />
representatives, debates in <strong>the</strong> Imperial Council<br />
are <strong>of</strong>ten lengthy and may become heated or<br />
occasionally violent because <strong>the</strong> councilors<br />
<strong>of</strong>ten disagree on <strong>the</strong> best courses <strong>of</strong> action.<br />
The Kaharach has <strong>the</strong> fi nal say over all matters.<br />
<strong>the</strong> actions and deeds <strong>of</strong> <strong>the</strong> current Kaharach.<br />
Over <strong>the</strong> next several centuries <strong>the</strong> Rach<br />
fl ourished under <strong>the</strong> Kaharach’s. Advances in<br />
science, medicine, and culture allowed <strong>the</strong> Rach<br />
to live longer and more peaceful lives to <strong>the</strong> point<br />
that some began to believe <strong>the</strong>y were becoming<br />
“dull” and losing <strong>the</strong>ir warrior spirit. To reverse<br />
this trend, <strong>the</strong> 42nd Kaharach, Yonga, set aside<br />
one thousand tracts <strong>of</strong> land encompassing all <strong>the</strong><br />
varied terrain types <strong>of</strong> Mohr and decreed that<br />
no less than ten percent <strong>of</strong> <strong>the</strong> Rach should be<br />
at war at all times. One hundred <strong>of</strong> <strong>the</strong> thousand<br />
tribes were called to <strong>the</strong> Tobach Rik, or “Fields<br />
<strong>of</strong> Glory,” where <strong>the</strong>y were given an opponent,<br />
a date, a battlefi eld, and told <strong>the</strong>y had one year<br />
to prepare for battle. Thus began The Season <strong>of</strong><br />
Storms. Countless thousands <strong>of</strong> Rach perished<br />
over <strong>the</strong> next decade as all <strong>of</strong> <strong>the</strong> thousand tribes<br />
took <strong>the</strong>ir turns and were blooded in battle.<br />
The 51st Kaharach, Gharl <strong>the</strong> Evenhanded<br />
deemed that tribes need not send <strong>the</strong>ir entire<br />
population and should instead send a tenth<br />
composed <strong>of</strong> <strong>the</strong>ir fi nest warriors as determined<br />
by martial contests within each tribe. This
ensured that no tribe would perish if <strong>the</strong>y didn’t<br />
fare well. Gharl also expanded <strong>the</strong> Season <strong>of</strong><br />
Storms to be fought until only one tribe stood<br />
victorious. The winning tribe <strong>of</strong> <strong>the</strong> Season <strong>of</strong><br />
Storms is declared <strong>the</strong> Ongban (<strong>the</strong> Talon <strong>of</strong> <strong>the</strong><br />
Empire) and given a share <strong>of</strong> <strong>the</strong> taxes and tribute<br />
At <strong>the</strong> conclusion <strong>of</strong> <strong>the</strong> year’s battles, a great<br />
festival is held lasting almost a month. During<br />
this time, one hundred <strong>of</strong> <strong>the</strong> greatest warriors<br />
from that year’s fi ghting tribes, fi fty male and<br />
fi fty female, enter into <strong>the</strong> temple <strong>of</strong> Keteesa at<br />
dusk and spend <strong>the</strong> night “hunting” each o<strong>the</strong>r<br />
in total darkness. The Rach’s acute senses <strong>of</strong><br />
hearing and smell allow <strong>the</strong>m to fi nd a member<br />
<strong>of</strong> <strong>the</strong> opposite sex and mate. At dawn, <strong>the</strong><br />
warriors leave <strong>the</strong> temple <strong>of</strong>ten not knowing<br />
who <strong>the</strong>ir night’s mate was. The children<br />
produced from <strong>the</strong>se unions are referred to as<br />
“war-born” and are held in high esteem by <strong>the</strong>ir<br />
tribes throughout <strong>the</strong>ir lives. This ceremony aids<br />
in keeping <strong>the</strong> gene pool <strong>of</strong> each tribe from<br />
stagnating and also ensures <strong>the</strong> genetics <strong>of</strong> <strong>the</strong><br />
greatest warriors thrive. Not all Rach children<br />
come into <strong>the</strong> galaxy in this way, however.<br />
The Rach hold no cultural taboo against crossing<br />
castes; <strong>the</strong>re is only guilt and peer pressure<br />
brought on by approving/disapproving parents<br />
or friends. In any instances <strong>of</strong> caste crossing,<br />
<strong>the</strong> Rach performs <strong>the</strong> Lahva Brai ritual, or<br />
<strong>the</strong> “Passing Ordeal,” to renounce <strong>the</strong>ir former<br />
caste’s privileges and responsibilities and take<br />
on <strong>the</strong> ones <strong>of</strong> <strong>the</strong>ir new caste. Once done,<br />
acceptance into <strong>the</strong> new caste is dependent on<br />
<strong>the</strong> individual Rach’s own merits. It is all but<br />
impossible to renounce into <strong>the</strong> Warrior Caste,<br />
but it has been done. This usually involves a great<br />
deal <strong>of</strong> fi ghting, duels, bloodshed, and injuries.<br />
Membership in <strong>the</strong> Imperial caste is based on<br />
bloodlines, thus an Imperial can pass out <strong>of</strong> <strong>the</strong><br />
Imperial caste at will, but only <strong>the</strong> Emperor, who<br />
must be present at <strong>the</strong> Lahva Brai, may accept<br />
someone into <strong>the</strong> Imperial Caste. No Emperor,<br />
in over 4000 years, has accepted anyone into<br />
24<br />
paid by <strong>the</strong> o<strong>the</strong>r ninety-nine fi ghting tribes<br />
that year. The winning <strong>of</strong> <strong>the</strong> title “Ongban” is<br />
<strong>the</strong> highest honor that can be achieved in <strong>the</strong><br />
Rach culture. This drives <strong>the</strong> Rach to keep <strong>the</strong>ir<br />
bodies, or “temples <strong>of</strong> war,” amazing examples<br />
<strong>of</strong> fi tness and strength.<br />
<strong>the</strong> Imperial Caste unless <strong>the</strong>y fi rst came from<br />
<strong>the</strong> Warrior Caste.<br />
A visitor to Mohr will fi nd <strong>the</strong> cities much<br />
different from cities elsewhere. The severe<br />
wea<strong>the</strong>r conditions <strong>of</strong> Mohr keep <strong>the</strong> Rach from<br />
building <strong>the</strong> enormous, soaring buildings found<br />
so commonly on o<strong>the</strong>r worlds. Rach cities tend<br />
to sprawl for many dozens <strong>of</strong> kilometers in<br />
every direction with no more than three to four<br />
story buildings being typical. Rach architecture<br />
runs toward <strong>the</strong> utilitarian as opposed to <strong>the</strong><br />
aes<strong>the</strong>tic. A common building material is a<br />
volcanic hardened, clay-like material that is<br />
formed into slabs or bricks and extremely<br />
resistant to Mohr’s harsh environment. Non-<br />
Rach are well-served by purchasing a fi lter-mask<br />
before leaving <strong>the</strong> spaceport as dust storms are<br />
frequent, and this fi ne, ochre colored sand tends<br />
to accumulate in even <strong>the</strong> smallest opening.<br />
Crime on <strong>the</strong> Rach home world is practically<br />
unknown, as <strong>the</strong> Rach consider any crime an
<strong>of</strong>fense against <strong>the</strong> Emperor and, <strong>the</strong>refore,<br />
treasonous. The Rach judicial system is harsh and<br />
draconian by most <strong>of</strong> <strong>the</strong> galaxies’ standards,<br />
and <strong>the</strong> sentence <strong>of</strong> death is commonplace.<br />
When or if <strong>the</strong> death sentence is imposed,<br />
<strong>the</strong> criminal is <strong>of</strong>ten given <strong>the</strong> opportunity<br />
to take <strong>the</strong>ir own life <strong>the</strong>reby salvaging<br />
<strong>the</strong>ir honor and wiping <strong>the</strong> stain <strong>of</strong> <strong>the</strong>ir<br />
transgression from <strong>the</strong>ir family, tribe, and caste.<br />
The Dakan Kharl unit is infamous in <strong>the</strong> pop<br />
The size <strong>of</strong> <strong>the</strong> Rach military fl uctuates depending<br />
on <strong>the</strong> Emperor’s needs. During times <strong>of</strong> peace,<br />
approximately a tenth <strong>of</strong> <strong>the</strong> population is<br />
devoted to <strong>the</strong> Imperial Army. A time <strong>of</strong> war<br />
can see <strong>the</strong>se numbers jump to as much as a<br />
quarter or even a third <strong>of</strong> <strong>the</strong> population in<br />
uniform as was seen during <strong>the</strong> last Galaxy War.<br />
Legendary Units<br />
The Kharlong<br />
The Kharlong is <strong>the</strong><br />
Kaharach’s personal<br />
bodyguard and oversees<br />
<strong>the</strong> security <strong>of</strong> <strong>the</strong> Imperial<br />
Palace. The force is primarily<br />
composed <strong>of</strong> former Ong<br />
Bak winners who pledge<br />
<strong>the</strong>mselves to <strong>the</strong> protection<br />
<strong>of</strong> <strong>the</strong> Emperor. Since <strong>the</strong>y<br />
have resided in <strong>the</strong> palace,<br />
an insurgency has not taken<br />
place. They are primarily<br />
composed <strong>of</strong> specialty<br />
infantry, armored, and <strong>CAV</strong> units along with<br />
<strong>the</strong>ir support.<br />
25<br />
culture <strong>of</strong> <strong>the</strong> Rach due to an interesting quirk<br />
<strong>of</strong> <strong>the</strong> entertainment industry. Whenever an<br />
“evil Rach” character is needed, it will invariably<br />
carry <strong>the</strong> markings and blood red uniform <strong>of</strong><br />
<strong>the</strong> Dakan Kharl. Whenever a “noble Rach” is<br />
required, <strong>the</strong> Kharlong black and silver uniform<br />
is used along with <strong>the</strong> fl ying Kharl emblem. The<br />
most famous Dakan Kharl villain is “Tchaikoan<br />
Korakh.” He is <strong>the</strong> brutal and cunning archnemesis<br />
<strong>of</strong> <strong>the</strong> hero, Avar Max’Gar.<br />
The Ong Moguk Rann<br />
The Moguk tribe has<br />
produced exemplary warriors<br />
since <strong>the</strong>ir fi rst win during<br />
<strong>the</strong> Season <strong>of</strong> Storms. Since<br />
<strong>the</strong>n, <strong>the</strong>y have produced<br />
<strong>the</strong> Ong Ban 34 times. They<br />
hold a competition each<br />
year to accept more tribe<br />
members and <strong>the</strong>y are <strong>the</strong><br />
only tribe which allows o<strong>the</strong>r<br />
tribes’ members to join. The<br />
bulk <strong>of</strong> <strong>the</strong>ir tribe is made <strong>of</strong><br />
warriors, and <strong>the</strong>ir record in<br />
<strong>the</strong> Season <strong>of</strong> Storms refl ects this.<br />
Dakan Kharl<br />
The Dakan Kharl is <strong>the</strong><br />
Imperial bloodline tribe.<br />
This tribe enjoys 21 wins<br />
during <strong>the</strong> Season <strong>of</strong> Storms<br />
and possesses <strong>the</strong> unique<br />
distinction <strong>of</strong> maintaining<br />
seven Bokh comprised <strong>of</strong><br />
tribe members, which is three<br />
Bokh more than any o<strong>the</strong>r<br />
tribe. Their infantry members<br />
are feared even amongst <strong>the</strong><br />
Rach <strong>the</strong>mselves for <strong>the</strong>ir<br />
brutality and bloodlust.
Avalorr’s second continent, Ritter, is comprised<br />
<strong>of</strong> four states with each <strong>of</strong>fering a unique<br />
destination for travelers. Schwarzenwald <strong>of</strong>fers<br />
<strong>the</strong> largest forests on <strong>the</strong> planet which are home<br />
to some <strong>of</strong> <strong>the</strong> best hunting in <strong>the</strong> galaxy. In<br />
Nebensee, your evenings can be spent in<br />
comfort at any number <strong>of</strong> ocean-side resorts,<br />
enjoying <strong>the</strong> best seafood Ritter has to <strong>of</strong>fer,<br />
Ritterlich is led by <strong>the</strong> Chancellor <strong>of</strong> <strong>the</strong><br />
Confederacy, an <strong>of</strong>fi ce currently held by<br />
Margrave Commodore Ulan Albresch, who<br />
rose to popularity after <strong>the</strong> First Galaxy War.<br />
Selected by popular election every eight years,<br />
it is <strong>the</strong> Chancellor’s duty to oversee <strong>the</strong> day-to-<br />
The warrior-king Klaus Goetter said, “Ritterlich<br />
is a people, not a place,” and scholars have<br />
been debating what he meant ever since. Most<br />
26<br />
RITTERLICH<br />
Government: The Ritterlich Confederacy<br />
Star Systems<br />
Home: Avalorr (0) (Offi cial), Neuritter<br />
(189) (Un<strong>of</strong>fi cial)<br />
Major: Crater (35), Neuritter (aka Cygni)<br />
(189), Gladatores (29), Rigel (32)<br />
Total: 18<br />
Census Estimate: 90 billion<br />
Racial Composition: 96% Ritterlich, 2%<br />
Adonese, 1% Terran, 1% O<strong>the</strong>r<br />
while passing <strong>the</strong> days exploring ancient desert<br />
ruins or nearby jungle wildlife. Weisburg <strong>of</strong>fers<br />
varying terrain for <strong>the</strong> seasoned traveler, as its<br />
sou<strong>the</strong>rn deserts give way to jungle rain forests<br />
and forested mountain ranges before reaching<br />
Ritter’s nor<strong>the</strong>rn shores. Dornheim’s prairies<br />
and rolling hills provide a relaxing alternative to<br />
<strong>the</strong> commotion <strong>of</strong> everyday life and is a popular<br />
getaway for <strong>the</strong> Ritterlich <strong>the</strong>mselves.<br />
day operations <strong>of</strong> <strong>the</strong> government and ensure<br />
that all <strong>of</strong> <strong>the</strong> vast holdings <strong>of</strong> <strong>the</strong> Confederacy<br />
are working toge<strong>the</strong>r smoothly. His actions are<br />
supervised by Parliament, whose members<br />
are elected every four years to represent<br />
<strong>the</strong>ir native states both on and <strong>of</strong>f planet.<br />
believe that it is <strong>the</strong> warrior spirit that lives<br />
within a Ritterlich citizen, regardless <strong>of</strong> location,<br />
that spawned <strong>the</strong> statement.
The Ritterlich Confederacy was originally formed<br />
from four member states: Dornheim, Nebensee,<br />
Schwarzenwald, and Weisburg, which split <strong>the</strong><br />
Ritterlich continent <strong>of</strong> <strong>the</strong> planet Avalorr.<br />
In 443, King Goetter <strong>of</strong> Dornheim formed<br />
an alliance with <strong>the</strong> two main tribes from<br />
Schwarzenwald and swept <strong>the</strong> continent with an<br />
unstoppable might. The Great Peace <strong>of</strong> King <strong>of</strong><br />
Kings Goetter lasted for fi ve hundred years, but<br />
Travelers should fi rst be aware <strong>of</strong> <strong>the</strong> Ritterlich<br />
dining customs. The Ritterlich are carnivores<br />
and, for <strong>the</strong> most part, prefer <strong>the</strong>ir meals raw.<br />
Most traditional restaurants maintain <strong>the</strong>ir own<br />
livestock pens on <strong>the</strong> grounds to provide <strong>the</strong>ir<br />
patrons with a fresh meal. Being carnivores,<br />
<strong>the</strong>y rarely eat grains, breads, and vegetables,<br />
so when choosing a dining establishment, <strong>the</strong><br />
wise tourist will look for menus featuring non-<br />
Ritterlich entrees as well. This is not to say<br />
that all Ritterlich dishes should be avoided! In<br />
fact, when cooked to normal Terran standards,<br />
<strong>the</strong> Razorhorn fl ank steak is a delicacy that no<br />
one should miss. Be sure, however, to politely<br />
refuse <strong>the</strong> blood-wine if your waiter suggests it.<br />
Animal blood is a staple <strong>of</strong> <strong>the</strong> Ritterlich diet<br />
and <strong>the</strong>y enjoy it as most races do alcoholic<br />
beverages. The smell is usually too much for<br />
<strong>the</strong> average Adonese or Terran and it requires<br />
an incredible amount <strong>of</strong> intestinal fortitude to<br />
dine among <strong>the</strong> Ritterlich. Those who choose<br />
to dine in a traditional establishment will<br />
most likely fi nd a group ga<strong>the</strong>red around a<br />
table, making polite conversation, and simply<br />
enjoying a glass <strong>of</strong> blood. The Ritterlich’s slow<br />
metabolism requires <strong>the</strong>m to eat full meals<br />
only once every few days, and <strong>the</strong> protein<br />
provided in a goblet or two <strong>of</strong> blood is more<br />
than enough to sustain <strong>the</strong>m between meals.<br />
Depending on <strong>the</strong> quality <strong>of</strong> <strong>the</strong> establishment you<br />
patronize, you might fi nd yourself lucky enough<br />
to rub elbows with royalty. While Ritterlich hasn’t<br />
had a King <strong>of</strong> Kings for twelve hundred years,<br />
27<br />
divisions inside <strong>the</strong> kingdom eventually eroded<br />
<strong>the</strong> power <strong>of</strong> <strong>the</strong> throne and <strong>the</strong> kingdom fell<br />
into chaos. In 897, Graustein was sacked by a<br />
faction army from Weisburg, and <strong>the</strong> king, <strong>the</strong>n<br />
King <strong>of</strong> Kings Neimechech, was beheaded. Oden<br />
Blackthorne, war leader and charismatic warrior<br />
<strong>of</strong> <strong>the</strong> Weisburg army, claimed <strong>the</strong> throne.<br />
Today, <strong>the</strong> Confederacy is run by Chancellor<br />
William M. Albrecht.<br />
it still has many families that can trace <strong>the</strong>ir<br />
ancestry back to <strong>the</strong> nobles <strong>of</strong> that time. These<br />
families comprise <strong>the</strong> Aristocracy that forms<br />
Ritterlich’s upper crust in society, government,<br />
and <strong>the</strong> military. A man could be <strong>the</strong> richest<br />
businessman, <strong>the</strong> highest-ranking <strong>of</strong>fi cer, or <strong>the</strong><br />
biggest movie star in <strong>the</strong> galaxy, but without<br />
a title, he would not be anything in Ritterlich.<br />
Roughly one in ten Ritterlich can count <strong>the</strong>mselves<br />
among <strong>the</strong> Aristocracy, with <strong>the</strong> majority <strong>of</strong> <strong>the</strong>m<br />
being in <strong>the</strong> Gentry. These men and women<br />
can trace <strong>the</strong>ir familial lines back to nobility in<br />
ancient Ritterlich but have not received a title <strong>of</strong><br />
<strong>the</strong>ir own. The Gentry would still be considered<br />
upper class by most societies, but on Ritterlich,<br />
<strong>the</strong>y fi nd <strong>the</strong>mselves on <strong>the</strong> outside looking<br />
in. Thus, <strong>the</strong>y are always searching for ways to<br />
prove <strong>the</strong>mselves worthy <strong>of</strong> entitlement. Military<br />
service is <strong>the</strong> most common means <strong>of</strong> earning<br />
a title, although service to <strong>the</strong> Confederacy<br />
through o<strong>the</strong>r disciplines is possible too.<br />
A factor in <strong>the</strong> perceived coldness <strong>of</strong> Ritterlich is<br />
<strong>the</strong>ir Empathic abilities, which allow <strong>the</strong>m to sense<br />
ano<strong>the</strong>r being’s mood and intent, regardless <strong>of</strong><br />
race or species. It is this empathy that has forced<br />
<strong>the</strong> Ritterlich to take on such a cool demeanor in<br />
public, lest <strong>the</strong>y broadcast <strong>the</strong>ir personal feelings<br />
to every o<strong>the</strong>r Ritterlich in sight. This <strong>of</strong>ten leads<br />
foreigners to <strong>the</strong> false opinion that all Ritterlich<br />
are cold and heartless, when in reality <strong>the</strong>y are<br />
simply preventing <strong>the</strong>ir countrymen from being<br />
inundated by countless waves <strong>of</strong> emotions.
Ritterlich claims to have <strong>the</strong> best hunting in <strong>the</strong><br />
galaxy, and we’ve been hard pressed to prove<br />
<strong>the</strong>m wrong. Their empathic sense gives <strong>the</strong><br />
hunter a connection with his prey that no o<strong>the</strong>r<br />
race can manage. In order for <strong>the</strong>ir empathy to<br />
work, <strong>the</strong> Ritterlich have to actually be able to<br />
see <strong>the</strong> individual <strong>the</strong>y’re attempting to read.<br />
The ancient tradition <strong>of</strong> Blooding, which involves<br />
The Ritterlich are perhaps <strong>the</strong> most patriotic <strong>of</strong><br />
<strong>the</strong> known races. A full eighty percent <strong>of</strong> <strong>the</strong><br />
Confederacy’s population has served at least<br />
a two-year term in one <strong>of</strong> <strong>the</strong> armed forces,<br />
even though service is required by nothing<br />
more strict than society’s approval. Most <strong>of</strong><br />
<strong>the</strong>se people serve a few years in <strong>the</strong> enlisted<br />
ranks and <strong>the</strong>n move on to common life. But, a<br />
select few will work <strong>the</strong>ir way through <strong>the</strong> many<br />
military academies found throughout Ritterlich<br />
space and join <strong>the</strong> commissioned ranks.<br />
In Ritterlich culture, only one station in life is<br />
held in higher regard than being among <strong>the</strong> ranks<br />
<strong>of</strong> <strong>the</strong> Aristocracy, and that is being an <strong>of</strong>fi cer<br />
in <strong>the</strong> military. With rank, comes entitlement,<br />
so when a Training Lieutenant or Midshipman<br />
28<br />
<strong>the</strong> Ritterlich actually consuming ano<strong>the</strong>r<br />
individual’s blood, heightens <strong>the</strong> awareness<br />
to a point where <strong>the</strong> hunter can track his prey<br />
through <strong>the</strong>ir bond even when miles separate<br />
<strong>the</strong> two. On most hunts, as part <strong>of</strong> <strong>the</strong> Blooding,<br />
a hunter’s fi rst shot will actually be aimed to<br />
only wound <strong>the</strong> animal. The individual hunter<br />
will <strong>the</strong>n part from his hunting party and track<br />
down his prey alone in order to better savor its<br />
fi nal emotions.<br />
Noble Ranks<br />
Prince – honorary only, as <strong>the</strong> Chancellor is an<br />
elected <strong>of</strong>fi cial<br />
Duke<br />
Margrave – exists only <strong>of</strong>f Avalorr<br />
Count<br />
Viscount<br />
Baron<br />
Knight<br />
Esquire<br />
Gentry (descended from a titled family,<br />
but no title <strong>of</strong> <strong>the</strong>ir own)<br />
receives his commission to Lieutenant, he also<br />
receives <strong>the</strong> title <strong>of</strong> Esquire for his service to <strong>the</strong><br />
Confederacy. As one moves up <strong>the</strong> ranks <strong>of</strong> <strong>the</strong><br />
military during his career, he also moves up <strong>the</strong><br />
ranks <strong>of</strong> <strong>the</strong> Aristocracy ensuring that his social<br />
station is always equal to his military station.<br />
Naturally, Ritterlich military academies are<br />
fl ooded every year with applications. The<br />
application committees narrow <strong>the</strong> applicants<br />
down to <strong>the</strong> top echelon, and <strong>the</strong> fi rst physical<br />
years <strong>of</strong> “war college” weed out even more. Those<br />
who graduate ten years later are some <strong>of</strong> <strong>the</strong><br />
best trained and educated leaders in existence.<br />
There is an alternate way into <strong>the</strong> ranks <strong>of</strong> <strong>the</strong><br />
military select; <strong>the</strong>re is a small loophole that
tradition has kept open since medieval times.<br />
Any individual with enough money to fi eld and<br />
maintain his own company is granted full rank<br />
in <strong>the</strong> Ritterlich military in accordance with <strong>the</strong><br />
size <strong>of</strong> <strong>the</strong> unit he commands. Luckily for <strong>the</strong><br />
Ritterlich, <strong>the</strong> cost <strong>of</strong> buying and supplying a<br />
modern-day military unit is so astronomical<br />
that less than a score have bo<strong>the</strong>red to<br />
do so in <strong>the</strong> past century. Those who did<br />
mostly mustered infantry divisions, earning<br />
<strong>the</strong>mselves <strong>the</strong> rank <strong>of</strong> Lieutenant or Captain.<br />
The Second Galaxy War has caused a drastic<br />
increase in <strong>the</strong> number <strong>of</strong> men and women<br />
seeking to purchase commissions. Many First<br />
Galaxy War veterans made good money while<br />
serving with mercenary companies like Kolditz<br />
and General Drake after <strong>the</strong> war. Now <strong>the</strong>y’re<br />
using that money to buy <strong>the</strong>ir way into <strong>the</strong><br />
<strong>of</strong>fi cers’ corps, ra<strong>the</strong>r than waiting to be recalled<br />
to active duty in <strong>the</strong> enlisted ranks.<br />
Legendary Units<br />
1st Schvarzenvaalt Abdeilusch<br />
Nickname(s): Protectors <strong>of</strong> Honor<br />
Headquarters:<br />
Classifi ed<br />
Commander:<br />
PfaahnRich-Haaz<br />
Madaius fos Yaamarin<br />
Battle Honors: Golden<br />
Eagle, Blood Eagle,<br />
Silver Dagger<br />
Notes: The 1st<br />
Schvarzenvaalt is a<br />
unit that became<br />
especially famous<br />
among its foes during<br />
<strong>the</strong> Galaxy War.<br />
Several major surrenders (including many<br />
<strong>of</strong> <strong>the</strong> defeated Alliance troops at Procyon)<br />
were handled by <strong>the</strong> 1st. Their honorable<br />
treatment <strong>of</strong> defeated earned <strong>the</strong>m high<br />
praise in <strong>the</strong> civilian world and laurels for <strong>the</strong><br />
Ritterlich government - solidifying <strong>the</strong> Ritterlich<br />
reputation as warrior pr<strong>of</strong>essionals.<br />
29<br />
1st Nebunzee Abdeilusch<br />
Nickname(s): Huntsmen, The Way is Forward<br />
Headquarters: Classifi ed<br />
Commander: SdahlGruklein-Liche, Kaavine<br />
Vilhelmz<br />
Battle Honors: Eagle<br />
Assault Badge, Ruby<br />
Star, Silver Dagger<br />
Notes: The Huntsmen<br />
are hand chosen<br />
from a pool <strong>of</strong><br />
volunteers taken<br />
from o<strong>the</strong>r Groups<br />
in <strong>the</strong> Confederacy.<br />
After additional<br />
training, <strong>the</strong>y earn<br />
<strong>the</strong> right to wear <strong>the</strong> crowned skull badge.The<br />
soldiers <strong>of</strong> this unit specialize in pinpoint strike<br />
missions deep behind enemy lines as well as<br />
psychological warfare operations. Many <strong>of</strong><br />
<strong>the</strong>m became Kolditz mercs after <strong>the</strong> 1st war<br />
and have now returned.<br />
2nd Grauzdeine Abdeilusch<br />
Nickname(s): The Watchers, Eyes <strong>of</strong> <strong>the</strong> Just<br />
Headquarters: Classifi ed<br />
Commander:<br />
PfaahnRich-Alzan<br />
Vaarnern fos Krell<br />
Battle Honors: Golden<br />
Eagle, Blood Eagle,<br />
Platinum Star<br />
Notes: The Watchers<br />
are famous for heavily<br />
mechanized <strong>CAV</strong> and<br />
tank operations. They<br />
also have <strong>the</strong> distinction <strong>of</strong> being one <strong>of</strong> <strong>the</strong><br />
last units to evacuate from Avalorr prior to<br />
<strong>the</strong> Adonese occupation. It was <strong>the</strong>ir heroic<br />
sacrifi ce that allowed <strong>the</strong> last refugee ships to<br />
leave orbit.
The similarities between Tor-Nor and Avalorr<br />
are striking and bear testament to <strong>the</strong> ancient<br />
origins <strong>of</strong> <strong>the</strong> Holy Order <strong>of</strong> <strong>the</strong> Knights <strong>of</strong> <strong>the</strong><br />
Temple. Adonese elements abound, serving<br />
more as a foundation upon which <strong>the</strong> Templars’<br />
own cultural has evolved. The Templars fully<br />
embrace <strong>the</strong> marvels <strong>of</strong> <strong>the</strong> modern world which<br />
only wealth and economic prosperity can buy,<br />
and <strong>the</strong>ir cities wear <strong>the</strong>se modern amenities<br />
as a testament to <strong>the</strong> strength <strong>of</strong> <strong>the</strong> Templar<br />
nation. The capital city <strong>of</strong> Viper is a strange mix<br />
<strong>of</strong> structures from different cultures throughout<br />
<strong>the</strong> galaxy. The Tower <strong>of</strong> Mason, <strong>the</strong> Templar<br />
capital building, is a mammoth tower <strong>of</strong> polished<br />
marble, clearly based on Adonese architecture,<br />
yet combining elements <strong>of</strong> Terran engineering.<br />
Around <strong>the</strong> building is a massive wall <strong>of</strong> marbleshea<strong>the</strong>d,<br />
reinforced concrete, complete with<br />
point defense turrets and ramparts, which is<br />
distinctly Ritterlich in origin.<br />
30<br />
GRAND TEMPLE OF THE ETERNAL CHRONICLE<br />
Government: Grand Temple <strong>of</strong> <strong>the</strong> Eternal<br />
Chronicle<br />
Star Systems<br />
Home: Tor-Nor (21)<br />
Major: Carina (22), Ceti (149), Merak (49),<br />
Pelles (80)<br />
Total: 23<br />
Census Estimate: 115 billion*<br />
Racial Composition: 52% Adonese, 34%<br />
Terran, 12% Ritterlich, 1% Malvernian, 1%<br />
O<strong>the</strong>r<br />
* Templar census estimates only deal with<br />
<strong>the</strong> actual populations <strong>of</strong> Templar controlled<br />
worlds, not necessarily <strong>of</strong> adherents to <strong>the</strong><br />
edicts <strong>of</strong> <strong>the</strong> Temple <strong>of</strong> <strong>the</strong> Chronicle<br />
Perhaps <strong>the</strong> most striking feature <strong>of</strong> <strong>the</strong> Tower <strong>of</strong><br />
Mason is <strong>the</strong> garden <strong>of</strong> heroes. This arboretum<br />
is fi lled with lush vegetation and statues<br />
representing First Knights, heroic warriors, and<br />
infl uential politicians. Each statue is crafted<br />
from material, and by artisans, native to <strong>the</strong><br />
honoree’s home world.<br />
Excerpt from Eleanor’s Notes in Syde’s<br />
Guide to <strong>the</strong> Galaxy:<br />
One <strong>of</strong> <strong>the</strong> most intriguing <strong>of</strong> <strong>the</strong>se statues is<br />
that <strong>of</strong> Knight 1st Rank Gorghen Klaux, who<br />
was a rare Malvernian member <strong>of</strong> <strong>the</strong> Templars.<br />
Klaux sacrifi ced himself while protecting First<br />
Knight Vax Spiro from an assassination attempt<br />
by members <strong>of</strong> <strong>the</strong> dreaded Onyx Fist at <strong>the</strong><br />
end <strong>of</strong> <strong>the</strong> fi rst Galaxy War. The statue is carved<br />
<strong>of</strong> Capellan onyx and is set in a pool <strong>of</strong> black<br />
water imported from Capella Prime. Upon <strong>the</strong><br />
pool fl oat three different kinds <strong>of</strong> water orchids,<br />
native to equatorial Tor-Nor, which are said to<br />
represent <strong>the</strong> three ranks <strong>of</strong> knighthood.
Current First Knight Vax Spiro was installed in<br />
2252. The First Knight has fi nal say in all matters<br />
<strong>of</strong> state, though <strong>the</strong> Council <strong>of</strong> Lords advises him.<br />
This group <strong>of</strong> 20 advisers Is made up <strong>of</strong> Knights<br />
1st Rank from all aspects <strong>of</strong> <strong>the</strong> Templar nation.<br />
Though <strong>the</strong> First Knight does not have dominion<br />
over matters <strong>of</strong> religion, he does exert a great<br />
deal <strong>of</strong> infl uence. It is worth noting that <strong>the</strong><br />
The Templars originated on Adon over two<br />
thousand years ago. The fi rst leader <strong>of</strong> <strong>the</strong><br />
Knights <strong>of</strong> <strong>the</strong> Temple was a man named<br />
Mason. He and his knights were charged with<br />
protecting <strong>the</strong> Chroniclers as <strong>the</strong>y traveled<br />
across Avalorr. Though <strong>the</strong> Chroniclers faded<br />
into obscurity, <strong>the</strong> Knights Templar stood ever<br />
ready to answer a call for help from <strong>the</strong> weak<br />
and oppressed. They required no payment<br />
for <strong>the</strong>ir aid, for <strong>the</strong>y subsisted instead on <strong>the</strong><br />
generous donations <strong>of</strong> wealthy patrons who<br />
held <strong>the</strong>ir honor and sacrifi ce in high esteem.<br />
With <strong>the</strong> coming <strong>of</strong> <strong>the</strong> space age, <strong>the</strong> Templars<br />
took <strong>the</strong>ir mission <strong>of</strong> protection to <strong>the</strong> stars,<br />
protecting travelers from <strong>the</strong> pirates who prowled<br />
<strong>the</strong> jump lanes. The Templars were recognized as<br />
<strong>the</strong> most trustworthy organization in <strong>the</strong> galaxy,<br />
and many people began to put <strong>the</strong>mselves<br />
and <strong>the</strong>ir wealth under <strong>the</strong> protection <strong>of</strong> <strong>the</strong><br />
Knights. The Templar Bank has grown into <strong>the</strong><br />
most trusted banking institution in <strong>the</strong> galaxy. It<br />
serves both commoner and galactic empire alike.<br />
As Templars became a common sight around<br />
<strong>the</strong> galaxy, <strong>the</strong>y soon began to attract members<br />
<strong>of</strong> o<strong>the</strong>r races. The Order continued to grow<br />
and soon was charged with <strong>the</strong> protection <strong>of</strong><br />
31<br />
current High Chaplain, Clorus Ter’hur, is a vocal<br />
dissenter to many <strong>of</strong> Vax Spiro’s expansionistic<br />
policies, and <strong>the</strong> two are <strong>of</strong>ten at odds. As <strong>of</strong><br />
late, this disagreement has spilled over into <strong>the</strong><br />
Council <strong>of</strong> Lords, though no one has dared to<br />
challenge First Knight Spiro’s policy, no doubt<br />
because <strong>of</strong> it’s effectiveness in bringing stability<br />
to <strong>the</strong> region.<br />
IGS representatives as <strong>the</strong>y explored <strong>the</strong> outer<br />
reaches <strong>of</strong> <strong>the</strong> galaxy. Through <strong>the</strong> IGS, <strong>the</strong><br />
Templars purchased <strong>the</strong> two worlds in <strong>the</strong> Tor-<br />
Nor system in 2248. Nearby worlds and colonies<br />
gladly ti<strong>the</strong>d and swore fealty to <strong>the</strong> First Knight<br />
<strong>of</strong> <strong>the</strong> Templars in exchange for <strong>the</strong>ir protection.<br />
The Templars constantly answer calls for help<br />
from oppressed worlds across <strong>the</strong> galaxy. This<br />
practice sometimes put <strong>the</strong>m at odds with<br />
<strong>the</strong>ir banking clientele. True to <strong>the</strong> tenets <strong>of</strong><br />
<strong>the</strong>ir religion, <strong>the</strong>y almost always chose to do<br />
what was right ra<strong>the</strong>r than what was pr<strong>of</strong>i table.<br />
Though <strong>the</strong>y have never overtly used <strong>the</strong>ir<br />
economic power to hinder ano<strong>the</strong>r nation,<br />
<strong>the</strong> Templars leveraged <strong>the</strong>ir power to steadily<br />
expand <strong>the</strong>ir infl uence throughout <strong>the</strong> galaxy.<br />
Citing what he sees as <strong>the</strong> corruption <strong>of</strong> many<br />
<strong>of</strong> <strong>the</strong> o<strong>the</strong>r major galactic powers and <strong>the</strong> need<br />
for peace, First Knight Vax Spiro has enacted a<br />
policy <strong>of</strong> preemptive action. The Templars have<br />
moved against a number <strong>of</strong> worlds, absorbing<br />
most without confl ict, and bringing <strong>the</strong>m under<br />
<strong>the</strong> Templars’ banner. Vax Spiro has justifi ed<br />
his actions as being <strong>the</strong> only way to protect<br />
<strong>the</strong> Templar nation and its heritage, along with<br />
bringing a new era <strong>of</strong> stability to <strong>the</strong> galaxy.
What makes <strong>the</strong> Templar Nation unique is that<br />
all citizens are Knights <strong>of</strong> <strong>the</strong> Order. At <strong>the</strong> age <strong>of</strong><br />
14, all those who wish to pursue citizenship and<br />
knighthood are assigned a sponsor and given<br />
<strong>the</strong> rank <strong>of</strong> Squire. These mentors are usually<br />
family friends or relatives not in <strong>the</strong>ir immediate<br />
family. These Squires learn how <strong>the</strong> Knights<br />
contribute to <strong>the</strong>ir society and <strong>the</strong> requirements<br />
<strong>of</strong> citizenship and social responsibility.<br />
The First Knight is <strong>the</strong> Supreme Commander <strong>of</strong> all<br />
<strong>the</strong> Templar forces. Beneath him are <strong>the</strong> Knight<br />
Archons, his chief military planners; followed<br />
by <strong>the</strong> Knight Marshals, who are in charge <strong>of</strong><br />
<strong>the</strong> various Divisions <strong>of</strong> Templar forces; and so<br />
on down <strong>the</strong> chain <strong>of</strong> command. Conserving<br />
material and controlling expenditures is a primary<br />
concern for fi eld commanders and a byproduct<br />
<strong>of</strong> <strong>the</strong> Templars’ interest in intergalactic banking.<br />
This is one reason <strong>the</strong> Templars have historically<br />
been one <strong>of</strong> <strong>the</strong> largest employers <strong>of</strong> mercenary<br />
32<br />
Should <strong>the</strong> Squire be deemed worthy and<br />
willing, at age 18 he is presented to <strong>the</strong> regional<br />
Knight Governor for <strong>the</strong> Ceremony <strong>of</strong> Inception.<br />
The young person undergoes a long, elaborate<br />
ceremony that dates back to <strong>the</strong> times <strong>of</strong> ancient<br />
Avalorr. This ceremony has changed very little<br />
over <strong>the</strong> centuries and culminates with <strong>the</strong><br />
knighting <strong>of</strong> <strong>the</strong> candidate, who <strong>the</strong>n swears <strong>the</strong><br />
Oath <strong>of</strong> Fealty to <strong>the</strong> First Knight and is presented<br />
with <strong>the</strong> sword with which he was knighted.<br />
The new Knight is given <strong>the</strong> title <strong>of</strong> Sir and is<br />
considered a Knight 3rd Rank. Over time, a<br />
knight may be recommended for promotion.<br />
Such a recommendation must come from a<br />
Knight <strong>of</strong> <strong>the</strong> 1st rank. Recommendation for<br />
promotion <strong>of</strong> a Knight 2nd Rank to 1st Rank<br />
must come from three separate Knights <strong>of</strong> <strong>the</strong><br />
1st Rank. Upon achieving <strong>the</strong> 1st Rank, <strong>the</strong><br />
Knight is now awarded <strong>the</strong> title <strong>of</strong> Lord Knight.<br />
Not all Squires become Knights. These folks are<br />
given <strong>the</strong> title <strong>of</strong> Esquire and, though <strong>the</strong>y are<br />
<strong>free</strong> to participate in most aspects <strong>of</strong> Templar<br />
society, are unable to hold elected <strong>of</strong>fi ce on<br />
anything but a local level, vote in national<br />
elections, or serve in <strong>the</strong> military except for local<br />
militia units.<br />
units. Because <strong>of</strong> <strong>the</strong>se relationships, as <strong>the</strong><br />
great nations began to recall reservists, many<br />
Mercenary units opted to join <strong>the</strong> Templars ra<strong>the</strong>r<br />
than watch <strong>the</strong>ir units break apart and scatter to<br />
<strong>the</strong>ir former nations. Currently <strong>the</strong> Templars are<br />
rumored to have 16 Divisions under arms, but it<br />
is hard to measure accurately with <strong>the</strong> addition<br />
<strong>of</strong> mercenary units into <strong>the</strong>ir fold. This also does<br />
not count recently acquired members <strong>of</strong> <strong>the</strong><br />
Hughes-Marietta Security Forces.
Warmaster Tournament Gets a New Home<br />
Through <strong>the</strong> centuries, <strong>the</strong> Templar Warmaster<br />
Tournament has been held at locations<br />
throughout <strong>the</strong> galaxy. Today it has a permanent<br />
home on <strong>the</strong> planet Predator in <strong>the</strong> Tor-Nor<br />
system. Predator’s abandoned cities and varied<br />
terrain have proven to be an excellent location.<br />
The two planets in <strong>the</strong> Tor-Nor system, Predator<br />
and Viper, were originally developed and<br />
colonized by ASTA, a small UCOR chartered<br />
by <strong>the</strong> Terrans. The atmospheres <strong>of</strong> both<br />
planets were stabilized simultaneously, and<br />
<strong>the</strong>ir settlement began in 2218. By 2239 an<br />
alarming rate <strong>of</strong> unexplainable deaths were<br />
occurring throughout <strong>the</strong> original settlers <strong>of</strong><br />
Predator. Several investigations led to <strong>the</strong><br />
discovery <strong>of</strong> large Black Mercury deposits in <strong>the</strong><br />
upper mantle regions <strong>of</strong> <strong>the</strong> inner planet. Only<br />
hazardous when ingested in large quantities, <strong>the</strong><br />
Black Mercury in Predator had become present<br />
in all levels <strong>of</strong> <strong>the</strong> planet’s food chain. Predator<br />
was completely abandoned by its inhabitants,<br />
and <strong>the</strong> disaster sent ASTA into bankruptcy. All<br />
ASTA assets were purchased from <strong>the</strong> IGS by <strong>the</strong><br />
Templars in 2241.<br />
The Warmaster tournament is <strong>the</strong> premier<br />
showcase for fi ghting forces throughout <strong>the</strong><br />
galaxy, and it is <strong>of</strong>ten used by Mercenary units<br />
to increase <strong>the</strong>ir stock amongst prospective<br />
employers. Current war clouds have put this<br />
tournament at risk, <strong>the</strong> Templars have voiced <strong>the</strong>ir<br />
commitment to keep <strong>the</strong> Warmaster functioning,<br />
but <strong>the</strong>re are sure to be signifi cant changes.<br />
Legendary Units<br />
1st Regiment <strong>of</strong> Mason<br />
Nickname(s): Hammer <strong>of</strong> <strong>the</strong> Temple<br />
Headquarters: Viper, Tor-Nor<br />
Commander: Knight Archon Terence Lor’thar<br />
Battle Honors: Regimental Star <strong>of</strong> Pelles, True<br />
Cross <strong>of</strong> <strong>the</strong> Knight, Regimental Star <strong>of</strong> Tor-Nor,<br />
Regimental Gold Cross, Order <strong>of</strong> <strong>the</strong> Cross<br />
History: The Hammers have formed <strong>the</strong><br />
33<br />
spearhead <strong>of</strong> every<br />
major Templar <strong>of</strong>fensive<br />
in <strong>the</strong> last century and<br />
is <strong>the</strong> unit that Vax Spiro<br />
commanded before<br />
assuming <strong>the</strong> mantel <strong>of</strong><br />
<strong>the</strong> First Knight.<br />
2nd Regiment <strong>of</strong> Mason<br />
Nickname(s): Shield <strong>of</strong> <strong>the</strong> Temple<br />
Headquarters: Pelles, Pelles<br />
Commander: Knight Archon Wallace Timure<br />
Battle Honors: True Cross <strong>of</strong> <strong>the</strong> Knight,<br />
Regimental Star <strong>of</strong> Tor-Nor, Regimental Gold<br />
Cross, Order <strong>of</strong> <strong>the</strong> Cross<br />
History: The Shield <strong>of</strong> <strong>the</strong> Temple is no mere<br />
garrison unit; this<br />
regiment is sent in to<br />
stop enemy advances<br />
and turn back <strong>the</strong> most<br />
ferocious <strong>of</strong> attacks.<br />
It is <strong>the</strong>y who<br />
successfully repelled<br />
<strong>the</strong> Rach Empire during<br />
<strong>the</strong> Second Spica War.<br />
1st Knight Protectors Regiment<br />
Nickname(s): Guardians <strong>of</strong> <strong>the</strong> Order<br />
Headquarters: Viper, Tor-Nor<br />
Commander: Knight Archon Celeste Ki’var<br />
Battle Honors: True Cross <strong>of</strong> <strong>the</strong> Knight,<br />
Regimental Gold Cross, and Order <strong>of</strong> <strong>the</strong> Cross<br />
History: This unit is charged with <strong>the</strong><br />
protection <strong>of</strong> Templar ambassadors and<br />
<strong>the</strong> safety <strong>of</strong> visiting<br />
dignitaries from o<strong>the</strong>r<br />
nations. This unit<br />
also supplies <strong>the</strong> First<br />
Knight’s personal<br />
bodyguard, a heavy<br />
unit <strong>of</strong> battalion size<br />
made up entirely <strong>of</strong><br />
promising elite Knights<br />
<strong>of</strong> <strong>the</strong> 2nd Rank.
The Terran home world, Earth, suffered a horrible<br />
plasma bombing during <strong>the</strong> Terrans’ war with<br />
<strong>the</strong> Rach a hundred years ago. The tenacity<br />
<strong>of</strong> <strong>the</strong> Terrans and <strong>the</strong> love <strong>the</strong>y have for <strong>the</strong>ir<br />
home world have served to practically erase <strong>the</strong><br />
scars caused by <strong>the</strong> bombing, and once again,<br />
Earth stands as an example <strong>of</strong> natural beauty in<br />
our Galaxy.<br />
As <strong>the</strong> Terrans rebuilt <strong>the</strong>ir cities and monuments,<br />
<strong>the</strong>y looked to <strong>the</strong> past for inspiration as <strong>the</strong>y did<br />
for <strong>the</strong>ir new style <strong>of</strong> government. Many <strong>of</strong> <strong>the</strong>ir<br />
newly rebuilt cities refl ect a style <strong>of</strong> architecture<br />
referred to by <strong>the</strong>m as “Romanesque”. This<br />
style is typifi ed by many large columns soaring<br />
majestically upward at <strong>the</strong> entrance <strong>of</strong> buildings<br />
combined with an abundant use <strong>of</strong> Terran white<br />
marble as <strong>the</strong> exterior covering. That’s not to<br />
say that <strong>the</strong> entire planet was leveled however.<br />
Many centuries-old buildings and monuments<br />
still adorn Earth’s cities. Earth’s capital city,<br />
Rome, was <strong>the</strong> site <strong>of</strong> <strong>the</strong> fi nal battle between<br />
<strong>the</strong> Terrans and <strong>the</strong> invading Rach and was all<br />
but turned to rubble during <strong>the</strong> fi ghting. As a<br />
result, it has been almost completely rebuilt to<br />
its splendor <strong>of</strong> centuries ago when it was <strong>the</strong><br />
capital <strong>of</strong> one <strong>of</strong> Earth’s most powerful empires.<br />
34<br />
THE UNITED TERRAN FEDERATION<br />
Government: United Terran Federation<br />
Star Systems<br />
Home: Sol (120)<br />
Major: Acrux (165), Alpha Centauri (149),<br />
Cursa (2) El Dorado (130), JB89D (8) Lacerta<br />
(144)<br />
Total: 18<br />
Census Estimate: 99 billion<br />
Racial Composition: 98% Terran, 1%<br />
Adonese, 1% O<strong>the</strong>r<br />
A visitor to Earth will fi nd <strong>the</strong> streets <strong>of</strong> its major<br />
cities clean and easy to navigate. The use <strong>of</strong> mass<br />
transit and <strong>the</strong> closing <strong>of</strong> many areas to vehicle<br />
traffi c make a walking tour a truly enjoyable<br />
experience. Terran National Police are friendly<br />
and courteous but have little sense <strong>of</strong> humor<br />
or tolerance when it comes to violating Terran<br />
law. A visitor would be well served by reading a<br />
primer on local and Federal law before making<br />
<strong>the</strong>ir trip to Earth. Earth’s scenic vistas are not<br />
to be missed ei<strong>the</strong>r. From its large oceans, to<br />
continent spanning mountain ranges and<br />
deserts, any visitor will fi nd remarkable beauty<br />
in <strong>the</strong> landscape.<br />
Excerpt from Eleanor’s Notes in<br />
Syde’s Guide to <strong>the</strong> Galaxy:<br />
One <strong>of</strong> <strong>the</strong> most striking things <strong>the</strong> Terrans<br />
have built in <strong>the</strong> last century is <strong>the</strong> enormous<br />
monument just outside Rome dedicated to<br />
its “Legios Alpha” or First Legion. All Terran<br />
soldiers that have fallen in battle since <strong>the</strong> Rach<br />
war have <strong>the</strong>ir names inscribed at this site and<br />
are considered forever members <strong>of</strong> Terra’s First<br />
Federal Legion.
Terran Supreme Councilor William Breckenridge<br />
was elected in 2260. Breckenridge gained<br />
fame during <strong>the</strong> Imperial Wars <strong>of</strong> 2221-2229<br />
as a <strong>CAV</strong> pilot in <strong>the</strong> Terran 43rd Legion. After<br />
his service, he returned home and was easily<br />
elected to <strong>the</strong> Plebeian Council, <strong>the</strong> lower <strong>of</strong><br />
<strong>the</strong> two representative houses <strong>of</strong> <strong>the</strong> Terran<br />
government. After several years <strong>of</strong> sterling<br />
service, Breckenridge was elected to Primus <strong>of</strong> <strong>the</strong><br />
Plebeian Council and not long after to Supreme<br />
Councilor. All Terran Supreme Councilor’s are<br />
elected by popular vote from current members<br />
<strong>of</strong> <strong>the</strong> Plebeian Council, and no Terran may<br />
serve as a national <strong>of</strong>fi cial without having<br />
served a term <strong>of</strong> service in <strong>the</strong> Federal Forces or<br />
Civil Service. The Terrans fi rmly believe that no<br />
one truly values <strong>the</strong>ir citizenship without having<br />
Unable to come to terms, early in <strong>the</strong>ir history,<br />
with <strong>the</strong>ir secular and religious positions on life<br />
and government, <strong>the</strong> Terrans suffered through<br />
what <strong>the</strong>y call <strong>the</strong> “Era <strong>of</strong> Strife.” This era<br />
occurred about two hundred and fi fty years ago<br />
and brought <strong>the</strong>ir planet to <strong>the</strong> edge <strong>of</strong> global<br />
war several times. Divided into nation states,<br />
<strong>the</strong> nations <strong>of</strong> Earth waged war between each<br />
o<strong>the</strong>r in a vein attempt to impose <strong>the</strong>ir will and<br />
beliefs on each o<strong>the</strong>r.<br />
One <strong>of</strong> <strong>the</strong> largest nations, <strong>the</strong> United States<br />
<strong>of</strong> America, was savagely attacked and drawn<br />
into a protracted war with <strong>the</strong> nations <strong>of</strong> <strong>the</strong><br />
connected continent to <strong>the</strong>ir south. With little<br />
support from <strong>the</strong> United Nations, <strong>the</strong> primary<br />
planet peacekeeping organization, <strong>the</strong> U.S.<br />
found its resources stretched to <strong>the</strong> limit. U.N.<br />
confl icts with <strong>the</strong> U.S. led to <strong>the</strong> U.S. withdrawal<br />
from <strong>the</strong> U.N., and without <strong>the</strong> resources <strong>of</strong> <strong>the</strong><br />
U.S., <strong>the</strong> U.N. quickly became ineffectual. Its<br />
death knell was sounded by a terrorist attack<br />
that destroyed its headquarters and no effort<br />
was ever made to reconvene.<br />
35<br />
sacrifi ced and earned <strong>the</strong> rights associated with it.<br />
The Senate is <strong>the</strong> o<strong>the</strong>r house <strong>of</strong> <strong>the</strong> Terran<br />
legislature, and <strong>the</strong> Consul, or president <strong>of</strong><br />
<strong>the</strong> Senate, wields great political infl uence.<br />
Senators are elected or appointed by each<br />
member state depending on <strong>the</strong>ir preference.<br />
The Supreme Councilor is advised by a cabinet<br />
<strong>of</strong> advisors called <strong>the</strong> Consistory made up <strong>of</strong><br />
experts in <strong>the</strong>ir individual fi eld, be it science,<br />
education or transportation. Lastly, <strong>the</strong> judiciary<br />
branch, or <strong>the</strong> World Court, decides matters<br />
<strong>of</strong> constitutionality and is enabled to overturn<br />
<strong>the</strong> decisions <strong>of</strong> a lower member state court or<br />
Magistrate.<br />
The next two centuries witnessed great<br />
accomplishments as <strong>the</strong> emerging nations <strong>of</strong><br />
<strong>the</strong> world once more turned <strong>the</strong>ir gaze toward<br />
<strong>the</strong> stars. Creating a joint venture organization,<br />
<strong>the</strong> nations <strong>of</strong> <strong>the</strong> planet formed <strong>the</strong> Terran<br />
Exploration and Research Administration. (TERA)<br />
TERA was a politically independent organization<br />
dedicated to rebuilding <strong>the</strong> permanent space<br />
station that once orbited Earth. It succeeded<br />
tremendously. TERA also was able to establish<br />
research colonies under both <strong>of</strong> Earth’s major<br />
oceans, on its moon, and on Mars, <strong>the</strong> fourth<br />
planet in <strong>the</strong>ir system.<br />
Utilizing primitive propulsion and cryo<strong>free</strong>zing<br />
technology, TERA was able to establish colonies<br />
on Alpha Centauri, Dorado, JOC 45, and later<br />
on, Cestus and Vela. They were soon to learn<br />
<strong>the</strong>y were not alone in <strong>the</strong> galaxy.<br />
In 2176, an alien race attacked <strong>the</strong> small Terran<br />
colony on Vela. It was <strong>the</strong> Rach, one <strong>of</strong> <strong>the</strong> most<br />
militaristic and aggressive races in <strong>the</strong> galaxy,<br />
that made this attack. The Terrans couldn’t know<br />
<strong>the</strong> Rach already had a small military outpost
on Vela. Ra<strong>the</strong>r than negotiate or warn <strong>the</strong><br />
colonists, <strong>the</strong> Rach assumed <strong>the</strong> Terran colonists<br />
were from an upstart UCOR and destroyed all<br />
<strong>the</strong> structures and killed every colonist.<br />
Word <strong>of</strong> <strong>the</strong> attack soon reached Earth, and <strong>the</strong><br />
nations involved in <strong>the</strong> destroyed colony declared<br />
war on <strong>the</strong> unknown attackers. The production<br />
capacity <strong>of</strong> all <strong>the</strong> involved parties quickly turned<br />
to building space warships. Troops were mustered<br />
by <strong>the</strong> thousands and pressed quickly into service.<br />
The First Terran Fleet engaged <strong>the</strong> Rach patrols<br />
in <strong>the</strong> Vela system, and only through incredible<br />
bravery on <strong>the</strong> Terran’s part, were <strong>the</strong>y able<br />
to claim victory. The cost in life was high,<br />
however, and several starships looted and<br />
towed <strong>the</strong> wreckage <strong>of</strong> <strong>the</strong> Rach ships back to<br />
Earth to be studied and reverse engineered.<br />
New weapons and ships were ready by <strong>the</strong> time<br />
<strong>the</strong> Rach fought <strong>the</strong>ir way to Earth in 2181.<br />
Upon entering <strong>the</strong> Earth star system, <strong>the</strong> Rach<br />
immediately unleashed <strong>the</strong>ir fury on a planet<br />
that was ill prepared to repel such an attack. The<br />
plasma bombardment <strong>of</strong> Earth caused massive<br />
storms that killed millions, as <strong>the</strong> Rach targeted<br />
military and industrial areas. The Terrans<br />
defended <strong>the</strong>ir home world with equal fury<br />
and pushed <strong>the</strong> Rach out <strong>of</strong> <strong>the</strong> system after<br />
eleven bloody days <strong>of</strong> fi ghting climaxing around<br />
<strong>the</strong> seven hills <strong>of</strong> <strong>the</strong> ancient city <strong>of</strong> Rome.<br />
The horrors wrought on Earth gave rise to <strong>the</strong><br />
current form <strong>of</strong> government, as <strong>the</strong> largest<br />
nations banded toge<strong>the</strong>r to combine <strong>the</strong>ir<br />
efforts to forestall <strong>the</strong>ir seemingly impending<br />
extinction. The new central government annexed<br />
<strong>the</strong> smaller nations willingly or dissolved <strong>the</strong>m<br />
by force. Their fi rst act was to reorganize <strong>the</strong><br />
What makes <strong>the</strong> Terrans unique in our galaxy<br />
is <strong>the</strong>ir adaptability and tenacity. The Terrans<br />
believe that no being is predestined and all may<br />
rise above <strong>the</strong> station <strong>of</strong> <strong>the</strong>ir birth through hard<br />
36<br />
Terran military into <strong>the</strong> fi ghting force it is<br />
today and carry <strong>the</strong> war back to <strong>the</strong> Rach. At<br />
<strong>the</strong> Battle <strong>of</strong> Orion <strong>the</strong> Terrans engaged and<br />
destroyed a large Rach fl eet but again suffered<br />
heavy losses. As <strong>the</strong> technology between <strong>the</strong><br />
Terrans and <strong>the</strong> Rach began to balance out,<br />
<strong>the</strong> war brought rising casualties to each side.<br />
After <strong>the</strong> Battle <strong>of</strong> Orion, <strong>the</strong> AEC stepped in and<br />
began <strong>the</strong> slow process <strong>of</strong> negotiating a peace to<br />
<strong>the</strong> bloodbath <strong>the</strong> war had become. The Terrans<br />
had shown <strong>the</strong>mselves to be adaptable and a<br />
more than capable foe for <strong>the</strong> Rach. The Terrans<br />
agreed to most <strong>of</strong> <strong>the</strong> terms <strong>of</strong> <strong>the</strong> treaty but fl atly<br />
refused to join <strong>the</strong> AEC. They had developed,<br />
by this time, a deep-seated and well-earned<br />
distrust <strong>of</strong> non-Terrans that continues to this day.<br />
work and sacrifi ce. Terrans repeatedly prove<br />
this and it’s not uncommon for citizens to be<br />
born into poverty and later become immensely<br />
wealthy or powerful.
To become a citizen <strong>of</strong> <strong>the</strong> Terran Federation is<br />
an honor bestowed only on those who earn it.<br />
Upon reaching adulthood, a Terran may opt to<br />
enlist in ei<strong>the</strong>r <strong>the</strong> military or governmental civil<br />
service for a period <strong>of</strong> not less than two years.<br />
The Terran military, headquartered near <strong>the</strong> rebuilt<br />
city <strong>of</strong> Dallas, Texas, is divided into “Legions”<br />
and “Fleets” with its overall commander being<br />
<strong>the</strong> Terran Supreme Councilor. Beneath him<br />
are <strong>the</strong> individual branch commanders <strong>of</strong> <strong>the</strong><br />
“wet” navy, <strong>the</strong> ground forces, and <strong>the</strong> “space”<br />
navy. Terran law dictates that no fewer than one<br />
hundred Legions will be maintained at fi ghting<br />
strength along with <strong>the</strong>ir support and transport<br />
assets. As <strong>the</strong> First Legion is purely memorial, <strong>the</strong><br />
actual fi ghting Legions are <strong>the</strong> Second through<br />
<strong>the</strong> One Hundred and First. The Second through<br />
Ninth Legions are headquartered on Earth<br />
permanently as a sort <strong>of</strong> “Praetorian Guard” as<br />
well as where <strong>the</strong> newest Terran soldiers learn<br />
<strong>the</strong>ir craft before being assigned to <strong>the</strong> “line<br />
Legions”. Each member state <strong>of</strong> <strong>the</strong> Terran<br />
Federation also maintains “reserve Legions” that<br />
can be pressed into service in time <strong>of</strong> need. This<br />
gives <strong>the</strong> Terran military a total fi ghting strength<br />
<strong>of</strong> almost three hundred legions.<br />
Legendary Units<br />
42nd Legion<br />
Nickname(s): The<br />
Blackwatch<br />
Headquarters:<br />
Balhousie Castle, Perth,<br />
Scotland, Earth, Sol<br />
Commander: Consular<br />
General Gordon Wallace<br />
Honors: Fourteen silver<br />
battle stars, nine platinum<br />
assault stars, Order <strong>of</strong> <strong>the</strong><br />
Wounded Lion and Order<br />
<strong>of</strong> <strong>the</strong> Eagle awarded<br />
37<br />
Upon successful completion <strong>of</strong> this service, <strong>the</strong><br />
person is considered to have earned <strong>the</strong>ir right<br />
to participate in <strong>the</strong> government by voting and<br />
is <strong>the</strong>n a citizen.<br />
for <strong>the</strong> Legions desperate defense <strong>of</strong> Alpha<br />
Centauri in 2223 during <strong>the</strong> Imperial Wars.<br />
43rd Legion<br />
Nickname(s): The<br />
White Knights<br />
Headquarters: Fort<br />
Shukov, Landing City,<br />
Asimov, Alpha Centauri<br />
Commander: Consular<br />
General Aleksandra<br />
“Shura” Fedorov<br />
Honors: Sixteen silver<br />
battle stars, ten platinum<br />
assault stars. Three time<br />
winner <strong>of</strong> <strong>the</strong> Order <strong>of</strong><br />
<strong>the</strong> Eagle for actions on<br />
Setanta, Alpha Centauri,<br />
and Aeneas.<br />
101st Legion<br />
Nickname(s): The Silver<br />
Eagles<br />
Headquarters: Fort<br />
Leonidas, Sparta, Greece,<br />
Earth, Sol<br />
Commander: Consular<br />
General Gregor Mittman<br />
Honors: Twelve silver<br />
battle stars, eleven<br />
platinum assault stars.<br />
Only Legion ever awarded<br />
<strong>the</strong> Order <strong>of</strong> <strong>the</strong> Wolf as<br />
a whole for <strong>the</strong>ir assault<br />
on Setanta during <strong>the</strong> fi rst<br />
Galaxy War.
During <strong>the</strong> post-Galaxy War years,<br />
life as a mercenary was hard, but<br />
very pr<strong>of</strong>i table. That all changed<br />
during <strong>the</strong> UCOR Wars, when,<br />
in April <strong>of</strong> 2274, <strong>the</strong> Templars<br />
declared that any mercenary<br />
force working for a UCOR was an<br />
extension <strong>of</strong> that UCOR and thus, an<br />
extension <strong>of</strong> <strong>the</strong> UCOR’s sponsoring<br />
government. The Templars fur<strong>the</strong>r<br />
decreed that <strong>the</strong> parent government<br />
was responsible for any and all<br />
damages infl icted by a mercenary<br />
force under <strong>the</strong>ir direct or indirect<br />
employment. If a mercenary<br />
unit or UCOR failed to pay for<br />
its own damages, <strong>the</strong> Templars<br />
would hold <strong>the</strong> government itself<br />
responsible for <strong>the</strong> rebuilding<br />
costs and <strong>free</strong>ze <strong>the</strong> Templar Bank<br />
accounts <strong>of</strong> <strong>the</strong> parties involved.<br />
This left mercenary commanders<br />
worrying about <strong>the</strong>ir futures, as<br />
<strong>the</strong>y quickly realized that a few<br />
stray shots on <strong>the</strong> battlefi eld<br />
could cost <strong>the</strong>m <strong>the</strong>ir contract<br />
payments or worse. The Offi ce<br />
<strong>of</strong> Galactic Services’ liability<br />
insurance premiums skyrocketed<br />
overnight, and <strong>the</strong> cost <strong>of</strong> being<br />
bonded steadily increased over<br />
<strong>the</strong> following months, until dozens<br />
<strong>of</strong> smaller units could no longer<br />
maintain acceptable pr<strong>of</strong>i t margins<br />
and began to fold. Even <strong>the</strong><br />
largest <strong>of</strong> mercenary companies<br />
Slayers<br />
Yellow Jackets<br />
Steel Dragons<br />
38<br />
felt <strong>the</strong> affects as <strong>the</strong>ir budgets<br />
tightened, and <strong>the</strong>y found <strong>the</strong><br />
lists <strong>of</strong> available sub-contractors<br />
ever shortening.<br />
When <strong>the</strong> Second Galaxy War<br />
broke out, life as a mercenary<br />
became almost impossible.<br />
With war declared against <strong>the</strong><br />
Malvernis Empire, <strong>the</strong> Terrans<br />
recalled all <strong>of</strong> <strong>the</strong>ir reservist<br />
mercenaries to active military<br />
duty. The Slayers (51st Legion),<br />
Yellow Jackets (72nd Legion),<br />
and <strong>the</strong> Steel Dragons (86th<br />
Legion) were all combined into<br />
<strong>the</strong> 1st Fulminarius (Regimental<br />
Task Force). As <strong>the</strong> Terrans used<br />
<strong>the</strong>ir newly acquired forces to<br />
success again and again, <strong>the</strong><br />
o<strong>the</strong>r governments began to<br />
recall <strong>the</strong>ir reservists as well. The<br />
Black Cobras were absorbed into<br />
NADO’s 2nd RADD, and <strong>the</strong> Red<br />
Spades become <strong>the</strong> Templars<br />
1st Knights Guard Regiment.<br />
In perhaps <strong>the</strong> most surprising<br />
event <strong>of</strong> <strong>the</strong> nationalization<br />
movement, and what can only be<br />
seen as pro<strong>of</strong> <strong>of</strong> <strong>the</strong> regard that<br />
all Ritterlich place upon serving<br />
<strong>the</strong>ir homeland’s military, Kolditz<br />
voluntarily reformed itself into<br />
<strong>the</strong> Ritterlich 1st Kolditz Brigade<br />
Group. It should be noted that<br />
Kolditz was one <strong>of</strong> <strong>the</strong> most<br />
successful cold war era mercenary
companies and had made many a<br />
Galaxy War veteran wealthy. Most<br />
<strong>of</strong> those men and women chose<br />
to use that wealth to purchase<br />
fi eld commissions in <strong>the</strong> Ritterlich<br />
military ra<strong>the</strong>r than being recalled<br />
from reserve status and having to<br />
serve at <strong>the</strong>ir previous rank and<br />
station.<br />
For <strong>the</strong> most part, only a few<br />
mercenary commands managed to<br />
survive <strong>the</strong> nationalistic recall and<br />
maintain <strong>the</strong>ir independence. The<br />
Blade stationed in Kaitos (2) and<br />
General Drake stationed in Setanta<br />
(9) each took contracts with<br />
independent worlds that sought<br />
protection from Malvernian and<br />
Templar expansionism. MercNet<br />
maintained <strong>the</strong> status quo and<br />
continues to <strong>of</strong>fer security contracts<br />
for <strong>the</strong> highest bidder, while The<br />
Steel Griffi ns took a lucrative contract<br />
with IGS guarding <strong>the</strong>ir many<br />
survey teams now that Templar<br />
forces are engaged in <strong>the</strong> war.<br />
O<strong>the</strong>rs did not fare as well though,<br />
and The Furies became <strong>the</strong> fi rst <strong>of</strong><br />
<strong>the</strong> Class A companies to liquefy<br />
its assets and disband. Consisting<br />
<strong>of</strong> a diverse staff recruited from<br />
all <strong>of</strong> <strong>the</strong> major races, The Furies’<br />
commander had to watch what<br />
he had once considered his unit’s<br />
greatest strength become its<br />
Achilles’ Heel, as his men were<br />
recalled to <strong>the</strong>ir respective service<br />
branches. The Polar Bears were<br />
<strong>the</strong> next <strong>of</strong> <strong>the</strong> large companies<br />
Red Spades<br />
Kolditz<br />
Polar Bear<br />
Furies<br />
39<br />
to call it quits and dissolved in<br />
June <strong>of</strong> 2274 selling <strong>the</strong> unit’s<br />
assets, including its cruiser,<br />
The North Star, to <strong>the</strong> Terrans.<br />
Several groups <strong>of</strong> investors and<br />
self-made entrepreneurs saw <strong>the</strong><br />
recent death <strong>of</strong> <strong>the</strong> mercenary<br />
unit as a chance to make a quick<br />
buck and pr<strong>of</strong>i t <strong>of</strong>f <strong>of</strong> <strong>the</strong> chaos<br />
that was enveloping <strong>the</strong> galaxy.<br />
All were short lived and disastrous<br />
attempts, as <strong>the</strong> realities <strong>of</strong> doing<br />
business as a mercenary in <strong>the</strong><br />
current market place made<br />
<strong>the</strong>mselves quite clear and costly.<br />
New <strong>CAV</strong>s and vehicles were nonexistent<br />
as UCORs sent everything<br />
<strong>of</strong>f <strong>of</strong> <strong>the</strong>ir assembly lines straight<br />
to <strong>the</strong> frontlines. Trained personnel<br />
were a rarity since anyone with<br />
any real combat experience had<br />
ei<strong>the</strong>r been recalled or signed on<br />
with an established mercenary unit<br />
who had holes <strong>of</strong> <strong>the</strong>ir own to fi ll.<br />
The few startups that managed<br />
to work past <strong>the</strong>se huge hurdles<br />
found <strong>the</strong>mselves in a marketplace<br />
that did not want <strong>the</strong>m. The Big<br />
11 UCORs no longer had need <strong>of</strong><br />
mercenaries; <strong>the</strong>y could simply call<br />
on military units if needed. Smaller<br />
UCORs opted to rely on <strong>the</strong>ir own<br />
internal forces ra<strong>the</strong>r than hire<br />
unproven amateurs to protect<br />
<strong>the</strong>ir holdings. The few units that<br />
actually found a foothold did so<br />
by signing on with larger units<br />
as reserves and training cadres.
Pirates<br />
The turmoil caused by <strong>the</strong> Second Galaxy War<br />
hasn’t been detrimental to everyone. The past<br />
few months have seen increased reports <strong>of</strong><br />
pirate and scavenger activity as far core ward<br />
as Tarpur.<br />
Rock Rovers<br />
The Rock Rovers<br />
have been especially<br />
aggressive and even<br />
went so far as to<br />
recently engage a<br />
Templar salvage<br />
team that was<br />
performing clean<br />
up actions after<br />
a battle on Regor<br />
II’s second moon.<br />
While <strong>the</strong> salvage<br />
team worked<br />
<strong>the</strong> battle site<br />
<strong>the</strong> Rovers swept<br />
in unimpeded.<br />
Their <strong>CAV</strong>s and armor made short work <strong>of</strong> <strong>the</strong><br />
Hughes-Marietta security force attached to <strong>the</strong><br />
recovery team and <strong>the</strong> pirates made <strong>of</strong>f with an<br />
estimated 125 million T-Reds worth <strong>of</strong> spoils,<br />
not to mention all <strong>of</strong> <strong>the</strong> H-M salvage vehicles.<br />
In a twist <strong>of</strong> events that may never be accurately<br />
told, <strong>the</strong> infamous pirate band known as <strong>the</strong><br />
Sir Hawkin’s Social Society has a new leader.<br />
The new leader, Sir Patrick Haughton, has a<br />
fi rm grasp <strong>of</strong> <strong>the</strong> reigns <strong>of</strong> command and <strong>the</strong><br />
absence <strong>of</strong> Mr. Hawkins has, in no small way,<br />
confi rmed Sir Haughton’s claim to <strong>the</strong> position.<br />
A recent press release from <strong>the</strong> pirate band <strong>of</strong> Sir<br />
Haughton’s Social Society quoted Sir Haughton<br />
as claiming his group was a “band <strong>of</strong> yachting<br />
enthusiasts” and “not pirates.” Widely covered<br />
40<br />
by <strong>the</strong> media, authorities were not amused by<br />
<strong>the</strong> statement.<br />
Rumors abound in<br />
security communities<br />
that Richard Worley<br />
and his Black Rose<br />
pirates may be<br />
planning something<br />
big involving one<br />
<strong>of</strong> <strong>the</strong> major star<br />
shipyards in <strong>the</strong> near<br />
future.<br />
Corporations<br />
Not every big company is a UCOR. There are<br />
several massive corporations that have never<br />
been granted (in some cases even requested)<br />
a UCOR charter. UCOR charters are expensive,<br />
usually equal to 20 years <strong>of</strong> <strong>the</strong> expected income<br />
tax revenue <strong>of</strong> <strong>the</strong> UCOR personnel that will<br />
now becomes “citizens” <strong>of</strong> <strong>the</strong> new UCOR. Most<br />
corporations simply don’t consider a charter<br />
worth <strong>the</strong> effort.<br />
Labor Unions<br />
There are several major unions in <strong>the</strong> galaxy.<br />
They are very powerful and can get <strong>the</strong> attention<br />
<strong>of</strong> just about any corporation. Several unions<br />
hire and maintain large security forces <strong>of</strong> <strong>the</strong>ir<br />
own.<br />
Free Traders<br />
Black Rose<br />
The <strong>free</strong> traders travel <strong>the</strong> galaxy buying low<br />
and selling high. Sometimes <strong>the</strong>y organize<br />
<strong>the</strong>mselves into trade cartels and move goods
in convoys, o<strong>the</strong>r times <strong>the</strong>y simply use fast<br />
ships to deliver small and highly valuable cargo.<br />
Pirates prey on <strong>the</strong> <strong>free</strong> traders and in desperate<br />
times many <strong>free</strong> traders become pirates. Some<br />
<strong>free</strong> traders are notorious for smuggling illegal<br />
goods for criminal organizations or simply<br />
to make a pr<strong>of</strong>i t. It is a shady industry full <strong>of</strong><br />
colorful characters.<br />
Breakers<br />
Breakers are found in just about every settled<br />
star system in <strong>the</strong> galaxy. Breaker communities<br />
(sometimes called Hives) can usually be found<br />
in asteroid belts or orbiting a key planet in <strong>the</strong><br />
form <strong>of</strong> an impromptu space station created<br />
from <strong>the</strong> hulks <strong>of</strong> derelict space craft. Breakers<br />
take old ships and cut <strong>the</strong>m up for scrap,<br />
converting old and useless ships into money for<br />
<strong>the</strong>mselves and <strong>the</strong> derelict ship’s owners. Some<br />
<strong>of</strong> <strong>the</strong> more affl uent hives fi nd clients and travel<br />
to <strong>the</strong> derelict ship, performing breaker duties<br />
far away from <strong>the</strong>ir home hive, which can also<br />
include cleaning out any alien life forms that<br />
have taken up residence in <strong>the</strong> hulk.<br />
Salvagers<br />
Salvagers travel <strong>the</strong> space lanes looking for<br />
abandoned (or depending on <strong>the</strong> moral code<br />
<strong>of</strong> <strong>the</strong> salvager group, mostly abandoned)<br />
space ships to loot. Salvager teams cut-up and<br />
take any and all valuables from <strong>the</strong> ship. They<br />
usually concentrate on small but valuable key<br />
components that have good resale value on <strong>the</strong><br />
black market. During wars, <strong>the</strong> salvagers arrive<br />
on battlefi elds in force to scavenge from what<br />
remains. Some salvagers move with <strong>the</strong> breaker<br />
communities but for <strong>the</strong> most part, <strong>the</strong> two are<br />
different.<br />
41<br />
Slipsiders and Starsiders<br />
In any urban development, <strong>the</strong> area where <strong>the</strong><br />
less fortunate, homeless and derelict reside and<br />
try to scratch out a living is called <strong>the</strong> Slipside<br />
from <strong>the</strong> term ‘slipped through <strong>the</strong> cracks’.<br />
Slipsiders can be found throughout <strong>the</strong> galaxy<br />
and are <strong>the</strong> backbone <strong>of</strong> <strong>the</strong> black market on<br />
every habitable world.<br />
Starsiders are those rare beings that are not<br />
bound to a single world and travel <strong>the</strong> galaxy<br />
like <strong>free</strong> gypsies fi nding work or adventure<br />
wherever <strong>the</strong>y can fi nd it. Many Starsiders fi nd<br />
work as <strong>free</strong> traders, salvagers, breakers, hired<br />
muscle, or mercenaries.<br />
Bugs<br />
This is really a “catch-all” term for <strong>the</strong> various<br />
forms <strong>of</strong> hostile alien life that can be found in<br />
<strong>the</strong> galaxy. Not all “bugs” are actually insectoid,<br />
not all are hive-like, and not all are stupid.<br />
However, <strong>the</strong>re is one thing that all <strong>of</strong> <strong>the</strong> lifeforms<br />
classed as “bugs” have in common - <strong>the</strong>y<br />
are hostile. There is a great deal <strong>of</strong> variety in<br />
<strong>the</strong> bugs that deep spacers encounter. The I.G.S.<br />
has recorded fi rst contact with both silicone and<br />
ammonia based entities, quasi sentient cloud<br />
creatures, energy based life forms (including a<br />
few rare plasma based life forms), and <strong>of</strong> course<br />
<strong>the</strong> myriad o<strong>the</strong>r carbon based organisms that<br />
we are so familiar with (o<strong>the</strong>r anthropomorphs,<br />
some barely bipedal, a few cephalopodic, and<br />
billions <strong>of</strong> microbiotic life forms). There has even<br />
been some data ga<strong>the</strong>red that supports a few<br />
<strong>the</strong>ories <strong>of</strong> primitive forms <strong>of</strong> radiopanspermia<br />
(life spores pushed along by <strong>the</strong> force <strong>of</strong> radiated<br />
energy) at <strong>the</strong> fringes <strong>of</strong> our frontier. It’s a great<br />
big universe out <strong>the</strong>re and not everything you<br />
meet is willing to discuss matters calmly. When<br />
in doubt, <strong>the</strong> stereotypical Terran fi rst reaction<br />
<strong>of</strong> “shoot fi rst!” may not be so wrong after all.<br />
It’s better to be tried in a court <strong>of</strong> law than eaten<br />
for dinner by a hive <strong>of</strong> carnivorous bugs.
Vela Wars (2176-2183)<br />
This was <strong>the</strong> war that introduced <strong>the</strong> Terrans to<br />
<strong>the</strong> rest <strong>of</strong> <strong>the</strong> galaxy. It resulted in <strong>the</strong> death,<br />
by plasma bombardment, <strong>of</strong> no less than 20%<br />
<strong>of</strong> <strong>the</strong> population <strong>of</strong> <strong>the</strong> planet Earth. This<br />
war also witnessed <strong>the</strong> complete destruction<br />
<strong>of</strong> an entire Rach space squadron via <strong>the</strong><br />
largest nuclear torpedo launch in <strong>the</strong> history<br />
<strong>of</strong> galactic warfare. This war began when <strong>the</strong><br />
Terrans colonized a world that <strong>the</strong> Rach had<br />
already claimed. Unaware <strong>of</strong> any alien race<br />
in <strong>the</strong> galaxy, much less proper colonization<br />
etiquette, <strong>the</strong> Terrans provoked <strong>the</strong> Rach. The<br />
Rach, in turn, took it upon <strong>the</strong>mselves to punish<br />
<strong>the</strong>se upstart squatters. The Terrans responded,<br />
quickly reverse engineered Rach technology, and<br />
took <strong>the</strong> fi ght back to <strong>the</strong> Rach. After <strong>the</strong> Battle<br />
<strong>of</strong> Orion, <strong>the</strong> AEC stepped in and negotiated a<br />
peace agreement. It should also be noted that<br />
only <strong>the</strong> Terrans call this a war, <strong>the</strong> Rach refer to<br />
it merely as <strong>the</strong> “Vela Incident.”<br />
Spica Wars (2201-2210)<br />
In <strong>the</strong> Spica War, we once again see <strong>the</strong><br />
Rach Empire involved in a dispute with <strong>the</strong>ir<br />
neighbors regarding <strong>the</strong> ownership <strong>of</strong> a few<br />
choice star systems. This time, <strong>the</strong> opponent<br />
is <strong>the</strong> Malvernis Empire. After a few stunning<br />
initial victories, <strong>the</strong> Rach were poised to sweep<br />
all <strong>of</strong> <strong>the</strong> contested worlds when <strong>the</strong> Malvernis<br />
counterattack landed. The Onyx Fist would<br />
strike so hard that for <strong>the</strong> space <strong>of</strong> three months,<br />
<strong>the</strong> Rach home world <strong>of</strong> Mohr was under <strong>the</strong><br />
threat <strong>of</strong> actual invasion. Gallant defenses and<br />
stunning reversals ended <strong>the</strong> crisis, and <strong>the</strong> war<br />
settled into protracted battle for various worlds.<br />
After nine years, <strong>the</strong> AEC helped negotiate <strong>the</strong><br />
Treaty <strong>of</strong> Regor.<br />
42<br />
Cygnus System War (2210 – 2213)<br />
This unusual war lasted three years and was<br />
fought, not by galactic governments, but ra<strong>the</strong>r<br />
between <strong>the</strong> Ritterlich UCOR KDM and <strong>the</strong><br />
Terran UCOR Mitso-Ta. The one lasting and<br />
unique event <strong>of</strong> this war was <strong>the</strong> debut, by KDM<br />
<strong>of</strong> <strong>the</strong> fi rst <strong>CAV</strong>.<br />
Second Spica War (2214-2217)<br />
Without any real enforcement <strong>of</strong> <strong>the</strong> Treaty <strong>of</strong><br />
Regor it was quickly deemed worthless. The<br />
Rach and <strong>the</strong> Malvernis were soon up to <strong>the</strong>ir<br />
old tricks in <strong>the</strong> same part <strong>of</strong> space. This time,<br />
however, <strong>the</strong> Malvernis Empire had spent four<br />
years building up its presence in <strong>the</strong> culture<br />
and religious tapestry <strong>of</strong> Spica. When <strong>the</strong> Rach<br />
occupied Spica and declared <strong>the</strong> Regor treaty<br />
void, <strong>the</strong>y discovered a sea <strong>of</strong> hostile religious<br />
fanatics and Khardullian converts that made <strong>the</strong><br />
occupation much more costly than anticipated.<br />
The Templars joined with Malvernis. After three<br />
years <strong>of</strong> war, <strong>the</strong> occupation was broken and<br />
independence was restored to Spica.<br />
The Imperial Wars (2221-2229)<br />
In 2221, <strong>the</strong> Terrans assaulted a handful <strong>of</strong><br />
worlds in a surprise invasion that was brilliantly<br />
orchestrated and carried out with nearly fl awless<br />
precision. Millions <strong>of</strong> Terran troops swarmed <strong>the</strong><br />
Ritterlich and Rach forces defending <strong>the</strong> systems<br />
<strong>of</strong> Setanta (9), Tula (Tu-190) (20), Saruma (L-45-<br />
F) (27), and Aeneas (46). By <strong>the</strong> time <strong>the</strong> Rach<br />
and Ritterlich armies could react effectively, <strong>the</strong><br />
Terrans had already dug in. The war ground on<br />
for eight years with <strong>the</strong> Terrans never budging.<br />
Finally <strong>the</strong> AEC negotiated a treaty where all<br />
sides would remove <strong>the</strong>mselves from <strong>the</strong>se<br />
worlds, establishing a buffer zone.
Boreas Accord Wars (2232-2236)<br />
In 2232, <strong>the</strong> AEC and <strong>the</strong> Ritterlich Confederacy<br />
went to war. This confl ict spread throughout<br />
many sectors and even caught up <strong>the</strong> Malvernis<br />
Empire in its tendrils. The Boreas Accord War is<br />
actually more famous for what stopped it ra<strong>the</strong>r<br />
than what started it. In 2235, <strong>the</strong> Psyros were<br />
discovered in <strong>the</strong> Hades (8) system. In two days,<br />
at <strong>the</strong> Battle <strong>of</strong> Maibaum, a Psyro hive wrought<br />
such destruction in that sector <strong>of</strong> space that <strong>the</strong><br />
combatants agreed to a cease-fi re and met to<br />
make a plan to deal with <strong>the</strong> new threat. By <strong>the</strong><br />
fourth day, severe losses compelled <strong>the</strong> forces<br />
to evacuate <strong>the</strong> entire system when <strong>the</strong> Psyros<br />
simply vanished without a trace. Within months,<br />
<strong>the</strong> cease-fi re grew into <strong>the</strong> Boreas Peace Accord,<br />
and diplomats fi nally settled <strong>the</strong> matter.<br />
Pictor-UCOR War (2242-2247)<br />
The second UCOR war would fi nd KDM, KODA<br />
Works, and Mark IV involved in scattered<br />
skirmishes throughout all settled space. There<br />
was never any period <strong>of</strong> intense military confl ict,<br />
43<br />
so <strong>the</strong> best way to describe this war would be<br />
an age <strong>of</strong> high piracy. The warring UCORs issued<br />
Letters <strong>of</strong> Marque authorizing attacks on enemy<br />
UCOR vessels in neutral space, guarantees <strong>of</strong><br />
purchase for any captured star ships and military<br />
forces, as well as ransom for captured corporate<br />
executives. It took <strong>the</strong> AEC fi ve years, a massive<br />
effort by <strong>the</strong>ir space navy, and a powerful trade<br />
embargo to fi nally bring <strong>the</strong> pirates and <strong>the</strong>ir<br />
patron UCORs to <strong>the</strong> peace table.<br />
First Galaxy War (2254-2263)<br />
It all started with Vax Spiro, who incidentally<br />
is still <strong>the</strong> First Knight <strong>of</strong> <strong>the</strong> Templar Order. He<br />
started this war with <strong>the</strong> forcible annexation <strong>of</strong> a<br />
pair <strong>of</strong> star systems (one from Malvernis and one<br />
from <strong>the</strong> Adonese) that didn’t really belong to<br />
<strong>the</strong> Templars to begin with. While <strong>the</strong> diplomats<br />
were still arguing <strong>the</strong> point, <strong>the</strong> Templars annexed<br />
two more systems (one from SyRaM, a Terran<br />
UCOR and <strong>the</strong> o<strong>the</strong>r an independent). About<br />
this time, some deteriorating relations with <strong>the</strong><br />
Ritterlich led to a Coalition being formed by
<strong>the</strong> Ritterlich, Adonese, and Malvernian armed<br />
forces (The RAM Coalition). The Templars were<br />
doing quite well against three-versus-one odds<br />
for a long time. However, eventually things<br />
started going poorly. It was at that point that <strong>the</strong><br />
Rach Empire stepped in with <strong>the</strong> Templars, and<br />
<strong>the</strong> war changed again. Everything was going<br />
well for <strong>the</strong> Alliance (Templar and Rach) until<br />
<strong>the</strong> Battle <strong>of</strong> Procyon. There, <strong>the</strong> RAM Coalition<br />
destroyed hundreds <strong>of</strong> starships and nearly<br />
destroyed <strong>the</strong> lift capabilities <strong>of</strong> <strong>the</strong> Templar<br />
forces. For reasons still not fully understood,<br />
after Procyon, <strong>the</strong> Terrans joined <strong>the</strong> Alliance,<br />
and <strong>the</strong> Templars were “back in <strong>the</strong> fi ght.” For<br />
nine years, <strong>the</strong> war raged until all sides were<br />
exhausted. In 2163, <strong>the</strong> Templars agreed to<br />
negotiate a peace with <strong>the</strong> Adonese. Their allies<br />
accepted <strong>the</strong> terms <strong>of</strong> <strong>the</strong> agreement, and <strong>the</strong><br />
galaxy entered an uneasy “peace” dominated<br />
by pirates and <strong>free</strong>lance mercenary forces –<br />
soldiers not yet ready to return to civilian life.<br />
The UCOR War (2272-2274)<br />
In 2272, <strong>the</strong>re were two major mercenary<br />
hotspots in <strong>the</strong> galaxy. Politically speaking, <strong>the</strong>y<br />
were primarily independent worlds with no<br />
particular national ties. Local thugs, petty kings,<br />
dictators, and gangs all struggled for control<br />
on <strong>the</strong>se planets colonized by <strong>the</strong> Adonese,<br />
Ritterlich, and Malvernis long ago (with younger<br />
colonies <strong>of</strong> Rach and, <strong>of</strong> course, Terrans). The<br />
fi rst hotspot was in <strong>the</strong> Di triple star systems Di<br />
(101), Di Lith (102), Di Sar (103). The second<br />
was along <strong>the</strong> Vesta (153), JJA (154), Kaus (146)<br />
‘jump fan.’<br />
These six star systems are major producers <strong>of</strong><br />
several key elements required by industries<br />
throughout <strong>the</strong> galaxy. Tyburinum (used in <strong>the</strong><br />
manufacture <strong>of</strong> T-Gel), Kaliarum (used in <strong>the</strong><br />
manufacture <strong>of</strong> active-stealth technologies),<br />
Maorion (used in <strong>the</strong> manufacture <strong>of</strong> bellar<br />
joints), and Tantalum (used in <strong>the</strong> manufacture<br />
<strong>of</strong> extremely effi cient circuitry used in all modern<br />
electronics).<br />
44<br />
After <strong>the</strong> First Galaxy War, <strong>the</strong>se worlds fell<br />
into violent, but fairly low intensity civil wars,<br />
and mercenary battlefi elds covered <strong>the</strong>se six<br />
systems. The combatants on <strong>the</strong>se worlds each<br />
struggled for control <strong>of</strong> <strong>the</strong>ir planetary mining<br />
and refi ning facilities, since control <strong>of</strong> <strong>the</strong>se<br />
facilities was <strong>of</strong> paramount importance to <strong>the</strong>ir<br />
largest customers and suppliers <strong>of</strong> military<br />
hardware, <strong>the</strong> UCORs.<br />
Those that have studied <strong>the</strong> start <strong>of</strong> this<br />
confl ict point to rumors that started circulating<br />
approximately six months prior to <strong>the</strong> start <strong>of</strong><br />
<strong>the</strong> UCOR War pertaining to a merger between<br />
Hughes-Marietta and SyRaM. This rumor, if<br />
proved true, would have created <strong>the</strong> galaxy’s<br />
fi rst super UCOR that would be larger and more<br />
powerful than any government or UCOR in <strong>the</strong><br />
galaxy. Reacting to this rumor, o<strong>the</strong>r UCORs<br />
began marshalling <strong>the</strong>ir resources in preparation<br />
for an economic war against <strong>the</strong> Hughes-<br />
Marietta-SyRam juggernaut. Several factors,<br />
including paranoia and panic, raced across <strong>the</strong>se<br />
six-systems causing <strong>the</strong> actual intervention <strong>of</strong><br />
<strong>the</strong> UCORs.<br />
Mercenaries were hired by several UCORs to<br />
take control <strong>of</strong> any and every facility that could<br />
be reached quickly in <strong>the</strong>se six systems and <strong>the</strong>y<br />
attacked with orders to squash local militaries<br />
and security forces. If necessary, <strong>the</strong>y were to<br />
eliminate <strong>the</strong> competition. Hughes-Marietta,<br />
unfortunately, stood to lose <strong>the</strong> most in <strong>the</strong>se<br />
regions, as <strong>the</strong>y were <strong>the</strong> single largest supplier<br />
<strong>of</strong> goods and materials in both <strong>of</strong> <strong>the</strong>se sectors<br />
<strong>of</strong> space.<br />
The largest mistake, and most disturbing event,<br />
was that <strong>the</strong> galactic governments did not step<br />
in and stop this war when <strong>the</strong>y had <strong>the</strong> chance.<br />
Presented with several opportunities to end<br />
hostilities, <strong>the</strong>y were too preoccupied with <strong>the</strong>ir<br />
own problems and chose to ignore <strong>the</strong> alarms,<br />
as no one believed a Second Galaxy War was<br />
really possible. Grinding inevitably on, <strong>the</strong><br />
UCOR War never really ended; it just exploded<br />
into something much worse.
One <strong>of</strong> <strong>the</strong> problems about a new and young war<br />
is that we are not in possession <strong>of</strong> all <strong>the</strong> facts<br />
that have led to this era <strong>of</strong> strife. Most historians<br />
will no doubt look at this war and label it simply<br />
a continuation <strong>of</strong> <strong>the</strong> fi rst Galaxy War. In some<br />
ways <strong>the</strong>se historians will be correct, since old<br />
foes squared <strong>of</strong>f once again in an attempt to<br />
settle old scores and set things right. In any<br />
case, <strong>the</strong> victor writes history, and at this time<br />
we have no victor. The best we can do is quickly<br />
review <strong>the</strong> events and leave it to you to watch<br />
<strong>the</strong> news vidcasts each night.<br />
RULING THE SKIES!<br />
45<br />
Setting <strong>the</strong> stage for this war was <strong>the</strong> outright<br />
purchase <strong>of</strong> Hughes-Marietta by <strong>the</strong> Templars.<br />
The loss <strong>of</strong> assets, sales, distribution, and several<br />
key battles during <strong>the</strong> UCOR War had driven<br />
<strong>the</strong> value <strong>of</strong> Hughes through <strong>the</strong> fl oor. Hughes<br />
appeared to be going to <strong>the</strong> breakers, and no<br />
merger or reorganization would save <strong>the</strong>m in <strong>the</strong><br />
11th hour. That is, until <strong>the</strong> Templars stepped<br />
in, and in a daring fi nancial coup, picked up<br />
all assets <strong>of</strong> <strong>the</strong> collapsing UCOR. Initially,<br />
executives from Hughes-Marietta were used to<br />
run <strong>the</strong> UCOR, but quickly <strong>the</strong> UCOR evolved<br />
into a successful symbol <strong>of</strong> Templar organization<br />
and management culminating in <strong>the</strong> 2273 public
debut <strong>of</strong> Viper, a wholly owned, recharged, and<br />
aggressive Templar UCOR.<br />
The fi rst war-triggering event that everyone<br />
will agree on occurred when <strong>the</strong> Templars, as<br />
a galactic government, <strong>of</strong>fi cially stepped into<br />
<strong>the</strong> UCOR war claiming to stop attacks being<br />
conducted against Templar citizens and Templar<br />
property throughout <strong>the</strong> galaxy.<br />
This Templar move fooled few, but all watched<br />
as <strong>the</strong>y blatantly seized <strong>the</strong> star systems <strong>of</strong> <strong>the</strong> Di<br />
and Vesta jump fans for <strong>the</strong>mselves. Infuriated<br />
by <strong>the</strong> arrogance <strong>of</strong> <strong>the</strong> Templars, <strong>the</strong> galactic<br />
governments, in a completely uncoordinated<br />
assault, moved forces into <strong>the</strong> area in a vain<br />
attempt to engage and force <strong>the</strong> Templars to<br />
back down and restore <strong>the</strong> independence <strong>of</strong> <strong>the</strong><br />
occupied star systems. One by one, <strong>the</strong> Templars<br />
decimated <strong>the</strong> hastily organized forces thrown<br />
against <strong>the</strong>m. First to fall was Malvernis, when a<br />
Got A Problem?<br />
We’ll Solve It!<br />
46<br />
large Templar fl eet discovered and attacked <strong>the</strong>ir<br />
assembly and staging area near <strong>the</strong> star system<br />
Z11 (84). Next were <strong>the</strong> Rach, who without<br />
negotiation or permission attempted to establish<br />
several forward operation bases in <strong>the</strong> Trax<br />
(79) star system. Once <strong>the</strong>re, <strong>the</strong> Rach became<br />
embroiled with <strong>the</strong> sizable local forces. So when<br />
<strong>the</strong> Templars moved in, <strong>the</strong>y simply squeezed<br />
<strong>the</strong> Rach out. On <strong>the</strong> heels <strong>of</strong> <strong>the</strong> Rach defeat,<br />
<strong>the</strong> AEC attempted to move in and seize several<br />
Viper installations across all <strong>of</strong> <strong>the</strong> star systems<br />
claiming that <strong>the</strong>y were AEC property leased to<br />
Hughes-Marietta. While <strong>the</strong>re is actually some<br />
truth to <strong>the</strong> AEC claims, Templar military forces<br />
choose to eject <strong>the</strong>m and turn <strong>the</strong> matter over<br />
to corporate to sort out. The Templars were<br />
fi ghting <strong>the</strong> entire galaxy and winning! This<br />
was big news, and as it swept across <strong>the</strong> galaxy,<br />
popular Templar support sprang up everywhere.<br />
It was during this time that events spiraled into<br />
<strong>the</strong> oblivion <strong>of</strong> complete galactic war.
Beginning with <strong>the</strong> fi rst formal declaration <strong>of</strong> total<br />
war being issued by <strong>the</strong> Malvernis Government<br />
against Earth, <strong>the</strong> course to war was now set.<br />
The Malvernis declaration <strong>of</strong> war was in<br />
retaliation for a series <strong>of</strong> religiously motivated<br />
attacks and massacres suffered upon its citizens<br />
by <strong>the</strong> MPS, a xenophobic Terran extremists’<br />
organization led by Malfi s Ilqa Cindrem. Unable<br />
and unwilling to pursue <strong>the</strong> MPS, <strong>the</strong> Terran<br />
United Federal Government openly provided<br />
support to <strong>the</strong> MPS and o<strong>the</strong>r organizations<br />
it deemed were covered under <strong>the</strong> Roubar<br />
Law. The Roubar law, from <strong>the</strong> name <strong>of</strong> <strong>the</strong><br />
conservative Senior Councilor who promoted it,<br />
makes it mandatory to support any organization<br />
that advances <strong>the</strong> culture, ideals, and goals <strong>of</strong><br />
<strong>the</strong> human race in <strong>the</strong> galaxy. As Terran and<br />
Malvernis diplomats sat down to resolve <strong>the</strong><br />
matter, <strong>the</strong> Black Needle, <strong>the</strong> primary orbital lift<br />
on Tania in Capella, was targeted by <strong>the</strong> MPS,<br />
and this was <strong>the</strong> last straw.<br />
Within weeks <strong>of</strong> <strong>the</strong> Malvernis declaration <strong>of</strong><br />
war, diplomatic relations between Ritterlich<br />
and Adon reduced to unabated open hostility<br />
throughout <strong>the</strong> galaxy. Blamed on a series <strong>of</strong><br />
mishandled diplomatic communications, <strong>the</strong><br />
proud Ritterlich broke all communications with<br />
Adon and moved against Adonese installations<br />
across <strong>the</strong> galaxy. While formal declarations <strong>of</strong><br />
war have not yet been exchanged, <strong>the</strong>se ancient<br />
rivals have overlooked such formalities in <strong>the</strong><br />
past and apparently consider this situation to be<br />
a full war.<br />
The Rach did not sit idly by during <strong>the</strong> chaos<br />
erupting in <strong>the</strong> galaxy and have used <strong>the</strong><br />
Malvernis-Terrain war to seize several star<br />
systems lost during <strong>the</strong> Spica Wars. Declaring<br />
47<br />
<strong>the</strong>ir occupation to be one designed to protect<br />
<strong>the</strong> Rach citizens <strong>of</strong> <strong>the</strong> star systems from outside<br />
aggression, <strong>the</strong> Rach have declared <strong>the</strong>y would<br />
return control <strong>of</strong> <strong>the</strong> star systems to Malvernis<br />
at <strong>the</strong> conclusion <strong>of</strong> <strong>the</strong>ir war with <strong>the</strong> Terrans.<br />
Malvernis has since delivered a declaration <strong>of</strong><br />
war to <strong>the</strong> Rach.<br />
At <strong>the</strong> present time, hostilities across <strong>the</strong> galaxy<br />
are escalating at an alarming rate. You cannot<br />
tune into a vidcast without seeing <strong>the</strong> calls<br />
for enlistment or <strong>the</strong> fi ery rhetoric <strong>of</strong> patriots<br />
espousing <strong>the</strong> virtues <strong>of</strong> <strong>the</strong>ir cause. Currently,<br />
<strong>the</strong> IGS is still guaranteeing <strong>the</strong> safety <strong>of</strong> <strong>the</strong><br />
public jump lanes and major home worlds are,<br />
for <strong>the</strong> most part, safe havens for <strong>the</strong>ir citizens.<br />
However, in a galaxy at war, is any place truly<br />
safe?<br />
In closing, I will leave you with a quote <strong>of</strong> First<br />
Knight Vax Spiro excerpted from a speech before<br />
<strong>the</strong> Templar Grand Assembly:<br />
“This Galaxy War has broken out with such<br />
elemental violence, and with all sides resorting<br />
to all means for leading or misleading public<br />
opinion, that no time was ever made available<br />
for refl ection and consideration. I have no<br />
doubt that in this confl ict we call <strong>the</strong> Second<br />
Galaxy War, <strong>the</strong> victor will never be asked if<br />
<strong>the</strong>y told <strong>the</strong> truth. But it is Truth! Yes truth, <strong>the</strong><br />
cornerstone I stand on before you, allows me to<br />
address <strong>the</strong> inequities between <strong>the</strong> governments<br />
that wage war and <strong>the</strong> citizens that suffer war.<br />
Now, more than at any o<strong>the</strong>r time in our history,<br />
<strong>the</strong> Templars are actively seeking to become an<br />
effective instrument for peace and make <strong>the</strong><br />
peace <strong>of</strong> <strong>the</strong> galaxy our primary and utmost<br />
priority.”
As <strong>the</strong> UCOR WAR grinds into <strong>the</strong> Second Galaxy<br />
War, <strong>the</strong> glory days <strong>of</strong> <strong>the</strong> UCOR are coming<br />
to pass. Many people, and with good cause,<br />
blame <strong>the</strong> Second Galaxy War on <strong>the</strong> UCORs.<br />
This blame centers on <strong>the</strong> reality that UCORs<br />
were <strong>the</strong> primary employers <strong>of</strong> <strong>the</strong> mercenaries<br />
that waged war across a galaxy attempting to<br />
create a lasting peace from <strong>the</strong> ashes <strong>of</strong> <strong>the</strong> First<br />
Galaxy War. It is also widely believed that in<br />
<strong>the</strong> years that followed <strong>the</strong> First Galaxy War <strong>the</strong><br />
skyrocketing growth in piracy and lawlessness<br />
throughout <strong>the</strong> galaxy was due in large part<br />
to <strong>the</strong> unchecked actions <strong>of</strong> negligent, power<br />
hungry UCORs. Regardless <strong>of</strong> who is to blame,<br />
UCORs acting as powerful quasi-national entities<br />
and wielding <strong>the</strong> powers and rights <strong>of</strong> a galactic-<br />
In 2124 Doctor Adrienn Borsig, a doctor <strong>of</strong> both<br />
medicine as well as engineering, founded Borsig<br />
Incorporated in Breonne on Avalorr. In <strong>the</strong> early<br />
days <strong>the</strong> company concentrated on optics for<br />
precision medical equipment. Borsig was <strong>the</strong><br />
inventor <strong>of</strong> <strong>the</strong> Gargoyle 600-W Optic Cylinder,<br />
a patent was awarded in 2036 and <strong>the</strong> Optic<br />
Cylinder is still in use today.<br />
Over <strong>the</strong> years Dr. Borsig continued to develop<br />
new products including industrial and military<br />
48<br />
based government have no doubt pushed <strong>the</strong><br />
patience <strong>of</strong> <strong>the</strong> galaxy to <strong>the</strong> breaking point.<br />
Today, one thing is now very certain: <strong>the</strong> UCORs<br />
in <strong>the</strong> future will be kept on a much tighter<br />
leash by <strong>the</strong>ir parent governments than <strong>the</strong>y<br />
were before. Some experts are speculating this<br />
is temporary, and that once this new Galaxy War<br />
is over <strong>the</strong> UCORs will be back to <strong>the</strong>ir old tricks.<br />
Only time will tell.<br />
Regardless <strong>of</strong> your political leaning on this<br />
topic, we present here a quick overview <strong>of</strong> <strong>the</strong><br />
major UCORs providing military hardware in<br />
<strong>the</strong> current confl ict. Each UCOR is unique with<br />
different corporate attitudes and environments.<br />
optics. Ano<strong>the</strong>r company that proved to be<br />
signifi cant to <strong>the</strong> future <strong>of</strong> Borsig-Spline was<br />
Spline Flow Optics, a major developer <strong>of</strong><br />
computer systems and networks. In 2179 Dr.<br />
Borsig purchased a 75% interest in Spline Flow<br />
and merged <strong>the</strong> two companies toge<strong>the</strong>r to<br />
form Borsig-Spline Optics. The new company<br />
focused on high-end optics and high-speed<br />
computer technologies that incorporated optical<br />
technologies. The company was granted its<br />
UCOR Charter by <strong>the</strong> Adonese government in<br />
2187 and by that time had already branched out<br />
into targeting and weapons electronic systems.<br />
Lucrative contracts with <strong>the</strong> Adonese government<br />
would lead Borsig-Spline down a road <strong>of</strong><br />
military hardware that would culminate in 2253<br />
with <strong>the</strong> dedication <strong>of</strong> a modern <strong>CAV</strong> Factory<br />
in Westinhall. By 2266, when <strong>the</strong> company<br />
changed its name for <strong>the</strong> last time to Borsig-
Spline Equipment (BSE) <strong>the</strong> company was one<br />
<strong>of</strong> <strong>the</strong> galaxy’s top makers <strong>of</strong> optics, computers,<br />
jump buoys, communications equipment, jump<br />
station technologies, military hardware, and<br />
At a small factory in Breonne in 2083, two <strong>of</strong><br />
<strong>the</strong> four sons <strong>of</strong> <strong>the</strong> famous Engineer Robert<br />
Johnson, Fredrick and Alfred, established a<br />
partnership, <strong>the</strong> Johnson Bro<strong>the</strong>rs, for <strong>the</strong><br />
manufacture <strong>of</strong> towed and man-portable<br />
weapons. Five years later <strong>the</strong>ir oldest bro<strong>the</strong>r,<br />
Henry, joined <strong>the</strong>m and within <strong>the</strong> year <strong>the</strong> DH<br />
2000 hand-held infantry weapon system (direct<br />
ancestor to <strong>the</strong> ubiquitous G-11) was unveiled.<br />
Forsten Scenna founded Mark IV in 2025. The<br />
name <strong>of</strong> <strong>the</strong> company was a tribute to his home<br />
world, Capella IV, o<strong>the</strong>rwise known as Capella<br />
Prime, or Malvernix to its natives. Mark is a<br />
Khardullian word meaning a “Carved Ritual<br />
49<br />
especially <strong>CAV</strong>s. BSE owns or is involved with<br />
over 400 manufacturing facilities throughout<br />
<strong>the</strong> galaxy and employs millions <strong>of</strong> workers.<br />
During <strong>the</strong> POD Confl ict between <strong>the</strong> state <strong>of</strong><br />
Breonne and <strong>the</strong> Ritterlich Confederacy, <strong>the</strong><br />
demand for <strong>the</strong> DH 2000 increased. By 2096<br />
<strong>the</strong> Johnson’s youngest bro<strong>the</strong>r, Robert Junior,<br />
brought his business, sales, and fi nancial skills<br />
to <strong>the</strong> family partnership. For <strong>the</strong> next two<br />
decades Johnson Bro<strong>the</strong>rs continued to grow<br />
under Robert’s skilled leadership.<br />
By 2121, <strong>the</strong> Johnson Bro<strong>the</strong>rs were <strong>the</strong> premier<br />
makers <strong>of</strong> weapons (both civilian and military)<br />
in <strong>the</strong> state <strong>of</strong> Breonne. It was in 2121 that <strong>the</strong><br />
Johnson Bro<strong>the</strong>r’s facility was purchased by <strong>the</strong><br />
state and renamed Royal Military Industry. In<br />
2198, RMI was returned to <strong>the</strong> private sector<br />
along with a UCOR charter. RMI aggressively<br />
expanded into o<strong>the</strong>r military hardware fi elds<br />
and met with critical acclaim and success. RMI is<br />
one <strong>of</strong> <strong>the</strong> largest military UCORs in <strong>the</strong> galaxy.<br />
Stone” and is used in personal rites <strong>of</strong> passage<br />
for young Malvernian males prior to joining <strong>the</strong><br />
Khardullite church<br />
In spite <strong>of</strong> <strong>the</strong> religious overtones in <strong>the</strong> name<br />
and logo, Scenna had a mind more closely<br />
aligned with money than with <strong>the</strong> teachings<br />
<strong>of</strong> Khardullis. The Grand Inquisitor and Scenna<br />
privately clashed many times and if <strong>the</strong> company<br />
had not been successful, <strong>the</strong>re might have been<br />
more dire consequences. However, Mark IV
was not just successful, it was, and is, extremely<br />
successful. The Grand Inquisitor, not wanting<br />
to potentially damage a good thing enacted<br />
a separation <strong>of</strong> <strong>the</strong> church and <strong>the</strong> company.<br />
This was a proto-UCOR and many consider it to<br />
be <strong>the</strong> fi rst instance <strong>of</strong> such a thing in galactic<br />
history. Mark IV made, sold, and resold anything<br />
it could get its hands on. If it made money, Mark<br />
IV would dabble in it. If it made a lot <strong>of</strong> money,<br />
Mark IV would jump in with both feet.<br />
Until recently, Grundor House was <strong>the</strong><br />
newcomer to <strong>the</strong> UCOR scene. First formed in<br />
2227 as a spin-<strong>of</strong>f from Mark IV <strong>the</strong> main focus<br />
<strong>of</strong> <strong>the</strong> company was to develop, extract, and<br />
transport resources from colony worlds to <strong>the</strong><br />
factories and facilities that needed <strong>the</strong>m. The<br />
company <strong>of</strong>fi cially began in <strong>the</strong> small home in<br />
<strong>the</strong> Grundor Rockhome on Capella Prime where<br />
<strong>the</strong> fi rst investors and <strong>of</strong>fi cers met. From <strong>the</strong>se<br />
fairly humble beginnings Grundor House has<br />
grown into a powerful galactic UCOR. For 40<br />
years, resources were <strong>the</strong> fi eld in which Grundor<br />
House excelled.<br />
Beginning roughly 25 years ago, Grundor House<br />
began to dabble in o<strong>the</strong>r products to support,<br />
protect, and better satisfy <strong>the</strong> demands <strong>of</strong> its<br />
customer base. The fi rst such product line was<br />
a series <strong>of</strong> unsuccessful escort star fi ghters.<br />
50<br />
These days, Mark IV is much closer to <strong>the</strong> Onyx<br />
Throne than it was during its early years. Tood<br />
Baanta, <strong>the</strong> current CEO, is much less likely to<br />
do things to upset <strong>the</strong> Grand Inquisitor. There is<br />
no doubting <strong>the</strong> loyalty <strong>of</strong> Mark IV, <strong>the</strong> majority<br />
<strong>of</strong> <strong>the</strong> UCORs sales are to <strong>the</strong> Malvernian<br />
Government and well over two-thirds <strong>of</strong> <strong>the</strong><br />
company is staffed by Malvernians. There are<br />
64 Mark IV factories in Malvernian space and<br />
<strong>the</strong>y hold Khardullite ceremonies prior to <strong>the</strong><br />
start <strong>of</strong> each workday.<br />
However, <strong>the</strong>se initial designs were refi ned over<br />
time to produce several descendants that are<br />
much more famous.<br />
Grundor House really came to <strong>the</strong> galactic<br />
forefront in 2263, <strong>the</strong> last year <strong>of</strong> <strong>the</strong> fi rst<br />
Galaxy War, with <strong>the</strong> unveiling <strong>of</strong> <strong>the</strong> Assassin.<br />
The Assassin is a <strong>CAV</strong> that appeared to be all<br />
but an exact copy <strong>of</strong> <strong>the</strong> 2260 Koda Works<br />
Dictator. As a unique promotion that in no doubt<br />
boosted sales several Mercenary companies that<br />
were known to be involved with operations<br />
against o<strong>the</strong>r mercenary companies that fi elded<br />
Dictators received <strong>free</strong> Assassins and a media<br />
crew to record <strong>the</strong> battles.<br />
Grundor House has a reputation for recklessness<br />
that continues to this day: <strong>the</strong> UCOR war<br />
was in large part a result <strong>of</strong> Grundor House’s<br />
overreaction. Perhaps if <strong>the</strong> Grand Inquisitor<br />
had not been a member <strong>of</strong> <strong>the</strong> UCOR’s board<br />
<strong>of</strong> directors it would be less unpredictable, but<br />
<strong>the</strong>n it wouldn’t be <strong>the</strong> explosive UCOR that<br />
we’ve come to know and love.
Established as a UCOR in 2184, Koda Works is one<br />
<strong>of</strong> <strong>the</strong> largest UCORs in <strong>the</strong> galaxy and without a<br />
doubt, one <strong>of</strong> <strong>the</strong> most famous. Completely and<br />
totally loyal to <strong>the</strong> Rach Empire, this UCOR is<br />
<strong>the</strong> sole manufacturer <strong>of</strong> military hardware used<br />
by <strong>the</strong> imperial forces <strong>of</strong> Mohr. From clothing,<br />
boots, knives, guns, and battle armor to vehicles,<br />
gunships, <strong>CAV</strong>s, dropships, starships, and jump<br />
stations, Koda Works provides <strong>the</strong> empire with<br />
a total warfare package.<br />
In 2011, <strong>the</strong> small manufacturing company <strong>of</strong><br />
Kruger and Dalton incorporated. KDM, under<br />
Dalton, set out with a dream to be <strong>the</strong> fi nest<br />
manufacturer <strong>of</strong> starships in <strong>the</strong> galaxy.<br />
51<br />
Koda Works traces its beginnings back to<br />
“Kang’s Workshop” in <strong>the</strong> little town <strong>of</strong> Katch.<br />
Kang originally produced weapons for <strong>the</strong><br />
leaders and <strong>of</strong>fi cers <strong>of</strong> <strong>the</strong> Dakan Kharl tribe<br />
during <strong>the</strong> Season <strong>of</strong> Storms. In time, orders<br />
grew beyond his ability to produce alone.<br />
Kang’s workshop grew as partners were added,<br />
fi rst Okanza <strong>the</strong>n Diensh. In 2178, controlling<br />
interest in Kang Okanza Diensh was purchased<br />
by Anghkur Guntan, a merchant <strong>of</strong> <strong>the</strong> Guntan<br />
Tribe. However, ra<strong>the</strong>r than force drastic<br />
changes, Anghkur simply changed <strong>the</strong> name to<br />
“Raan Koda” or “Koda Workshop” and helped<br />
<strong>the</strong> company expand <strong>the</strong>ir customer and client<br />
base.<br />
By 2182, Raan Koda was an exclusive supplier<br />
to <strong>the</strong> Dakan, Guntan, and Moguk tribes. Within<br />
20 years, Raan Koda supplied nearly all <strong>of</strong> <strong>the</strong><br />
tribes with <strong>the</strong>ir hardware. Today Koda Works<br />
manufactures and supplies everything from<br />
dining ware to starships to customers across <strong>the</strong><br />
galaxy.<br />
Few would dispute that <strong>the</strong> dream has indeed<br />
become true. The core philosophy <strong>of</strong> KDM is that<br />
<strong>the</strong> client’s success is <strong>the</strong> company’s success.<br />
One <strong>of</strong> <strong>the</strong> most basic advantages that KDM<br />
provided to its clients was a single solutions<br />
package, similar to <strong>the</strong> Koda Works model. The<br />
KDM edge was in its personalized customer<br />
service, tweaking solutions to <strong>the</strong> needs <strong>of</strong> a<br />
particular customer. Few can instinctively know<br />
“what a customer wants” like a Ritterlich. O<strong>the</strong>r<br />
UCORs are cheaper, but few can match KDM’s<br />
dedication to client satisfaction. Even during <strong>the</strong><br />
height <strong>of</strong> <strong>the</strong> cold war years between <strong>the</strong> Galaxy
Wars, it was not especially unusual to fi nd<br />
KDM representatives working with mercenary<br />
company owner-operators, or with <strong>the</strong> UICC<br />
and IGS on <strong>the</strong>ir long missions.<br />
KDM has not always known a peaceful business<br />
environment. As a leader in <strong>CAV</strong> production,<br />
armaments, starships, breeders, and logistical<br />
planning, KDM is <strong>of</strong>ten involved in disputes<br />
and small actions. It has even been involved in<br />
NTG is <strong>the</strong> youngest UCOR to be recognized<br />
as a major manufacturer in <strong>the</strong> galaxy. NTG<br />
was organized as a UCOR in 2272 and quietly<br />
unveiled its line <strong>of</strong> <strong>CAV</strong>s, power armor, gunships,<br />
and military vehicles. NTG only exists to create<br />
military hardware and has not yet expanded<br />
into any civilian markets. Ritterlich equipment<br />
has always had a reputation for “function over<br />
form”<br />
NTG’s beginnings are chaotic. Several KDM<br />
executives, frustrated with <strong>the</strong> decisions <strong>of</strong> <strong>the</strong><br />
parent UCOR, resigned and started <strong>the</strong>ir own<br />
company with <strong>the</strong>ir own personal wealth. The<br />
three senior partners, Klaus Naresch, Viktor<br />
52<br />
a few major confl icts. KDM defeated <strong>the</strong> Mitso-<br />
Ta UCOR in <strong>the</strong> Cygnus System War, creating<br />
a situation that would indirectly lead to <strong>the</strong><br />
Terran Imperial Wars. KDM was also involved<br />
in <strong>the</strong> Pictor UCOR war, <strong>the</strong> precursor to <strong>the</strong><br />
more recent UCOR War. In <strong>the</strong> current galactic<br />
confl ict, as per <strong>the</strong> KDM UCOR charter, <strong>the</strong> full<br />
industrial might <strong>of</strong> KDM has voluntarily returned<br />
to Ritterlich control.<br />
Taubern, and Vilhems fos Grausch brought with<br />
<strong>the</strong>m all <strong>of</strong> <strong>the</strong> contacts, friendships, and favors<br />
that <strong>the</strong>y had ga<strong>the</strong>red as KDM employees. This<br />
allowed NTG to bid and gain contracts that o<strong>the</strong>r<br />
companies could not. In fact, with <strong>the</strong> exception<br />
<strong>of</strong> KDM itself, <strong>the</strong>re are few companies in <strong>the</strong><br />
Ritterlich Confederacy that have as intimate a<br />
relationship with <strong>the</strong> Ritterlich High Command<br />
as <strong>the</strong> one NTG enjoys.<br />
Regardless <strong>of</strong> its beginnings, if <strong>the</strong> company<br />
did not make excellent equipment, it would<br />
not have been a successful venture. Battlefi eld<br />
commanders during <strong>the</strong> opening months <strong>of</strong> <strong>the</strong><br />
Second Galaxy War have discovered that <strong>the</strong><br />
large, some say ugly war machines <strong>of</strong> NTG are<br />
just as effective as anything <strong>the</strong> Ritterlich have<br />
ever fi elded. Some experts credit Haaz Vilhems<br />
fos Grausch, a retired SdahlGruklein <strong>of</strong> <strong>the</strong> 2nd<br />
Schvarzenvaalt, with NTG’s grasp <strong>of</strong> <strong>the</strong> needs<br />
<strong>of</strong> <strong>the</strong> modern battlefi eld. An old, distinguished,<br />
and highly decorated veteran <strong>of</strong> several wars,<br />
Grausch personally tests and gives fi nal approval<br />
to all new prototypes before <strong>the</strong>y are sent to<br />
Ritterlich High Command for fur<strong>the</strong>r evaluation.<br />
NTG makes equipment that soldiers can rely on<br />
and <strong>the</strong> future <strong>of</strong> this UCOR seems assured.
In 2189 a Terran electromachinist named Walter<br />
Scott Hughes set out to see <strong>the</strong> universe. Running<br />
out <strong>of</strong> money while exploring Adon, he started<br />
a business in Racheau building and selling<br />
computer systems. Soon his computers had<br />
become famous. Instead <strong>of</strong> folding <strong>the</strong> company<br />
when his cash reserves were replenished<br />
and continue his travels, Hughes stayed in<br />
Racheau and began to redesign and alter key<br />
components to increase <strong>the</strong> performance <strong>of</strong> his<br />
products. Great success came quickly with <strong>the</strong><br />
Star series <strong>of</strong> central processors. The Star II was<br />
unique enough that one is still on display at<br />
<strong>the</strong> technology museum in Sevres. Lacking <strong>the</strong><br />
funds to hire employees in <strong>the</strong> early years <strong>of</strong><br />
his company, Hughes built and relied heavily<br />
on robotics. This same tinkering spirit would<br />
led Hughes down a road that had his company<br />
expanding into <strong>the</strong> breeder market, optics, and<br />
53<br />
high end robotics. In 2196, Hughes purchased<br />
majority interest in Adanenn Mariyte’s company<br />
– Mariyte Aulenel (Marietta Optics) and <strong>the</strong> new<br />
company <strong>of</strong> Hughes-Marietta was born.<br />
In 2203, Hughes-Marietta was awarded a<br />
contract to create <strong>the</strong> IT network for all new<br />
AEC installations for a period <strong>of</strong> 10 years. The<br />
wealth and contacts formed in this time would<br />
skyrocketed Hughes’ company to <strong>the</strong> elite <strong>of</strong><br />
large corporations and ultimately led to a UCOR<br />
charter.<br />
The stellar rise <strong>of</strong> H-M came to a crashing halt<br />
in <strong>the</strong> UCOR war. In <strong>the</strong> unfortunate position <strong>of</strong><br />
having to fi ght in both <strong>the</strong>aters, Hughes took a<br />
fi nancial and literal beating. Rescue came in <strong>the</strong><br />
form <strong>of</strong> <strong>the</strong> Templar Bank, which purchased and<br />
forgave many <strong>of</strong> <strong>the</strong> UCOR’s debts in exchange<br />
for voting stock. The <strong>of</strong>fi ce <strong>of</strong> <strong>the</strong> First Knight now<br />
owns controlling interest in Hughes-Marietta.<br />
In 2273, <strong>the</strong> UCOR relocated to <strong>the</strong> Tor-Nor<br />
system and its UCOR charter was reaffi rmed by<br />
<strong>the</strong> Templar government.<br />
Prepare to be blown away...<br />
THE LONGBOW
As a corporation Viper has been around for<br />
decades. Viper was an experiment by <strong>the</strong> Templar<br />
leaders in native military hardware production.<br />
Viper was, in many ways, a Hughes-Marietta<br />
clone even before <strong>the</strong> UCOR war.<br />
It is wildly speculated by conspiracy <strong>the</strong>orists<br />
that Vax Spiro got involved in <strong>the</strong> UCOR war<br />
simply to acquire Hughes-Marietta for <strong>the</strong><br />
54<br />
Templars. They point to facts like <strong>the</strong> focus <strong>of</strong> <strong>the</strong><br />
corporation was <strong>the</strong> development, rebuilding,<br />
overhauling, updating, and altering Hughes-<br />
Marietta hardware.<br />
As a UCOR, Viper only appeared on <strong>the</strong> galactic<br />
stage in <strong>the</strong> last few months <strong>of</strong> 2273. The new<br />
boss <strong>of</strong> Hughes-Marietta, Vax Spiro, ordered<br />
its executives to help Viper establish itself as a<br />
UCOR.<br />
Viper presently has very few clients outside <strong>of</strong><br />
Templar space. Only a few mercenary companies,<br />
usually those that came to <strong>the</strong> Warmaster events,<br />
have ever seen Viper equipment. While it is too<br />
early to tell if Viper equipment will prove as<br />
battle worthy as Hughes-Marietta equipment,<br />
Viper is proving to be a highly competitive<br />
UCOR.<br />
Not all Terrans reacted to <strong>the</strong> Vela Wars with<br />
<strong>the</strong> same xenophobic hatred <strong>of</strong> aliens that<br />
has become commonplace on Earth. Doctor<br />
Ichizaemon Morimura <strong>of</strong> Hokkaido University<br />
in Japan (Sapporo campus) was one <strong>of</strong> <strong>the</strong> lead<br />
engineers involved in <strong>the</strong> reverse engineering<br />
that took place on captured Rach ships.<br />
Even before <strong>the</strong> AEC appeared to negotiate a<br />
peace, Dr. Morimura speculated that <strong>the</strong>re must<br />
be less aggressive aliens in <strong>the</strong> universe. As an<br />
outspoken public fi gure, he gained a lot <strong>of</strong> press<br />
and media attention. Needless to say, his view<br />
was somewhat unpopular with <strong>the</strong> <strong>the</strong>n brand-
new United Terran government that was putting<br />
maximum effort behind demonizing aliens as a<br />
whole to drive up recruitment numbers for <strong>the</strong><br />
new federal armed forces.<br />
When <strong>the</strong> Adonese appeared, Morimura’s view<br />
seemed to have been vindicated. Dr. Morimura<br />
was part <strong>of</strong> <strong>the</strong> original diplomatic team that<br />
met with <strong>the</strong> Adonese on <strong>the</strong>ir ship. After<br />
<strong>the</strong> diplomacy was concluded, Dr. Morimura<br />
spent months with <strong>the</strong> Adonese envoys. He<br />
discovered many things, including a list <strong>of</strong><br />
several technological innovations common on<br />
Earth that had not yet been widely distributed<br />
in <strong>the</strong> galaxy at large. With <strong>the</strong> AEC’s help,<br />
In 2076 a Terran entrepreneur named Thomas<br />
Duscott incorporated his moderately successful<br />
engineering and robotics company. The new<br />
entity was named “Systèmes Robotiques<br />
et Machines” or SyRaM. The company was<br />
dedicated to <strong>the</strong> idea that any product could<br />
be created from concept, to mass production,<br />
to sales and distribution with automated<br />
systems. While <strong>the</strong> company was successful,<br />
it did not make signifi cant pr<strong>of</strong>i ts until <strong>the</strong><br />
management staff began a process to purchase<br />
smaller companies that could augment SyRaM’s<br />
already widespread network. SyRaM was<br />
55<br />
Dr. Morimura’s family business, Morimura<br />
Electronics, was introduced to <strong>the</strong> galaxy. The<br />
company changed its name, adopting Mitso-<br />
Ta (named for Morimura’s children, Mitsuko<br />
and Takara) as its operating identity. Within a<br />
few years, <strong>the</strong> sale and distribution <strong>of</strong> various<br />
Mitso-Ta gadgets had created a fortune for Dr.<br />
Morimura and his Adonese investors.<br />
In 2203, Mitso-Ta became <strong>the</strong> fi rst Terran UCOR.<br />
For 70 years <strong>the</strong> Morimura family has led Mitso-<br />
Ta down its own course in <strong>the</strong> galaxy. All this<br />
came to a crashing halt with <strong>the</strong> UCOR war.<br />
The Terran government has cracked down on its<br />
wayward corporate children.<br />
wanting to create itself as a major corporation<br />
with everything anyone could ask for, from<br />
concept to distribution and from bottom to top<br />
level production capabilities. During this era <strong>of</strong><br />
rapid growth, SyRaM codifi ed its “I3 Process”<br />
(Intelligence, Integration, and Impact) and<br />
published <strong>the</strong> Manufacturer’s Manual. Now in<br />
its 3rd edition, <strong>the</strong> book is considered standard<br />
reference material for any major corporation or<br />
UCOR executive. SyRaM also helped create and<br />
establish IPREX, a galactic partnership <strong>of</strong> major<br />
independent agencies in 60 major markets.<br />
There has never been a doubt that <strong>the</strong> company<br />
started by Thomas Duscott is fully Terran and<br />
dedicated to Terran ideals and goals. However,<br />
“ethno-centrism” aside, SyRaM is well respected<br />
in <strong>the</strong> galaxy in its own right and has earned<br />
over 200 awards from trade organizations,<br />
pr<strong>of</strong>essional organizations, and <strong>the</strong> media. The<br />
only black mark on its illustrious career is its<br />
suspected involvement in <strong>the</strong> starting <strong>of</strong> <strong>the</strong><br />
UCOR war.
Time and Space from Syde’s<br />
Guide to <strong>the</strong> Galaxy<br />
Every few months we get netmail from our fans<br />
and subscribers asking for a primer article with<br />
information about <strong>the</strong> galaxy in which we live.<br />
We decided that this edition would cover some<br />
basics, and we will elaborate on more material<br />
as needed.<br />
GRT<br />
Ever wonder, forget, or get confused on exactly<br />
how that “GRT” button or feature on your<br />
wrist chronograph, or PED (Personal Electronic<br />
Device), actually works? For us non-deep space<br />
travelers, every once in a while, we need <strong>the</strong> grits<br />
(<strong>the</strong> Terran spacer slang for GRT) spelled out. We<br />
fi gured that we should take a few paragraphs to<br />
explain it in depth, even if nobody ever uses<br />
it except bankers, computers, or <strong>the</strong> cold navy<br />
sailors and ground soldiers deployed deep.<br />
Regardless <strong>of</strong> which world you’re on, a second is<br />
pretty much a second no matter which mineral<br />
your race or culture uses as its measure. Luckily,<br />
most everyone in <strong>the</strong> galaxy, and certainly<br />
everyone with any kind <strong>of</strong> political and cultural<br />
clout, ei<strong>the</strong>r used Cesium or Rubidium in <strong>the</strong>ir<br />
past, so it wasn’t very diffi cult to get everyone<br />
on <strong>the</strong> same standardized isotope. In Adonese,<br />
<strong>the</strong> word for second is Ailnostel. Remember<br />
from your Adonese language classes in school<br />
that when you’re talking about time in context,<br />
you can usually drop <strong>the</strong> nostel suffi x.<br />
56<br />
GRT Value Composition Adonese Word<br />
1 second baseline unit Ailnostel<br />
1 minute 100 seconds Audnostel<br />
1 hour 100 minutes Ridnostel<br />
1 day 10 hours Hednostel<br />
1 week 10 days Sautnostel<br />
1 month 10 weeks Prydnostel<br />
1 year 10 months Sawarnostel<br />
GRT Month Names<br />
The following list features <strong>the</strong> standardized<br />
names for <strong>the</strong> GRT months in Adonese. For those<br />
<strong>of</strong> you that have studied Adonese, you know<br />
that <strong>the</strong>se words are completely different from<br />
<strong>the</strong> names <strong>of</strong> <strong>the</strong> months <strong>of</strong> <strong>the</strong> Adon calendar.<br />
These words are reserved for <strong>the</strong> months <strong>of</strong><br />
<strong>the</strong> GRT system and are commonly used by all.<br />
Literally, <strong>the</strong>y translate to “fi rst month” “second<br />
month” and so on.<br />
Month Number Name<br />
1 Honprydel<br />
2 Dalprydel<br />
3 Samprydel<br />
4 Karprydel<br />
5 Kegprydel<br />
6 Dekprydel<br />
7 Jenprydel<br />
8 Panprydel<br />
9 Kouprydel<br />
10 Junprydel
Terran Edition Syde’s Guide Reference Point<br />
The current year in GRT is tracked from <strong>the</strong><br />
Kyntafel Supernova, <strong>the</strong> fi rst well documented<br />
supernova recorded by ancient Adonese<br />
astronomers.<br />
Time Buoys<br />
There’s a saying deep spacers use, “Civilization<br />
and Time Buoys no longer function in all <strong>the</strong><br />
same places.” The IGS maintains a vast network<br />
<strong>of</strong> pulsing Time Buoys that work in conjunction<br />
with <strong>the</strong> Jump Stations. These Time Buoys are<br />
synchronized with each o<strong>the</strong>r, and <strong>the</strong> network<br />
is maintained continually. When a ship enters<br />
normal space after a jump, one <strong>of</strong> <strong>the</strong> fi rst things<br />
it does is “sync up” with normal space-time.<br />
The various powerful governments maintain<br />
<strong>the</strong>ir own Time Buoys in <strong>the</strong>ir own space, but<br />
civilians usually have no access to <strong>the</strong>ir coded<br />
transmissions and rely on <strong>the</strong> IGS.<br />
Dates<br />
Confused yet? Like we mentioned before,<br />
hardly anybody except bankers, deep spacers,<br />
and soldiers use <strong>the</strong> GRT system. All dates and<br />
references in this book are provided in local<br />
time and year references and are counted by<br />
your local time system.<br />
Use Only Genuine<br />
KDM Parts<br />
Chronograph<br />
Method Written Notation<br />
Terran Standard Local 2274, January 01, 00:00:00 2272:001:00:00:00<br />
Galactic Relative 1764, Kouprydel 22, 1:21:17 1764:922:1:21:17<br />
57
Malvernis and <strong>the</strong> Religion <strong>of</strong> Khardullis<br />
Religion has been called <strong>the</strong> opiate <strong>of</strong> <strong>the</strong> masses,<br />
and never has this been a truer statement than<br />
when discussing <strong>the</strong> Malvernian obsession with<br />
<strong>the</strong> Khardullite religion. Nowhere in <strong>the</strong> known<br />
galaxy will you fi nd a more devout people, pious<br />
in <strong>the</strong>ir beliefs, and infl exible to all who differ in<br />
viewpoint, than those who worship Khardullis. Their<br />
pursuit <strong>of</strong> religious perfection is engrained into <strong>the</strong><br />
Malvernian’s very being from <strong>the</strong>ir hatching, and<br />
<strong>the</strong> education <strong>the</strong>y receive in <strong>the</strong>ir formative years<br />
creates a devotion which is nearly unbreakable.<br />
Touched by <strong>the</strong> Hand <strong>of</strong> Khardullis<br />
Devoted Khardullists describe <strong>the</strong> euphoric<br />
feeling <strong>the</strong>y get from performing <strong>the</strong> rituals <strong>of</strong> <strong>the</strong><br />
Church as <strong>the</strong> “Touch <strong>of</strong> Khardullis.” The more<br />
complicated <strong>the</strong> ritual performed, <strong>the</strong> greater <strong>the</strong><br />
endorphin release, and <strong>the</strong> greater <strong>the</strong> euphoria<br />
which results. Whenever a Malvernian begins to<br />
feel <strong>the</strong> stresses <strong>of</strong> everyday life, a quick prayer<br />
to Khardullis for mercy can provide a subtle lift to<br />
bolster <strong>the</strong>ir spirits and carry <strong>the</strong>m on through <strong>the</strong>ir<br />
day. Likewise, warriors <strong>of</strong> <strong>the</strong> Faith commonly pray<br />
before battle. They ask that <strong>the</strong>ir God heighten <strong>the</strong>ir<br />
refl exes and clear <strong>the</strong>ir minds. Scientifi c studies<br />
have proven that this is more than just a delusion.<br />
The worship <strong>of</strong> Khardullis and <strong>the</strong> rites practiced<br />
by <strong>the</strong> Khardullian church have <strong>the</strong> effect <strong>of</strong><br />
inducing a natural euphoria upon <strong>the</strong> worshipper.<br />
Scientists say that centuries <strong>of</strong> social engineering<br />
have led to a psychosomatic response to <strong>the</strong>se<br />
rites which causes <strong>the</strong> brain to release endorphins,<br />
adrenalines, and o<strong>the</strong>r hormones which produce<br />
this sense <strong>of</strong> euphoria. The Malvernians decry this<br />
as rubbish and heresy set to destroy <strong>the</strong> Church<br />
and <strong>the</strong> Empire. The Dark Bro<strong>the</strong>rhood has reacted<br />
viciously to such reports, and this argument adds<br />
fuel to <strong>the</strong> ever-smoldering fi res <strong>of</strong> <strong>the</strong> Crusade.<br />
The Lost<br />
Sadly, <strong>the</strong>re are also Malvernians who never feel<br />
<strong>the</strong> Touch <strong>of</strong> Khardullis. Most Malvernians respond<br />
with cynical anger; if Khardullis has rejected <strong>the</strong>m,<br />
<strong>the</strong>n <strong>the</strong>y will reject him. This is what leads to <strong>the</strong><br />
58<br />
uncommon non-Khardullist Malvernian. Many feel<br />
rejection or fear and self-loathing. Most will take <strong>the</strong><br />
course <strong>of</strong> hiding <strong>the</strong>ir inadequacy and believe that<br />
<strong>the</strong>y have somehow <strong>of</strong>fended Khardullis or have<br />
been deemed unworthy. These can prove to be <strong>the</strong><br />
most devoted zealots, as <strong>the</strong>y are fanatic in <strong>the</strong>ir<br />
desire to redeem <strong>the</strong>mselves and prove <strong>the</strong>mselves<br />
worthy <strong>of</strong> Khardullis touch. Most unfortunate<br />
individuals go through <strong>the</strong> motions in a neverending<br />
quest to achieve that state <strong>of</strong> euphoria that<br />
eludes <strong>the</strong>m. While many <strong>of</strong> <strong>the</strong> clergy look with<br />
pity on <strong>the</strong>se unfortunates, <strong>the</strong> Inquisitors are less<br />
forgiving and are <strong>of</strong>ten loath to fully trust those<br />
who Khardullis has deemed unworthy to touch.<br />
(Editors Note: It is also worth noting that on many<br />
outlying worlds, or worlds not heavily populated<br />
with Malvernians, no Shining Sisterhood hatcheries<br />
are present. This means that Malvernians are<br />
deprived <strong>of</strong> <strong>the</strong> education and indoctrination<br />
which produces <strong>the</strong> psychosomatic response. While<br />
many are still devoted Khardullians, <strong>the</strong> Touch<br />
<strong>of</strong> Khardullis is a totally alien concept to <strong>the</strong>m).<br />
Religion is so central to <strong>the</strong> Malvernians that an<br />
attack upon <strong>the</strong> Empire is an attack upon <strong>the</strong><br />
Grand Inquisitor and, thus, upon Khardullis. For<br />
this reason, <strong>the</strong> Malvernians are always quick to<br />
declare holy war, or Muhktahk, against any and all<br />
who would belittle <strong>the</strong>ir way <strong>of</strong> life and <strong>the</strong>ir god.<br />
There is also an ambiguous passage in <strong>the</strong> writings<br />
<strong>of</strong> Khardullis <strong>of</strong>ten interpreted to mean that it is <strong>the</strong><br />
duty <strong>of</strong> all Malvernians to convert as many souls as<br />
possible by whatever means. Some Grand Inquisitors<br />
have determined this to indicate that <strong>the</strong>y should<br />
forcefully convert whole worlds to <strong>the</strong>ir god, and,<br />
thus, <strong>the</strong> history <strong>of</strong> Crusades. This attitude has <strong>of</strong>ten<br />
brought <strong>the</strong> Dark Bro<strong>the</strong>rhood into direct confl ict<br />
with <strong>the</strong> Templars, who view <strong>the</strong> forced conversions<br />
and indoctrination <strong>of</strong> Malvernian and alien alike, to<br />
be an unconscionable affront to personal liberty.<br />
Templar Religion<br />
Though <strong>the</strong> Templars are not a <strong>the</strong>ocracy, like <strong>the</strong><br />
Malvernian Empire, <strong>the</strong>ir religion is central to <strong>the</strong><br />
way <strong>the</strong>y live <strong>the</strong>ir lives. The Templars religion
is different in that <strong>the</strong>y do not worship a deity.<br />
Instead, <strong>the</strong>y follow <strong>the</strong> tenets set down to <strong>the</strong>m<br />
by <strong>the</strong> First Knight, Mason, so many centuries<br />
ago. The tenets are all about living <strong>the</strong> right way,<br />
pursuing a life <strong>of</strong> service and charity, and basically<br />
just being a good person. The Tenets say that a<br />
person is measured by <strong>the</strong>ir good deeds, and <strong>the</strong>y<br />
should take pride in <strong>the</strong>ir accomplishments and<br />
good actions. Because <strong>of</strong> this pride, many outsiders<br />
view <strong>the</strong> Templars as braggarts with large egos, but<br />
it is just <strong>the</strong>ir way <strong>of</strong> showing <strong>the</strong> lengths to which<br />
<strong>the</strong>y go to live a good life in <strong>the</strong> service <strong>of</strong> <strong>the</strong>ir<br />
Nation and o<strong>the</strong>rs.<br />
The Tenets are organized as <strong>the</strong> Eight Points<br />
<strong>of</strong> <strong>the</strong> Templar Cross. They are:<br />
1. The Highest Goal and purpose in life is to live a<br />
life <strong>free</strong> <strong>of</strong> regrets and be remembered as a good<br />
person. Not all will achieve this goal, but it is <strong>the</strong><br />
attempt that is worthy.<br />
2. The Greatest Goals in <strong>the</strong> life <strong>of</strong> a good person<br />
are Loyalty, Love, Sacrifi ce, and Liberty.<br />
3. The Duty <strong>of</strong> a good person is to learn, think,<br />
grow, adapt, and ever become better than <strong>the</strong><br />
creature you were <strong>the</strong> day before.<br />
4. It is also <strong>the</strong> Duty <strong>of</strong> a good person to assist<br />
o<strong>the</strong>rs in achieving <strong>the</strong>ir own personal growth.<br />
A good person is both teacher and student, and<br />
he or she is quick to show gratitude as well as<br />
generosity to those who require it. Children always<br />
require knowledge, generosity, and gratitude.<br />
5. After careful thought, a good person makes<br />
plans, pushes forward with those plans, is<br />
persistent with those plans, and achieves those<br />
plans. Regardless <strong>of</strong> what <strong>the</strong>y might be.<br />
6. A good person is a power in <strong>the</strong> universe<br />
that affects change for <strong>the</strong> betterment <strong>of</strong> many.<br />
Affecting change is not to “win” or “lose” but to<br />
improve and make better.<br />
7. A good person is always vigilant against<br />
ignorance, chaos, and selfi sh desire. Discord,<br />
oppression, and tyranny are <strong>the</strong> enemies <strong>of</strong> all life.<br />
8. A good person does not judge ano<strong>the</strong>r person.<br />
However, discernment is necessarily for life and<br />
society. Judge actions as being good or evil,<br />
do not judge people, though all people must be<br />
held responsible for <strong>the</strong>ir actions and suffer <strong>the</strong><br />
consequences <strong>of</strong> <strong>the</strong>ir actions.<br />
Knights <strong>of</strong> <strong>the</strong> Holy Orders are <strong>the</strong> teachers and <strong>the</strong><br />
spiritual advisers to <strong>the</strong> Knights <strong>of</strong> <strong>the</strong> Temple. The<br />
lowest members <strong>of</strong> <strong>the</strong> Ordained are <strong>the</strong> Knight<br />
Chaplains, who are charged with leading evening<br />
meditations and maintain <strong>the</strong> chapels scattered<br />
across <strong>the</strong> galaxy. Overseeing a group <strong>of</strong> Chaplains<br />
are <strong>the</strong> Knight Vicars, who must be <strong>of</strong> at least 2nd<br />
Rank. Above <strong>the</strong>m are <strong>the</strong> Knight Prelates, who are<br />
Knights <strong>of</strong> <strong>the</strong> 1st Rank. Some small worlds have<br />
but a single Knight Prelate, while larger systems,<br />
such as Tor-Nor and Pelles, have as many as three<br />
Knight Prelates. At <strong>the</strong> top <strong>of</strong> <strong>the</strong> hierarchy, is <strong>the</strong><br />
Arch Knight Prelate, who is elected by <strong>the</strong> o<strong>the</strong>r<br />
Knight Prelates to serve a term <strong>of</strong> 5 years and is a<br />
member <strong>of</strong> <strong>the</strong> Council <strong>of</strong> Lords.<br />
The Knight Chaplains are quick to explain that<br />
<strong>the</strong> Tenets <strong>of</strong> <strong>the</strong> Temple are compatible with<br />
most faiths in <strong>the</strong> galaxy. There are many Knights<br />
who practice <strong>the</strong>ir native religions as well as <strong>the</strong>ir<br />
devotion to <strong>the</strong> Tenets. There is even a sect <strong>of</strong><br />
Khardullians, obviously primarily Malvernians,<br />
within <strong>the</strong> Templars. This is amazing to some, given<br />
<strong>the</strong> outspoken criticism <strong>of</strong> First Knight, Vax Spiro,<br />
against <strong>the</strong> Malvernian Empire and what he terms<br />
<strong>the</strong>ir oppressive <strong>the</strong>ocracy. The Malvernians are,<br />
by nature, quick to jump to defend any affront<br />
to <strong>the</strong>ir religion and <strong>the</strong>ir way <strong>of</strong> life. They have,<br />
at numerous times throughout <strong>the</strong>ir history, been<br />
known to convert worlds to <strong>the</strong>ir religion by force.<br />
It is such expansionism in <strong>the</strong> name <strong>of</strong> religion that<br />
<strong>the</strong> Templars oppose with great conviction. While<br />
true that <strong>the</strong> Templars force no one to follow <strong>the</strong>ir<br />
religion, it is worth noting that unless a member <strong>of</strong><br />
<strong>the</strong> knighthood also swears to follow <strong>the</strong> Tenets <strong>of</strong><br />
<strong>the</strong> Temple, <strong>the</strong>y are unable to fully participate in<br />
certain aspects <strong>of</strong> Templar citizenship.<br />
59
Taking its name from <strong>the</strong> 30-foot tall war<br />
machines that walk <strong>the</strong> battlefi elds <strong>of</strong> <strong>the</strong><br />
galaxy, <strong>CAV</strong> is a game <strong>of</strong> combined arms in a<br />
sci-fi setting.<br />
The year is 2274, and <strong>the</strong> fragile peace <strong>the</strong><br />
galaxy has known for <strong>the</strong> last 11 years has been<br />
shattered. The second Galaxy War has begun,<br />
and every galactic government is looking out for<br />
number one.<br />
The fi rst Galaxy War raged across known space<br />
for 9 years with two great alliances hammering<br />
each o<strong>the</strong>r to <strong>the</strong> edge <strong>of</strong> total collapse. Unable<br />
to set aside <strong>the</strong>ir differences and work toward a<br />
lasting peace, <strong>the</strong> Governments have rearmed,<br />
poised to again plunge <strong>the</strong> galaxy into war.<br />
Imagine a game without defi ned borders.<br />
Imagine a game where you can move where<br />
you want to and choose your own fate. This<br />
type <strong>of</strong> game does exist and is called a tabletop<br />
wargame. In <strong>CAV</strong> you will be able to design<br />
and construct <strong>the</strong> size <strong>of</strong> your force and choose<br />
what assets your force will contain. <strong>CAV</strong> allows<br />
you to not only design <strong>the</strong> types <strong>of</strong> battles you<br />
fi ght, but also to choose exactly how you fi ght<br />
each battle. Every battle in <strong>CAV</strong> is a different<br />
experience, as players bring <strong>the</strong>ir own unique<br />
personality, army, and tactics to <strong>the</strong> game.<br />
There are a few good habits to develop when<br />
playing <strong>CAV</strong> that help everyone enjoy <strong>the</strong><br />
hobby and reduce arguments. The following<br />
60<br />
Fueled by a decade <strong>of</strong> clandestine wars and<br />
secret agendas, <strong>the</strong> racial, religious, and<br />
nationalistic governments across <strong>the</strong> galaxy have<br />
begun grabbing resources. United Corporate<br />
Organized Republics (UCOR), Mercenaries, and<br />
Corporations have been nationalized and folded<br />
into vast war machines capable <strong>of</strong> intergalactic<br />
domination and destruction.<br />
Past <strong>the</strong> point <strong>of</strong> no return, it is now <strong>the</strong> time<br />
<strong>of</strong> reckoning for <strong>the</strong> galaxy, and if you hope to<br />
survive this confl ict you must choose a side.<br />
In this part <strong>of</strong> <strong>the</strong> rules, we will cover:<br />
• Game Overview<br />
• Playing a Game <strong>of</strong> <strong>CAV</strong><br />
The RAGE system<br />
RAGE stands for <strong>Reaper</strong> Adventure Game<br />
Engine. RAGE is a single master system <strong>of</strong> game<br />
mechanics and rules used to play tabletop<br />
wargames. RAGE is a master system because<br />
you can simply learn one basic set <strong>of</strong> game<br />
mechanics and rules yet play many games in<br />
several different game-world settings.<br />
good habits are not rules; <strong>the</strong>y are commonly<br />
accepted miniatures game courtesies.
Declare, <strong>the</strong>n Measure<br />
Tape measures are used during play in <strong>CAV</strong>,<br />
but you should not measure until after your<br />
Model’s Actions have been declared out loud.<br />
O<strong>the</strong>r games may encourage pre-measurement,<br />
but, unless <strong>the</strong> scenario rules or your opponent<br />
states that it is ok, assume it is not in <strong>CAV</strong>. If, after<br />
you declare your action, you discover that you<br />
don’t have enough Range/Movement/Distance<br />
to complete your declared action, make <strong>the</strong><br />
best <strong>of</strong> it — but do not change your declared<br />
action.<br />
Roll Dice in <strong>the</strong> Open<br />
Roll your dice where all <strong>the</strong> players can see <strong>the</strong><br />
results, ra<strong>the</strong>r than hidden behind terrain or out<br />
<strong>of</strong> sight.<br />
Give Data Card Information<br />
When your opponent asks you for a piece <strong>of</strong><br />
information that is printed on one <strong>of</strong> your Data<br />
Cards (such as Defensive Value) give a truthful<br />
answer so that <strong>the</strong>y can decide how to conduct<br />
<strong>the</strong>ir actions.<br />
Tokens and Lying Models Down<br />
<strong>CAV</strong> uses Tokens to mark several important events<br />
or pieces <strong>of</strong> information that occur during play.<br />
One such piece <strong>of</strong> information is when a Model<br />
is “killed.” Typically, it is preferable to remove<br />
<strong>the</strong> Model and replace it with a token because<br />
it leaves less clutter. A penny works great for a<br />
token! Some players prefer to use an old broken<br />
Model, cut up and glued to a hex base, since it<br />
creates a very cool visual effect. However, some<br />
players prefer to lay <strong>the</strong> “killed” Model over<br />
on its side or back to represent <strong>the</strong> fallen body.<br />
Ei<strong>the</strong>r one is acceptable if it is agreed upon by<br />
all players.<br />
61<br />
Time Scale and Model Scale<br />
<strong>CAV</strong> uses N-Scale (1/160) for Models, buildings,<br />
and battlefi elds. A game Turn represents<br />
approximately 4 seconds <strong>of</strong> real time.<br />
Bases<br />
<strong>CAV</strong> Models come with bases to help provide<br />
strength and add to its visual presence on <strong>the</strong><br />
tabletop battlefi eld. Bases assist players when<br />
measuring range, movement, and conducting<br />
Close Combat. However, <strong>the</strong>y are not strictly<br />
integral to game play. If a Model lacks a base,<br />
conduct all measurement from <strong>the</strong> center <strong>of</strong> <strong>the</strong><br />
Model (when looking down at it from above). If<br />
attempting Close Combat with or against a Model<br />
without a base, “base contact” is determined<br />
by bringing any point <strong>of</strong> <strong>the</strong> Model without<br />
a base into contact with any fl at side <strong>of</strong> <strong>the</strong><br />
base belonging to <strong>the</strong> target Model. Whenever<br />
possible, measurements are conducted from<br />
center <strong>of</strong> base to center <strong>of</strong> base. Some Models<br />
have pieces that prevent <strong>the</strong> movement <strong>of</strong><br />
models into actual contact. When this occurs,<br />
make sure your opponent knows what your<br />
intention is concerning base contact, and simply<br />
move <strong>the</strong> models as close as possible.<br />
Model Facing<br />
The fl at base side closest to <strong>the</strong> front <strong>of</strong> <strong>the</strong><br />
Model is considered to be <strong>the</strong> Model’s Front<br />
Facing. For a Model without a base, <strong>the</strong> front <strong>of</strong><br />
<strong>the</strong> Model is considered to be <strong>the</strong> Model’s Front<br />
Facing.<br />
Metric and Hexes<br />
<strong>CAV</strong> measurements are listed in inches. However,<br />
for purposes <strong>of</strong> play, conversion is simple if you<br />
choose to use a metric measurement device or<br />
a hex map and substitute centimeters or hexes<br />
for inches. While <strong>the</strong> conversion may not be<br />
precise, it is more than suffi cient for play.
Materials Needed<br />
• Ten-sided dice (D10)<br />
Six-sided dice (D6) (For damage tracking<br />
purposes only)<br />
• Eight-sided dice (D8) (For damage tracking<br />
purposes only)<br />
• Various <strong>CAV</strong> <strong>Miniatures</strong> (Models)<br />
• Measuring devices (fl exible tape measures<br />
are best)<br />
• A deck <strong>of</strong> standard playing cards<br />
• Pennies, beads, or o<strong>the</strong>r small items to use<br />
as tokens.<br />
The group <strong>of</strong> Models under a player’s control<br />
is called a Task Force. A player’s Task Force<br />
represents a group <strong>of</strong> armed forces participating<br />
in a battle during <strong>the</strong> Second Galaxy War. Several<br />
types <strong>of</strong> battles can occur as opposing Task Forces<br />
struggle for control <strong>of</strong> <strong>the</strong> galaxy. Anything from<br />
<strong>the</strong> capture <strong>of</strong> strategic objectives to simply a<br />
chance meeting engagement is possible. A Task<br />
Force is made up <strong>of</strong> smaller units called Sections.<br />
Sections are made up <strong>of</strong> <strong>the</strong> individual Models<br />
Before you can put toge<strong>the</strong>r your Task Force, you<br />
and your opponents have to agree on a Game<br />
Size. The Game Size is <strong>the</strong> maximum amount<br />
<strong>of</strong> points you can spend on Models, options,<br />
and upgrades. Players are allowed to spend less<br />
62<br />
in your force. Organizational rules govern how<br />
to assemble Sections and form your Task Force.<br />
In this part <strong>of</strong> <strong>the</strong> rules, we will cover:<br />
• The Game Size<br />
• The Data Card<br />
• The Section<br />
• A Galaxy At War<br />
than or equal to <strong>the</strong> Game Size maximum, but<br />
never over it. It is recommended that games be<br />
limited from 2,000 to 4,000 points total on <strong>the</strong><br />
tabletop until players become familiar with <strong>the</strong><br />
rules and <strong>the</strong> play <strong>of</strong> <strong>the</strong> game.
Before we discuss how to assemble <strong>the</strong> Sections<br />
<strong>of</strong> your Task Force, you need to know what<br />
a Model is capable <strong>of</strong>, so you can determine<br />
<strong>the</strong> strengths and weaknesses a Model brings<br />
to your Task Force. All information concerning<br />
a Model is shown on <strong>the</strong> Model’s Data Card<br />
and each Model has its own unique Data Card.<br />
By understanding and learning <strong>the</strong> Data Card<br />
<strong>of</strong> a particular Model, you will understand <strong>the</strong><br />
capabilities <strong>of</strong> that Model and, in turn, deploy<br />
and use <strong>the</strong> Model to its utmost potential on <strong>the</strong><br />
battlefi eld.<br />
63<br />
1) Name<br />
The Model designation.<br />
2) Affi liation<br />
Affi liation represents which galactic Faction may<br />
fi eld this Model. Most Models will have “Open”<br />
listed as <strong>the</strong>ir affi liation. This means that any<br />
Faction may fi eld it. If a Faction is listed, only a<br />
Task Force <strong>of</strong> that Faction can fi eld this Model.<br />
3) Points<br />
This shows how many points this Model will<br />
cost a player to be part <strong>of</strong> <strong>the</strong>ir Task Force.<br />
Remember, players are allowed to spend less<br />
than or equal to <strong>the</strong> Game Size maximum, but<br />
never over it.<br />
4) Model Type<br />
Model type represents what exactly <strong>the</strong> Model<br />
is.<br />
The Four Model Types are:<br />
• <strong>CAV</strong><br />
• Gunship<br />
• Infantry<br />
• Vehicle<br />
<strong>CAV</strong><br />
The fi rst Model Type is <strong>the</strong> <strong>CAV</strong> or Combat<br />
Assault Vehicle. <strong>CAV</strong> are <strong>the</strong> power base <strong>of</strong><br />
<strong>the</strong> 23rd century battlefi eld. Towering above<br />
<strong>the</strong>ir opponents, <strong>the</strong>y carry tremendous armor,<br />
fi repower, and are far more agile. They are <strong>the</strong><br />
culmination <strong>of</strong> centuries <strong>of</strong> warfare.<br />
Gunship<br />
Gunships provide close air support and fast<br />
striking power. Advances in open shaft drive,<br />
ducted-fan, and o<strong>the</strong>r vertical take-<strong>of</strong>f and<br />
landing technologies allow a Gunship to be
close at hand while retaining <strong>the</strong> ability to<br />
move quickly as <strong>the</strong> battle evolves. For Gunships<br />
present on <strong>the</strong> battlefi eld, this maneuverability<br />
has come at <strong>the</strong> expense <strong>of</strong> o<strong>the</strong>r capabilities<br />
such as supersonic fl ight and <strong>the</strong> easy transition<br />
from atmospheric to orbital altitudes.<br />
Infantry<br />
Terrans refer to <strong>the</strong> Infantry as “The Queen<br />
<strong>of</strong> Battle.” This is a reference to <strong>the</strong> role <strong>of</strong><br />
<strong>the</strong> most powerful piece in a game <strong>of</strong> chess.<br />
Infantry, while seemingly fragile compared<br />
with <strong>CAV</strong>s, are never<strong>the</strong>less <strong>the</strong> heart and soul<br />
<strong>of</strong> any true military operation. Infantry take<br />
objectives and keep those objectives from falling<br />
back into enemy hands. Infantry are relatively<br />
inexpensive to equip and fi eld but are lethal in<br />
numbers. Only a foolish commander discounts<br />
<strong>the</strong> devastatingly real threat that infantry still<br />
present on <strong>the</strong> battlefi elds <strong>of</strong> <strong>the</strong> 23rd century.<br />
In <strong>CAV</strong>, an Infantry Model always refers to a<br />
single base with at least three, and up to fi ve,<br />
individual infantry fi gures glued to it. For ease <strong>of</strong><br />
recognition during play, we suggest that players<br />
affi x four infantry fi gures to a standard base<br />
to represent combat troops and three infantry<br />
fi gures to a standard base to represent specialized<br />
Infantry like Engineers and FiST. Five infantry<br />
fi gures should be reserved for advanced Models<br />
such as Infantry that have gained Experience<br />
(mainly for campaign play).<br />
Vehicle<br />
Vehicles are everywhere. Vehicles serve in<br />
multiple roles ranging from armored personnel<br />
carriers, to tanks, to supply transportation.<br />
While <strong>the</strong> <strong>CAV</strong>s <strong>of</strong>ten get more media attention,<br />
<strong>the</strong> Vehicles <strong>of</strong> an army are its mechanical<br />
backbone.<br />
64<br />
5) Model Role Designation<br />
As part <strong>of</strong> a Task Force, each Model has a role<br />
to play in helping win <strong>the</strong> battle. To represent<br />
this, and make Task Force creation easier, each<br />
Model in <strong>CAV</strong> has a Model Role designation.<br />
The Model Role will tell you what <strong>the</strong> Model is<br />
designed to do and determine in which Section<br />
Types <strong>the</strong> Model may be included. Some Models<br />
have been assigned dual roles because <strong>the</strong>y<br />
can be used in more than one fashion. These<br />
Models will have both Model Roles with a slash<br />
between <strong>the</strong>m (e.g. Attack/Fire Support).<br />
The Five Model Roles are:<br />
• Attack<br />
• Fire Support<br />
• Recon<br />
• Transport<br />
• Support<br />
Attack<br />
The workhorse <strong>of</strong> <strong>the</strong> battlefi eld, an Attack<br />
Model is sent forward to strike an enemy.<br />
Fire Support<br />
An attacker cannot be everywhere at once,<br />
and it takes time to move across a battlefi eld<br />
when reacting to <strong>the</strong> enemy. A Fire Support<br />
Model helps keep an aggressive enemy at bay,<br />
since <strong>the</strong>y are able to rain fi re down all over a<br />
battlefi eld from a stationary position.<br />
Recon<br />
Recon Models are not meant to go “straight up<br />
<strong>the</strong> middle,” towards <strong>the</strong> enemy, like an Attack<br />
Model would. Instead, <strong>the</strong>y use <strong>the</strong>ir abilities<br />
to work through and around enemy strengths.<br />
Exposing and exploiting enemy weaknesses are<br />
<strong>the</strong>ir specialties.
Transport<br />
Infantry may be <strong>the</strong> key to taking and holding<br />
<strong>the</strong> battlefi eld, but <strong>the</strong>y still need to get <strong>the</strong>re<br />
fi rst. Transport Models are essential to getting<br />
your infantry close to <strong>the</strong> objective or quickly<br />
out <strong>of</strong> harm’s way.<br />
Support<br />
Support units make up <strong>the</strong> vital backbone <strong>of</strong><br />
any force. Allowing <strong>the</strong> combatants to take <strong>the</strong><br />
battle to <strong>the</strong> enemy, <strong>the</strong> support units continue<br />
to keep <strong>the</strong> supplies fl owing and <strong>the</strong> forces ready<br />
for action.<br />
6) Movement Class<br />
The Movement Class (MClass) <strong>of</strong> a Model<br />
determines how well it will negotiate terrain<br />
and obstacles on <strong>the</strong> battlefi eld. The Movement<br />
Classes are: Foot, Tracked, Wheeled, Air, Hover,<br />
and Walker.<br />
7) SA<br />
Special Abilities (SA) represent abilities,<br />
equipment, or actions a Model may possess<br />
that make it unique in <strong>the</strong> game. These Special<br />
Abilities will ei<strong>the</strong>r be a new type <strong>of</strong> action not<br />
already represented on <strong>the</strong> Model’s Data Card,<br />
65<br />
or modify values present on <strong>the</strong> Model’s Data<br />
Card when certain conditions are met. Each SA<br />
is different. Specifi c instructions on its use and<br />
purpose can be found in Appendix C.<br />
8) DT<br />
Damage Track (DT) is a representation <strong>of</strong> how<br />
much Damage <strong>the</strong> Model may sustain before<br />
it is destroyed or rendered non-functional.<br />
Damage Tracks also determine <strong>the</strong> Model’s<br />
current abilities. As <strong>the</strong> Model takes Damage,<br />
effectiveness will actually degrade. A Model<br />
starts <strong>the</strong> game undamaged at DT 0. When it<br />
receives Damage, its new stats correspond to<br />
its damaged condition. When performing any<br />
Action, use <strong>the</strong> value listed on <strong>the</strong> Model’s<br />
current DT line. A Model’s current DT is equal<br />
to how many points <strong>of</strong> Damage it currently has.<br />
When <strong>the</strong> Model receives more Damage than it<br />
has DT’s, <strong>the</strong> Model is destroyed.
Example Example: : Jimmy has a Model with<br />
4 Damage Tracks (0 through 3). In a<br />
single turn, <strong>the</strong> Model takes 3 points<br />
<strong>of</strong> Damage. During Jimmy’s following<br />
Action Phase, he wants to move and<br />
shoot with his Model. He would use <strong>the</strong><br />
values listed for moving and shooting<br />
under DT 3, since his Model now has<br />
3 points <strong>of</strong> Damage. Once Jimmy’s<br />
Model takes 1 more point <strong>of</strong> Damage<br />
(assuming it is not repaired fi rst,) it is<br />
destroyed and removed from play.<br />
9) Mov<br />
Movement Value (Mov) is how far, in inches,<br />
a Model may move during a single Movement<br />
Action. The terrain a Model moves through may<br />
affect <strong>the</strong> fi nal distance a Model will move.<br />
10) Exp<br />
Expertise (Exp) represents how well trained a<br />
Model is and how well it can accomplish certain<br />
special tasks. The higher a Model’s Exp, <strong>the</strong><br />
more likely it is to succeed.<br />
11) CCV<br />
Close Combat Value (CCV) is how well a Model<br />
fi ghts <strong>the</strong> enemy at extremely short range. Close<br />
Combat in <strong>CAV</strong> is not hand-to-hand combat<br />
but ra<strong>the</strong>r <strong>the</strong> attempt to outmaneuver and<br />
outshoot an opponent in close quarters. The<br />
higher a Model’s CCV, <strong>the</strong> more likely it is to<br />
infl ict Damage during Close Combat.<br />
66<br />
12) TC<br />
Targeting Computer (TC) represents <strong>the</strong> Model’s<br />
ability to electronically target o<strong>the</strong>r Models.<br />
Targeting computers are used on Models that<br />
have special functions. The higher <strong>the</strong> TC, <strong>the</strong><br />
more likely <strong>the</strong>se functions are to succeed.<br />
13) Rpr<br />
Repair (Rpr) value represents how good a Model<br />
is at repairing itself when conducting a Repair<br />
Action. The higher <strong>the</strong> number, <strong>the</strong> more likely<br />
a Repair Action will succeed.<br />
14) DV<br />
Defense Value (DV) represents how hard it is<br />
to infl ict Damage to a Model. The higher <strong>the</strong><br />
DV, <strong>the</strong> harder it is for a Model to be damaged<br />
during combat. To infl ict Damage, an Attack Roll<br />
must equal or exceed a Model’s DV.<br />
15) Weapon Systems<br />
Weapon Systems are used to conduct Ranged<br />
Attacks against opponents.<br />
15a) Attack Type & Number <strong>of</strong><br />
Weapons<br />
The weapon’s Attack Type determines how a<br />
weapon can be used. It will ei<strong>the</strong>r be a Direct<br />
Attack (DA) or an Indirect Attack (IA). A DA<br />
weapon can only be fi red when a Model has Line<br />
<strong>of</strong> Sight (LOS) to an opponent. An IA weapon<br />
can be fi red at an opponent, even without LOS.<br />
The number after <strong>the</strong> “x” represents how many<br />
<strong>of</strong> <strong>the</strong>se weapons a Model has. For example, if<br />
a Data Card read “x2” that would mean that it<br />
has 2 <strong>of</strong> <strong>the</strong>se weapons, each <strong>of</strong> which can be<br />
fi red separately at different targets.
15b) Rng<br />
Range (Rng) determines how far a weapon can<br />
shoot effectively. Range is broken down and<br />
measured with Range Bands. The amount listed<br />
here is <strong>the</strong> amount, in inches, for each Range<br />
Band.<br />
15c) RAV<br />
Ranged Attack Value (RAV) represents a weapon’s<br />
ability to infl ict Damage on an opponent. Several<br />
factors can determine <strong>the</strong> RAV <strong>of</strong> a Model.<br />
Hard-hitting rounds, explosive munitions, smart<br />
munitions, or advanced targeting systems are all<br />
factors that affect a Model’s RAV. Whatever <strong>the</strong><br />
reason, <strong>the</strong> higher this value is, <strong>the</strong> more likely a<br />
weapon is to infl ict Damage upon an opponent<br />
when conducting a Ranged Attack.<br />
67<br />
15d) Type <strong>of</strong> Weapon<br />
These are abbreviations <strong>of</strong> <strong>the</strong> type <strong>of</strong> weapon<br />
this Weapon System is. It has no in game effect,<br />
however it allows you to get a better feel for <strong>the</strong><br />
model, as each type <strong>of</strong> weapon shares similar<br />
properties.<br />
The abbreviations stand for:<br />
GC – Gauss Cannon<br />
GRC – Gauss Rotary Cannon<br />
GGC – Gatling Gauss Cannon<br />
PBG – Particle Bolt Gun<br />
LBG – Laser Bolt Gun<br />
DFM – Direct Fire Missile<br />
IFM – Indirect Fire Missile<br />
MG – Machine Gun<br />
FL – Flamer<br />
FAS – Field Artillery System<br />
15e) Name <strong>of</strong> <strong>the</strong> Weapon<br />
This section also has no in-game relevance, it<br />
just gives you <strong>the</strong> name <strong>of</strong> <strong>the</strong> weapon.
In <strong>CAV</strong>, <strong>the</strong> Section is <strong>the</strong> basic unit <strong>of</strong> play and<br />
organization, and is made up <strong>of</strong> different types<br />
<strong>of</strong> Models depending on <strong>the</strong> Section’s Type. The<br />
Section’s Type determines what Model Types<br />
and Model Roles may be present in <strong>the</strong> Section.<br />
A Task Force is made up <strong>of</strong> one or more Primary<br />
Sections and a variable number <strong>of</strong> Secondary<br />
Sections.<br />
Section Type<br />
The fi rst thing that must be determined when<br />
creating a Section in <strong>CAV</strong> is to decide which<br />
Section Type is to be built. The Section Type<br />
chosen will dictate <strong>the</strong> type and number <strong>of</strong><br />
Models that may be fi elded in a given Section.<br />
Primary and Secondary are <strong>the</strong> two categories<br />
<strong>of</strong> Section Types. A Task Force cannot have<br />
more Secondary Sections than it has Primary<br />
Sections.<br />
Primary Sections are:<br />
• Armor<br />
• Mechanized Infantry<br />
• Rifl e<br />
• Specialist<br />
Secondary Sections are:<br />
• Fire Support<br />
• Flight<br />
• Mortar<br />
• Recon<br />
• Transport<br />
Primary Section Types<br />
Armor Section<br />
The Armor Section is <strong>the</strong> most basic unit in<br />
<strong>CAV</strong>. It is typically where all <strong>the</strong> fi repower and<br />
ability to sustain damage are concentrated. An<br />
Armor Section must begin play with a minimum<br />
<strong>of</strong> four Models and a maximum <strong>of</strong> 6 Models.<br />
These Models must be <strong>CAV</strong>s and/or Vehicles.<br />
68<br />
An Armor Section is made up <strong>of</strong> <strong>the</strong> following<br />
elements:<br />
• 4-6 <strong>CAV</strong> and/or Vehicle Models.<br />
• At least 3 <strong>of</strong> <strong>the</strong> models must be <strong>the</strong><br />
Model Role <strong>of</strong> Attack.<br />
• The balance may be <strong>the</strong> Model Role <strong>of</strong><br />
Recon or Fire Support.<br />
Mechanized Infantry Section<br />
The Mechanized Infantry are <strong>the</strong> primary<br />
Infantry force used in <strong>the</strong> Second Galaxy War.<br />
The 23rd century battlefi eld relies heavily<br />
on fi repower, maneuverability, and speed.<br />
Mechanized Infantry Sections rarely fi ll <strong>the</strong>ir<br />
Transports to maximum capacity which makes<br />
room for extra ammunition, equipment, and<br />
wounded. A Mechanized Infantry Section is<br />
made up <strong>of</strong> <strong>the</strong> following elements:<br />
• 4-8 Infantry Models with <strong>the</strong> Model Role<br />
<strong>of</strong> Attack.<br />
• Transport Models <strong>of</strong> any Model Type<br />
suffi cient to carry all <strong>the</strong> Infantry Models,<br />
but no more than one Transport per<br />
Infantry Model.<br />
• Models with <strong>the</strong> Bulky SA count as two<br />
Models when determining both Section<br />
size and transport capacity.
Rifl e Section<br />
Rifl e Sections are <strong>the</strong> footslogging infantry.<br />
Referred to as grunts, noigung, kharuk, and<br />
o<strong>the</strong>r affectionate terms throughout <strong>the</strong> Galaxy,<br />
<strong>the</strong> Rifl e Sections are <strong>the</strong> classic image <strong>of</strong> <strong>the</strong><br />
infantry soldier. Rifl e Sections may be slow, but<br />
<strong>the</strong>y are capable <strong>of</strong> devastating fi repower once<br />
<strong>the</strong>y arrive. A Rifl e Infantry Section is made up<br />
<strong>of</strong> <strong>the</strong> following elements:<br />
• 6-10 Infantry Models with <strong>the</strong> Model<br />
Role <strong>of</strong> Attack.<br />
• Models with <strong>the</strong> Bulky SA count as two<br />
Models when determining Section size.<br />
69<br />
Specialist Section<br />
Specialist Sections are <strong>the</strong> catch-all. Models in<br />
<strong>the</strong> Specialist Section may perform any odd<br />
duties or roles that may be needed to complete<br />
a mission. Specialist Sections may begin play<br />
with as few as one and as many as four Models<br />
<strong>of</strong> any Model Type and Model Role. All Models<br />
in a Task Force with <strong>the</strong> Specialist SA must be<br />
part <strong>of</strong> this Section. If Infantry Models are<br />
taken, <strong>the</strong>n transports may also be taken for<br />
<strong>the</strong>m. These Transports do not count against <strong>the</strong><br />
Section Model limit, but Transports taken cannot<br />
exceed <strong>the</strong> number <strong>of</strong> Infantry Model stands. A<br />
Task Force may only fi eld one Specialist Section.<br />
A Specialist Section is made up <strong>of</strong> <strong>the</strong> following<br />
elements:<br />
• 1-4 Models <strong>of</strong> any Model Type and<br />
Model Role.<br />
• Transport Models <strong>of</strong> any Model Type<br />
suffi cient to carry all <strong>the</strong> Infantry Models,<br />
but no more than one Transport per<br />
Infantry Model.<br />
• Models with <strong>the</strong> Bulky SA count as two<br />
Models when determining both Section<br />
size and transport capacity.<br />
Secondary Section Types<br />
Fire Support Section<br />
A Fire Support Section provides close, indirect<br />
fi re capability on <strong>the</strong> battlefi eld. Fire Support<br />
Sections are different from true artillery, which<br />
is represented by Strike Assets. A Fire Support<br />
Section is made up <strong>of</strong> <strong>the</strong> following elements:<br />
• 4-6 <strong>CAV</strong> and/or Vehicle Models<br />
• At least 3 <strong>of</strong> <strong>the</strong> models must have <strong>the</strong><br />
Model Role <strong>of</strong> Fire Support.<br />
• The balance may have <strong>the</strong> Model Role <strong>of</strong><br />
Recon or Attack.
Flight<br />
A Flight Section provides close air support for<br />
ground forces. A Flight Section is made up <strong>of</strong><br />
<strong>the</strong> following elements:<br />
• 2 Gunship Models <strong>of</strong> any Model Role.<br />
• If both <strong>of</strong> <strong>the</strong> Gunships in <strong>the</strong> Section<br />
have <strong>the</strong> Model Role <strong>of</strong> Recon, <strong>the</strong>n <strong>the</strong><br />
Flight Section also gains <strong>the</strong> abilities <strong>of</strong><br />
a Recon Section during <strong>the</strong> Deployment<br />
Phase.<br />
Mortar Section<br />
A Mortar Section is <strong>the</strong> Infantry way <strong>of</strong> reaching<br />
out to touch someone. A Mortar Section is made<br />
up <strong>of</strong> <strong>the</strong> following elements:<br />
70<br />
• 4-6 Infantry Models.<br />
• At least 4 <strong>of</strong> <strong>the</strong> models must have <strong>the</strong><br />
Model Role <strong>of</strong> Fire Support. The balance<br />
may have <strong>the</strong> Model Role <strong>of</strong> Recon or<br />
Attack.<br />
• Transport Models <strong>of</strong> any Model Type<br />
suffi cient to carry all <strong>the</strong> Infantry Models,<br />
but no more than one Transport per<br />
Infantry Model.<br />
• Models with <strong>the</strong> Bulky SA count as two<br />
Models when determining both Section<br />
size and transport capacity.<br />
Recon Section<br />
Recon Sections are <strong>the</strong> sneakers and peekers <strong>of</strong><br />
<strong>the</strong> ground forces. They are <strong>of</strong>ten given <strong>the</strong> duty<br />
<strong>of</strong> arriving fi rst and retreating last. They are also<br />
usually tasked with fl anking and penetration<br />
missions around or behind enemy lines. A Recon<br />
Section is made up <strong>of</strong> <strong>the</strong> following elements:<br />
• 4-6 <strong>CAV</strong> and/or Vehicle Models with <strong>the</strong><br />
Model Role <strong>of</strong> Recon.<br />
Transport Section<br />
Transport Sections are available to move units<br />
not normally equipped with <strong>the</strong>ir own Transports<br />
like a Rifl e Section.<br />
• 4-6 Models with <strong>the</strong> Model Role <strong>of</strong><br />
Transport.
From Appendix C -Special Abilities<br />
(SA) that concern:<br />
Task Force Creation<br />
In <strong>the</strong> months preceding <strong>the</strong> start <strong>of</strong> war, it<br />
became clear that <strong>the</strong> goals <strong>of</strong> <strong>the</strong> major and<br />
minor galactic powers had become too different<br />
to amicably support continued friendly relations.<br />
Major media outlets suggested that Ritterlich and<br />
Adon were at each o<strong>the</strong>r’s throats, old wounds<br />
between <strong>the</strong> Terrans and <strong>the</strong> Rach had reopened,<br />
and <strong>the</strong> Malvernis and Templar religions had<br />
entered aggressive expansionist stages making<br />
<strong>the</strong>m intolerable to <strong>the</strong> o<strong>the</strong>r governments and<br />
<strong>the</strong>ir citizens. Independent reports from non-<br />
Media sources, like <strong>the</strong> Mercenary community,<br />
confi rmed a decline in relationships between<br />
former allies. The Governments said nothing,<br />
suggesting that diplomatic solutions were still<br />
in process. Cynics observed that almost all<br />
<strong>the</strong> various governments were in economic<br />
decline and needed access to cheap resources<br />
primarily available on worlds that had become<br />
“independent” in <strong>the</strong> intervening years since<br />
<strong>the</strong> First Galaxy War. Within weeks, alliances<br />
had collapsed. Today, galactic member states<br />
that were former allies are now independent,<br />
fi ghting for control <strong>of</strong> <strong>the</strong>ir own territories and<br />
expanding into o<strong>the</strong>r sectors to secure buffer<br />
zones and resources. In <strong>the</strong> Second Galaxy War,<br />
planetary resources and military or political<br />
objectives are far more important than any sense<br />
<strong>of</strong> duty or responsibility to so called “friendly<br />
nations.” At this time, both <strong>the</strong> Grand Coalition<br />
and <strong>the</strong> Alliance <strong>of</strong> <strong>the</strong> fi rst Galaxy War are<br />
nothing more than memories.<br />
Faction Affi liation<br />
Six galactic empires, each with its own view and<br />
goals, are fi ghting in <strong>the</strong> Second Galaxy War.<br />
Your Task Force is just a part <strong>of</strong> one <strong>of</strong> <strong>the</strong>se<br />
vast armed forces. The Faction you play is an<br />
important choice, as it will determine both <strong>the</strong><br />
71<br />
Specialist SA<br />
A Model with <strong>the</strong> Specialist SA may only be<br />
fi elded in <strong>the</strong> Specialist Section <strong>of</strong> a Task Force.<br />
Models and Faction Doctrines that are available<br />
to you.<br />
The Six Largest Galactic Military Forces are:<br />
• Adon<br />
• Malvernis<br />
• Ritterlich<br />
• Rach<br />
• Templar<br />
• Terran<br />
Faction Doctrines<br />
Players fi elding a Task Force that consists entirely<br />
<strong>of</strong> Models that all have <strong>the</strong> same Government<br />
Faction Affi liation (UCOR doesn’t matter) on<br />
<strong>the</strong>ir Data Cards may choose one <strong>of</strong> that faction’s<br />
Faction Doctrines for <strong>the</strong>ir Task Force. Faction<br />
Doctrines may be found in Appendix E.<br />
Open Market Models<br />
The end <strong>of</strong> <strong>the</strong> First Galaxy War instantly created<br />
vast stockpiles <strong>of</strong> modern weapons across <strong>the</strong><br />
galaxy. In an attempt to avoid reductions and<br />
cutbacks, <strong>the</strong> Corporations <strong>of</strong>fered Mercenaries<br />
and security forces across <strong>the</strong> galaxy deep<br />
discounts and lucrative terms <strong>of</strong> purchase. This<br />
allowed <strong>the</strong>m to expand in an unprecedented<br />
way.<br />
As <strong>the</strong> Second Galaxy War quickly heats up<br />
and Factions are activating old units, modern,<br />
ready to roll, equipment is in short supply.<br />
Compounding this situation is <strong>the</strong> fact that most<br />
<strong>of</strong> <strong>the</strong> weapons or inventories a faction currently<br />
uses were probably made by a UCOR that is now<br />
aligned with a potential enemy.
Some factions have chosen to refi t and upgrade<br />
certain weapon platforms to fi ll gaps in specifi c<br />
mission requirements important to <strong>the</strong>ir<br />
military planners. O<strong>the</strong>rs are simply pressing<br />
older equipment into service as <strong>the</strong>y retool<br />
and reconstitute a new manufacturing base<br />
for modern weapon platforms. These <strong>CAV</strong>s,<br />
Vehicles, and Gunships are called Open Market<br />
Models. Open Market Models are available for<br />
use by any faction.<br />
Open Market Models, when fi elded in a pure<br />
Faction Affi liation Task Force, are treated as<br />
Models <strong>of</strong> that Faction for purposes <strong>of</strong> Faction<br />
Special Abilities. If a Task Force is constructed<br />
solely <strong>of</strong> Open Market Models, it is an<br />
Independent Faction.<br />
The modern battlefi eld can be described<br />
as organized chaos in motion. Despite that<br />
appearance, <strong>the</strong>re exists a highly evolved system<br />
<strong>of</strong> maneuver, engagement, and exploitation.<br />
The ability to outmaneuver your opponent and<br />
bring decisive forces to bear has always been<br />
<strong>the</strong> key to victory. In <strong>CAV</strong>, this factor is just as<br />
important.<br />
The fi rst turn in a <strong>CAV</strong> game consists <strong>of</strong> <strong>the</strong> six<br />
phases listed below. All subsequent turns consist<br />
<strong>of</strong> <strong>the</strong> last three phases: Initiative, Action and<br />
End.<br />
• Battle Setup<br />
• Deployment Zone<br />
• Pre-Battle Action Phase<br />
• Initiative Phase<br />
• Action Phase<br />
• End Phase<br />
72<br />
Independent Factions<br />
Players may also choose to fi eld a Task Force<br />
that is not aligned with any major faction. Such<br />
a force is considered an “Independent Task<br />
Force.” The Independent Task Forces represent<br />
independent soldiers, mercenaries, pirates, local<br />
planetary defense forces, corporate security<br />
troops, etc.<br />
Independent Task Forces are composed <strong>of</strong> only<br />
Models with <strong>the</strong> Open Market designation on<br />
<strong>the</strong>ir Data Card. Independent Task Forces have<br />
<strong>the</strong> advantage <strong>of</strong> fl exibility by not being limited<br />
to <strong>the</strong> Models <strong>of</strong> one Faction. Independent Task<br />
Forces have <strong>the</strong> disadvantage <strong>of</strong> not being able<br />
to employ any <strong>of</strong> <strong>the</strong> major factions’ Doctrines.<br />
In this part <strong>of</strong> <strong>the</strong> rules, we will cover:<br />
• The First Turn <strong>of</strong> <strong>the</strong> Game<br />
• Game Turns after <strong>the</strong> First Turn<br />
Battle Setup<br />
To play a game <strong>of</strong> <strong>CAV</strong>, you fi rst need a place<br />
in which to play it. Since <strong>the</strong> earliest days <strong>of</strong><br />
<strong>the</strong> hobby, war games have been played on just<br />
about any available surface, from kitchen and<br />
dining room tables to dedicated game tables<br />
in <strong>the</strong> den. Players take miniature versions <strong>of</strong><br />
buildings, trees, hills, rivers, and more and place<br />
<strong>the</strong>m on <strong>the</strong> battlefi eld to simulate <strong>the</strong> effects<br />
<strong>of</strong> terrain when <strong>the</strong>y are playing. For <strong>CAV</strong>’s<br />
purposes, we suggest scattering terrain pieces to
epresent urban ruins, walls, vegetation, forests,<br />
bracken, and hills or rivers in a manner suitable<br />
to <strong>the</strong> scenario being played. We suggest that a<br />
good <strong>CAV</strong> play area is ei<strong>the</strong>r a 4’ by 6’ rectangle<br />
for most games, or a 4’ by 4’ square surface for<br />
smaller games <strong>of</strong> 2000 points or less. Players<br />
should always discuss and agree upon terrain<br />
and cover types before play begins.<br />
Deployment Zone<br />
After <strong>the</strong> battlefi eld has been set up, players<br />
determine <strong>the</strong>ir Deployment Zone (DZ). The DZ<br />
is <strong>the</strong> area in which players will place <strong>the</strong>ir Task<br />
Forces at <strong>the</strong> start <strong>of</strong> <strong>the</strong> game. Deployment<br />
Zones will <strong>of</strong>ten be determined by scenario rules.<br />
If a scenario lacks a defi ned DZ, <strong>the</strong> default DZ<br />
is <strong>the</strong> width <strong>of</strong> <strong>the</strong> table and up to 6” from <strong>the</strong><br />
table edge.<br />
4<br />
F<br />
e<br />
e<br />
t<br />
Building 11"<br />
18"<br />
19"<br />
Objective<br />
B<br />
12”<br />
16"<br />
16"<br />
Buildings Road<br />
4 Feet<br />
DEPLOYMENT ZONE<br />
11"<br />
Building 4A<br />
A<br />
Building 4B<br />
DEPLOYMENT ZONE<br />
Building 2A<br />
Building 2B<br />
6”<br />
Building 3A<br />
8"<br />
Building 3B<br />
Factory Complex - 6 Scenario Points - 4 Elimination Points<br />
Each side has fi ve (5) turns<br />
Building 1 - 12” Diameter<br />
Building 2 A & B - 4” X 5” Objective B & C - 4” Diameter<br />
Building 3 A & B - 4” X 4” Objective A - 6” Diameter<br />
Building 4 A & B - 4” X 10” Deployment Zone- 6” X 48”<br />
5"<br />
C<br />
5"<br />
13”<br />
4"<br />
73<br />
Creating a Draw Deck<br />
A Draw Deck is formed using a simple deck <strong>of</strong><br />
playing cards. Each player is assigned a suit,<br />
and one card from each player’s suit is put<br />
into <strong>the</strong> Draw Deck for every Section <strong>the</strong>y have<br />
in <strong>the</strong>ir Task Force. After each player has put<br />
<strong>the</strong> appropriate number <strong>of</strong> <strong>the</strong>ir assigned suit<br />
cards into <strong>the</strong> deck, shuffl e <strong>the</strong> cards. Once <strong>the</strong><br />
cards have been shuffl ed, it is a simple matter<br />
<strong>of</strong> turning over <strong>the</strong> top card to see who gets to<br />
go. During <strong>the</strong> course <strong>of</strong> <strong>the</strong> game, it is <strong>of</strong>ten<br />
helpful for each <strong>of</strong> <strong>the</strong> players to keep a card <strong>of</strong><br />
<strong>the</strong>ir suit nearby as a reminder <strong>of</strong> <strong>the</strong> suit that<br />
belongs to <strong>the</strong>m.<br />
Bonus Cards<br />
Some Scenarios, events, or Special Abilities (SA)<br />
will grant <strong>the</strong> option <strong>of</strong> adding extra or bonus<br />
cards to <strong>the</strong> Draw Deck. Each time Players<br />
form <strong>the</strong> Draw Deck for ei<strong>the</strong>r Deployment or<br />
Initiative, players with Bonus Cards may choose<br />
whe<strong>the</strong>r or not to include some or all <strong>of</strong> <strong>the</strong>ir<br />
Bonus Cards in <strong>the</strong> Draw Deck.<br />
Conducting Deployment<br />
After you have assembled and shuffl ed <strong>the</strong><br />
Draw Deck, fl ip <strong>the</strong> top card over. The player<br />
whose suit is drawn must now place one <strong>of</strong> <strong>the</strong>ir<br />
Sections within <strong>the</strong> Deployment Zone. After<br />
placing <strong>the</strong> Section into <strong>the</strong> Deployment Zone,<br />
<strong>the</strong> next card in <strong>the</strong> Draw Deck is fl ipped over,<br />
and <strong>the</strong> process is repeated until every Section<br />
is deployed.<br />
Recon Sections in <strong>the</strong> Deployment Phase<br />
During <strong>the</strong> Deployment Phase, players that<br />
have Recon Sections in <strong>the</strong>ir Task Force have <strong>the</strong><br />
ability to Bury a card <strong>of</strong> <strong>the</strong> suit assigned to <strong>the</strong>ir<br />
Task Force. Burying a card is a simple matter <strong>of</strong><br />
taking <strong>the</strong> card that was just fl ipped over and<br />
putting it face down on <strong>the</strong> bottom <strong>of</strong> <strong>the</strong> Draw<br />
Deck. Players may Bury drawn cards only once<br />
for each Recon Section in <strong>the</strong>ir Task Force. This<br />
ability only allows players to bury <strong>the</strong>ir own<br />
cards, not <strong>the</strong> cards <strong>of</strong> o<strong>the</strong>r players.
Delayed Deployment<br />
Certain scenarios, Section types, or SA’s will<br />
involve delaying deployment <strong>of</strong> some or all<br />
<strong>of</strong> your Sections at <strong>the</strong> beginning <strong>of</strong> <strong>the</strong> game.<br />
In <strong>the</strong>se cases, Sections or Models that are not<br />
Deployed add no cards to <strong>the</strong> Deployment Deck.<br />
They also do not add cards to <strong>the</strong> Initiative Deck<br />
until <strong>the</strong> Turn <strong>the</strong>y enter <strong>the</strong> board. Sections<br />
that delay deployment are placed on <strong>the</strong> board<br />
according to <strong>the</strong> instructions <strong>of</strong> <strong>the</strong> scenario or by<br />
<strong>the</strong> instructions <strong>of</strong> <strong>the</strong> Section type or SA. In <strong>the</strong><br />
absence <strong>of</strong> delayed deployment instructions, <strong>the</strong><br />
Section or Models deploy inside <strong>the</strong> Deployment<br />
Zone.<br />
Model States<br />
Model States, or effects that normally require<br />
an Action during play, may be considered<br />
performed at <strong>the</strong> time <strong>of</strong> initial deployment<br />
unless o<strong>the</strong>rwise described in <strong>the</strong> Scenario<br />
notes. For example, Infantry may deploy ei<strong>the</strong>r<br />
Mounted in <strong>the</strong>ir Transports or Dismounted with<br />
<strong>the</strong>ir Transports nearby.<br />
• Initiative Phase<br />
• Action Phase<br />
• End Phase<br />
Initiative Phase<br />
To keep a game from being a hectic, confusing<br />
mess, games have a system for determining who<br />
goes fi rst or next. In <strong>CAV</strong> this is called Initiative,<br />
and <strong>the</strong> Initiative <strong>of</strong> each player is determined by<br />
<strong>the</strong> draw <strong>of</strong> cards from <strong>the</strong> Draw Deck. Initiative<br />
is an important element <strong>of</strong> <strong>the</strong> game and will<br />
dictate <strong>the</strong> ebb and fl ow <strong>of</strong> <strong>the</strong> battle. Create<br />
a Draw Deck as described in <strong>the</strong> Deployment<br />
Phase.<br />
74<br />
Pre-Battle Action Phase<br />
Some Models may take actions before anyone<br />
else in <strong>the</strong> Task Force. This extra Action might<br />
represent <strong>the</strong> result <strong>of</strong> good reconnaissance,<br />
extraordinary abilities, equipment, or just plain<br />
good luck.<br />
Create a Draw Deck, shuffl e it, and draw a card.<br />
The player whose suit is drawn may conduct<br />
Pre-Battle Actions with any and all Models that<br />
may do so. Players conduct all <strong>of</strong> <strong>the</strong> Pre-Battle<br />
Actions <strong>the</strong>y are entitled to, at once, when <strong>the</strong>ir<br />
card is drawn. In a game with more than two<br />
players, continue to draw cards until all players<br />
have had a chance to conduct <strong>the</strong>ir Pre-Battle<br />
Actions.<br />
Recon Models<br />
Models that are <strong>the</strong> Model Role Recon may<br />
make a single Movement Action during <strong>the</strong> Pre-<br />
Battle Action Phase.<br />
Action Phase<br />
After you have assembled and shuffl ed <strong>the</strong><br />
Draw Deck, fl ip <strong>the</strong> top card over. The player<br />
whose suit is drawn must now Activate one <strong>of</strong><br />
<strong>the</strong> player’s Sections. Players may not choose<br />
to Activate a Section that has already been<br />
Activated this Turn. To Activate a Section again,<br />
a player must wait until <strong>the</strong> following Turn. If a<br />
player has already Activated all <strong>of</strong> <strong>the</strong> player’s<br />
Sections, simply ignore any extra cards as <strong>the</strong>y<br />
are fl ipped over. Once all Sections have been<br />
Activated for this Turn, proceed to <strong>the</strong> End<br />
Phase.
Taking Action<br />
Once a Section has been Activated, its Models<br />
can conduct a move, attack o<strong>the</strong>r Models, or<br />
conduct any Action <strong>the</strong>y are allowed to take.<br />
Each Model in an Activated Section may perform<br />
two Actions.<br />
To help you keep track <strong>of</strong> which Sections have<br />
already been Activated during this turn, place<br />
tokens next to <strong>the</strong> Models <strong>of</strong> previously Activated<br />
Sections. You can also fl ip over <strong>the</strong> Data Cards <strong>of</strong><br />
Sections that have already been Activated.<br />
Types <strong>of</strong> Actions<br />
In <strong>CAV</strong> <strong>the</strong>re are three types <strong>of</strong> Actions: Non-<br />
Repeatable Actions, Repeatable Actions, and<br />
Free Actions. Each type is fairly self-explanatory.<br />
Sometimes a Model may not want to do<br />
anything at all, or it may want to perform only<br />
one Action. If this is <strong>the</strong> case, <strong>the</strong> extra Action<br />
is lost and may not be saved or transferred to<br />
o<strong>the</strong>r Models.<br />
An Activated Model may perform up to two<br />
Actions in a turn. Non-Repeatable Actions are<br />
just that, a Model can only use <strong>the</strong>m once during<br />
<strong>the</strong> Model’s turn. You can execute two different<br />
Non-Repeatable Actions in <strong>the</strong> same turn. You<br />
cannot execute <strong>the</strong> same Non-Repeatable Action<br />
Non-Repeatable Actions:<br />
• Ranged Attack<br />
• Standard Ranged Attack<br />
• Run N’ Gun (Uses both Actions)<br />
• Salvo Strike Fire<br />
• Close Combat<br />
• Regroup<br />
• Specialty<br />
• Target Lock<br />
• Jamming<br />
Repeatable Actions:<br />
• Movement<br />
• Mount/Dismount<br />
• Repair<br />
75<br />
twice in <strong>the</strong> same turn. You can execute <strong>the</strong><br />
same Repeatable Action twice during your turn.<br />
You may perform your Actions in any order you<br />
desire.<br />
The combinations <strong>of</strong> Actions you use can<br />
be very important to achieving a victory.<br />
As an example: A Section <strong>of</strong> four Specters<br />
need to keep moving and still provide<br />
devastating Fire Support. To do this, <strong>the</strong><br />
fi rst Specter would use <strong>the</strong> Action Target<br />
Lock and, with its Chain-Fire Pod, ensure<br />
attacking fi re was as deadly as possible.<br />
For its second Action, it would use its<br />
Movement to keep advancing. The<br />
remaining three Specters would each<br />
conduct a Ranged Attack Action to tap<br />
into <strong>the</strong> Chain-Fire and follow it up with<br />
a Movement Action.<br />
Free Actions<br />
Sometimes in <strong>the</strong> course <strong>of</strong> reading a description<br />
<strong>of</strong> an Ability, you may run across Actions that<br />
are referred to as Free Actions. These are Actions<br />
that may be taken by Models without using<br />
ei<strong>the</strong>r <strong>of</strong> <strong>the</strong> two Actions you are allowed to take<br />
when Activated. Unless <strong>the</strong> Action’s description<br />
states o<strong>the</strong>rwise, Free Actions resolve instantly.<br />
Each Free Action’s description will give you<br />
instructions on how to resolve it.<br />
Declaring Actions<br />
The fi rst step in performing an Action is to tell<br />
your opponent what Action <strong>the</strong> Model is going<br />
to attempt. This is called Declaring an Action.<br />
Once you have Declared your Actions, you may
egin to Resolve <strong>the</strong>m as allowed by <strong>the</strong> rules.<br />
You are not allowed to premeasure any Distances<br />
on <strong>the</strong> board until you have Declared an Action.<br />
If you have Declared an Action and cannot<br />
perform it as Declared because you do not<br />
have enough Range, Movement, or are unable<br />
to fully complete it as desired, you must still<br />
perform <strong>the</strong> Action to <strong>the</strong> best <strong>of</strong> your ability.<br />
In <strong>the</strong> worst case, you will forfeit <strong>the</strong> Action you<br />
declared. Once a player has begun resolving a<br />
Declared Action <strong>the</strong>y cannot stop and change<br />
<strong>the</strong>ir Declaration.<br />
Order <strong>of</strong> Performing Actions<br />
<strong>CAV</strong>, like o<strong>the</strong>r R.A.G.E. games, is fairly <strong>free</strong>form<br />
in <strong>the</strong> sense that you have a wide choice <strong>of</strong><br />
Actions to choose from, and <strong>the</strong>re is no set order<br />
in which a players must perform <strong>the</strong>ir Actions.<br />
Some <strong>of</strong> <strong>the</strong>ir Models may perform a Repeatable<br />
Action and <strong>the</strong>n a Non-Repeatable Action, and<br />
<strong>the</strong>n <strong>the</strong> rest <strong>of</strong> <strong>the</strong> Section may perform Non-<br />
Repeatable Actions and <strong>the</strong>n a Repeatable<br />
Action. Any combination <strong>of</strong> Actions is valid, and<br />
each Model may perform Actions irrespective <strong>of</strong><br />
<strong>the</strong> o<strong>the</strong>r Models in its Section.<br />
Declaring and Conducting Non-<br />
Repeatable Actions<br />
There is one very important rule about<br />
performing Non-Repeatable Actions. When<br />
conducting a Non-Repeatable Action <strong>of</strong> any<br />
type, all Models in <strong>the</strong> Active Section that are<br />
conducting <strong>the</strong> same type <strong>of</strong> Non-Repeatable<br />
Action must perform it at <strong>the</strong> same time. That<br />
means all Models in <strong>the</strong> Active Section that are<br />
conducting <strong>the</strong> same type <strong>of</strong> Non-Repeatable<br />
Action must Declare that <strong>the</strong>y will be performing<br />
it BEFORE any <strong>of</strong> <strong>the</strong>m may begin Resolving it.<br />
Different Types <strong>of</strong> Ranged Attacks<br />
A Model may conduct only one type <strong>of</strong> Ranged<br />
Attack Action in a single turn. All Ranged Attack<br />
Actions, regardless <strong>of</strong> type, must be declared<br />
and resolved at <strong>the</strong> same time.<br />
76<br />
Example: Todd has an Armor Section<br />
with two <strong>CAV</strong> and two Vehicles in it. If<br />
he wanted one <strong>of</strong> his <strong>CAV</strong> to perform<br />
a Ranged Combat Attack Action, any<br />
o<strong>the</strong>r Models in <strong>the</strong> Section that he also<br />
wanted to perform a Ranged Combat<br />
Attack Action must do so at <strong>the</strong> same<br />
time. He would Declare all <strong>of</strong> <strong>the</strong> Models<br />
that are performing a Ranged Combat<br />
Action before beginning to resolve any<br />
<strong>of</strong> <strong>the</strong> Ranged Attacks.<br />
Conducting a Specialty Action<br />
A Specialty Action is a unique Non-Repeatable<br />
Action made by a Model. An example <strong>of</strong> a<br />
Specialty Action would be a Model with <strong>the</strong><br />
FiST SA calling in an airstrike. When a Specialty<br />
Action is called for, <strong>the</strong> instructions to resolve it,<br />
if any, will be included in <strong>the</strong> text.<br />
Resolving Actions<br />
Once you have Declared a Model’s Action, fi nd<br />
out if <strong>the</strong> Model’s Action is successful. How you<br />
determine success depends on <strong>the</strong> Action you<br />
There are 4 ways an Action may be<br />
Resolved.<br />
• Automatic Success<br />
• 10 Or Better Roll (10+ Roll)<br />
• Target Value Or Better Roll (TV+ Roll)<br />
• Opposed Roll<br />
are taking.<br />
Automatic Success<br />
With some things <strong>the</strong>re is just no chance <strong>of</strong><br />
failure. No die roll is required by this type <strong>of</strong><br />
Action; <strong>the</strong>y merely succeed.
10 or better roll (10+ Roll)<br />
A 10 or better roll (10+) requires players to roll<br />
a D10 and add an appropriate (Exp or Rpr) stat<br />
from <strong>the</strong> Model’s Data Card. If this 10+ Roll<br />
is greater than or equal to a 10, <strong>the</strong> Action is<br />
successful.<br />
Target Value or better (TV+ Roll)<br />
A Target Value or better (TV+ Roll) occurs when<br />
an Action directly affects ano<strong>the</strong>r Model, ei<strong>the</strong>r<br />
an enemy or a friendly one, caught at <strong>the</strong> wrong<br />
place at <strong>the</strong> wrong time. TV+ Rolls require a<br />
player to roll a D10, add an applicable stat from<br />
<strong>the</strong>ir own Model’s Data Card, and meet or beat<br />
a stat on <strong>the</strong> Data Card <strong>of</strong> <strong>the</strong> Target Model.<br />
Opposed Roll<br />
Opposed Rolls require both <strong>the</strong> player controlling<br />
<strong>the</strong> acting Model and <strong>the</strong> player controlling<br />
<strong>the</strong> Model acted upon to roll a d10 and add<br />
applicable stats from <strong>the</strong>ir Model’s own Data<br />
Cards. The player with <strong>the</strong> highest result is <strong>the</strong><br />
winner. In <strong>the</strong> case <strong>of</strong> ties, <strong>the</strong> Model taking <strong>the</strong><br />
Action wins.<br />
Auto 10<br />
The Auto 10 rule represents that <strong>the</strong>re is always<br />
a chance to succeed, even if it is a small one. If<br />
a player rolls a natural 10 (<strong>the</strong> D10 has <strong>the</strong> 10<br />
side facing up), <strong>the</strong> Action is considered to be<br />
a success regardless <strong>of</strong> what number <strong>the</strong> player<br />
was required to roll in order to meet or beat<br />
<strong>the</strong> target. Sometimes rolling an Auto 10 will<br />
give <strong>the</strong> Action better results! Rolling a 1 does<br />
not indicate an automatic failure. Concerning<br />
Ranged Attacks, <strong>the</strong> Auto 10 die roll does not<br />
apply beyond Long Range.<br />
77<br />
End Phase<br />
After every Section on <strong>the</strong> battlefi eld has been<br />
Activated once during a game turn, it is time to<br />
wrap up <strong>the</strong> loose ends and prepare for a new<br />
Turn. This part <strong>of</strong> a Turn is called <strong>the</strong> End Phase.<br />
To end a Turn, <strong>the</strong> players must quickly review<br />
<strong>the</strong> progress <strong>of</strong> <strong>the</strong> game, determine if <strong>the</strong> battle<br />
is to continue, and adjust <strong>the</strong> Initiative Deck as<br />
needed.<br />
Special Rules<br />
Any Special Rules or effects awaiting <strong>the</strong> End<br />
Phase now take effect. Players establish if any<br />
Scenario Objectives have been met that trigger<br />
o<strong>the</strong>r events or possibly even end <strong>the</strong> game.<br />
Victory or Continue<br />
Players determine if one <strong>of</strong> <strong>the</strong> Sides has won<br />
<strong>the</strong> battle or scenario.<br />
If The Game Ends<br />
If <strong>the</strong> conditions for ending <strong>the</strong> game have been<br />
met, <strong>the</strong>n determine <strong>the</strong> winner <strong>of</strong> <strong>the</strong> game.<br />
Review <strong>the</strong> victory conditions <strong>of</strong> <strong>the</strong> game or<br />
scenario and calculate any victory points.<br />
If <strong>the</strong> Game Continues<br />
If it is determined that <strong>the</strong> conditions for<br />
ending <strong>the</strong> game have not been met a new Turn<br />
begins.<br />
Prepare <strong>the</strong> Initiative Phase and Remove Cards<br />
Remove one Initiative Card <strong>of</strong> <strong>the</strong> corresponding<br />
suit from <strong>the</strong> Initiative Deck for each Section<br />
that was completely eliminated from play by<br />
destruction or Regrouping during <strong>the</strong> Turn.<br />
Also remove any extra Initiative Cards for each<br />
destroyed Model that possessed a SA that<br />
granted an extra Initiative Card. Begin <strong>the</strong> next<br />
turn.
So you’ve brought your army to <strong>the</strong> battlefi eld,<br />
now its time to move across, engage, and<br />
dispatch <strong>the</strong> enemy force that opposes you.<br />
The distance a Model may move is <strong>the</strong> Movement<br />
Value (Mov) listed on <strong>the</strong> Model’s Data Card.<br />
Different types <strong>of</strong> Terrain (such as hills, trees,<br />
or water) may adversely affect <strong>the</strong> distance a<br />
Model may move during a Movement Action.<br />
Sometimes o<strong>the</strong>r things, like buildings or<br />
o<strong>the</strong>r Models, may slow down or impede your<br />
movement.<br />
Movement Action<br />
To move, a player declares that one <strong>of</strong> <strong>the</strong>ir<br />
Activated Models is performing a Movement<br />
Action. A Movement Action is a Repeatable<br />
Action. The Model performing <strong>the</strong> Movement<br />
Action may now move from zero to a number<br />
<strong>of</strong> inches equal to <strong>the</strong> current Movement Value<br />
(Mov) shown on <strong>the</strong> Model’s Data Card.<br />
Measuring Movement<br />
To avoid moving too far, or worse, shorting you<br />
some vital movement distance, all measurements<br />
should be measured from <strong>the</strong> same point on<br />
<strong>the</strong> Model each time, usually <strong>the</strong> center <strong>of</strong> <strong>the</strong><br />
Model.<br />
Facing<br />
Facing is <strong>the</strong> way a Model is oriented on <strong>the</strong><br />
tabletop battlefi eld, i.e. which side <strong>the</strong> front <strong>of</strong><br />
<strong>the</strong> Model is turned to face. In some situations<br />
how a Model may react will depend upon <strong>the</strong><br />
78<br />
In this part <strong>of</strong> <strong>the</strong> rules we will cover:<br />
• Movement<br />
• Base-to-Base Contact<br />
• Transporting Infantry<br />
Model’s Facing. A Model may <strong>free</strong>ly turn to face<br />
any direction while conducting a Movement<br />
Action.<br />
Terrain<br />
Imagine what you might encounter as you<br />
walked from <strong>the</strong> north side <strong>of</strong> your hometown<br />
to <strong>the</strong> south side. Fields, streets, cars, walls,<br />
buildings, hills, and rivers would all be types <strong>of</strong><br />
Terrain you might encounter. Terrain is a term to<br />
describe obstacles that compose your tabletop<br />
battlefi eld.
Terrain Modifi ers<br />
As a Model moves across <strong>the</strong> battlefi eld, certain types <strong>of</strong> Terrain may modify a Model’s Mov<br />
by speeding up or slowing down <strong>the</strong> Model while <strong>the</strong> Model negotiates <strong>the</strong> terrain. Terrain<br />
Modifi ers apply when a Model enters that particular type <strong>of</strong> Terrain (or negotiates a listed<br />
obstacle). Terrain Modifi ers stop when a Model exits that particular type <strong>of</strong> Terrain. When<br />
crossing Terrain, if any part <strong>of</strong> <strong>the</strong> Model’s base touches ano<strong>the</strong>r type <strong>of</strong> Terrain, <strong>the</strong> Model must<br />
use <strong>the</strong> Terrain Modifi er value for <strong>the</strong> least favorable Terrain Type being traversed.<br />
To compute <strong>the</strong> cost in movement to negotiate a specifi c type <strong>of</strong> Terrain, multiply <strong>the</strong> type <strong>of</strong><br />
movement by <strong>the</strong> Terrain Modifi er listed below.<br />
Model’s Move Class (MClass)<br />
Foot Tracked Wheeled Air Hover Walker<br />
Road Bonus x.5 x1 x.5 x1 x1 x1<br />
Open Terrain x1 x1 x1 x1 x1 x1<br />
Rough Terrain x2 x2 x3 x1 x1 x2<br />
Light Woods x1 x2 x2 x4 x2 x2<br />
Heavy Woods x2 x4 NA NA x4 x3<br />
Marsh, Swamp, Shallow Water x3 x3 NA x1 x1 x2<br />
Under Water NA x4 NA NA NA x3<br />
Vertical Obstacles, Field Works x2 x3 NA x2 x3 x2<br />
Urban Debris x2 x2 x4 x1 x3 x2<br />
N/A = Impassable to Models with this MClass<br />
Moving Through or Between<br />
O<strong>the</strong>r Models and Obstructions<br />
Generally a Model can only move next to or<br />
between Models and objects where <strong>the</strong> base<br />
<strong>of</strong> <strong>the</strong> moving Model physically fi ts. At no time<br />
79<br />
may a Model’s base overlap ano<strong>the</strong>r Model’s<br />
base. In <strong>the</strong> event a Model does not have a base,<br />
<strong>the</strong> gap between <strong>the</strong> un-based Model and any<br />
o<strong>the</strong>r Model or obstruction must be <strong>the</strong> width<br />
<strong>of</strong> <strong>the</strong> un-based Model plus ¼” on ei<strong>the</strong>r side.<br />
There are two exceptions to this rule:<br />
Air<br />
Models with MClass Air do not act as an Model<br />
or obstruction for purposes <strong>of</strong> blocking ano<strong>the</strong>r<br />
Model’s movement. Any Model may move<br />
through any Model with this MClass as long as<br />
it does not end its Movement overlapping <strong>the</strong><br />
Model’s base.<br />
Friendly Infantry<br />
Friendly Infantry Models do not block ano<strong>the</strong>r<br />
Model’s movement. A Model may move through<br />
friendly Infantry as long as it does not end its<br />
movement overlapping <strong>the</strong> Infantry’s base.
Base-to-Base Contact (B2B) indicates that two<br />
Models are touching each o<strong>the</strong>r. Only Models<br />
in B2B can conduct a Close Combat Action.<br />
Opposing Models in B2B do not have to conduct<br />
a Close Combat Action simply because <strong>the</strong>y are<br />
in B2B. Models moving into B2B contact and<br />
not conducting a Close Combat Action must<br />
declare <strong>the</strong>y are not conducting a Close Combat<br />
Action. Models in B2B and not involved in a<br />
Close Combat Action may conduct a Ranged<br />
Attack.<br />
Contact with Enemy Models<br />
Any B2B with an enemy Model immediately<br />
ends a Model’s Movement Action. This rule is<br />
ignored if <strong>the</strong> opposing Model involved in <strong>the</strong><br />
B2B is a Model with MClass Air.<br />
Based and Unbased Models<br />
For Models mounted on a base, valid B2B is<br />
very simple to determine. Valid B2B has been<br />
achieved when <strong>the</strong> two Models involved have fl at<br />
base sides touching. Corner only contact is not<br />
80<br />
valid B2B. A Model without a base is considered<br />
to be in valid B2B with a Model mounted on a<br />
base when any part <strong>of</strong> <strong>the</strong> unbased Model is<br />
in contact with any fl at side <strong>of</strong> <strong>the</strong> base <strong>of</strong> <strong>the</strong><br />
target Model. Two unbased Models are in valid<br />
B2B when in contact with each o<strong>the</strong>r.<br />
Leaving Base-to-Base Contact<br />
A Model already in B2B with an enemy Model<br />
may declare a Movement Action to leave B2B.<br />
A Model may not leave B2B during <strong>the</strong> same<br />
Activation that it has conducted a Close Combat<br />
Action.<br />
Gunship and Base-to-Base<br />
Contact with ground Models<br />
Gunship do not operate on <strong>the</strong> same vertical<br />
level as ground Models, <strong>the</strong>refore, <strong>the</strong>y are never<br />
considered to be in B2B with any Model unless<br />
a special rule or situation states o<strong>the</strong>rwise.<br />
Infantry Charge Bonus<br />
Infantry gain 2” <strong>of</strong> Straight-Line Movement<br />
(Mov) when conducting a Movement Action<br />
if this additional Movement will bring <strong>the</strong>m<br />
into B2B with an enemy Model. If <strong>the</strong> Charge<br />
Bonus does not allow <strong>the</strong> Infantry to come into<br />
B2B with an enemy Model, <strong>the</strong>n <strong>the</strong> charging<br />
Infantry is moved back to where it was before<br />
<strong>the</strong> Charge Bonus was applied. Infantry may only<br />
gain a Charge Bonus once in a single Activation.<br />
“Straight-Line Movement” means that any bonus<br />
Move gained by <strong>the</strong> Charge must be in a straight<br />
line with no Facing changes or turns allowed.<br />
Terrain modifi ers still apply. The Charge attempt<br />
must be Declared when Movement is Declared<br />
and prior to any measurement.
Infantry are slow when compared against<br />
<strong>the</strong> speeds that Vehicles or Gunships are able<br />
to attain. To solve this problem on <strong>the</strong> fl uid<br />
battlefi elds <strong>of</strong> <strong>the</strong> 23rd century, equipment and<br />
training has been developed to get soldiers into<br />
and out <strong>of</strong> transports very quickly. In <strong>CAV</strong>, <strong>the</strong><br />
Mount/Dismount Action governs this type <strong>of</strong><br />
activity.<br />
Hitching a Ride<br />
The easiest way for Infantry to get somewhere<br />
faster is to get a ride inside a Transport. While<br />
<strong>the</strong>y are inside, <strong>the</strong> Transport simply moves to<br />
wherever <strong>the</strong>y need to be. Once <strong>the</strong> Transport<br />
gets <strong>the</strong>re, <strong>the</strong>y jump out and take <strong>the</strong> fi ght to<br />
<strong>the</strong> enemy.<br />
Getting on a Transport<br />
Infantry Models perform a Mount/Dismount<br />
Action to get into or out <strong>of</strong> a Transport <strong>the</strong>y<br />
are in B2B with. A Mount/Dismount Action is<br />
a Repeatable Action. The Transport must have<br />
available Transport Space for <strong>the</strong> Infantry<br />
Models.<br />
81<br />
Using a Transport that is Part <strong>of</strong><br />
a Different Section<br />
A Transport does not have to be part <strong>of</strong> <strong>the</strong> same<br />
Section to transport Models.<br />
Getting Off a Transport<br />
Infantry Models perform a Mount/Dismount<br />
Action to get into or out <strong>of</strong> a Transport. A Mount/<br />
Dismount Action is a Repeatable Action.<br />
Dismounting Infantry are placed anywhere<br />
within B2B with <strong>the</strong> Transport. If no space is<br />
available for dismounting Infantry to be in B2B<br />
with <strong>the</strong> Transport, <strong>the</strong> dismount is cancelled<br />
and <strong>the</strong> Action lost.<br />
Infantry Models may dismount directly into B2B<br />
with an enemy Model.<br />
Taking Damage while<br />
Transporting Infantry<br />
Anytime a Transport takes Critical Hit Damage,<br />
any Infantry Models it is currently transporting<br />
takes a single point <strong>of</strong> Damage. A destroyed<br />
Transport also destroys any Infantry it was<br />
transporting.<br />
Shooting from Inside <strong>the</strong><br />
Transport<br />
While Transports are good at getting Infantry<br />
where <strong>the</strong>y need to go, Infantry generally cannot<br />
perform any Ranged Attack Actions inside <strong>the</strong><br />
Transport unless a SA special rule or situation<br />
states o<strong>the</strong>rwise.
Bulky SA<br />
A Model with <strong>the</strong> Bulky SA counts as being two<br />
Models for <strong>the</strong> purpose <strong>of</strong> Transport. The Bulky<br />
SA also affects what type <strong>of</strong> Sections <strong>the</strong> Model<br />
may be a part <strong>of</strong> and how many may be a part<br />
<strong>of</strong> that Section.<br />
Dropship/# SA<br />
The Model is capable <strong>of</strong> carrying <strong>CAV</strong>, Gunship,<br />
& Vehicle Models. The indicated number is <strong>the</strong><br />
amount <strong>of</strong> Transport Space <strong>the</strong> Model has to<br />
carry Models. A Dropship may only carry Models<br />
equivalent to its Transport Space. Dropships<br />
may also be used to carry Infantry Models. Four<br />
Infantry Models count as one Model. Infantry<br />
Models with <strong>the</strong> Bulky SA count as two Infantry<br />
Models for this purpose.<br />
Gunport SA<br />
If a Transport has <strong>the</strong> Gunport SA and is<br />
transporting Infantry, one <strong>of</strong> <strong>the</strong> Infantry Models<br />
inside may conduct a single Direct Ranged Attack.<br />
Infantry loaded into a Transport that belongs<br />
to a different Section can only conduct this SA<br />
during <strong>the</strong> Action Phase <strong>of</strong> <strong>the</strong> Transport.<br />
Hauler SA<br />
A Model with <strong>the</strong> Hauler SA is a Logistics<br />
Transport. Haulers are by default empty if<br />
purchased for use in regular games <strong>of</strong> <strong>CAV</strong>. Empty<br />
Haulers function as if <strong>the</strong>y had <strong>the</strong> Transport/3<br />
and <strong>the</strong> Gunport SA.<br />
Hauler, Cruise SA<br />
A Model with <strong>the</strong> Hauler Cruise SA is a Cruise<br />
Missile Transport truck. Cruise Haulers are by<br />
default empty if purchased for use in a regular<br />
game <strong>of</strong> <strong>CAV</strong>. Empty Cruise Haulers function as<br />
if <strong>the</strong>y had <strong>the</strong> Transport/2 and <strong>the</strong> Gunport SA.<br />
Optionally, a Cruise Hauler Model may add any<br />
single Cruise Missile Strike as an Upgrade Asset.<br />
The point cost <strong>of</strong> <strong>the</strong> Strike is added to <strong>the</strong> cost <strong>of</strong><br />
<strong>the</strong> Model. When a Cruise Missile Strike is added<br />
to <strong>the</strong> Model, <strong>the</strong> Model loses <strong>the</strong> Transport/2<br />
82<br />
and Gunport SA. The Cruise Hauler may now be<br />
used as <strong>the</strong> point <strong>of</strong> deployment for <strong>the</strong> Cruise<br />
Missile Strike instead <strong>of</strong> <strong>the</strong> Deployment Zone<br />
table edge.<br />
Increased Mobility SA<br />
A Model with <strong>the</strong> Increased Mobility SA treats<br />
<strong>the</strong> following Terrain as Open Terrain:<br />
Rough Terrain<br />
Vertical Obstacles<br />
Field Works<br />
Urban Debris<br />
Infantry, Airborne SA<br />
An Infantry Model with <strong>the</strong> Infantry, Airborne<br />
SA may leave any Transport at any point during<br />
ei<strong>the</strong>r its own Action Phase or <strong>the</strong> Transport’s<br />
Action Phase. This SA allows <strong>the</strong> Infantry Models<br />
to dismount, or jump, anywhere along <strong>the</strong><br />
movement path <strong>of</strong> <strong>the</strong> Transport. The Mount/<br />
Dismount Action <strong>of</strong> Infantry with <strong>the</strong> Airborne<br />
SA is a Free Action and does not cost an Action<br />
Point to conduct.<br />
Infantry, Shock SA<br />
The Mount/Dismount Action <strong>of</strong> Infantry with<br />
<strong>the</strong> Infantry, Shock SA is a Free Action and does<br />
not cost an Action Point to conduct.<br />
Infantry, Jet Pack SA<br />
An Infantry Model with <strong>the</strong> Infantry, Jet Pack<br />
SA uses <strong>the</strong> MClass <strong>of</strong> Air to conduct movement<br />
around <strong>the</strong> battlefi eld and also adds +2 to <strong>the</strong><br />
Model’s Mov.<br />
Transport/# SA<br />
A Model with <strong>the</strong> Transport SA is <strong>the</strong> fastest way<br />
to move Infantry Models around <strong>the</strong> battlefi eld.<br />
The indicated number is <strong>the</strong> amount <strong>of</strong> Transport<br />
Space <strong>the</strong> Model has to carry Infantry Models.<br />
A Transport may only carry Infantry Models<br />
equivalent to its Transport Space. Infantry<br />
Models with <strong>the</strong> Bulky SA count as being two<br />
Models for Transport Space purposes.
A battlefi eld is an extremely cluttered place.<br />
Walls, towers, destroyed equipment, structures,<br />
terrain, and fortifi cations all add up to make<br />
<strong>the</strong> job <strong>of</strong> seeing <strong>the</strong> enemy that much harder.<br />
In playing <strong>CAV</strong> you will need to be able to<br />
understand how <strong>the</strong> battlefi eld affects what you<br />
can and cannot see and, in turn, what you can<br />
and cannot shoot.<br />
LOS is very important in <strong>CAV</strong>. The successful<br />
completion <strong>of</strong> several Actions in <strong>CAV</strong> requires you<br />
to be able to see your opponent. Unfortunately<br />
for you, most times <strong>the</strong>re will be intervening<br />
Models or terrain that will be between you and<br />
your opponent. In this section, we will discuss<br />
how to determine LOS to your opponent, and<br />
<strong>the</strong> effects <strong>of</strong> any intervening Models. Checking<br />
for LOS is only required if <strong>the</strong>re is a chance that<br />
something might be blocking a Model’s LOS<br />
path.<br />
Establishing Line <strong>of</strong> Sight (LOS)<br />
To have a valid LOS from your Model to your<br />
opponent’s Model, you must create a LOS<br />
Corridor that is ¼” wide between <strong>the</strong> two<br />
Models. To construct this Corridor you fi rst draw<br />
a line between <strong>the</strong> two Models and <strong>the</strong>n add<br />
1/8” to each side <strong>of</strong> <strong>the</strong> line. If <strong>the</strong>re is anything<br />
within <strong>the</strong> Corridor, such as ano<strong>the</strong>r model’s<br />
base or a building edge, <strong>the</strong>re is no LOS.<br />
There are two ways you can check for LOS. If<br />
ei<strong>the</strong>r way establishes a valid LOS, <strong>the</strong>n you<br />
have LOS to <strong>the</strong> target<br />
83<br />
In this part <strong>of</strong> <strong>the</strong> rules, we will cover:<br />
• Line <strong>of</strong> Sight<br />
• Infantry & Gunship<br />
• Cover<br />
The Line <strong>of</strong> Sight Corridor<br />
(Ground Level)<br />
With this option, <strong>the</strong> line is drawn at ground<br />
level from <strong>the</strong> center <strong>of</strong> your Model to any part<br />
<strong>of</strong> <strong>the</strong> target Model’s base. If <strong>the</strong>re is anything<br />
within <strong>the</strong> Corridor, such as ano<strong>the</strong>r model or<br />
building edge, <strong>the</strong>re is no LOS. Therefore, your<br />
Model may not conduct a ranged attack or do<br />
anything else that requires LOS.<br />
The Line <strong>of</strong> Sight Corridor (Eye<br />
Level)<br />
With this option, <strong>the</strong> line is drawn at “eye level”<br />
from <strong>the</strong> center <strong>of</strong> your Model to any part <strong>of</strong> <strong>the</strong><br />
target Model’s upper area. If <strong>the</strong>re is anything<br />
within <strong>the</strong> Corridor, such as ano<strong>the</strong>r model or<br />
building edge, <strong>the</strong>re is no LOS. Therefore, your<br />
Model may not conduct a ranged attack or do<br />
anything else that requires LOS.<br />
“Eye Level” is considered to be <strong>the</strong> top <strong>of</strong> <strong>the</strong><br />
model’s “head” or cockpit. This is more <strong>of</strong> a visual<br />
ra<strong>the</strong>r than mechanical way <strong>of</strong> establishing LOS.<br />
In <strong>the</strong> event players disagree as to where <strong>the</strong><br />
“head” <strong>of</strong> a model is, consult your Tournament<br />
Organizer or roll a die.
Eye Level and Base Height<br />
“Eye Level” assumes that no modifi cations or As an Example: A Model on a base that<br />
buildups have been made to a Model’s base. In has had a ¼” high rock ledge added<br />
<strong>the</strong> event a Model’s base has been altered, <strong>the</strong> would have its “Eye Level” lowered ¼”.<br />
location <strong>of</strong> <strong>the</strong> Model’s “Eye Level” is changed<br />
to refl ect where “Eye Level” would have been<br />
had <strong>the</strong> Model’s base never been modifi ed. Always remember <strong>the</strong> golden<br />
rule for Line <strong>of</strong> Sight (LOS):<br />
“If it can see you, you can see it!”<br />
Two Model types are special when it comes to<br />
blocking Line <strong>of</strong> Sight. The fi rst Model type,<br />
Infantry, is fairly well spread out when moving<br />
and hardly impedes modern weaponry or<br />
targeting systems. The second Model type on<br />
<strong>the</strong> tabletop battlefi eld, a Gunship in Flight (a<br />
Gunship is always considered to be “In Flight”),<br />
is considered to be in a stationary place for only<br />
a brief moment in time. Even when a Gunship<br />
84<br />
is stationary, it will move slightly as it hovers in<br />
position. Infantry and Gunship Models do not<br />
block Line <strong>of</strong> Sight for anything except Models<br />
<strong>of</strong> <strong>the</strong> same Model Type. In o<strong>the</strong>r words, Infantry<br />
only block LOS for o<strong>the</strong>r Infantry, regardless <strong>of</strong><br />
what <strong>the</strong>y are shooting at, and Gunship only<br />
block <strong>the</strong> LOS <strong>of</strong> o<strong>the</strong>r Gunships regardless <strong>of</strong><br />
what <strong>the</strong>y are shooting at.
Cover is a function <strong>of</strong> surrounding terrain and<br />
should not be confused with LOS. The benefi t <strong>of</strong><br />
being in cover, or <strong>the</strong> detriment <strong>of</strong> shooting at a<br />
Model in cover, is that <strong>the</strong> Ranged Attack suffers<br />
penalties. There are two types <strong>of</strong> Cover: Light<br />
Cover and Heavy Cover.<br />
Light Cover<br />
Light Cover includes light and medium woods,<br />
rough terrain, and unarmored structures. Ranged<br />
Attacks against a Model in Light Cover suffer a<br />
Light Cover Penalty (-1).<br />
Heavy Cover<br />
Heavy Cover includes heavy woods and armored<br />
structures. Ranged Attacks against a Model in<br />
Heavy Cover suffer a Heavy Cover Penalty (-2).<br />
Pop-Up SA<br />
As a Specialty Action, a Model with <strong>the</strong> Pop-Up<br />
SA may rise up to fi re and <strong>the</strong>n immediately drop<br />
back down. This Pop-Up ability is usually used<br />
from defensive positions to deny an enemy Direct<br />
Fire Ranged Attack by denying <strong>the</strong> enemy a LOS<br />
Corridor. To represent this, a Model with this SA<br />
would make its Eye Level LOS Corridor check at<br />
a point 1” above <strong>the</strong> actual model cockpit. This<br />
85<br />
Determining Cover Types<br />
Before play begins, players should determine<br />
which terrain pieces on <strong>the</strong>ir battlefi eld provide<br />
cover and whe<strong>the</strong>r it is Light Cover or Heavy<br />
Cover.<br />
Appropriate Use<br />
Cover Penalties apply only if <strong>the</strong> direction <strong>of</strong> <strong>the</strong><br />
Ranged Attack is such that <strong>the</strong> Cover would help<br />
<strong>the</strong> defender. The direction <strong>of</strong> <strong>the</strong> Ranged Attack<br />
is <strong>the</strong> LOS Corridor used to establish LOS.<br />
For a Model to gain <strong>the</strong> benefi t <strong>of</strong> Cover, <strong>the</strong><br />
Cover must obscure at least 25% <strong>of</strong> <strong>the</strong> Model’s<br />
mass.<br />
In <strong>the</strong> event players disagree as to whe<strong>the</strong>r<br />
Cover applies to <strong>the</strong> situation, consult your<br />
Tournament Organizer or roll a die.<br />
means that <strong>the</strong> ability to immediately drop back<br />
down may prevent a Model from conducting a<br />
Defensive Fire due to lack <strong>of</strong> LOS.<br />
Rat SA<br />
Models with <strong>the</strong> Rat SA treat No Cover as<br />
Light Cover and Light Cover as if it were Heavy<br />
Cover.
Your opponent has fallen into your trap, and it is now time to start shooting and send him back<br />
home crying.<br />
In this part <strong>of</strong> <strong>the</strong> rules, we will cover:<br />
• Ranged Attacks • Defensive Fire<br />
• Determining Range • Defensive Fire Attack Resolution<br />
• Ranged Attack Situation • Critical Hits<br />
• Modifi ers • Salvo Strike Fire<br />
• Ranged Attack Resolution • Run n’ Gun<br />
In <strong>CAV</strong>, Ranged Attacks are conducted by a player<br />
at <strong>the</strong> Section level. Once you have activated<br />
a Section you can choose to conduct a Ranged<br />
Attack with some, all, or none <strong>of</strong> <strong>the</strong> Models in<br />
<strong>the</strong> Section.<br />
Direct Fire and Indirect Fire<br />
Ranged Attacks<br />
In <strong>CAV</strong>, <strong>the</strong>re are two basic ways to shoot at<br />
your enemy. You can shoot straight at a target<br />
your Model has LOS to with a Direct Fire Attack<br />
(DA), or you can shoot up and over an obstacle<br />
so your shot will come down on someone you<br />
cannot see with an Indirect Fire Attack (IA).<br />
When Activated, a Model may choose to fi re all<br />
<strong>of</strong> <strong>the</strong>ir DA Weapon Systems or fi re all <strong>of</strong> <strong>the</strong>ir<br />
IA Weapon Systems, but an individual Model<br />
cannot fi re both a DA and an IA Weapon System<br />
during a single Activation. Different Models in<br />
<strong>the</strong> same Section may choose to fi re different<br />
types <strong>of</strong> attacks.<br />
86<br />
Conducting Ranged Attacks<br />
Whe<strong>the</strong>r DA or IA, all Ranged Attacks are<br />
conducted using a simple process. To begin,<br />
Declare all Models that will conduct a Ranged<br />
Attack. Next, determine any Situation Modifi ers<br />
that might apply. After that, Resolve <strong>the</strong> Ranged<br />
Attacks. If a target is destroyed, remove it from<br />
play.<br />
Declare Your Attacks and<br />
Targets<br />
Before you begin resolving your Ranged Attacks,<br />
you must fi rst let your opponent know: a) which<br />
<strong>of</strong> your Models are shooting, b) what weapons<br />
<strong>the</strong>y are using to shoot, and c) which Models you<br />
are shooting at. This is referred to as Declaring<br />
Targets. You must declare all targets for <strong>the</strong><br />
Active Section before you can begin to resolve<br />
any Ranged Attacks for that Section.
Lost Ranged Attacks<br />
If a Model is destroyed and removed from<br />
play before all Ranged Attacks that have<br />
been Declared against it have been resolved,<br />
unresolved Ranged Attacks are lost. Those<br />
Ranged Attacks cannot be redirected against<br />
new targets.<br />
Ranged Attacks While<br />
Performing Movement<br />
A Model may perform both a Movement and<br />
a Ranged Attack simultaneously in <strong>CAV</strong>. To do<br />
this <strong>the</strong> active player must declare both <strong>the</strong><br />
Movement Action and <strong>the</strong> intended Ranged<br />
Attack Action at <strong>the</strong> same time. The Ranged<br />
Attack may be conducted at any point along <strong>the</strong><br />
movement path.<br />
The chance that something might occur that<br />
will cause <strong>the</strong> Ranged Attack to do less damage<br />
than expected or intended increases <strong>the</strong> far<strong>the</strong>r<br />
any Ranged Attack has to travel to its intended<br />
target. The modern battlefi eld is full <strong>of</strong> Ranged<br />
Attack “hazards” intended to foil attackers.<br />
Electronic counter measures, electronic targeting<br />
misinformation, chaff, <strong>the</strong>rmal smoke, electronic<br />
ghosts, fl ares, IFF, and network hacking are some<br />
<strong>of</strong> <strong>the</strong> things working against you as you conduct<br />
a Ranged Attack.<br />
Range Bands are used to represent <strong>the</strong>se hazards<br />
on <strong>the</strong> <strong>CAV</strong> battlefi eld. Each Range Band<br />
between a Model and a target will add penalties<br />
to any Ranged Attack. Each weapon listed on<br />
a Model’s Data Card has a Range Value (Rng).<br />
The number shown for <strong>the</strong> weapons Rng is <strong>the</strong><br />
distance (in inches) for each Range Band.<br />
87<br />
When performing <strong>the</strong> Ranged Attack at any<br />
point o<strong>the</strong>r than <strong>the</strong> beginning or <strong>the</strong> end <strong>of</strong> <strong>the</strong><br />
Movement, mark where <strong>the</strong> Model will end its<br />
Movement and actually place <strong>the</strong> Model where<br />
it will be when <strong>the</strong> Ranged Attack is conducted.<br />
Once both <strong>the</strong> Ranged Attack and any Defensive<br />
Fire attacks are resolved, move <strong>the</strong> Model to <strong>the</strong><br />
end <strong>of</strong> its Movement.<br />
If <strong>the</strong> active Model has taken any Damage<br />
from a Defensive Fire, it must now take into<br />
consideration its newly lowered Mov. Ra<strong>the</strong>r<br />
than completing <strong>the</strong> anticipated movement, <strong>the</strong><br />
Model will simply move in <strong>the</strong> same direction<br />
as planned and end its Movement when it runs<br />
out <strong>of</strong> Mov. If <strong>the</strong> newly lowered Mov is lower<br />
than <strong>the</strong> distance it has already moved this<br />
Activation, it simply does not move any fur<strong>the</strong>r<br />
this Activation. This maneuver costs both Actions<br />
for <strong>the</strong> conducting Model.<br />
DA weapons have:<br />
• Point Blank Zone<br />
• Short Range<br />
• Medium Range<br />
• Long Range<br />
• Beyond Long Range<br />
IA weapons have:<br />
• No Fire Zone<br />
• Short Range<br />
• Medium Range<br />
• Long Range<br />
• Beyond Long Range<br />
Point Blank Zone<br />
DA weapons are most effective at extremely<br />
close ranges. The fi rst 12” for DA weapons is <strong>the</strong><br />
Point Blank Zone. DA weapons fi red at targets<br />
within this zone add +1 to <strong>the</strong>ir Attack Rolls.<br />
Weapon Systems with Rng less than 12” still<br />
receive this bonus regardless <strong>of</strong> Range Band.
No Fire Zone<br />
By <strong>the</strong> very nature <strong>of</strong> <strong>the</strong>ir design, IA weapons<br />
are not functional at extremely close ranges.<br />
The fi rst 12” for IA weapons is <strong>the</strong> No Fire Zone.<br />
IA weapons cannot conduct a Ranged Attack<br />
against targets inside <strong>the</strong>ir No Fire Zone.<br />
Short Range<br />
The fi rst Range Band a weapon can fi re inside<br />
and conduct a Ranged Attack against a target is<br />
<strong>the</strong> Short Range Band. No penalties are taken<br />
for fi ring inside a weapon Short Range Band.<br />
Medium Range<br />
The second Range Band a weapon can fi re inside<br />
and conduct a Ranged Attack against a target<br />
is <strong>the</strong> Medium Range Band. Ranged Attacks<br />
conducted inside <strong>the</strong> Medium Range Band<br />
suffer <strong>the</strong> Medium Range Penalty <strong>of</strong> (-2).<br />
Long Range<br />
At <strong>the</strong> outside <strong>of</strong> a weapon’s ability to shoot<br />
effectively is <strong>the</strong> Long Range Band. Ranged<br />
Attacks conducted inside <strong>the</strong> Long Range Band<br />
suffer <strong>the</strong> Long Range Penalty <strong>of</strong> (-4).<br />
Beyond Long Range<br />
Most weapons have <strong>the</strong> ability to shoot much<br />
far<strong>the</strong>r than <strong>the</strong>ir Long Range, but targeting<br />
accuracy and kinetic damage dramatically drop<br />
to a point that makes any attack all but useless.<br />
Any Ranged Attack conducted past <strong>the</strong> Long<br />
Range Band is considered Beyond Long Range<br />
and will suffer <strong>the</strong> Beyond Long Range Penalty<br />
88<br />
<strong>of</strong> (-2) per Range Band past <strong>the</strong> Long Range<br />
Band. Certain Actions, such as Defensive Fire,<br />
may not be conducted Beyond Long Range.<br />
Additionally, <strong>the</strong> Auto 10 die roll does not apply<br />
beyond Long Range.<br />
LONG RANGE BAND<br />
MEDIUM RANGE BAND<br />
SHORT RANGE BAND<br />
IA - NO FIRE<br />
36” 12” 18”<br />
54”<br />
DA - POINT BLANK<br />
Ranged Attack Situation Modifi ers<br />
-2 For each Range Band past <strong>the</strong> Short Range<br />
Band<br />
-1 Target in Light Cover<br />
-2 Target in Heavy Cover<br />
+ Each Weapon used in a Salvo Fire Strike<br />
- Each Weapon fi red in a Run N’ Gun Action<br />
+ Piercing/# SA versus Models without <strong>the</strong> S<strong>of</strong>t<br />
SA<br />
+ Shredder/# SA versus Models with <strong>the</strong> S<strong>of</strong>t SA<br />
+ TC Attacker in <strong>the</strong> AOE <strong>of</strong> a Model that has<br />
activated <strong>the</strong> Target Lock SA<br />
- TC Defender in <strong>the</strong> AOE <strong>of</strong> a Model that has<br />
activated <strong>the</strong> ECM SA<br />
Examples Examples:<br />
A DA weapon has a Rng <strong>of</strong> 18, A IA weapon has a Rng <strong>of</strong> 18,<br />
Its Range Bands would be: Its Range Bands would be:<br />
Point Blank Zone 0-12” Safety No Fire Zone 0-12”<br />
Short 0-18” Short 1<strong>2.0</strong>1-18”<br />
Medium (-2) 18.01-36” Medium (-2) 18.01-36”<br />
Long (-4) 36.01-54” Long (-4) 36.01-54”<br />
Beyond Long Range (-2 per each 18”) Beyond Long Range (-2 per each 18”)
Resolving Ranged Attacks is a multi-step process.<br />
The following are <strong>the</strong> steps required to resolve<br />
a Ranged Attack. The player who controls <strong>the</strong><br />
Model(s) conducting <strong>the</strong> Ranged Attack is <strong>the</strong><br />
attacker, and <strong>the</strong> player that controls <strong>the</strong> target<br />
89<br />
Model(s) is <strong>the</strong> defender. Ranged Attacks and<br />
Defensive Fire are considered simultaneous, and<br />
all damage takes affect after all Ranged Attacks<br />
and Defensive Fire have been resolved.<br />
Ranged Attack Resolution<br />
1) Attacker Declares all Ranged Attacks and checks LOS for any DAs.<br />
2) Attacker chooses which <strong>of</strong> <strong>the</strong> Ranged Attacks to resolve fi rst. Once Ranged Attack resolution<br />
against a target has begun, all Ranged Attacks against a particular target are resolved before<br />
proceeding to <strong>the</strong> next target.<br />
3) Determine which, if any, Situation Modifi ers apply to <strong>the</strong> Ranged Attack.<br />
4) Locate <strong>the</strong> attacking Weapon’s RAV on <strong>the</strong> Model’s Data Card. For each weapon being fi red, a<br />
separate roll must be made. Roll a D10 and add <strong>the</strong> Weapon’s RAV as well as add or subtract<br />
any Situation Modifi ers to <strong>the</strong> Ranged Attack D10 roll. The result <strong>of</strong> this formula is called <strong>the</strong><br />
Attack Roll. If a Natural 10 is rolled when making an Attack Roll, <strong>the</strong> attack is considered a<br />
Critical Hit, and <strong>the</strong> possible addition <strong>of</strong> extra damage to <strong>the</strong> defender may occur.<br />
5) Compare <strong>the</strong> Attack Roll result to <strong>the</strong> defending Model’s DV. If <strong>the</strong> result is equal to or greater<br />
than <strong>the</strong> defending Model’s DV, a point <strong>of</strong> Damage has been dealt to <strong>the</strong> defender’s Model.<br />
If a target is destroyed before all Ranged Attacks declared against it have been resolved, <strong>the</strong><br />
unresolved Ranged Attacks are ignored and cannot be reassigned to o<strong>the</strong>r targets.<br />
6) After all Ranged Attacks against <strong>the</strong> defender’s Model have been resolved, <strong>the</strong> defender marks<br />
any Damage infl icted with a D6, or o<strong>the</strong>r marker, next to <strong>the</strong> Model.<br />
Repeat this process from Step 2 until all <strong>of</strong><br />
<strong>the</strong> defender’s targeted Models have had <strong>the</strong><br />
Declared Ranged Attacks against <strong>the</strong>m resolved.<br />
Once all <strong>of</strong> <strong>the</strong> attacker’s Ranged Attacks have<br />
Models in <strong>CAV</strong> don’t sit idly by while <strong>the</strong>y are<br />
under attack. Whenever possible, <strong>the</strong>y give as<br />
good, if not better, than <strong>the</strong>y get. When a Model<br />
is <strong>the</strong> target <strong>of</strong> a Ranged Attack, it checks to see if<br />
it is eligible to shoot back at an attacking Model.<br />
been resolved, <strong>the</strong> defender conducts any<br />
Defensive Fire <strong>the</strong>y are eligible for. All damage<br />
takes affect after all Ranged Attacks and<br />
Defensive Fire have been resolved.<br />
Defensive Fire is a Free Action, and is performed<br />
anytime a defending Model subjected to Ranged<br />
Attack is eligible to conduct it.
Determining When a Model Can<br />
Conduct Defensive Fire<br />
Any defending Model attacked by an enemy DA<br />
or IA may check to see if <strong>the</strong>y are eligible to<br />
conduct a Defensive Fire attack. Only a Model<br />
that has both LOS to an attacking Model and a<br />
DA weapon can actually conduct Defensive Fire.<br />
Unless allowed by a specifi c SA, IA weapons<br />
cannot be used in Defensive Fire. Defending<br />
Models conducting a Defensive Fire can only do<br />
so against enemy Models that attacked <strong>the</strong>m.<br />
Defensive Fire is conducted immediately after<br />
<strong>the</strong> attacks that initiated it are resolved.<br />
Quantity <strong>of</strong> Defensive Fire<br />
Attacks<br />
No matter how many Defensive Fire attacks a<br />
defending Model might be eligible to conduct<br />
against <strong>the</strong> Models in <strong>the</strong> Section <strong>of</strong> an activated<br />
90<br />
attacker, <strong>the</strong> defender can only choose one target<br />
to conduct <strong>the</strong> Defensive Fire attack against and<br />
use only one weapon in <strong>the</strong> Defensive Fire attack<br />
against <strong>the</strong> target. A defending Model is eligible<br />
to conduct one Defensive Fire against one target<br />
<strong>of</strong> each activated enemy Section during <strong>the</strong><br />
course <strong>of</strong> a complete game turn.<br />
Defensive Fire Attacks and<br />
Range Bands<br />
No Defensive Fire <strong>of</strong> any type can be conducted<br />
beyond Long Range.<br />
If <strong>the</strong> target <strong>of</strong> <strong>the</strong> IA Defensive Fire attack is<br />
inside <strong>the</strong> Close Range Band <strong>of</strong> <strong>the</strong> weapon,<br />
<strong>the</strong> IA Defensive Fire attack for that weapon<br />
automatically fails.<br />
Defensive Fire Attack Resolution<br />
1) The defender Declares all <strong>of</strong> his Defensive Fire attacks and checks <strong>the</strong> LOS for DA’s. If <strong>the</strong><br />
defender does not have LOS to a target Model, it may not conduct a Defensive Fire against it.<br />
2) The defender chooses which <strong>of</strong> <strong>the</strong> Models that is being targeted by Defensive Fire <strong>the</strong>y want<br />
to resolve <strong>the</strong> Defensive Fire attack against fi rst. Once Defensive Fire resolution against a target<br />
has begun, all Defensive Fire attacks against a particular target are resolved before proceeding<br />
to <strong>the</strong> next target.<br />
3) Determine which, if any, Situation Modifi ers apply to <strong>the</strong> Defensive Fire attack.<br />
4) Locate <strong>the</strong> attacking Weapon’s RAV on <strong>the</strong> Model’s Data Card. For <strong>the</strong> weapon being fi red,<br />
roll a D10 and add <strong>the</strong> Weapon’s RAV as well as add or subtract any Situation Modifi ers to<br />
<strong>the</strong> Ranged Attack D10 roll. The result <strong>of</strong> this formula is called <strong>the</strong> Attack Roll. If a Natural 10<br />
is rolled when making an Attack Roll, <strong>the</strong> attack is considered a Critical Hit and <strong>the</strong> possible<br />
addition <strong>of</strong> extra damage to <strong>the</strong> defender may occur.<br />
5) Compare <strong>the</strong> Defensive Fire Attack Roll result to <strong>the</strong> defending Model’s DV. If <strong>the</strong> result is equal<br />
to or greater than <strong>the</strong> defending Model’s DV, a point <strong>of</strong> Damage has been dealt to <strong>the</strong> defender.<br />
If a target is destroyed before all Defensive Fire declared against it have been resolved, <strong>the</strong><br />
unresolved Defensive Fire Attacks are ignored and cannot be reassigned to o<strong>the</strong>r targets.<br />
6) After all Defensive Fire Ranged Attacks against <strong>the</strong> defender’s Model have been resolved, <strong>the</strong><br />
defender marks any Damage infl icted with a D6, or o<strong>the</strong>r marker, next to <strong>the</strong> Model.
Repeat this process from Step 2 until all <strong>of</strong><br />
<strong>the</strong> defender’s targeted Models have had <strong>the</strong><br />
Defensive Fire attacks against <strong>the</strong>m resolved.<br />
Anytime you roll a natural or Auto 10 on any<br />
Attack Roll, you have a chance <strong>of</strong> doing extra<br />
Damage. To see what, if any, extra damage<br />
you might have infl icted, you need to roll a<br />
second new Attack Roll. Add <strong>the</strong> same Situation<br />
Modifi ers to this roll as you did in <strong>the</strong> original<br />
Attack Roll. Next, subtract <strong>the</strong> target Model’s<br />
DV from <strong>the</strong> result <strong>of</strong> your second Attack Roll. If<br />
<strong>the</strong> difference is a positive number, <strong>the</strong> amount<br />
<strong>of</strong> <strong>the</strong> difference is <strong>the</strong> additional points <strong>of</strong><br />
Damage you have infl icted on <strong>the</strong> target Model.<br />
If <strong>the</strong> difference is equal to zero or a negative<br />
“Take that for your time n’ trouble” is a phrase<br />
<strong>of</strong>ten heard over Tactical Section Communication<br />
Nets throughout <strong>the</strong> galaxy. Hearing this in your<br />
headset means only one thing, someone has<br />
locked <strong>the</strong> fi re <strong>of</strong> ranged weapons toge<strong>the</strong>r and<br />
made a single massive attack.<br />
Against a single target, in an attempt to have<br />
a better chance <strong>of</strong> infl icting damage on that<br />
target, a Model with multiple Weapon Systems<br />
that have <strong>the</strong> same type <strong>of</strong> Ranged Attack Type<br />
(DA or IA) may fi re <strong>the</strong>m all in unison in a single<br />
Salvo Strike Fire Action.<br />
A player executing a Salvo Strike Fire Action<br />
makes a single Attack Roll for <strong>the</strong> entire attack<br />
and not a separate Attack Roll for each weapon.<br />
A player chooses which Weapon System will<br />
be <strong>the</strong> primary one used in this attack. The<br />
primary Weapon System’s RAV and SA’s (such as<br />
91<br />
All damage takes affect after all Ranged Attacks<br />
and Defensive Fire have been resolved.<br />
number, <strong>the</strong>n no additional points <strong>of</strong> Damage<br />
have been infl icted.<br />
Please note that to certain circumstances it is<br />
possible that a weapon will have no chance in<br />
infl ict extra Damage, as <strong>the</strong> Attack Roll required<br />
<strong>the</strong> player to roll more than a 10. The Auto 10<br />
rule does not apply to Critical Hit Attack Rolls,<br />
as you must have a positive result to achieve<br />
additional Critical Hit damage.<br />
Piercing/#) will be used for this attack. All o<strong>the</strong>r<br />
weapons will simply add +1 to <strong>the</strong> attack.<br />
In a Salvo Strike, no weapon can be used if <strong>the</strong><br />
target is Beyond Long Range.<br />
All Situational Modifi ers for <strong>the</strong> Ranged Attack<br />
are added only once into a Salvo Strike Fire<br />
Action Ranged Attack, and <strong>the</strong>y are not added or<br />
subtracted for each same-type Weapon System<br />
used in <strong>the</strong> attack.<br />
A Salvo Strike Fire Action cannot be used for a<br />
Defensive Fire attack.<br />
A Salvo Strike Fire Action uses <strong>the</strong> shortest Rng<br />
<strong>of</strong> all <strong>the</strong> Weapon Systems used in <strong>the</strong> attack.
As an Example: An Assassin is fi ring a Salvo Strike at a hard target model that is 40” away.<br />
The Assassin has two Gauss cannons with a RAV 1, Piercing/4, Rng 24” and one DFM with<br />
RAV 2, Rng 32.” The Salvo Strike would use <strong>the</strong> Gauss cannon to be <strong>the</strong> primary weapon<br />
used in this attack. The Range Band would be 24,” as this is <strong>the</strong> shortest Rng <strong>of</strong> all <strong>the</strong><br />
Weapon Systems used in <strong>the</strong> attack. The fi nal RAV would be 1+4 for <strong>the</strong> fi rst weapon and<br />
+1 to that for <strong>the</strong> second Gauss cannon and +1 for <strong>the</strong> DFM and –2 for <strong>the</strong> target being<br />
in <strong>the</strong> second Range Band, for a total RAV <strong>of</strong> +5. This +5 is added to <strong>the</strong> single Attack<br />
Roll and, if successful, will cause a single point <strong>of</strong> damage. If a Critical Hit occurs, only one<br />
die is rolled.<br />
Sometimes you really need to get where you’re<br />
going fast, but you still need to lay down fi re.<br />
The Run N’Gun Action is similar to <strong>the</strong> Ranged<br />
Attack While Moving; however, you are able to<br />
perform two Movement Actions and a Ranged<br />
Combat Action by using both Actions. The penalty<br />
Adjustable Munitions SA<br />
A Weapon System with this SA may variate<br />
slightly <strong>the</strong> RAV and AOE <strong>of</strong> an attack. The<br />
player has two choices:<br />
1) Trade a - 1 RAV penalty for an<br />
additional 1” to <strong>the</strong> AOE <strong>of</strong> <strong>the</strong> attack<br />
up to a maximum <strong>of</strong> 2 steps. The Model<br />
cannot lower your RAV below 0.<br />
Or<br />
2) Trade a - 1 AOE penalty for an<br />
additional +1 to <strong>the</strong> RAV <strong>of</strong> <strong>the</strong> attack<br />
up to a maximum <strong>of</strong> 2 steps. The Model<br />
cannot lower your AOE below 0.<br />
If <strong>the</strong> AOE is lowered to 0, <strong>the</strong>n <strong>the</strong> attack only<br />
needs to touch any part <strong>of</strong> <strong>the</strong> target Model’s<br />
base.<br />
92<br />
for performing a Run N’Gun is 2” <strong>of</strong> Movement<br />
from <strong>the</strong> Model’s Mov stat on <strong>the</strong> Data Card<br />
and a -1 Ranged Situational Modifi er for each<br />
Weapon System used in <strong>the</strong> Run N’Gun.<br />
Anti Gunship (AA) SA<br />
A Weapon System with <strong>the</strong> AA SA may be used<br />
when attacking fi re from a Model with <strong>the</strong><br />
Model Type <strong>of</strong> Gunship falls within 6 inches <strong>of</strong><br />
<strong>the</strong> defending Model with <strong>the</strong> AA SA weapon.<br />
If <strong>the</strong> attack has an AOE, <strong>the</strong> center <strong>of</strong> <strong>the</strong> AOE<br />
must be within 6 inches <strong>of</strong> <strong>the</strong> defending Model<br />
with <strong>the</strong> AA SA weapon, after computing any<br />
Drift. Only Weapon Systems with <strong>the</strong> AA SA<br />
may be fi red defensively in this manner.<br />
A Model with an AA SA weapon may conduct<br />
Defensive Fire regardless <strong>of</strong> whe<strong>the</strong>r or not<br />
<strong>the</strong> attacking enemy Model has infl icted any<br />
damage on any defending Model.<br />
If <strong>the</strong> model with <strong>the</strong> AA SA is <strong>the</strong> target <strong>of</strong> <strong>the</strong><br />
attack <strong>the</strong>y do not get multiple Defensive Fire<br />
attacks.
AOE/# SA<br />
A Weapon System with this SA does not target<br />
and attack a single Model as in a normal Ranged<br />
Attack. Instead, it targets and attacks all Models<br />
inside <strong>the</strong> Area Of Effect (AOE) <strong>of</strong> its attack. The<br />
size <strong>of</strong> an AOE is listed as a number in <strong>the</strong> SA.<br />
The number is <strong>the</strong> radius <strong>of</strong> <strong>the</strong> AOE measured<br />
outward from <strong>the</strong> target point. AOE/2 would<br />
target and attack all friendly and enemy Models<br />
that have at least <strong>the</strong> center <strong>of</strong> <strong>the</strong>ir model<br />
base area within <strong>the</strong> circular 2” radius (or 4”<br />
diameter).<br />
AOE Target Point Roll<br />
You have double-checked your GPS location, <strong>the</strong><br />
target GPS coordinates have been confi rmed,<br />
and <strong>the</strong> computer has a valid fi ring solution.<br />
It’s time to let <strong>the</strong> attack fl y. A Weapon System<br />
with <strong>the</strong> AOE SA must check to make sure that<br />
<strong>the</strong> attack hits <strong>the</strong> intended Target Point. To do<br />
this, <strong>the</strong> controlling player makes a 10+ Roll by<br />
adding <strong>the</strong> Model’s TC to a D10 die roll. If <strong>the</strong><br />
sum is less than 10 <strong>the</strong> attack will Drift.<br />
AOE Drift Roll<br />
When an attack with <strong>the</strong> AOE SA fails to hit <strong>the</strong><br />
originally intended Target Point, it still comes<br />
down somewhere. To determine where an<br />
attack that Drifts comes down, simply roll a ten<br />
sided die (D10). This is called <strong>the</strong> Drift Roll. This<br />
one roll will indicate a random direction and a<br />
random distance from <strong>the</strong> original Target Point<br />
93<br />
to <strong>the</strong> new Target Point. The shape <strong>of</strong> <strong>the</strong> visible<br />
surface <strong>of</strong> <strong>the</strong> ten-sided die determines <strong>the</strong><br />
direction <strong>of</strong> Drift. The narrow point <strong>of</strong> <strong>the</strong> top<br />
facet indicates <strong>the</strong> direction. The number visible<br />
indicates <strong>the</strong> number <strong>of</strong> inches that <strong>the</strong> attack<br />
drifts away from <strong>the</strong> target point.<br />
AOE and Range Bands<br />
For Ranged Attacks with <strong>the</strong> AOE/# SA, Range<br />
Band penalties are not applied to an Attack<br />
Roll. Instead Range Band penalties are applied<br />
to both <strong>the</strong> AOE Target Point Roll and <strong>the</strong> AOE<br />
Drift Roll. This makes it both harder to hit <strong>the</strong><br />
target point and increases <strong>the</strong> drift <strong>of</strong> an attack<br />
that misses its target point. For <strong>the</strong> AOE Target<br />
Point Roll any range band penalty is subtracted<br />
from <strong>the</strong> roll. For <strong>the</strong> AOE Drift Roll any range<br />
band penalty is added to <strong>the</strong> number <strong>of</strong> inches<br />
<strong>the</strong> attack drifts away from <strong>the</strong> target point.<br />
Assault SA<br />
A Model with <strong>the</strong> Assault SA reduces <strong>the</strong><br />
Situation Modifi er penalty caused by <strong>the</strong> Model<br />
conducting a Run N’ Gun Action by up to 2<br />
points. The Assault SA does not provide a bonus<br />
to a Model’s Attack Roll but only reduces <strong>the</strong><br />
penalty for <strong>the</strong> Run N’ Gun Action.<br />
Blaster SA<br />
The DA Weapon System with <strong>the</strong> Blaster SA has<br />
an improved chance to land a Critical Hit. If <strong>the</strong><br />
attack hits, and <strong>the</strong> Attack Roll is a natural 9<br />
or 10, <strong>the</strong> attack is automatically considered a<br />
Critical Hit. Roll for Critical Hit Damage. Blaster<br />
does not stack with any o<strong>the</strong>r SA unless it<br />
specifi cally states that it stacks with Blaster.<br />
Chain-Fire Pod SA (CFP)<br />
A Model with <strong>the</strong> CFP SA has <strong>the</strong> ability to<br />
coordinate <strong>the</strong> AOE attacks <strong>of</strong> friendly Models.<br />
The Range (Rng) <strong>of</strong> <strong>the</strong> CFP is 24” and suffers<br />
Range Band penalties as normal attacks. To do<br />
this, <strong>the</strong> Model fi rst must declare and conduct a<br />
Target Lock Action against <strong>the</strong> target. Next, <strong>the</strong>
Model with <strong>the</strong> CFP makes its Target Point Roll<br />
(adding <strong>the</strong>ir Target Lock bonus) and resolves,<br />
if required, any AOE Drift Roll. Once this is<br />
completed, any Activated Model within 6” <strong>of</strong><br />
<strong>the</strong> CFA model may choose to use <strong>the</strong> Target<br />
Point determined above for <strong>the</strong>ir AOE attacks.<br />
This effect expires when <strong>the</strong> model ends its<br />
Activation. Only Models that have not already<br />
attempted to make <strong>the</strong>ir Target Point Roll may<br />
Chain-In and use this Target Point. The Model<br />
that determined <strong>the</strong> Target Point may also fi re<br />
at <strong>the</strong> Target Point. Models without <strong>the</strong> CFP SA<br />
may Chain-In and use <strong>the</strong> Target Point.<br />
Counter-Battery SA<br />
A Model may not conduct Defensive Fire with<br />
an Indirect Attack weapon. The exception to this<br />
rule is Models with <strong>the</strong> Weapon System Counter-<br />
Battery SA. Weapons with <strong>the</strong> Counter-Battery<br />
SA may conduct Indirect Attack Defensive Fire<br />
with one <strong>of</strong> <strong>the</strong>ir IA weapons instead <strong>of</strong> normal<br />
Defensive Fire.<br />
The Counter-Battery SA may be used when<br />
attacking IA fi re falls within 6 inches <strong>of</strong> <strong>the</strong><br />
defending Model with <strong>the</strong> Counter-Battery SA.<br />
If <strong>the</strong> attacking IA has an AOE, <strong>the</strong> center <strong>of</strong> <strong>the</strong><br />
AOE must be within 6 inches <strong>of</strong> <strong>the</strong> defending<br />
Model with <strong>the</strong> Counter-Battery SA, after<br />
computing any Drift.<br />
A Model with <strong>the</strong> Weapon System Counter-<br />
Battery SA may conduct IA Defensive Fire<br />
regardless <strong>of</strong> whe<strong>the</strong>r or not <strong>the</strong> attacking<br />
enemy Model has infl icted any damage on any<br />
defending Model.<br />
Remember, if <strong>the</strong> target <strong>of</strong> <strong>the</strong> IA Defensive Fire<br />
attack is inside <strong>the</strong> No Fire Zone, <strong>the</strong> IA Defensive<br />
Fire attack for that weapon automatically fails.<br />
Flamer SA<br />
Flamethrowers are a unique weapon type. A<br />
Weapon System with this SA does not target and<br />
94<br />
attack a single Model as in a normal Ranged<br />
Attack. Instead, it targets and attacks all Models<br />
inside <strong>the</strong> Area Of Effect <strong>of</strong> this attack. The<br />
Flamer AOE is a 2” wide rectangle starting at<br />
<strong>the</strong> edge <strong>of</strong> <strong>the</strong> Model’s base and stretching out<br />
to <strong>the</strong> end <strong>of</strong> <strong>the</strong> weapon’s Long Range Band.<br />
FRS/# SA<br />
A Model with FRS has several additional Fire<br />
Resolution Systems linked toge<strong>the</strong>r on board.<br />
This allows <strong>the</strong> Model to deliver a more precise<br />
AOE attack. When a Model with <strong>the</strong> FRS/# SA fails<br />
its Target Point Roll, <strong>the</strong> model receives a minus<br />
to <strong>the</strong> Drift Roll equal to <strong>the</strong> numeric value <strong>of</strong><br />
<strong>the</strong> SA. FRS/2 would subtract 2 inches from <strong>the</strong><br />
Drift Roll. Any sum less than zero results in <strong>the</strong><br />
attack hitting <strong>the</strong> original Target Point.<br />
Linked SA<br />
A Weapon System with <strong>the</strong> Linked SA may reroll<br />
any missed Attack Roll once. The re-rolled<br />
Attack Roll can be from ei<strong>the</strong>r conducting a<br />
Ranged Attack or conducting Defensive Fire.<br />
The Linked SA does not grant <strong>the</strong> ability to roll<br />
twice and keep <strong>the</strong> preferred result. The Linked<br />
SA does not grant <strong>the</strong> ability to re-roll a Critical<br />
Hit die roll.<br />
For example, a Model with two DA<br />
Weapon Systems with <strong>the</strong> Linked SA could<br />
re-roll each Weapon System’s Direct Attack<br />
once.<br />
NRF SA<br />
NRF stands for No Rear Fire. A Weapon System<br />
with <strong>the</strong> NRF SA may not conduct a Ranged<br />
Attack or Defensive Fire attack against any target<br />
inside <strong>the</strong> Model’s rear 180-degree arc. The line<br />
for this arc runs from left to right through <strong>the</strong><br />
center <strong>of</strong> <strong>the</strong> Model’s base.
Overdrive SA<br />
A Weapon System with this SA gains <strong>the</strong> option<br />
to infl ict one additional point <strong>of</strong> damage when<br />
a successful Ranged Attack has been made. The<br />
player must declare <strong>the</strong> use <strong>of</strong> an Overdrive<br />
SA shot before resolving it. If <strong>the</strong> attack is<br />
successful, <strong>the</strong> defender takes an additional<br />
point <strong>of</strong> damage, and <strong>the</strong> attacker takes a<br />
point <strong>of</strong> damage. If <strong>the</strong> attack is unsuccessful,<br />
<strong>the</strong> attacker still takes a point <strong>of</strong> damage. A<br />
Model with multiple weapons with this SA may<br />
Overdrive each attack. Due to onboard safety<br />
protocols, this SA cannot be used if <strong>the</strong> damage<br />
received by using this SA would destroy <strong>the</strong><br />
Model. The Overdrive SA cannot be used in any<br />
Defensive Fire.<br />
Piercing/# SA<br />
A Weapon System with this SA gains a Situational<br />
Modifi er equal to <strong>the</strong> numeric value <strong>of</strong> <strong>the</strong> SA.<br />
Piercing/2 would add a +2 to <strong>the</strong> Attack Roll<br />
against all Models that do not have <strong>the</strong> S<strong>of</strong>t<br />
SA.<br />
95<br />
Shielding/# SA<br />
Models with <strong>the</strong> Shielding/# SA are less affected<br />
by Critical Hits. A Critical Hit does less points <strong>of</strong><br />
extra damage to a Model equal to <strong>the</strong> numeric<br />
value <strong>of</strong> <strong>the</strong> Shielding/# SA. The Shielding/#<br />
SA does not affect <strong>the</strong> normal damage infl icted<br />
by any attack and reduces only Critical Hit<br />
damage.<br />
Shredder/# SA<br />
A Weapon System with this SA gains a Situational<br />
Modifi er that is equal to <strong>the</strong> numeric value <strong>of</strong> <strong>the</strong><br />
SA. Shredder/2 would add a +2 to <strong>the</strong> Attack<br />
Roll against all Models that have <strong>the</strong> S<strong>of</strong>t SA.<br />
Smart SA<br />
Munitions with <strong>the</strong> built-in ability to choose,<br />
track, and guide <strong>the</strong>mselves to a target are<br />
called “Smart Weapons.” Weapon Systems with<br />
<strong>the</strong> Smart SA reduce from –2 to -1 <strong>the</strong> Situation<br />
Modifi er penalties <strong>of</strong> Range Bands.<br />
S<strong>of</strong>t SA<br />
The Model is considered a S<strong>of</strong>t Target for all<br />
rules and effects.
Whe<strong>the</strong>r dug-in, shot up, or in need <strong>of</strong> some friends to help carry <strong>the</strong> day, you have <strong>the</strong> tools at<br />
hand to lead your Task Force to victory!<br />
In this part <strong>of</strong> <strong>the</strong> rules, we will cover:<br />
• Close Combat • Repair<br />
• Close Combat Resolution • Regrouping Sections<br />
• Target Lock • Specialty Actions<br />
• Jamminig<br />
So <strong>the</strong> enemy is over <strong>the</strong>re and dug into that<br />
ruined building. Shooting and bombing <strong>the</strong>m is<br />
just not working because <strong>the</strong>y have too much<br />
cover. It’s time for a Close Combat assault! Close<br />
Combat assault is not hand-to-hand combat,<br />
but ra<strong>the</strong>r <strong>the</strong> attempt to outmaneuver and<br />
outshoot your opponent in close quarters.<br />
Factories, trenches, and city fi ghting scenarios<br />
will see extensive use <strong>of</strong> Close Combat assault.<br />
To perform a Close Combat Action against an<br />
Resolving Close Combat Attacks is a multi-step<br />
process. Below are <strong>the</strong> steps required to resolve<br />
a Close Combat Attack. The player who controls<br />
<strong>the</strong> Model(s) conducting <strong>the</strong> Close Combat<br />
Attack is <strong>the</strong> attacker, and <strong>the</strong> player that<br />
controls <strong>the</strong> target Model(s) is <strong>the</strong> defender. A<br />
Close Combat Attack and Defense is considered<br />
simultaneous, and all damage takes affect after<br />
<strong>the</strong> Close Combat has been resolved.<br />
Repeat from step 3 until ei<strong>the</strong>r <strong>the</strong> defending<br />
96<br />
enemy Model, an attacking Model must be in<br />
B2B with <strong>the</strong> defender.<br />
Close Combat Situation Modifi ers<br />
+1 to <strong>the</strong> Attacker’s Attack Roll for every Supporting<br />
Attack Model involved in <strong>the</strong> Close Combat<br />
Action.<br />
+/# Avenger/# SA versus Infantry in Close Combat<br />
+4 Satchel Charge versus Non-Infantry
Close Combat Resolution<br />
1) The Attacker Declares all Close Combat Attacks.<br />
2) The Attacker chooses which <strong>of</strong> <strong>the</strong> Close Combat Attacks he wants to resolve fi rst. For Close<br />
Combats that involve more than one attacking Model, choose one <strong>of</strong> <strong>the</strong> attacking Models to<br />
be <strong>the</strong> Primary Attacker. All o<strong>the</strong>r attacking Models are called Supporting Attackers. Only roll<br />
once using <strong>the</strong> Primary Attacker’s CCV and DV for calculating Close Combat results. So choose<br />
a Model that gives you <strong>the</strong> best numbers.<br />
3) Determine which, if any, Situation Modifi ers apply to <strong>the</strong> Close Combat Attack. ATTACKER:<br />
Locate <strong>the</strong> attacking Model’s CCV on <strong>the</strong> Model’s Data Card. Roll a D10 and add <strong>the</strong> Model’s<br />
CCV and add or subtract any Situation Modifi ers to <strong>the</strong> attack D10 roll. The result <strong>of</strong> this<br />
formula is a called <strong>the</strong> Attack Roll. If an Auto 10 is rolled when making an Attack Roll, <strong>the</strong><br />
attack is considered a Critical Hit, and <strong>the</strong> possible addition <strong>of</strong> extra damage to <strong>the</strong> defender<br />
may occur.<br />
4) Compare <strong>the</strong> Attack Roll result to <strong>the</strong> defending Model’s DV. If <strong>the</strong> result is equal to or greater<br />
than <strong>the</strong> defending Model’s DV, a point <strong>of</strong> Damage has been dealt to <strong>the</strong> defender. DEFENDER:<br />
Locate <strong>the</strong> defending Model’s CCV on <strong>the</strong> Model’s Data Card. Roll a D10 and add <strong>the</strong> Model’s<br />
CCV to <strong>the</strong> attack D10 die roll. The result <strong>of</strong> this formula is called <strong>the</strong> Attack Roll. If an Auto 10<br />
is rolled when making an Attack Roll, <strong>the</strong> attack is considered a Critical Hit, and <strong>the</strong> possible<br />
addition <strong>of</strong> extra damage to <strong>the</strong> attacker may occur.<br />
5) Compare <strong>the</strong> Attack Roll result to <strong>the</strong> Primary attacking Model’s DV. If <strong>the</strong> result is equal to<br />
or greater than <strong>the</strong> Primary attacking Model’s DV, a point <strong>of</strong> Damage has been dealt to <strong>the</strong><br />
Primary Attacker.<br />
6) Apply all damage.<br />
Model is destroyed, or all <strong>of</strong> <strong>the</strong> attacking Models<br />
are destroyed. A different Primary Attacker may<br />
Avenger/# SA<br />
Models with <strong>the</strong> Avenger SA are specifi cally<br />
equipped to attack Infantry in Close Combat.<br />
The Avenger SA can only be used:<br />
a) When a Model with <strong>the</strong> Avenger SA is <strong>the</strong><br />
Primary Attacker against a defender that is<br />
an Infantry Model.<br />
Or<br />
97<br />
be chosen each time. Close Combats last until<br />
one side or <strong>the</strong> o<strong>the</strong>r is destroyed.<br />
b) When a Model with <strong>the</strong> Avenger SA is <strong>the</strong><br />
defender in a Close Combat Attack where<br />
any Attacker is an Infantry Model.<br />
The Model with <strong>the</strong> Avenger SA receives a<br />
Situational Modifi er, equal to <strong>the</strong> numeric value<br />
<strong>of</strong> <strong>the</strong> SA, to its Attack Roll. If <strong>the</strong> Model with<br />
<strong>the</strong> Avenger SA is only a Supporting Attacker, or<br />
<strong>the</strong>re are no Infantry Models attacking it, NO<br />
bonus is given. Avenger/2 would add a +2 to<br />
<strong>the</strong> Attack Roll against all Infantry Models.
The Model spends an action to “Target Lock”<br />
an enemy Model and adds a Target Lock bonus<br />
equal to its TC to all <strong>of</strong> its Attack Rolls versus<br />
that model. If <strong>the</strong> attack is an AOE attack, <strong>the</strong><br />
The Model spends an action “Jamming” <strong>the</strong><br />
enemy and adds a Jamming Bonus against<br />
Ranged Attacks, equal to its TC to its DV.<br />
Jamming lasts until <strong>the</strong> Model’s next Activation.<br />
ECM Pod SA<br />
A Model with <strong>the</strong> ECM SA conducts a Jamming<br />
Action to add a Jamming bonus against Ranged<br />
Attacks, equal to its TC, to <strong>the</strong> DV <strong>of</strong> all friendly<br />
Models within <strong>the</strong> AOE. The AOE lasts until <strong>the</strong><br />
model’s next Activation. The number value <strong>of</strong><br />
<strong>the</strong> Model’s TC is also <strong>the</strong> radius <strong>of</strong> <strong>the</strong> AOE<br />
measured outward from <strong>the</strong> center <strong>of</strong> <strong>the</strong> Model<br />
with this SA. A TC <strong>of</strong> 2 would affect <strong>the</strong> DV <strong>of</strong><br />
all friendly Models in a circular area with a 2”<br />
radius (or 4” diameter). If <strong>the</strong> attack is an AOE<br />
attack, <strong>the</strong> bonuses are instead subtracted from<br />
<strong>the</strong> AOE Target Point roll. Multiple Jamming<br />
Bonuses do not stack. For a Model to benefi t<br />
from this SA, it must be within <strong>the</strong> AOE when it<br />
is attacked.<br />
Electronic Source Targeting (EST) SA<br />
A Model with <strong>the</strong> EST SA that conducts a Target<br />
Lock Action will add its Target Lock bonus equal<br />
to its TC to all <strong>of</strong> its Attack Rolls versus any<br />
model. It will also add this bonus to all friendly<br />
98<br />
bonuses are instead added to AOE Target Point<br />
roll. Multiple Target Lock bonuses (such as<br />
multiple EST bubbles) do not stack.<br />
If <strong>the</strong> attack is an AOE attack, <strong>the</strong> bonuses<br />
are subtracted from <strong>the</strong> AOE Target Point roll.<br />
Multiple Jamming bonuses (such as multiple<br />
ECM pod bubbles) do not stack.<br />
Models within an AOE, and <strong>the</strong> AOE lasts until<br />
<strong>the</strong> model’s next Activation. The number value<br />
<strong>of</strong> <strong>the</strong> Model’s TC is also <strong>the</strong> radius <strong>of</strong> <strong>the</strong> AOE<br />
measured outward from <strong>the</strong> center <strong>of</strong> <strong>the</strong> Model<br />
with this SA. A TC <strong>of</strong> 2 would affect <strong>the</strong> Attack<br />
Rolls <strong>of</strong> all friendly Models in a circular area<br />
with a 2” radius (or 4” diameter). If <strong>the</strong> attack<br />
is an AOE attack, <strong>the</strong> bonuses are instead added<br />
to <strong>the</strong> AOE Target Point roll. Multiple Target Lock<br />
Bonuses do not stack. For a Model to benefi t<br />
from this SA, it must be within <strong>the</strong> AOE when<br />
it attacks.
So, you just got issued this brand new Emperor<br />
<strong>CAV</strong>, and now it has a big smoking hole in it.<br />
Better get some repairs going. All types <strong>of</strong> Models<br />
in <strong>CAV</strong> have <strong>the</strong> ability to remove Damage from<br />
<strong>the</strong>mselves. This might entail microscopic repair<br />
nanites for a huge <strong>CAV</strong> or maybe a buddy with<br />
a fi rst aid kit.<br />
Repair Action<br />
A Repair Action requires a 10+ Roll. The Model<br />
conducting <strong>the</strong> Repair Action simply rolls a D10<br />
and adds its Repair (RpR) to it. If <strong>the</strong> modifi ed<br />
result is 10 or better, a point <strong>of</strong> Damage is<br />
removed.<br />
Rugged SA<br />
When a Model with <strong>the</strong> Rugged SA conducts a<br />
successful Repair Action it is always considered to<br />
be a Critical Success, and an additional point <strong>of</strong><br />
During a battle, Sections can take casualties to a<br />
point that will make <strong>the</strong>m ineffective for <strong>the</strong> rest<br />
<strong>of</strong> <strong>the</strong> battle. By performing a Regroup Action,<br />
players can take two Sections that have suffered<br />
heavy casualties and make one stronger Section<br />
out <strong>of</strong> <strong>the</strong>m.<br />
99<br />
Lingering Damage<br />
While fi eld repairs are better than no repairs,<br />
<strong>the</strong> Model will still not be as good as new.<br />
Repair Actions cannot repair a Model back to<br />
<strong>the</strong> undamaged state <strong>of</strong> Damage Track 0. Once<br />
a Model has been damaged, it will always have<br />
at least one point <strong>of</strong> damage for <strong>the</strong> rest <strong>of</strong> <strong>the</strong><br />
battle. This is why Models that do not have at<br />
least 3 Damage Tracks do not have <strong>the</strong> ability<br />
to Repair (Rpr). Models without a Repair value<br />
may not perform a Repair Action.<br />
Critical Success<br />
On <strong>the</strong> roll <strong>of</strong> a Natural 10, <strong>the</strong> Repair Action<br />
removes an additional point <strong>of</strong> damage.<br />
Lingering Damage may still not be removed.<br />
Damage for a total <strong>of</strong> 2 DT’s is repaired. Rolling<br />
a Natural 10 provides no fur<strong>the</strong>r benefi t to<br />
Models with <strong>the</strong> Rugged SA. Lingering Damage<br />
may still not be removed.<br />
Regroup Action<br />
To perform a Regroup Action, both Sections must<br />
have fewer Models in <strong>the</strong>m than <strong>the</strong> maximum<br />
allowed for <strong>the</strong>ir Section. The Active Section<br />
may only regroup with a Section that has not<br />
already been Activated during this Turn.
All Models in <strong>the</strong> Active Section perform a<br />
simultaneous Regroup Action, and both Sections<br />
are combined into one Section. If <strong>the</strong> Sections<br />
being combined contain vastly different Model<br />
Types and Model Roles, <strong>the</strong> Section will become<br />
a Specialist Section. While prohibited by Task<br />
Force Creation rules, a player may fi eld more<br />
than one Specialist Section in <strong>the</strong>ir Task Force<br />
A Specialty Action is a Action that allows a Model<br />
to perform Special Actions granted to <strong>the</strong>m by<br />
an SA, Model type, or purchased upgrade.<br />
Engineer SA<br />
A Model with <strong>the</strong> Engineer SA may use Battlefi eld<br />
Assets that require this SA. Engineers may also<br />
conduct any required scenario Specialty Action<br />
such as clear roads or blow a bridge. Scenario<br />
Specialty Actions are usually resolved by making<br />
a 10+ Roll.<br />
FiST<br />
FiST stands for Fire Support Team. An Infantry<br />
Model with <strong>the</strong> FiST SA may call in Strikes from<br />
<strong>the</strong> Task Force’s Strike Pool using a Specialty<br />
Action.<br />
100<br />
when this Regroup Action has formed <strong>the</strong>m.<br />
Any extra Models that will not “fi t” into <strong>the</strong><br />
newly formed Section are removed from play<br />
immediately, and your opponent(s) receive<br />
points for <strong>the</strong> removed Models as if <strong>the</strong>y had<br />
been Destroyed. Once <strong>the</strong> new Section has been<br />
formed, Models from <strong>the</strong> unactivated Section<br />
have one remaining Action.<br />
Example Example: : A Model with <strong>the</strong> Engineer SA<br />
may use a Specialty Action in an attempt<br />
to remove a minefi eld.<br />
Upgrade (Name) SA<br />
This Model comes with an Upgrade or Asset<br />
as standard equipment. The Upgrade or Asset<br />
cannot be purchased a second time. If <strong>the</strong> gained<br />
Upgrade or Asset is normally a single use item<br />
(such as a Battlefi eld Asset), Models with this SA<br />
have unlimited uses <strong>of</strong> that particular Upgrade<br />
or Asset.
This concludes <strong>the</strong> basic core rules section <strong>of</strong><br />
<strong>the</strong> <strong>CAV</strong> rulebook. At this time, we would like<br />
to take a moment to thank you for supporting<br />
our company by purchasing and reading this<br />
book. All <strong>of</strong> us involved with <strong>the</strong> creation and<br />
development <strong>of</strong> <strong>CAV</strong> and <strong>the</strong> <strong>Reaper</strong> Adventure<br />
Game Engine (R.A.G.E.) hope it lives up to<br />
your expectations, but, alas, as with all games<br />
<strong>the</strong>re can be questions. To help you answer<br />
any questions you have please check <strong>the</strong> <strong>CAV</strong><br />
discussion boards located on our website www.<br />
reapermini.com or <strong>the</strong> errata and update pages<br />
located at fan community website:<br />
www.reapergames.com<br />
101<br />
No web access? Never fear, mail<br />
your questions to:<br />
<strong>Reaper</strong> <strong>Miniatures</strong><br />
Attention: <strong>CAV</strong> Questions<br />
P.O. Box 293175<br />
Lewisville, Texas 75029-3175<br />
Please format your questions so that <strong>the</strong>y can be<br />
answered by a single yes or no. Please allow 4-6<br />
weeks for a written reply.
102
Special Abilities help defi ne and highlight <strong>the</strong><br />
differences between similar Models in <strong>CAV</strong>. Some<br />
Special Abilities improve Model performance<br />
while o<strong>the</strong>r Special Abilities limit <strong>the</strong> abilities<br />
<strong>of</strong> a Model to better refl ect <strong>the</strong> design <strong>of</strong> <strong>the</strong><br />
equipment.<br />
Adjustable Munitions SA<br />
A Weapon System with this SA may variate<br />
slightly <strong>the</strong> RAV and AOE <strong>of</strong> an attack. The<br />
player has two choices:<br />
1) Trade a - 1 RAV penalty for an<br />
additional 1” to <strong>the</strong> AOE <strong>of</strong> <strong>the</strong> attack<br />
up to a maximum <strong>of</strong> 2 steps. The model cannot<br />
lower your RAV below 0.<br />
Or<br />
2) Trade a - 1 AOE penalty for an<br />
additional +1 to <strong>the</strong> RAV <strong>of</strong> <strong>the</strong> attack<br />
up to a maximum <strong>of</strong> 2 steps. The model cannot<br />
lower your AOE below 0.<br />
If <strong>the</strong> AOE is lowered to 0, <strong>the</strong>n <strong>the</strong> attack only<br />
needs to touch any part <strong>of</strong> <strong>the</strong> target Model’s<br />
base.<br />
Anti Gunship (AA) SA<br />
A Weapon System with <strong>the</strong> AA SA may be used<br />
when attacking fi re from a Model with <strong>the</strong><br />
Model Type <strong>of</strong> Gunship falls within 6 inches <strong>of</strong><br />
<strong>the</strong> defending Model with <strong>the</strong> AA SA weapon.<br />
If <strong>the</strong> attack has an AOE, <strong>the</strong> center <strong>of</strong> <strong>the</strong> AOE<br />
must be within 6 inches <strong>of</strong> <strong>the</strong> defending Model<br />
with <strong>the</strong> AA SA weapon, after computing any<br />
Drift. Only Weapon Systems with <strong>the</strong> AA SA<br />
may be fi red defensively in this manner.<br />
A Model with an AA SA weapon may conduct<br />
Defensive Fire regardless <strong>of</strong> whe<strong>the</strong>r or not<br />
<strong>the</strong> attacking enemy Model has infl icted any<br />
damage on any defending Model.<br />
If <strong>the</strong> model with <strong>the</strong> AA SA is <strong>the</strong> target <strong>of</strong> <strong>the</strong><br />
attack <strong>the</strong>y do not get multiple Defensive Fire<br />
attacks.<br />
Avenger/# SA<br />
Models with <strong>the</strong> Avenger SA are specifi cally<br />
equipped to attack Infantry in Close Combat.<br />
The Avenger SA can only be used:<br />
a) When a Model with <strong>the</strong> Avenger SA is <strong>the</strong><br />
Primary Attacker against a defender that is an<br />
Infantry Model.<br />
Or<br />
b) When a Model with <strong>the</strong> Avenger SA is <strong>the</strong><br />
defender in a Close Combat Attack where any<br />
Attacker is an Infantry Model.<br />
The Model with <strong>the</strong> Avenger SA receives a<br />
Situational Modifi er, equal to <strong>the</strong> numeric value<br />
<strong>of</strong> <strong>the</strong> SA, to its Attack Roll. If <strong>the</strong> Model with<br />
<strong>the</strong> Avenger SA is only a Supporting Attacker, or<br />
<strong>the</strong>re are no Infantry Models attacking it, NO<br />
bonus is given. Avenger/2 would add a +2 to<br />
<strong>the</strong> Attack Roll against all Infantry Models.<br />
AOE/# SA<br />
A Weapon System with this SA does not target<br />
and attack a single Model as in a normal<br />
Ranged Attack, but instead targets and attacks<br />
all Models inside <strong>the</strong> Area Of Effect (AOE) <strong>of</strong> its<br />
attack. The size <strong>of</strong> an AOE is listed as a number<br />
in <strong>the</strong> SA. The number is <strong>the</strong> radius <strong>of</strong> <strong>the</strong> AOE<br />
measured outward from <strong>the</strong> target point. AOE/2<br />
103
would target and attack all friendly and enemy<br />
Models that have at least <strong>the</strong> center <strong>of</strong> <strong>the</strong>ir<br />
model base area within <strong>the</strong> circular 2” radius<br />
(or 4” diameter).<br />
AOE Target Point Roll<br />
You have double-checked your GPS location,<br />
<strong>the</strong> target GPS coordinates have been confi rmed<br />
and <strong>the</strong> computer has a valid fi ring solution.<br />
It’s time to let <strong>the</strong> attack fl y. A Weapon System<br />
with <strong>the</strong> AOE SA must check to make sure that<br />
<strong>the</strong> attack hits <strong>the</strong> intended Target Point. To do<br />
this, <strong>the</strong> controlling player makes a 10+ Roll by<br />
adding <strong>the</strong> Model’s TC to a D10 die roll. If <strong>the</strong><br />
sum is less than 10 <strong>the</strong> attack will Drift.<br />
AOE Drift Roll<br />
When an attack with <strong>the</strong> AOE SA fails to hit <strong>the</strong><br />
originally intended Target Point, it still comes<br />
down somewhere. To determine where an<br />
attack that Drifts comes down, simply roll a ten<br />
sided die (D10). This is called <strong>the</strong> Drift Roll. This<br />
one roll will indicate a random direction and a<br />
random distance from <strong>the</strong> original Target Point<br />
to <strong>the</strong> new Target Point. The shape <strong>of</strong> <strong>the</strong> visible<br />
surface <strong>of</strong> <strong>the</strong> ten-sided die determines <strong>the</strong><br />
direction <strong>of</strong> Drift. The narrow point <strong>of</strong> <strong>the</strong> top<br />
facet indicates <strong>the</strong> direction. The number visible<br />
indicates <strong>the</strong> number <strong>of</strong> inches that <strong>the</strong> attack<br />
104<br />
drifts away from <strong>the</strong> target point.<br />
AOE and Range Bands<br />
For Ranged Attacks with <strong>the</strong> AOE/# SA, Range<br />
Band penalties are not applied to an Attack<br />
Roll. Instead Range Band penalties are applied<br />
to both <strong>the</strong> AOE Target Point Roll and <strong>the</strong> AOE<br />
Drift Roll. This makes it both harder to hit <strong>the</strong><br />
target point and increases <strong>the</strong> drift <strong>of</strong> an attack<br />
that misses its target point. For <strong>the</strong> AOE Target<br />
Point Roll any range band penalty is subtracted<br />
from <strong>the</strong> roll. For <strong>the</strong> AOE Drift Roll any range<br />
band penalty is added to <strong>the</strong> number <strong>of</strong> inches<br />
<strong>the</strong> attack drifts away from <strong>the</strong> target point.<br />
Assault SA<br />
A Model with <strong>the</strong> Assault SA reduces <strong>the</strong><br />
Situation Modifi er penalty caused by <strong>the</strong> Model<br />
conducting a Run N’ Gun Action by up to 2<br />
points. The Assault SA does not provide a bonus<br />
to a Model’s Attack Roll but only reduces <strong>the</strong><br />
penalty for <strong>the</strong> Run N’ Gun Action.<br />
Blaster SA<br />
The DA Weapon System with <strong>the</strong> Blaster SA has<br />
an improved chance to land a Critical Hit. If <strong>the</strong><br />
attack hits, and <strong>the</strong> Attack Roll is a natural 9
or 10, <strong>the</strong> attack is automatically considered a<br />
Critical Hit. Roll for Critical Hit Damage. Blaster<br />
does not stack with any o<strong>the</strong>r SA unless it<br />
specifi cally states that it stacks with Blaster.<br />
Bulky SA<br />
A Model with <strong>the</strong> Bulky SA counts as being two<br />
Models for <strong>the</strong> purpose <strong>of</strong> Transport. The Bulky<br />
SA also affects what type <strong>of</strong> Sections <strong>the</strong> Model<br />
may be a part <strong>of</strong> and how many may be a part<br />
<strong>of</strong> that Section.<br />
Chain-Fire Pod SA (CFP)<br />
A Model with <strong>the</strong> CFP SA has <strong>the</strong> ability to<br />
coordinate <strong>the</strong> AOE attacks <strong>of</strong> friendly Models.<br />
The Range (Rng) <strong>of</strong> <strong>the</strong> CFP is 24”. To do this <strong>the</strong><br />
Model fi rst must declare and conduct a Target<br />
Lock Action against <strong>the</strong> target. Next <strong>the</strong> Model<br />
with <strong>the</strong> CFP makes its Target Point Roll (adding<br />
its Target Lock bonus) and resolves, if required,<br />
any AOE Drift Roll. Once this is completed, any<br />
Activated Model within 6” may choose to use<br />
<strong>the</strong> Target Point determined above for <strong>the</strong>ir<br />
AOE attacks.<br />
This effect expires when <strong>the</strong> model ends its<br />
Activation. Only Models that have not already<br />
attempted to make <strong>the</strong>ir Target Point Roll may<br />
Chain-In and use this Target Point. The Model<br />
that determined <strong>the</strong> Target Point may also fi re<br />
at <strong>the</strong> Target Point. Models without <strong>the</strong> CFP SA<br />
may Chain-In and use <strong>the</strong> Target Point.<br />
Counter-Battery SA<br />
A Model may not conduct Defensive Fire with<br />
an Indirect Attack weapon. The exception to this<br />
rule is Models with <strong>the</strong> Weapon System Counter-<br />
Battery SA. Weapons with <strong>the</strong> Counter-Battery<br />
SA may conduct Indirect Attack Defensive Fire<br />
with one <strong>of</strong> <strong>the</strong>ir IA weapons instead <strong>of</strong> normal<br />
Defensive Fire.<br />
The Counter-Battery SA may be used when<br />
attacking IA fi re falls within 6 inches <strong>of</strong> <strong>the</strong><br />
defending Model with <strong>the</strong> Counter-Battery SA.<br />
If <strong>the</strong> attacking IA has an AOE, <strong>the</strong> center <strong>of</strong> <strong>the</strong><br />
AOE must be within 6 inches <strong>of</strong> <strong>the</strong> defending<br />
Model with <strong>the</strong> Counter-Battery SA, after<br />
computing any Drift.<br />
A Model with <strong>the</strong> Weapon System Counter-<br />
Battery SA may conduct IA Defensive Fire<br />
regardless <strong>of</strong> whe<strong>the</strong>r or not <strong>the</strong> attacking<br />
enemy Model has infl icted any damage on any<br />
defending Model.<br />
Remember, if <strong>the</strong> target <strong>of</strong> <strong>the</strong> IA Defensive Fire<br />
attack is inside <strong>the</strong> No Fire Zone, <strong>the</strong> IA Defensive<br />
Fire attack for that weapon automatically fails.<br />
Dropship/# SA<br />
The Model is capable <strong>of</strong> carrying <strong>CAV</strong>, Gunship,<br />
& Vehicle Models. The indicated number is <strong>the</strong><br />
amount <strong>of</strong> Transport Space <strong>the</strong> Model has to<br />
carry Models. A Dropship may not have more<br />
Models inside <strong>of</strong> it than it has Transport Space.<br />
Dropships may also be used to carry Infantry<br />
Models. Four Infantry Models count as one<br />
Model. Infantry Models with <strong>the</strong> Bulky SA count<br />
as being two Infantry Models for this purpose.<br />
ECM Pod SA<br />
A Model with <strong>the</strong> ECM SA conducts a Jamming<br />
Action to add a Jamming bonus against Ranged<br />
Attacks, equal to its TC, to <strong>the</strong> DV <strong>of</strong> all friendly<br />
Models within <strong>the</strong> AOE, and <strong>the</strong> AOE lasts until<br />
<strong>the</strong> model’s next Activation. The number value<br />
<strong>of</strong> <strong>the</strong> Model’s TC is also <strong>the</strong> radius <strong>of</strong> <strong>the</strong> AOE<br />
measured outward from <strong>the</strong> center <strong>of</strong> <strong>the</strong> Model<br />
with this SA. A TC <strong>of</strong> 2 would affect <strong>the</strong> DV <strong>of</strong><br />
all friendly Models in a circular area with a 2”<br />
radius (or 4” diameter). If <strong>the</strong> attack is an AOE<br />
attack, <strong>the</strong> bonuses are instead subtracted from<br />
<strong>the</strong> AOE Target Point roll. Multiple Jamming<br />
Bonuses do not stack. For a Model to benefi t<br />
from this SA, it must be within <strong>the</strong> AOE when it<br />
is attacked.<br />
105
Electronic Source Targeting (EST) SA<br />
A Model with <strong>the</strong> EST SA that conducts a Target<br />
Lock Action will not only add its Target Lock<br />
bonus equal to its TC to all <strong>of</strong> its Attack Rolls<br />
versus any model, it will also add this bonus to<br />
all friendly Models within an AOE. The AOE lasts<br />
until <strong>the</strong> model’s next Activation. The number<br />
value <strong>of</strong> <strong>the</strong> Model’s TC is also <strong>the</strong> radius <strong>of</strong> <strong>the</strong><br />
AOE measured outward from <strong>the</strong> center <strong>of</strong> <strong>the</strong><br />
Model with this SA. A TC <strong>of</strong> 2 would affect <strong>the</strong><br />
Attack Rolls <strong>of</strong> all friendly Models in a circular<br />
area with a 2” radius (or 4” diameter). If <strong>the</strong><br />
attack is an AOE attack, <strong>the</strong> bonuses are instead<br />
added to AOE Target Point roll. Multiple Target<br />
Lock Bonuses do not stack.<br />
Engineer SA<br />
A Model with <strong>the</strong> Engineer SA may use Battlefi eld<br />
Assets that require this SA. Engineers may also<br />
conduct any required scenario Specialty Action<br />
such as clear roads or blow a bridge. Scenario<br />
Specialty Actions are usually resolved by making<br />
a 10+ Roll.<br />
FiST SA<br />
FiST stands for Fire Support Team. An Infantry<br />
Model with <strong>the</strong> FiST SA may call in Strikes from<br />
<strong>the</strong> Task Force’s Strike Pool using a Specialty<br />
Action.<br />
Flamer SA<br />
Flamethrowers are a unique weapon type. A<br />
Weapon System with this SA does not target and<br />
attack a single Model as in a normal Ranged<br />
Attack, but instead targets, and attacks, all<br />
Models inside <strong>the</strong> Area Of Effect <strong>of</strong> this attack.<br />
The Flamer AOE is a 2” wide rectangle starting at<br />
<strong>the</strong> edge <strong>of</strong> <strong>the</strong> Model’s base and stretching out<br />
to <strong>the</strong> end <strong>of</strong> <strong>the</strong> weapon’s Long Range Band.<br />
106<br />
FRS/# SA<br />
A Model with FRS has several additional Fire<br />
Resolution Systems linked toge<strong>the</strong>r on board.<br />
This allows <strong>the</strong> Model to deliver a more precise<br />
AOE attack. When a Model with <strong>the</strong> FRS/# SA fails<br />
its Target Point Roll <strong>the</strong> model receives a minus<br />
to <strong>the</strong> Drift Roll equal to <strong>the</strong> numeric value <strong>of</strong><br />
<strong>the</strong> SA. FRS/2 would subtract 2 inches from <strong>the</strong><br />
Drift Roll. Any sum less than zero results in <strong>the</strong><br />
attack hitting <strong>the</strong> original Target Point.<br />
Gunport SA<br />
If a Transport has <strong>the</strong> Gunport SA and is<br />
transporting Infantry, one <strong>of</strong> <strong>the</strong> Infantry Models<br />
inside may conduct a single Direct Ranged Attack.<br />
Infantry loaded into a Transport that belong to a<br />
different Section can only conduct this SA during<br />
<strong>the</strong> Action Phase <strong>of</strong> <strong>the</strong> Transport.<br />
Hauler SA<br />
A Model with <strong>the</strong> Hauler SA is a Logistics<br />
Transport. Haulers are by default empty if<br />
purchased for use in regular games <strong>of</strong> <strong>CAV</strong>. Empty<br />
Haulers function as if <strong>the</strong>y had <strong>the</strong> Transport/3<br />
and <strong>the</strong> Gunport SA.<br />
Hauler, Cruise SA<br />
A Model with <strong>the</strong> Hauler Cruise SA is a Cruise<br />
Missile Transport truck. Cruise Haulers are by<br />
default empty if purchased for use in a regular<br />
game <strong>of</strong> <strong>CAV</strong>. Empty Cruise Haulers function as<br />
if <strong>the</strong>y had <strong>the</strong> Transport/2 and <strong>the</strong> Gunport SA.<br />
Optionally, a Cruise Hauler Model may add any<br />
single Cruise Missile Strike as an Upgrade Asset.<br />
The point cost <strong>of</strong> <strong>the</strong> Strike is added to <strong>the</strong> cost <strong>of</strong><br />
<strong>the</strong> Model. When a Cruise Missile Strike is added<br />
to <strong>the</strong> Model, <strong>the</strong> Model loses <strong>the</strong> Transport/2<br />
and Gunport SA. The Cruise Hauler may now be<br />
used as <strong>the</strong> point <strong>of</strong> deployment for <strong>the</strong> Cruise<br />
Missile Strike instead <strong>of</strong> <strong>the</strong> Deployment Zone<br />
table edge.
Increased Mobility SA<br />
A Model with <strong>the</strong> Increased Mobility SA treats<br />
<strong>the</strong> following Terrain as Open Terrain:<br />
Rough Terrain<br />
Vertical Obstacles<br />
Field Works<br />
Urban Debris<br />
Infantry, Airborne SA<br />
An Infantry Model with <strong>the</strong> Infantry, Airborne<br />
SA may leave any Transport at any point during<br />
ei<strong>the</strong>r its own Action Phase or <strong>the</strong> Transport’s<br />
Action Phase. This SA allows <strong>the</strong> Infantry Models<br />
to dismount, or jump, anywhere along <strong>the</strong><br />
movement path <strong>of</strong> <strong>the</strong> Transport. The Mount/<br />
Dismount Action <strong>of</strong> Infantry with <strong>the</strong> Airborne<br />
SA is a Free Action and does not cost an Action<br />
Point to conduct.<br />
Infantry, Shock SA<br />
The Mount/Dismount Action <strong>of</strong> Infantry, with<br />
<strong>the</strong> Infantry Shock SA is a Free Action and does<br />
not cost an Action Point to conduct.<br />
Infantry, Jet Pack SA<br />
An Infantry Model with <strong>the</strong> Infantry, Jet Pack<br />
SA uses <strong>the</strong> MClass <strong>of</strong> Air to conduct movement<br />
around <strong>the</strong> battlefi eld and also adds +2 to <strong>the</strong><br />
Model’s Mov.<br />
Linked SA<br />
A Weapon System with <strong>the</strong> Linked SA may reroll<br />
any missed Attack Roll once. The re-rolled<br />
Attack Roll can be from ei<strong>the</strong>r conducting a<br />
Ranged Attack or when conducting Defensive<br />
Fire. The Linked SA does not grant <strong>the</strong> ability<br />
to roll twice and keep <strong>the</strong> preferred result. The<br />
Linked SA does not grant <strong>the</strong> ability to re-roll a<br />
Critical Hit die roll.<br />
For example, a Model with two DA<br />
Weapon Systems with <strong>the</strong> Linked SA<br />
could re-roll each Weapon System’s<br />
Direct Attack once.<br />
NRF SA<br />
NRF stands for No Rear Fire. A Weapon System<br />
with <strong>the</strong> NRF SA may not conduct a Ranged<br />
Attack or Defensive Fire attack against any target<br />
inside <strong>the</strong> Model’s rear 180-degree arc. The line<br />
for this arc runs from left to right through <strong>the</strong><br />
center <strong>of</strong> <strong>the</strong> Model’s base.<br />
Overdrive SA<br />
A Weapon System with this SA gains <strong>the</strong> option<br />
to infl ict one additional point <strong>of</strong> damage when<br />
a successful Ranged Attack has been made. The<br />
player must declare <strong>the</strong> use <strong>of</strong> an Overdrive SA<br />
shot before resolving it. If <strong>the</strong> attack is successful<br />
<strong>the</strong> defender takes an additional point <strong>of</strong> damage<br />
and <strong>the</strong> attacker takes a point <strong>of</strong> damage. If <strong>the</strong><br />
attack is unsuccessful <strong>the</strong> attacker still takes a<br />
point <strong>of</strong> damage. A Model with multiple weapons<br />
with this SA may Overdrive each attack. Due to<br />
onboard safety protocols this SA cannot be used<br />
if <strong>the</strong> damage received by using this SA would<br />
destroy <strong>the</strong> Model. The Overdrive SA cannot be<br />
used in any Defensive Fire.<br />
Piercing/# SA<br />
A Weapon System with this SA gains a Situational<br />
Modifi er equal to <strong>the</strong> numeric value <strong>of</strong> <strong>the</strong> SA.<br />
Piercing/2 would add a +2, to <strong>the</strong> Attack Roll<br />
against all Models that do not have <strong>the</strong> S<strong>of</strong>t<br />
SA.<br />
Pop-Up SA<br />
As a Specialty Action a Model with <strong>the</strong> Pop-Up<br />
SA may rise up to fi re and <strong>the</strong>n immediately drop<br />
back down. This Pop-Up ability is usually used<br />
from defensive positions to deny an enemy Direct<br />
107
Fire Ranged Attack by denying <strong>the</strong> enemy a LOS<br />
Corridor. To represent this a Model with this SA<br />
would make its Eye Level LOS Corridor check at<br />
a point 1” above <strong>the</strong> actual model cockpit. This<br />
means that <strong>the</strong> ability to immediately drop back<br />
down may prevent a Model from conducting a<br />
Defensive Fire due to lack <strong>of</strong> LOS.<br />
Rat SA<br />
Models with <strong>the</strong> Rat SA treat No Cover as<br />
Light Cover and Light Cover as if it were Heavy<br />
Cover.<br />
Rugged SA<br />
When a Model with <strong>the</strong> Rugged SA conducts a<br />
successful Repair Action it is always considered<br />
to be a Critical Success and an additional point<br />
<strong>of</strong> Damage for a total <strong>of</strong> 2 DTs is repaired. Rolling<br />
a Natural 10 provides no fur<strong>the</strong>r benefi t to<br />
Models with <strong>the</strong> Rugged SA. Lingering Damage<br />
may still not be removed.<br />
Shielding/# SA<br />
Models with <strong>the</strong> Shielding/# SA are less affected<br />
by Critical Hits. A Critical Hit does less points <strong>of</strong><br />
extra damage to a Model equal to <strong>the</strong> numeric<br />
value <strong>of</strong> <strong>the</strong> Shielding/# SA. The Shielding/#<br />
SA does not affect <strong>the</strong> normal damage infl icted<br />
by any attack and reduces only Critical Hit<br />
damage.<br />
Shredder/# SA<br />
A Weapon System with this SA gains a Situational<br />
Modifi er, equal to <strong>the</strong> numeric value <strong>of</strong> <strong>the</strong> SA.<br />
Shredder/2 would add a +2, to <strong>the</strong> Attack Roll<br />
against all Models that have <strong>the</strong> S<strong>of</strong>t SA.<br />
Smart SA<br />
Munitions with <strong>the</strong> built-in ability to choose,<br />
track, and guide <strong>the</strong>mselves to a target are<br />
called “Smart Weapons”. Weapon Systems with<br />
<strong>the</strong> Smart SA reduce from –2 to -1 <strong>the</strong> Situation<br />
Modifi er penalties <strong>of</strong> Range Bands.<br />
108<br />
S<strong>of</strong>t SA<br />
The Model is considered a S<strong>of</strong>t Target for all<br />
rules and effects.<br />
Specialist SA<br />
A Model with <strong>the</strong> Specialist SA may only be<br />
fi elded in <strong>the</strong> Specialist Section <strong>of</strong> a Task Force.<br />
Transport/# SA<br />
A Model with <strong>the</strong> Transport SA is <strong>the</strong> fastest way<br />
to move Infantry Models around <strong>the</strong> battlefi eld.<br />
The indicated number is <strong>the</strong> amount <strong>of</strong> Transport<br />
Space <strong>the</strong> Model has to carry Infantry Models.<br />
A Transport may not have more Infantry Models<br />
inside <strong>of</strong> it than it has Transport Space. Infantry<br />
Models with <strong>the</strong> Bulky SA count as being two<br />
Models for Transport Space purposes.<br />
Upgrade (Name) SA<br />
This Model comes with an Upgrade or Asset<br />
as standard equipment. The Upgrade or Asset<br />
cannot be purchased a second time. If <strong>the</strong><br />
gained Upgrade or Asset is normally a single use<br />
item (such as a Battlefi eld Asset), Models with<br />
this SA have unlimited uses <strong>of</strong> that particular<br />
Upgrade or Asset.
Battlefi eld Assets help you as a commander to<br />
defi ne your battlefi eld and help you force <strong>the</strong><br />
enemy to fi ght on your terms. The following<br />
Battlefi eld Assets may be purchased by any Task<br />
Force. Note that some Battlefi eld Assets require<br />
<strong>the</strong> use <strong>of</strong> a Model with <strong>the</strong> Engineer SA to<br />
deploy, use, or construct.<br />
Use and Lose<br />
If <strong>the</strong> Model uses an Asset that requires a roll,<br />
<strong>the</strong>re is a chance for failure. Should <strong>the</strong> Asset<br />
fail, it is still used up.<br />
Minefi elds<br />
Modern minefi elds are self-redistributing. When<br />
a mine detonates, <strong>the</strong> s<strong>of</strong>tware <strong>of</strong> <strong>the</strong> o<strong>the</strong>r<br />
nearby mines will cause <strong>the</strong>m to redeploy in<br />
order to help plug <strong>the</strong> gap. However, eventually<br />
enough mines are detonated that movement<br />
through <strong>the</strong> minefi eld is effectively risk <strong>free</strong>.<br />
To represent this, a minefi eld has a limited<br />
duration based on <strong>the</strong> number <strong>of</strong> times it has<br />
been breached. Place a six-sided die (D6) on<br />
<strong>the</strong> template with <strong>the</strong> 1 facing up/visible. Every<br />
time that <strong>the</strong> minefi eld is breached by a Model<br />
it attacks increase <strong>the</strong> die. When <strong>the</strong> die reads 6,<br />
remove <strong>the</strong> minefi eld from <strong>the</strong> battlefi eld.<br />
Players may deploy a Minefi eld ei<strong>the</strong>r during<br />
<strong>the</strong> Deployment Phase or during <strong>the</strong>ir turn.<br />
When a minefi eld is deployed during <strong>the</strong><br />
Deployment Phase it can be placed anywhere<br />
on <strong>the</strong> battlefi eld, but not within 24” <strong>of</strong> an<br />
enemy Deployment Zone or within 12” <strong>of</strong> any<br />
enemy Model.<br />
When a Minefi eld is deployed during a player’s<br />
turn it is done at <strong>the</strong> beginning <strong>of</strong> a turn by<br />
adding an Initiative Card to <strong>the</strong> Initiative Deck.<br />
Instead <strong>of</strong> Activating a Section <strong>the</strong>y simply<br />
deploy <strong>the</strong> Minefi eld anywhere on <strong>the</strong> table but<br />
not within 12” <strong>of</strong> any enemy Model.<br />
Important note! Minefi elds have NO friends.<br />
Any Model coming into B2B contact with a<br />
minefi eld will be attacked.<br />
Minefi eld, Air<br />
Point Cost: 50 per minefi eld<br />
Range: B2B<br />
Resolution: 1D10+6 versus DV<br />
Effect: The controlling player may set down a 3”<br />
radius (6” diameter) circle template anywhere.<br />
The Air Minefi eld is active immediately. If a<br />
Gunship comes into contact with Air Minefi eld,<br />
it suffers an Attack Roll versus its current DV. Air<br />
Minefi elds are capable <strong>of</strong> Critical Hit Damage.<br />
Minefi eld, Ground<br />
Point Cost: 75 per minefi eld<br />
Range: B2B<br />
Resolution: 1D10+6 versus DV<br />
Effect: The controlling player may set down a 3”<br />
radius (6” diameter) circle template anywhere.<br />
The Minefi eld is active immediately. If any<br />
Models o<strong>the</strong>r than a Gunship come into contact<br />
with <strong>the</strong> Minefi eld, it suffers an Attack Roll<br />
versus its current DV. Minefi elds are capable <strong>of</strong><br />
Critical Hit Damage.<br />
109
Minefi eld, Removal<br />
Point Cost: No Cost<br />
Range: B2B<br />
Resolution: 10+ Roll adding <strong>the</strong> Model’s Exp<br />
Effect: A Model with <strong>the</strong> Engineer SA may attempt<br />
to disable, destroy, and remove minefi elds. To<br />
do this <strong>the</strong> Model with <strong>the</strong> Engineer SA must<br />
move into B2B with <strong>the</strong> minefi eld. Before <strong>the</strong><br />
minefi eld makes its attack <strong>the</strong> engineering<br />
Model will attempt to remove it by making a<br />
successful 10+ Roll adding Exp to <strong>the</strong> die roll.<br />
If <strong>the</strong> 10+ Roll is successful, <strong>the</strong> minefi eld is<br />
immediately removed from play. If <strong>the</strong> 10+ Roll<br />
is unsuccessful, <strong>the</strong> engineering Model suffers an<br />
Attack Roll from <strong>the</strong> minefi eld versus its current<br />
DV. Minefi eld removal is a <strong>free</strong> action. And will<br />
occur anytime a Model with <strong>the</strong> Engineer SA<br />
comes into B2B contact with a minefi eld.<br />
Armored Nano-Barrier<br />
Point Cost: 50<br />
Range: B2B<br />
Resolution: Automatic Success<br />
Effect: A Model with <strong>the</strong> Engineer SA may set<br />
down a 2” to 3” long wall that is ½” to 1” tall<br />
with one end <strong>of</strong> it in B2B with <strong>the</strong> Engineer. This<br />
wall functions as Heavy Cover. This Battlefi eld<br />
Asset is never “used up” and may be used once<br />
each turn.<br />
Un-Armored Nano-Barrier<br />
Point Cost: 25<br />
Range: B2B<br />
Resolution: Automatic Success<br />
Effect: A Model with <strong>the</strong> Engineer SA may set<br />
down a 2” to 3” long wall that is ½” to 1” tall<br />
with one end <strong>of</strong> it in B2B with <strong>the</strong> Engineer. This<br />
wall functions as Light Cover. This Battlefi eld<br />
Asset is never “used up” and may be used once<br />
each turn.<br />
110<br />
Repair Module<br />
Point Cost: 25<br />
Range: B2B<br />
Resolution: Automatic Success<br />
Effect: This Battlefi eld Asset may be used once<br />
each turn. As a Specialty Action, a Model with<br />
<strong>the</strong> Engineer SA may Repair a single point <strong>of</strong><br />
Damage to any non-Infantry Model that is in<br />
B2B. Lingering Damage may not be removed<br />
with a Repair Module. This Battlefi eld Asset is<br />
never “used up” and may be used once each<br />
turn.<br />
Repair Module, Advanced<br />
Point Cost: 50<br />
Range: B2B<br />
Resolution: Automatic Success<br />
Effect: This Battlefi eld Asset is never “used up”<br />
and may be used once each turn. As a Specialty<br />
Action, a Model with <strong>the</strong> Engineer SA may:<br />
Repair two points <strong>of</strong> Damage from a non-<br />
Infantry Model in B2B, but not remove Lingering<br />
Damage.<br />
Or<br />
Repair a single point <strong>of</strong> Lingering Damage from<br />
a non-Infantry Model in B2B. The engineer may<br />
only perform this option if <strong>the</strong>re is no o<strong>the</strong>r<br />
Damage on <strong>the</strong> Model.<br />
Satchel Charge<br />
Point Cost: 20 per Satchel Charge<br />
Range: B2B<br />
Resolution: Added Bonus Damage<br />
Effect: Satchels are purchased for an Infantry<br />
Section ra<strong>the</strong>r than any single Infantry Model.<br />
All Satchels purchased for use in a Section<br />
should be marked or noted with tokens or cards.<br />
Whenever an Infantry Model from that Section<br />
is <strong>the</strong> Primary Attacker in a Close Combat Attack,<br />
and <strong>the</strong> defender is a Non-Infantry Model, it<br />
may choose to use a Satchel Charge to gain a<br />
+4 bonus to its Attack Roll. This bonus also<br />
applies to Critical Hit Rolls.
No battle plan survives contact with <strong>the</strong> enemy,<br />
but Battlefi eld Support Strikes can help you take<br />
care <strong>of</strong> problems on <strong>the</strong> battlefi eld as well as help<br />
<strong>the</strong> enemy see things your way. The following<br />
Strikes may be purchased by any Task Force.<br />
Only Models in your Task Force with <strong>the</strong> FiST SA<br />
may call in Strikes for your Task Force. Purchased<br />
Strikes go into your Task Force Strike Pool and<br />
may be called by any Model in your Task Force<br />
with <strong>the</strong> FiST SA using a Specialty Action. All<br />
stated Support Strike ranges are measured from<br />
<strong>the</strong> center <strong>of</strong> <strong>the</strong> FiST Model that has called it in.<br />
Support Strikes do not have Range Bands. The<br />
FiST Model must have LOS to <strong>the</strong> target point.<br />
Battlefi eld Support Strikes Limit<br />
No Task Force may have more than 20% <strong>of</strong> its<br />
total points invested in Strikes. Therefore in a<br />
game where each player brings 2000 points, no<br />
player may have more than 400 points invested<br />
in Strikes.<br />
Use and Lose<br />
If <strong>the</strong> Model uses an Asset that requires a roll,<br />
<strong>the</strong>re is a chance for failure. Should <strong>the</strong> Asset<br />
fail, it is still used up.<br />
Artillery Strike<br />
Point Cost: 50 per attack<br />
Resolution: 1D10+4 versus DV for Attack Roll<br />
Range: 48”<br />
AOE: 3”<br />
Effect: Determine a Target Point and this attack<br />
automatically Drifts. Roll for Drift as normal but<br />
subtract 2” from <strong>the</strong> Drift Distance. Distance<br />
cannot be reduced below 0. All Models in <strong>the</strong><br />
AOE suffer an attack.<br />
Artillery Barrage<br />
Point Cost: 100 per attack<br />
Resolution: 1D10+4 versus DV for Attack Roll<br />
Range: 48”<br />
AOE: 5”<br />
Effect: Determine a Target Point and this attack<br />
automatically Drifts. Roll for Drift as normal but<br />
subtract 2” from <strong>the</strong> Drift Distance. Distance<br />
cannot be reduced below 0. All Models in <strong>the</strong><br />
AOE suffer an attack.<br />
Artillery Bombardment<br />
Point Cost: 150 per attack<br />
Resolution: 1D10+6 versus DV for Attack Roll<br />
Range: 48”<br />
AOE: 5”<br />
Effect: Determine a Target Point and this attack<br />
automatically Drifts. Roll for Drift as normal but<br />
subtract 4” from <strong>the</strong> Drift Distance. Distance<br />
cannot be reduced below 0. All Models in <strong>the</strong><br />
AOE suffer an attack.<br />
Cruise Missile<br />
Point Cost: 50 per attack<br />
Resolution: 1D10+6 versus DV for Attack Roll<br />
Range: N/A<br />
Effect: When this Strike is called in, place a Cruise<br />
Missile Model on your own side’s Deployment<br />
Zone table edge. The Cruise Missile immediately<br />
receives 2 Movement Actions. When <strong>the</strong> Cruise<br />
Missile comes into B2B with an enemy Model it<br />
will make an Attack Roll versus <strong>the</strong> target Model’s<br />
DV as a Free Action and is removed from play.<br />
If <strong>the</strong> roll is successful, <strong>the</strong> target Model suffers<br />
two points <strong>of</strong> Damage. Cruise Missiles may be<br />
targeted by o<strong>the</strong>r Models, and <strong>the</strong>refore may be<br />
destroyed if enough Damage is infl icted upon<br />
<strong>the</strong>m. Cruise Missiles remain on <strong>the</strong> board until<br />
<strong>the</strong>y fi nd a target or are destroyed.<br />
111
In turns after <strong>the</strong> fi rst <strong>the</strong> Cruise missile activates<br />
when <strong>the</strong> FIST Model that called it is activated.<br />
When activated <strong>the</strong> Cruise Missile gets 2<br />
Movement Actions and may again use <strong>the</strong>se 2<br />
Movement Actions to attempt B2B contact with<br />
an enemy Model.<br />
Cruise Missile, Atomic WMD<br />
Point Cost: 600 per attack<br />
Resolution: 1D10+6 versus DV for Attack Roll<br />
Range: N/A<br />
AOE 12” (No Drift Roll)<br />
Effect: When this Strike is called in, place a Cruise<br />
Missile Model on your own side’s Deployment<br />
Zone table edge. The Cruise Missile immediately<br />
receives 2 Movement Actions. Once moved to <strong>the</strong><br />
desired target detonation point <strong>the</strong> controlling<br />
player detonates <strong>the</strong> WMD using a Free Action<br />
and it is removed from play. All Models in <strong>the</strong><br />
Area <strong>of</strong> Effect suffer an attack. Make an Attack<br />
Roll versus <strong>the</strong> target Model’s DV. If <strong>the</strong> roll is<br />
successful, <strong>the</strong> Target Model suffers a point <strong>of</strong><br />
damage. If <strong>the</strong> target Model has <strong>the</strong> S<strong>of</strong>t SA,<br />
and suffers any damage it is removed from<br />
play. Cruise Missiles may be targeted by o<strong>the</strong>r<br />
Models, and <strong>the</strong>refore may be destroyed if<br />
enough Damage is infl icted upon <strong>the</strong>m. Cruise<br />
Missiles remain on <strong>the</strong> board until <strong>the</strong>y fi nd<br />
a target or are destroyed.<br />
112<br />
In turns after <strong>the</strong> fi rst <strong>the</strong> Cruise missile activates<br />
when <strong>the</strong> FIST Model that called it is activated.<br />
When activated <strong>the</strong> Cruise Missile gets 2<br />
Movement Actions and may again use <strong>the</strong>se<br />
2 Movement Actions to move to <strong>the</strong> desired<br />
Detonation Point.<br />
MOAB - Massive Ordnance Air Blast Bomb<br />
Point Cost: 300 per attack<br />
Resolution: 1D10+4 versus DV for Attack Roll<br />
Range: N/A<br />
AOE 6” (No Drift Roll)<br />
Effect: When this Strike is called in <strong>the</strong> impact<br />
and detonation will cause all structures including<br />
fortifi cations to be damaged or destroyed.<br />
Models inside a structure that is destroyed<br />
instantly take one point <strong>of</strong> damage. In addition<br />
to this all Models in <strong>the</strong> Area <strong>of</strong> Effect, including<br />
those in destroyed structures, suffer an attack.<br />
Make an Attack Roll versus <strong>the</strong> target Model’s<br />
DV. If <strong>the</strong> roll is successful, <strong>the</strong> Target Model<br />
suffers a point <strong>of</strong> damage. If <strong>the</strong> target Model<br />
has <strong>the</strong> S<strong>of</strong>t SA, <strong>the</strong> attack does one additional<br />
point <strong>of</strong> damage. Models inside a structure that<br />
is not destroyed do not suffer <strong>the</strong> attack.
Orbital Strike<br />
Points Cost: 150 per attack<br />
Resolution: 1D10+4 versus DV for Attack Roll<br />
Range: 48”<br />
AOE: 4” (No Drift Roll)<br />
Effect: All successful attacks in <strong>the</strong> AOE infl ict 1<br />
point <strong>of</strong> Damage.<br />
Orbital Pinpoint Strike<br />
Points Cost: 100 per attack<br />
Resolution: 1D10+4 versus DV<br />
Range: 48” (No Drift Roll)<br />
Effect: If Strike is successful, target Model suffers<br />
3 Attack Rolls. Each successful Attack Roll infl icts<br />
1 point <strong>of</strong> damage.<br />
Air Strike<br />
Point Cost: 50 per attack<br />
Resolution: 1D10+4 versus DV<br />
Range: 48”<br />
Effect: Creates a 2” wide 12” long straight line<br />
AOE. All successful attacks in <strong>the</strong> AOE infl ict 1<br />
point <strong>of</strong> Damage.<br />
Smoke Strike<br />
Point Cost: 10 per attack<br />
Resolution: Automatic Success<br />
Range: 48”<br />
Effect: Creates a 2” wide, 12” long, 3” tall<br />
straight line AOE that blocks all LOS for one full<br />
turn.<br />
113
Soldiers are experts in <strong>the</strong>ir fi eld and, as with<br />
any highly trained and intelligent individual<br />
given machines, <strong>the</strong>y will play and tinker with<br />
<strong>the</strong>m. Making modifi cations to issued military<br />
hardware is an ancient and time-honored<br />
tradition and <strong>the</strong> 23rd century is no exception.<br />
A Model may purchase any Upgrade that is<br />
listed as being available for that Model type.<br />
Upgrades cost points. The cost <strong>of</strong> <strong>the</strong> Upgrade<br />
is added to <strong>the</strong> total point value <strong>of</strong> <strong>the</strong> Model<br />
that purchases <strong>the</strong> Upgrade. If <strong>the</strong> Upgraded<br />
Model is destroyed it is worth any victory points<br />
equal to its total point value at <strong>the</strong> beginning <strong>of</strong><br />
play, including all Upgrades. Upgrades cannot<br />
be purchased for Battlefi eld Support Strikes or<br />
Battlefi eld Assets.<br />
An Upgrade that affects a weapon must be<br />
purchased for each one <strong>of</strong> <strong>the</strong> same type<br />
Weapon System.<br />
As an example: To Upgrade <strong>the</strong> Dictator<br />
60’s Gkw 12y Gauss Cannons with<br />
Upgraded Weaponry (+1 RAV) would<br />
require <strong>the</strong> purchase <strong>of</strong> two Upgraded<br />
Weaponry Upgrades for a total <strong>of</strong> 40<br />
Points per DT.<br />
Bonuses Do Not Stack<br />
Bonuses gained by Upgrades do not stack. This<br />
means that if two upgrades grant a bonus to <strong>the</strong><br />
same thing, use <strong>the</strong> higher <strong>of</strong> <strong>the</strong> two instead <strong>of</strong><br />
adding <strong>the</strong>m toge<strong>the</strong>r.<br />
114<br />
Task Force Upgrade Scaled Costs<br />
Unless noted, all upgrades cost a variable<br />
amount <strong>of</strong> points based on <strong>the</strong> number <strong>of</strong><br />
damage tracks <strong>the</strong> Model possesses. The points<br />
listed are per DT <strong>the</strong> Model possesses, including<br />
<strong>the</strong> zero DT.<br />
/# Costs<br />
The costs <strong>of</strong> installing or upgrading can get<br />
expensive, but, depending on <strong>the</strong> mission at<br />
hand, could be more than worth it. Computations<br />
<strong>of</strong> Upgrade costs are easy. If you want to purchase<br />
a /# upgrade for a Model or Weapon System,<br />
you purchase each level individually up to <strong>the</strong><br />
desired level. You cannot increase a /# beyond<br />
<strong>the</strong> limits listed for <strong>the</strong> Upgrade. A Model or<br />
Weapon System with an /#SA may be upgraded<br />
to <strong>the</strong> maximum level listed.<br />
As an example: <strong>the</strong> cost <strong>of</strong> Avenger/3 for a<br />
Model that does not have <strong>the</strong> Avenger/#<br />
SA would cost 3 Points per damage<br />
track. 1 Point per DT for Avenger/1 plus<br />
1 Point per DT for Avenger/2 plus 1 Point<br />
per DT for Avenger/3.<br />
Adjustable Munitions<br />
Availability: Any Weapon System with an AOE<br />
Point Cost: 50 Points<br />
Effect: Grants <strong>the</strong> Weapon System <strong>the</strong> benefi ts<br />
<strong>of</strong> <strong>the</strong> Adjustable Munitions SA.
Avenger/#<br />
Availability: Models with a CCV<br />
Point Cost:<br />
Avenger/1 = 1 Point - Per DT<br />
Avenger/2 = 1 Point - Per DT<br />
Avenger/3 = 1 Point - Per DT<br />
Effect: Grants <strong>the</strong> Model <strong>the</strong> benefi ts <strong>of</strong> <strong>the</strong><br />
Avenger/# SA.<br />
Chain-Fire Pod (CFP)<br />
Availability: Any Model<br />
Point Cost: 50 Points<br />
Effect: Grants <strong>the</strong> Model <strong>the</strong> benefi ts <strong>of</strong> <strong>the</strong> CFP<br />
SA.<br />
ECM Pod<br />
Availability: Any Model<br />
Point Cost: 40 Points<br />
Effect: Grants <strong>the</strong> Model <strong>the</strong> benefi ts <strong>of</strong> <strong>the</strong> ECM<br />
Pod SA.<br />
EST Pod<br />
Availability: Any Model<br />
Point Cost: 40 Points<br />
Effect: Grants <strong>the</strong> Model <strong>the</strong> benefi ts <strong>of</strong> <strong>the</strong> EST<br />
SA.<br />
Engineer<br />
Availability: Infantry only<br />
Point Cost: 20 Points<br />
Effect: Grants <strong>the</strong> Model <strong>the</strong> benefi ts <strong>of</strong> <strong>the</strong><br />
Engineer SA.<br />
FiST<br />
Availability: Infantry only<br />
Point Cost: 10 Points<br />
Effect: Grants <strong>the</strong> Model <strong>the</strong> benefi ts <strong>of</strong> <strong>the</strong> FiST<br />
SA.<br />
FRS/#<br />
Availability: Any Model with a weapon that has<br />
<strong>the</strong> AOE SA<br />
Point Cost:<br />
FRS/1 = 20 Points<br />
FRS/2 = 20 Points<br />
FRS/3 = 20 Points<br />
Effect: Grants <strong>the</strong> Model <strong>the</strong> benefi ts <strong>of</strong> <strong>the</strong><br />
FRS/# SA. A Weapon System that already has<br />
<strong>the</strong> FRS SA may be upgraded to a maximum <strong>of</strong><br />
FRS/3.<br />
Increased Transport Capacity<br />
Availability: Models with Transport/# SA<br />
Point Cost: 10 Points<br />
Effect: A Model’s Transport capacity is increased<br />
by 1 space and <strong>the</strong> Model’s Mov is reduced by<br />
2.<br />
Infantry, Airborne Training<br />
Availability: Infantry only<br />
Point Cost: 40 Points<br />
Effect: Grants <strong>the</strong> Model <strong>the</strong> benefi ts <strong>of</strong> <strong>the</strong><br />
Infantry, Airborne SA.<br />
Infantry, Drop<br />
Availability: Any Infantry stand with <strong>the</strong> Airborne<br />
SA<br />
Point Cost: 25 per stand in a Section. All stands<br />
must be upgraded.<br />
Effect: Grants <strong>the</strong> abilities detailed below:<br />
There are times when it’s important to drop<br />
Infantry behind enemy lines, and a Hedgehog is<br />
a bit too noticeable. Drop Infantry jump out <strong>of</strong><br />
highfl ying spacecraft in <strong>the</strong> upper atmosphere<br />
(or what would be <strong>the</strong> upper atmosphere in <strong>the</strong><br />
case <strong>of</strong> planetoids without atmosphere). They<br />
<strong>the</strong>n use a variety <strong>of</strong> devices (such as singleuse<br />
jetpacks) to slow <strong>the</strong>ir descent once closer<br />
to <strong>the</strong> ground (or aid <strong>the</strong>ir descent in <strong>the</strong> case<br />
115
<strong>of</strong> low or zero gravity planetoids). Once on <strong>the</strong><br />
ground, <strong>the</strong>y move in on <strong>the</strong>ir Objective, <strong>of</strong>ten<br />
times before <strong>the</strong> enemy is even aware <strong>of</strong> <strong>the</strong>ir<br />
presence.<br />
Models with <strong>the</strong> Drop Infantry Upgrade do not<br />
initially deploy with <strong>the</strong> Task Force during <strong>the</strong><br />
Deployment Phase. At <strong>the</strong> beginning <strong>of</strong> any<br />
game Turn, a player with a Drop Infantry Section<br />
in <strong>the</strong>ir Task Force may add one Initiative Card<br />
to <strong>the</strong> Initiative Deck for each Drop Infantry<br />
Section. When one <strong>of</strong> <strong>the</strong>ir Initiative Cards is<br />
turned over, <strong>the</strong>y may choose to Activate <strong>the</strong><br />
Drop Infantry Section. When Activating <strong>the</strong> Drop<br />
Infantry Section, <strong>the</strong> controlling player simply<br />
places <strong>the</strong> Models anywhere on <strong>the</strong> table but<br />
not within 12” <strong>of</strong> any enemy Model. If <strong>the</strong>re<br />
is no available location on <strong>the</strong> tabletop for <strong>the</strong><br />
Drop Infantry to deploy, deployment is delayed<br />
until <strong>the</strong> following turn.<br />
Infantry, Shock Training<br />
Availability: Infantry only<br />
Point Cost: 20 Points<br />
Effect: Grants <strong>the</strong> Model <strong>the</strong> benefi ts <strong>of</strong> <strong>the</strong><br />
Infantry, Shock SA.<br />
Infantry, Jet Pack Training<br />
Availability: Infantry only<br />
Point Cost: 15 Points<br />
Effect: Grants <strong>the</strong> Model <strong>the</strong> benefi ts <strong>of</strong> <strong>the</strong><br />
Infantry, Jet Pack SA.<br />
116<br />
Infantry, Weapon Upgrades<br />
Infantry may replace a single equipped weapon<br />
with a single weapon listed below.<br />
FA 45 MG<br />
Availability: Infantry only<br />
Point Cost: 5 Points - Per DT<br />
AA-52 Direct Fire Missile Pack<br />
Availability: Infantry only<br />
Point Cost: 15 Points - Per DT<br />
1a2 Automatic Grenade Launcher<br />
Availability: Infantry only<br />
Point Cost: 5 Points - Per DT<br />
AT-23 Direct Fire Missile Pack<br />
Availability: Infantry only<br />
Point Cost: 15 Points - Per DT
Improved Maintenance<br />
Availability: All except Infantry<br />
Point Cost: 10 Points - Per DT<br />
Effect: +1 Mov.<br />
Orbital Gunship Insertion<br />
Availability: Flight Section<br />
Point Cost: 50 Points<br />
Effect: Before <strong>the</strong> Deployment Phase players<br />
may set aside all Gunship Model Sections with<br />
this upgrade. When a player wishes to deploy<br />
Models with this upgrade <strong>the</strong>y do so by adding<br />
an Initiative Card to <strong>the</strong> Initiative Deck for each<br />
Section at <strong>the</strong> beginning <strong>of</strong> <strong>the</strong> turn. Instead<br />
<strong>of</strong> Activating a Section <strong>the</strong>y simply deploy <strong>the</strong><br />
Gunship Section anywhere on <strong>the</strong> table, but not<br />
within 12” <strong>of</strong> any enemy Model.<br />
Piercing/#<br />
Availability: Only a Weapon System with Piercing<br />
SA<br />
Point Cost:<br />
Piercing/1 = Unavailable<br />
Piercing /2 = 10 Points - Per DT<br />
Piercing /3 = 10 Points - Per DT<br />
Effect: Increases <strong>the</strong> Weapon System benefi ts<br />
<strong>of</strong> <strong>the</strong> Piercing/# SA. Weapon Systems with <strong>the</strong><br />
Piercing/# SA may be upgraded to a maximum<br />
<strong>of</strong> Piercing /3.<br />
Reactive Armor<br />
Availability: All<br />
Point Cost: 25 Points – Per DT<br />
Effect: +1 DV.<br />
Rugged<br />
Availability: All<br />
Point Cost: 5 Points – Per DT<br />
Effect: Grants <strong>the</strong> Model <strong>the</strong> benefi ts <strong>of</strong> <strong>the</strong><br />
Rugged SA.<br />
Shielding/#<br />
Availability: All except Infantry<br />
Point Cost:<br />
Shielding/1 = 5 Points - Per DT<br />
Shielding/2 = 5 Points - Per DT<br />
Shielding/3 = 5 Points - Per DT<br />
Effect: Grants <strong>the</strong> Model <strong>the</strong> benefi ts <strong>of</strong> <strong>the</strong><br />
Shielding/# SA. A Weapon System that already<br />
has <strong>the</strong> Shielding/# SA may be upgraded to a<br />
maximum <strong>of</strong> Shielding/3.<br />
Shredder/#<br />
Availability: Only a Weapon System with<br />
Shredder SA<br />
Point Cost:<br />
Shredder/1 = Unavailable<br />
Shredder /2 = 10 Points - Per DT<br />
Shredder /3 = 10 Points - Per DT<br />
Effect: Increases <strong>the</strong> Weapon System benefi ts <strong>of</strong><br />
<strong>the</strong> Shredder/# SA. Weapon Systems with <strong>the</strong><br />
Shredder/# SA may be upgraded to a maximum<br />
<strong>of</strong> Shredder /3.<br />
Upgraded Weaponry<br />
Availability: Any Weapon System<br />
Point Cost: 20 Points - Per DT<br />
Effect: +1 RAV to <strong>the</strong> Weapon System.<br />
117
Each Faction in <strong>CAV</strong> brings its unique combat<br />
prowess to <strong>the</strong> battlefi eld. Some Factions have<br />
multiple Doctrines to choose from. A player<br />
may choose only one <strong>of</strong> <strong>the</strong> available Faction<br />
Doctrines to use during <strong>the</strong> game. The Faction<br />
Fire and Fury Warfare Doctrine<br />
Aggressive Electronic Warfare<br />
All Models with <strong>the</strong> ECM Pod SA or <strong>the</strong> Electronic<br />
Source Targeting (EST) SA receive a larger AOE.<br />
This larger AOE is equal (in inches) to <strong>the</strong> Model’s<br />
current TC multiplied by 2.<br />
Fanaticism Doctrine<br />
Hammer <strong>of</strong> Khardullis (HoK)<br />
When pushed into a corner, or worked up into<br />
a frenzy from <strong>the</strong> heat <strong>of</strong> battle, followers <strong>of</strong><br />
Khardullis have been known to make <strong>the</strong> ultimate<br />
sacrifi ce. In a HoK attack, a non-Infantry Model<br />
sacrifi ces itself (is removed from play) in a “last<br />
ditch attack” that may infl ict massive damage<br />
against a target. When performing a HoK <strong>the</strong><br />
attacking Model fi res all <strong>of</strong> its DA Weapon<br />
Systems in unison in a variation <strong>of</strong> <strong>the</strong> Salvo<br />
Strike Fire Action.<br />
118<br />
Doctrine must be chosen and declared to all<br />
opponents before deploying any <strong>of</strong> <strong>the</strong> Models<br />
in a Task Force. When a Faction Doctrine is<br />
chosen, ALL elements <strong>of</strong> <strong>the</strong> Faction Doctrine<br />
must be applied to <strong>the</strong> entire Task Force.<br />
Hyrwyda Dyrnel Doctrine<br />
Adaptive Camoufl age<br />
All Infantry Models Receive Rat SA.<br />
And<br />
Martial Arts<br />
All Infantry Models receive +2 to <strong>the</strong>ir CCV<br />
versus o<strong>the</strong>r Infantry Models. This bonus will<br />
stack with <strong>the</strong> Avenger/# SA.<br />
A player executing a HoK attack makes a number<br />
<strong>of</strong> Attack Rolls equal to <strong>the</strong> number <strong>of</strong> weapons<br />
used in <strong>the</strong> attack. The player chooses which<br />
Weapon System will be <strong>the</strong> primary one used in<br />
this attack. The primary Weapon System’s RAV<br />
and SA’s (such as Piercing/#) will be used for this<br />
attack. All o<strong>the</strong>r weapons will add +1 to <strong>the</strong>se<br />
attacks.<br />
In a HoK attack, no weapon can be used if <strong>the</strong><br />
target is Beyond Long Range.
All Situational Modifi ers for <strong>the</strong> Ranged Attack<br />
are added only once into <strong>the</strong> HoK attack and<br />
<strong>the</strong>y are not added or subtracted for each sametype<br />
Weapon System used in <strong>the</strong> attack.<br />
A HoK attack cannot be used for a Defensive<br />
Fire attack.<br />
In a HoK attack, use <strong>the</strong> shortest Rng <strong>of</strong> all <strong>the</strong><br />
Weapon Systems used in <strong>the</strong> attack.<br />
Conscription Doctrine<br />
Civilian Militia<br />
Each Rifl e and/or Mechanized Infantry Section<br />
may receive 1 <strong>free</strong> Rifl e Team Infantry stand.<br />
The inclusion <strong>of</strong> this <strong>free</strong> stand is optional.<br />
Optional upgrades and transport must be<br />
purchased normally. This extra stand is added<br />
to <strong>the</strong> Section and may bring it over <strong>the</strong> Section<br />
maximum limit <strong>of</strong> stands.<br />
As an Example: An Assassin is performing a HoK attack against a hard target model<br />
that is 40” away. The Assassin has two Gauss cannons with a RAV 1, Piercing/4, Rng<br />
24” and one DFM with RAV 2, Rng 32”. The HoK attack will use <strong>the</strong> Gauss cannon to<br />
be <strong>the</strong> primary weapon used in this attack. The Range Band would be 24”, as this is<br />
<strong>the</strong> shortest Rng <strong>of</strong> all <strong>the</strong> Weapon Systems used in <strong>the</strong> attack. The fi nal RAV for each<br />
attack would be 1+4 for <strong>the</strong> fi rst weapon and +1 to that for <strong>the</strong> second Gauss cannon<br />
and +1 for <strong>the</strong> DFM and –2 for <strong>the</strong> target being in <strong>the</strong> second Range Band, for a total<br />
RAV <strong>of</strong> +5 for each attack. This +5 is added to each <strong>of</strong> <strong>the</strong> three Attack Rolls and each<br />
successful attack will cause a single point <strong>of</strong> damage. If multiple Critical Hits occur, only<br />
one die is rolled for each one. After all attacks are resolved <strong>the</strong> Assassin is removed from<br />
play.<br />
Children <strong>of</strong> <strong>the</strong> Storm Doctrine<br />
Storm Strike<br />
Non-Infantry Models fi ring a DA Ranged Attack<br />
at a target inside <strong>the</strong> Point Blank Zone receive<br />
<strong>the</strong> Blaster SA for <strong>the</strong>se attacks.<br />
And<br />
Built For Speed<br />
Non-Infantry Models’ DVs are reduced by 1.<br />
However, <strong>the</strong>ir Mov is increased by 2.<br />
No-Mercy Close Combat Doctrine<br />
Berserker<br />
A Infantry Models do an additional point <strong>of</strong><br />
damage in Close Combat. When attacking, <strong>the</strong><br />
Model must be <strong>the</strong> Primary Attacker in <strong>the</strong> Close<br />
Combat to gain <strong>the</strong> extra damage.<br />
119
Superior Tactics Doctrine<br />
Hunter’s Edge<br />
Once per turn, you may bury <strong>the</strong> initiative card<br />
that was just turned over.<br />
Elite Training Doctrine<br />
Bonds <strong>of</strong> Knighthood<br />
The following Section Types have <strong>the</strong>ir minimum<br />
number <strong>of</strong> Models reduced by one: Armor, Fire<br />
Support, Flight, and Recon.<br />
Air Superiority Doctrine<br />
Dedicated Air Support<br />
You receive one <strong>free</strong> Air Strike per game turn for<br />
each full 2,000 points <strong>of</strong> a players Task Force<br />
size (Min1). All normal rules apply. If not used<br />
by <strong>the</strong> end <strong>of</strong> <strong>the</strong> turn, it is lost.<br />
And<br />
Air Power<br />
You may take up to two Secondary Flight Sections<br />
per Primary Section.<br />
Spoils Of War Doctrine<br />
Pressed Into Service<br />
Up to 25% <strong>of</strong> your Force size may be used<br />
to purchase Faction Specifi c Models <strong>of</strong> any<br />
affi liation.<br />
120<br />
Lightning Warfare Doctrine<br />
Rascher Streik<br />
All Non-Infantry Models gain <strong>the</strong> Assault SA<br />
Superior Equipment Doctrine<br />
Cutting Edge (pimped out rides)<br />
You receive <strong>free</strong> Upgrade points that can be<br />
spent on non-Infantry Models. The amount<br />
<strong>of</strong> <strong>free</strong> Upgrade points is equal to ten percent<br />
(10%) <strong>of</strong> your Force size.<br />
Artillery Superiority Doctrine<br />
Dedicated Artillery Support<br />
You receive one <strong>free</strong> Artillery Strike per game<br />
turn for each full 2,000 points <strong>of</strong> a players Task<br />
Force size (Min1). All normal rules apply. If not<br />
used by <strong>the</strong> end <strong>of</strong> <strong>the</strong> turn, it is lost.<br />
And<br />
Networked<br />
All Infantry Models receive <strong>the</strong> FiST SA.<br />
Free-Form Organization Doctrine<br />
Irregulars<br />
You may have any number <strong>of</strong> Specialist Sections<br />
in your Force. However, you can have only one<br />
Specialist Section with less than 4 Models.
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