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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 />

• Superior Technology<br />

• Superior Price<br />

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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