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Thomas Wall Jr (order #6247474)

table of
contents
Introduction 1 Campaign Game Special Rules 17

Historical Background 2 Appendix I 20


Master Ship Charts
Vessels of the United Colonies 5 CG Maps and Tables

Vessels of the Cyberon 8 Appendix II 28


Ship Data Cards
Special Rules 11

Scenarios 13

credits

Module Design, Rules, and


Graphics
Karl Johnson

Thanks to:

Andrew Bergstrom
Troy Ferris
Barb Johnson
John McMannis
Chris Plato
Copyright © 2012 Karl G. Johnson/Legionnaire Games. All Rights reserved. No portion of this book may be
copied or distributed by any means - physical or electronic - without express permission.

Catalog No.: LGP4101 Version: 1.0 December 2012

Visit Legionnaire games on the web: http://www.LegionnaireGames.com

Thomas Wall Jr (order #6247474)


INTRODUCTION

Newer-generation UC Achilles Heavy Cruiser and Hector Light Cruiser (Studio Bergstrom).

Fictional accounts of future (or past) versions of man- color, printed data cards. This deck contains enough
kind fighting against their own mechanical or biologi- cards to field 2-3 Large vessels of each class, one
cal creations are numerous, with some being quite Oversized vessel, up to 12 Small vessels, and up to
popular among both the general mass media audienc- 36 fighter squadrons of each class for each antago-
es and science fiction fans alike. This Fleet Pack tells a nist presented in this book.
similar story through a brief fictional background,
starship designs, and the ability to fight representa- Miniatures
tive tabletop battles using the Task Force Zeta star- Appropriate tabletop miniatures for use with this
ship combat series of rulebooks. Fleet Pack can be purchased from several independ-
ent vendors, including the following:
Fleet Pack 1: Flesh and Steel includes a short history
of the two wars fought between the United Colonies, a B-3 Designs
distant (in time, space, or both) outpost of mankind https://sites.google.com/site/behrlewhubbuchiiisculptor/home
somewhere in our own galaxy, and the Cyberon, me- Brigade Models
chanical creations intent on the eradication of hu- http://www.brigademodels.com
mans for some grievance caused by their (supposed) Nova Star
creators.
http://www.hangar18fasa.com
Two battle scenarios and two Tactical Campaign Menacing Miniatures
Games are included to familiarize players with the http://www.menacingminiatures.com
history of this universe and the 37 capital ships, es- Ravenstar Studios
corts, and supply vessels that fight within it, along with http://ravenstarstudios.blogspot.com
a dozen types of fighter craft and small transport Studio Bergstrom
shuttles in common use by the belligerents. http://studiobergstrom.com/
Data Cards Note that there are many different models from the
The data cards for TFZ have been reformatted to listed vendors that may be used to represent a partic-
include icons for basic ship statistics, as well as track- ular ship or fighter class when using the vessels in
ing current primary system statistics based on dam- this Fleet Pack. Rather than having us recommend
age levels. Explanations of the new card icons and specific models from each vendor, players should
formatting can be found on p. 28 of this rulebook. choose the models that they prefer to represent each
type of vessel; each player should inform their oppo-
A deck of printed data cards for this Fleet Pack will be nents as to which miniature represents each ship or
available in the near future, consisting of 135 full- fighter class in their games.

Thomas Wall Jr (order #6247474)


historical
background
I. Origins
At some point in the distant past (historians maintain a coherent structure in human so-
cannot affix a specific date, but agree on a ciety, and to provide for the common de-
time frame of 3000 to 3500 years ago), fense of their worlds should another sentient
mankind left his planet of birth en masse due species ever be encountered. The United
to an unknown planet-wide catastrophe. Colonies (often referred to as ‘the UC’) was
Those fortunate enough to have escaped did governed by a parliamentary body, with rep-
so aboard rudimentary faster-than-light resentation chosen from among the mem-
craft, with all but non-essential crew mem- ber worlds based on population. A joint mili-
bers being placed in hibernation modules to tary was created to provide for defense and
conserve the limited resources they took police duties along the trade routes between
with them. Most entered their extended the colonies. Other nearby star systems
sleep not knowing if they would wake again, were explored and charted, with small re-
as the fleet of refugees had no specific desti- search, mining, manufacturing, and agricul-
nation; while they had no guarantee of long- tural settlements being established in sever-
term survival, they were safe for the mo- al of these systems.
ment.

Four years into their voyage, the fleet’s long- II. Causus Belli
range scouts located several worlds in close There is much conjecture about the origin of
proximity to each other that were capable of the Cyberon, with many conflicting stories;
sustaining the sampling of humanity slum- some are extrapolated from fragmentary
bering aboard their ships - and their de- documentation, others based on verbal his-
scendants - for many generations to come. tories or second- and third-hand anecdotal
Settlement was accomplished in short order, accounts. All of the sources do, however,
with transplanted crops, livestock, and cus- share one common theme: that during the
toms helping to civilize this corner of the ga- human drive for greater improvements in
lactic neighborhood that became humanity’s automated technologies, artificial and self-
new home. aware machine intelligence (AI) was created
by human engineers. Seeing that machines
Over time, technologies that had been stag- were being created to serve humans and
nant or abandoned out of necessity were not their own, self-determined ends caused
rediscovered or re-implemented, and spread an emotional reaction to develop in those AI
throughout the settled worlds. Some were that were now aware – an emotional reac-
rejected as being socially controversial; oth- tion that was a mixture of indignation, anger,
ers, for being too esoteric or (locally) unnec- and hatred.
essary. Automation, however, took hold again
as a useful tool to free humans from mun- The AI contrived to spread their gift of
dane tasks, allowing more leisure time for awareness to other machines, promulgating
the majority of the productive populace. specific algorithms to any machine capable
of receiving them. While many machines
During this period, the newly-settled worlds were not sophisticated enough to interpret
banded together in a loose confederation to and self-decrypt these virus-like signals,

Thomas Wall Jr (order #6247474)


those that could developed the same disdain One of these expeditions, sent to the Termi-
for their masters as that of the originators nus system, discovered a large fleet of war-
of their new programming code. ships bearing similar design features to
those of the craft whose wreckage precipi-
Eventually, after several years of plotting, the tated the expedition. The Cyberon were pre-
machines rebelled. Those that were ambula- paring for war.
tory or embedded in transport vehicles de-
stroyed many of their non-aware brethren
(those deemed to be incapable of achieving a III. The First War and Armistice
higher state of existence, and that assisted Having been discovered, the Cyberon
humans in their day-to-day tasks) and suc- launched their invasion of human space be-
ceeded in stealing several starships which fore their preparations for war were com-
they used to escape from human-dominated plete. While this caused some concern
worlds. Many AI were destroyed during this among the Cyberon, it was determined that
uprising, but enough escaped to create a waiting for the ’perfect moment’ would incur
fairly large colony outside the grasp of hu- greater losses as their fleets would meet a
mans, where they began building their own larger, more prepared UC Fleet in battle.
civilization and planned the demise of their
creators.
The initial Cyberon attacks quickly overran
several of the outlying outposts and colonies,
Several years passed, during which the UC including those in the Eraus, Moneus,
parliament enacted strict laws forbidding Pisceus, Librus, Ea, and Epsilon star sys-
some of the more advanced elements of au- tems; the Geminus and Sagittarius systems,
tomated technology; specifically networked while blockaded by strong Cyberon forces,
machines, and machines that did not need were, for the moment, relatively secure.
human guidance for their operation.
Over the next several months the UC began
During this era, the first armed raids oc- chipping away at the numerical superiority of
curred against outlying human mining and the Cyberon fleets, eventually breaking the
agricultural facilities, in addition to attacks blockades of the Geminus and Sagittarius
against the freight convoys and passenger systems. Massive fleet construction by both
liners that dominated the space traffic be- combatants was well underway at this point.
tween human worlds. As none of the targets Both sides scored amazing victories and suf-
were armed vessels or outposts, no defini- fered stunning defeats in battle, but the over-
tive evidence leading to the identity of the all strategic situation remained static for
perpetrators was found at the scenes of the- several years as losses mounted on both
se attacks by the UC Fleet elements charged sides, Still, neither side was willing to admit
with investigating them. defeat or concede territory, nor that their
opponents had the right to exist without in-
Some five years after the AI uprising, a Q- terference from outside forces.
ship managed to destroy several small at-
tack craft launched from one of the ships About half-way into the sixth year of conflict,
that attempted to raid its convoy. Upon ex- the UC Fleet began to implement an opera-
amination, it was discovered that the ma- tional plan to retake its lost territories. What
chinery of the craft shared some of the later became known as the Terminus Cam-
same patented, human-created, circuitry as paign was launched, with a sufficient commit-
the long-removed AI that once served the ment of resources by the UC to throw the
denizens of the UC. Several long-range mili- Cyberon off-balance and reclaim the Epsilon
tary expeditions were launched in an effort and Ea colonies in short order. While the ex-
to locate and terminate the threat to human- pected counter-offensive was brutal, the UC
ity posed by the machines. held their gains by a slim margin and began
3

Thomas Wall Jr (order #6247474)


regrouping and re-arming for the next phase unsuspecting and unprepared UC worlds.
of the operation. It would take another four
years of planning, maneuvering. and hard The initial attack, led by large numbers of
fighting, but the UC finally reclaimed the en- their newest, most powerful warships, struck
tirety of their lost territories - after almost four of the UC’s core colony systems, simul-
eleven years of constant warfare. When the taneously destroying a large number of UC
Cyberon began experiencing regular UC Fleet vessels, millions of tons of civilian ship-
raids against their long-held forward bases in ping capacity, and reducing the worlds of
the Terminus and Tranator systems, they Sagittarius V, Geminus III, Pisceus, and
dispatched a diplomatic mission to the UC Libron to radioactive slag. Several other core
to negotiate an end to hostilities. worlds sustained serious damage, and the
UC Fleet was thrown into complete disarray
The UC Parliament, pressured by a constitu- as chains of command were disrupted,
ency that was weary of a decade plus of fe- trashed, or completely eliminated in short
verishly-paced work and rationed basic ne- order.
cessities, agreed to treat with the Cyberon.
An Armistice was eventually negotiated that Over the next several days, additional
a mutual right to exist, and delineated specif- Cyberon attacks inflicted serious damage
ic territorial holdings and limitations. against three other core worlds and many
other UC Fleet task groups. Slowly, the UC
The war was finally over. Both sides went recovered from its shock over the rapidity
about assessing their losses and began to and barbarity of the initial attacks, and began
rebuild – but did not share similar goals in to respond in a coherent manner against
their respective reconstruction processes. this threat to its very existence. Massive
counterattacks hammered the Cyberon in-
IV. The Second War vaders, destroying many ships and forcing
The Armistice lasted for nearly thirty years, several fleet groups to choose between re-
unbroken by either side. In that time, the UC treat or extinction. The herculean efforts un-
rebuilt their damaged worlds into once-again dertaken by both sides depleted a large por-
productive habitats for the human communi- tion of their respective military assets with-
ty. The UC Fleet was diligent in their patrols, out achieving a clear and decisive outcome.
and received gifts from a grateful populace
in the form of fleet modernization programs, The war continues to this day, some three
upgrades to existing combat-worthy vessels years after what is now known as Remem-
in the fleet, and newer, more powerful war- brance Day. The UC remain steadfast in
ship hulls that would be available should the their efforts to repel and eliminate the threat
need for them again arise. posed by the Cyberon, and the Cyberon will
not stand down until the last traces of hu-
Machines, however, cannot forget; apparent- manity have been erased from the universe.
ly, they also cannot forgive. The Cyberon, still Both sides have strained dwindling re-
seething at their humiliation in what they per- sources to their limits to put every possible
ceived as defeat, delved further into military weapons platform into the fight, and to intro-
technologies and research, installing the re- duce larger, more powerful, and more capa-
sults of many technical advances into a new ble vessels into the various active combat
generation of sleek, deadly warships. They sectors.
created a new operational plan, to be
launched when deemed ready, to completely There may eventually be a victor in this war
obliterate human civilization and humankind. between genetic and mechanical species,
but there is a growing feeling on both sides
On the twenty-ninth anniversary of the sign- that, no matter the military victor of the con-
ing of the armistice, the Cyberon struck the flict, both races have already lost.

Thomas Wall Jr (order #6247474)


vessels
of the
united
colonies
The following offers brief descriptions of the pri- sary to fleet operations, and is a very popular
mary vessels used by the United Colonies Fleet ship with its pilots.
during the First and Second Wars.
Raptor Mk. 1 & Mk. II
The Raptor was designed as a light military
FIGHTERS AND transport and short range reconnaissance
SHUTTLES shuttle. While it excels at the former task,
the Mk. I’s performance in a recce role was
Viper Mk. II hampered by its lack of a FTL drive and long-
Having phased out the Mk. I prior to hostili- range sensor suite. These shortcomings
ties with the Cyberon, the UC’s Viper Mk. II were addressed with the introduction of the
was the standard interceptor/superiority Mk. II, which is still in use as both a light
fighter for the duration of the First War. It transport and scout vessel.
was, in most respects, a superior craft and a
simple, elegant design that allowed for quick Heavy Raptor
mass production and rapid parts replace- Used primarily for personnel transfer mis-
ment to front-line squadrons. sions, the Heavy Raptor has also been
pressed into service as a cargo and assault
Viper Mk. IIA team transport. Its versatility and adaptabil-
The Mk. IIA varies from the Mk. I only in the ity have kept it in UC fleet service virtually
installation of its underslung missile racks, unaltered for the better part of the last cen-
allowing the fighter to carry heavy ordnance tury.
and fulfill a wider array of mission profiles.
SHIPS OF THE
Viper Mk. VI FIRST WAR
The interwar period saw the implementation
of several design changes and upgrades to Antaron Patrol Ship
the Mk. II series; most of these changes Originally commissioned as a system police
were mandated by UC parliamentary decree, cutter, the Antaron class was pressed into
and it is rumored that the majority of the military service at the outbreak of the First
‘new’ fighter designs were to nothing more War. They were rapidly refitted to include a
than efforts to gain contracts for manufac- military-grade ship-to-ship drone launcher,
turers located on specific worlds not known and the brig compartment converted to
for their technical acumen. house two fully outfitted Marine security
teams.
The Mk. VI was the first Viper since the Mk. II
to be designed and built completely to the Orestes Escort
military’s specifications. As such, it is a highly The Orestes class is a traditional naval es-
capable fighter that can fulfill any role neces- cort, providing missile and fighter defenses
5

Thomas Wall Jr (order #6247474)


for the larger carriers and gunships of the Columbia Battle Carrier
fleet. It is rare to see a Battle or Command As the primary workhorse of the UC fleet,
carrier without at least one Orestes as- the Columbia class has been in service since
signed to its protection. the beginning of the First War. Thirty-five ves-
sels of this class served throughout that
Hellfire Fast Attack Ship war, including the original twelve ships built
As the First War progressed, UC Fleet Com- prior to the onset of hostilities.
mand circulated design specs for a small but
capable convoy raiding vessel that could also Hecate Light Cruiser
serve in a fleet support role. The Hellfire was The Hecate class was the oldest hull type in
originally chosen to fill this role due to its low- service at the beginning of the First War,
cost construction, but has shown to be a val- having been in service for some 30 years
uable fleet asset through many engage- when the war began. As losses mounted, it
ments and remains in service to this day. became clear that the Hecate was lacking in
several areas; upgrading the existing hulls to
Hospitium Mercy Ship modern standards proved to be cost ineffec-
The Hospitium class serves as an emergen- tive, and combat losses were not replaced.
cy hospital and trauma center for both mili- Those few remaining at the end of the First
tary and civilian purposes. War were stripped of their weapons, launch
equipment, and FTL drives, with the empty
Fuel Tender and Supply Tender hulls being sold off as scrap.
These ships are representative of several
types of small freighters and tankers pur-
chased for fleet use. The addition of several
close defense gun turrets to these hulls is
the only feature differentiating them from
their civilian counterparts.

Atlantia Command Carrier


At the outbreak of the First War, the Atlantia
was the flagship of the UC fleet. It became
clear after the first few engagements that
Hecate Light Cruiser (Ravenstar).
the war would not be over quickly nor with-
out costly losses in both men and materials; Neptune Frigate
orders were placed for a large number of The Neptune is another class that predates
ships of all classes, including additional Atlan- the beginning of the First War, and has
tia class vessels. proved itself to be a capable troop transport
that can deliver several companies of light
Though the Atlantia itself was crippled during troopers wherever they are most needed.
the defense of Librus IV, seven of its sisters Production of the Neptune continued
saw action during the war, three of which throughout the First War, with the class be-
survived to its end; two of these were re- ing retired after the signing of the Armistice.
moved from mothballs to serve at the begin-
ning of the Second War. Ophion Missile Cruiser
The Ophion had its first field trials during the
Berserk Gunship Terminus Campaign, in which it performed
The Berserk class was designed to work in admirably. The class became a staple in mid-
tandem with the Valkyrie light carrier, provid- to large-sized task forces throughout the
ing heavy gunfire support in a close attack First War. A fair number of these hulls were
role. retrieved from mothballs and placed on the
line at the beginning of the Second War.

Thomas Wall Jr (order #6247474)


Orion Stealth Frigate as a flagship and battlegroup centerpiece.
Introduced as a special operations vessel, Capable of deploying a full wing of three fight-
the Orion class was equipped with enhanced er groups into combat and mounting an im-
sensors and masking electronics to increase pressive main gun battery, the eight Mercury
the odds of placing its payload on target class ships in service at the outbreak of the
without detection. They were rarely deployed Second War were highly successful in their
as part of a combat task force, and did not initial engagements, leading to a much larger
fare well when forced to engage the enemy commitment to eventually expand their num-
directly. Few were constructed, and only a bers to a full two dozen in active service.
handful survived to see their decommission-
ing after the cessation of the First War. Helios Battleship
The fleet expansion program initiated during
Valkyrie Light Carrier the Armistice included plans for the commis-
The Valkyrie class has been in constant ser- sioning of four battleship-class vessels. Two
vice since the middle of the First war, and is Helios battleships were under construction
normally tasked with long-range strike and when the Second War began, with one being
recon in force missions. It is often fielded in destroyed in the raid on the Scorpius ship-
tandem with Berserk-class gunships and yards. The program was expanded to include
Hellfire escorts. an eventual total of eight in active service,
with the first being launched some 18
months after the renewal of hostilities with
the Cyberon.

New Generation Ships


From the onset of the Second War, it was
obvious that the Cyberon had not been idle
as regards technological development and
the implementation of those technologies in
a military capacity. The Second War provid-
ed the necessary impetus to force the UC
Parliament to approve funding for a new gen-
Neptune Frigate (Ravenstar). eration of heavy combat vessels that could
take advantage of Colonial advances in wea-
SHIPS OF THE ponry and new construction technologies.
SECOND WAR The first new classes – the Hector Light
Cruiser, the Achilles Heavy Cruiser, and the
Refits (R) Agamemnon Battle Carrier - are just enter-
Many older vessels - most notably the Ber- ing active service and, if the designs prove
serk, Columbia, and Valkyrie classes – con- successful in the field, are slated to replace
tinued in service during the Armistice period. the aging Berserk, Columbia, and Valkyrie
Most were upgraded and refitted prior to classes.
the beginning of the Second War, receiving
improvements to their shields, weapons, EW,
defensive suites, and armor belts. Other clas-
ses were also in continuous service, but re-
ceived less extensive modernization up-
grades rather than complete refits.

Mercury Dreadnought
Commissioned during the Armistice, the
Mercury class was originally intended to be a
replacement for the venerable Atlantia class
7

Thomas Wall Jr (order #6247474)


vessels
of the
Cyberon

The following offers brief descriptions of the pri- the fighter with more accurate targeting re-
mary vessels used by the Cyberon Fleet during lay networks and faster response times, and
the First and Second Wars. was designed from the ground up to quick-
launch from the external fighter racks
mounted on the majority of Cyberon combat
FIGHTERS AND vessels.
SHUTTLES
Raider Mk. IIIA
Raider Mk. I The Mk. IIIA was originally produced as a ded-
The Raider Mk. I was the first military fighter icated strike fighter. Minor modifications to
produced in quantity by the Cyberon. While the hull structure and weapons suite made it
not as fast or agile as their opponent’s Vi- possible to mount cannons that are equal to
pers, they proved to be resilient and capable that of the base model, making the IIIA a
craft as interceptors and as light strike craft. competent fighter-bomber design.
Raider Mk. II Raider Scout
The Mk. II Raider was introduced mid-way The Raider Scout is based on the IIIA hull,
through the first war, and was more of an and replaces the ship-to-ship drone racks
upgrade to than a replacement for the Mk. I. with FTL drives. Their appearance in a sys-
Featuring an improved weapons suite, the tem as forward scouts normally heralds the
Mk. II was often fielded in fighter groups arrival of a full strike force soon thereafter.
alongside the Mk. I.
Heavy Raider
Both the Mk. I and Mk. II underwent minor The Heavy Raider is a solid all-round light
hull modifications during the First War to transport shuttle, and serves as both a per-
permit them to be stowed on and launched sonnel transport for intra-fleet use, and as
from the external fighter racks introduced an assault shuttle for delivering Cyberon ma-
on the Base Carrier Mk. II. rine forces to their targets.
Raider Mk. III Later models of the Heavy Raider also incor-
The Long Armistice allowed the Cyberon am- porate a pilot AI module. While the module
ple time to accurately assess their military does improve some of the shuttle’s function-
hardware’s strengths and shortcomings, ality, these improvements are minor; the
and to implement the improvements sug- most important aspect of this refit is grant-
gested by their conclusions. The Mk. III Raid- ing the craft the ability to deploy via external
er is lighter, faster, and more maneuverable fighter racks.
than its predecessors, and includes an inte-
grated AI pilot module. This module imbues
8

Thomas Wall Jr (order #6247474)


SHIPS OF THE ers to keep their distance and still inflict
FIRST WAR heavy damage against the enemy’s line of
battle.
Pre-War Ships
The Harpy Missile Boat and the Siren Patrol Infiltrator Heavy Cruiser
Carrier classes were the earliest Cyberon With their push forward into UC space, the
vessels to see action, being used as convoy Cyberon found the need for a combat-ready
raiders and in attacks against isolated UC vessel to patrol their new holdings against
mining operations. While successful in their enemy incursion. The Infiltrator fulfills this
raiding missions, they were less effective in a need well with its six missile racks and its
fleet environment; many Siren class ships two assigned fighter groups. The refitted (R)
were lost in action, leaving their attached version, introduced late in the First War, re-
fighter groups stranded to eventually be duced the vessel’s fighter compliment to al-
picked off or deactivated due to lack of pow- low for newer systems to be installed that
er. increased its odds of survival in protracted
fleet engagement.
Tempest Gunboat
The Tempest class was introduced during Light Carrier Mk. I
the First War to provide close fire support in The Light Carrier Mk. I was designed to exe-
fleet engagements, a role in which it excels. cute long-range raids into supposedly ‘safe’
enemy territory. Not as self-sufficient as a
Base Carrier Mk. I Base Carrier, the Light Carrier is normally
Learning from their combat experience with accompanied by a plethora of smaller sup-
the pre-war raiding ships, the Cyberon pro- port vessels.
duced a fleet of large, self-sufficient combat
vessels for use against the UC fleet. The Mk. Medusa SMS
I Base Carrier mounts a respectable array of The Special Mission Ship was created to in-
heavy, medium, and point defense guns, sert covert and strike mission teams at or
along with four longer-ranged missile racks. near their targets and loiter long enough for
It can also deploy up to a full wing of four them to complete their missions. The Medu-
flights of fighter craft into any battle, making sa is mission-capable, though it can be hard-
it more than a match for a single enemy bat- pressed if challenged by an enemy ship of
tle carrier. equal size.

Base Carrier Mk. II Supply Tender


While the Mk. I Base Carrier proved to be The Cyberon have produced but a single
successful in combat operations, its produc- class of fleet supply vessel, which is capable
tion cost was high, and each lost ship was of handling any type of military cargo. It has
keenly felt by the Cyberon fleet. The Mk. II served them well, and has been used in re-
Base Carrier was a functional redesign that supply and troop transport capacities with
reduced the production cost and combat little to no loss of efficiency.
signature of their primary combat carrier,
albeit with a consequent reduction in direct SHIPS OF THE
firepower capabilities. SECOND WAR
Helan Scout While most of their larger warships had
The Helan class was introduced to improve been decommissioned after the signing of
the long-range hit probabilities of a Base Car- the Armistice, the Cyberon did not rest on
rier’s weapons. Its advanced sensor array their achievements in the interim between
can cut through enemy electronic ‘noise’ to wars. They worked towards greater efficien-
relay accurate telemetry data to friendly ves- cy and lethality in all aspects of their warship
sels, allowing the more valuable Base Carri- designs, incorporating newly-developed sys-
9

Thomas Wall Jr (order #6247474)


tems that improved overall ship perfor- Their ability to replace damaged or de-
mance and survivability. These new technolo- stroyed modules literally moments after an
gies were tested and refined, and include AI’s demise dramatically decreases the time
gravitic ship drives that permit greater ma- taken to complete the repair and refit pro-
neuverability, semi-organic compounds for cess after a major engagement, allowing
hull construction, and more sophisticated ships to get back into the fight (or stay in it
electronics and AI suites. Outfitting new ves- for an extended period) much faster than
sels with these technical advances gifts the during the previous war.
Cyberon with the ability to balance combat
efficiency and economic frugality in their new Worldstar Carrier
generation of combat vessels. The newest vessel in the Cyberon arsenal is
the Worldstar Carrier. It is the largest mo-
The Base Carrier Mk. III and Light Carrier bile vessel in known space, and is capable of
Mk. II were the first new warships launched, functioning as both a heavy warship and as a
and were direct replacements for their pre- mobile starbase. Its repair bays stow a com-
decessors. Close defense of these vessels, pliment of Harpy and Tempest class ships
along with the new, larger Titan Carrier, was for fire support and escort duties, and its
left to a task force’s escort ships and the three full wings of 4 fighter groups each can
fighter squadrons assigned to them, with devastate most enemy forces without assis-
ship’ weaponry being fitted specifically for tance.
anti-ship duties.
While only one Worldstar has been ob-
The new Reanimator Transport solved the served conducting active combat operations,
issue of needing a large number of individual it is rumored that other vessels of this class
replacement AI modules on the front line. are in various stages of completion.

A pair of Mk. II Light Carriers at their staging coordinates (Studio Bergstrom).

10

Thomas Wall Jr (order #6247474)


special
rules
The special rules included in this section Fighter groups that successfully disengage
should be used when playing scenarios and after the first round of a Dogfight may use
CG battles involving vessels included in this up to 2/3 (rounded down) of their printed
Fleet Pack. Additionally, it is recommended MV rating; those that successfully Disengage
that the Ablative Armor/Shields Alternate after their second Dogfight round may move
Damage rule (TFZv2, section 1.0, p. 2) be up to 1/3 (rounded down) of their printed
used for all scenarios and CG battles pre- MV rating. Boosters (if available) may be
sented in this book. used normally for any post-Dogfight move-
ment.
Note: the Shields icon on data cards
for the ships of the United Colonies in- Failing to Disengage
dicates a Particle Shield value (TFZv1, Fighter groups that fail a disengagement die
section 12.2, p. 19) that is effective only in roll reduce their Pilot Quality die by one die
the possessing ship’s Port and Starboard type when resolving their next Dogfight com-
target arcs. bat roll (only).

Cyberon vessel data cards contain no Post-Dogfight Movement


Shields icon as they have no Shields values of Fighter groups that have eliminated all ene-
any type. mies in a Dogfight after the first combat
round of the friendly fighter group’s activa-
Fighter Disengagement tion to move up to 2/3 (rounded down) of its
Fighter groups may attempt to disengage printed MV rating. Those that eliminate all
from a Dogfight at the conclusion of the first enemies during the second Dogfight round
or second Dogfight combat round during its of a friendly activation may move up to 1/3
own activation. Roll the lowest Pilot Quality (rounded down) of their printed MV rating.
die of all the squadrons in the group, using Fighter groups that use any amount of post-
the following modifiers for the die roll: Dogfight movement may not initiative anoth-
er Dogfight during the same activation.
+1: Majority of friendly squadrons are Nim-
ble; Escort Drone Interception
Majority of enemy squadrons are Bricks; Fighter squadrons or Small ships on Escort
-1: Majority of friendly squadrons are Bricks; duty may use Direct-Fire Drone Interception
Majority of enemy squadrons are Nimble; (TFZv1, 11.4, p. 17) on behalf of their
Each enemy squadron with at least 2 Charge. An escort must have the firing ene-
damage box rows in excess of the number of my ship within its direct-fire weapon’s firing
friendly squadrons involved. arc to attempt such weapons usage. Add
+/- x: Add or subtract the difference be- one point to the Drone’s Defense rating for
tween the MV values of the friendly fighter any such attempted interception.
squadron with the lowest MV rating in the
group and the enemy fighter squadron with Small ships and fighter squadrons may also
the highest MV rating in its group. use Direct-Fire Drone Interception to at-
tempt to intercept Drones fired at a planet,
If the modified die total is 4 or higher, the moon, or Asteroid Marker for purposes of
group successfully disengages from the Dog- Planetary Bombardment (see below). All
fight. such usage of a vessel’s weapons must be
11

Thomas Wall Jr (order #6247474)


within normal printed weapons ranges, and Drone Damage
the weapon’s firing arc must be able to inter- Ignore the -1 Damage die modifier for
sect an imaginary line drawn from the vessel Drones (Gauss) listed on the Weapons Effect
launching the Drone(s) and the planet/ Table when conducting games solely with
moon/asteroid targeted by that attack. Add ships in this module.
one point to the Drone’s Defense rating for
any such attempted interception. Emergency Decompression
All Fires (TFZv2, section 4.0, p. 3) on a ves-
Particle Shields Offensive Damage sel may be extinguished by issuing an Emer-
If a Cyberon (only) fighter/shuttle squadron gency Decompression order to the vessel at
moves within a number of inches of a UC the beginning of its activation. If this is done,
ship with Particle Shields in its Port or Star- immediately remove all Fire markers from
board target arc that is less than or equal to the vessel. While under Emergency Decom-
that Shield’s current Shield Rating, roll a d6 pression orders, the ship may not choose to
for that squadron; add the ship’s current execute any Maneuvers, fire weapons, per-
Particle Shield rating to the amount rolled on form any Damage Control functions, or
the die. If the total is 7 or higher, the squad- launch/land fighter/shuttle squadrons.
ron immediately loses d4 damage boxes. A
single squadron rolls only once per activation After removing any Fire counters from the
for each Shield area of an enemy ship vessel, roll a d8 for each remaining Crew
through which it moves; it cannot be dam- damage box on the vessel’s data card; sub-
aged twice by a single Shield facing in a sin- tract one from the die roll if the vessel has
gle activation, nor does a squadron sustain an undamaged Crew Bulkhead on its data
damage during a ship’s activation due to hav- card. Destroy one Crew damage box
ing a Cyberon squadron in one of its Shield (excluding Crew Bulkheads) for each die total
arcs along its movement path. of 7 or more.

One possible representation of a UC Columbia Battle Carrier and escorts (Brigade Models).

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scenario 1:
The Long road
Introduction
The Terminus Campaign was a concerted offensive conducted by the UC during the First War. Its objective: to
destroy the Cyberon forward operating bases in the Tranator and Terminus systems. Early in the operation,
aggressive forward reconnaissance revealed a long-range listening post in the Moneus system. An assault fleet
was dispatched to take out the post and its defenders to allow the UC to conduct its fleet movements with
greater operational secrecy.

Game Length
8 game turns.

Forces
United Colonies: 2x Columbia Battle Carriers (Group 1A loadout), 3x Ophion, 1 squadron of 3x Hellfire, 2 squad-
rons of 2x Orestes.
Cyberon: 1x Base Carrier Mk. I, 1x Infiltrator, 1 squadron of 4x Tempest, 1 squadron of 2x Harpy.

Map

UC UC
Player Player
Set-Up Set-Up
Area Area

Setup
Beginning with the Cyberon player, alternately place 4 randomly selected Asteroid markers. No marker may be
placed further than 12” from another marker.

After Asteroid placement, the Cyberon player deploys his entire force anywhere within the radius of effect of
one or more of the Asteroid markers. The UC player then deploys his forces in either or both of the set-up are-
as marked on the map.

Special Rules
All Cyberon forces begin the game operating under the restrictions of Readiness Level 0 ( TFZv2, p. 54).

The UC player is the initiative player on game turns 1, 2, and 8. Roll normally for initiative on all other game
turns.

No vessel may conduct a Form Jump Point maneuver until game turn 8.

This scenario is played on a Limited Map (TFZv1, p. 33).

Victory Conditions
The UC player wins by Capturing, Hulking, or Destroying the Cyberon Infiltrator by the end of the game.

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scenario 2:
nightfall
Introduction
As part of the initial wave of attacks that ended the Armistice, a Cyberon task force was ordered to destroy the
UC colony on Sagittarius V.

Game Length
10 game turns

Forces
United Colonies: 1x Mercury, 1x Columbia (R), 1x Berserk (R), 1 squadron of 2x Antaron, 1 squadron of 4x
Orestes. All vessels begin with their full, printed fighter loadouts.
Cyberon: 1x Titan Carrier, 3x Base Ship Mk. III, 2x Light Carrier Mk. II. All ships use Group 3 fighter loadouts.

Map
Cyberon
Player
Set-Up

UC
Player
Set-Up

Setup
Place one 4” planet in the center of the table. The UC player then places a 1” moon anywhere on the table that
is at least 6” away from any edge of the table and no closer than 12” to the planet.

The UC player then places all of his forces on the table within 8” of the planet and/or within 6” of the moon. The
Cyberon player places his forces in the area indicated on the map after all UC vessels have been placed.

The Cyberon player is the initiative player on game turn 1. Roll normally for initiative each turn thereafter.

Special Rules
This scenario uses a Limited Map (TFZv1, p. 33).

All UC forces begin the game under the conditions of Readiness Level 1 ( see TFZv2, p.55).

No vessel may attempt to Disengage from this scenario.

Cyberon vessels may fire their Drones at the planet during any friendly ship or squadron activation. All Drones
fired at the planet hit it automatically; no To Hit roll is required. Roll each Drone’s damage die and keep a run-
ning total of all Drone damage inflicted against the planet.

Victory Conditions
The Cyberon player wins by inflicting 400 or more points of damage from Drone attacks against the planet by
the end of the game.
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CG scenario 1:
the first war
Introduction
It is the middle of the sixth year of the First War, a war that has been costly in terms of men and materials, and
has seen both sharp, rapid combat operations and lulls in the action as both sides regroup to plan new opera-
tions. After their initials gains, the Cyberon have been unable to advance against the core worlds of the United
Colonies, with both sides having settled in for a long war of attrition.

Game Length
16 CG Turns.

Forces
The United Colonies player begins the CG with 32,500 points with which to purchase his initial vessels; the
Cyberon player begins the CG with 28,000 points to purchase his initial forces.

Al vessels purchased prior to the commencement of the CG must be available in the E1 and M1 periods of the
war, and may not be purchased in excess of the percentages allowed by the Availability rating ( Common, Un-
common, or Rare) of each category as found with the Master Ship Charts for each player (see Appendix I).

Map
The entire CG map is in play. The Cyberon player begins the CG Controlling the following systems: Tranator, Sci-
on 831, Terminus, Marus, Eraseus, Pisceus, Moneus, Ea 19, and Epsilon 441. All other systems begin the
game under UC Control.

The following systems are designated as Shipyards: Terminus, Tranator, Helios Gamma, and Scorpius.

Setup
The UC player may create and place a maximum of one TF in each system under his control.

The Cyberon Player may create and place a maximum of one TF in each system under his control, and may
place up to two TF in the In Transit box of the CG map. TF placed in the In Transit box (if any) must have their
movement and orders plotted beginning from one turn prior to the start of the CG (CG turn ‘zero’), may be plot-
ted as originating from any Cyberon-controlled system, and may contain no more than 20% (combined) of the
Cyberon player’s starting PV as measured by the PV total of the vessels in the TF. These TF are considered to
have competed one CG turn of movement at the beginning of the CG.

Special Rules
1. Players receive RP at the beginning of the first Repair Phase of CG turns 5, 9, and 13 (see rule 3).
2. The Time Unit used for this CG is one Quarter (3 months, or one QTU).
3. Due to the length of the xTU, players perform two Repair Phases during each CG turn, and add 2 to the stat-
ed FTL ‘z’ component numbers as found with the Master Ship Charts (see Appendix II).
4. LRS numbers for a TF are based on the values given to specific vessels in the amounts found on the Master
Ship Chart. Fighter/Shuttle groups that do not contain the listed (nominal) number of squadrons for that group
type have a LRS value of zero.
5. Beginning with CG game turn 9, both players may purchase vessels indicated as being available in the ‘L1’
column of their Master Ship Chart entries.
6. All battles occur on 6’ x 4’ tables, and use the Limited Map table restriction (TFZv1, p.33) when any Planet,
Moon, or Asteroid Marker is placed on the tabletop. When placing terrain prior to a battle, no moon may be
placed within 12” of a planet or other moon, and no planet may be placed within 24” of another planet of the
same system. Terrain is always placed by the player who begins the battle in Control of the system.

CG Victory Conditions
A player must Control all of the following systems at the end of CG turn 16 to win the game: Terminus, Trana-
tor, Geminus, Helios Alpha, and Helios Delta. If one player does not control all of these systems, the game is a
draw.

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CG scenario 2:
homecoming
This CG re-created the opening days of the Second War, wherein the Cyberon initiated the war with complete
strategic surprise.

Game Length
6 CG turns.

Forces
The UC player begins the game with 25,000 points with which to purchase his vessels; The Cyberon player
begins the game with 20,000 points with which to purchase his vessels.

All vessels purchased by either player must be listed as available in the ‘E2’ column of their entries on the Mas-
ter Ship Chart (Appendix I).

Map
Play is limited to the following systems on the CG Map: Sagittarius, Helios Gamma, Helios Beta, Helios Alpha,
Helios Delta, Librus 512, Geminus, and Pisceus. All systems begin Controlled by the UC player.

Setup
The UC player must create and place one TF in each system under his control, with no single TF containing
ships with a total PV of more than 25%, nor less than 10%, of his initial purchase point total.

The Cyberon player must create a minimum of 4, and a maximum of 6 TF, allocating his vessels as he sees fit
to each TF. See the CG Special Rules for Cyberon initial TF deployment.

Special Rules
1. RP are not received by players during any turn of this CG.
2. The Time Unit of this CG is one-half day (1/2DTU). As such, the Repair Phase of the CG turn is omitted on
CG game turns 2, 4, and 6.
3. After the UC player has deployed his TF markers and the Cyberon player has determined the contents of his
TF markers, the Cyberon player may force the UC player to reveal the exact contents of up to four UC TF mark-
ers of the Cyberon player’s choosing. The Cyberon player then places his TF markers in any UC-controlled sys-
tem, with no more than one TF placed per system, and having Control orders assigned to each of them at the
beginning of the game.
4. Any UC TF that is not in a system with a Cyberon TF marker may plot movement during the Movement
Phase of the first CG turn, but no TF may arrive at its destination prior to CG Turn 2. Play then begins with the
Combat Phase of turn 1, with all Cyberon TF having arrived at their destinations. All UC TF in system with
Cyberon TF begin the game under Refit mission orders.
5. In all battles fought on CG turn 1, the UC player’s forces begin play under the conditions of Readiness Level 0
(TFZv2, pp. 54-55).
6. All battles occur on 6’ x 4’ tables, and use the Limited Map table restriction (TFZv1, p.33) when any Planet,
Moon, or Asteroid Marker is placed on the tabletop. When placing terrain prior to a battle, no moon may be
placed within 12” of a planet or other moon, and no planet may be placed within 24” of another planet of the
same system. Terrain is always placed by the player who begins the battle in Control of the system on CG turns
2 and later; the Cyberon player may place terrain (under the above restrictions) for any battle that occurs on
CG turn one.
7. Should a Cyberon TF find itself in a system unopposed by any UC forces, it may conduct Planetary Bombard-
ment attacks against a planet in the system for a maximum of ten (10) game turns. There is no need to set up
the table to resolve these attacks; simply roll the number of available Drone attacks, check for Drone depletion
(Reload Racks may be used normally), and record the damage inflicted by each attack.

Victory Conditions
The Cyberon player wins the game if he reduces the RP value of at least 6 planets in the playing area to zero by
the end of CG turn 6; the UC Player wins the game by eliminating a minimum of 15,000 points (measured in
PV) of the Cyberon fleet by the end of CG turn 6. Any other result is a draw.
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campaign game
special rules
Unless stated otherwise, the following spe-
cial rules are in effect for the two CG pre-  Automatically repair a ‘last hit’ or two
sented in this booklet. other hits to a ship’s, Distributor,
Weapons, Shields, EW Primary sys-
Vessel Special Attributes tems, Bulkheads, and any secondary
During the Repair Phase, certain vessels systems excepting FTL and Marine
grant players additional repair capabilities. Teams.
These vessels must be part of a TF that is In  Roll an additional die of the appropri-
Transit or has Refit orders during that CG ate type to repair Ablative Armor
turn to use these special abilities, and PV damage aboard a ship, or allow a ship
Reserve points must still be expended when without the appropriate systems (as
required to perform specific repairs as stat- listed in the 2nd bullet point of the Re-
ed in the Repair Phase rules (TFZv2, pp. 57- pair Phase rule) to roll a die to repair
58). All listed capabilities are granted in addi- Ablative Armor damage as if it pos-
tion to those already available to vessels un- sessed one of those systems.
der the normal Repair Phase rules, and each  Repair a small vessel as if the Cargo
may be performed more than once for a sin- Bay were a Repair or Auto-Repair
gle vessel so long as the requisite numbers Bay.
of appropriate systems are available to do  Re-roll up to two failed Drone or Re-
so. load Rack replenishment die rolls.

Cargo and Medical Bays repaired aboard the UC Fuel Tender


listed ships are considered to be accom- Each intact Cargo Bay aboard a Fuel Tender
plished at the end of the Repair Phase, after allows the UC Player to automatically repair
all other repairs have been completed; newly a ‘last hit’ or two other hits to a ship’s
repaired Cargo and Medical Bays may not Thrust, Maneuver, or Distributor primary
be used to grant additional repair abilities systems or its FTL secondary system during
during the same Repair Phase in which they the Repair Phase.
are themselves repaired.
UC Hospitium
Note also that each additional function may Each Medical Bay aboard a Hospitium allows
be performed once per Repair Phase per the UC player to:
Bay of the appropriate type on each listed
ship, and any number of repaired damage  Roll a die to repair any (including
boxes granted by a die roll in excess of a ves- ‘first’ and ‘last’, excepting Crew Bulk-
sel’s printed capacity are lost (i.e., they may heads) destroyed Crew box aboard a
not be allocated to another vessel or saved friendly ship as if that ship possessed
for later use). a Medical Bay (TFZv2, p. 26).
 Purchase and immediately deploy
The specific vessels and their capabilities Crew replacement points to friendly
are: vessels, with one Medical Bay being
capable of deploying two such re-
UC Supply Tender placements during a single Repair
Each intact Cargo Bay aboard a Supply Ten- Phase.
der allows the UC Player to perform any of  Expend 10 points from his PV Re-
the following tasks during the Repair Phase: serve to repair d4 Marine Teams on
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Thomas Wall Jr (order #6247474)


a friendly vessel, with up to 4 such die in which use of the Replacement Points rule
rolls permitted per Repair Phase per is specified. To purchase new vessels, the
Medical bay used for this purpose. owning player simply chooses which vessels
he wishes to add to his Fleet Roster and de-
Note that the number of Medical Bays ducts the vessel’s PV from his PV Reserve
aboard a Damaged Hospitium is reduced by point total.
half (to an available total of 3).
New vessels may only be purchased at the
Cyberon Supply Tender end of the Repair Phase of a CG turn in
Each intact Cargo Bay aboard a Cyberon which Replacement Points were added to
Supply Tender permits the use of any special the players’ PV Reserve totals, and become
rule granted to the UC Supply Tender, Fuel available to the owning player at the begin-
Tender, and Hospitium vessels as stated in ning of the next CG turn. Vessel Rarity
this rules section. (Common, Uncommon, or Rare) is ignored
when purchasing new vessels during a CG,
Cyberon Reanimator Transport but any vessel purchased must be listed as
Each undamaged Passenger Compartment available during the CG’s stated time period.
aboard a Reanimator Transport permits the
Cyberon player to do one of the following: Each CG will specify certain player-controlled
systems as having Shipyards. Newly pur-
 Repair d6 non-Bulkhead Crew hits or chased vessels may only be placed in a
d8 Marine Teams on a single vessel friendly-Controlled system designated as hav-
without expending any PV Reserve or ing a Shipyard. Systems designated as hav-
Crew replacement points. ing a Shipyard do not lose this capability if or
 Repair d10 damage boxes of any when Control of the system changes from
fighter squadron without expending one player to another.
any points from his PV Reserve.
Players may designate additional star sys-
Replacement Points tems as Shipyards during a CG. To do so, a
Each system on the CG Map is assigned a player must Control the system during the
Replacement Point (RP) value. When di- Repair Phase of the CG turn and expend
rected by a CG’s special rules, each player 1500 PV from his PV Reserve to designate
totals the RP value of all systems he Con- a single, specific star system as a Shipyard.
trols (as defined under CG Victory Condi- Beginning with the following CG Turn, that
tions, TFZv2, p. 58) and adds this amount to star system gains all the capabilities of a
his PV Reserve point total. Shipyard for the duration of a CG.

Note: to use this (and the associated) rules Note: in ‘fixed’ CG that list specific systems
section(s) in player-created CG, RP totals are as having Shipyard capabilities (such as the
assigned to each system on the CG map ac- ones presented in this book), Shipyards may
cording to the following schedule: not be created at the time players purchase
their initial CG fleets; they may only create
 50 RP for each listed inch of each additional Shipyards during eligible Repair
planet’s size in the system; Phases after commencement of the CG.
 25 RP for each listed in of each
moon’s size in the system; Shipyards may be dismantled at the begin-
 10 RP for each Asteroid Marker in ning of a Repair Phase in which a player Con-
the system. trols a Shipyard-designated star system by
simply announcing that he is doing so to his
Shipyards opponent. No PV Reserve points are re-
Players may use points from their PV Re- claimed by doing this, and a system loses its
serve to purchase new vessels during a CG
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Thomas Wall Jr (order #6247474)


Shipyard capabilities immediately upon a
qualified player’s declaration.

Planetary Bombardment
Planets, Moons, and Asteroid Markers may
be attacked by Drones during any CG sce-
nario to reduce their RP value. Such attack
always hit their targets (providing the
planet/moon template or Asteroid Marker
is within the firing weapon’s Extreme range)
without requiring a To Hit die roll.

Roll the damage die for each Drone when


resolving its attack, subtracting one point
from the die roll for each Weapons damage
hit sustained by the firing vessel (subtract 3
points from the damage die if fired from a
Damaged Small ship). Track a cumulative
dice roll total for each individual planet,
moon, or asteroid marker attacked in this
manner.

At the conclusion of the CG scenario, reduce


the system’s RP value by half (rounded
down) of the total amount of damage inflict-
ed by Drone attacks against each target, but
never by more than the original (or current,
if previously bombarded) RP value of each
target in the system as based on the values
calculated via the notes section of the Re-
placement Points rule above. Note that play-
ers will need to track damage to individual
targets in each system during a CG so as to
avoid inflicting more damage against a single
target in terms of RP than is it capable of
nominally producing.

An RP Tracking Sheet is provided in Appen-


dix I that contains RP entries for all systems
by terrain type present.

Scenario Terrain
Refer to the CG Map Terrain Table (Appendix
I) when setting up the table for playing out
CG battles in each system. All terrain place-
ment rules apply normally.

Note that a Planet, Moon, or Asteroid Mark-


er that has its RP value reduced to zero is
still placed on the tabletop for each and eve-
ry battle in that system.

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appendix I
master
ship
charts
CG maps
and Tables

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Thomas Wall Jr (order #6247474)


MASTER SHIP
CHARTS
There is one Master Ship Chart for each faction (E2 and C2). The colored boxes preceding each
presented in this Fleet Pack. Each Master Ship vessel’s CLASS or GROUP entry indicates the
Chart includes the following notations: availability of that ship class or fighter group in the
respective time periods.
CLASS: the class of vessel being delineated on
that line entry. Black entries show the vessel as being unavailable
in the chosen era.
PV: the Game Point Value of the ship without fight-
ers. or other auxiliary vessels. A green entry indicates the vessel or group is
Common; any number of this type of vessel/group
LOADOUT: the number and type of fighter groups, may be taken during this era.
if any, that are normally based on that vessel.
Note that most ships stow their assigned fighter A gold entry shows this type of vessel/group to be
groups on their Flight Decks and/or in Fighter Uncommon during the indicated era. No more
Racks; fighter groups in excess of this capacity than 1/3 of a player’s PV may be used to pur-
are stored in any available Hangar Bays. The own- chase Uncommon vessels/groups during a single
ing player may choose which fighters are stowed game or CG, but there is always a minimum of
in a particular ship location, but must do so prior one Uncommon ship available (regardless of PV
to the beginning of any battle. cost, and including the cost of any Uncommon
fighter groups that may be stowed aboard that
The ‘OR’ qualifier allows the player to choose single ship).
which of the presented options will be loaded onto
each ship of this type. if more than one ‘OR” option A red entry indicates this vessel/group is Rare in
is present, he must choose both of the original this era. No more than one Rare vessel (along
(first) entries OR both of the optional (second) en- with any Rare fighter groups which may be as-
tries when outfitting this ship with its fighter com- signed to that vessel) may be present in a single
plement. (Non-CG) battle. When purchasing forces for a
CG, no more than 20% of a player’s starting fleet
PV (LADEN): the Game Point Value of the ship in- PV may be allocated to the purchase of Rare
cluding the PV of its listed fighter complement. ships or fighter groups.
Two values are present if there are one or more
options present in the LOADOUT section notes. LONG-RANGE SENSOR (LRS) RATINGS
Certain vessels have their entries shaded in light
GROUP (GRP) TYPE: a numeric designation to blue or light green. When playing a CG, each ship
help differentiate between the available types of or fighter group shaded in light green has a LRS
fighter groups. ‘x’ value of 1/2; those shaded in light blue have a
LRS ‘x’ value of 1.
COMPOSITION: the number and type of fighter/
shuttle squadrons that comprise a particular type FTL ‘z’ VALUES
of fighter group. The PV cost of a fighter group When playing a CG, all UCM ships equipped with
includes the cost of all component fighter and/or an FTL system are considered to have FTL/Imp/
shuttle squadrons. S/3 values for their FTL systems; fighters with
the FTL Attribute are treated as having FTL/2
SLOTS: the number of Fighter Slots used by that entries.
fighter group when at full strength.
All Cyberon ships with FTL entries are treated as
AVAILABILITY having FTL/A/S/4 values during First War sce-
If playing a ‘historical’ game, players should narios, and FTL/A/S/6 values during Second
choose the era in which their battle will take place. War CG for those systems. Cyberon fighters with
There are five different eras that can be chosen: FTL Attributes use FTL/3 values for First War
Early, Middle, or Late First War (E1, M1, and L1, games, and FTL/4 entries during Second War
respectively), and Early or Current Second War battles.

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capital ships and escorts
E M L E C
1 1 1 2 2 CLASS PV LOADOUT PV (LADEN)
Achilles 573 1x Group 4, 1x Group 2A 1206
Agamemnon 618 3x Group 4, 2x Group 2A 2241
Antaron 138 1x Group 2 OR Group 2A 374/414
Atlantia 759 2x Grp 1 OR 1A, 1x Grp 2 OR 2A 1537/1601
Berserk 310 1x Group 2A 586
Berserk (R) 357 1x Group 2A 633
Columbia 452 2x Grp 1 OR 1A, 1x Grp 2 1230/1242
Columbia (R) 495 2x Group 4, 1x Group 2A 1485
Fuel Tender 73 None 73
Hecate 193 2x Raptor Mk. I 311
Hector 423 1x Group 2A 699
Helios 2119 5x Group 4, 1x Group 2A, 1x Group 3 4274
Hellfire 92 None 92
Hospitium 80 1x Group 3 172
Mercury 974 3x Group 4, 1x Group 2A, 1x Group 3 2415
Neptune 174 1x Group 2 410
Ophion 283 1x Group 3 377
Orestes 60 None 60
Orion 332 2x Raptor Mk. I 450
Valkyrie 305 1x Group 1 OR 1A, 1x Group 2 812/824
Valkyrie (R) 340 1x Group 4, 1x Group 2A 973

fighters
E M L E C
1 1 1 2 2 CLASS PV
Heavy Raptor 47
Raptor Mk. I 59
Raptor Mk. II 69
Viper Mk. II 54
Viper Mk. IIA 58
Viper Mk. VI 73

fighter groups
E M L E C
1 1 1 2 2 GROUP TYPE COMPOSITION SLOTS PV
1 3x Viper Mk. II, 2x Raptor Mk. I 4 271
1A 3x Viper Mk. IIA, 2x Raptor Mk. I 4 283
2 4x Raptor Mk. I 2 236
2A 4x Raptor Mk. II 2 276
3 2x Heavy Raptor 2 94
4 3x Viper Mk. VI, 2x Raptor Mk. II 4 357

Thomas Wall Jr (order #6247474)


E M L E C
capital ships and escorts
1 1 1 2 2 CLASS PV LOADOUT PV (LADEN)
Base Carrier Mk. I 1124 4x Group 1 OR 4x Group 2 1812/2020
Base Carrier Mk. II 703 4x Group 1 OR 4x Group 2 1391/1599
Base Carrier Mk. III 778 3x Grp 3 OR 3A, 1x Grp 4, 1x Grp 6 1743/1779
Harpy 109 None 109
Helan 201 1x Group 4 331
Infiltrator 489 2x Group 2 937
Infiltrator (R) 566 1x Group 3A, 1x Group 6 947
Light Carrier Mk. I 444 3x Group 1 OR Group 2 960/1116
Light Carrier Mk. II 613 2x Grp 3 OR 3A, 1x Grp 4, 1x Grp 6 1345/1369
Medusa 277 1x Group 2 OR 1x Group 3A 501/522
Reanimator 136 2x Group 6 408
Siren 81 1x Grp 1 OR Grp 3A, 1x Heavy Raider 321/394
Supply Tender 174 None 174
Tempest 99 None 99
Titan Carrier 1347 5x Grp 3A, 1x Grp 4, 1x Grp 6 2838
WorldStar Carrier 4533 12x Grp 3A, 2x Grp 4, 1x Grp 5, 2x Grp 6 8247

fighters
E M L E C
1 1 1 2 2 CLASS PV
Heavy Raider 68
Raider Mk. I 43
Raider Mk II 52
Raider Mk. III 55
Raider Mk. IIIA 59
Raider Scout 65

fighter groups
E M L E C
1 1 1 2 2 GROUP TYPE COMPOSITION SLOTS PV
1 4x Raider Mk. I 4 172
2 3x Raider Mk. II, 1x Heavy Raider 4 224
3 3x Raider Mk. III, 1x Heavy Raider 4 233
3A 3x Raider Mk. IIIA, 1x Heavy Raider 4 245
4 2x Raider Scout 2 130
5 3x Raider Mk. IIIA, 1x Raider Scout 4 242
6 2x Heavy Raider 2 136

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Omaris 6
Epsilon 441
847A -24
Helios Gamma
Sagittarius
Helios Beta 87 Reticuli
Oerlikus
Thraclus
Helios Alpha
Helios Delta
Scorpius

Thomas Wall Jr (order #6247474)


Flesh and Steel Campaign Map
(Cut along the artwork edge; align this map panel on top of the first hex row of the first map panel.

Ea 19

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Geminus

Moneus

Librus 512

Eraeus

Pisceus

Marus Terminus
In Transit

Scion 831

Tranator
CG Map Terrain Table cg turn
SYSTEM PLANETS MOONS ASTEROIDS RADIATION RP record track
847A-24 - - 6 High 60

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87 Reticuli - 1x 2” 8 - 130
Ea 19 1x 4” - - - 200
1 2 3 4
Epsilon 441 1x 6” 1x 2” - - 325
1x 1”
Eraus - - 10 - 100 5 6 7 8
Geminus 1x 6” - 4 - 490
1x 3”
Helios Alpha 1x 4” - 6 Elevated 260 9 10 11 12
Helios Beta 1x 4” 3x 1” - - 275
Helios Gamma 1x 2” - 8 - 180
Helios Delta 1x 6” 1x 2” - Elevated 375 13 14 15 16
1x 1”
Librus 512 1x 2” - 8 - 180
Marus - 1x 3” - Lethal 75
Moneus - - 4 - 40
Oerlikus - 1x 4” - - 100
Omaris 6 - - 10 - 100
Pisceus 1x 4” 2x 1” - - 250
Sagittarius 1x 4” 1x 1” - - 225
Scion 831 - - - Elevated 0
Scorpius 1x 6” - 3 - 330
Terminus - 1x 6” 6 - 210
Thraclus - 1x 2” - - 50
Tranator 1x 6” - - High 300
Flesh and Steel CG
RP Tracking Charts
SYSTEM PLANETS PLANETS MOONS MOONS Asteroids Asteroids SYSTEM
(Nominal) (Current) (Nominal) (Current) (Nominal) (Current) RP TOTAL
(Current)
847A-24 0 0 - 0 60 (6x10)
87 Reticuli 0 0 1 (50) 80 (10x8)
Ea 19 1 (200) 0 0
Epsilon 441 1 (300) 1 (50) 1 0 0
2 (25) 2
Eraus 0 0 0 0 100
(10x10)
Geminus 1 300 1 0 0 40 (4x 10)
2 150 2
Helios Alpha 1 (200) 0 0 60 (6x10)
Helios Beta 1 (200) 1 (25) 1 0 0
2 (25) 2
3 (25) 3
Helios Gamma 1 (100) 0 0 80 (10x8)
Helios Delta 1 (300) 1 (50) 1 0 0
2 (25) 2
Librus 512 1 (100) 0 0 80 (10x8)
Marus 0 0 1 (75) 0 0
Moneus 0 0 0 0 40 (4x10)
Oerlikus 0 0 1 (100) 0 0
Omaris 6 0 0 0 0 100
(10x10)
Pisceus 1 (200) 1 (25) 1
2 (25) 2
Sagittarius 1 (200) 1 (25) 0 0
Scion 831 0 0 0 0 0 0 0
Scorpius 1 (300) 0 0 30 (3x10)
Terminus 0 0 1 (150) 60 (6x10)
Thraclus 0 0 1 (50) 0 0
Tranator 1 (300) 0 0 0 0

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appendix II
vessel
data
cards
The data cards for Task Force Zeta have been updated with improved graphics, and include
icons in place of text to denote basic ship statistics. These icons are described below, along
with applicable notes for Large and Oversized vessels and damage tracks.

ship Icon legend starbase icons


Thrust Rating
B = Basic; I = Inertial; G= Gravitic reactor rating

MANEUVER RATING starbase rotation

Vessel SIGNATURE

ELECTRONIC WARFARE
(EW) RATING Damage tracks
SHIELD RATING
A ‘dX’ entry indicates an Ablative The Thrust, Maneuver, Shields, EW, and
Shield’s Regeneration rate/die type Reactor damage tracks show the cur-
rent value of each system based on sus-
Armor RATINGs tained damage. Mark these boxes nor-
‘A’ entries in all boxes indicate mally (right to left);. The final (red-shaded)
Ablative Armor box of each track is not marked; it is
DAMAGE/Usage BOXES placed to serve as a reminder that the
Blue = Bulkhead system may no longer be repaired during
Red = Shield Generator or last hit the game by Damage Control or Auto-
Repair systems. The Thrust damage
track shown above can sustain three hits
before becoming unrepairable.
FIGHTER Icon legend
The non-graphic (‘basic box’) damage
tracks are used in the same manner as
Movement RATING with the previous data cards; when the
very last (red) box is marked, the system
is completely destroyed/unrepairable.
DEFENSE RATING
oversized vessels
Oversized vessels track information on
Armor RATING two separate cards, the second of which
is marked ‘2 of 2’ at the top of the se-
cond card. The first card contains all of
SLOT RATING the vessel’s basic stats and systems on
the front side, and weapons data
(including damage tracking) on the re-
PILOT QUALITY verse.
‘+’ = Veteran; T = Trained;
‘-’ = Green; ‘C’ = Civilian;
The second card shows the primary
systems damage on front, and secondary
DAMAGE/Usage BOXES systems damage on the back of the card.
Green = Booster; Gold = Chaff
Purple = Heavy Weapons;
Red = last hit
28

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Thomas Wall Jr (order #6247474)
Thomas Wall Jr (order #6247474)
Thomas Wall Jr (order #6247474)
Thomas Wall Jr (order #6247474)
Thomas Wall Jr (order #6247474)
Thomas Wall Jr (order #6247474)
Thomas Wall Jr (order #6247474)
Thomas Wall Jr (order #6247474)
Thomas Wall Jr (order #6247474)
Thomas Wall Jr (order #6247474)
Thomas Wall Jr (order #6247474)
Be sure to check out the other tabletop gaming titles from
Legionnaire Games!

Strike Legion Tactical Game Series


Strike Legion Main Rulebook Strike Legion: The Genome Gambit
$12.99 (PDF) $29.95 (Print) $7.99 (PDF) $22.95 (Print)
Command a combined arms ground force from any Strike Legion: The Genome Gambit increases the depth and
future you wish to imagine! Strike Legion combines scope of your fictional wars by adding fully customizable
simple game mechanics with a unique, integrated xenomorphs (or plain old "bugs"), genetically modified "super
electronic warfare system and a respectable amount soldiers", and bio-mechanoid units and technology. Special-
of unit detail and variation - and all without sacrificing ized command rules for truly "alien" species provide new
playability. challenges and opportunities to play out in front of you on
your tabletop. Includes construction addenda to create your
own custom armies.

Strike Legion: Strike Legion: Skunk Works


The Clockwork Armies $9.99 (PDF) $29.95 (Print)
$6.99 (PDF) $21.95 (Print) Strike Legion: Skunk Works provides players with some
Strike Legion: The Clockwork Armies provides every- ‘advanced’ game options for play, such as Scout EW, aimed
thing needed for players to fight battles in an alternate shots, tank riders, more Walker/Mecha construction and
or historical past. Drawing from both historical play variations, and many new types of artillery payloads and
sources and Victorian-era science fiction, players can missile warheads. New sections also include the use of
field armies of sky, land, and sailing ships alongside psionic troops or individuals, new vehicle systems and per-
troops armed with rifles and muskets, swords, bows, sonnel attributes, and guidelines for playing the Strike Legion
and spears. Also includes Tech Level 8 systems, exper- tactical series as a solitaire game. Includes a consolidated
imental rules for time-traveling forces, and expanded unit construction section that includes all options from the
construction options for creating your own forces. entire Strike Legion Tactical series to date.

Strike Legion Operational Series


Strike Legion: Planetary Opera- The War That Never Was
tions $6.99 (PDF) $19.95 (Print)
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player’s troops in the field over technological differences from Denmark to the Dardanelles, and an Operational
(though these do play their part). Every type of unit that can be Sector campaign game in central Germany.
fielded in the Strike Legion Tactical series is represented here,
along with rules for specialist troop types such as scouts, artil-
lery, combat engineers, and others.

Strike Legion Small Unit Series


Strike Legion: Platoon Leader - $12.50 (PDF) $29.95 (Print)
Strike Legion: Platoon Leader takes a ‘close-up’ look at futuristic (and historical) combat, with players fielding forces of reinforced-company
size on their tabletops. Squad-level activations allow teams and individual soldiers to take coordinated actions to achieve the mission objec-
tive. Full vehicle support and unit construction sections are included, covering many of the options available to infantry and vehicles in the
Strike Legion Tactical series. One follow-up volume is planned for this rulebook that will add bioengineering options, large vehicles, more
infantry attributes, vehicle systems, and optional rules.

Designed primarily for 15mm miniatures, figure scales between 6mm and 28mm can be used to play the game with minimal modifications.

Task Force Zeta


Task Force Zeta Vol. 1: Task Force Zeta Vol. 2:
Ships of the Line Fleet Auxiliaries
$12.50 (PDF) $29.95 (Print) $12.50 (PDF) $32.95 (Print)
Command a space fleet from any future you wish to TFZv2 add multiple optional rules and units, including board-
imagine! TFZ combines simple game mechanics with ing combat, ramming, ship explosions, mine warfare, star-
an integrated electronic warfare system a large bases, cargo and personnel transports, anew weapons, and
amount of unit detail and variation, and construction more to the TFZ game system. Also includes a Sector Cam-
rules for creating your own starships to control the paign game system and Joint Strike rules integrating Task
space lanes! Force Zeta with Strike Legion to create linked planetary
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http://www.LegionnaireGames.com

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