Professional Documents
Culture Documents
Defiance Vital Ground Mjg0410
Defiance Vital Ground Mjg0410
V I T A L G R O U N D
Rare is the era in which so much power has amassed in the hands of so few
Art Direction
Sara Morris
Illustrations
Josh Deck, James Forbes, John Garner, Sam Hart
& Noel Murphy.
Cover Artwork
Josh Deck
Additional Fiction
Justin Crough
Online Support
http://www.mj12games.com/
http://www.mj12games.com/forum/
admin@mj12games.com
DEFIANCE:
UNIVERSAL SKIRMISH SYSTEM
Version 2.04
First Printing July, 2005
On The Cover:
Redcoats of the Galactic Commonwealth skirmish with a
unit of Meraxillan Taks on one of Drakor’s islands, as part
of Operation Reclamation.
TABLE OF CONTENTS
Charge 021
Fire Cluster Radius 042
Army Restrictions 058
Jump 022
Air Strikes 043
Victory Points 058
Fire 022
Grenades 043 Winning & Losing 059
Move-Fire-Move 022 Lobbing Grenades 043 Competitive Point System 059
Move-Fire 022 Flying Ranged Combat 044 Randomizing Point Values 059
Fire-Move 022 Grenades & Flying Figures 044 Competitive Terrain Set-up 059
Cohesive Fire 022 [7] HAND-TO-HAND COMBAT [5] TOURNAMENTS
Primary Fire 023
Support Fire 023 Initiating HTH 045 Tournament Force Construction 060
Suppression 024 Unit Orders & HTH 045 Single Elimination vs Tally 060
Primary Suppression 024 HTH Reflex Roll 045 Standard vs Scenario 060
Support Suppression 024 Multiple HTH Damage Dice 046
[6] SCENARIOS
Elite Troops - Ind. Action 025 Multiple HTH Combatants 046
Vehicle Orders 025 Going Prone After HTH 046 Attackers & Defenders 061
TABLE OF CONTENTS
TABLE OF CONTENTS
[6] SCENARIOS [Cont.] [2] USS VEHICLE BUILDER 2.3 Size 3 Infantry Costs 096
2.4 Infantry & Mecha HTH Costs 098
Scenario Roll 061 Choose Basic Vehicle Frame 076
Choose Frame Cost Modifiers 076 2.5 Vehicle Costs 098
Scenario Descriptions 061
[1] Front Arc Armor Ratings
2.6 Basic Weapon Costs 100
Force Size 061 076
[2] Vehicle Field Costs 076
2.7 AOE Weapon Costs 102
Special Rules 061
[3] SDC, Passengers, Entry Arcs 077 2.8 Suppression Weapon Costs 107
Victory Point Modifications 061
[4] Mecha HTH Cost 077 2.9 Airstrike Costs 112
Randomizing Point Values 061
[5] AFV Damage Chart 077
Scenario 1 062
Assign Vehicle Weapon 077 GENRE RULES
Scenario 2 063
Vehicle Restrictions By Type 078 Universal Genres
Scenario 3 063 [1] 113
Scenario 4 064 [3] USS WEAPON BUILDER [2] Anime 113
[3] Battle Mecha 114
Design Ranged Weapons 078
ARMY CUSTOMIZER [4] CyberPunk 115
[1] Weapon Type 078
[5] Organic 115
[2] Weapon Target Type 079
DEFINE TECHNOLOGICAL [6] Operatic 116
[3] Weapon Frame & Basic Cost 079
& STRATEGIC PARAMETERS [7] Supernatural 117
[4] Phase Designation 079
[8] Techno Fantasy 120
Tech Levels 066 [5] AOE Designation 079
[9] Ultra-Realistic 120
Neo-Tech Option 066 [6] Suppression Designation 079
[7] Weapon Effectors 079 GENERIC SCI-FI ARMY LISTS
[1] TACTICAL RATING
[8] Ammo Multipliers 080
Elder 122
[1] Maximum Unit Size 066 [9] Combination Weapons 081
Firebase 123
[2] Mob Option 066 Grenade Types 082
Jack-Of-All-Trades 123
[3] Maximum Ad Hoc 067 Infantry CDW Types 083
Marines 124
[4] Maximum Vehicle 067 Vehicle CDW Types 083
Mob 125
[5] Initial ADR 067 Vehicle Weapon Arcs 084
Mobility 125
[6] Failed Morale Test 067
Organic 126
[7] Failed Unit Morale Test 068 DEFINE STANDARD
Swarm 127
[8] Tactical Advantage 069 UNIT COMPOSITIONS
Historical Weapons 127
[2] FRAME RATING Standard Restrictions 084
Exclusive Units 084 DEFIANCE UNIVERSE
004 [1] Figure & Weapon Variety 070
Combo Weapons 070
ARMY AUGMENTATIONS Overview Background 129
Grenades & CDW’s 070
Human Confederacy
[2] Weapon Power - SI 070 Non-general Augmentations 085
Background 147
[3] Weapon Power - PI 071 Augmentation Types 085
Army List 168
[4] Weapon Power - Vehicle 071 Purchasing Augmentations 085
Troop Types 171
[5] Weapon Power - Phase 071
[1] GENERAL AUGMENTATIONS Vehicles 185
[6] Infantry Armor - PI 071
Summary Chart 086 Weapons 186
[7] Infantry Speed - PI 072
Vobian Hegemony
[8] Field Saves 072
[2] ARMY AUGMENTATIONS Background 190
[9] HTH Rating 072
Summary Chart 087 Army List 196
[10] Indirect Fire 072
Troop Types 198
[3] VICTORY POINT ADV. [3] INFANTRY
Vehicles 204
INDIVIDUAL AUGMENTATIONS
Advantage Types 073 Weapons 206
Summary Chart 088 Meraxillan Sovereignty
DESIGN TROOPS, Background 209
[4] INFANTRY
VEHICLES & WEAPONS Army List 217
UNIT AUGMENTATIONS
Troop Types 219
[1] USS INFANTRY BUILDER Summary Chart 091 Vehicles 223
Choose Basic Inf. Frame 074 [5] VEHICLE AUGMENTATIONS Weapons 223
Choose Infantry Altai Realms
Frame Cost Modifiers 074 Summary Chart 092
Background 226
[1] Front Arc Armor Rating 074 [6] DRAWBACKS Army List 230
[2] Infantry Field Cost 074 Troop Types 232
[3] Infantry Hero Cost
Types 093
074 Vehicles 236
[4] Infantry HTH Cost 074 Weapons 237
ARMY CUSTOMIZER
[5] Calculating Agility 075
DESIGN TABLES
[6] Infantry Covert Ops Cost 075 Summary Tables 239
[7] Officers 075 2.1 Standard Infantry Costs 094 Counters & Templates 244
Assign Inf. Weapon Choices 075 2.2 Powered Infantry Costs 095 Glossary & Index 247
MAIN RULES
DICE
All U.S.S. rules remain the same for both scales, the only INTRODUCTION - MAIN RULES
difference being the units of all distance measurements.
30mm scale is the default, with all distances measured in
inches (”). In 15mm scale, all distances are doubled and
measured in centimeters (cm). When basing figures, it is
suggested that 15mm figures be placed on individual
15mm round or square bases (choose one shape only),
while 30mm figures be placed on 25mm round or square
bases. This book assumes 30mm play when giving
examples, but all rules other than measurement remain
unchanged between the two scales.
EXAMPLE 1
The Vobian Phantom has a movement rate of 5.
This means that its normal movement pace is 5”
per turn in 30mm scale (the default), or 10cm per
turn in 15mm scale.
After you understand the following terms and their general
EXAMPLE 2
effects on game play, you should be able to pick up the
The Vobian Grav Cannon has an area of effect of 4” in details much easier later on. In fact, once a solid read-
30mm scale. This becomes an area of effect of 8cm through of the game is performed, this section should be
TERMINOLOGY - MAIN RULES
in 15mm scale. the first to which you turn when questions about the rules
come up, as the intents of all are given here.
The ground scale of the Universal Skirmish System is
slightly skewed to favor relatively short-ranged (that is The Turn Sequence
Each turn in the U.S.S. is divided into three phases: the
skirmish) engagements. A good rule of thumb is that every
1” = 2m (in 15mm scale, 1cm = 1.6m). Most “maximum” Command Phase, the Active Phase, and the Resolution
weapon ranges will thus be between 100-200 meters. This Phase. The ordered events that will occur in each phase
is, of course, unrealistically short, but necessary to allow of the turn sequence are listed on page 239.
for play on a 20 square foot table, and is somewhat
excused by the chaotic nature of close-ranged battles. Die Roll Modifiers
The time scale of the Universal Skirmish System is roughly In the course of the game, players will make a number of
1 turn = 5 seconds, based upon the assumption that an die rolls looking for a target number (for example 7+). With
unencumbered human can sprint at a speed of about 15 most die rolls, game effects such as armor, movement
mph (24 kph). and terrain will affect the result by adding a die roll modifier.
Die roll modifiers are always written with respect to the
Overall, battles using the Universal Skirmish System die roll in question, regardless of which player is rolling.
represent either the final stages of a high intensity assault, For example, an armor rating of –2 will modify a target
or the last minute or so of a surprise operation. damage roll of 7 to become a 5, while a reflex of +2 will
modify a reflex roll of 7 to become a 9.
are slightly less flexible than standard units (page 14). 20 but no larger than 40 square feet. Each player will
They otherwise follow the same restrictions on minimum have a pre-defined “deployment zone”, in which he will
and maximum size as standard units. place all of his units, as shown below. Deployment zones
should be along the longest table edges, though players
After units are created, each individual unit is assigned with square tables can choose any two opposite edges.
an “initiative card” from a standard deck of playing cards.
It is easiest if each player chooses a unique suit for her
STANDARD DEPLOYMENT ZONE
entire army (Diamonds, Hearts, Clubs, or Spades).
All units, whether standard or ad hoc, must always be 12” Deployment Zone
8” 8”
placed on the tabletop exactly as purchased.
EXAMPLE
The Meraxillan Sovereignty army list has 9 standard
units, 4 of which are exclusive. A Meraxillan player
decides to build three standard units: a Citizen Troupe 8” 12” Deployment Zone 8”
(5-12 Citizen-Soldiers) and two Fakir Troupes (5-12
Fakirs). She also decides that she would like to have
a unit that mixes Citizen-Soldiers and Fakirs. As there
is no such standard unit, she must therefore design
an ad hoc unit. This is allowed, as both the Citizen- Standard Terrain Set-up
Soldier and the Fakir are of Fanatic quality. Note that We give official “competitive” suggestions for terrain set-
this ad hoc unit will have the same minimum (5) and up on page 59, but for now it is easiest if players simply
maximum (12) size as any other Fanatic unit in the design a tabletop that has enough terrain pieces to
Meraxillan army. encourage mobility and give no more than a few fire lanes
that are longer than 2 or 3 feet (~75 cm). The best way to
Before standard unit placement, the Meraxillan player do this is to have one player set-up all terrain, and then
assigns an initiative card to each of her four units. She allow his opponent to add or subtract up to 6 terrain pieces.
010 chooses Spades as her suit of choice, and assigns Each then rolls a d10, re-rolling ties, with the highest roller
the Ace to her Citizen Troupe, the Two & Three to her choosing which deployment zone he will use.
Fakir Troupes and the Four to her ad hoc unit.
Standard Unit Placement
Choosing Terrain After all terrain has been placed on the tabletop, players
Before the fun can begin, it is recommended that all should then place their units in a random order as
players come to a consensus regarding the terrain that described below. Remember that units must always be
placed exactly as purchased. No splitting or joining can
they will be using. As there is no way to predict the outlay
of every tabletop battlefield, it is important that any occur until the first official game turn.
ambiguous terrain pieces are defined as one of four
distinct types before the first turn begins. For game play UNIT PLACEMENT
purposes, terrain is divided into four categories: light,
medium, heavy and impassable. Below are some
1 Shuffle the initiative cards for each player’s
examples of each: units into one deck. Place any command
cards to the side until the first turn.
TERRAIN TYPE 2 Draw the top card from the deck. The unit
that it represents is then placed on the
Light Terrain: grasslands, knee-deep water, tabletop,within its standard deployment
sparse forest. zone.
EXAMPLE
•Size [SZ] / This represents how physically large the
The Confederate Storm Warrior (SI) has an AR of +3,
figure is and therefore how easy it is to specifically target.
representing mediocre partial body protection, while
Size ranges from 1 (smaller than man-sized) to 5 or
the Confederate Assault Trooper (PI) has an AR of –1,
greater (large tanks). In addition to targeting, size will also
representing enclosed, high-density armor plating.
affect climbing movement and stun weapon effectiveness.
Targets of size class 1-3 are referred to as infantry targets.
Infantry targets are further subdivided into powered •Field Save [FS] / Certain figures will have a
infantry [PI] and standard infantry [SI]. powered energy field in addition to any other protective
armor they might have. Energy fields are largely 011
The size scale itself is based on volume. A size 2 figure impenetrable, but oscillate at a certain frequency. Thus,
is about the volume (not the weight) of a human in blind luck is more of a factor in determining if a weapon
powered armor. Each change in size increases or passes through the field than the actual power of the beam
decreases the volume of the figure in question by a factor or projectile in question. A figure’s FS is written as a target
of 8. So, for example, a size 1 figure would be about the number on a d10. By rolling equal to or higher than the
size of a dog, while a size 3 figure would be about the FS, figures with fields can ignore damaging hits. Certain
size of a compact car. powerful weapons (“field piercing”) will be able to ignore
a figure’s FS.
•Quality [QU] / A figure’s quality rating represents
its relative level of militar y training, battlefield EXAMPLE
013
In the case of ad-hoc units all members of a unit of a unique
frame type must be equipped with the same Primary weapon,
Support weapon or side arm.
the same quality, bringing the combined unit above its for the remainder of the game.
minimum unit size.
•Secondary Commanders / Any figure with
Ad Hoc vs. Standard Units command points other than the Primary Commander is
Units are divided into two categories based on how they considered to be a Secondar y Commander. All
were purchased. Standard units represent those that Secondary Commanders may assign command cards,
conform to the restrictions for standard units given in the but these are tied to the unit (whether standard or ad hoc)
“official” army lists. Ad Hoc units represent any in which the Secondary Commander resides and may not
combination of figures of the same quality that meet the affect other units.
minimum unit size requirement.
EXAMPLE
•Ad Hoc Unit Advantages / The main advantage
A Confederate army is made up of 3 units, two standard
of an ad hoc unit is its customizability. Players can design
Assault Teams with 6 Assault Warriors each, and one
specific units for specific tasks, as their tactics demand.
ad hoc unit containing 2 Storm Pioneers and 2 Snipers.
Ad Hoc units may also be split (see below), allowing for
The army contains two Commanders, one Primary
some degree of flexibility after game play begins.
Commander (an Assault Warrior, with 1 command
point), who resides in the first Assault Team, and one
•Ad Hoc Unit Disadvantages / Ad hoc units secondary Commander (a Sniper, with 2 command
exist outside of the normal order of battle for a given army. points), who resides in the ad hoc unit. Note that the
Therefore, they may not receive command cards from a Sniper, despite having the most command points, can
Primary Commander. They may also never join with not be the army’s primary commander, as he resides in
another unit, whether ad hoc or standard. an ad hoc unit.
Mob Formation
The Confederate player chooses Spades as his army’s
Certain armies may choose to have any of their standard
card suit. He assigns the first Assault Team to be the
units begin the game in mob formation. Mob formations
Ace of Spades, the second Assault Team the Two of
have double their normal maximum unit size. They are
Spades, and the ad hoc unit the Three of Spades. The
treated as a combination between ad hoc and standard player then chooses the King of Spades as his Primary
status. Like ad hoc units, no unit in mob formation may Commander’s command card, and the Queen and Jack
014
receive command cards from a primary commander or of Spades as his Secondary Commander’s command
join with another unit. Like standard units, no unit in mob cards. At the beginning of each turn, the Primary
formation may ever split into two separate units. Commander’s King may be assigned to either of the
army’s 2 standard units, but not the ad hoc unit. The
All leaders and commanders that are part of a unit in mob Queen and Jack of Spades, as they are derived from a
formation will have their leadership and/or command levels Secondary Commander, must always be assigned to
reduced by one for as long as they are part of the mob the unit in which the secondary Commander resides
unit; in the case of leaders, this will be the entire game. (the ad hoc unit).
Focal Points are unaffected.
Figure Quality
All figures (and hence units) in the U.S.S., whether infantry
or vehicle, have a quality rating. A figure’s quality affects
its likelihood of failing an individual morale test or an
individual rally roll. A unit’s quality affects its likelihood of
The diagram above shows an ad hoc Vobian unit failing a unit morale test or unit rally roll, as well as helping
made up of 4 Boxcar Beasts (1 with a focal level to determine its minimum unit size, which is the number
of 2) and 6 Spondylocrits. The diagram below of figures a unit of a given quality must contain in order to
shows it after splitting. avoid making a Unit morale test in the resolution phase.
Morale: 6+
Minimum unit size: 6
Notice that unit perimeters are not violated by Special: leaders reduce minimum unit size.
troops may not be Leaders or Commanders and are Minimum unit size: 2 or none 1
unaffected by them. Special: may declare separate orders for separate figures,
limited ability to be assigned attack chits, may be
Morale: 4+ purchased separately or as units 1.
Minimum unit size: 6
Special: automatically pass individual morale tests, focal 1
Vehicles may be purchased separately or as parts of
points reduce target morale number and minimum unit standard units; if the latter is the case, each vehicle may
size, unaffected by Leaders or Commanders. declare orders independently. If the unit shares an initiative
card (due to being a standard unit or a player-created ad hoc
•Fanatic / The Fanatic strongly believes that her side unit), however, it must take unit morale tests if reduced to
is in the right and will often be willing to sacrifice herself one member (minimum unit size = 2).
in the name of her species. This bravado tends to be of a
mob-like nature, however, and will fade as the number of
figures in a given unit drops off significantly. MORALE TESTS
none 4+ 6
ATTACK CHIT USES 1 3+ 5
2 2+ 4
1 May be assigned (Leaders only). 1
Focal Points are not cumulative. If multiple Focal
2 May be used to give a +1 bonus to any single Points are in the same unit, use the effect of the
1 2
non-AOE damage roll (to-hit roll for AOE ).
Focal Point with the highest Level.
3 May be used to give a charging figure a
temporary +1” Move and +1 reflex.
4 May be used to give a +1 bonus to any
individual morale test. Commanders
5 May be used to ignore one damaging hit on a Commanders represent officers whose primary function
d10 roll of 10 (“dumb luck roll”). is not the motivation of units or individual figures, but
rather the command and control of the force as a whole.
1
No more than one damage roll per weapon may To represent this, they are given command cards. As
be affected; in the case of weapons with a feed described above in “How Units Activate” (page 14),
rate of greater than one, the firing figure must these cards may be assigned to units at the beginning 019
declare which damage roll is to be modified. of each turn to increase their chance of activating early
in the turn. Level 1 Commanders receive one command
2 card per turn and Level 2 Commanders receive two
Since cone weapons are AOE weapons that do
command cards per turn.
not need to roll to-hit, attack chits will not affect
cone weapons at all. At the beginning of a battle, if a player’s force has any
Commanders, she must assign one as the Primary
Commander, and all others as Secondary Commanders.
Command cards from a Primary Commander can be given
to any standard (not ad hoc) unit in the Primary
EXAMPLE
A unit of Vobian Thought Police (quality=Elite) contains After set-up (page 10) is finished, game play in the
a level 1 Secondary Commander. At the beginning of Universal Skirmish System proceeds by the turn. Each
UNIVERSAL BASIC - MAIN RULES
the Command Phase, the controlling player decides turn is divided into three phases, each of which must be
that this Commander will split off and form its own unit. completed before moving on to the next. After all phases
He therefore adds another initiative card to the deck have been completed, play moves to the next turn. In our
for this new unit. Note that this split could not have experience, a typical game will last from between 4 and 8
occurred if leaving would have left the original unit below turns.
its minimum unit size. On the following turn, the
controlling player decides that the Commander will join Phases
a nearby unit of Specters (Quality=Elite) and therefore The three phases of each game turn are described below:
removes its initiative card from the deck. The unit will
now be able to benefit from the Commander’s morale Command Phase / Any splitting or joining of
effects and command card.. units must be announced during this phase. After any
changes in unit structure are completed and any new
initiative cards have been assigned, surviving Primary
•Commanders And Rallying / Any figures in Commanders may choose where to place their command
the same unit as a Commander will receive a +1 bonus cards. Record the unit that will correspond to each
on all individual morale tests and individual rally rolls. Unit command card. Secondary Commanders must give their
morale tests and unit rally rolls are unaffected. command cards to the unit of which they are a part. See
the discussion on How Units Activate (page 14) for a
•Mob Commanders / Any commander that more in-depth description.
begins the game as part of a unit in mob formation will
have its command level reduced by one for as long as it Active Phase / Perform the following steps until
remains part of the unit. all units have been activated:
CHARGING
MANEUVER ORDER - SPRINT
EXAMPLE
A unit of Meraxillan Taks activates and the controlling
player declares “Cohesive Fire” orders. There are 5
Taks in the unit, three of whom are armed with
Shriekers (primary weapons) and two of whom are
•Fire / All units declared to be on “Fire” orders must armed with Doppler Grenade Launchers (support
first choose a type (see below). Only units on fire orders weapons). The Meraxillan player moves and fires his
may use a ranged weapon1 in addition to moving. troops as diagramed on the following page.
1
Close Defense Weapons (page 40), although technically side
arms, may be used at any point in the turn, in addition to any
ranged fire or HTH combat.
[C]
PRIMARY FIRE
[B]
[E]
[F] [C]
[D]
[H] [F]
[A]
[G]
024
[C]
Vehicle Orders
Vehicle units other than mecha (or anime mecha) need
[D] not declare orders in the same manner as infantry units.
Due to their nature, they are always considered to be on
“vehicle orders”. While on vehicle orders, vehicles may
choose to move at any speed, may ram enemy figures
[B]
during their movement, and may fire any of their weapons
in the appropriate arcs using the normal targeting rules.
Vehicles may always choose to cover with any one unfired
[E] [A]
weapon if they choose (declared at time of firing; simply
put a “vehicle cover” counter next to the vehicle unit in
Figures A and B both can see Figure E and question). The designations of primary weapon,
therefore use the rules for suppression (page 33) secondary, etc., on a vehicle’s data sheet are merely
to lay down a suppression template that touches meant as descriptors and have no effect on orders, as is
the closest member of the closest enemy unit, the case with infantry. While vehicles certainly would have
as shown above. the ability to aggressively move towards an enemy or
suppress distant targets, the scale of Defiance requires 025
Figure C, although armed with a Gatling Laser, that they are unable to “suppress” or “charge” when under
cannot see the closet figure in the target unit, the constraints of such a small battlefield area.
and therefore its fire action is wasted.
It is important to note if a vehicle is moving or stationary, as
Figure D, armed with a Grav Mortar (support this will affect how well infantry can board, exit or charge it.
weapon), may not fire during this activation. As Therefore, any vehicle that does not move at all in a given
the Grav Mor tar is an AOE weapon, it is activation (even to change facing), should have a “static
incapable of covering fire (page 32). Note also vehicle” counter placed next to it.
that, being AOE, it could not have been used for
suppression, even if the unit had declared •Mecha Orders / Mecha and anime mecha, being
1
A figure’s maximum distance is the furthest distance
it could have moved while using the stated movement EXAMPLE
type. For example, a Figure with a Move of 5 has a A unit of seven Vobian Spondylocrits (MV: 4S) on Charge
maximum distance of 5” while walking and 10” while orders is attempting to cross a wall in its path. The wall
running. is measured to be within 8” of six unit members, but 10”
2
Only certain figures may use these movement types. away from the seventh. Spondylocrits are size 1 and
therefore the wall must be 2” or less in height to be
crossed. Assuming the wall is exactly 2” high (movement
Terrain Effects cost = 4”), the Vobian player must make an unmodified
Terrain will act to slow movement. Light terrain will reduce agility roll for each Spondylocrit (AG = 10). The d10
movement to 3/4 rate, medium terrain to 1/2 rate, and results are 3,5,6,6,0,9,9. As a result of 10 is always a
heavy terrain to 1/4 rate. All modified movement rates failure, only the Spondylocrit for which a “0” is rolled fails
should be rounded to the nearest half-inch. to climb the wall. This figure is placed at the base of the
wall at the exact point of first contact and its movement
is ended immediately. It may attempt a further climbing
TERRAIN EFFECTS attempt during its next activation, though the rest of the
unit may have to modify its orders so that unit perimeter
026
Terrain Mvmt. LOS Max. is maintained. Note that the seventh unit member cannot
Type Rate Modifier 1 Depth 2 climb the wall this turn, as its 10” of movement to get to
Light 3/4 -1 or -2 6” the wall will not leave it with the 4” of extra movement
required to cross it.
Medium 1/2 -2 or -3 4”
Heavy 1/4 -3 or -4 2”
1
The first line-of-sight modifier applies to Crawling
powered infantry, the second to standard infantry. Crawling is a modification of movement that represents a
If more than one terrain type applies, use the figure “hugging” the ground (crouching, hunching over,
one with the worst (lowest) modifier. PI need to etc.), therefore becoming less of an obvious target.
be touching a terrain feature to benefit from its Crawling figures move up to 1/2 their normal maximum
LOS modifier, while SI need only be within 1” of distance and may not enter heavy terrain.
a terrain feature.
2
This applies to direct fire that originates from both Before beginning to crawl, figures must first go “prone”.
outside and inside the terrain in question; no direct To represent that a figure is prone, simply lay it flat on the
fire may cross more than the maximum depth listed tabletop on its “stomach”, that is, face down. Vehicles may
for each terrain type. never go prone. Going prone costs no movement in inches,
but does count as movement, meaning a figure may not
Be sure to discuss any ambiguous terrain before go prone while stationary. Only prone figures may crawl.
play begins. Getting “up” from prone costs 4” of movement for powered
infantry (PI) and 2” of movement for standard infantry (SI).
•Climbing / Infantry figures may climb vertical •Hand-to-Hand Combat / Crawling or prone
obstacles that are a maximum height of 2” per the climbing figures receive a -2 penalty on reflex rolls. However,
crawling figures on charge or sprint orders may get “up” EXAMPLE
from prone after contacting an enemy figure, assuming they
have the movement left to do so. This allows them to avoid A unit of Confederate Storm Warriors (Move: 5J) declares
“Jump” orders. It may now move up to 15” towards the
the reflex penalty as long as they themselves initiate the
nearest enemy unit, ignoring any terrain that is 8” or less
HTH combat. HTH combat is discussed on page 45.
in height. If any intervening terrain is 9-15” tall, the unit
would only be able to advance 10”. If any intervening
EXAMPLE terrain obstacle was over 15” in height, then they would
not be able to jump over it at all and would be placed
An Altai Fallen hero, which forms its own unit, declares
just in front of it.
Sprinting orders against a nearby enemy. As there are
several figures in the enemy unit that are covering, the
Altai player decides it best if his Fallen figure (which will
be moving at sprinting speed) goes prone at the Flying
beginning of its movement. This costs no movement, Certain figures are capable of flight, due either to flight
but while prone, the Fallen must crawl at one-half its packs or natural ability. This is represented by the word
normal maximum distance. A sprinting Fallen (MV: 4S) “fly” or the letter “F” written after their movement
has a total movement allowance of 12”. The figure moves characteristic, for example “MV: 6F”. A figure that is flight
capable is considered to be both sprint capable (while in
4” (cost: 8”) to contact the nearest enemy figure, during
flight) and jump capable. Flying figures may not sprint
which its covering target fires at it. The shot misses due
while on the ground, nor jump while in flight.
to the further –2 LOS penalty imposed by the charging
figure being prone. As the Fallen now has used up 8”
•Flight Levels / There are three height levels (plus
of movement, it uses its remaining 4” of movement to
ground) at which a flying figure may exist. Flying units
stand up from prone, now that it is in HTH combat
should always have a flight level counter placed next to
with the enemy figure. This will remove the reflex
them to indicate their current height. Each flight level has
penalty for being prone in the upcoming HTH combat.
an effective height for purposes of tabletop terrain, shown
If the Fallen had only 2” of movement left, it could not
in the chart below. A flying unit may begin the game at
have stood up because it is a PI figure. It would
any of these flight levels.
therefore be forced to use the penalty for being prone
in the upcoming HTH reflex roll.
It is assumed to be the most common type of combat in area of effect (a 45 degree arc) touches the target figure
the Universal Skirmish System. (see diagram below). This change of facing is not
considered movement and occurs as soon as a target
Target Damage Rolls within the firing figure’s front arc is declared.
In general, ranged combat will be resolved by one or more
“damage rolls”. Each die will have a target damage roll
on a d10, which represents the number (or higher) that CONE WEAPONS
must be rolled to remove one point from the target figure’s
90o arc
Damage Capacity. A successful damage roll is known as
a “damaging hit”.
Bisecting line 45o cone
•Damage Rolls Greater Than 10+ / Many arc
times, modifiers will increase a target damage roll to 11
or 12. If this is the case, use the chart below to find out
how these numbers are possible using a d10. Any target
damage roll that is 13 or higher is impossible.
DAMAGE ROLLS OVER 10+ •Friendly Figures / If any line-of-fire crosses the
base of a same size or larger friendly figure, it is not
Target d10 Rolls Needed allowed. Before rolling any damage dice, simply declare
11+ 10, followed by 6+ a new enemy target, in this case the next closest figure to
12+ 10, followed by 6+, the original figure that was targeted, and measure range.
followed by another 6+
13+ Not possible
FRIENDLY FIGURES
•Elite And Vehicle Targeting / Elite infantry Each weapon will have a set of statistics (referred to as
units and all vehicle units ignore some of the above “stats”) that represent its power, range, and rate of fire.
targeting restrictions: they may fire at any enemy unit All examples listed in the section below come directly from
within their cover arcs, but must still target the closest the army lists contained in this volume, which were created
figure in that unit. using the Army Customizer.
•Type / All weapons have a particular class of figure
EXAMPLE
by which they are designed to be carried. These are, in
ascending order of relative size and power: SI weapons, The Meraxillan Shrieker has a range bracket profile of “5/
15/25/35/-”. Therefore, its target damage roll for targets
PI weapons and vehicle weapons. Vehicle weapons may
within 5” is 3+, between 5” and 15” is 5+, between 15”
only be used by vehicles. PI weapons may only be used
and 25” is 7+, and between 25” and 35” is 9+. The
by powered infantry and vehicles. SI weapons may be
weapon may not fire at targets further away than 35”. As
used by any class of figure, including standard infantry.
its feed rate is 2, the Shrieker will roll two damage dice
•Target / There are two target types against which each time that it fires.
ranged weapons are designed, infantry and vehicles.
The Meraxillan Hedgehog has a range bracket profile of
“-/-/-/UN/-”. Therefore, it may never have a target
TARGET TYPES damage roll of 3+,5+ or 7+. Its target damage roll for
any target that can be seen (UN = unlimited range) will
Anti-Infantry [AI] Weapons: These are be 9+. As its feed rate is 4, the Hedgehog will roll four
weapons designed to eliminate small, fast moving damage dice for each time that it fires.
targets. Weapons in this category range from laser rifles
to machineguns to shoulder-mounted rocket launchers.
•Area of Effect [AOE] / Many weapons will
Anti-Vehicle [AV] Weapons: AV weapons are have an explosive round. If this is the case, the radius in
designed to penetrate large, heavily armored targets. They inches and target damage number of the area of effect in
are usually slow to load and hard to aim effectively at small, question will be listed here. Area of Effect weapons must
mobile targets. Weapons in this category range from first roll to hit, using their range brackets, before they
bazookas to field cannons to the main guns on a tank. resolve any damage rolls. All AOE weapons will have a
feed rate of 1. They are further described on page 41.
EXAMPLE
•Feed Rate [FR] / The feed rate of a weapon is a
relative measure of the speed at which its projectiles leave The Confederate Ram’s Head Missile Launcher has a
the barrel, or the amount of energy per unit time exiting a range bracket profile of “-/25/40/55/60” and an Area of
laser or plasma weapon. In game terms, FR is the number Effect of “3”,5+B”. Therefore, its “to-hit roll” (not damage
of d10s rolled each time a weapon is fired. Weapons roll) is 5+ for targets within 25”, 7+ for those between
with a FR of 1 may only use suppression fire as part of a 25” and 40”, 9+ for those between 40” and 55”, and 029
suppression cluster, while those with a FR greater than 1 11+ for those between 55” and 60”. As its feed rate is 1,
may suppress (page 33) alone. After the FR will be written the Ram’s Head will roll one to-hit die each time that it
a weapon’s effectors, if any. An “A” after the FR indicates fires. Wherever the template is calculated to have landed,
that the weapon is an armor piercing weapon, “F” a field all figures measured to be within 3” of its center will be
piercing weapon, “S” a stun weapon, “K” a knockback subject to a target damage roll of 5+, using the rules for
weapon, “P” a Phase Weapon, “V” a vehicle piercing the Burst effector.
weapon, “B” a burst weapon, “U” an ultra weapon, “T” a
terror weapon, and “C” a cone weapon. All of these are
•Impact Rating [IR] / Certain weapons have
described separately below.
explosive tips or extra penetrating power and may
EXAMPLE
•3+/5+/7+/9+/11+ / These are the range brackets
The Vobian Shoulder Cannon (IR = 1) scores a successful
of the weapon in question. They represent the target
damage on a model with a damage capacity of greater
damage roll on a d10 needed to score a damaging hit on
than 1. It therefore would perform an impact roll with one
an enemy target at a given range in inches.
die. If the die were to come up as 7+, one extra damaging
hit would be scored on the target in question.
0-10” 0
11-20” -1
COVERING FIRE
21-30” -2
31”+ -3 During normal movement and firing, certain unit orders 031
LOS modifiers are cumulative. will allow specific unit members to “save” their fire actions
for a more opportune moment. This is called “covering”.
1
All powered infantry (PI) and vehicle targets use To represent covering, place a covering counter next to
the number before the slash. The number after the unit in question. This counter must indicate the weapon
the slash applies to standard infantry (SI) only, type with which the unit is covering (primary, support, side
who are better able to utilize every nook and arm), as well as the LOF modifier that will apply to any
cranny that a piece of terrain provides. Figures covering fire from the unit in question (-4, -2, or 0).
firing through multiple terrain types use the worst
modifier possible from any one type; do not add The following enemy actions, if they occur within the cover
t e r r a i n m o d i f i e r s t o g e t h e r. P I n e e d t o b e arc of *any figure* in the covering unit, may trigger a unit’s
] [Figure Base] Direct fire weapons with a feed rate of greater than one
may use “spread fire”, a game effect that allows for multiple
targets to be damaged by one weapon. Figures may also
032
pool their feed rates into “suppression fire” templates,
•Resolving Covering Fire / Covering fire is which represent high volume fire meant to deny the enemy
always given an additional -2 LOF modifier to the damage access to a particular battlefield area.
roll, in addition to any other modifiers. This is represented
Spread Fire
in the chart below:
Any direct fire weapon with a feed rate (FR) of greater
than 1 may use spread fire. Spread fire allows high feed
rate weapons to eliminate more than one figure at a time.
COVERING FIRE MODIFIERS
Spread fire may be done on a figure-by-figure basis, but
Unit Direct Covering must be declared before a given figure rolls any damage
Rate Fire Fire 1 dice. When using spread fire, declare a target as normal.
Stationary +2 0 After the first target has been declared, using the normal
Walking 0 -2 targeting rules, spread fire dice must be assigned.
Running -2 -4
To do this, allocate one or more dice to the first target.
1
Covering fire modifiers, like those for movement Then allocate zero, one, two or three dice towards
type, are line-of-fire (LOF) modifiers. “bridging the gap” between this figure and the next closest
enemy figure in the same enemy unit. Then allocate one
or more dice to the second target, etc., until no more dice
•Prohibited Covering Fire / Covering fire may are left. Allocating dice before making any damage rolls
never be used in conjunction with area of effect weapons, represents the fact that a firing figure would not be able
suppression fire, indirect fire, or grenades. to wait the 2 or 3 seconds required to know if an opponent
had been killed before deciding to move on to the next
opponent.
EXAMPLE
A running unit of 4 Altai Controllers was declared to The following weapon types may not use spread fire: area
be covering during its last activation and has a of effect weapons, close defense weapons, cone
“Primary Cover –4” counter next to it. In the line-of- weapons, or grenades.
sight of 2 Controllers is a Confederate Harem Warrior
in heavy terrain. [continued]
Spread fire damage dice are resolved as follows:
suppress, but will not receive the normal stationary bonus
SPREAD FIRE RESOLUTION of +2 to damage rolls while suppressing. Instead, use the
modifiers listed below. Only weapons with a FR of greater
1 Make appropriate damage rolls against the than 1 and unlimited ammo have the cyclic rate necessary
first enemy target. to use suppression fire alone. Weapons with a FR of 1
may only use suppression fire as part of a suppressing
2 Measure the distance from the previous target
unit (see below). Weapons that do not have unlimited
to the next target.
ammo may never suppress or contribute to a suppression
a] If this is greater than 2”, then check to see template.
if the dice allocated to bridge the gap is equal
to one per each full 2” that separates the The following weapon types may not use suppression
previous target from the next. If there are fire: area of effect weapons, close defense weapons,
insufficient dice allocated to bridge this gap, cone weapons, grenades, any side arms, or any weapon
the fire action ends immediately, and all further that has limited ammo.
damage dice are lost. Otherwise, go to 3.
Suppression Fire
Suppression fire is high quantity, low quality fire meant to •Template Size / Suppression templates will vary
keep an enemy’s head down and force morale tests. Any in size based upon the number of unit weapons
unit on primary suppression or support suppression orders contributing to them, as well as the individual feed rates
will use suppression fire. A unit must be stationary to of each contributing weapon. Suppression templates are
rectangular and will always have a width of 2”. To Suppression templates remain on the board until the
determine the length of a suppression template, use the suppressing unit’s next activation.
highest FR of the contributing weapons. This will be equal
to the length of the template. Together, the width of 2” Remember that damage rolls from suppression templates
UNIVERSAL BASIC - MAIN RULES
and the length of FR” create the base template of the and fringes will ignore all LOS modifiers except those
suppressing unit. For example, a FR 3 weapon template due to terrain.
will be 2” wide and 3” long. If no suppressing weapon
has a FR of greater than 1, then two weapons must be •Suppression Fringe / After resolving the
combined to create one effective FR 2 weapon (a base suppression template itself, any figures whose bases
template of 2” by 2”). A single FR 1 weapon firing alone touch the “suppression fringe” (the triangular area defined
may not make a suppression template. by the template edges and the center of the firing figure;
see diagram) are then attacked with one damage die each,
After the base template size is determined based on FR, with range again measured from the closest suppressing
each further weapon contributing to the template will add figure. Inside the fringe, damage rolls are at a -5 LOF
1” to its length, to a maximum length of 4”. Example penalty instead of a –3 LOF penalty, but are otherwise
templates are given at the back of this volume. calculated as per the number of suppressing figures.
Surviving figures within this area must also make an
individual morale test.
SUPPRESSION TEMPLATE SIZE
SUPPRESSION FRINGE
[2”x 2”] [Feed Rate - 2 ]
[Suppression Fringe]
[2”x 3”] [Feed Rate - 3]
[Suppression Template]
•Template Damage Rolls / Suppression
templates can damage any figures that touch them. The
target damage roll for any figures touching a suppression •Stoppage / Sustained fire is hard on a weapon,
034 template is determined by the range measured from the and some may fail from the heat and mechanical stress
target figure to the nearest suppressing figure that is of suppression. After all damage rolls have been
contributing to the template in question. Simply compare performed, each figure contributing to a suppression
this to the target damage rolls of the closest figure’s template must make a stoppage roll (page 36).
weapon range bands, as if it had used direct fire. This is
the base suppression damage roll. •Activating Within A Suppression Template /
Any figure whose unit activates while it is touching either a
For each weapon past the first (past the second for FR 1 suppression template or fringe, must make an immediate
weapons) that is contributing to the template, reduce the individual morale test and suffers an immediate damage
base suppression damage roll by one. For example, a roll. It does not suffer a further damage roll, however, unless
base suppression damage roll of 5+ will drop to a it moves at least 2 consecutive inches through the template.
suppression damage roll of 3+ if two further weapons
contributed to the template past the first (past the second •Moving Into Suppression Fire / If at any
if all weapons were FR 1). time a figure moves into a suppression template or fringe
area of effect, it must make an immediate individual morale
The firing unit must make one damage roll for each test. In addition, the suppressing unit must roll to damage
figure, whether fr iend or foe, that touches its that figure for each 2”, or fraction thereof, that it moves
within the template. The LOF penalty for damage rolls made
suppression template. Only one die is rolled per figure,
against figures moving through suppression is always -5,
regardless of the FR of the weapons contributing to
regardless of whether they touch the template, the fringe,
the template.
or both. This makes suppressing figures able to deny
These damage rolls use the suppression damage roll as enemy access to certain areas of the tabletop and ensures
a target and suffer a -3 LOF penalty, in addition to any that their unit is very difficult to charge from a distance.
other LOF modifiers. All LOS modifiers except terrain 1
are ignored. Any figures that remain alive after
suppression damage dice are rolled must then
immediately make an individual morale test.
1
This means that figures which cannot be seen by the
suppressing unit’s firing figure, due to terrain blocking effects,
cannot be affected by a suppression template.
EXAMPLE EXAMPLE
The figure in the diagram below has survived the laying [continued] In addition to the enemy figures within the
down of a suppression template without suffering template itself, there is one figure from the unit that is
damage or failing an individual morale test. Upon its found to be in the suppression fringe, at a distance of
activation, however, it must make another individual 20” (base suppression damage roll of 7+, brought down
morale test. Assuming it passes this, the figure the to 4+ by contributing figures).
moves to exit the template. As the closest template
edge is 1” away, the figure suffers one suppression Damage rolls against the two enemy figures within the
damage roll with a -5 LOF penalty. If the figure had template (target 4+ and 6+) will have a –3 LOF modifier.
needed to move 3” to exit the suppression fire, it would The roll against the figure in the fringe will have a –5 LOF
have suffered two subsequent damage rolls. modifier. The Confederate player rolls a 7 and 8 against
the two figures in the template, modified to 4 and 5, thus
eliminating the first figure but not the second. The
damage roll against the figure in the fringe is a 6, modified
EXITING SUPPRESSION
to a 1, which is a failure. The second figure in the template
[Suppression Template] and the figure in the fringe must now make immediate
individual morale tests.
[Suppression Fringe]
SUPPRESSING
THE STOPPAGE ROLL •AV Weapons / All anti-vehicle weapons will ignore
the AR of an infantry target (that is, they are armor piercing
Anytime a figure uses suppression fire, torrential fire, or with respect to infantry), regardless of whether they are
a split FR weapon at its higher FR, the controlling player armor piercing. This represents the fact that AV weapons
are unwieldy weapons specifically designed to break
must make a “stoppage roll” immediately after any initial
through thick armor plating, and the relatively light
damage rolls and/or individual morale tests that are due
protection level of an infantry target will mean little. Only
to the firing weapon are resolved. Stoppage represents
AV weapons that are specifically armor piercing may
a temporary weapon failure, secondary to jamming,
ignore the AR of a vehicle target.
overheating, or the need for a reload.
and fire as if they were heroes as long as at least one crew-ser ved weapon must always attack any
crewmember is directly adjacent to the weapon. crewmembers before attacking the weapon itself. If no
Weapons and their crew move together as if they were crewmembers are present or all crewmembers are already
one figure, but may not run, sprint, jump or fly. Instead engaged in HTH combat, then the weapon itself may be
they move at one-half the walking speed of the crew attacked. As above, consider it a vehicle target with an
for each member present (that is, half base movement AR of 0 and DC of 1.
rate for one crewmember, full base movement rate for
two crewmembers). Crew-served weapons may not
enter heavy terrain. SPECIAL WEAPONS
Many weapons will not follow the standard rules for damage
While crewmembers move and fire their weapon as
resolution, due to either their mode of use (for example
heroes, they are still considered to be part of their parent
grenades are thrown, air strikes are called down), or their
unit and must abide by the results of any unit morale tests
battlefield effects (for example, area of effect weapons may
or rally rolls.
damage more than one figure in a single hit).
•Weapon Recovery / If a weapon has less than
Close Defense Weapons [CDWs]
its full crewmember compliment, then up to 2 figures from Close defense weapons represent explosive or radiating
the same unit may declare that they are moving to replace effects meant to discourage enemy troops from swarming
any lost crew members and “recover” the weapon, instead around a particular target. CDWs are typically one-use
of following normal unit orders. Simply move the devices that can be fired at any time during the game turn.
recovering figures as if they were heroes. Recovering
figures may not fire any weapon on the turn in which it •Firing CDWs / The activation of a CDW may be
moves to recover. Once recovered, a crew-served weapon declared at any time regardless of a unit’s orders. The
may move and fire normally on its unit’s next activation. only exception is that CDWs may not be activated in
response to a successful enemy damage roll that
•Targeting Units With Crew-Served eliminates the figure carrying the CDW. CDWs may be
Weapons / Any unit that contains at least one crew- activated in response to enemy fire or HTH attacks, but
served weapon counts as being size 3 for purposes of only before any damage rolls are made. Stunned figures
040 enemy targeting. This means that enemy figures may may not use CDWs, but shaken or broken figures may
bypass size 1 and size 2 infantry units to fire upon units use them by first rolling a successful individual morale
that contain crew-served weapons, even if the specific test (there are no ill effects if the roll is failed, the CDW
figure being targeted is not size 3. may simply not be used). This morale test does not
remove the shaken or broken status of the figure in
•Targeting Crew / Enemy figures may target a question, it simply allows for the use of its CDW.
crew-served weapon even if it is not the closest figure in
a given unit (they must still target the closest unit, however, Once activated, CDWs affect all figures, friend or foe,
unless they are elite). To resolve ranged fire against a within a cer tain area of effect, specified in their
crew-served weapon, first roll whether the figure is descriptions. CDW effects, like other area of effect
targeting the crew or the weapon itself, based on the weapons, ignore all LOS modifiers.
following chart:
•Unlimited Ammo / Rare CDWs will not be one-
use devices, but will rather have unlimited uses. If this is
the case, a CDW may be fired once per game turn.
TARGETING CREW
•Kamikaze CDWs / Certain CDWs will not only
Die Roll 1 EffectTargeted 1
Figure
affect surrounding figures, but also the carrier itself. When
1-6 Closest Crewmember a Kamikaze CDW is activated, resolve its effects as
7-10 Weapon 2 normal. However, the carrying figure is automatically
considered eliminated as soon as any damage rolls are
1
If the die roll indicates a target that is not within completed. Like normal CDWs, a Kamikaze CDW cannot
LOS of the firing figure, simply roll against the nearest be activated in response to a successful damage roll that
target that can be seen. eliminates the carrying figure.
2
Crew-served weapons are considered to be
vehicle targets with an armor rating of 0 and a •Poison CDWs / Certain close defense weapons
damage capacity of 1. will have what is termed a “poison effect”. Poison effects
are always considered to have the burst effector, and will
double the AR of any figures affected for purposes of
damage rolls. Unlike other AOE templates with the burst
Any weapon that is within its 3+ or 5+ range band may always effector, poison templates will grow until they reach a
choose its target specifically, as long as it can be seen clearly. certain size, and then dissipate.
In the Resolution Phase of each turn, any poison effect
EXPLOSION SHOCK [AOE]
templates will increase their radius by +2” (for example, a
2” template becomes a 4” template), and their target
damage roll by +2 (for example, 1@7+B becomes
1@9+B). This continues until the template is 8” or greater
in size. During the Resolution Phase of the following turn,
y y
all poison templates that are 8” in size or greater will
y
dissipate, instead of gaining +2” in radius. Remove
dissipated templates from the board immediately.
y
In the Command Phase, any poison templates that
remain on the board will drift. To calculate drift, simply
roll d5” scatter.
they can never move faster than walking speed. purposes of victory points and may no longer fire or move,
other than to roll forward in the next turn as described
•Vehicle Movement Restrictions / under “eliminated vehicles” (page 50).
Vehicles may never go prone, crawl, or climb. Additionally,
only Mecha-type vehicles may enter heavy terrain. If a Until all SDC are eliminated, however, any passengers
non-mecha vehicle touches the edge of a piece of heavy inside the vehicle will be safe and able to exit freely.
or impassable terrain, or if a mecha touches impassable Enemy figures firing at a disabled vehicle must use the
terrain, the vehicle is considered to have been rammed. same AR as before, but any field saves the vehicle might
See the Ramming rules below. have had are no longer in effect. When the structural
damage capacity of a vehicle is reduced to zero, all
•The Five Vehicle Types / Light Vehicles, Mecha, passengers must roll for survival (see page 52).
Anime Mecha, Armored Personnel Carriers (APCs), and
Armored Fighting Vehicles (AFVs).
EXAMPLE
Light Vehicles The Pyramid Troop Transport (“DC: 3(4)”) will become
Light Vehicles (LVs) are generally bikes, skimmers and non-functional after suffering three damaging hits (and
such, with one or perhaps a few crewmembers. LV turn will move forward during its next movement phase as if
costs are 1” for walking speed, 2” for running speed and it had been destroyed completely). However, any
(if applicable) 3” for sprinting speed. LVs are limited to passengers will be safe until a further four damaging
three turns per movement phase. They may not enter hits are scored by the enemy.
heavy terrain, but may jump or fly over it.
Armored Fighting Vehicles [AFVs]
Mecha AFVs represent vehicles dedicated to the total destruction
Though they are vehicle targets, Mecha can be thought of the enemy. They are generally very well armed and well
of in general terms as “huge infantry”, representing armored, but hard to maneuver in built-up areas. AFV turn
lumbering, vaguely animal-like machines. That is, they costs are 2” for walking speed, 4” for running speed and (if
move very similarly to infantry, being able to traverse heavy applicable) 6” for sprinting speed. As with APCs, AFVs
terrain, and are capable of initiating HTH combat. A Mecha have a maximum of two turns per movement phase. They
figure is however somewhat more limited than infantry in may carry passengers and use the rules for structural DC
048 terms of movement, and, like other vehicles, must expend mentioned above. They are forbidden from entering heavy
its turn cost in order to turn up to 90º. Mecha turn costs terrain and are incapable of flying or jumping.
are 1/2” for walking speed, 1” for running speed and (if
applicable) 11/2” for sprinting speed. Mecha may turn as
EXAMPLE
many times as desired in a given movement phase, until
they run out of movement. A Confederate Pitbull has a Move of 8. As an AFV,
its turn costs are 2/4/- (it cannot sprint). The
Anime Mecha Confederate player declares the Pitbull to be
Certain mecha are maneuverable enough that they do “walking”, with a movement sequence as follows:
not require a turn cost. That is, they act exactly like infantry move 3” into cover arc, turn to the right (cost = 2”),
in terms of movement, with the exception that they may move 3” into new cover arc.
not go prone, crawl, or climb.
•AFV Damage Charts / To represent their extra
Armored Personnel Carriers [APCs]
protection, AFVs have special rules that apply after a
APCs represent heavily armored troop transports, meant
successful enemy damage roll is made. Whenever a
to get soldiers to the front with minimal damage. APCs damaging hit is suffered by an AFV, roll on the AFV
have extra protection for their passengers, represented damage chart for the vehicle in question, which will be
by their structural damage capacity, and are immune to listed on its template. This is a d100 roll that determines
stun weapons. APC turn costs are 11/2” for walking speed, where and how the AFV was damaged. Simply roll a d100
3” for running speed and (if applicable) 41/2” for sprinting and follow the chart instructions. An example damage
speed. They are less maneuverable than light vehicles chart is shown on the following page:
and may only turn twice per activation. They may not
enter heavy terrain, but may jump or fly over it.
Ramming Target
RAMMING Vehicle’s Speed Damage Roll1
Walking 7+
All vehicles except mecha or anime mecha may attempt Running 5+
to ram infantry or other vehicles. Infantry figures, mecha,
Sprinting 3+
and anime mecha may attempt to dodge a vehicle’s ram
attack by making a “dodge roll”. Vehicles other than mecha 1
Damage rolls due to ramming always ignore
and anime mecha may not dodge.
the AR of an infantry target, but never the AR of
a vehicle target.
The Dodge Agility Roll
Every time an infantry figure or (anime) mecha is Ramming Number Of
contacted by a moving vehicle, it may choose to make a Vehicle’s Size Damage Dice
modified agility roll to avoid being rammed. If the modified 4 1
roll is less than or equal to the figure’s agility (AG) stat,
5 2
then the ram is a failure. If the modified roll is greater
than the AG stat, the ram is a success. A dodge roll of 1 6+ 3
always indicates a failed ram, regardless of modifiers, and
a roll of 10 always indicates a successful ram.
[1] AUGMENTATIONS
reduced battlefield effectiveness for chosen units. 5] Roll a d10 (the hiding roll) for each unit attempting to
hide, and subtract any applicable detection modifiers from
the result. Any modified die roll that is equal to or greater
[2] COVERT OPERATIONS than a unit’s target hiding roll is a success, and that unit
is considered to be hiding (see below). If the modified
In a real battle, soldiers rarely know exactly where an enemy roll is less than the target hiding number, the unit has
unit lies until they make visual or auditory contact. In high been detected and must be placed on the table as normal.
tech worlds, electronic countermeasures add an additional
level of complexity, as sensors and jammers constantly vie EXAMPLE
for communications superiority on the battlefield. The Player 1 has one Commander (primary) and 3 units in her
following rules for Covert Operations (CO) encompass
army, one with a CO value of 3 and the other two with CO
hiding, detecting, set-up and infiltrators in the context of
values of 1 each. She decides that she will have the
electronic warfare. Only armies of tech level 2 or 3 may
Commander give one command to the unit with the highest
use these rules. When playing with the CO rules, players
CO vale (now 4) and have that unit hide, while the other
must purchase all of their figures with the additional point
costs associated with their CO rating. The CO rating varies two units will try and detect (total detecting CO value = 2).
from 0 to 4 and is listed in the figure profiles. This information is recorded secretly.
Please note that these rules absolutely require honesty on Player 2 has two Commanders (one primary, one
the part of all players. If you don’t trust your opponents, it’s secondary) and 5 units in his army, two of which are CO
probably not worth using them without an impartial observer. 2, two of which are CO 1 and one of which is CO 0. He
decides that the primary Commander will give one
Hiding and Detecting command card to the first unit with CO 1 and the secondary
There are two ways that units may utilize electronic Commander will give his command card to the second
warfare in the Universal Skirmish System: by attempting unit with CO 1 (of which he is a part), and that these two
to hide their electronic signatures, or by attempting to units (both now CO 2) will hide. The other two units (both
detect any nearby enemy units that are themselves CO 2) will detect (total detecting CO = 4). This information
trying to hide. The former is referred to as hiding and is recorded secretly.
the latter as detecting.
054 Both players then simultaneously reveal their hide and
At the beginning of game set-up, after terrain has been detect orders. Player 1’s hiding unit has a base target hiding
placed, but before any units are placed on the tabletop, roll of 3+ (7 - 4 for CO). Player 2’s hiding units both have a
each player must secretly record which of his units, if any, target hiding roll of 5+ (7 - 2). As player 2 has a total
will begin the game hiding or detecting. Each unit is detecting CO of 4 and there is only one enemy unit hiding,
assigned a CO value equal to the lowest individual CO his detecting units will give a -4 detection modifier to the
stat of any unit member. Only units with a CO value of hiding roll of player 1’s hiding unit (4/1 = 4). As player 1
greater than zero may hide or detect. has a total detecting CO of 2, his detecting units will give
a -1 detection modifier to the hiding roll of both of player
Before initiative cards are shuffled, all hiding and detecting 2’s hiding units (2/2 = 1). Hiding rolls are made, with player
should be resolved. Use the following rules to determine 1 rolling a 9 (a success, even when modified to 5) and
hidden unit set-up: player 2 rolling a 5 and a 9 (one failure due to the detection
modifier, and one success). Thus, each player will now
1] Secondary Commanders may use their first turn’s have one particular unit that may begin the game hidden.
command card(s) to give the unit of which they are a part
+1 to its CO value per card spent, for purposes of hiding
and detecting. Primary Commanders may use their Any unmodified hiding roll 0f 10 is an automatic success.
card(s) to give any friendly unit on the board a +1 to its
CO value per card spent. Hidden Set-Up
Any unit that makes a successful hiding roll may begin
2] Both players then secretly record which of their units the game hidden. Instead of placing them on the table
will be hiding and which detecting. Results are then during set-up with the rest of his force, a player with hidden
revealed simultaneously. units must secretly record a coordinate value for each
hidden unit. Writing coordinates for hidden units still counts
3] Figure the target hiding roll for each unit attempting as unit placement, and their initiative cards are placed in
to hide. This number will be a 7+ minus the CO value of the deck as normal, even though they aren’t actually
the hiding unit. For example, a unit with a CO of 3 will placed on the board during normal first turn set-up. The
have a target hiding roll of 4+. No rolling yet! coordinate value of a hidden unit is not recorded until its
initiative card is drawn, and may not exist outside of the
4] Now, add together the total CO value of each enemy normal deployment zone. In a standard game, this means
unit attempting to detect; divide this total by the number no more than 12” in and no closer to a side edge than 8”.
EXAMPLE EXAMPLE
During the game’s set-up, player 1 has one hidden Player A has a hidden unit on the tabletop at coordinates
unit and one non-hidden unit to place on the tabletop. (X 10”, Y 12”). On the first turn of the game, one of Player
As with normal set-up, he and his opponent alternate B’s initiative cards is drawn first. Player B decides that his
placing units on the board based upon their initiative active unit will fire indirectly at an area that he feels must
cards: he first places his non-hidden unit on the board certainly contain Player A’s hidden unit. Looking at the lay
and then waits for his opponent (whose card comes of the terrain, he decides that Player A would most likely
up next) to place a unit; after this, he “places” his have placed his unit somewhere near (X 9”, Y 8”), and he
hidden unit (the last card to come up) by secretly declares these as his target point of impact. The fire cluster
recording its target coordinates. of the firing unit is 4” in size, and lands exactly on target.
Since the impact point is within 4” of the actual coordi-
nates of the hidden unit 1, the effects of the template are
The exact position of hidden units need not be announced
resolved as if ONE member of the hidden unit had been
to an opponent until the unit activates, whereupon the
hit, with only armor modifiers applying to the damage roll.
unit must immediately be placed upon the coordinates
recorded as outlined below: 1
9” is within 4” of 10”, and 8” is within 4” of 12”.
the “average” casualties that a given army can sustain standard game, the first player to fail an army discipline
before deciding that the battle is no longer worth fighting. roll is considered to have lost. If both players fail their
For armies such as the Meraxilla, who are used to seeing rolls during the same Resolution Phase, the game is a
death all around them, the discipline rating will be higher, draw. In a tournament situation, failing a discipline roll
and therefore Meraxillan armies can generally suffer more simply ends the game and the army that gives up the
casualties before retreating from the battlefield. For armies field is not necessarily the army that lost (though it likely
such as the Vobians, who have finite resources spread is). See the rules for competitive play below.
out across a vast territory, the number of casualties
suffered before the battle is considered a loss will be lower. EXAMPLE
Player A has a 500 point army (discipline fraction = 50)
The Current ADR
made up of a 227 point unit of powered infantry (discipline
Army discipline effects occur at the end of each resolution
effect = 5), a 179 point unit of standard infantry (discipline
phase, and are always the last issue to be resolved each
effect = 4), and a 94 point light vehicle (discipline effect
turn. These effects determine the waning of battlefield = 2). The initial ADR of his army is 9. On the first turn of
morale and subsequent loss of control that occurs as the game, Player A loses his light vehicle in a risky
casualties accumulate. By calculating the effects of all maneuver. No other units are destroyed or broken. During
destroyed and broken units at this time, each player will the resolution phase of turn 1, Player A calculates his
come to his current ADR. current ADR to be 7 (9-2). He makes a discipline roll and
the die comes up 8, which is 1 higher than his current
At the end of the turn, calculate the current ADR as follows: ADR. Thus, until the next resolution phase (when discipline
rolls are again made), all figures in his army will suffer a -
1] Determine the separate point cost of each unit that 1 penalty on individual morale tests.
was either destroyed or broken during the turn.
DISCIPLINE ROLL All forces must have been created using the U.S.S.
Army Customizer (page 65); this includes the official
D10 Effect Defiance army lists.
-C/ADR On Army 1
)0 No effect (success).
1 -1 on all Individual morale tests. Victory Points
2-3 -1 on all Individual and Unit morale tests. When playing in a competitive setting, a game still ends
when one or both armies fail an army discipline roll.
4-5 -2 on all Individual and Unit morale tests.
However, the player that failed the roll is not necessarily
6+ Army gives up the battlefield (failure). the loser. Use the following system to determine the result:
1
The results of a given discipline roll supersede
and replace the discipline roll results of the
previous turn.
Randomizing Point Values
VICTORY POINT AWARDS One interesting way to spice up competitive games is to
make each player’s forces semi-random. This makes for
For each full 100 points of enemy figures eliminated a battle in which a player is encouraged to make due with
or shaken/broken at game’s end: +1 VP.
what he’s given. Here’s a simple way to do this:
If opponent failed army discipline roll and you did not:
+1 VP for each full 500 points in opponent’s force. 1] The target force size for a randomized force must be
a multiple of 2000. Multiply the target size by 2 to get the
VP Advantages: as per individual army list. force pool.
Scenario Effects: as per scenario rules (page 61).
2] Force pool units are then created as follows: For every
4000 PV of force pool (2000 PV of target size), build four
unique units worth up to 500 PV each, and two unique
Winning & Losing units worth up to 1000 PV each. Unique units must be
If one player has 1-5 more VPs than his opponent, then different from all other units designed for the same army,
the game is considered a victory for that player. If one though the differences could be minor (for example, a
player has 6+ more VPs than his opponent, then the game different primary weapon for a given infantry frame).
is considered a “glorious victory” (brag away!). If the VP
totals for each army are equal, then the battle is a victory Note that tactical restrictions on certain units (elite, ad
for the player with the lower initial ADR. If both players hoc, and vehicle) will now apply to the force pool, not the
have the same initial ADR, the tiebreaker is the player target size.
who had fewer elite troops (in terms of PV) in his force. If
there is still no winner, and a tournament setting demands 3] Each player should write down every unit so designed
that one be declared, then roll a d10 (re-roll ties): the and assign a playing card to each; these cards should
highest roll is the winner of the game. Otherwise, the then be shuffled into two separate piles, one for each
game is a draw. player. These piles are called randomization decks.
The Point System & Competitive Battles 4] Just after battlefield set-up, each player then draws 3
Though no point system can be perfect, we have tried cards from his randomization deck for every 2000 PV of
our best to make the U.S.S. point system both balanced target size.
and consistent. That having been said, it is important to
note when the system will work and when it will not: 059
EXAMPLE
•Any statistical analysis requires a high sample size to Players A and B decide to play a game with a target size
be significant. Thus, comparing the point values of of 2000 points. This makes the force pool equal to 4000
individual figures will not be meaningful. The point system points for each player, with four 500 PV units and two
is only useful if several units (preferably at least 1000 PV) 1000 PV units for each player. Note that all of these units
are taken for both sides, with a good amount of variety should be unique in some way (even if only barely so, for
between troop types. example, a different type of grenade). Each unit is
Attackers & Defenders In order to reach a particular PV, players must remove
Each scenario has different rules for each player, one of units and then figures, one by one, until they are less
whom will be considered the attacker, the other the than or equal to the force size. Players may only remove
defender. At the beginning of each tournament round, figures singly from one unit until it reaches its minimum
each player rolls a d10 (the attack roll), re-rolling ties. The unit size. If it must be dropped below its minimum unit
player with the highest result chooses whether to be size, then the entire unit must be removed.
attacker or defender. His opponent then designates one
of the long table edges (any edge if the table is square) EXAMPLE
as his own deployment zone. The table edge opposite to
Player A is in a scenario tournament with a target force
this is automatically considered to be the deployment zone size of 2000 PV has 6 units with the following costs: 400
of the player who won the attack roll. PV, 320 PV, 500 PV, 225 PV, 275 PV and 280 PV. In the
first round of a variable tournament, she rolls higher than
The Scenario Roll her opponent and chooses to be the defender in the
Once all terrain has been placed, the attacker makes a upcoming scenario, which is then determined to be
scenario roll. This is a d10 roll that determines the “Advance to Contact”. This scenario gives the defending
upcoming scenario based on the following table. Once player a force size of 75% of the target force size, for a
the roll has been completed, use the individual total of 1500 PV. Player A could bring her army to this
descriptions for each scenario listed below to determine total by a number of ways. For example, she could
the exact composition of forces for the upcoming battle remove her 500 PV unit, or remove her 280 PV unit and
and any special rules that will apply. The “Basic Game” her 225 PV unit, or remove her 400 PV unit and at least
refers to the standard rules for deployment and set-up 100 PV worth of figures from her 500 PV unit (assuming
listed on page 10, the only difference being that terrain this does not bring it below its minimum unit size).
will have already been placed in this case.
Special Rules
SCENARIO ROLL Written here will be any deployment and/or initiative 061
changes that are particular to the scenario in question.
Roll Scenario These will take precedence over any contradictory
1-2 Standard Game (no scenario). passages in the main U.S.S. rules.
3-4 First Strike (re-roll if tech level one).
Victory Point Modifications
5-6 Advance to Contact.
In addition to all other victory points earned based on
7-8 Assault. enemy forces eliminated or broken, and the VP Advantage
9-10 Consolidation. particular to each player, certain scenarios will reward
Note that all infantry figures in the attacking player’s force that
were not declared to be inside of an APC or AFV are
SCENARIO ONE: First Strike considered to be inside of the lander.
These initial fights unfold in an extremely rapid manner,
being conducted by fast infantry and light vehicles, both Vehicles that did not crash land have their initiative cards
of which exit their landers with weapons blazing. shuffled into the initiative deck as normal. Vehicles that
crash-landed may not be assigned command cards and
their initiative cards are not shuffled into the initiative deck.
The first encounter between many ground forces in an
ultra modern or science fiction setting is a quick and violent If the lander did not crash land, the attacker may assign
one, whereby the attacking forces are airdropped (via a command cards to any units inside of it, and the initiative
landing vehicle of some sort) into the midst of the defender, cards of each are shuffled into the initiative deck as
in an attempt to wreak havoc with the element of surprise. normal. When a unit inside of the lander is activated, the
Such battles are exceedingly risky and almost always attacker must use maneuver or fire (not suppression)
result in heavy casualties for both sides. orders to move the unit from any of the four exit points
designated on the lander. If there is not enough room to
The First Strike scenario represents a drop force of exit all figures in the unit, then the attacker may not use
attacking troops landing just meters away from the enemy. the exit again this turn and must finish the exiting of the
The success of the attacker depends on his ability to blocking unit on following turns before any other units can
quickly exit and organize his landed infantry, coordinating use the same exit point.
them with any dropped vehicles to make full use of their
superior numbers, and then move them forward towards If the lander crash-landed, the attacker may not assign
062 their rendezvous point. The success of the defender relies
command cards to units inside of it and no initiative cards
heavily on good initial troop placement, long suppression from these units will be shuffled into the initiative deck.
fire lanes, and the flexibility to quickly exploit any
weaknesses in the attacker’s line before being overrun.
LANDER TEMPLATE
Force Size
Attacker: 100%
[ Lander template specs ]
Defender: 50%
- 10” x 10”
Special Rules - Four exit points clearly
The attacker does not par ticipate in normal unit marked from the center
placement. Instead, he secretly records the desired point. An “X” drawn as
impact point of his infantry “lander” by writing down any shown will define each
side edge as an exit.
coordinates that are on his half of the table and no closer
than 6” to a table edge. If the attacker’s force contains
any vehicles, then these must be given separate landing
coordinates by vehicle, and any passengers must be
recorded at this time as well. In all of the above cases, the defending player may
assign command cards as normal and will shuffle all of
At the beginning of the first turn, before any command his units’ initiative cards into the initiative deck. If the
cards are assigned, the attacking player reveals his attacker ends up having no initiative cards at all in the
recorded impact points. The “lander” is represented by a initiative deck, then the defender may activate his units
10” by 10” piece of cardboard (or cloth or paper), with its in any order he desires.
center clearly marked, and four exit points designated at
the midpoint of each side. The attacker then rolls d5” In addition to either player failing an army discipline roll,
scatter and moves the center of the lander in the direction the scenario will end if the attacker manages to exit all
the die is facing (as if rolling for indirect fire scatter). He surviving figures off of the defender’s table edge.
then does the same for each vehicle in his force. After
scattering, if a lander or vehicle ends up touching any Victory Point Modifications
heavy terrain, it must be moved to the nearest edge of The attacker receives +1 bonus VP for each full 250 PV
the heavy terrain with the resultant “crash landing” of attacking forces that exit off of the defender’s table
edge. The defender receives +1 bonus VP for each At the beginning of the first turn, attacking forces remain
full 500 PV of attacking forces that remain on the table off board, but may still be assigned command cards,
at game’s end. with their initiative cards being shuffled into the initiative
deck as normal. When the first attacking unit activates,
it must move onto the tabletop from any point along
SCENARIO TWO: Advance To Contact the attacker’s table edge, declaring maneuver or fire
orders. Subsequent attacking unit activations are
When it is not possible to bypass, the enemy must
be engaged. similar, except that they must always enter the board
from a point along the table edge that correlates with
the initial left-to-right order recorded earlier.
Strategically, forces attacking from the ground strive to
maneuver to the weakest point of an enemy line, thus Victory Point Modifications
ensuring maximal battlefield efficiency in the initial The defender receives +1 VP if his point guard survives
battles. It is the job of the opposing strategists to second the battle unbroken (regardless of its size). The attacker
guess and outmaneuver the attackers, making sure that receives +1 VP if the point guard is completely eliminated
the eventual site of the conflict is, if not ideal, at least a or broken at game’s end.
level playing field.
unit must move onto the tabletop from any point along board from its pre-recorded table edge, meaning it may
the table edge recorded previously, declaring maneuver not be declared stationary or on suppression orders.
or fire orders. After the first turn, all unit initiave card shuffling and
activation proceeds as normal.
Note, the attacking player can choose the defending player’s
deployment edge as one from which his troops will enter.
DEPLOYMENT SET-UP
Warfare moves fast, and the attacker of one engagement Victory Point Modifications
can quickly become the defender in the next. While well- Attacker receives an extra +1 VP for each enemy unit
placed firepower can take just about any objective that is broken or eliminated at the end of the game.
temporarily, in the final tallies, it will matter not what was
taken from the enemy, but what was held.
Force Size
Attacker: 75%
Defender: 100%
Special Rules
The defender must place at least one unit in each of
the four quartiles of playing surface (see diagram
below). No unit may be placed any closer than 6” to a
quartile border. After one unit is placed in each quartile,
the defender may then place the rest of his army
anywhere on the board that is not closer than 6” to a
quartile boarder.
After the defender has placed all of his units, the attacker
must then secretly assign his units to any of the three
table edges contiguous with his deployment zone. No
more than 50% of his PV may be assigned to any single
table edge. During the first turn’s Command Phase, the
attacker may then secretly choose any one of his initiative
cards and set it aside during shuffling of the initiative deck.
ARMY CUSTOMIZER
INTRODUCTION
THE FOUR-STEP PROCESS
Welcome to the Army Customizer, the complete force
design rules of the Universal Skirmish System
Before beginning the formal army design process, you
(U.S.S.) for modern and science fiction combat. Using
must decide upon a setting and sociopolitical background
the Army Customizer, players can design any army
for your army. This can be based on an already
concept that they can imagine and balance it for play
established fictional setting, history itself or simply your
against any other, including all official U.S.S.
own imagination.
publications from Majestic Twelve Games.
Describing the battlefield characteristics of your custom
Throughout these rules, we will give examples of how
U.S.S. army is a four-step process. First, you must choose
the customization process was used to portray aspects
a Technology Level (TL) and outline its global strengths and
of each of the official Defiance army lists. Once you
weaknesses, as described by the Strategy Rating (SR).
are familiar with its flow, you will find that the U.S.S.
Second, you must design the individual soldiers and vehicles,
can be used to simulate a vast array of other settings,
along with their weapons, that will make up your tabletop
both historical and fictional, as each individual player
forces. Third, you must create a list of standard units that
desires. We feel that after mastering its basic concepts,
will be most often seen on the field of battle. Finally, you
you’ll agree with us: the U.S.S. is by far the most
must decide upon army augmentations, the “icing on the
balanced and flexible system of its kind.
cake” that helps to flesh out your design concept.
Initial ADR: 8 9 10 11 12
[2] Maximum Ad Hoc TR Cost: -12 -6 0 +6 +12
Ad hoc units represent those not listed in an army’s
standard units. Ad hoc units (page 14) allow for greater
tactical flexibility by allowing for different mixes of weapons
and/or armor than would normally be possible, giving [6] Failed Individual Morale Test
players a greater ability to customize unit functions to an Events that force an individual morale test (page 16) are
overall battle plan. Ad hoc units are also the only type of those that check the inner courage of the trooper in
unit that may split into smaller units during game play. question. While all soldiers face the same stressors on
Remember, however, that ad hoc units may never join the field of battle, their responses will vary considerably.
with other units, and may not receive command cards You must purchase one and only one individual morale
from primary commanders. test from the following list, each of which has a particular
TR cost associated with it. Remember that Matrix quality
troops do not need to take individual morale tests.
AD HOC / TR COST
•Cower [TR Cost:0] / The figure affected
Maximum Ad Hoc: 25% 50% 75% immediately goes prone and may not fire at or charge an
TR Cost: 0 +3 +6 enemy in HTH combat. It may only crawl towards cover
(but need not do so) until successfully rallied in a
subsequent resolution phase.
[3] Maximum Elite •Instinct [TR Cost:0] / The figure ignores its
Elite units represent highly trained and motivated unit’s orders and becomes a hero for purposes of
soldiers, and are the most flexible infantry units on the movement only. It must travel at least twice its base Move 067
tabletop. Their ability to perform independent actions (running speed) away from the nearest enemy and into
(page 25) makes them quite effective at responding to the nearest cover (if possible) during its next activation.
changes in battle plans, though their high point value It may not fire any weapons or charge enemy figures,
can limit their usefulness. though it may defend itself in HTH if necessary. The figure
then auto-rallies in the resolution phase (no rally roll is
required), and must spend its next activation attempting
ELITE / TR COST to restore its unit’s perimeter, ignoring orders if necessary.
a successful rally roll is made in the next resolution phase. the affected unit go prone and may not fire at or charge
If the figure is a member of a unit that has declared Charge enemy figures. They may only crawl towards any cover
orders, it will move towards the nearest enemy unit as nearest to them (and must do so) until rallied in a
normal, but will stop 2” short of the nearest enemy figure. subsequent resolution phase. Rally rolls will be at +2 if the
unit in question is at greater than half the army’s maximum
•Gutless [TR Cost:-1] / The figure affected unit size (round down), but –2 if the unit is at less than half
immediately goes prone and may not fire at or charge an the army’s maximum unit size. Remember that units in
enemy in HTH combat. It may only crawl towards cover mob formation have a maximum size that is double their
(but need not do so) until successfully rallied in a army’s normal maximum size. Units at exactly half of their
subsequent resolution phase; all individual rally rolls will maximum size have no bonus or penalty applied.
be at a –2 penalty to the die roll.
•Regroup [TR Cost:0] / All figures in the
affected unit go prone and may not fire at or charge
INDV. MORALE TEST / TR COST enemy figures. They may only crawl towards any cover
nearest to them (and must do so) until rallied in a
Failed Individual TR subsequent resolution phase.
Morale Test Cost
Cower 0 •Know No Fear [TR Cost:+2] / All figures
Instinct 0 in the affected unit go prone and may not fire at or charge
Shame 0
enemy figures. They may only crawl towards any cover
nearest to them (and must do so) until rallied in a
War Cry +1 subsequent resolution phase. If this is the first time a
Cool Head +2 given unit has failed a unit morale test this game, the unit
Gutless -1 does not count against the current ADR and will auto-
rally in the resolution phase. If this is not the first time a
given unit has failed a unit morale test this game, then it
counts against the current ADR as normal and must make
[7] Failed Unit Morale Test a rally roll in the resolution phase.
Different soldiers do different things when faced with the
068 loss of their unit comrades. Some lose their will to fight •Group Selection [TR Cost:-1] / Once a
almost immediately, while others fight on despite mounting unit fails a unit morale test it will no longer make rally
casualties. Some even charge at the enemy in hopes rolls. Instead, it will go “berserk” to act as a decoy.
that they will be overwhelmed by such innate fierceness, Berserk units may not be given command cards, and
or at least that the distraction may be enough to allow any leaders and commanders in a berserk unit sacrifice
their comrades to win the day. You must purchase one their leadership and command levels for the rest of the
and only one unit morale effect from the following list, game. When a berserk unit’s initiative card is revealed,
each of which has a particular TR cost associated with it. it must go on “charge” orders and move at maximum
speed by the most direct route possible to engage the
Matrix quality troops will always use “Communication nearest enemy unit in HTH combat. A berserk unit may
Breakdown” (described below) for failed unit morale tests, not fire ranged weapons and will continue attacking
for which there is no associated cost. enemy units, continuing to new enemy units as soon as
one is destroyed, until either the berserk unit is
•Martyr [TR Cost:0] / All figures in the affected eliminated, or the game ends.
unit go prone and may not fire at or charge enemy figures.
They may only crawl towards any cover nearest to them •Discretion [TR Cost:-2] / The unit in question
(and must do so) until rallied in the subsequent resolution may not go prone and must declare sprint orders on its
phase. If any figures with a leadership level are present next activation, moving the maximum distance possible
in the unit when it breaks, they will not go prone. They towards the nearest table edge, taking the most direct
will instead become heroes for purposes of movement route possible. This movement requirement ends
and firing, and will immediately go on charge orders in immediately if the unit rallies in the next resolution phase.
this and each subsequent activation. They will always Any members of the unit that leave the tabletop are
move towards the nearest enemy unit, taking the most considered eliminated, counting as casualties for victory
direct route possible. Note that the unit itself may still point determination.
rally, using the normal modifier to minimum unit size
provided by the leader, as long as he or she remains alive. The following failed unit morale test does not affect TR and
The broken leaders themselves, however, become applies to all Matrix quality units 1:
permanently split from the unit, in terms of movement
and firing. They will continue to charge enemy units until •Communication Breakdown / For one full
they are eliminated or the game ends. If a leader succeeds turn, all figures in the affected unit may not fire or move at
in eliminating at least one enemy figure in HTH combat, all, not even to go prone. If attacked in HTH combat, they
receive a -6 reflex roll penalty as if they were stunned. •Bravado [TR Cost:+2] / All figures gain a +1
The unit will then automatically rally in the next resolution on individual morale tests. Fanatic quality troops with this
phase. advantage will only fail an individual morale test by rolling
“05” or less on a d100 (roll this instead of the normal d10).
1
Players may also designate this as their army’s failed
unit morale test for non-matrix units, if desired (perhaps •Faith [TR Cost:+2] / All units receive a +2
soldiers enter a “catatonic state”). If this is the case, it bonus to their very first unit morale test. Subsequent tests
will have a TR cost of 0. and rally rolls are unaffected.
[2] Meraxillan logistics are of average flexibility and the ability Combo Weapons
and desire of the Meraxillan soldiery to form specialized units Instead of designing entirely new weapon frames, players
is similarly average. Maximum Ad hoc = 25% (0). may instead use up frame slots to create “combo
weapons”, which are up to four weapons combined into
[3]Meraxillan elite forces, the genetically superior Crimsons, one. See page 81 for more information.
070 are a rare but definite presence in most large-scale ground
operatictions. Maximum Elite = 25% (0). Grenades & Close Defense Weapons
All armies may design up to two grenades, one infantry
[4] The Meraxilla design their ground forces primarily close defense weapon (CDW), and one vehicle CDW. See
around the foot soldier, with vehicular support generally
page 40 & 43 for more information.
present for transport and some degree of defense against
enemy vehicles. Maximum Vehicle = 25% (0).
FIGURE & WEAPON FRAMES
[5] The Meraxillan homeworld of Ulna is a harsh and violent
planet where death is commonplace. Perhaps in response
Level 1 The total number of frames and
to this, the Meraxilla are reknowned throughout the Perseus weapons may be up to 25.
Arm for their ability to suffer immense casualties before giving
up the field. Initial ADR = 11 (+6). FR Cost: 2
Level 2 The total number of frames and
[6] Though inured to death, the typical Meraxillan soldier weapons may be up to 35.
is still apt to act instinctually when it comes to greet him
FR Cost: 4 [TL 2 or 3 only]
personally. Failed Individual Morale Test = Instinct (0).
Total TR = 12 (4+0+0+0+6+3+0-1).
STANDARD ARMY LIMITATION PROFILE
WEAPON POWER - PI
WEAPON POWER - PHASE
Level 1 Powered Infantry weaponry may cost
up to 60 points. Level 1 Infantry phase weaponry may cost up
to 50 points,vehicle phase weaponry
FR Cost: 1 [TL 2 or 3 only] may cost up to 100 points.
Level 2 Powered Infantry weaponry may cost FR Cost: 1 [TL 3 only]
up to 80 points.
Level 2 Infantry phase weaponry may cost up
FR Cost: 2 [TL 2 or 3 only] to 100 points, vehicle phase weaponry
Level 3 Powered Infantry weaponry may cost may cost up to 200points.
up to 100 points. FR Cost: 3 [TL 3 only]
FR Cost: 3 [TL 3 only]
INFANTRY SPEED - PI [2] Confederate standard infantry are numerous and fairly
well-armed, being neither the best nor the worst in the galaxy
Level 1 Powered Infantr y Move may be in terms of weapon power.
greater than 5. Maximum SI Weapon Cost = 40 (+1).
FR Cost: 1 [TL 2 or 3 only]
[3] The Confederacy relies heavily on its powered infantry
corps and thus takes great pains to equip them with the
finest weaponry its technology can produce.
Maximum PI Weapon Cost = 80 (+2)
[8] Field Saves
Defines the maximum allowable field save (FS) of any [4] Humanity has a long tradition of arms escalation with
figure (infantry or vehicle) in the army list. regards to armored vehicles, and the Confederacy is no
072
exception. Maximum VE Weapon Cost = 160 (+2).
FIELD SAVES [5] Having stolen Vobian phase technology over 50 years
ago, the human empires have yet to perfect it, though what
Level 1 Vehicle or Infantry field saves may be gains have been made were tactically fruitful.
10+, 9+, or 8+. Maximum Phase Weapon Cost = 50/100 (+1).
FR Cost: 1 [TL 3 only]
[6] Combining the craftmanship of the Boers with the
Level 2 Vehicle or Infantry field saves may be technical expertise of the Germans has led to an impressive
10+, 9+, 8+, 7+ or 6+. collection of powerful and protective powered infantry
FR Cost: 2 [TL 3 only] frames. Minimum Armor Rating = -2 (+2).
Level 3 Vehicle or Infantry field saves may be [7] Human powered infantry, while not exceedingly slow,
any target number allowed.
are still designed more for protection than for mobility.
FR Cost: 3 [TL 3 only] Maximum PI Speed = 5 (0).
[3] VICTORY POINT ADVANTAGES •Delaying Tactics / At the end of the game, player
receives +1 VP for each turn that the game lasted past
Competitive battles (page 58) use victory points to the fourth (+1 VP for five turns, +2 VP for six turns, etc.).
determine a winner. The victory point (VP) advantages
listed below encourage certain tactics for certain armies. •Diplomacy / At the end of the game, player rolls a
The ideal target force size for a competitive battle is between d5 and adds the command levels of any of his remaining
2,000 and 4,000 PV per side. If forces are smaller than commanders. Divide the total by two and round up; this
1,000 or larger than 5,000 PV, the VP system will begin to is the number of bonus VPs received.
break down. There is no cost associated with VP advantages.
Simply choose one from the following, based upon how you •Glory / At the end of the game, player receives +1 VP
envision your army or your particular play style. for each 100 points of enemy figures that were eliminated
in HTH combat or by a friendly CDW. This is in addition
•Attrition / At the end of the game, player receives to any VPs normally gained. 073
an extra +1 VP for each full 400 points of enemy figures
eliminated (but not shaken or broken). •Land Grab / At the end of the game, player gains
+2 VP for each quartile of playing surface that contains at
•Capture / Any infantry figure may declare that it is least 200 PV of unbroken infantry units. Vehicles and
attempting to capture an enemy infantry figure in HTH broken infantry units do not count towards this total.
combat instead of eliminate it. The decision to capture
must be made before any damage dice are rolled and the •Safekeeping / At the end of the game, player
receives +2 VPs for each non-Matrix infantry unit that
Size 1-2 Standard Infantry [table 2.1] The minimum field save cost is +1 PV.
This covers all standard infantry frames. See page 94. 1
As a multiple of the base cost.
EXAMPLE Focal
The Meraxillan Runner has a HTH Rating of “3@9+B” and Level Leader Commander Point
a reflex of “+3”. Looking at Table 2.4, a damage roll of 1 +35 +60 +30
9+ costs 2 PV per die, with an additional cost of 1 PV
2 +50 +95 +60
per die for Burst capability. A reflex of +3 with a damage
roll of 9+ costs +0.5 PV per integer. Thus, the total HTH 3 +95 - -
cost of the Runner is 11 PV (3*2 + 3*1 + 3*0.5). 4 +110 - -
[3] Choose Weapon Frame & Basic Cost •Feed Rate Restrictions - Tech Level / In
Listed on the left of the first weapon table are the weapon addition to the tech level restrictions for weapon frame,
frames allowable. They are numbered for easy reference. listed in table 2.6, only armies with a tech level of 2 or
The designations “pistol”, “carbine”, “rifle”, and “heavy higher may design weapons with a feed rate of 4. No army
weapon” exist only for the sake of comparison; they have may design a weapon with a feed rate of greater than 4.
no effect on game play or weapon costs. However, cone
weapons do use significantly different rules for combat [7] Choose Weapon Effectors
resolution (page 37). Remember that tech level 1 and 2 Listed throughout tables 2.6 to 2.8 are effector costs. To
armies will be restricted in the types of weapon frame calculate the final cost of a weapon, simply add any
that they can purchase. individual effector costs together. Certain effectors will
actually subtract from the weapon cost. Effectors that
By cross-referencing the weapon frame to the PV column subtract from weapon cost (Stun and Terror) may not be
in table 2.6 (pages 100 - 101), players can discover their combined with any other effectors, including each other.
weapon’s basic frame cost. For example, a weapon could not be both stun (S) and
armor piercing (A).
All non-AOE weapons have unlimited ammo, unless certain
ammo multipliers (step 8) are in effect. Area of effect weapons have a limited choice of effectors,
and any purchased effectors for AOE weapons apply only
[4] Choose Phase Designation to the template itself, not to the to-hit roll.
If the army list in question is able to purchase phase 079
weaponry (as chosen above under “frame rating”), the •Allowed Effectors By Tech Level / In addition
player must decide if each weapon he designs will be a to the tech level restrictions for weapon frame, listed in table
phase weapon or a “non-phase” weapon (i.e. everything 2.6, certain impact ratings and weapon effectors will be
else). If the weapon is to be a non-phase weapon, proceed unavailable to low tech armies, as summarized below.
to step 5. If it is to be a phase weapon, the cost will be
listed in table one under the Phase Point Value (PPV)
column. This cost replaces the basic frame cost. Phase EFFECTORS - TECH LEVEL
weapons may not purchase a higher feed rate or any
No weapon with unlimited range may be made into a A - armor piercing S - stun
phase weapon. B - burst T - terror
F - field piercing U - ultra
[5] Choose AOE Designation K - knockback V - vehicle piercing
Any anti-infantry weapon may be turned into an area of P - phase
effect weapon. If you want a weapon to have an area of
1
effect, then calculate its basic frame cost on table 2.7 (pages Tech Level.
2
102 - 107). This cost will replace the basic frame cost of Impact Rating.
table 2.6. AOE weapons may be made into indirect fire
weapons (see below). If you do not want an AOE weapon
to have indirect fire capability, proceed to step 7 now. Allowed Effectors By Target Type / The
following restrictions apply to effectors, based upon
•Indirect Fire / Any AOE weapon may be made weapon type (see following page).
into an indirect fire weapon (see page 42) by paying the
extra IF cost listed for the frame in question. After any
desired IF costs are calculated, proceed to step 7.
Bracing weapons receive a 0.75x multiplier to calculate Combo weapon costs are calculated after all ammo
their final cost normal final cost. This is assessed after modifiers have been calculated separately for each round.
all other calculations have been performed. See page 39 In the case of special ammo options (see table on page
for more information on bracing weapons. 80), each separate round type must have the identical
profile. Rounding of the cost of each round is done before
•Infantry Crew-Served Weapons / Crew- the two weapon costs are added together. Combo
served weapons represent those that are heavy and/or weapons with more than two frames add a +5 PV 081
bulky enough that they require 2 infantry figures to operate. surcharge for each additional frame past the second (+5
Crew-served weapons count as the support weapon PV for three frames, +10 PV for four frames).
choice of both figures that will man the weapon, but any
unit may purchase a crew-served weapon. Crew-served
EXAMPLE
weapon costs are calculated exactly as other weapons,
but they use the maximum point cost of the army’s vehicle The Confederate Mauser Rifle / Sniper Rifle is a tandem
weapons, instead of the limits on PI and SI weaponry. To combo weapon. The cost of the Mauser Rifle is 30 PV
represent a weapon’s crew-served requirement, write and the Sniper Rifle is 19 PV. The cost of the combo
The Confederate Field Cannon / Field MG is a parallel All army lists may design one infantry close defense weapon
combo weapon and a cupola weapon. To calculate the (CDW). Infantry CDWs are purchased using the chart on
final cost, we must first calculate the cost of each weapon page 83, as either single use or unlimited use. A given unit
separately. Looking at table 2.8, the Field Machine Gun must be equipped with one type or the other. Single use
has a base cost of 90, adding 36 for impact, for a total of CDWs may be declared at any point in the active phase (the
126 PV. Looking again at table 2.8, the Field Cannon bearer need not itself be activated), while unlimited use
has a base cost of 59, adding 3*24 for impact, for a CDWs may be declared once per activation phase
subtotal of 131 PV. Multiplying the MG by the cupola (remember that friendly troops may be affected!). CDWs
modifier of 0.75 gives a total of 95 PV. Multiplying the may not be used in the Command or Resolution Phase.
cannon’s split FR and cupola modifiers gives a total cost
of 131*0.8*0.75, or 79 PV. The final parallel combo cost All CDWs are considered to be anti-infantry effects and will
is therefore 95+ 0.5*79, or 135 PV. suffer a –5 penalty to damage rolls against vehicle targets.
GRENADE TYPES
[Left Side Fire Arc] •In addition to the obligatory exclusive unit, the following
types of units must always be exclusive:
1
[Right Side Fire Arc] A frame is defined as a unique combination of Type, Size,
Move, Armor Rating and Damage Capacity.
2
Players may avoid this restriction if they designate all of their
infantry frames as size 3 (a race of “giants”).
EXAMPLE
The Confederate Pitbull AFV may purchase either a turret- EXAMPLE
mounted Heatsink Cannon or a turret-mounted Plasma
Burst Cannon as its primary weapon choice. The costs Unit Composition Example
for these weapons are therefore doubled, becoming
084 Vobian Hegemony
+264 and +294 PV, respectively.
Number of standard units: 14 (maximum=15).
Standard Restrictions
All players must create a list of standard units for their
army list. The following rules define the restrictions
imposed upon their creation.
1
There are only two general augmentations, and they are
All army lists, regardless of tech level, will have access to
1
Personal Tactical Computer A frame is defined as a unique combination of Type, Size,
[TL 3 Only: +15 PV Per Figure] A Personal Move, Armor Rating and Damage Capacity.
Tactical Computer gives a figure one attack chit, which
regenerates during every resolution phase. This attack After-Burst
chit may not be assigned to other figures. [TL 2 Or 3 Only: Varies Per Figure]
Certain specialized weapons will be simultaneously
Phase Jammer capable of penetrating a target’s armor and producing an
[TL 3 Only: +10 PV Per Figure] If an infantry explosive area of effect. Such weapons are termed after-
or vehicle figure with a phase jammer is targeted by a burst weapons. The unit that is assigned this
phase weapon that is outside of visual contact with the augmentation must designate one of its direct fire
bearer, roll a d10: on a 7+, the phase weapon can not weapons as the weapon that can be given after-burst
localize its target and the shot is wasted. capability. Choose one and only one of the effects (as
well as designating AI or AV) from the chart below for
Targeting Computer each after-burst weapon. Players may create a weapon
[TL 2 Or 3 Only: +25 PV Per Figure] All with an AI direct fire effect and an AV AOE effect, and
indirect fire weapons or thrown grenades from a unit vice versa. Units must upgrade all of their after-burst
that contains a figure with a portable targeting computer capable weapons or none of them. The costs in the chart
088 will scatter one less inch if they miss their target points. below are per infantry figure upgrading its weapon.
That is, spotted indirect fire and grenades will scatter
d5-1 inches, while unspotted indirect fire will scatter The designations AI and AV in this case refer only to the
d10-1 inches. This means that certain “misses” will still ability to ignore the normal -5 LOF penalty for firing at the
land on target, as the modified roll may be zero. target type in question. No other effects (like ignoring
armor ratings) apply.
[TL 2 Or 3 Only: Varies Per Figure] figure, it may remove its shaken status by rolling a 7+ on
Once per game, an infantry figure in a unit with this a d10. Alternatively, if adjacent to an infantry figure with
augmentation may fire its primary weapon as a grenade a starting damage capacity of 1 that was eliminated during
launcher, instead of their normal effects. Choose one of this turn (leave such figures face up if suture kits are in
the AOE weapon profiles (see chart below) and pay the play), the suture kit bearer may bring the figure back to
associated cost for each figure that carries a primary shaken status by rolling a 9+ on a d10.
weapon. Only one type of grenade may be chosen per
Torrential Fire
augmentation slot. Not all figures in a unit need to buy a
[TL 2 Or 3 Only: Final Weapon Cost x2]
GL. Note that players wishing to design weapons that
Certain specialized weapons will be capable of laying down
integrate more complex GLs would be better served by
enormous amounts of suppression fire. Such weapons are
the rules for combo weapons (page 81).
termed torrential fire weapons. The unit that is assigned
this augmentation must designate one of its non-AOE, direct
Phase Blade fire weapons as the weapon that can be given torrential fire
[TL 3 Only: +5 PV Per Figure] An infantry capability. Units must upgrade all of their torrential fire
figure with this augmentation is considered to have a field capable weapons or none of them. The cost of a torrential
piercing HTH attack. If it already had a field piercing HTH fire weapon is double the normal cost.
attack, this augmentation has no further effect.
Torrential fire weapons may choose to double their FR
Portable Field Generator for purposes of suppression fire, but not for purposes of
[TL 3 Only: +5 PV Per Figure Per spread fire. This allows for a much larger suppression
D a m a g e C a p a c i t y ] Each figure with this template size than would normally be possible. The
augmentation is given a field save of 9+. If the figure already drawback is that a torrential fire weapon firing at double
had a field save of 9+ or better, this has no further effect. rate must make a stoppage roll (page 36) with a target
number of 10+. If fired at the normal FR, the stoppage
Refractive Cloak roll will be 11+.
[TL 3 Only: +15 PV Per Figure] If equipped
with a refractive cloak, size 1 or 2 infantry figures that Weapon Immunity: Burst
090 were stationary on their most recent activation will receive [TL 2 Or 3 Only: +1 PV Per Infantry
a –2 LOS modifier. Size 3 infantry figures will only receive F i g u r e P e r A R > 0 ] This augmentation
a –1 LOS modifier. represents extra protection for the skin and lungs (or
their alien equivalents) of infantry figures. A figure with
Satchel Charge burst immunity will ignore the AR doubling effect of
[+10 PV Per Figure] Infantry figures with a weapons with the burst fire (B) weapon effector. Other
weapons affect it as nor mal. Note that this
satchel charge may attempt to attach it to a vehicle in
augmentation’s cost varies based on the armor rating
HTH combat. If the figure successfully makes its agility
of the figure in question. A figure with an AR of +1
roll (page 53), then the satchel has been attached and
would pay 1 PV, one with an AR of +2 would pay 2 PV,
will detonate at the beginning of the vehicle’s next
and so on. There is no point in purchasing this
activation. The vehicle will suffer a damage roll of 2@7+A. augmentation for figures with a zero or negative AR.
The satchel charge is considered an AV weapon and may
not be used against infantry. Weapon Immunity: Knockback
[TL 3 Only: +1 PV Per Infantry Figure]
Superheated Tip This augmentation represents inertial dampeners that are
[TL 2 Or 3 Only: +5 PV Per Figure] incorporated into the frame of an infantry trooper. A figure
An infantry figure with this augmentation is considered with knockback immunity will ignore the extra tagging and
to have an armor piercing HTH attack. If it already knockdown effects of weapons with the knockback (K)
had an armor piercing HTH attack, this augmentation weapon effector, though it still may be damaged as normal.
has no further effect. Other weapons affect it as normal.
TABLE 2.1
Frame TL G / GH R / RH V / VH M / MH F / FH L / LH E / EH
M3 / AR +1 2 4 / +13 6 / +15 8 / +15 9 / +19 10 / +18 11 / +18 14 / +14
M3 / AR +2 1 3 / +12 5 / +14 7 / +14 8 / +18 8 / +16 9 / +17 12 / +13
M3 / AR +3 1 3 / +12 4 / +13 6 / +13 7 / +17 7 / +15 8 / +16 10 / +13
M3 / AR +4 1 3 / +12 4 / +13 5 / +13 6 / +16 6 / +15 7 / +15 9 / +12
M3S / AR +1 2 5 / +14 8 / +16 10 / +16 11 / +21 12 / +19 14 / +21 17 / +14
M3S / AR +2 1 4 / +13 6 / +15 9 / +15 10 / +20 10 / +18 12 / +19 15 / +14
M3S / AR +3 1 4 / +13 6 / +15 7 / +15 8 / +18 9 / +17 10 / +18 13 / +13
M3S / AR +4 1 3 / +12 5 / +14 7 / +14 7 / +17 8 / +16 9 / +17 12 / +13
M4 / AR +1 2 5 / +14 8 / +16 11 / +16 12 / +22 13 / +20 14 / +21 19 / +15
M4 / AR +2 1 4 / +13 7 / +15 9 / +15 10 / +20 11 / +18 12 / +19 16 / +14
M4 / AR +3 1 4 / +13 6 / +15 8 / +15 9 / +19 9 / +17 11 / +18 14 / +14
M4 / AR +4 1 3 / +12 5 / +14 7 / +14 8 / +18 9 / +17 10 / +18 13 / +13
M4S / AR +2 2 6 / +15 9 / +17 11 / +17 13 / +23 14 / +21 16 / +22 20 / +15
M4S / AR +3 1 5 / +14 7 / +15 10 / +15 11 / +21 12 / +19 13 / +20 17 / +14
M4S / AR +4 1 4 / +13 7 / +15 9 / +15 10 / +20 11 / +18 12 / +19 16 / +14
M5 / AR +2 2 6 / +15 9 / +17 11 / +17 13 / +23 14 / +21 16 / +22 20 / +15
094
M5 / AR +3 1 5 / +14 7 / +15 10 / +15 11 / +21 12 / +19 13 / +20 17 / +14
M5 / AR +4 1 4 / +13 7 / +15 9 / +15 10 / +20 11 / +18 12 / +19 16 / +14
M5S / AR +3 2 6 / +15 9 / +17 12 / +17 14 / +24 15 / +21 17 / +23 21 / +15
M5S / AR+4 1 5 / +14 8 / +16 11 / +16 12 / +22 14 / +21 15 / +21 20 / +15
M5J / AR +3 3 7 / +15 10 / +18 14 / +18 15 / +25 16 / +22 18 / +24 24 / +16
M5J / AR +4 3 6 / +15 9 / +17 12 / +17 14 / +24 15 / +21 17 / +23 22 / +16
M5F / AR +3 3 7 / +15 11 / +18 15 / +18 16 / +26 18 / +24 20 / +25 26 / +17
M5F / AR +4 3 6 / +15 10 / +18 13 / +18 15 / +25 16 / +22 18 / +24 24 / +16
M6 / AR +3 3 6 / +15 9 / +17 12 / +17 13 / +23 14 / +21 16 / +22 21 / +15
M6 / AR +4 3 5 / +14 8 / +16 11 / +16 12 / +22 13 / +20 15 / +21 19 / +15
M6S / AR +3 3 7 / +15 11 / +18 15 / +18 16 / +26 18 / +24 20 / +25 26 / +17
M6S / AR+4 3 6 / +15 10 / +18 13 / +18 15 / +25 16 / +22 18 / +24 24 / +16
M6J / AR +3 3 8 / +16 12 / +19 16 / +19 18 / +28 20 / +25 22 / +27 28 / +17
M6J / AR +4 3 7 / +15 11 / +18 15 / +18 17 / +27 18 / +24 20 / +25 26 / +17
M6F / AR +4 3 8 / +16 12 / +19 16 / +19 18 / +28 19 / +24 22 / +27 28 / +17
M8F / AR +4 3 10 / +18 16 / +22 22 / +22 24 / +34 26 / +30 29 / +32 38 / +20
Frame TL G / GH R / RH V / VH M / MH F / FH L / LH E / EH
M3, AR –3 3 20 / +30 31 / +38 41 / +38 46 / +61 49 / +52 55 / +56 72 / +33
M3, AR –2 2 12 / +24 20 / +30 26 / +30 29 / +44 31 / +38 35 / +41 45 / +26
M3, AR –1 2 6 / +20 10 / +23 13 / +23 14 / +29 16 / +27 18 / +29 23 / +21
M3, AR 0 2 5 / +19 8 / +21 10 / +21 11 / +26 12 / +24 14 / +26 17 / +19
M3, AR +1 2 4 / +18 6 / +20 8 / +20 9 / +24 10 / +23 11 / +23 14 / +19
M4, AR –3 3 26 / +35 41 / +46 55 / +46 61 / +76 66 / +65 74 / +71 96 / +39
M4, AR –2 2 17 / +28 26 / +35 35 / +35 38 / +53 42 / +47 47 / +50 61 / +30
M4, AR –1 2 8 / +21 13 / +25 17 / +25 19 / +34 21 / +31 23 / +32 30 / +23
M4, AR 0 2 6 / +20 10 / +23 13 / +23 15 / +30 16 / +27 18 / +29 23 / +21
M4, AR +1 2 5 / +19 8 / +21 11 / +21 12 / +27 13 / +25 14 / +26 19 / +20
M4, AR +2 2 4 / +18 7 / +20 9 / +20 10 / +25 11 / +23 12 / +24 16 / +19
M4S, AR -2 3 21 / +31 33 / +40 43 / +40 48 / +63 52 / +54 59 / +59 76 / +34
M4S, AR –1 3 10 / +23 16 / +27 22 / +27 24 / +39 26 / +35 29 / +37 38 / +25
M4S, AR 0 2 8 / +21 13 / +25 17 / +25 19 / +34 20 / +30 23 / +32 29 / +22
M4S, AR +1 2 6 / +20 10 / +23 13 / +23 15 / +30 16 / +27 18 / +29 23 / +21
M4S, AR +2 2 6 / +20 9 / +22 11 / +22 13 / +28 14 / +26 16 / +27 20 / +20
M5, AR -2 3 21 / +31 33 / +40 43 / +40 48 / +63 52 / +54 59 / +59 76 / +34
M5, AR –1 3 10 / +23 16 / +27 22 / +27 24 / +39 26 / +35 29 / +37 38 / +25
M5, AR 0 2 8 / +21 13 / +25 17 / +25 19 / +34 20 / +30 23 / +32 29 / +22
M5, AR +1 2 6 / +20 10 / +23 13 / +23 15 / +30 16 / +27 18 / +29 23 / +21
M5, AR +2 2 6 / +20 9 / +22 11 / +22 13 / +28 14 / +26 16 / +27 20 / +20
M5S, AR –1 3 13 / +25 20 / +30 27 / +30 30 / +45 33 / +40 37 / +43 47 / +27
095
M5S, AR 0 2 10 / +23 16 / +27 21 / +27 23 / +38 25 / +34 28 / +36 36 / +24
M5S, AR +1 2 8 / +21 13 / +25 17 / +25 19 / +34 20 / +30 23 / +32 29 / +22
M5S, AR +2 2 7 / +20 11 / +23 14 / +23 16 / +31 17 / +28 19 / +29 25 / +21
M5J, AR 0 3 11 / +23 17 / +28 23 / +28 26 / +41 28 / +36 31 / +38 40 / +25
M5J, AR +1 3 9 / +22 14 / +26 18 / +26 20 / +35 22 / +32 25 / +34 32 / +23
M5J, AR +2 3 8 / +21 12 / +24 16 / +24 18 / +33 19 / +29 21 / +31 28 / +22
M5F, AR 0 3 12 / +24 19 / +29 25 / +29 28 / +43 30 / +38 34 / +41 44 / +26
Frame TL G / GH R / RH V / VH M / MH F / FH L / LH E / EH
DESIGN TABLES - ARMY CUSTOMIZER
TABLE 2.3
Frame DC TL G / GH R / RH V / VH M / MH F / FH L / LH E / EH
M3, AR –3 2 3 43 / +47 68 / +66 90 / +66 100 / +115 108 / +96 122 / +107 158 / +55
096 M3, AR –3 3 3 65 / +64 101 / +91 135 / +91 150 / +165 162 / +137 183 / +152 236 / +74
M3, AR –2 2 2 27 / +35 43 / +47 57 / +47 63 / +78 69 / +67 77 / +73 100 / +40
M3, AR –2 3 3 41 / +46 64 / +63 86 / +63 95 / +110 103 / +92 116 / +102 150 / +53
M4, AR –3 2 3 58 / +59 90 / +83 120 / +83 133 / +148 144 / +123 162 / +137 210 / +68
M4, AR –3 3 3 87 / +80 135 / +116 180 / +116 200 / +215 216 / +177 244 / +198 315 / +94
M4, AR –2 2 2 37 / +43 57 / +58 76 / +58 85 / +100 92 / +84 103 / +92 133 / +48
M4, AR –2 3 3 55 / +56 86 / +80 114 / +80 127 / +142 137 / +118 54 / +131 200 / +65
M4, AR –1 2 2 18 / +29 29 / +37 38 / +37 42 / +57 46 / +50 51 / +53 67 / +32
M4, AR –1 3 3 27 / +35 43 / +47 57 / +47 63 / +78 69 / +67 77 / +73 100 / +40
M4, AR 0 2 2 14 / +26 22 / +32 29 / +32 33 / +48 35 / +41 40 / +45 51 / +28
M4, AR 0 3 2 21 / +31 33 / +40 44 / +40 49 / +64 53 / +55 59 / +59 77 / +34
M4, AR +1 2 2 11 / +23 18 / +29 23 / +29 26 / +41 28 / +36 32 / +39 41 / +25
M4, AR +1 3 2 17 / +28 26 / +35 35 / +35 39 / +54 42 / +47 48 / +51 62 / +31
M4S, AR -1 2 2 23 / +32 36 / +42 48 / +42 53 / +68 57 / +58 64 / +63 83 / +36
M4S, AR -1 3 3 34 / +41 54 / +56 71 / +56 79 / +94 86 / +80 97 / +88 125 / +46
M4S, AR 0 2 2 18 / +29 28 / +36 37 / +36 41 / +56 44 / +48 50 / +53 64 / +31
M4S, AR 0 3 3 26 / +35 41 / +46 55 / +46 61 / +76 66 / +65 74 / +71 96 / +39
M4S, AR +1 2 2 14 / +26 22 / +32 29 / +32 33 / +48 35 / +41 40 / +45 51 / +28
M4S, AR +1 3 3 21 / +31 33 / +40 44 / +40 49 / +64 53 / +55 59 / +59 77 / +34
M4S, AR +2 2 2 12 / +24 19 / +29 25 / +29 28 / +43 30 / +38 34 / +41 44 / +26
M4S, AR +2 3 3 18 / +29 28 / +36 38 / +36 42 / +57 46 / +50 51 / +53 66 / +32
M4J, AR 0 2 3 19 / +29 30 / +38 40 / +38 45 / +60 49 / +52 55 / +56 71 / +33
M4J, AR 0 3 3 29 / +37 46 / +50 61 / +50 67 / +82 73 / +70 82 / +77 106 / +42
M4J, AR +1 2 3 16 / +27 24 / +33 32 / +33 36 / +51 39 / +44 44 / +48 57 / +29
TABLE 2.3 [continued]
Frame DC TL G / GH R / RH V / VH M / MH F / FH L / LH E / EH
M4J, AR +1 3 3 23 / +32 36 / +42 48 / +42 54 / +69 58 / +59 66 / +65 85 / +36
M4J, AR +2 2 3 13 / +25 21 / +31 28 / +31 31 / +46 34 / +41 38 / +44 49 / +27
M4J, AR +2 3 3 20 / +30 31 / +38 42 / +38 47 / +62 50 / +53 57 / +58 73 / +33
M5, AR –2 2 3 46 / +50 72 / +69 95 / +69 106 / +121 114 / +101 129 / +112 167 / +57
M5, AR –2 3 3 69 / +67 107 / +95 143 / +95 159 / +174 172 / +144 193 / +160 250 / +78
M5, AR –1 2 2 23 / +32 36 / +42 48 / +42 53 / +68 57 / +58 64 / +63 83 / +36
M5, AR –1 3 3 34 / +41 54 / +56 71 / +56 79 / +94 86 / +80 97 / +88 125 / +46
M5, AR 0 2 2 18 / +29 28 / +36 37 / +36 41 / +56 44 / +48 50 / +53 64 / +31
M5, AR 0 3 3 26 / +35 41 / +46 55 / +46 61 / +76 66 / +65 74 / +71 96 / +39
M5, AR +1 2 2 14 / +26 22 / +32 29 / +32 33 / +48 35 / +41 40 / +45 51 / +28
M5, AR +1 3 3 21 / +31 33 / +40 44 / +40 49 / +64 53 / +55 59 / +59 77 / +34
M5, AR +2 2 2 12 / +24 19 / +29 25 / +29 28 / +43 30 / +38 34 / +41 44 / +26
M5, AR +2 3 3 18 / +29 28 / +36 38 / +36 42 / +57 46 / +50 51 / +53 66 / +32
M5S, AR 0 2 3 22 / +32 34 / +41 46 / +41 51 / +66 55 / +56 62 / +62 80 / +35
M5S, AR +1 2 3 18 / +29 28 / +36 37 / +36 41 / +56 44 / +48 50 / +53 64 / +31
M5S, AR +2 2 3 15 / +26 24 / +33 32 / +33 35 / +50 38 / +44 43 / +47 55 / +29
M5J, AR +1 2 3 19 / +29 30 / +38 40 / +38 45 / +60 49 / +52 55 / +56 71 / +33
M5J, AR +2 2 3 17 / +28 26 / +35 35 / +35 39 / +54 42 / +47 47 / +50 61 / +30
M5F, AR +1 2 3 21 / +31 33 / +40 44 / +40 49 / +64 53 / +55 59 / +59 77 / +34
M5F, AR +1 3 3 32 / +39 50 / +53 66 / +53 73 / +88 79 / +74 89 / +82 115 / +44
M5F, AR +2 2 3 18 / +29 28 / +36 38 / +36 42 / +57 46 / +50 51 / +53 66 / +32
M5F, AR +2 3 3 27 / +35 43 / +47 57 / +47 63 / +78 68 / +66 77 / +73 99 / +40
M6, AR 0 2 3 21 / +31 33 / +40 44 / +40 49 / +64 53 / +55 59 / +59 77 / +34
097
M6, AR 0 3 3 32 / +39 50 / +53 66 / +53 73 / +88 79 / +74 89 / +82 115 / +44
M6, AR +1 2 2 17 / +28 26 / +35 35 / +35 39 / +54 42 / +47 48 / +51 62 / +31
M6, AR +1 3 3 25 / +34 40 / +45 53 / +45 59 / +74 63 / +62 71 / +68 92 / +38
M6, AR +2 2 2 15 / +26 23 / +32 30 / +32 34 / +49 36 / +42 41 / +46 53 / +28
M6S, AR +1 2 3 21 / +31 33 / +40 44 / +40 49 / +64 53 / +55 59 / +59 77 / +34
M6S, AR +2 2 3 18 / +29 28 / +36 38 / +36 42 / +57 46 / +50 51 / +53 66 / +32
TABLE 2.4
Damage# TL PV K B A F V U S T Reflex
[per die] [per die] [per interger]
2+ 3 9 +3 +3 +4 +5 +7 +10 -3 -6 ±1.5
3+ 3 8 +2 +3 +4 +5 +6 +9 -2 -6 ±1.0
4+ 2 7 +2 +2 +3 +4 +5 +8 -2 -5 ±1.0
5+ 2 6 +2 +2 +3 +4 +5 +7 -2 -4 ±1.0
6+ 2 5 +2 +2 +2 +3 +4 +6 -2 -4 ±1.0
7+ 1 4 +1 +1 +2 +2 +3 +4 -1 -3 ±0.5
8+ 1 3 +1 +1 +1 +2 +2 +3 -1 -2 ±0.5
9+ 1 2 +1 +1 +1 +1 +2 +2 -1 -1 ±0.5
10+ 1 1 +1 +1 +1 +1 +1 +1 -1 -1 ±0.5
TABLE 2.5
TABLE 2.6
TABLE 2.7
TABLE 2.8
2 8 +2 +3 +4 +5 +6 +9 -2 -6 +3
3 15 +5 +5 +7 +9 +11 +17 -5 -11 +6
4 15 +5 +5 +7 +9 +11 +17 -5 -11 +6
5 19 +6 +6 +9 +11 +14 +21 -6 -13 +8
6 19 +6 +6 +9 +11 +14 +21 -6 -13 +8
7 30 +9 +10 +14 +18 +23 +33 -9 -21 +12
8 42 +13 +14 +19 +25 +32 +46 -13 -29 +17
1
Numbers in this column are arbitrary designations for cross-reference with tables 2.6 & 2.7.
2
Cost is per Impact Rating [Maximum Rating: 3 for TL 1 and 2, 4 for TL 3 AI weapons, and 6 for TL 3 AV weapons].
52 110 +33 +36 +50 +66 +83 +121 -33 -77 +44
53 118 +35 +39 +53 +71 +89 +130 -35 -83 +47
54 122 +37 +40 +55 +73 +92 +134 -37 -85 +49
55 133 +40 +44 +60 +80 +100 +146 -40 -93 +53
56 137 +41 +45 +62 +82 +103 +151 -41 -96 +55
57 156 +47 +51 +70 +94 +117 +172 -47 -109 +62
58 179 +54 +59 +81 +107 +134 +197 -54 -125 +72
1
Numbers in this column are arbitrary designations for cross-reference with tables 2.6 & 2.7.
2
Cost is per Impact Rating [Maximum Rating: 3 for TL 1 and 2, 4 for TL 3 AI weapons, and 6 for TL 3 AV weapons].
Any air strike that has not purchased any effectors can be made into a poison effect template. This triples the normal
cost. See pages 41 and 43 for a description of poison effect templates.
army may contain more than one commander, and this EXAMPLE
commander is limited to a command level of one. There
are no limitations on leader number or level. A player decides that his frame rating will include a
level two figure and weapon variety rating, giving him
•Portable Airstrikes / Anime vehicles have been a choice of up to 35 infantry and weapon frames to
known to carry missile racks of unbelievable destructive design. If designing a battle mecha army, he could
capability. To represent this, anime mecha and AFVs may choose to create up to 17 mecha frames, in addition
purchase up to two portable airstrikes, in addition to any to the 1 vehicle of each type he is already allowed.
other allowed weaponry. Portable airstrikes act in all ways
as indirect fire with a target hit roll of 7+ and a maximum
•Infantry Squads / The battle mecha genre
range of 60”, but the template itself may be chosen from
deemphasizes infantry, and thus they are abstracted in
table 2.9 (page 112). Any figure that suffers a damaging
the following way:
hit while carrying an unused portable airstrike must roll a
d10. On a 9+, the airstrike immediately explodes, with
•No more than 25% of a battle mecha army’s points can
the bearer being considered to point of impact.
be spent on infantry, regardless of type or quality. This
means that the maximum elite percentage of a battle
Portable airstrikes receive a 20% discount from the costs
mecha army may not exceed 25%.
listed in table 2.9.
•Each infantry unit is represented by a size 3 figure from
table 2.3 (page 96).
[3] BATTLE MECHA
•Each such “unit” must be purchased as a hero and should
be placed on the tabletop as an separate unit. There are
CHARACTERISTICS
no restrictions placed on the number of infantry figures
that may have a hero cost.
Huge, lumbering machines of death.
Highly expendable infantry and vehicles. •In initiative terms, all battle mecha infantry units will
Vulnerable power plants. receive their own initiative card.
114 Heat and damage tracking.
Tech Level: 3
•No leaders, commanders or focal points may be
purchased for battle mecha infantry units.
•Frames / The cyberpunk genre tends to emphasize Almost infinite variability and adaptability.
a variety of wonder gadgets. Therefore any cyberpunk Organic or biotechnology.
army may design an additional 5 extra infantry and Tech Level: 3
weapon frames, regardless of the level of variety chosen
as part of the army’s frame rating.
Suggested Modifications •Corrosive Spray / Organic weaponry often
•Creating An Organic Army List / While includes a long-range spray of acid or other body fluid.
the neo-tech option of the default genre can reasonably To represent this, any cone weapon purchased for an
incorporate races with a hive mentality and organic organic army may be made into a corrosive spray. To
GENRE RULES - ARMY CUSTOMIZER
technology, the organic (or “biotech”) genre per se slightly do this costs nothing, but the decision must be
expands upon this idea. This genre gives a feel that is announced at the time of army design and may not be
close to the creatures from the movie “Alien”™ and their subsequently changed.
ilk. An organic genre army list replaces the neo-tech
option in return for an army that is mostly or entirely matrix Corrosive spray weapons use one-half of the normal width
quality troops. In addition, the maximum vehicle of a cone weapon (simply bisect the template to represent
percentage of a biotech army may never be higher than this), but all range brackets for the cone weapon in
25% (recommended = 0%). question are doubled.
Any unit made up of figures with a presence level will A penalty of –1 for each figure with presence in the
GENRE RULES - ARMY CUSTOMIZER
have an extra +1 CO value for purposes of detection active unit.
only. This additional CO may not be used for hiding.
After the first turn begins, this bonus no longer applies. A penalty of –1 if the figure was already under control
from the previous turn (see below).
Units with presence may attempt to detect if there
are any figures in the opposing army with presence A bonus of +2 if the target figure is outside of LOS of
at the beginning of the game. Just prior to drawing all figures in the active unit.
the first initiative card, roll a d10 and add the presence
level of all units with presence in the detecting army.
If the result is 15+, then the enemy must declare the
presence level of one of his units. If the result is 20+, If the morale test is failed, the active unit may immediately
then all units with presence must be revealed, as well move and fire the controlled figure as if it were a hero.
as their individual presence levels. Note that players
This figure remains under mind control until the active
who have not been detected need not declare which
of their units have presence until they actually attempt unit’s next activation. This means that it may not activate
to use a supernatural power (see below). with its normal unit, and the controlling unit has the option
of trying to maintain the control if it chooses, by declaring
Units with presence may attempt to engage in battles another mind control attack against the same figure. Any
of will with other units. This is explained below. individual morale tests made against the same unit that
successfully controlled the subject on the previous turn
are at a further –1 penalty to the die roll.
•Battles Of Will / As soon as it activates, any unit Vehicles and matrix quality infantry are not affected by
with presence may declare that it is engaging in a battle mind control attacks.
of wills with an enemy unit. This replaces the unit’s orders
for the turn. A unit that declares a battle of wills may not •Mind Burst [+30 PV] / An active unit that has
move or fire during the activation in which it engages in a this ability may choose to use it instead of declaring orders.
battle of wills. Instead, it declares any non-hidden enemy The unit in question may not move or fire. Instead, it may
infantry unit (even if outside LOS) as its target. Both target any non-hidden unit that is within 60” for a mind
players then roll a d10 and add the presence level of each burst attack. For every figure in the attacking unit, one
figure in the unit. figure (attacker’s choice) in the enemy unit must make an
118 individual morale test with a penalty to the die roll equal
If the modified roll is a tie, there is no effect. If the active unit to the presence level of the active unit. Each figure that
has a higher total, then each figure in the target unit must fails its test suffers a damaging hit on a roll of 7+. This
make an individual morale test with a –4 penalty to the die damage roll ignores armor and fields.
roll. If the target unit has a higher total, then each figure in
the active unit must make an unmodified individual morale •Mind Bomb [+60 PV] / An active unit that has
test. Matrix units are unaffected by battles of will. this ability may choose to use it instead of declaring orders.
The unit in question may not move or fire. Instead, it may
•Supernatural Powers / Any figure with target any non-hidden unit that is within 60” for a mind
supernatural presence may purchase one supernatural bomb attack. For every figure in the attacking unit, one
power for each level it possesses. Simply add the cost of figure (attacker’s choice) in the enemy unit must make an
each power to the cost of the figure itself. The available individual morale test with no modifier to the die roll. Each
powers and their costs are listed below. figure that fails its test causes a 4”, 7+ AOE effect, using
the figure as the point of impact. Damage rolls for this
•Mind Control [+15 PV] / An active unit that “mental explosion” ignore armor and fields.
has this ability may choose to use it instead of declaring
orders. The unit in question may not move or fire. Instead, •Supernatural Underlings [+10 PV, plus
it may target any non-hidden figure that is within 60” for a cost of underlings ] / This power represents an
mind control attempt. The target figure must make an individual’s ability to either summon or raise from the dead
immediate individual morale test, with the following supernatural minions. Such underlings are purchased at
the beginning of the game, and their point costs are
modifiers to the die roll.
considered to be part of the overall cost of the purchasing
figure.
•Teleportation [+50 PV] / An active unit that An off-board presence costs 20 PV per presence level,
has this ability may choose to use it instead of declaring but may purchase any presence level desired (it is
orders. The unit in question may not move or fire. Instead, not limited to a presence level of 2).
it may declare any point on the tabletop as its target site
for teleportation. Once the site has been declared, It always acts at the very end of the resolution phase
and can only use supernatural powers.
measure the distance from the furthest member of the
unit to this site. If it is greater than 30” distant, then the It may choose up to two supernatural powers,
teleportation attempt automatically fails. If it is within 30”, regardless of its presence level, by paying the
then the unit must make a teleportation roll. The target associated costs.
modified roll for success is a 7+, with the die roll modified
by the factors listed as follows: It may not purchase supernatural underlings.
•Weapon Permanency / Any eliminated figure’s •Reactive Evade / Any infantry unit that has yet to
weapon may remain on the tabletop for others to pick up be activated in a given turn may attempt a reactive evade
and use. Simply mark the position of the deceased figure. maneuver when fired upon by an enemy unit using ranged
Any figure, whether friendly or enemy, may exchange their weaponry. Declaring a reactive evade means that the
weapon for the one on the ground by spending 4” of unit in question gives up its normal activation this turn;
movement, and may then use it as if it were their own on simply ignore the unit’s initiative card and any command
the following turn. SI may not pick up PI weapons, and cards it may have been assigned for the remainder of the
we suggest a minimum cost of 20 PV for any weapons turn. Any covering counters are immediately removed
that will have permanency. Only powerful weapons are from a unit as soon as it declares it is attempting a reactive
likely to be worth going after, and tracking all weapons evade maneuver.
from fallen figures would require too much clutter.
To resolve a reactive evade, roll a morale test based solely
•Helicopters [TL - 2] / All flying vehicles in a on the quality of the unit, adding one to the die roll for
tech level 2 ultra realistic genre are considered to be each leader or commander present in the unit. If the roll
helicopters. They are the only “realistic” vehicles that could is a success, then all figures in the evading unit are
hover well enough to be anything more than an abstraction immediately placed prone, before any enemy damage rolls
at the skirmish level. Helicopters are purchased as flight- are resolved. If the roll is a failure, then the unit will still
capable anime mecha in terms of point costs (table 2.5). be placed prone, but this will not occur until after the firing
They have the following restrictions and abilities: enemy unit has resolved any damage rolls.
GENERIC ARMY LISTS - ARMY CUSTOMIZER Vehicles may not enter trenches. They may cross trenches Roll Effect
that are less wide than their size class in inches, but will 1-3 Moves in the direction of wind a number
become stuck (losing all movement for the rest of the of inches equal to die result.
game) if they attempt to cross trenches that are larger
than this. 4-6 No movement, but template increases
in size by 1”.
•Wind Roll / At the beginning of the game, players 7-9 No effect.
should randomly roll a direction for wind. At the beginning
10 Template is dissipated and removed
of each resolution phase, any non-suppression AOE from the tabletop.
template that is staying on the tabletop should roll on the
following chart to determine if it is moved, increased in
size or dissipated by the wind in question:
Below are some examples of how to use the Army Customizer’s Strategy Rating rules to create science fiction armies
with a specific theme.
ELDER
This theme represents the scouting and colonial forces of ancient races with long-standing space technologies, but
relative paucities in population and diplomacy.
Tactical Rating: 7
Frame Rating: 21
This theme represents the hard-working, high-morale armies of a fierce military power with a policy of slow
but steady expansion.
Tactical Rating: 12
Frame Rating: 8
The quintessential flexible force, this theme represents a classic combined arms philosophy, with its emphasis on
breadth at the expense of depth.
Tech Level: 3 Strategy Rating: 20
Tactical Rating: 10
Maximum Frames 25 +2
Maximum SI Weapon Cost 40 +1
Maximum PI Weapon Cost 60 +1
Maximum VE Weapon Cost 120 +1
Maximum Phase Weapon Cost 50 +1
Minimum Armor Rating -1 +1
Maximum PI Speed 5 0
Minimum Field Save 8+ +1
Maximum HTH Cost 20 (30) +1
Maximum IF Area of Effect 4” +1
MARINES
With more emphasis on heavy firepower, this theme represents an army of elites, well-trained and moderately versatile,
typically engaged in specific missions instead of long strategic campaigns.
Tactical Rating: 7
Frame Rating: 13
This theme represents relatively low-tech armies that make up for their lack of heavy firepower with an emphasis on
horde tactics, fanaticism, and overwhelming amounts of simple-but-effective ordnance.
Tactical Rating: 11
Frame Rating: 9
MOBILITY
The hallmark of an outnumbered and cautious force, this theme emphasizes planning, efficiency and surprise tactics,
with a surplus of fast attack vehicles and flying or jumping units.
Tactical Rating: 4
Maximum Frames 25 +2
Maximum SI Weapon Cost 60 +2
Maximum PI Weapon Cost 80 +2
Maximum VE Weapon Cost 200 +3
Maximum Phase Weapon Cost 100 +2
Minimum Armor Rating 0 0
Maximum PI Speed 8 +1
Minimum Field Save 2+ +3
Maximum HTH Cost 20 (30) +1
Maximum IF Area of Effect 2” 0
ORGANIC
This theme represents a Darwinian approach to technology, where organisms themselves provide the armor and arms
to deal with most any military situation, backed by a primal sense of self-sacrifice at the level of the individual soldier.
Tactical Rating: 13
Frame Rating: 11
Masters of melee combat, swarm armies depend on the ability of their troops to weather high casualties on the way in,
followed by unmatched ferocity when the fighting gets up close and personal.
Tactical Rating: 13
Frame Rating: 7
by Justin Crough
HISTORICAL WEAPONS
Adopted by the US Army over 80 years ago, this handgun •Notes / Often modified by the addition of a grenade
still sees frequent service. launcher or bayonet (Honed Blade augmentation).
FN FAL Battle Rifle
PV - 24 “Tommy Gun”
PV - 7
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
HISTORICAL WEAPONS - ARMY CUSTOMIZER SI AI 1[2] - 15 30 45 60 - - - un SI AI 2 - - - 20 40 - - - un
Precursor to the modern assault rifle, this weapon is Cheap and easy to produce, these early sub machineguns
slower and heavier, but more powerful and rugged. quickly gave way to better models, and are best known
for their use by American gangsters.
•Notes / Often modified by the addition of a bayonet
(Honed Blade augmentation). M1 “Garand” Battle Rifle PV - 16
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
M249 “SAW” LMG 1 PV - 42
SI AI 1 - - 30 45 60 - - - un
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
SI AI 4 - - 20 40 60 - - - un When the USA entered WWII, they were the first force to
have a semi automatic rifle as standard issue. Its 8 rounds
This squad support weapon fires the same rounds as the mounted on a spring-steel “clip” is the origin for the
M16, but at a much faster sustained rate. common misuse of this term for all types of ammo feeding
mechanisms.
1
[PV - 84] With Torrential Fire augmentation.
•Notes / Often modified by the addition of a bayonet
1 PV - 31 (Honed Blade augmentation).
M2 HB HMG
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
BAR LMG
PV - 22
SI AV 2 - - 30 UN - - - - un
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
The classic “.50 cal”, this crew-served weapon is often SI AI 1[2] - - 30 45 60 - - - un
mounted on vehicles or placed in stationary positions to
provide moderate anti-armor capability. The standard WWII squad support weapon, this fires the
same rounds as the M1, but has a larger round capacity
1
Loader / Requires loader to operate at maximum and higher effective feed rate.
efficiency.
Mascinegewehr 42 HMG
PV - 65
M72 “LAW” Rocket
PV - 7
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo SI AI 4 - - 30 UN - - - - un
128
SI AV 1A - - 30 60 - - - - 1
The finest machinegun of its day and the benchmark for
Any soldier can carry one or two of these single-shot many years to follow, this weapon has a staggering rate
weapons to make himself a potent threat to light or of fire. It quickly became known to the Allies by the distinct
medium armored vehicles. sound of its ultra-fast bursts, and was only entrusted to
well-trained German soldiers.
“Bazooka” Rocket 1
PV - 5
PRE-MODERN WEAPONS [WW ERAS]
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
SI AV 1 - - - 30 60 - - - un
German Luger Pistol
PV - 1
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo The primary American portable anti-armor weapon of
SI AI 1 - - 5 10 - - - - un WWII, the Bazooka was quickly copied by German forces.
1
The original 9x19mm parabellum-firing automatic Loader / Requires loader to operate at maximum
handgun. efficiency.
German Mauser 1
PV - 12
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
SI AI 1 - - - UN - - - - un
1
Players may want to use the slow to load weapon
effector to represent the fact that poorly trained units
often had difficulty achieving a high rate-of-fire with
the bolt action design.
DEFIANCE ARMY LISTS
Vobian, for centuries the preeminent power in the Milky While the Milky Way has seen the rise and fall of countless
Way, pathologically curious to a fault, who now face an species, rare is the era in which so much power has
adversary that is their equal and a galaxy with few allies. amassed in the hands of so few. This is the chronicle of
such an era.
Meraxilla, a galactic wild card, ever mutable in both form
and conscience, who stand to gain much at the expense
of their enemies. Phase Technology &
The Formation Of The Hegemony
Mankind, grand experiment of the Vobians, newly united One single technological advance in the history of the
and ascendant, who struggles to carve out a galactic niche galaxy has been more important than any other: the 129
and finally return home. invention of the phase drive. Developed by Vobian scientists
while their human counterparts were still mired in the Dark
Each of these races brings its hopes and fears to a galactic Ages, phase technology has allowed the Hegemony, and
stage beset by strife both internal and external. Fleets later its rivals, to ignore the massive limitations imposed
stand ready to launch. Armies stand ready to fight. by normal space travel and look to each star system in the
Civilizations stand ready to rise or fall. All with the Milky Way as a target of exploration.
knowledge that the time is now, the place is here, and the
stakes are nothing less than control of the Milky Way Without this technology, it is doubtful that much more than
Galaxy itself. infrequent contact between the races of the Perseus Arm
Orion Arm
Perseus Arm
owe their galactic preeminence to phase technology. a benevolent one from the standpoint of the Vobians
Ironically, it is this technology on which they might also blame themselves. With a generally strict but egalitarian view
the crisis of the Starslayer invasions. But this is unproven. towards life and its pursuits, the official stance of the
Hegemony can be roughly translated as the “destiny of
Over the past 800 years, the history of the Vobian race, progress”, though many might just as soon call it fascism.
as fueled by its phase drives, is in a sense the history of
the galaxy itself. Their discovery of the other known
sentient races is a function of phase technology, and Altai, The Silicon Duo
Meraxilla and Mankind alike all owe at least a small debt Long before the mapping of the Orion Arm, the
to the Vobians for their creation of the Milky Way “village”. Hegemony had made contact with two impor tant
neighbors in the Perseus Arm: the now allied Altai
The formation of the officially titled “Vobian Hegemony” Realms and Meraxillan Sovereignty. Each is near to
dates to A.D. 1165, merely a few decades after phase the Hegemony’s borders in relative terms and it remains
technology allowed for contact with the Altai race. As its a mystery why both share silicon as their primary
title suggests, the Hegemony represents a conscious and molecule of construction, instead of the much more
Helsefyr System
Disciple System
Kalanid System
Cape System
Reich System
Drakor Hypergate
PERSEUS ARM
Starslayer
Offensives Pathren System
Ulnar System
Drakor System
Tarantula Nebula
Sol System
ORION ARM
common carbon, which seems ubiquitous among other DEFIANCE UNIVERSE
life forms.
TIME LINE
Event AD GST1
First to be discovered, the Altai of the planet Pathus were First Altai Space Travel 748 n/a
also the first to be dominated in a military sense. Despite First Vobian Space Travel 792 n/a
a long civilized history, the Altai had not advanced nearly
First Meraxillan Space Travel 900 n/a
as far technologically as the Vobians had at the time of
first contact. Thus, they were doomed for several centuries Vobian Discovery of Phase Technology 1158 0
to be under the Hegemony’s yoke, suffering dearly for Formation of the Vobian Hegemony 1165 6
their efforts at rebellion. The Altai Wars 1179 - 17 -
1202 37
In contrast, the Meraxilla, discovered 50 years later, were
First Cybernetic Organisms Produced 1190 27
much more able to defend themselves against Vobian on Planet 4
colonization efforts. While originally no match for the
Approximate Origin of the Fall 1207 41
Hegemony’s fleets, the Sovereignty’s continual ability to
make the Vobians pay for every inch of territory taken First contact between Vobians 1224 55
& Meraxilla
has kept their home system free from direct Vobian control,
something no other sentient race of the Milky Way can First Vobian Recorded Crimson Flux 1236 65
claim. Blessed by extremely rapid genetic drift, the First Vobian Probes Reach the 1298 117
Meraxillan Empire has expanded in a pulsatile fashion Orion Arm
since the first recording of the Crimson Flux, a cyclical Vobians Discover Earth 1359 167
evolutionary process by which the species perfects itself. The Lignos Incident 1384 188
Together, the newly confident Altai and the ever dangerous
First HELL Colony established 1400 202
Meraxilla represent a significant threat to the current
on Kalanid
balance of power in the Milky Way.
Human Science Learning Colonies 1405 206
begun in the Disciple System
The Discovery Of Man The War for Ulna, Altai ally with 1487 - 274 -
Isolated from the Perseus Arm by many thousands of Meraxilla 1587 357
light years, Earth is the galactic equivalent of the frontier. The Meraxillan Great Renewal 1588 - 358-
Humanity originates in the system of Sol, an average 1891 610
size star of average age, currently traversing the middle Formation of the Ka-yi Sultanate 1520 301 131
portion of the Orion Spiral Arm. To date, explorations of Formation of the Nordic Alliance 1662 420
Orion have found no life other than man. Humanity is
Formation of the Iroquois Nation 1676 431
therefore uniquely sentient in its galactic quadrant. This
has made Mankind the major focus of Vobian curiosity Formation of the Tamerlane Khanate 1695 447
for six centuries. Formation of the Hideyoshi Dynasty 1700 451
The Spirit Wars 1826 - 556-
1836 565
The HELL Colonies
Formation of the Army of amaZulu 1844 571
Shor t for “Human Exodus and Long-distance
Ascaris Prime
Usaurian
Ascaris Minor
In A.D. 1950, Ascaris was the last system to be conquered during the initial Starslayer Offensives, and is
currently the Starslayer-occupied system closest to the Vobian home system. Though the Starslayers have
conquered other systems since taking Ascaris, these have been in areas further from Vobis. The Ascaris
System therefore remains a galactic front in the war to protect the Hegemony’s Milky Way holdings from an
extra-galactic menace.
animation, and the originals then put back as they were that human clones, designed for experimentation, are
found. By this method, hundreds of thousands of “neo- often placed in environments hostile to their very way of
humans” have been transplanted to terrafor med life, forcing upon them an unusually aggressive lifestyle.
planetoids over the past 600 years. There, they were
DEFIANCE UNIVERSE - ARMY LISTS
observed and experimented upon, usually in subtle ways. The HELL paradigm has been in place now for over
600 Terran years. During this time, HELL clones have
To date, many dozen HELL colonies have been created, been delivered to the Perseus Arm almost constantly.
and humanity now makes up a significant proportion of In a sense, most of humanity’s history for the past half
sentient life in the Perseus Arm. Human empires from a millennium is now living somewhere outside of the
the nomadic tribes of 14th central Asia, to the contents Orion Arm. Despite the horrible things that have been
of a 16th century Indian palace, to the soldiery of WWI
Germany have been thus preserved by the Vobians. IMAGE FILE - VH56.972:FAILURE 38
Sometimes the colonies are left to their own devices,
being only observed. Other times, the pathologically
curious Vobians perform elaborate series of social
experiments to test their myriad hypotheses regarding
the character of man.
Indus
Home to Planet Natal, the Cape System is the birthplace of three separate human empires: the Army of
amaZulu, the Boer Protectorate, and the Galactic Commonwealth. It is perhaps the most important Confederate
system in the galaxy. Its proximity to Vobian space is a concern, as is ensuring the continued cooperation of
its culturally disparate empires.
done to Mankind in the name of Vobian science, the DEFIANCE UNIVERSE TIME LINE
Hegemony has managed to preserve many ancient and
wonderful civilizations that were otherwise conquered Event AD GST1
or obliterated on Earth. Discovery of the Drakor Hypergate 1891 610
Battles for Drakor between Nordic 1905 - 622 -
Alliance and Meraxillan Sovereignty 1913 629
The Human Science Learning Colonies Formation of the Wilhelmine Reich 1914 630
In the first few decades after the discovery of humanity,
Vobian experiments on abductees were limited to the Incident at Eta Carina 1930 643
simple testing of physiologic and mental limits. Such early First contact with the Starslayers at 1947 657
studies were incredibly cruel and suggested an initially Sturgis System
low opinion of Mankind’s intelligence. By the end of the Vobians lose the Ascaris System to 1950 659
14th century, however, the Hegemony altered its appraisal the Starslayers
in light of the obvious ability of certain abductees to make Formation of the Altai Realms 1953 662
sense of much of Vobian technology when given the Vobians abandon the Disciple System 1956 664
opportunity.
Meraxilla Invade Nordic Systems in 1958 666
the wake of the 25th Crimson Flux
Curious about the limits of humanity’s intellect, the Vobians
created the “Human Science Learning Colonies” in 1405 Operation Counterproject and the 1960 668
Fall of Kalanid
A.D., less than 10 years after beginning the HELL project.
Over the next five and a half centuries, the Hegemony Anglo-German War 1968 - 674 -
would directly abduct thousands of Earth scientists and 1971 677
other academicians, and transport them to the isolated Nordic Alliance and Galactic Common- 1972 678
Disciple System, near the distal edge of the Perseus Arm. wealth form Human Confederacy
Boer Protectorate and Army of 1973 679
Here the abductees were allowed restricted access to amaZulu join the Human Confederacy
Vobian knowledge. In the early centuries of the Learning Formation of the Mongol Fiefdoms, 1978 683
Colonies’ existence, the Hegemony was most curious which joins the Human Confederacy
whether Mankind was capable of understanding the Starslayers invade the Disciple System; 1981 685
intricacies of phase technology, perhaps even hoping that Finneaus Gage disappears
he could improve upon it. In later years, as many of its Vobians begin the Auto-Cloning Initiative 1982 686
former HELL colonies began to show signs of unrest or 133
Weimar Reich joins the Human 1985 689
even mutiny, the Hegemony began using the men and
Confederacy
women of the Learning Colonies as ambassadors to the
newly formed human empires. This idea was soon Hideyoshi Dynasty and Iroquois Nation 1989 692
join the Human Confederacy
abandoned, however, after many scientists from the
Disciple System either defected to human empires or Discovery of the Palation Rift 1994 696
covertly sold technological secrets to them. Ratification of the Silicon Unity 1999 700
Nordic Alliance launches the Proximal 2000 701
Offensive to retake Drakor
The Altai Wars
Former home to the Human Science Learning Colonies, the remote Disciple System has recently been overrun
by the Starslayers, and likely contains the answers to the disappearance of Phineaus Gage, founding member
of the Church of the Starslayer Reclamation.
invasion that was successful in taking the planet in just By A.D. 1486, the Sovereignty had reached the Pathren
over 2 months of fighting. Immediately after crushing Altai System and had eliminated the majority of the Vobian
military defenses, the Vobians set about colonizing their ground presence in the area. The Altai seemed poised
new possession. This colonization took the form of forced for either freedom or a new conqueror, with the unstable
DEFIANCE UNIVERSE - ARMY LISTS
occupation and quickly degenerated into a series of native nature of Meraxillan politics making each possibility
rebellions collectively known as the Altai Wars of A.D. 1179 equally likely. Just as the Vobians faced defeat, however,
to 1202. From these conflicts came the tragedy of Pathus: the Flux finally began to wane. The Hegemony took their
the fatal genetic flaw known as “The Fall”, a plague upon chance to steal the initiative and soon had assembled
the Altai race that undermines its society to this day. the largest space fleet of its day. Bypassing the contested
area in and around Pathren, the Vobians chose instead a
direct assault on the Meraxillan home system itself. No
The War For Ulna longer a threat that could be simply contained, the
Upon their discovery of the Meraxilla in A.D. 1224, it was Sovereignty needed to be beaten at its own dangerous
immediately clear to the Vobians that the Sovereignty was game of galactic aggression. Thus began the War for
an empire that could not be conquered as easily as the Ulna, which until the coming of the Starslayers was the
Altai had been. Meraxillan technology, though lacking single most costly conflict in the Milky Way.
any phase expertise, was nearly equal to that of the
Hegemony. Colonization of the Ulnar System was It took a full one hundred years before the Vobian Hegemony
therefore deemed impossible, and an attitude of strategic was finally exhausted. Threatened as they were by a possible
containment became the focus of Hegemony galactic Altai/Meraxilla alliance, they chose to retreat from the Ulnar
policy. For several centuries this policy worked well, and System in A.D. 1587, moving back to fortify their pre-war
the two empires grew in relative isolation, neither wishing borders. The Meraxillan Sovereignty was similarly spent,
to test the boundaries of the other. and the ravages of the War for Ulna would send it into a
three hundred year era of isolationism known as the Great
Renewal. This left the Vobian Hegemony again un-
AUDIO FILE - AR4.009:
challenged... until the coming of an unexpected extra-
“We must join with the beast to defeat the devil” galactic invader once again tipped the scales.
-Altai general on the eve of sending forces to aid
the Meraxilla during the War for Ulna.
Housing the largest intra-galactic hypergate in the Milky Way and home to one of the most plasma-rich
planets known, the Drakor System links the Meraxillan Sovereignty to the Nordic Alliance. It has been the site
of two terrible conflicts between the two empires, the latest of which is the Proximal Offensive.
Carina, but only 1 ship returned, crippled and barely space- DATA FILE - HC85.063:
worthy. Presumably, contact had been made with another
race and hostilities had ensued. The Eta Carina emanations Treatise On Interplanetary Warfare
by Colonel Lord Monty Tweedsmuir
soon subsided, but seventeen years later similar signatures
His Majesty’s Royal Marines and Confederacy High Command
were detected, this time in the Sturgis system, many light
years away. To be safe, the Vobians decided to send an
entire space fleet to investigate. Warfare and conflict are not the same thing. Warfare is
conducted with the full will and declaration of a nation
Apparently, however, this new set of signals had been a trap. against another sovereign nation.
Human ambassadors in the system at the time report that
immediately after exiting the Sturgis stargate they saw the Warfare is generally accepted to exist in two distinct types:
star “explode”. Initially, this explosion mimicked a supernova; offensive operations and defensive operations. The
accepted doctrine amongst the Human Confederacy is that
advancing Vobian battleships were caught in its expanding
defense is adopted only to muster the strength to resume
wake and disintegrated. Such should have been the fate of an offensive.
the observation vessels as well, but the star instead reached
a maximum diameter and then began to implode, until it Strategic Parameters
was literally snuffed out of existence. Coincident with the Offensive operation includes the following broad phases:
implosion, a massive power surge was detected and traced Mobilization, Initial Strike, Maneuver and Engagement,
Assault and finally Consolidation.
to a group of previously unidentified spacecraft in the system.
As soon as the star was gone, so were the mysterious craft, Mobilization / Few governments possess the ability
leaving but one interpretation: the energy of Sturgis had been to maintain a standing army large enough and well equipped
“stolen” by the enigmatic spacecraft. enough to conduct interplanetary warfare. Most have widely
varying degrees of capability.
In other words, a star, one of the building blocks of the
universe, had been slain, its energy somehow absorbed. Thus, prior to any expected conflict, a military will swell its
numbers with the calling up of reser ves and/or
Thusly, the race now known as the Starslayers made their
implementation of conscription. Some nations have been
presence felt. The galaxy would never be the same. known to produce more weapons and material than can be
used at any one time, only to keep them in storage in
anticipation of such a mobilization.
The Onslaught Begins
The Starslayer Offensives were a collection of fleet In order to resolve military conflicts then, it is necessary
engagements that occurred between A.D. 1947 and 1950. that soldiers representing a nation or faction be present at
During these three years, the Vobian Hegemony lost over
the location in question. Unless the military in question is 135
indigenous to the target location, this can only be
a dozen occupied solar systems to the Starslayers, accomplished by naval operations.
including the valuable Ascaris System, the pre-war
location of most Vobian phase experimentation. Modern Naval Warfare
In times of old, naval referred to seagoing vessels. In a
In almost all cases, attacked systems had their stars modern context, it refers to any sort of vessel designed to
traverse the void of outer space. All naval operations exist
snuffed out, leaving them devoid of life. Since the capture
to serve a singular purpose: the transport of armies. Other
of Ascaris, however, Starslayer fleets have instead chosen sorts of vessels exist that are given the assignment of
to occupy and fortify conquered planets. Not a single destroying such ships of the enemy before they can
star has been slain now in over 50 years. Why early
Helsefyr
Hegen
Livonia
Brinsk
Home to the Nordic Alliance, the Helsefyr System is somewhat isolated from both the Vobians and the
Starslayers, making it the default seat of government in the Human Confederacy.
biding their time, waiting for the chance to end Vobian human empires without the Hegemony’s knowledge. As
domination of their destinies. In particular, the Ka-yi a result of many talks, Commonwealth military leaders
Sultanate and Nordic Alliance were especially brazen. were promised technological aid and supplies would be
After centuries of slow but deliberate growth and secretive sent to them in preparation for a joint offensive in AD
DEFIANCE UNIVERSE - ARMY LISTS
experiments with stolen Vobian technology, the human 1960. Dubbed “Operation Counter project”, this
empires of the Perseus Arm needed only the spark of the coordinated attack was meant to rid the Cape System
Starslayer to begin their mutinous fire. of its Vobian fleet while linking it to the Ka-yi home
systems at the same time, thus sowing the seeds of a
fully independent humanity. It was a remarkable gamble.
It almost paid off.
OPERATION COUNTERPROJECT
Vobian surveillance vessels were in A.D. 1959 able to
The Goal intercept several cloaked Ka-yi ambassador ships
Human frustrations and aspirations came to a head in the during the final stages of the plan. While the Hegemony
1950s. During this decade, the Hegemony was still reeling was unable to decode the full extent of the information
from the Starslayer Offensives and struggling to fortify its contained in the Ka-yi databanks - many had been
borders against further assault. For a time, Mankind was erased before their capture - it was clear that the cover
underneath the Vobian radar. And then he rebelled. had been blown. The Operation was therefore
prematurely begun months before its planned date of
“Operation Counterproject” was the result of ten years of execution.
secret planning among humanity’s space-faring nations.
Its goal was nothing short of complete liberation from the
Vobian Hegemony and ascendance on a cosmic scale. The False Offensive
United by a common plight, the Ka-yi Sultanate and Nordic Luckily, the Vobians did not initially suspect the involvement
Alliance allied themselves with the newly discovered of any of the Cape powers. This allowed for the bulk of
empires of the volatile Cape System. Here, the Galactic Vobian ground forces in the system to be lured to Natal’s
Commonwealth, heirs to the British Empire on Earth, surface as part of the “False Offensive”, where they were
strove to bring their former enemies and colonial surrounded and destroyed by the combined efforts of the
subjugates, the Boer Protectorate and Army of amaZulu, Galactic Commonwealth, Boer Protectorate and Army of
into the grandest of alliances: the Human Confederacy. amaZulu. This shocked the Vobians and weakened their
By A.D. 1960, they were ready to strike at the Hegemony. position in the area enough to warrant a withdrawal of their
local fleet, which by this time had been alerted that Ka-yi
AUDIO FILE - HC7.656: vessels would soon be coming to the system.
136
“We have an expression for what’s happening to The trap had been sprung, but too early. Though the
your empire: the chickens coming home to roost.” Vobian presence itself had been largely eliminated, the
-Commonwealth General Mason Cleeves Hegemony’s Cape Fleet itself had escaped unharmed,
responding to Vobian overtures for a cease-fire
days before Ka-yi spacecraft would arrive in the system.
along the borders of the Cape System.
With the element of surprise lost and no hints as to the
current trajectory of retreated Vobians, the Kay-yi were
The Plan left with a dilemma. The Sultan had sent over half of the
Ka-yi probes had reached the Cape System in AD 1950. entire royal space fleet to the Cape System, the only
Since Vobian attention (and much of its previous space way to ensure victory against the technologically superior
power in the Cape) had been drawn to the Starslayer Vobian ships. This left Kalanid, the Ka-yi homeworld
invasion fleets during this time, many contacts were itself, open to counterattack by the Hegemony. Against
made between the Sultanate and all three of the Cape strong resistance from the Commonwealth, who felt that
Desolation Planetoids
Tismit
Once home to the mighty Ka-yi Sultanate, first of Mankind’s Perseus empires to challenge the Vobians, the
Kalanid System is now devoid of a human presence, having suffered a massive Vobian invasion in A.D. 1960.
It remains significant for humanity due to the neighboring Chagha Asteroid Belt. This area houses the newly
formed Mongol Fiefdoms, who long for the day that they may finally rid Kalanid of its Vobian interlopers.
the Vobians would surely return soon, the Sultanate’s DATA FILE - HC85.063:
invasion fleet turned tail and left for the Kalanid system
just hours after its arrival. Treatise On Interplanetary Warfare
by Colonel Lord Monty Tweedsmuir
His Majesty’s Royal Marines and Confederacy High Command
Sophos
Pathus
Thebus
Home to the ancient Altai race, the Pathren System lies very close to the Vobian Hegemony. Uniquely
situated between the Vobian and Meraxillan empires, the Altai strive to placate both while retaining their
independence.
The Alliance Renegotiates human empires themselves reached boiling point, as the
The Nordic Alliance had been pushed back harshly after newly formed Kaiser Reich came to blows with its British
losing the strategic planet of Drakor to the Meraxilla in neighbors in the Cape System over the colony planet of
AD 1913, and had therefore quickly fortified themselves Namib. The ensuing conflict, known as the Anglo-German
DEFIANCE UNIVERSE - ARMY LISTS
in anticipation of pursuit. While the pursuit never occurred, War, occupied the resources of both the Kaiser Reich
the fortifications remained, improved upon numerous and the Galactic Commonwealth for over three years,
times over the next four decades, with the eventual goal keeping them from any plans of galactic significance, and
of a second attack through the portal to reclaim Drakor notably removing them from the Vobian radar. Only the
evident in the minds of Nordic military leaders. The 25th intervention of the Nordic Alliance on the side of the
Meraxillan Flux, just prior to its peak in AD 1958, charged Commonwealth in A.D. 1971 ended the war, but the
headlong into this series of defensive installations, bitterness this created among the people of the Reich
counting on their swelling numbers to be the decisive kept them hesitant about joining with their conquerors in
element that would allow them to break through and head pan-human patriotism.
towards Helsefyr itself. The battle for control of the
hypergate raged for months, as Meraxillan fleet after fleet Thus, the first formal declaration of a Human Confederacy
was beaten back, each time with more difficulty. By AD was signed by only two member-states: the Alliance and
1959, the Alliance felt compelled to send reinforcements. the Commonwealth. The Boer Protectorate and Army of
amaZulu would quickly follow suit, but these four would
This was the same year in which the human powers of remain the core of humanity’s consolidated forces for five
the Cape System had been forced to prematurely launch full years, before the fierce anti-Vobian sentiments of the
the “False Offensive”, which was to herald the beginning Mongol Fiefdoms would allow them to look past their tribal
of Operation Counter project. The Nordic role in differences and towards an ascendant humanity. And
Counterproject was to have been a large one: a space finally, in A.D. 1985, the newly formed Weimar Reich would
attack on the last remaining Vobian military observation bring the German people back into the galactic fold, and
vessel in the region, Barkha, a monolithic installation that the power and might of Kaiserwelt would now be added
stood on the border between the Alliance and the to the already formidable armies and fleets of the Swedes
Sultanate and prevented easy contact between the two and Brits, forming a galactic power to be reckoned with: a
burgeoning empires. With the losses at the hypergate truly united mankind.
mounting, it became impossible for Helsefyr to fulfill its
promised obligations, and the ships set aside for the attack
on the Vobian station were instead shifted to the Meraxillan The Fate Of The Learning Colonies
front. The Barkha Installation had housed many of the After the coming of the Starslayer, Vobian curiosity about
mankind gave way to pragmatism, and the Disciple
138 ships that participated in the attack on Kalanid, and the
failure of the Alliance to attack it helped doom the Ka-yi System was officially abandoned in A.D. 1956. For over
Sultanate. Mere years after its inception, the idea of a two decades, the forgotten residents of the Human
Human Confederacy was already looking like a pipe dream. Science Learning Colonies struggled to survive on the
remnants of the once-grand space stations of the
Hegemony, without the annual supply ships that had
previously arrived from Vobis. Isolated from the human
THE TRIALS OF MAN empires, which had more pressing concerns than the
distant Disciple System, many died as their space station
The Confederacy’s Slow Start orbits slowly decayed into the toxic atmospheres of the
The formation of a united confederacy of human states Disciple planets.
suffered a serious setback in the destruction of Kalanid.
But the Hegemony’s lesson was not the only setback. By the time of their discovery by the Nordic Alliance in
Near the end of the A.D. 1960s, tensions among the A.D. 1979, the remaining colonists were those who had
Dunkelwelt
Baumwelt
Kaiserwelt
Home to the powerful but raw Weimar Reich, the Reich System is directly adjacent to Vobian space, making
it a likely first target of an attack by the Hegemony. This constant threat of invasion creates a warlike and
paranoid culture on its most populous planet, Kaiserwelt, whose armies contribute a disproportionately high
number of military personnel to the Human Confederacy.
managed to master the technology of their Vobian-built DATA FILE - HC85.063:
orbital behemoths, creating self-sustaining micro-worlds
that no longer needed exogenous supplies. The Alliance, Treatise On Interplanetary Warfare
by Colonel Lord Monty Tweedsmuir
surprised and excited to find such a technologically adept His Majesty’s Royal Marines and Confederacy High Command
human society, made substantial contact with the Disciple
Societies, in hopes of allying with their displaced brethren.
For the most part, the residents of the Disciple orbital worlds [Continued from page 137] the case. Landing troops
felt the same. One powerful faction, however, did not. right on top of the enemy is sometimes necessary, though
always a costly affair. It may, however, preclude the need
for a subsequent Maneuver and Engagement or Assault
The Church Of The phase of operations.
Starslayer Reclamation
Military forces that do not land directly on the objective must
Pierce Base was one of the largest orbital stations in the
then traverse the distance. Before this can be
Disciple system, and the first to develop the food accomplished, the planethead must be not only established,
replication technology that subsequently helped all to but also secured. A stable base of operations will be set up
survive their exile. Since that time, its strong-willed leader, to facilitate the landing of additional logistical support, and
Finneaus Gage, had been slowly using Pierce Base’s coordinate any future armies that will be landing. This is
monopoly on food replication to enforce a limited the prime role of Confederate Marine Corps.
theocracy of sorts, with a unique brand of Christian-
These initial fights unfold in an extremely rapid manner,
infused Starslayer worship. For reasons unknown to all being conducted by fast infantry and light vehicles, both of
but Gage, the religious soul-searching he had undertaken which exit their landers with weapons blazing. Heavy
during the early years of his abandoned hardships had aerospace fighter and naval gunfire support is almost always
led him to believe that the Starslayers were the saviors of allocated. It is an all or nothing affair, for if a planethead
the human race, and that their battles against the fails, an entire operation may fail, or at least be postponed.
This may allow enemy re-fortification, or worse, the arrival
Hegemony were paramount to a new Apocalypse. of orbital reinforcements, both of which can quickly turn an
offensive operation into a defensive one.
Gage directly resisted Nordic offers of union, all the while
monitoring the progress of his grand project, a flagship Once all lander heavy equipment has been deployed and a
that had been secretly launched 10 years earlier, using base of operations secured, the Initial Strike phase has
phase technology that no other human in the system knew ended.
existed. In A.D. 1970, several years after his theocratic
Maneuver & Engagement / This is the move-
ascension to power, Gage and a small number of his ment to the objective, also referred to as “Advance to 139
covenant apparently came across old Vobian plans for a Contact”, although it is worth treating movement and attack
phase scout ship deep in the bowels of Pierce Base. separately, as the relative importance of each will fluctuate
Instead of sharing this technology with the other colonies, as enemy positions are detected. This phase may be
he saw this as an opportunity to reach out to the conducted fast or slow. Fast is preferred, as the longer it
takes to get soldiers to the objective, the more time the
Starslayers and assure them of a new flank in their war
enemy has to prepare. It is important to note that space
against Vobis, should they accept his offer of allegiance. superiority must be maintained throughout these phases.
With this as a backdrop, the years after the arrival of the Vessels in orbit will be able to continually bombard and
Nordic Alliance were tenuous ones. The extreme travel harass the target objective while the ground forces
Earth
Birthplace of Mankind, Sol sits largely ignored by its former overseer, the Vobian Hegemony. It is the ultimate
goal of the Human Confederacy to reach Earth and forge a truly galactic alliance of man.
alliance with Helsefyr. He merely wanted to stall the current wars of the galaxy. The Rift, located midway
negotiations, as he had known for some time that his between Vobian and Altai space, is the most recently found
flagship was returning home with a small fleet of Starslayer of the galaxy’s known hypergates, one of only four in
vessels as an accompaniment. His extragalactic saviors existence. A strategic wildfire, it is able transport materials
DEFIANCE UNIVERSE - ARMY LISTS
had heeded his call, and were surely come to bless him. from the Perseus Arm of the Milky Way to the extra-
galactic Large Magellenic Cloud (the presumed source
In the end, it seems possible that Finneaus Gage himself of the Starslayer race) over a period of mere hours.
was indeed blessed by his “gods”, for the Starslayer craft
that arrived in A.D. 1981 destroyed all remnants of a Nordic What most scares the Hegemony is the fact that at least
presence in the Disciple System. To this day, it is unclear two Starslayer craft have successfully exited the Perseus
how they arrived so quickly, but the newly formed stargate side of the hypergate and quickly fled towards the safety
in the region suggests a previously undetected subspace of the Pathren System. To date, no official Altai
phase pathway that had been there all along. Gage had explanation of the ships’ whereabout’s has been
simply led the Starslayers to it. forthcoming. With a galaxy full of enemies, all the
Hegemony can do is watch and wait, continuing to monitor
Today, the Learning Colonies themselves have mostly the Palation Rift, but unable to spare the resources
disappeared, presumably having been transported behind necessary to directly challenge the Altai Realms.
the Starslayer front, or perhaps to the race’s proposed
origin itself, the Tarantula Nebula. Of the few colonies
known to have resisted the incursion, only space debris The Silicon Unity
remains of them. The Nordic Alliance, closest of the human In the years since the discovery of the Palation Rift, an
empires to Disciple, maintains a close watch on its perimeter. alliance of sorts has been developing between the
The area has been dormant until recently, and strangely it is Meraxilla and the Altai. Despite the devastating effects
now Altai movements, not Starslayer, that are being detected that the “misdirected” 28th Crimson Flux had on the
in the sector. What has transpired in the twenty years Pathren System in A.D. 1980, a pledge of military
since the attack on Disciple, and why the Altai are now cooperation between the Meraxillan Sovereignty and the
interested in the region remains a mystery. As for Altai Realms was formalized in A.D. 1999 with the signing
Finneaus Gage: the Starslayers aren’t talking. of the “Silicon Unity”. This is the first official treaty
negotiated by the two empires since their mutual defense
AUDIO FILE - AR7.828: pact during the War for Ulna, more than five hundred
Terran years ago. Unexpected by both the Confederacy
“Why is it that where we see angels, you see and the Hegemony, the Unity threatens the integrity of
only devils?” the centuries-old Vobian Home Defense Zone, which has
140 -The only response by Altai ships to Vobian already been pushed back in the wake of the incursions
requests that they be allowed to enter the Palation from the Palation Rift. It also compromises the security
Rift in pursuit of Starslayer craft.
of the Drakor System, where a tentative Nordic Alliance
strains to fortify the ocean planet’s defenses, in hopes of
creating a starbase near to the Orion Arm.
Ulna
Tensor
Galea
Birthplace of the Meraxilla, the Ulnar System system has remained safe from outside interference since the
end of the War for Ulna in A.D. 1587. Home to a significant percentage of the Sovereignty’s citizenry, the
Ulnar System is consistently on the brink of overpopulation, forcing the surges of the Crimson Fluxes outward,
towards the other races of the Perseus Arm.
of a random menace, with power spread thin by unco- DATA FILE - HC85.063:
ordinated attacks and a lack of dedicated follow-through. In
short, the Sovereignty had been a galactic wild card, hurting Treatise On Interplanetary Warfare
by Colonel Lord Monty Tweedsmuir
all Milky Way inhabitants equally in the long run.
His Majesty’s Royal Marines and Confederacy High Command
The Auto-Cloning Initiative (ACI), begun in A.D. 1982 Assault Phase / Whether conducted against a force
that has been detailed to slow the advance, or a force that
on Planet 5 of the Vobis System, was originally a failsafe
defends the primary objective, the assault phase itself is
to be implemented only in the event of a Starslayer the same, and may be conducted numerous times over the
invasion of the Hegemony’s core systems. In A.D. 2000, course of an operation.
however, in response to the Silicon Unity and increased
Planet 3
Planet 2
Planet 4
Birthplace of the Vobian race, the Vobis System has never once seen the presence of an unwarranted alien
vessel. Its fourth planet is still the primary breeding ground for the Hegemony’s cybernetic legions, and
Planets 2 and 3 together produce almost half of its intergalactic military arsenal.
Already, however, the ACI is levying a heavy price: mutiny. Orion Arm is rarely practical. Earth, once the jewel of the
Due both to genetic deficiencies and the dangerous work insatiably inquisitive scientists of the Hegemony, has
with which they are tasked, the auto-clones have been become a luxury possession, one still worth keeping, but
dying in droves. Of all Vobian casualties over the past 2 only if such keeping is painless. With nothing but a few
DEFIANCE UNIVERSE - ARMY LISTS
years, they account for over 85%. On the battlefield, the observatories and their starfighter complements to protect
numbers are even more telling: 98% of Vobian ground the Sol System from enemies, the keys to Earth lie open
force casualties are auto-clones. To the clones to all with the will to come and take them.
themselves, these statistics paint a cruel picture of the
society for which they are supposed to be fighting. The
seeds of a revolt have been sewn, a reality that threatens Operation Reclamation
not only the dominance of the Hegemony, but the survival And The Earth Coalition
of the Vobian race itself. For centuries, the elder of the HELL colonies have been
aware of their relative proximity to Earth. The Vobians,
initially confident in their proprietorship of phase
Channeling The Flux technology, never bothered to keep this fact much of a
Three years after the signing of the Silicon Unity, the worst secret. Once the Ka-yi Sultanate and Nordic Alliance
fear of the Hegemony has already come to pass: a became space-faring nations, they quickly intuited their
directed Crimson Flux. The 29th such event since the origins on the galactic map. Even before the Starslayer
Vobians began to document them, this newest Flux arose invasion of A.D. 1947, both empires had been planning
soon after the Unity was ratified. Instead of being covert trips to the homeworld of their ancestors.
uncoordinated like previous Fluxes, its manpower was
immediately mobilized unswervingly towards the Vobian Until recently, however, such plans were considered
Home Defense Zone (HDZ) by A.D. 2001. No longer could impractical. Using standard plasma drives, the journey
the Hegemony count on multiple and poorly timed was calculated to take as many as 25 years, and would
offensives, each aimed at a different target. Here the bulk have required more fuel than was produced in an entire
of the Crimson ground forces, supported by most of the year of Alliance mining. Such logistical issues, coupled
Meraxillan and Altai fleets, coordinated a sequential attack with the renewed fears of Vobian attacks that came with
along the series of moon bases and minor planetary the destruction of the Sultanate in A.D. 1960, left the
installations that make up the perimeter of the HDZ. dream of returning home unrequited for decades. What
finally made the journey feasible was the creation of a
long-range phase drive in A.D. 1988, the technology for
AUDIO FILE - MS9.527: which required the input of the amaZulu techno-shamans.
“A stagnant race is a dead race.” After more than a decade of planning, the human empires
142 -Meraxillan saying. now have the ability to reach the planet of their ancestors.
The Earth Coalition has been formed and Operation
Reclamation is begun.
While the stalemate along the Starslayer front has allowed
for some Vobian reinforcements to the Zone and its overall
integrity remains, several Meraxillan offensives have The Proximal Offensive
actually conquered outposts within the official borders of The first stage of Operation Reclamation is the current
the Hegemony itself. The magnitude of these events Nordic effort to retake the Drakor System. This so-called
cannot be overstated, as not even the Starslayers can Proximal Offensive has been largely successful, as Nordic
claim to have come this close to Vobis, the home system and British troops have cleared the ocean planet’s surface
of the mighty Hegemony. For the first time in a millennium, of a Meraxillan presence. But the nearby system’s
Vobian dominance in the Milky Way is no longer assured. hypergate, gateway to the Alliance’s home territories, has
become compromised in the face of a newly reinforced
Meraxillan fleet in the region, one bolstered by their Altai
Humanity’s Yearning For Home allies. This stalemate at Drakor has already delayed the
Since the coming of the Starslayer, Vobian interference in launch of Stage Two of Operation Reclamation: the
the affairs of Earth has been minimal. Even before this sending of a joint Confederate Consolidated Force fleet
event, the slow but steady risk of an insurgency amongst to the Sol System itself. And so Mankind is again forced
the Hegemony’s former HELL colonies had given pause to to wait for its historic reunion.
Vobian scientists, with the result that the Weimar Reich
represents the only empire transplanted from Earth in the
past 100 years. The wars of Terra, once seen as a sort of A Second Wave
board game by the Hegemony, were largely left to proceed An ever-looming backdrop to the events of the past two
on their own throughout the 20th century (the one exception years is the very real possibility that a second Starslayer
to this being the Vobian role in the Dresden firebombing of invasion force is on its way towards the Milky Way. With
1944, and this was done more to prevent discovery than the source of the Starslayer fleet that conquered the
any desire to influence the outcome of World War Two). Disciple System decades ago still unknown, and reports
of small contingents of Starslayer vessels existing far from
Since 1947, the immense drain on Vobian resources any of the known galactic fronts, it seems likely that the
required to hold back the Starslayers has meant that the Starslayers are in possession of a transpor tation
time and energy required for a journey to the backwater technology heretofore unseen by any of the Milky Way’s
indigenous empires. With the galactic balance of power DATA FILE - HC85.063:
in its current state of flux, the impact of a Starslayer second
wave would be both massive and unpredictable. Never Treatise On Interplanetary Warfare
by Colonel Lord Monty Tweedsmuir
have so many lives depended upon the outcomes of so His Majesty’s Royal Marines and Confederacy High Command
few uncertainties.
The time is now. The place is here. The stakes are nothing [Continued from page 141] enemy distracted, and
less than control of the Milky Way Galaxy itself. then move the assault force to a flank to close with and
destroy the enemy. This is easy to say, but difficult to employ.
Arm, as many of its former subjects are now powerful spirit of galactic aggression on Pathus. Since then, the
enough to resist all but the largest military strikes. Altai military has once again bared its teeth. Led by the
youth, those not yet crippled by The Fall, their ground forces
take to the field supported by the ranks of the Fallen, barely
The Human Confederacy sentient but kept controllable by constant intracranial
Humanity has existed for centuries in the shadow of the stimulation. Armed with the highly effective artifact
other races of the Milky Way, in particular the Vobians. weaponry, the technology of which is allegedly extragalactic
For centuries, the scattered colonies of man existed in in nature, the Altai have been known to take to the field
total isolation from one another, while Earth itself remained with members of the Starslayer race itself.
under constant Vobian surveillance. The seeds of
Mankind’s ascendance were sown in the 19th century, Without a doubt, the Altai Realms has made its presence
during the peak of the Hegemony’s galactic exploration. felt. Its mysterious connection to the Starslayers, who
Using this drain on Vobian resources as an opportunity, have been seen exiting the Palation Galactic Rift, still
several of the larger human colonies quietly led a unexplained, the Confederacy and Hegemony are hesitant
technological renaissance, and a slow but steady to be too aggressive with the Pathren System. And yet,
population explosion. Today, the Human Confederacy they must likely need to do just that, as the newly
stands as a testament to man’s unity, and a galactic power expansive policies of the Altai have brought them into
in its own right. conflict with Mankind and Vobian alike. As for the
Meraxilla, a new Silicon Unity, greater even than that seen
The culturally disparate member-states of the during the War for Ulna, seems to be forming. Given the
Confederacy, which include several former enemies, keep combined reach of the two powers, such an alliance could
a tentative union by remaining pragmatic in the face of easily form a new front along Vobian territory, or lead to a
galactic events. The military machine of the Confederate combined invasion of human territory. Either possibility
Consolidated Force extrapolates this pragmatism, relying would change the face of galactopolitics in the Milky Way
on heavy firepower and stolen phase technology to give for decades to come.
it an edge. Instead of seeing its diversity as a weakness,
the armies of Human Confederacy strive to incorporate
the unique tactical and strategic aspects of each of its The Starslayer Founding
member-states into a cohesive whole. Even 50 years after their initial invasion of the Milky Way
144 Galaxy, little is known of the Starslayer race. Given that
their wartime objectives generally involve only space
AUDIO FILE - HC1.064:
operations, few live specimens have ever been captured
“Unless we grow greater, we shall become less.” by the Vobian Hegemony. Of those in captivity, it can be
-Prussian saying said that they have a partial existence in the phase
dimension. Beyond this, however, nothing more of their
physiology can be said.
Newly arrived on the galactic scene, the Confederacy still
struggles with an inferiority complex when dealing with Tracings of the Starslayer Offensives of A.D. 1947 suggest
the other races of the Milky Way. And yet its amazing that the likely source of the invasion fleet lies somewhere
military growth rate and steadfast anti-Vobian stance in the Tarantula Nebula, within the Large Magellenic
ensures it a constant place at the Perseus bargaining Cloud, the closest galaxy to the Milky Way. Since the
table. No other power in the galaxy can claim to have initial fleets entered our galaxy, however, no further craft
become so influential in so short a time. Its brazen attitude have been detected moving from this direction. Thus, the
giving it clout beyond its years, the Confederacy risks
current Starslayer invasion has lasted over half a century
creating challenges it cannot meet. Truly, Mankind plays
without any logistical support or supplies from its
a dangerous game.
presumed home territories.
G. Commonwealth yes A.D. 1972 It is worth noting that while there is a large and powerful
Nordic Alliance yes A.D. 1972 consolidated force of ground troops, no similar program
Army of amaZulu no A.D. 1973 exists for the space fleet. What this means is that, with
the exception of some subsidization of troop transport
Boer Protectorate no A.D. 1973
convoys to move the CCF from planet to planet, the cost
Mongol Fiefdoms no A.D. 1978 of defending a state’s home systems is borne by its
Weimar Reich yes A.D. 1985 citizens only. Thus, all human space fleets are technically
national fleets.
Non-Voting Date Of
Member Admittance
Hideyoshi Dynasty A.D. 1989 The Legacy Of The Sultanate
Iroquois Nation A.D. 1989 Until its destruction at the hands of the Vobian Hegemony
in A.D. 1960, the The Ka-yi Sultanate was by far the largest
of the human empires in the Perseus Arm. The Ka-yi
CCF FUNCTIONS
HUMAN CONFEDERACY - ARMY LISTS Voting Primary Secondary
Members CCF Function[s] Function[s]
Army of amaZulu Phase Weaponry Phase Fields
Boer Protectorate Powered Armor Projectile Weaponry
Galactic Commonwealth Heatsink Weaponry, Vehicles Plasma Weaponry, Powered Armor
Mongol Fiefdoms None Grenades, Plasma Weaponry
Nordic Alliance Phase Fields, Plasma Weaponry Phase Weaponry
Weimar Reich Projectile Weaponry, Vehicles Grenades, Powered Armor
were formed from the single largest HELL colony ever THE GALATIC COMMONWEALTH
created, over 100,000 clones from the city of Istanbul in
the late 15th century, at the height of Ottoman political HISTORY
influence in the Mediterranean. During the first half of
the 20th century, the Sultanate, now the most powerful Now one of the most powerful members of the Human
human empire in the Perseus Arm, openly championed Confederacy, the Galactic Commonwealth has greatly
the idea of an emancipation from the Hegemony. It was benefited technologically from its former status as a
the fleets of the Sultan that were the most conspicuous Vobian police colony. Heirs to colonial Britain of the late
contributors to Operation Counterproject, a risky surprise 19th century on Earth, the Commonwealth was originally
attack that managed to strike a serious blow to the sent to the Cape System as an overseer of the Zulu and
Hegemony’s dominance of mankind, but at the cost of Boer HELL colonies place there. 125 years later, it now
the total annihilation of the Ka-yi homeworld, Kalanid.
maintains the largest combined ground, air and space
force in the Confederacy, and the begrudging respect of
Despite its stark religious conservatism and often-
the other sentient races of the galaxy.
tumultuous relationship with the nearby Nordic Alliance,
the legacy of the Sultanate today, 40 years after its
destruction, is a fierce confidence in the assured
ascendancy of man. It was the Sultan’s Millet Search Pax Brittanica
148 Probe Program, begun in A.D. 1918, that led to the Great Britain was arguably the most powerful nation on
discovery of many previously unknown human empires Earth throughout most of the 19th century. The British-led
in the Milky Way, including the Weimar Reich, now one of defeat of Napoleon in 1815 had set the stage for
the most powerful members of the Consolidated dominance in the world theater. Over the next 100 years,
Confederate Force. Britain amassed wealth far out of proportion to its size. It
did this primarily through the management of its numerous
At present, most of the surviving descendants of the colonies, from which it extracted the raw materials and
former Sultanate are scattered among the worlds of the manpower necessary to build a global empire. Such lofty
Nordic Alliance and Mongol Fiefdoms. Here they bring horizons had a cost, however: the constant need for
their technical expertise as well as their zeal, in a military intervention to keep things “running smoothly”.
continued attempt to break the Vobian yoke and ensure Thus, the Great Britain of the late 19th and early 20th
mankind’s place in the post-war galaxy. Neither the century saw itself embroiled in conflict with nations both
obliteration of their homeworld or the uncertainty of the large and small, both on and off the European continent.
Starslayer threat has lessened their defiance. The legacy
of the Sultanate lives...
A Kindred Spirit
The Vobian Hegemony became fascinated with the
British Empire early in the 19th century. While watching
CONFEDERATE it grow over the coming 50 years, they were reminded in
MEMBER-STATES a sense of themselves. The British had managed to
create a colonial microcosm of what the Vobians
The Human Confederacy encompasses a diverse
themselves had done on a galactic scale. It would not
collection of governmental and tactical approaches. Each
be long until the Hegemony decided to harness the vigor
member-state maintains a political and cultural autonomy,
and enthusiasm of the Anglo-Saxon race for its own ends.
and contributes its own set of strengths to the Confederate
Consolidated Force. Humbled by their defeat in the Spirit Wars and eager to
reduce the strain on the resources of its empire, the
Vobians came up with a plan: to let someone else do
the work of containing Natal. Who better to monitor a
colony than the greatest colonial empire Earth had ever
known, one that already had extensive experience with
both the Zulu and Boer cultures?
Sir George Pomeroy-Colley, leader of the British forces
DATA FILE - HC79.403:
in the First Boer War, and the battalions under his
command were abducted and cloned by the Vobians in The Fall Of Kalanid
by Justin Crough
A.D. 1881, as the beginnings of the Cape System’s new
“colonial paradigm”. The forward-thinking Hegemony was
also careful to abduct many dozens of prominent Kemal Ecevit watched the bright flashes on the horizon. It
politicians from the British Isles themselves, realizing that was night, the pulses resembling a distant electrical storm
their paradigm required central as well as on-site that made the ruined city painfully visible for a brief second
administrators. In all, the forces transported to Britannia or two at a time. Between each flash, the darkness was
and then to Natal were rag tag by British standards of the absolute. No lights burned within the capital, all of the
civilians were sheltering underground. Even the cloud cover
day, but still possessed of great leadership and the
was unnatural, smoke and cinders hanging in the
traditional indomitable fighting spirit of the Anglo-soldier. atmosphere and blocking out starlight.
Not all the overhead curtain of smog and debris was from
Homeworld the destruction of Istanbul of course. The city’s defenses
The Vobian Hegemony chose Natal’s largest moon, now had been throwing reflective particles into the upper
known as “Britannia”, as the initial site of the British HELL atmosphere for days, ever since the orbital sentries had
detected the Vobian strike force entering the system. The
colony. Its location in orbit over the Boers and Zulus
choking shroud was intended to protect against orbital
was perfect for its intended pur pose: satellite bombardment, to disperse the Vobian energy weapons, and
administration. Unlike most human abductees, the to conceal ground targets from their sensors. It hadn’t
British were made quite aware of their “purpose” stopped the frequent air strikes however, and it was those
immediately upon arriving on Britannia. Based upon that had done most of the damage thus far.
losses the Vobians had suffered during the Spirit Wars,
it was decided that the Hegemony needed a policeman Another flicker of sickly green light flared up and waned,
seeming to trace its way along the entire breadth of the
of sorts. The British, given their long history of colonial horizon. A sound like a crashing tidal wave followed the
administration on Earth, seemed made for the job. fiery display. They were hitting the outlying areas mercilessly.
The last reports Kemal had received were that Vobian
landing craft were touching down no more than two hundred
kilometers away. The Mamluks were no longer reporting
CULTURE from the front lines. That would mean the harassment
attacks had failed.
Secondary to its police duties, the “culture” on Britannia
No news yet from the Tamerlanes. Were they under attack 149
at first mimicked that of an African or Asian colonial as well? He forced the unanswerable question from his
magistrate on Earth. Top-down authority was paramount, mind.
and the men and women who lived on Britannia all owed
something to both the maintenance and the mystique of He wanted to ask Allah to be merciful. But he couldn’t. He
the colonial way of life. Hardy, proper, no-nonsense, was an Aga of Janissaries, and men like him were not
rough-and-tumble; these were the words that the people allowed to seek their own safety. Allah’s mercy would come
after death. But he must die well.
of Britannia used to describe themselves.
Kemal had his men holding the high ground, an intact span
Homeworld across one of the main streets that joined the desolated
market square, one of the routes to the Sultan’s palace.
The ancestors of Helsefyr had come from harsh climes,
Below him, more than a hundred Dervishes and their 151
and the homeworld of the Nordic HELL colony was no Mystics offered up a never-ending ululating cry, as they tried
exception. The planet originally needed decades of Vobian to dam up the flood of Vobian war organisms with their
planetary engineering in order to have a breathable bodies.
atmosphere, and this work was followed by centuries of
human improvements that have finally brought it to a state Krak! Another of the sprinting Spondylocrits tumbled and
of meteorological stability. Helsefyr’s surface has two was swept along with the crush as Kemal’s Tufek made his
will reality. Given time, he could kill every one of these
basic zones: the central tundra and the polar ice caps.
invaders through sheer force of mind. A half dozen more
The tundra experiences a 3-month growing season, and weapon reports in quick succession from his men also found
He could kill them all given time. Allah was with him. If
In terms of overall population, the Nordic empire remains they could hold the city long enough, the Nordic Alliance
small by galactic standards. Its galactic influence, would arrive to give them respite. The situation could turn
however, is on a par with its British and German from a grim last stand into the first ground battle of
counterparts, largely due to the industrious nature of its humanity’s revolt against the Hegemony. It only depended
society. The whole of the Alliance lives under a form of on time.
capitalist democracy, though one with a definite class
system when one considers the clear stratification of its
workers into those with jobs in the technology sector and Kemal pressed his armored body tight against the hull of
those outside of it. Several huge corporations control the the ruined Derbend Assault Vehicle. Of his men, only Nezi,
vast majority of the flow of goods, services and technology the youngest, was still with him. He was crouched
throughout the Nordic systems. Most prominent among [Data File HC79.403 continues on page 153]
them are Ramgard Enterprises, the Altgeld Partnership,
and Wolf Designs, who together comprise about 70% of on the galactic stage, it seems unlikely that it will change
the Alliance’s gross national product. Money buys power significantly in the near future.
on Helsefyr, and large corporations are involved in almost
all major Nordic foreign policy decisions.
HUMAN CONFEDERACY - ARMY LISTS
The amaZulu rely on the concept of the militia warrior for HISTORY
their military strength. Professional soldiers are rare, with
HUMAN CONFEDERACY - ARMY LISTS
only the izikhulu (regional chieftains) and their staffs being It remains unclear why the Boers were originally brought
considered career officers. Warfare is therefore a cyclical to Natal, though the need for a Zulu enemy after the failure
responsibility of the nation’s entire male population, most of the Vobian Cybernetic Evolution Program seems most
of which participates in the military guild system. likely. Since their arrival, the steadfast men and women
Organized by life stage, the three guilds are roughly equal of the Protectorate have brought a stubborn stability to
in strength, though Guild Red is slightly smaller in Natal, as well as the Cape System in general. Farmers
numerical size, owing to the older age of its members. and craftsmen, the Boers are a small but important aspect
When the Army of amaZulu becomes engaged in a of the Confederate military machine.
national scale conflict, it is generally Guild White that first
heeds the call to arms. As in other societies, Zulu youths
are generally felt to be more “expendable”, as they do not The Afrikaaners
yet have families to support. They are also in general Long before Britain had made any claims to southern
more aggressive and loyal to the king; the warrior nature Africa, traders from Holland were using the Cape of Good
is ingrained into Zulu boys at an early age, and this makes Hope, poised as it was at the extreme tip of the continent,
for a formidable pool of soldiers from which to draw in as a steppingstone on the way to the Dutch East Indies.
times of war. By the time the British government seized the area from
Holland in the late 18th century and further consolidated
Despite its warrior nature, amaZulu society is not equipped it in the wake of their victories in the Napoleonic Wars,
to deal with prolonged conflicts. The lack of a paid they inherited a stubborn majority population: the
professional soldiery, combined with persistent spiritual Afrikaaners. These white “natives” had been living in
traditions, can stop even a successful offensive cold. Of Africa for two centuries and were by now culturally distinct
particular importance is the Zulu belief in “purification”, a from their European forbears.
lengthy process that can take days, in which an inyanga
(“healer”) performs rites on warriors who have killed during With traditions still drawn primarily from the Dutch
battle, in an effort to remove their “contamination”. One Protestant Reform Church, the Boers (literally “farmers”),
can easily understand how such practices can severely as they were most often called, proved difficult to rule.
limit the scope of amaZulu military operations. While the Having lived at the Cape for many generations, the Boers
army’s might is considerable and its manpower can be refused to give up their way of life in the name of the
mobilized within days, the extent of its influence can be British Empire, whose “civilizing” laws were seen as
156 measured in months, instead of the years that is standard nothing more than meddling in affairs that should not
for the other human empires. concern England. In 1834, a British edict outlawing
slavery, which was widely practiced by the Boers on the
native black population, was the last straw for many. Under
the leadership of Piet Retief, some five thousand
GALACTOPOLITICS Afrikaaners undertook a mass exodus northwards, away
from the British Empire and into native-held territories.
Until the mid-20th century, the amaZulu had little contact These pioneers, or “Voortrekkers”, organized themselves
with human empires outside of their solar system. The along military lines and in 1837 began the long slow
arrival of Ka-yi ambassador ships in A.D. 1950 challenged movement forward into uncharted lands, in what would
the nation’s traditionalism and rekindled its desire to become known as the Great Trek.
avenge itself against the Vobian Hegemony’s cruel
treatment of its people during the Spirit Wars. The King This massive migration into the region known as the
at the time, Mazibuka, along with several high-ranking Transvaal did not go unnoticed by the indigenous African
members of Guild White, crafted a radical long-term plan tribes, and the Boers clashed with and eventually defeated
for amaZulu ascendance, which continues to this day. the Matalbe, west of the powerful Zulu kingdom. By early
1838, the Boers were becoming a threat to native stability
With the Vobians no longer an immediate threat and their in the region, and a rash move on the part of the Zulu
techno-shamans secure in their sole possession of many king, Dingane, would lead to a long and bloody conflict
phase technologies, the current amaZulu bargaining between the two cultures. Dingane invited Retief and 70
position is one of strength, weakened only by their lack of his followers under the pretense of peaceful negotiation,
of a dedicated space program. Given the technological murdering them soon after they had disarmed themselves.
renaissance sparked by the phase expertise of the He hoped that the act would send a strong message of
techno-shamans, partly responsible for the viability of non-interference to the Boers. The response surprised
Operation Reclamation, it seems likely that amaZulu him: immediate mobilization for war.
for tunes will improve both within and outside of
humanity’s spheres of influence. The early months of this conflict were marked by Zulu
victory after Zulu victory, the cruelty and ferocity of which
would engender a deep abiding hatred for the Zulus
amongst many Boers, some of which still exists to this
day. By late autumn of 1838, however, the tide had turned.
The Trekkers, led by Andres Pretorius, would begin a long-
awaited punitive expedition against Dingane’s forces, GOVERNMENT
culminating in a decisive battle at the Ncome River. In
this battle, Pretorius set his forces up in characteristic In eventual response to Zulu aggression, the settlement
laager (linked wagon) formation against the crossing of now known as New Pretoria was named in A.D. 1860 as
the river with a deep ravine, creating a defensive position the home of the first formal Boer government. Boer
of exceptional strength. In a move that would foreshadow families and towns realized that their frontier way of life
many later defeats, the Zulus, led by Ndlela kaSompisi, would have to be tempered by the need for collective
charged headlong at the dug-in laagers, only to be security against the Zulus. New Pretoria grew to become
repulsed time and again by heavy Boer gunfire. By day’s a military and industrial base, and from its motivated
end, three thousand Zulu warriors lay dead or wounded, populace came the A.D. 1862 formation of the current
while the Boer casualty count stood at only four. From this government, the Boer Protectorate.
day forth, the Ncome became known as simply “Blood River”.
Of the human governments, the Protectorate is the least
centralized. It has little power to make or enforce laws,
The Boer Abduction and exists primarily to standardize the Boer military
The chaos of the Battle of Blood River was extreme. machine. The Protectorate is a firmly militaristic body,
Thousands of screaming Zulus charging into a thick and whose main pur poses are the defense of Boer
constant wall of Boer musket powder smoke created the homesteads and the facilitation of Boer expansion onto
perfect environment for Vobian intervention. By the 19th new and fertile lands. While they may disagree on a great
century, the HELL cloning process had advanced to the number of political issues, the largely independent
point that only a small amount of genetic material was provinces that make up the Protectorate believe firmly
needed from a host and, amidst the billowing smoke and and strongly in a policy of national and galactic defense.
the noise, it was a simple matter for cloaked Vobian
personnel to temporarily stun battle participants and
obtain a small tissue sample from each.
MILITARY
Most accounts of the battle estimate that about 450 Boers
and 350 of their black servants were present. Through The Boers bolster their military strength through an
patience and careful action, the Vobians managed to extremely high military participation rate. In times of need,
obtain roughly 500 unique and usable tissue specimens, almost every healthy adult male in the Protectorate, each
with roughly the same racial composition. Though there
a master of the way of the gun, can be counted on to 157
were few females amongst the samples, the Vobians had
serve his country. The Boer land army is unique in that
prepared for this fact by having obtained some during the
each soldier has primary responsibility for the upkeep of
Zulu raids on Boer settlements that had occurred over
his equipment, having been bequeathed it by the state in
the previous months.
return for active service in times of need. The advantages
to this method of military outfitting are clear: each soldier
can fine-tune his personal armor and weaponry to his
own specifications, and he will be able to perform his own
CULTURE
Heir to the Indian Mughul empire, the Harem government The Barlas Tribe
on the moon of Babur was a centralized monarchy with a The Barlas tribe still embraces its nomadic past.
strong military tradition, and had long acted as a way Originally composed of the famed “Golden Horde” of
station for trade between legitimate merchants on the what is now midwestern Russia, the Barlas were and
planet’s surface and the illegitimate pirate clans of nearby are a warrior tribe. While obviously dedicated to the
Chagha. It was thus ideally equipped to act as a focus galactic advancement of the Mongol Fiefdoms, the
point for the chaotic influx of refugees that the invasion of Barlas have proven the most difficult tribe to incorporate
Kalanid brought to the Chagha Belt. In the chaotic years into its bureaucracy. Preferring smaller, mobile
after the Vobian invasion, it was the Harem Matriarchy spacecraft to the asteroid-embedded superfortresses,
that managed to hold together the varied families, clans, Barlas clans tend to migrate around the Chagha Belt,
scientists and politicos of the Chagha post-war era. In stripping planetoids of ores and foodstuffs (oftentimes,
A.D. 1978, by remaining a stable governmental force and much to the chagrin of the other tribes).
The Jalayir Tribe larger role of the Fiefdoms in galactic affairs has been
The Jalayir are derived from the Turkic tribes of central constant. In essence, the Qaraqorum is a mediating body
Asia, and originally represented a compromise of sorts that acts to translate the cumulative wants and needs of
between the settled and nomadic peoples of the region. the family clans of Chagha into a meaningful galactic
HUMAN CONFEDERACY - ARMY LISTS
The smallest of the tribes, Jalayir is also the most dialogue with the major powers of the Milky Way.
specialized. Having acted as a go-between for the Arlat
and Barlas, first on Kalanid and now in Chagha, its family
clans learned early the value of technology in trade
relationships. Humble and hard-working, Jalayir values MILITARY
stress delayed gratification and isolationism from radical
political or religious beliefs. As contact with the Human Instead of being organized around strategic fundamentals,
Confederacy increases, it is the Jalayir, already sought like the familiar distinctions of Army, Navy and Air Force,
after for their unique brand of “Khantech”, who stand to the official military of the Mongol Fiefdoms is structured
gain the most economically from the exchange. around the four original Turco-Mongolian tribes (Arlat,
Barlas, Jalayir and Suldus), plus the Mughuls. Each of
these five branches maintains its own cultural and tactical
The Suldus Tribe identity, with the result being a unique and amalgamated
Of the 4 major tribes united under the rule of Tamerlane, style of fighting. Despite their differences, however, the
the Suldus were always his least trusted. Derived largely five tribes do share two common characteristics when
from the oligarchies of Dark Ages China, they were linked compared to other militaries.
to a dynastic system of government, one in which
nepotism, not military prowess or political savvy, decided Firstly, the nature of living in an asteroid belt has
the places of power. Today, this emphasis continues, with emphasized the need for small, fast air- and spacecraft.
Such vehicles tend to have a limited cargo capacity,
a rigid caste system enforced within each of its
meaning that most clan forces and Fiefdoms soldiers (with
superfortresses and a religion that consists largely of
the notable exception of the Royal Guard) tend to be
ancestor-worship. Perhaps because of its monarchal
similarly fast and light. Secondly, the culture of the
emphasis, the Suldus is the Tamerlane tribe most trusted
Mongols still emphasizes aggression and glory in combat,
by the Harem Matriarchy. Subsequently, it also supplies
an approach that leads to a preponderance of shock
most of the non-Mughul troops that make up the official
tactics, even at the strategic level. The normalization
Mongol Fiefdoms military.
imposed by the Human Confederacy has partially dulled
this attitude, but it is a sure bet that a force made up
primarily of Fiefdoms national forces will be both more
The Mughuls
160 Heirs to the final vestige of Mongol power on Earth, the assertive and less cautious than a force composed of the
more “civilized” members of the Confederacy. When
Mughul HELL clones hail from India, where the last of the allowed to fight on their own terms, the men and women
great Khans, Akbar, conquered as his ancestors had of the Mongol Fiefdoms are almost invariably
before him. Occupied by the Ka-yi Sultanate in A.D. 1767, triumphant…but rarely is the enemy so generous.
the “Harem Matriarchy” of Kalanid’s moon Babur owed its
eventual independence to the Khanate, and the two
empires soon developed a thriving trade relationship. Now
the de facto centralized authority of the Chagha Belt, the GALACTOPOLITICS
Harem Matriarchy is the most organized and dedicated
member of the Mongol Fiefdoms. Long before the Chagha Asteroid Belt became the official
home of the Mongol Fiefdoms, it was already a haven for
criminals, anarchists, and political or scientific refugees.
As a rule, the family clans accepted all with open arms,
GOVERNMENT so long as they could provide a product or service to the
burgeoning gray market. While the Qaraqorum has
The Mongol Fiefdoms itself refers to a grouping of five legitimized most of the belt’s business operations,
closely packed asteroid bases near the center of the Chagha’s reputation as a galactic melting pot continues
Chagha Belt, collectively known as the Qaraqorum. Four unabated. Mercenaries, arms dealers, drug smugglers,
of these represent the four original tribes of the phase ships for hire; all have a place in its whirling bazaar.
Tamerlanes, while the fifth represents the Mughul empire In a political sense, the Chagha Belt is the equivalent of a
and houses the Harem Queen, official figurehead of the displaced homeworld for humanity, a galactic hub where
Fiefdom. all of the cultures and empires of the former HELL colonies
can meet on common ground.
Together, these five voting members of the Fiefdom
government act to enforce a system of laissez-faire Still wary of the Confederacy’s galactic optimism, the most
capitalism. With little power to interfere in the affairs of immediate goal of the Fiefdoms is the creation of a stable
the clans, the Qaraqorum is responsible for mediating border, as evidenced by its fervent desire to rid nearby
disputes between feuding families, ensuring fairness in Kalanid of a Vobian presence, despite the low resource
commerce, and maintaining a standing military that can value that the system possesses now that its planets have
participate in the Human Confederacy. The latter duty is suffered such extensive orbital bombardment. Since
primarily the doing of the Mughuls, whose lobbying for a joining the Confederacy in A.D. 1978, Mongol forces have
been a constant thorn in the side of Hegemony Austro-Hungarian Empire that had previously existed in
observation vessels in the area. Vobian spacecraft in the the central and eastern parts of the continent.
region, put there to prevent the regular use of the Kalanid
stargate as a Confederate highway, have been unable to The decades following Napoleon’s defeat were ones of
replace recent losses at the hands of the Fiefdoms hit- societal upheaval throughout Europe. The beginnings of
and-run campaign. With orders not to follow retreating the Industrial Revolution and the concomitant rise of
Mongol ships into the Chagha Belt (such attacks were market capitalism collided harshly with the monarchal
deemed far too costly by the Hegemony), the Vobian fleet orders of old. In Prussia itself, these times were
at Kalanid has seen the Mongols chip it away to half its exemplified by the ascent to power of Otto Prince von
original strength. Rumors from within Chagha suggest Bismarck, a powerful statesman who carefully balanced
that a major offensive, backed by the Nordic Alliance itself, the military traditions of the nobility with the equalizing
is in the works to finally rid Kalanid of its decades-long social effects of free markets. Soon after his arrival as
Vobian occupation. Chancellor in the mid-19th century, Prussian armies would
defeat the great nations of Austria-Hungary and France
in rapid succession, and through “blood and iron” unite
most of the German-speaking peoples into what would
THE WEIMAR REICH later be called the First Reich.
hopefully maintain the same aggressive stance against are still claimed by the Hegemony, despite no effective
the British. The Hegemony chose as their abducted cohort military presence existing in the area). This position offers
a large number of the Reich’s soldiery that were Namib as the perfect observation point from which to
participating in the Battle of Mons. During this battle, detect any Vobian attacks that might originate from in or
British forces in France turned what started out as a route near the Vobis System. In the wake of Operation
into a miraculous rearguard offensive, an accomplishment Counter project and the invasion of Kalanid, a
which still stands as one of the greatest strategic defeats counterattack at the Cape has been foremost in the minds
in European history. of the three empires situated there.
Historians have often debated the reasons for the German Namib became the focus of even more concern in A.D.
losses, which occurred in spite of overwhelming numerical 1965, when the fledgling Kaiser Reich reached the system,
superiority, but the Vobians know the true reason for the which happened to be the one closest to Kaiserwelt. The
disaster: the kidnapping of thousands of German soldiers imperial Reichsmarine had been planning for such an
during the battle. Monumental in scope, this abduction adventure for several years, and was not expecting
operation had but one glitch, a temporary failure of an company, least of all the Galactic Commonwealth, made
airship cloaking device, which was seen by several up of their old enemies, the British. Tensions between the
hundred troops on both sides. This failure is of little two empires had already been building in the first three
historical consequence, happening as it did amidst the years of the post-Counterproject era, fueled by the Kaiser’s
chaos of combat, but is the source of the British “Angel of attempts to forge a German-Boer alliance that would have
Mons” myth. This oft-told story of a heavenly apparition undermined the Cape Interim Government’s mission, in
checking the German advance persists to the present day. the opinion of the Commonwealth. That these negotiations
had initially occurred in secret (until the now infamous
interception of the “Krueger Telegram”) made tensions all
the worse when they ultimately failed.
The Kaiser Reich
Unlike previous HELL abductees, the German soldiers
Upon arriving in the system, the Reichsmarine was quick
taken at Mons were not placed back on Earth after they
to action. Instead of opening channels with the Common-
were cloned. The Vobians wanted to keep the originals,
wealth space observatories orbiting Namib, they simply
whose memories were fresh with victories against their landed their ground complement onto the planet’s largest
162
heavily propagandized enemy, Great Britain. Over the continent, an area still primarily under the control of the
centuries, they had found that truly experienced emotions original Bantu HELL clones. Whereas the Boer and British
were always stronger than those that could be implanted outposts on the planet had largely ignored the
during memory transfers. In addition to the kidnapped technologically primitive Bantu, the Germans were quick
soldiers, the Hegemony also cloned Kaiser Wilhelm and to interpret their version of colonization as the literal one.
many members of his staff, although their originals were The Reich contingent that landed on Namib included
put back onto Earth, to avoid panic amongst the empire. hundreds of preformed industrial components, as well as
several thousand military and administrative personnel. The
During the journey of the Germans to their new home in Germans set about establishing an industrial network that
the Perseus Arm, the Vobians worked overtime to clone would rival and surpass the more modest “colonies” of the
as many copies of each abducted soldier as they could, Boers and Brits on Namib, and to accomplish this quickly
turning a force of perhaps 3,000 into an army of over half a they made use of the native Bantu as impromptu forced labor.
million. The newly formed Kaiser Reich, begun as soon as
the clones landed on the aptly named Kaiserwelt, was the
first human empire to be made up solely of clones; no The Anglo-German War
genetic mixing had occurred, and the Reich’s soldiers were What proceeded over the next 14 months, now known as
the “Longest Year”, was a series of diplomatic mishaps and
exactly as they had been during the autumn of 1914. It
coups of arrogance from all three of Namib’s colonizers,
was to be a HELL colony with a sole purpose: militarization.
the net result of which was to push the Kaiser to his
(admittedly low) boiling point. By mid-year A.D. 1968, he
declared war on the Galactic Commonwealth, and
The Colonization Of Namib
encouraged the Boers (his “Germanic brethren”) to join him.
In A.D. 1965, the Kaiser Reich, which had been building
up arms with Vobian help for decades, would first come In retrospect, the ensuing escalation of military operations,
into contact with their human neighbors at the Cape which would eventually engulf not only all of the empires of
System during their sojourn to the nearby Namib System, the Cape System, but the Nordic Alliance as well, came
the Reich’s first attempt at a colony of its own. Namib, within a hair’s breadth of dooming the dream of a Human
however, had already been colonized by the newly formed Confederacy. As with so many wars before, the so-called
Cape Interim Government in A.D. 1964. Largely bereft of “Kaiser War” was designed to be a short and decisive conflict.
natural resources, this desert world, the living space for It soon became a meat grinder whose repercussions still
a small HELL colony made up of African Bantu tribesmen engender bitterness among those who still remember it.
The first major campaign of the Anglo-German War was The Altgeld Partnership, arguably the most influential
a lightning quick ground attack by the Kaiser’s forces on corporation on Helsefyr, had for years lamented its inability
Scribton, the largest British colony on Namib. Supported to match Vobian phase technology, despite pouring R&D
by an overwhelming Reichsmarine blockade of the planet, funds into phase projects for over 75 years. And so the
the operation was a complete success. Riding high, rumored phase knowledge of the amaZulu techno-
German ground forces moved to take 3 more British shamans, long the desire of the Hegemony itself, quickly
installations in the next 3 months. In the meantime, the garnered the attention of Altgeld executives. The Army
Kaiser’s naval forces decided to move for a foothold in of amaZulu, although it had made no direct contributions
the Cape System itself: the largely Scottish-controlled to the British war effort, was nevertheless officially allied
moon of Picta. It seems unlikely that the Kaiser felt he with the Galactic Commonwealth against the Germans.
could conquer Picta; rather, he seemed intent on This simple fact was enough to tip the scales in favor of
occupying it long enough to force a diplomatic settlement, the British in the eyes of the Altgeld Partnership, as well
leveraging the lack of a German presence in the Cape for as Ramgard Enterprises and the newly formed Wulf
a lack of British presence on Namib. Corporation. Together, they used their cumulative
lobbying power to push the Nordic government into an
This plan might have gone well, had it not been for the anti-German stance, one that was easily justifiable to
refusal of the Boers to play along. Led by the charismatic the Nordic people, given the heavily propagandized
Louis Botha, the Boer people on Namib did not have a cruelty of the Kaiser’s forces.
hatred of the Commonwealth, as the Kaiser had hoped.
Instead, they saw the Germans as risking their own The mobilization of the Nordic fleet to break the orbital
stability in the Cape Systems as well as in the larger superiority of the Reich at both Picta and Namib was the
galaxy. The Protectorate’s colonies on Namib quickly final nail in the coffin of Kaiser Wilhelm. Over the last
formulated an attack plan of their own, managing to year of fighting, cracks in the social fabric of the Wilhelmine
capture the strategic naval port of Windhoek and fortify Reich had become evident as casualties mounted.
the surrounding areas. With the Reichsmarine engaged Continued intense ground warfare was bleeding lives by
at the Cape, there was nothing the Kaiser could do but the hundreds of thousands, and all that the German
hunker down and accept the inevitable war of attrition that people had to show for it was the glory of the Kaiser. In
followed. Air dropped forces on Picta soon met a similar hindsight, it seems clear that the Reich could not have
fate, as the dogged resistance of the Highlanders slowed withstood the combined onslaught of Nordic and British
the German advance across the moon’s surface. offensives. But the societal upheaval that Wilhelm’s
dictatorial regime had created greatly accelerated the
What had started as a well-coordinated surprise attack process. Just 2 months after the Alliance declared war
on British colonial interests, now degenerated into a on the Kasier Reich, the Kaiser unconditionally 163
prolonged ground war that would last the better part of 3 surrendered his forces at Windhoek.
full years. In the end, it took the intervention of another
great power, the Nordic Alliance, to break the bloody
stalemate. The Alliance had been occupied with the Post-War Chaos & The
Meraxilla throughout most of the A.D. 1960s, and had Formation Of The Weimar Reich
therefore largely ignored happenings at the Cape System. The years after the Anglo-German War were chaotic times
But as Meraxillan attacks waned near the end of the for the German peoples of the Perseus Arm. Communism
Eventually, the beginnings of the Sultanate’s space The Cape Interim Government
program on Kalanid would lead to contact between Mughul The destruction of the Ka-yi Sultanate in A.D. 1960, so
and Ottoman in A.D. 1767, 175 Terran years since the soon after Operation Counterproject, left the empires of
founding of the Harem Matriarchy. The Ka-yi were strict the Cape System fearful of instigating a similar attack.
Muslims and cultural sexists who found the idea of a Compounding this fear was the last-minute withdrawal of
woman-run society repugnant, and the forces of the Sultan the Nordic Alliance, embroiled as it was with renewed
were quick to conquer the small but proud colony. Many Meraxillan attacks at the Drakor Hypergate, from
of the Harem Matriarchy’s citizens were forced to the negotiations of a Human Confederacy. The discovery of
surface of Kalanid and reduced to a virtual slave class. an aggressive Kaiserwelt in A.D. 1962 by the Galactic
Commonwealth added to local isolationist feelings on
It was on Kalanid that Mughul resistance fighters first Natal, where the high tide of anti-Vobian feeling that had
made contact with the Tamerlane Khanate, which at the fueled Operation Counterproject was fading. Anti-Vobian
time was still involved in active aggressive policies against sentiments were replaced by anti-German sentiments or,
the Sultanate. The Tamerlanes were not exactly feminists, worse still, old rivalries on Natal itself.
but they respected the female warrior-caste of the 165
displaced Matriarchy, and upon learning of their common Several of the more forward-thinking commanders of the
Mongol heritage, it was immediately decided that they Commonwealth saw that the current galactic situation
would help to liberate Babur. In the process, the Khanate demanded not inwardly consolidated security, but
would almost catalyze an escalation of hostilities on outwardly incorporated action; it was only a matter of time
Kalanid to rival the earlier Wars of the Prophets. In the before either the Vobians or the Starslayers defeated the
end, peace would come to Babur, but only after 20 years other. As soon as this occurred, neither empire was likely
negotiation. The final drafting of the Mughul Declaration to leave mankind alone. Unless the human empires could
National Forces
The Human Confederacy army list is actually six different lists in one. Since they share so many troops and
weapons and a common history, they are all placed together. Before designing an army, each player must choose
one of the six full members of the Confederate Consolidated Force as his “National Force”. In a competitive
setting, the selection of a national force should occur before the identity of an upcoming opponent’s army is known.
Tactical Rating: 5
Frame Rating: 15
Army [none]
Weimar Reich
Extra Weapon Training [+10 PV per Jaeger per Mauser Rifle]
Bio-Protective Gear [+1 PV per Flammenwerfer]
Galactic Commonwealth
Extra Weapon Training [+10 PV per Redcoat per Heatsink Rifle]
Kinetic Enhancement [+5 PV per Highlander] 169
Boer Protectorate
Extra Weapon Training [+10 PV per Heavy Kommando per Assault Rifle]
ECCM [+10 PV per unit of After Riders]
Army of amaZulu
Mongol Fiefdoms
Combat Drugs [+5 PV per Harem Warrior]
Kinetic Enhancement [+5 PV per Royal Guard]
Nordic Alliance
Gyro-stabilized Harness [+5 PV per Dragoon]
Portable Field Generator [+5 PV per Cuirassier]
STANDARD UNITS
HUMAN CONFEDERACY - ARMY LISTS
At least 50% of a Human army’s point value must be made up of units purchased from the following list.
Players may only choose from one of the following lists of national standard units.
SNIPER CORPORATE
INFANTRY
PV - 14
STATS
Type SI
Size 2
Quality Regular
Move 4 Sprint
Armor Rating +3
Damage Capacity 1
Field Save 7+
Officer 1C [+60]
1L-1C [+95]
Hero Cost n/a
Covert Ops 3 [+5]
INTEL
EQUIPMENT:
Primary Weapon:
Plasma Carbine
[+22] or
Machinepistol
[+15]
Support Weapon:
Phase Carbine
[+35]
Side Arm:
Plasma Burst Grenade 171
[+3]
Augmentation:
One-shot GL – Plasma Burst
[+20 per Plasma Carbine]
SPECIAL
IMAGE SOURCE: Josh Deck
N/A
DATA FILE FOUND: p.173
DATA FILE:HC 3.1-01 IMAGE
IMAGE FILE:HC
FILE:HC 4.1-09
4.1-08
Armor Rating +2
Damage Capacity 1
Field Save n/a
Officer 1C [+60]
2L-1C [+110]
Hero Cost n/a
Covert Ops 3I [+10]
INTEL
EQUIPMENT:
Primary Weapon:
Mauser Rifle
[+30]
Support Weapon:
Trench Shotgun
[+29] or
Flamethrower
[+40]
Side Arm:
Smog Grenade
[+2]
172 Augmentation:
Heat Suture Kit
[+20]
Influenced by the
modified trench warfare
of the Anglo-German
War, the Human
Confederacy set out to
create a highly mobile
reconnaissance trooper
with enough firepower
to exploit weaknesses
in the enemy line. The
result was the Storm
Pioneer. Outfitted with
the latest in electronics
and plastics technology,
the Pioneers are
remarkably adept at
taking enemy objectives
and holding them until
reinforcements can
arrive.
SPECIAL
N/A
PV - 25
STATS
Type SI
Size 2
Quality Elite
Move 5 Sprint
Armor Rating +4
Damage Capacity 1
Field Save n/a
Officer 1C [+30]
1L-2C [+130]
Hero Cost +15
Covert Ops 4I [+12]
INTEL
EQUIPMENT:
Primary Weapon:
Sniper Rifle
[+19]
Support Weapon:
Mauser / Sniper Rifle
[+35] or
Phase Carbine
[+35]
Side Arm:
HC Handgun 173
[+7]
Augmentation:
None
SPECIAL
N/A
JAEGER FIELD
ARTILLERYMAN
PV - 16
STATS
Type PI
Size 2
Quality Regular
Move 5
Armor Rating +1
Damage Capacity 1
Field Save 8+
Officer 1C [+60]
1L-1C [+95]
Hero Cost n/a
Covert Ops 0
INTEL
EQUIPMENT:
Primary Weapon:
HC Sidearm
[+7]
Support Weapon:
Field Machinegun
[+126] or
Field Cannon
[+105]
Side Arm:
Smog Grenade 175
[+2]
Augmentation:
Extra Weapon Training
[+10 per Field Cannon]
SPECIAL
N/A
JAEGER FLAMMENWERFER
HUMAN CONFEDERACY - ARMY LISTS
PV - 18
STATS
Type SI
Size 2
Quality Veteran
Move 5 Sprint
Armor Rating +3
Damage Capacity 1
Field Save n/a
INTEL
EQUIPMENT:
Primary Weapon:
Machinepistol
[+15] or
Mauser Rifle
[+30]
Support Weapon:
Trench Shotgun
[+29]
Side Arm:
Smog Grenade
[+2]
176 Augmentation:
Extra Weapon Training
[+10 per Mauser Rifle]
SPECIAL
National Force:
The Weimar Reich
REDCOAT FLAMMEN-
WERFER
PV - 33
STATS
Type PI
Size 2
Quality Veteran
Move 3
Armor Rating -2
Damage Capacity 1
Field Save n/a
Officer 2L [+50]
3L-1C [+155]
Hero Cost n/a
Covert Ops 1 [+3]
INTEL
EQUIPMENT:
Primary Weapon:
Flamethrower /
Trench Shotgun
[+55]
Support Weapon:
Ram’s Head Launcher
[+69] or
Elephant Gun
[+54]
Side Arm: 177
Smog Grenade
[+2]
Augmentation:
Bio-Protective Gear
[+1]
SPECIAL
National Force:
The Weimar Reich
PV - 18 PV - 21 PV - 13
STATS STATS STATS
Type PI Type SI Type SI
Size 2 Size 2 Size 2
Quality Veteran Quality Fanatic Quality Regular
Move 4 Move 5 Move 5 Sprint
HIGHLANDER HEAVY
KOMMANDO
PV - 43
STATS
Type PI
Size 2
Quality Veteran
Move 4
Armor Rating -2
Damage Capacity 1
Field Save n/a
Officer 2L [+50]
2L-1C [+110]
Hero Cost +35
Covert Ops 1 [+3]
INTEL
EQUIPMENT:
Primary Weapon:
Assault Rifle
[+48] or
Plasma Rifle /
Phase Carbine
[+63]
Support Weapon:
Elephant Gun
[+54]
Side Arm: 179
Smog Grenade
[+2]
Augmentation:
Extra Weapon Training
[+10 per Assault Rifle]
SPECIAL
National Force:
The Boer Protectorate
PV - 22
STATS
Type SI
Size 2
Quality Fanatic
Move 5 Sprint
Armor Rating +4
Damage Capacity 1
Field Save 9+ Front
Officer 2L [+50]
3L [+95]
Hero Cost n/a
Covert Ops 4I [+12]
INTEL
EQUIPMENT:
Primary Weapon:
Iklwa
[+22] or
Phase Carbine
[+35]
Support Weapon:
Trench Shotgun
[+29]
Side Arm:
Smog Grenade
[+3]
180 Augmentation:
Satchel Charge
[+10]
SPECIAL
National Force:
The Army Of amaZulu
Armor Rating +2
Damage Capacity 1
Field Save 6+ Front
Officer 2L [+50]
2L-1C [+110]
Hero Cost +20
Covert Ops 1 [+3]
INTEL
EQUIPMENT:
Primary Weapon:
Iklwa
[+22] or
Phase Carbine
[+35]
Support Weapon:
Assault Rifle
[+48]
Side Arm:
Plasma Burst Grenade 181
[+3]
Augmentation:
Phase Blade
[+5]
Trained to intersperse
IMAGE SOURCE: James Forbes themselves amongst
friendly soldiers, the
DATA FILE FOUND: p.182
Shield Warriors provide
SPECIAL
National Force:
The Army Of amaZulu
PV - 22 PV - 52 PV - 24
STATS STATS STATS
Type PI Type PI Type PI
Size 2 Size 2 Size 3
Quality Regular Quality Elite Quality Regular
Move 5 Jump Move 3 Move 5 Fly
IMAGE FILE FOUND: p.180 IMAGE FILE FOUND: p.181 IMAGE FILE FOUND: p.183
IMAGE FILE:HC 4.1-96 DATA FILE:HC 3.1-91
DRAGOON CUIRASSIER
PV - 33
STATS
Type PI
Size 2
Quality Elite
Move 4
Armor Rating 0
Damage Capacity 1
Field Save n/a
Officer 3L [+95]
3L-1C [+155]
Hero Cost n/a
Covert Ops 2 [+4]
INTEL
EQUIPMENT:
Primary Weapon:
Plasma Rifle /
Phase Carbine
[+63] or
Heatsink Rifle
[+46]
Support Weapon:
Elephant Gun
[+54]
Side Arm: 183
Plasma Burst Grenade
[+3]
Augmentation:
Portable Field Generator
[+5]
SPECIAL
National Force:
The Nordic Alliance
~error~ CUIRASSIER
HUMAN CONFEDERACY - ARMY LISTS
File Not Found
PV - -/-
STATS
Type -/-
Size -/-
Quality -/-
Move -/-
Officer -/-
-/-
Hero Cost -/-
Covert Ops -/-
INTEL
EQUIPMENT:
Primary Weapon:
-/-
Support Weapon:
-/-
Side Arm:
-/-
Augmentation:
-/-
184
BULLDOG APC
PV - 226
STATS INTEL
Type APC EQUIPMENT:
Size 5
Quality Vehicle Primary Weapon: Heatsink Cannon [+132] or
Move 8 Sprint Plasma Burst Cannon [+147]
Secondary Weapon: Field Cannon / Field MG [+134] or
Armor Rating -1 Elephant Gun [+54]
Damage Capacity 4[3] Tertiary Weapon: n/a.
Field Save n/a Quaternary Weapon: n/a.
Augmentation: Dozer [+30]
HTH Rating n/a
Reflex n/a A purely functional design, the Bulldog has long been a staple
of British ground forces. Widespread sharing of technology
Fire Actions 2
among the empires of the Confederacy has recently expanded
Passengers 18
its choice of weaponry.
Entry Arcs R, B
DAMAGE CHART
-/- n/a
-/- n/a
-/- n/a
n/a
185
DATA FILE:HC 3.2-07
PITBULL AFV
PV - 448
STATS INTEL
Type AFV EQUIPMENT:
Size 6
DAMAGE CHART
Field Cannon 1 PV - 105 Held at the side of the body like a spear, the Iklwa (EEK-
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
LUH-WAH) fires high velocity plasma bolts and doubles
as an effective stabbing weapon in melee combat.
SI AI 1[2] - 40 un - - - 3 - un
A motorized anti-vehicle platform, the Field Cannon can IMAGE FILE: Machinepistol
easily puncture enemy armor from a safe distance.
1
Crew-Served Weapon / Must be manned by
two infantry for maximum effectiveness; weapon is
considered a vehicle target with AR: 0, DC: 1.
1
Crew-Served Weapon / Must be manned by PV - 30
Mauser Rifle
two infantry for maximum effectiveness; weapon is
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
considered a vehicle target with AR: 0, DC: 1.
SI AI 1[2] - 25 35 45 55 - - - un
1
Phase range is between 5” and 15”.
Sniper Rifle PV - 19
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
SI AI 1F - - - un - - - - un
Trench Shotgun PV - 29
Plasma Burst GL PV - +20
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
SI AI 2K 5 15 25 35 - - - - un
SI AI 1 10 20 30 40 - 3”,5+A - yes 1
Assault Rifle PV - 48
Elephant Gun PV - 54
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
SI AI 2 - 35 45 55 60 - - - un
PI AI 1V - 30 45 60 - - 1 - un
Shock Lance PV - 44
Formed from a super conductive alloy keyed to induce an Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
extremely exothermic reaction on impact, heatsink rounds PI AI 1VK 15 30 - - - - 1 - un
provide armor-piercing capability that does not sacrifice
accuracy.
The quintessential example of Mongol “Khantech”
(technology known more for its drama than its pragmatism),
IMAGE FILE: Plasma Rifle this weapon hits hard and is easily capable of penetrating
vehicle hulls at close range. The smart opponent,
however, will make sure that its impetuous Mongol bearer
is kept well beyond arm’s length.
1
Parallel Combo Weapon / May fire as either
Plasma Rifle or Phase Carbine. Bearer must choose
before target declaration.
VEHICLE WEAPONS
2
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
Cupola Weapon / Uses rules for vehicle cupola
VE AI 1 - - un - - 4”,5+A 1 - 5
weapons.
189
3 5/16
Homeworld
The original Vobian homeworld is Planet 3, the aptly
named 3 rd planet in the Vobis system. However,
colonization of Vobis’ 2nd planet, Planet 2, began well over
1,000 Terran years ago, so it is most correct to say that
the Vobians at this point have two homeworlds, each
holding permanent populations of roughly equal size and
housing similar scientific and industrial institutions. Planet
4 also deserves mention, as it is the homeworld of the
cybernetics, the breeding populations of which cover its
surface in a constant swirl of Darwinian experimentation.
PHYSIOLOGY
CULTURE
The dark side of Egalitarianism is the Thought Police, AUDIO FILE - VH7.082:
known to the Vobians as “the Watchers”. In order to
enforce perfect unity, it is also necessary for the Vobians “The Starslayers are fighting us. The Meraxilla
to punish excessive individuality. The Watchers are the are fighting us. Even our former human
closest thing to an “inner hierarchy” that exists in the subjects are fighting us. The problem is simple:
Hegemony, as they appear to wield powers denied to most we do not have enough people to fight so
other Vobians. Most citizens have little contact with them,
many foes. The answer is simple: we will create
however, and whatever function they serve, it does not
overtly interfere with the efficiency of the Egalitarian more people to fight them.”
192 government. -Preamble to the Auto-Cloning Initiative proposal,
signed by over 200 prominent Vobian scientists in A.D. 1982.
195
Tactical Rating: 6
Frame Rating: 22
196
Frame Aspect Limitation FR Cost
Maximum Frames 35 +4
Maximum SI Weapon Cost 80 +3
Maximum PI Weapon Cost 100 +3
Maximum VE Weapon Cost 200 +3
Maximum Phase Weapon Cost 100 +2
Minimum Armor Rating -3 +3
Maximum PI Speed 5 0
Minimum Field Save 2+ +3
Maximum HTH Cost 10 (15) 0
Maximum IF Area of Effect 4” +1
AUGMENTATIONS
Infantry Unit After-burst – AV: 3”,7+ [+17 PV per Phantom per Laser Rifle].
Bio-Protective Gear [+1 PV per Thought Police].
Electronic Counter-counter Measures [+10 PV per unit of CITF Troopers].
Weapon Link [+62 PV per Poltergeist per Gatling Laser].
Refractive Cloak [+15 PV per CITF Trooper].
UNITS
STANDARD UNITS
At least 75% of a Vobian army’s point value must be made up of units purchased from the following list. At
least 40% of a Vobian army’s point value must be made up of standardized units of Matrix quality. Any
Vobian unit may begin the game in Mob formation.
SPECIAL
N/A
IMAGE FILE:VH 2.1-62 DATA FILE:VH 1.1-62
PHANTOM PHANTOM
PV - 35
STATS
Type SI
Size 2
Quality Elite
Move 5
Armor Rating +2
Damage Capacity 1
Field Save 7+
Officer 1L [+35]
1L-1C [+95]
Hero Cost n/a
Covert Ops 1 [+3]
INTEL
EQUIPMENT:
Primary Weapon:
Laser Rifle
[+23] or
Gatling Laser
[+62]
Support Weapon:
AT Missile Launcher
[+31] or
AI Missile Launcher
[+27] 199
Side Arm:
None
Augmentation:
None
SPECIAL
N/A
SPECIAL
N/A
STORM WARRIOR
SPECTER APPARITION
PV - 56
STATS
Type PI
Size 2
Quality Elite
Move 5 Fly
Armor Rating +1
Damage Capacity 1
Field Save 7+
Officer 2L [+50]
1L-2C [+130]
Hero Cost n/a
Covert Ops 1 [+3]
INTEL
EQUIPMENT:
Primary Weapon:
Laser Rifle
[+23] or
Laser Rifle XR
[+30]
Support Weapon:
Neural Disruptor
[+40] or
Nightmare Simulator
[+34] 201
Side Arm:
None
Augmentation:
None
SPECIAL
N/A
PV - 109 PV - 90 PV - 68
STATS STATS STATS
Type PI Type PI Type PI
Size 3 Size 3 Size 2
Quality Matrix Quality Elite Quality Elite
Move 3 Move 4 Move 4
SPECIAL
N/A
POLTERGEIST ~error~
File Not Found
PV - -/-
STATS
Type -/-
Size -/-
Quality -/-
Move -/-
Officer -/-
-/-
Hero Cost -/-
Covert Ops -/-
INTEL
EQUIPMENT:
Primary Weapon:
-/-
Support Weapon:
-/-
Side Arm:
-/-
Augmentation:
-/-
203
CYBERMECHA
VOBIAN HEGEMONY - ARMY LISTS
PV - 216
STATS INTEL
Type Mecha [Anime] EQUIPMENT:
Size 4
Quality Vehicle Primary Weapon: Gigawatt Multilaser [+177] or
Move 6 Sprint Phase Cannon [+193]
Secondary Weapon: Grav Cannon [+95] or
Armor Rating 0 Shoulder Cannon [+83]
Damage Capacity 3 Tertiary Weapon: n/a.
Field Save n/a Quaternary Weapon: n/a.
Augmentation: Field Generator [+60]
HTH Rating 3@7+B
Reflex 0 A larger and more solid version of the Poltergeist frame, the
Cybermecha is becoming somewhat of a rarity on the field of
Fire Actions 2
battle, as the Hegemony now regards their enormous expense
Passengers n/a
as a luxury.
Entry Arcs n/a
DAMAGE CHART
-/- n/a
-/- n/a
-/- n/a
n/a
CYBER-RHINO
PV - 269
STATS INTEL
Type AFV EQUIPMENT:
Size 5
Quality Vehicle Primary Weapon: Gigawatt Multilaser [+177] or
Move 8 Sprint Plasma Penetrator [+162]
Secondary Weapon: Turret Grav Cannon [+190] or
Armor Rating +1 Turret Shoulder Cannon [+166]
Damage Capacity 8 Tertiary Weapon: Gatling Laser [+62] or
Field Save n/a Shoulder Cannon [+54]
Quaternary Weapon: Gatling Laser [+62] or
HTH Rating n/a Mega-Plasma CDW [+36/120]
Reflex n/a Augmentation: None
Fire Actions 4
Passengers n/a Huge dinosaur-sized behemoths, the Kentheri have been
Entry Arcs n/a optimized by their Vobian overseers to become living armored
fighting vehicles.
DAMAGE CHART
MINI-JET
PV - 186
STATS INTEL
Type Light Vehicle EQUIPMENT:
Size 4
Quality Vehicle Primary Weapon: Gigawatt Multilaser [+177] or
Move 18 Fly Plasma Penetrator [+162]
Secondary Weapon: n/a
Armor Rating +2 Tertiary Weapon: n/a.
Damage Capacity 2 Quaternary Weapon: n/a.
Field Save n/a Augmentation: Field Generator [+40]
DAMAGE CHART
-/- n/a
-/- n/a
-/- n/a
n/a
205
DATA FILE:?
DAMAGE CHART
-/- n/a
-/- n/a
-/- n/a
n/a
STANDARD INFANTRY WEAPONS
VOBIAN HEGEMONY - ARMY LISTS
AI Missile Launcher PV - 27 Still the cutting edge of infantry phase technology, the
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo Ghost Gun’s power supply has been upgraded to allow
for more damage inflicting capability.
SI AI 1U - - 20 40 60 - 1 - un
1
Phase range is between 15” and 30”.
With less powerful but more accurate missiles than the
anti-tank version, the AI Launcher is meant to target
heavily armored powered infantry. Ghost Ward PV - 5
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
PV - 31 SI AI 1P 1 15 - - - - - - - 1
AT Missile Launcher
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
A shoulder-mounted, one-shot weapon, the Ghost Ward
SI AV 1U - - 20 40 60 - 2 - un
is particularly effective at targeting infantry in heavy terrain
or buildings.
One of the most “obvious” weapons in the Vobian arsenal,
the AT Launcher provides the basic infantry of the 1
Phase range is between 0” and 15”.
Hegemony with solid anti-vehicle capability.
PV - 15 Grav Mortar PV - 43
Eyebeams - Laser
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
SI AI 1 - - 40 50 60 4”,5+S - yes 6
SI AI 2 - - 15 30 45 - - - un
Cyberdactyls are literally born with these living weapons Meant primarily to disrupt enemy mobility, the use of a
in place. Recently, Vobian scientists have attempted to Grav Mortar is often combined tactically with hordes of
transplant this biotechnology to other cybernetics, with Spondylocrits or Phase Spiders, whose numbers and
limited success. speed allow them to quickly overrun stunned enemy units.
The newest breed of Cyberdactyl incorporates phase Still relatively uncommon, this elegant plasma/laser hybrid
technology into its ophthalmic circuitry, quite a feat considering will likely surpass the standard laser rifle in total production
the targeting capabilities required to fire phase weaponry. over the next decade.
New strains of Cyberdactyls now frequent the battlefields Originally designed as a back-up weapon for Vobian
of the Perseus Arm, utilizing their plasma eyebeams as infantry, this weapon has found a new use as a back-
part of devastating dive attacks. mount on the smaller cybernetic organisms.
The basic design of this weapon had needed an upgrade It is unclear whether the modest increase in accuracy that
for many years, as it simply could not compete with the this extended range laser rifle provides justifies its extra
more prolific and accurate plasma support weapons of production costs. Still, it has had an excellent battlefield
the human empires, particularly those of the Nordic record over the past ten years.
Alliance. In A.D. 1998, the Gatling Laser was finally given
1
both extended range and increased penetration power. If wielded by a Specter, the Laser Rifle XR may be given
an after-burst with the stats given below by adding +17 PV
to its cost. If purchased, the after-burst will take effect after
Ghost Gun PV - 50 every successful damage roll made by the Laser Rifle XR.
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
After-Burst / Target Type: AV, AOE: 3”, Target
SI AI 1P 1 - 15 30 45 60 - - - un
Damage Roll: 7+.
STANDARD INFANTRY WEAPONS [cont.]
207
Grav Cannon PV - 95 Shoulder Cannon PV - 83
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
PI AI 1 - un - - - 4”,5+S - - 6 PI AV 3A - 15 30 45 60 - 1 - un
Often seen mounted on the backs of the massive Boxcar Suffering from poor range for an anti-vehicle weapon,
Beasts, or as vehicle hard points, these weapons fire large the Shoulder Cannon, so-named for its common
area-of-effect rounds that exponentially increase local gravi- placement atop the Boxcar Beasts, unleashes a
tational acceleration, slowing their foe’s advance and allowing powerful storm of plasma bolts once its bearer gets
friendly units to quickly occupy forward firing positions.
VEHICLE WEAPONS
Perhaps the most effective anti-infantry weapon ever This high feed rate weapon fires rounds with multiple
mass-produced, the Gigawatt Multilaser (known to wary plasma micro-charges in the tips, the penetrating power
human infantry as “the Gig”) can easily dispose of an entire of which makes them suited for taking out small and large
enemy unit in mere seconds. vehicles alike.
VEHICLE WEAPONS [cont.]
VOBIAN HEGEMONY - ARMY LISTS
Phase Cannon PV - 193 One of the largest ground-based phase weapons in the
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo galaxy, this weapon’s intricate targeting apparatus
combines with a vehicle-mounted phase generator to
VE AI 1P 1 60 - - - - - - - un
provide strategic-level phase support.
1
Phase range is between 0” and 60”.
208 1
Poison Effect / The area of effect grows by 2”
Mega-Plasma CDW
PV - 36/120
in each resolution phase, with the damage roll
One of the most powerful weapons of its kind, the Mega- increasing by 2 as well (1@7+ becomes 1@9+B, etc.).
plasma CDW provides the fragile vehicles of the In the resolution phase after a size of 8” is reached,
Hegemony with extra close-range protection. Its large remove the template from the tabletop. In the command
radius also allows it to double as an offensive force phase of each turn in which the effect is active, move
during an armored assault. the template d5” in a random direction.
Reproduction
In many ways, the Meraxillan propensity for unrestricted
violence mimics their life cycle. Meraxillan females, CULTURE
indistinguishable from males on a gross morphological
scale, go into estrus only once in their lives, usually after Life on Ulna is harsh, to say the least. In spite of this fact,
reaching middle age (about 25-30 Terran years). During or perhaps because of it, the Meraxilla feel a very close
this period of fertility, which lasts only a few weeks, females bond to their homeworld. While the majority of most
will seek out as many sexual partners as possible. sentient populations have scattered across their territories
Individual male zygotes inside a fertile female compete and live on planets other than their “official” homeworld,
with each other for access to the female egg, a process the Meraxilla still cluster on Ulna. Meraxilla colonization
many former Earth scientists jokingly refer to as “sperm of alien-occupied worlds often seems more concerned
war”. Once fertilized (by the “winner”), the egg will undergo with gathering resources lacking on their homeworld than
hundreds of divisions, with the parental DNA recombined directly assimilating any conquered lands into their empire.
each time. This process of in utero evolution lasts about Despite its gross overpopulation, Ulna remains not only
a week, creating many different genotypes and ensuring the governing center of the Sovereignty, but the biological
that the species remains adaptable, a required trait on center as well.
the fickle world of Ulna. Of course, many recombinations
result in a mutation that is not viable, and the actual AUDIO FILE - MS2.603:
number of young carried to term typically ends up between
40 and 80, with 55 being the arithmetic mean. “When you’ve seen your mate eaten alive by
flesh-hungry newborns, you tend to lose your
Pregnancy is very hard on the carrying female, as she faith in the innocence of youth.”
cannot possibly consume enough food to support several -unnamed Meraxillan diplomat.
dozen fetuses and remain nourished herself. In effect,
late term fetuses consume their own mother, her tissues
wasting away to support the next generation. Birth is a
In light of this kinship to Ulna, Meraxillan attackers often
210 violent process that usually results in the death of the show a surprising ignorance of an occupied planet’s
mother. When she becomes wasted enough to no longer
provide sufficient nutrition, her offspring, if mature enough, populace. After military targets have been eliminated,
literally eat their ways out of the womb and into the birth the usual follow-up plan is for Meraxillan soldiers to simply
canal. Massive internal hemorrhaging has historically set about collecting anything of practical value (ores,
claimed the lives of over 95% of birthing mothers. Females technology, weapons) that can easily be loaded onto
who survive the ordeal of birth are greatly revered on Ulna supply frigates. Native citizens who resist this pilfering or
and are given special societal status, particularly in the refuse to give information are slaughtered mercilessly.
military. Those who do not cause any trouble are left alone. In
conquered areas eventually settled by Meraxillan
While high tech surgeries have recently reduced the colonists, no attempt has ever been made to either enslave
maternal death rate to 80%, there appears to be only a the indigenous population or assimilate it into Meraxillan
12 to 24 hour window before birth during which the rapidly culture. The subjugated peoples will often be moved away
growing fetuses are viable outside the womb. Surgeries from desirable territories, forcibly if necessary, but will not
must therefore be performed at exactly the correct time, otherwise be beholden to Meraxillan interests. Organized
or else the newborns will quickly expire, as once the womb resistance on the part of the occupied populace, however,
has been violated by surgical instruments, they will always results in the complete and utter decimation of
attempt to exit via the birth canal, no matter how the suspected revolutionaries. At least one entire species
underdeveloped they may be. In spite of being one of the (the Antillans) has been erased from the galactic map in
most technologically advanced races in the galaxy, the this manner, and many others have found diplomacy a
nature of the Meraxillan life cycle demands that early useless venue to dissuade the Meraxilla once they have
death is still commonplace. been roused.
Newborn infants, perhaps 50% of which survive their first Meraxillan disregard for alien life, coupled with their lack
few days outside the womb, are raised together in “day of desire to engage in any sort of a dialogue with an
cares”. Older males provide most of the care in these occupied settlement’s populace, has given them the rather
mammoth facilities, a required duty for all non-military unflattering reputation as planetary scavengers. To be
personnel past the age of 45. This is due to the fact that fair, the Sovereignty does not disagree.
few females make it past middle age, making child rearing
almost exclusively the domain of males. All Meraxilla are The concept of morality, so important to humanity, is one
faced with the paucity of resources on Ulna at an early which escapes the common Meraxillan citizen. There are
age and day care centers are no exception, being almost no religions as such on Ulna, though much superstition
still surrounds the Crimson Flux phenomenon. With death DATA FILE - MS27.563:
such a common occurrence (perhaps 10 newborns
A Modest Proposal
survive for every 45 born), competition for resources has
by Justin Crough
become a way of life. On a larger scale, independent
Meraxillan “states”, whose constituencies themselves
fluctuate, are almost constantly at war with one another The Meraxillan troops arrayed in front of his squad moved
over key resource-rich areas of land. Those who compete, about in a shambling, yet somehow graceful gait. Officer
live. Those who do not compete, die. In the minds of the Stenmark was reminded of carrion-eating insects. The
corpse they were devouring piecemeal was a city. Or at least
Meraxilla, there is simply no time for a moral code more
had been. The former occupants were nowhere to be seen.
complex than this. The Meraxilla made fluidly moving lineups, like hundreds of
conveyor belts, dismantling any technological remains and
With no time for morality, it is no wonder that the Meraxilla carrying them off to the waiting transports. His forces had
have similarly no time for art. In Meraxillan civic life, the been engaged with them in heated battle up until his
concept of art for art’s sake is an alien one. Most things surrender, announced just minutes before. Stenmark’s
Cuirassiers had killed dozens of them. Now they failed to
in life are seen as ephemeral and the idea of monuments even acknowledge his presence. That was fine, he and his
or other permanent icons seems pointless. This is not to men would give away nothing.
say that the Meraxilla have no concept of beauty. They
just appreciate it in different ways. In fact, the word for After a long and uncomfortable wait, a female Tak finally
“beauty” in the Meraxillan language literally translates to approached Stenmark. At least, he guessed it was a
female...the armor had the particular markings that his training
“perfect flux”. As the Meraxilla evolve, so evolves the world
videos had identified as Omega class. Good, someone with
they build around themselves. authority. Someone who must know by now that her situation
was hopeless. Stenmark’s advance guard had been easily
surrounded and pinned down by her larger numbers, but at
least a full company of fresh Alliance troops had been on his
GOVERNMENT heels, no further away than a few kilometers. She must have
detected them by now. That must be the reason they were
stripping the city in such a hurry. That must be the reason she
Meraxillan society is without many of the class issues that was coming over to speak with him. She wanted to negotiate.
plague and divide the populaces on most other worlds.
Civic duties are shared among all Meraxilla on a She was stooped beside him now, her utilitarian Ligamentum armor
continually rotating basis. Duties such as child rearing, dwarfing his almost naked body (not that she cared if he were
clothed or not). Her helmet’s translator blurted a quick question:
administration, farming, military service, public works and
even political office, are all undertaken sequentially by 211
“How do you want to be killed?”
Meraxillan citizens at some point in their lives. Due to
governmental office being a civic duty, Meraxillan politics Stenmark stood puzzled for a moment. This was not at all
differ greatly from those on most other worlds. Power what he had expected. The Omega Tak waited patiently,
changes hands often on Ulna, and as a result, no rigid repeating the question several seconds later. He
desperately tried to think of a meaningful reply, but the issue
Tactical Rating: 12
217
Frame Rating: 8
AUGMENTATIONS
Army [none]
AUGMENTATIONS [cont.]
Infantry Unit Cone Burst – Stun Wave [+10 PV per Citizen-Soldier per Baby Hedgehog].
Torrential Fire [+46 PV per Rex per Hedgehog].
Weapon Link [+67 PV per Rex per Needler].
Bio-Protective Gear [+1 PV per Fakir].
Improved Weapon Feed [+5 PV per Tak per Shrieker].
One-Shot Grendade Launcher - Frag [+5 PV per Tak per Shrieker].
Kinetic Enhancement [+10 PV per Tak].
Phase Blade [+5 PV per Crimson].
Satchel Charge [+10 PV per Runner].
UNITS
STANDARD UNITS
At least 75% of a Meraxillan army’s point value must be made up of units purchased from the following list.
Tak Squad
5-12 Taks
IMAGE FILE:MS 6.1-57 DATA FILE:MS 5.1-90
TAK CITIZEN-
SOLDIER
PV - 22
STATS
Type SI
Size 2
Quality Fanatic
Move 5 Sprint
Armor Rating +4
Damage Capacity 1
Field Save n/a
Officer 1C [+60]
1L-1C [+95]
Hero Cost n/a
Covert Ops 3 [+5]
INTEL
EQUIPMENT:
Primary Weapon:
Baby Hedgehog
[+15]
Support Weapon:
Baby Needler
[+34] or
Shrieker
[+22]
Side Arm:
Dazzler Grenade 219
[+3]
Augmentation:
Cone Burst - Stun Wave
[+10 per Baby Hedgehog]
SPECIAL
N/A
PV - 51 PV - 39 PV - 33
STATS STATS STATS
Type SI Type PI Type PI
Size 3 Size 2 Size 2
Quality Fanatic Quality Fanatic Quality Fanatic
Move 5 Sprint Move 5 Move 7
SPECIAL
N/A
RUNNER CRIMSON
PV - 65
STATS
Type PI
Size 2
Quality Elite
Move 5 Sprint
Armor Rating -1
Damage Capacity 1
Field Save n/a
Officer 3L [+95]
3L-1C [+155]
Hero Cost +27
Covert Ops 2 [+4]
INTEL
EQUIPMENT:
Primary Weapon:
Shrieker/Hedgehog
[+57]
Support Weapon:
Needler
[+67] or
Doppler Grenade
Launcher
[+69]
Side Arm: 221
Dazzler Grenade
[+5]
Augmentation:
Phase Blade
[+5]
REX CRIMSON
MERAXILLAN SOVEREIGNTY - ARMY LISTS
PV - 91
STATS
Type PI
Size 3
Quality Fanatic
Move 6
Armor Rating 0
Damage Capacity 3
Field Save n/a
Officer 1L [+35]
1C [+60]
Hero Cost +74
Covert Ops 0
INTEL
EQUIPMENT:
Primary Weapon:
Hedgehog
[+46] or
Needler
[+67]
Support Weapon:
Doppler Grenade
Launcher
[+69]
Side Arm:
Daisy Chain CDW
222 [+21/71]
Augmentation:
Torrential Fire
[+46 per Hedgehog]
Weapon Link
[+67 per Needler]
N/A
DATA FILE:MS 5.2-04
DAMAGE CHART
-/- n/a
-/- n/a
-/- n/a
n/a
223
Stun Wave PV - +10 Giving Meraxillan standard infantry some degree of anti-
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo armor punch, the Baby Needler is the main support
SI AI 1CS - 5 10 15 - - - - 1 weapon of the Citizen-Soldier.
IMAGE FILE: Shrieker Named for the high, piercing whine that it emits when
fired, the Shrieker releases thin but sharp projectiles that
are particularly effective at short range.
1
[PV - +5] If wielded by a Tak, the Shrieker may be
given a one-shot grenade launcher with the stats above
[Frag GL] by adding +5 PV to its cost. This GL must be
fired in place of a Tak unit’s normal primary fire.
Shrieker 1, 2 PV - 22
2
If wielded by a Tak, the Shrieker may be upgraded with
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
Improved Weapon Feed (increases target stoppage rolls
SI AI 2 5 15 25 35 - - - - un by one) by adding +5 PV to its cost.
Frag GL PV - +5
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
SI AI 1 5 15 25 35 - 2”,7+ - yes 1
1
[PV - +46] If wielded by a Rex, the Hedgehog may
be upgraded to a Torrential Fire Weapon (doubles FR for
PV - 69 purposes of suppression fire) by adding +46 PV to its cost.
Doppler Grenade Launcher
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
PI AI 1 - 25 35 45 55 3”,5+A - yes 4 IMAGE FILE: Needler
Needler 1 PV - 67
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
PI AI 1[2]V - 20 40 60 - - 1 - un
Hedgehog1 PV - 46
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
PI AI 4 - - - - un - - - un
Firing large, nail-like projectiles at amazing velocities, the Shrieker / Hedgehog 1
PV - 57
Needler combines armor penetration ability with a
Giving both short and long-range suppression ability,
moderate feed rate, to create a powerful but versatile
this combination weapon is favored by the Crimsons.
infantry support weapon.
1
1
Parallel Combo Weapon / May fire as either
[PV - +67] If wielded by a Rex, the Needler may be Shrieker or Hedgehog. Bearer must choose before
upgraded to a Linked Weapon (doubles FR for purposes target declaration.
of spread fire) by adding +67 PV to its cost.
VEHICLE WEAPONS
225
27 3
HISTORY and it was on Pathus that the first matrix legions were
employed. By the time of the treaty of A.D. 1202, which
The Pathren System, home to the Altai race, has had the gave limited independence to the Altai in return for Vobian
unfortunate historical distinction of being the nearest ownership of the remaining planets in the Pathren System,
occupied solar system to that of the Vobians. A mere the Hegemony’s genetic warfare experiments had already
decade after the formation of the Hegemony, plans were begun to catalyze one of the worst plagues to have ever
already underway to colonize the Altai homeworld, Pathus. afflicted a sentient race.
By A.D. 1179, the invasion had begun, and the first
meaningful contact between two indigenous races of the
Milky Way was to be a 20-year period of internecine Anatomy & Physiology
warfare. In the end, the Pathren System became the Like the Meraxilla, the Altai utilize silicon instead of carbon
first in a long line of Vobian colonies in the Perseus and as their primary molecular building block. Being one of
226 Orion Arms. only two silicon-based life forms in the known galaxy has
led to much speculation regarding a common ancestor
Stoking the flames of war were the strikingly disparate for the Altai and Meraxilla, but to date no proof for this
cultures of each race. The newly formed Hegemony was hypothesis exists. Given the significant anatomic and
a state of strictly merit-based egalitarianism, with no physiologic differences between the races, including the
concept of family. The Altai, as well as being far unique asymmetry of the Altai body plan, such an ancestor
technologically inferior, were a spiritual tribal society, with would need to have been ancient indeed, pre-dating the
a strong sense of family and a mysticism that pervaded known advent of space travel by at least hundreds of
everyday life. In a sense, the two races were functionally thousands of years.
incompatible, and the inevitable result was the virtual
enslavement of the Altai peoples by the vastly more The Altai body plan is wider and thicker than that of the
powerful Vobians. other sentient races of the Milky Way. An average adult
stands 1.25 m (4 ft) at the shoulder, with the top of the
head varying from between 1.5 m (5 ft) and 2 m (6.5 ft)
The Altai Wars off the ground, depending on back and neck extension.
Not one continuous conflict, but rather a decades-long Heavily muscled and covered in centimeter-thick skin, the
series of uprisings, the Altai Wars represented the average weight of an Altai is well over 200 kg (450 lb).
defiance of Pathus in the face of Vobian domination. So
vast was the technological advantage of the Hegemony, While Man, Meraxillan and Vobian alike stand erect and
that no Altai campaign was ever a success. Some attacks bipedal, the Altai posture relies on three anchoring legs
were over within minutes, as Vobian forces ruthlessly arranged in a tripod formation, and a “secondary forearm”,
slaughtered all who would oppose the Hegemony’s rule which splits off from the foreleg about halfway along its
of law. And yet, the rebellions kept coming, month after length. This “arm” is actually a collection of between 5-7
month, year after year. It seemed that underneath the (the number varies based on age) long thin processes
docile exteriors of the Altai lurked a brutal Gestalt, a primal called “digipodia”, with which the Altai can manipulate small
id, which the Vobians had revealed. objects. These digipodia allow for an amazingly high degree
of fine motor control, which partially compensates for the
Stunned by the ferocity of their foes, even in defeat, the lack of a second manipulating extremity.
Hegemony spent most of the latter half of the Altai Wars
attempting to find more and more efficient ways of
containing the threat of Altai insurgency. Out of this need
for domination would come the first forays into cybernetics,
Different Priorities that caused such a drastic increase in The Fall, but rather
Despite the fact that their recorded history predates that direct Vobian experimentation on the Altai genome.
of the Vobian Hegemony by well over 1500 Terran years,
the Altai homeworlds never reached a level of The Altai Wars of A.D. 1179 to A.D. 1202 saw the vastly
technological competence equal to that of their Vobian more powerful Hegemony colonize and subjugate the Altai
neighbors. Well before the inhabitants of the Vobis system peoples. In addition to being conquered subjects, they
began their ascendance during the Phase Technology Era, also had the unfortunate distinction of being the first
the Altai had by A.D. 800 already colonized the three guinea pigs for the newly budding science of cloning. By
livable planets in the Pathren system. To accomplish this, the time of the first landings on Altai soil, Vobian scientists
they used rocket technology not unlike that developed had already successfully replicated many plants and lower
during the second half of Earth’s 20th century, though it animals from a variety of star systems. Their forays into
pre-dated the human equivalent by 1200 years. cybernetic life and subsequent melding of genetic material
with self-replicating microchips were also beginning to
When the Vobians reached Pathus in A.D. 1174, however, bear fruit. Thus, the Hegemony came to Pathus hungry
they found a civilization whose technology had barely for an even more impressive experimental breakthrough,
moved beyond this point. Beginning their long zenith in namely the cloning of a sentient race.
the Perseus Arm, Vobian military engineers were
surprised to find a culture in which their scientific brethren An immediate obstacle presented itself to the Vobians,
seemed to have taken a hiatus from development, leaving however, when they tried to clone their new subjects. The
space and weapons advancements stagnant for over four Altai, in addition to their asymmetric body plan, had
hundred years. With their primitive defensive capabilities, another unique biological quality: an asymmetric genetic
the Altai had no chance against the hi-tech machinations code. While all other major sentient races in the Milky
of the Hegemony. Way (including the silicon-based Meraxilla) form their code
from a 4-base variable sequence of deoxyribonucleic
In the centuries that followed, the mystery of Altai acids (DNAs), the Altai utilize a 7-base variable sequence
technological torpor lie largely ignored. The Hegemony of ribonulceic acids (RNAs). Code formed from these
had bigger concerns, such as the aggressiveness of the RNAs is much more structurally complicated than DNA
Meraxillan Sovereignty, and the HELL cloning program code, and native Altai RNA can exist in a variety of different
on Earth. Power and plunder had guided the Vobians structures in a single fetal host, instead of the simple
throughout most of their early contact with the Altai double-helical patterns present in all other known
colonies, and Pathren was for the most part left alone sentients. This semi-random form of genetic structure is
since gaining its complete independence in A.D. 1587, at the result of a long maturation process that occurs from
the end of the War for Ulna. the moment of conception until the budding of a progeny 227
cohort from the mother. In addition to its structural
All of this changed with the coming of the Starslayer. Just complexity, Altai RNA is also unusually stable. For these
5 years after the first Starslayer invasion of A.D. 1947, reasons, the Altai genetic code is extremely difficult to
greatly increased activity was detected in the Pathren manipulate in a scientific sense.
System by Vobian spy satellites. In 1953, a new government
dormant in growing children until they reached adulthood. monuments erected in memory of those Fallen who served
Before The Fall, the rarity of this virus, as well as the ability and died on the battlefield, to the rigid and accelerated
of the Altai immune system to deal with it, meant that education that all youths must undergo in order to be able
only about 0.01% of births were affected. In contrast to to carry the fate of the Altai empire in the absence of elders.
the virions they mimicked, the transposable elements
created by the Vobians were technically part of the Altai Always a deeply spiritual people, the Altai have
genome, and therefore avoided all host defenses. Within incorporated The Fall into their mythos as a great plague
seven or eight generations, 994 births per thousand were brought upon them by their own arrogance and
carrying its degenerative potential. isolationism. They therefore view the Vobians as devils
of sorts, those who inflicted their cruel retribution. To undo
The transposable element’s effect on its Altai hosts this harm, the Altai must look outwards to their galactic
resembles a dementia of sorts, a latent condition that neighbors. In this way, they will bring their message of
begins with maturity and reaches peak expression during galactic connectivity to the other sentients.
late middle age (around 22-27 Terran years). Symptoms
of this dementia include lowered cognitive functioning,
impaired memory, lack of concern for social morals, and Strange Bedfellows
(most concerning) propensity for violence. In a sense, Interestingly, the Altai see the Meraxilla as a cultural and
what these Vobian experiments have done is to create a spiritual brother race. In their minds, it is the Meraxilla who
genetic time bomb, one that spares the very young but embrace the circle of life most tightly, through their whole-
cripples the mature, leading to a society in which no one hearted and total acceptance of their own mortality. Though
makes it to old age without becoming a burden on society, crude and violent by Altai standards, the inhabitants of Ulna
in the form of a massive population of unpredictable and are the most honest sentient species in the galaxy. For
violent offenders. For almost 800 years, the Altai people reasons unknown, it seems that the Altai have found yet
have been living with this disease, a psychological burden another brother in the Starslayer race. Why this might be
referred to as “The Great Sorrow”. Despite continued is still a mystery to all, even the Merxailla.
medical research, it shows no signs of abating.
AUDIO FILE - AR8.077:
In A.D. 1994, a remarkable event occurred, one which A large and gothic looking helmet, The DLA is in a sense
has put Pathren back on the map: the opening of the a psychic power convertor. It channels the useless rage
Palation Galactic Rift. The Palation Rift is a hypergate, and psychological agony of the Fallen into electromagnetic
similar to that seen at Drakor, which is positioned at the radiation. This radiation can then be targeted back into
edge of the Vobian HDZ, very close to Altai space. It certain brain regions as small concentrated beams, in a
appears to somehow link the Milky Way Galaxy to the pattern determined by the perceived state of the wearer
distant Large Magellenic Cloud, the theoretical origin of at the time. These beams commonly stimulate the physical
the Starslayer race. Although no proof of this theory pain centers, in order to “shock” their target out of its rage-
exists, Starslayer craft have been seen exiting the Rift stricken fugue and help it to focus on the situation at hand.
on multiple occasions, and two of them have escaped They can also be used to stimulate reward centers and
Vobian attacks. On both of these occasions, the craft even mildly affect motor activity. These latter effects are
have fled to Altai territory. primarily used in training sessions, during which the
battlefield candidate is programmed to act and feel a
In the years since the discovery of the Palation Rift, Altai certain way in response to common battlefield situations.
activity in the Perseus Arm has increased dramatically. Mere After training is complete, the physical pain stimulation is
months afterwards, the Altai were already making overtures what both keeps the soldier “in line” and gives an added
to the Meraxilla for a formalized mutual defense treaty, one power boost to its powered infantry frame, providing for
that obligated each party to actively invade Hegemony strength, mobility, and a powerful phase field.
territory in the event of a Vobian attack on the other. This
pact was formalized in the Silicon Unity of A.D. 1999. Altai society is keenly aware of the contradictions and pathos
inherent in “DLA education”. To prevent the Fallen from hurting
Now confident in their galactic strength, the Altai have those that they love, the Realms has chosen to channel their
begun to take an aggressive stance against not only the hate and aggression into hurting others. This is perhaps a
Hegemony, but the empires of man as well. This was necessary evil in a galaxy filled with enemies, but it remains
most recently evidenced by Altai fleet movements in and one of the greatest sorrows that the race must endure.
THE ALTAI REALMS
ARMY LIST
ALTAI REALMS - ARMY LISTS Tech Level - 3 Strategy Rating - 20
Tactical Rating: 9
Frame Rating: 11
230
Frame Aspect Limitation FR Cost
Maximum Frames 15 0
Maximum SI Weapon Cost 40 +1
Maximum PI Weapon Cost 80 +2
Maximum VE Weapon Cost 120 +1
Maximum Phase Weapon Cost 100 +2
Minimum Armor Rating 0 0
Maximum PI Speed 8 +1
Minimum Field Save 6+ +2
Maximum HTH Cost 20 (30) +1
Maximum IF Area of Effect 4” +1
AUGMENTATIONS
Army Extra Close Defense Weaponry [+2/5 PV per CDW; already included below].
-infantry figures may have one extra CDW choice under “side arm”.
AUGMENTATIONS [cont.]
Infantry Indiv. Airstrike - to hit: 7+, AOE: 6”,3+S [+192 PV per hero or officer].
Bionic Limb [+15 PV per hero or officer].
Unit Banner [+80 PV per hero or officer].
UNITS
STANDARD UNITS
At least 75% of a Meraxillan army’s point value must be made up of units purchased from the following list.
231
Battle Tomb Sect [exclusive] Berserker Sect
5-9 Masochists 5-9 Berserkers
PV - 26 PV - 18 PV - 09
STATS STATS STATS
SPECIAL
SPECIAL
N/A
N/A
SEEDLING CONTROLLER
PV - 69
STATS
Type PI
Size 2
Quality Elite
Move 8
Armor Rating +2
Damage Capacity 1
Field Save 6+
INTEL
EQUIPMENT:
Primary Weapon:
Alpha Artifact
[+31] or
Omega Artifact
[+58]
Support Weapon:
Kinetic Wave
[+78] or
Amygdala Stimulus
[+63] 233
Side Arm:
Sunburst Grenade
[+5] or
Stressor CDW
[+8/26]
Augmentation:
Bio-Protective Gear
[+1]
SPECIAL
N/A
DATA FILE:AR 7.1-14 IMAGE FILE:AR 8.1-09
FALLEN BERSERKER
ALTAI REALMS - ARMY LISTS
PV - 49
STATS
Type PI
Size 2
Quality Linked
Move 4 Sprint
Armor Rating 0
Damage Capacity 1
Field Save 7+
Officer 1C [+60]
2C [+95]
Hero Cost +32
Covert Ops 3 [+5]
INTEL
EQUIPMENT:
Primary Weapon:
Alpha Artifact
[+31] or
Beta Artifact
[+39]
Support Weapon:
Omega Artifact
[+58] or
Kinetic Wave
[+78]
Side Arm:
234 Focus Grenade
[+6] or
Ultimate Sacrifice CDW
[+13]
Augmentation:
None
SPECIAL
N/A
FALLEN MASOCHIST
PV - 70
STATS
Type PI
Size 3
Quality Fanatic
Move 4
Armor Rating 0
Damage Capacity 2
Field Save 7+
Officer 1C [+60]
2C [+95]
Hero Cost +41
Covert Ops 0
INTEL
EQUIPMENT:
Primary Weapon:
Kinetic Wave
[+78] or
Omega Artifact
[+58]
Support Weapon:
Amygdala Stimulus
[+63]
Side Arm:
Kinetic Grenade 235
[+5] or
Caustic Grenade
[+26] or
Stressor CDW
[+8/26]
Augmentation:
Weapon Immunity:
Knockback, Stun, Terror
[+1,+2,+1]
Certain berserkers
have the strength of
will to resist full
conversion to the
Fallen. This requires
IMAGE SOURCE: Josh Deck
SPECIAL
N/A
DATA FILE:AR 7.2-07
MAUSOLEUM
ALTAI REALMS - ARMY LISTS
PV - 289
STATS INTEL
Type Mecha EQUIPMENT:
Size 5
Quality Vehicle Primary Weapon: Turret Focus Wave [+220] or
Move 6 Turret Kinetic Wave [+156]
Secondary Weapon: Focus Wave [+110] or
Armor Rating 0 Caustic CDW [+32/105]
Damage Capacity 4 Tertiary Weapon: n/a.
Field Save 9+ Quaternary Weapon: n/a.
Augmentation: Weapon Stabilizers [+10 per weapon]
HTH Rating 2@3+V
Reflex -2 Literally fueled by rage, the Mausoleum entombs several
Masochists together, linking their cumulative anguish into a
Fire Actions 2
series of psychic power converters.
Passengers n/a
Entry Arcs n/a
DAMAGE CHART
-/- n/a
-/- n/a
-/- n/a
n/a
GOLDEN SKIMMER
PV - 82
STATS INTEL
Type Light Vehicle EQUIPMENT:
Size 4
Quality Vehicle Primary Weapon: Kinetic Wave [+78] or
Move 12 Sprint Focus Wave [+110]
Secondary Weapon: Chameleon CDW [+12/41] or
Armor Rating +1 Alpha Artifact [+31]
Damage Capacity 1 Tertiary Weapon: n/a
Field Save 6+ Front Quaternary Weapon: n/a
Augmentation: Electrified Hull [+20]
HTH Rating n/a Weapon Stabilizers [+10 per Weapon]
Reflex n/a
Fire Actions 2 Altai ground forces suffer from a shortage of psychically stable
Passengers n/a infantry. Thus many of the more mature members of the
Entry Arcs n/a race, those who have not yet begun the Fall, take to the field
in the Golden Skimmer, a fast attack hover vehicle with
exceptional mobility.
DAMAGE CHART
-/- n/a
-/- n/a
-/- n/a
n/a
STANDARD INFANTRY WEAPONS
Alpha Artifact PV - 31 1
Powerpack [Required] / Uses the rules for
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo infantry powerpacks.
SI AI 3 - - 20 40 60 - - - un
Razorjack PV - 4
Altai anatomy necessitates that these weapons are worn
more than carried, giving them the appearance of Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
extensions of the warrior’s body itself. Firing a projectile SI AI 1P1 - 15 - - - - - - 1
similar to that found in the Meraxillan Hedgehog, the Alpha
Artifact is a mix of Pathusian and Ulnar technology. Although technically “thrown”, these large, multi-bladed
projectiles have intrinsic phase modulation capabilities,
making them perfect for attacking enemy hiding in nearby
IMAGE FILE: Beta Artifact terrain.
1
Phase range is between 0” and 15”.
237
1
Expansive / May not fire at targets that are within 30”
Caustic Grenade
PV - 26 Caustic CDW
PV - 32/105
Utilizing a particularly infective virus native to Pathus, A vehicle-mounted spray device, this CDW launches a
this grenade’s effect lingers for many seconds, making mist of virions in a circumferential pattern.
it a powerful deterrent to enemy assaults. Its drawback
rests in the fact that few Altai troops themselves wear Vehicle CDW: 2”,1@5+B1
bio-protective gear.
1
Poison Effect / The area of effect grows by 2”
Grenade: 2”,1@5+B 1 in each resolution phase, with the damage roll
increasing by 2 as well (1@5+B becomes 1@7+B, etc.).
1
Poison Effect / The area of effect grows by 2” In the resolution phase after a size of 8” is reached,
in each resolution phase, with the damage roll remove the template from the tabletop. In the command
increasing by 2 as well (1@5+B becomes 1@7+B, etc.). phase of each turn in which the effect is active, move
In the resolution phase after a size of 8” is reached, the template d5” in a random direction.
remove the template from the tabletop. In the command
phase of each turn in which the effect is active, move
the template d5” in a random direction. Chameleon CDW
PV - 12/41
238
Typically mounted on the Golden Skimmers, this device
PV - 6 warps light in the surrounding atmosphere and helps to
Focus Grenade disguise the presence of the otherwise vulnerable frames.
One advantage of the underlying rage inherent in the
Altai race is the complete lack of fear seen in many of Vehicle CDW: 2”,-2 LOS 1
their warriors, who brazenly move close enough to
enemy vehicles to hurl these anti-armor devices. 1
This effect lasts until the following turn’s resolution
phase (keep template on table).
Grenade: 0” 1,1@5+A 2
Stressor CDW
PV - 8/26
1
No area of effect; does not scatter if misses.
2
No penalty vs. vehicle targets. Releasing a short psychic burst, this infantry-mounted
pulse generator tests the very mettle of nearby
enemies.
Kinetic Grenade
PV - 5
Infantry CDW: 3”,2@5+T
Harnessing the same technology of the Kinetic Wave,
this grenade sends a wide expanse of force waves out
in a concentric pattern. It lacks the power necessary Ultimate Sacrifice CDW
PV - 13/
to penetrate heavy armor, but is amazingly effective
Powerful but low-tech, this is essentially a bomb. A
against standard infantry.
last resort, these are often given to soldiers who are
Grenade: 6”,1@11+ felt to be so close to the Fall that death is preferable.
Listed in this section are short summaries of game effects, in chart or figure form. Majestic Twelve gives its permission
to photocopy the following pages for personal use.
TURN SEQUENCE
Resolution Phase 1 Resolve any air strikes called down during the active phase.
2 Grow any poison templates.
3 Detect enemy augmentations. 1
4 Make individual rally rolls for all shaken figures.
5 Make unit rally rolls for all broken units.
6 Make unit morale tests for all units under minimum unit size that have not already
SUMMARY TABLES
1
Events listed in italics only apply if using the corresponding advanced rule.
LOS MODIFIERS LOF MODIFIERS
ORDERS
1
Leaders reduce the minimum unit size of all qualities except matrix and vehicle.
2
Focal points reduce the minimum unit size of matrix units; leaders and commanders have no effect.
3
A fire team is any combination of at least 3 figures in a linked quality unit.
4
Vehicles may be purchased as individuals if desired, but if they are part of a unit, the minimum unit size will be 2;
leaders have no effect on vehicle minimum unit size.
1
4-7 Figure of largest size class hit or randomized
Only figures on charge orders receive this bonus; between all combatants if of same size class.
figures on other types of maneuver orders (sprint or
jump) do not receive this bonus. 8-10 Enemy figure hit (randomize).
OFFICER LEVELS
1
Non-matrix units are limited to two officers; there is no limit on the number of focal points in a matrix unit.
WEAPON EFFECTORS ATTACK CHIT USES
Weapon
Effector Target Game Effect 1 May be assigned (Leaders only).
Armor Piercing [A] AI or AV Ignores target AR 2 May be used to give a +1 bonus to any single
1 2
non-AOE damage roll (to-hit roll for AOE ).
Burst [B] AI Doubles target AR
3 May be used to give a charging figure a
Field Piercing [F] AI or AV Ignores target FS temporary +1” Move and +1 reflex.
Knockback [K] AI More likely to tag; 4 May be used to give a +1 bonus to any
penalty to individual morale test.
morale test
5 May be used to ignore one damaging hit on a
Stun [S] AI Disorients target d10 roll of 10 (“dumb luck roll”).
instead of
eliminating it 1
No more than one damage roll per weapon may
Terror [T] AI Forces target in- be affected; in the case of weapons with a feed
dividual morale
test rate of greater than one, the firing figure must
declare which damage roll is to be modified.
Ultra [U] AI or AV Ignores negative
target AR
2
Since cone weapons are AOE weapons that do
Vehicle Piercing [V] AI Ignores infantry
AR; reduced not need to roll to-hit, attack chits will not affect
vehicle penalty cone weapons at all.
Phase [P] AI V and F; may
target figures
outside of LOS
TERRAIN EFFECTS
running.
2
Only certain figures may use these movement types.
GRENADE DISTANCES
ADR 12 11 10 09 08 07 06 05 04 03 02 01
Bisecting Line
LOF MODIFIERS:
-3 IN TEMPLATE
-5 IN FRINGE
244
FEED RATE 3
SUPPRESSION
TEMPLATE
LOF MODIFIERS:
-3 IN TEMPLATE
-5 IN FRINGE
A.O.E.
TEMPLATE
2”
1”
A.O.E.
TEMPLATE
245
3”
LD1
PRIMARY PRIMARY PRIMARY PRIMARY FLYING
STATIC SHAKEN
TROOPER COVER COVER COVER SUPPRESS UNIT 2
VEHICLE
-2 -2 -2
LD1
LD2
STUNNED SHAKEN SUPPORT SUPPORT SUPPORT SUPPORT SNEAKING
TROOPER TROOPER COVER COVER COVER SUPPRESS UNIT 1
0 0 0
LD2
246
LD3
LD3 0 0 0
-2 -2 -2
LD4
SPRINTING SPRINTING SIDEARM SIDEARM SIDEARM
UNIT UNIT COVER COVER COVER AIM AIM
-4 -4 -4
CM1
CM1 CM2 CM2 CM2 FP1 FP1 FP1 FP2 FP2 FP2
POI POI POI POI POI POI POI POI POI POI
Notes /
DEFIANCE / ©MJXIIgames
Designation / PV /
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
Notes /
DEFIANCE / ©MJXIIgames
Designation / PV /
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
Notes / 247
DEFIANCE / ©MJXIIgames
Designation / PV /
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
Notes /
PLAYER ARMY SHEETS
DEFIANCE / ©MJXIIgames
Designation / PV /
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
Notes /
DEFIANCE / ©MJXIIgames
TROOP DESIGNATION / TROOP DESIGNATION /
PV / PV /
STATS STATS
Type Type
Size Size
Quality Quality
Move Move
Officer Officer
INTEL INTEL
EQUIPMENT: EQUIPMENT:
248
Augmentation: PV Augmentation: PV
Notes / Notes /
PV / INTEL
STATS
Type EQUIPMENT:
Tertiary Weapon: PV
HTH Rating
Reflex
Augmentation PV
Notes /
DEFIANCE / ©MJXIIgames
249
VEHICLE DESIGNATION /
PV / INTEL
STATS
Type EQUIPMENT:
Tertiary Weapon: PV
HTH Rating
Reflex
Augmentation PV
Notes /
DEFIANCE / ©MJXIIgames
DEFIANCE VITAL GROUND MJXIIgames
PLAYER ARMY SHEETS ARMY DESIGNATION /
ARMY LIST
Tech Level / Strategy Rating / Neo-Tech Level /
TACTICAL RATING /
Notes /
250
FRAME RATING /
Maximum Frames
Maximum SI Weapon Cost
Maximum PI Weapon Cost
Maximum VE Weapon Cost
Maximum Phase Weapon Cost
Minimum Armor Rating
Maximum PI Speed
Minimum Field Save
Maximum HTH Cost
Maximum IF Area-of-Effect
Notes /
DEFIANCE / MJXIIgames
DEFIANCE VITAL GROUND MJXIIgames
AUGMENTATIONS
Type Details
General /
Army /
Infantry Indiv. /
251
Infantry Unit /
Vehicle /
DEFIANCE / MJXIIgames
DEFIANCE VITAL GROUND MJXIIgames
PLAYER ARMY SHEETS
UNITS
UNIT DESIGNATION / UNIT DESIGNATION /
DEFIANCE / MJXIIgames
GLOSSARY & INDEX
Listed below is a short summary of game terms, as well as a page reference where each is best described.
Ad Hoc Unit [p.14] / Unit that was not created Climb [p. 26] / Movement action that requires an
using the standard units of a given army list. agility roll and allows the crossing of steep obstacles.
Agility [p. 12] / Infantry statistic that affects dodging, Close Defense Weapon [p. 40] / Area of
climbing, and certain HTH rolls. effect weapon that centers on the firing figure.
Aim [p. 21] / Orders that allow a unit to double its Cohesive Fire [p. 22] / Orders wherein all
weapon ranges on the following turn. members of a unit fire their weapons at a target.
Air Strike [p. 43] / Special type of indirect fire Command Card [p. 14] / Secondary initiative
called down from off-board weapons. card that can be assigned to a unit in order to increase its
chances of activating early in the turn; command cards
Anti-Infantry Weapon [p. 29,36] / Weapon are tied to commanders.
designed to target infantry, and which will receive a -5
LOF penalty when used against vehicles. Commander [p. 19] / Officer that has command
cards and aids in the individual morale tests of his unit’s
Anti-Vehicle Weapon [p. 29,36] / Weapon members.
designed to target vehicles, and which will receive a -5
LOF penalty when used against infantry.
Cone [p. 37] / Weapon with a wide, cone-shaped
area of effect whose point originates at the firing figure.
Area Of Effect Weapon [p. 29] / Weapon
that creates a template effect at its point of impact; figures
Coordinates [p. 8,42] / Cartesian designation
using AOE weapons must first roll to hit, before rolling 253
(X”, Y”) that marks a particular spot on the tabletop.
any damage rolls due to the template itself.
Armor Piercing [p. 36] / Weapon effector that Cover Arc [p. 32] / Front 90 degree firing arc of
ignores the armor rating of its target. an infantry figure; defines the area in which a figure can
use covering fire.
Armor Rating [p. 11] / Infantry and vehicle
statistic that affects damage rolls from non-armor piercing Covert Operations [p. 12,54] / Advanced
weapons. rules that describe hiding, detecting and sneaking.
Army Discipline [p. 57] / Advanced rules that Damage Capacity [p. 11] / Infantry and
describe an army’s unique military culture as it relates to vehicle statistic that determines how many damaging hits
battlefield morale. a figure can sustain before being eliminated.
Attack Pattern [p. 22] / Declaration made at Damage Roll [p. 28] / D10 roll that determines
the beginning of the activation of a unit on any type of whether a given attack damages its target.
Fire orders; determines the order of movement and firing
that will apply to each figure. Detect [p. 54] / Action used to reveal hiding units;
GLOSSARY & INDEX
Broken [p. 18] / Status of a unit that has failed a Discovery Roll [p. 55] / D10 roll used to attempt
unit morale test. to reveal a sneaking unit that has moved into enemy line-
of-sight; part of the advanced covert operations rules.
Burst [p. 37] / Weapon effector that doubles the
armor rating of its target. Drop [p. 44] / Action of a flying figure to attempt to
drop a grenade on a land-bound target.
Charge [p. 21] / Orders that allow a unit to move
at full speed towards the nearest enemy unit, with the Exclusive Unit [p. 9] / Standard unit that can
intent of initiating HTH combat. only be purchased once per game.
Feed Rate [p. 29] / Weapon statistic that Line-Of-Fire Modifier [p. 30] / Modifier to
describes how many damage dice can be rolled per turn; the damage roll that applies in all situations.
weapons with a feed rate of greater than 1 may use
suppression fire on their own. Line-Of-Sight Modifier [p. 31] / Modifier to
GLOSSARY & INDEX
Fire Cluster [p. 42] / Sum total area of effect of Movement [p. 11] / Infantry and vehicle statistic
a unit’s indirect fire. that determines how many inches a figure can traverse
on the tabletop for a given movement rate (walking,
Focal Point [p. 19] / Officer that reduces the running, or sprinting).
minimum unit size of matrix units.
Officer [p. 12] / Figure that affects unit morale
Frame Rating [p. 65] / Refers to the relative and/or initiative (leader, commander, or focal point); non-
emphasis an army places on the power of its infantry, matrix units are limited to two officers, while matrix units
vehicles and weapons; part of the army customization rules. can have as many focal points as desired.
Grenade [p. 43] / Small thrown weapons, usually Phase [p. 20,38] / Weapon effector that allows
with an area of effect. for direct fire targeting of unseen enemies within phase
range; phase weapons are considered to be field piercing,
Hand-To-Hand Rating [p. 11,45] / Infantry and vehicle piercing.
and mecha statistic that defines the number of damage
dice a figure may use in HTH combat, as well as their Point Of Impact Counter [p. 42] / Placed
target damage rolls. on the table to indicate the desired coordinates position
of an indirect fire area of effect.
Hero [p. 12,20] / Infantry figure that has paid its
254 “hero cost” to gain a +1 morale, independent action, and Poison Effect [p. 40,43] / Special type of area
an attack chit. of effect that grows, drifts and then dissipates during play.
Hide [p. 54] / Action used to conceal a unit’s position Powered Infantry [p. 31,41] / Infantry that
on the tabletop; part of the covert operations rules. are completely enclosed; less maneuverable than
standard infantry with worse LOS terrain modifiers, but
Indirect Fire [p. 42] / Ranged fire that occurs more resistant to area of effect templates.
when the firing figure cannot see its target; only certain
weapons can use indirect fire. Powered Infantry Weapon [p. 71] / Weapon
designed to be carried by powered infantry; may also be
Individual Morale Test [p. 16] / D10 roll carried by vehicles, but not by standard infantry.
that determines whether a figure will become shaken in
response to a battlefield event. Primary Fire [p. 23] / Orders wherein members
of a unit with primary weapons fire at a target unit while
Initiative Card [p. 14] / Playing card assigned other members cover.
to each unit at the beginning of the game and shuffled
into the initiative deck each turn; when revealed, an Primary Weapon [p. 12] / Weapon most
initiative card activates its assigned unit. commonly given to a particular troop type.
Jump [p. 22] / Orders that allow jump-capable Prone [p. 26] / Lying flat on the ground; provides
figures to move in a high arcing pattern over intervening extra cover and the ability to crawl.
units and terrain.
Quality [p. 11,15] / Infantry statistic that defines
Knockback [p. 37] / Weapon effector that tags a figure’s motivation and level of training; all vehicles are
its target on a roll of 1 or 2 less than its target damage considered to be of the same quality (“vehicle”).
roll; also gives a -2 modifier to any individual morale tests
that result from tagging. Ram [p. 51] / Movement that takes a vehicle into
contact with another figure.
Leader [p. 18] / Officer that reduces the minimum
unit size of non-matrix units and often carries and Reflex [p. 12,45] / Infantry and mecha statistic
assigns attack chits. that affects the order of HTH combat.
Shaken [p. 17] / Status of a figure that has failed Terror [p. 38] / Weapon effector that forces an
an individual morale test. individual morale test on its target instead of damaging it .
Side Arm [p. 12] / Small firearms, grenades or Ultra [p. 38] / Weapon effector that ignores all
close defense weapons given to a particular troop type. negative armor ratings, but not positive armor ratings.
Size [p. 11] / Infantry and vehicle statistic that Unit [p. 13] / Collection of figures that activate
affects the targeting rules. together on the tabletop.
Sprint [p. 21] / Orders that allow a unit to maneuver Unit Joining [p. 15] / The joining of two standard
at full speed. units into one larger ad hoc unit.
Standard Infantry (p. 31,41] / Infantry Unit Morale Test [p. 17] / D10 roll made in
that are not completely enclosed; more maneuverable every resolution phase that a non-broken unit is below its
than powered infantry with better LOS terrain modifiers, minimum unit size.
but more susceptible to area of effect templates.
Unit Perimeter [p. 13] / Area defined by a unit
Standard Infantry Weapon [p. 71] / Weapon that cannot be interspersed with figures from other units.
designed to be carried by standard infantry; may also be
carried by powered infantry and vehicles. Unit Splitting [p. 14] / The splitting of an ad
hoc unit into two smaller ad hoc units.
Standard Unit [p. 14] / Unit chosen form any
army’s standard unit list. Vehicle Piercing [p. 38] / Weapon effector for
anti-inafntry weapons that reduces the LOF penalty for
Stoppage Roll [p. 36] / D10 roll that must be firing at vehicles from -5 to -2.
made if using split feed rate fire, suppression fire, or
torrential fire; if failed, will disallow the use of the firing Vehicle Weapon [p. 71] / Weapon designed
weapon until it can be cleared. to be carried by vehicles; may not be carried by standard
infantry or powered infantry.
Strategy Rating [p. 65] / Sum total of an
army’s strategic, tactical and industrial flexibility; part of Vehicle [p. 47] / Figure type that is less
the army customization rules. maneuverable than infantry, but more resistant to damage, 255
and able to mount more powerful weaponry.
Stun [p. 37] / Weapon effector that stuns its target
instead of damaging it. Weapon Effectors [p. 36] / Affect the damage
rolls of a given weapon based on target type.
Support Fire [p. 23] / Orders wherein members
of a unit with support weapons or sidearms fire at a target
unit while other members cover.