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DEFIANCE

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

THIS IS THE CHRONICLE OF SUCH AN ERA


CREDITS
Design & Game World
Demian Rose

Art Direction
Sara Morris

Illustrations
Josh Deck, James Forbes, John Garner, Sam Hart
& Noel Murphy.

Cover Artwork
Josh Deck

Graphic Design / Layout


Josh Deck

Additional Fiction
Justin Crough

Playtesting / Additional Contributions


Clark Browning, Paul Chappell, Ross Cossar,
Justin Crough, Balin DeLoach, Eric Garvue,
Stephen Gibson, Richard Grady, Kari Heinonen,
Dennis Johnston, Rich Kurtin, Eric Lemme,
Jouni Pohjola, Sarah Ritzenthaler, Jeffery Schutt,
Kevin Smith, Rich Spainhour, Jamus Thayn,
Bob Van Blargan, Alexander Williams

Special thanks to the


Majestic Twelve Games mailing list
http://groups.yahoo.com/group/mj12games/

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

Copyright ©2004 Demian Rose. All rights reserved.

“Defiance”, “Universal Skirmish System”, the Defiance


logo, and the Majestic Twelve Games logo are
trademarks of Majestic Twelve Games

“Meraxilla” and “Vobian” are trademarks of Demian Rose

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

MAIN RULES [5] MOVEMENT Escape Agility Roll 046


Firing into HTH 047
Basic Terminology 006 Movement Types 026
Advanced Terminology 008 Terrain Effects 026 [8] VEHICLES
Crawling 026
Light Vehicles 048
UNIVERSAL BASIC Jumping 027
Mecha 048
Flying 027
Choosing Your Force 009 Anime Mecha 048
Choosing Your Units 009 [6] RANGED COMBAT APC’s 048
Choosing Terrain 010 AFV’s 048
Target Damage Rolls 028
The Standard Game 010 AFV Damage Chart 049
Target Declaration 028
Standard Terrain Set-up 010 Anatomy Of A Vehicle 049
Target Exemptions 028
Standard Unit Placement 010 Vehicle Targeting 050
Cone Weapons 028
Infantry Trooper - Terms 011 Vehicle Specific Weapons 050
Friendly Figures 028
Multi-Arc Vehicle Weapons 050
[1] THE UNIT The Ranged Weapon 028
Vehicle Turrets 050
Direct Fire 030
Unit Perimeter 013 Vehicle Cuppola Weapons 050
Damage Roll 030
Unit Quality 013 Eliminated Vehicles 050
Tagging A Figure 030
Ad Hoc vs. Standard Units 014 Vehicle Morale Tests 050
LOF Modifiers 030
Mob Formation 014 Ramming 051
LOS Modifiers 031
How Units Activate 014 Dodge Agility Roll 051
Covering Fire 031
Initiative Deck 014 Dodging Vehicles 051
High Feed Rate 032
Unit Splitting 014 Ram Damage Resolution 051
Spread Fire 032
Unit Joining 015 Vehicle Passengers 052
Suppression Fire 033
Leadership & Command 052
[2] MORALE Torrential Fire 036
Boarding & Exiting 052
The Stoppage Roll 036
Morale Tests 015 HTH Combat 053
Weapon Effectors 036
Figure Quality 015
Armor Piercing 036
Individual Morale Tests 016 UNIVERSAL ADVANCED
Burst 037
Failing An Indiv. Morale Test 017
Cone 037 [1] AUGMENTATIONS
Shaken Figure Effects 017
Field Piercing 037
Unit Morale Tests 017 Types 053
Minimum Unit Sizes
Knockback 037 003
017
Stun 037 [2] COVERT OPERATIONS
Failing A Unit Morale Test 017
Terror 038
Broken Unit Effects 018 Hiding & Detecting 054
Ultra 038
Rallying 018 Hidden Set-up 054
Vehicle Piercing 038
Revealing Hidden Units 055
[3] COMMAND & CONTROL Phase 038
Sneaking 055
Infantry-Specific Weapons 039
Leaders 018 Discovery Resolution 056
Infantry Loader 039
Attack Chits 018 Orders While Sneaking 056
Infantry Powerpack 039
Attack Chit Uses 019 Infiltration 056
Infantry Bracing 039
Focal Points 019 Infiltration Deployment 057
Crew-Served 039
Commanders 019
Special Weapons 040 [3] ARMY DISCIPLINE
Heroes 020
CDW’s 040
Tactical Advantages 057
[4] THE GAME TURN Area Of Effect 041
Discipline Fraction 057
Explosion Shock 041
Phases 020 The Initial ADR 058
AOE & Standard Infantry 041
The Current ADR
Unit Activation & Orders 020 058
Scatter 041
The Discipline Roll
Aim 021 058
Maneuver 021
Indirect Fire 042
IF Scatter 042 [4] COMPETITIVE PLAY
Sprint 021
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

The Universal Skirmish System is based around the use


of a ten-sided die (hereafter referred to as a “d10”).
Throughout the game, the roll of a d10 will be used to
INTRODUCTION determine events from whether a figure is damaged by
Welcome to the Defiance Universal Skirmish an assault rifle to whether a unit of figures that has suffered
System™, the game of near future and science casualties has the courage to carry on. There are actually
fiction tactical combat that lets you modify or even twelve different results that can be garnered from a d10
create the strategic setting in which your battles roll in the U.S.S. Anytime a natural (unmodified) 10 (“0”)
will take place. Defiance U.S.S. is a skirmish-level is rolled, re-roll the die; if the next roll is 6 or higher (6+),
miniature combat game designed for a board or roll it again, to a maximum of two re-rolls. For each re-roll
tabletop, using two general scales of figurine: 25- of 6+, add one integer to the base roll of 10 (a 10%
35mm (1:46-1:64 scale) or 12-18mm (1:89-1:134). chance), making a new result of either 11 (a 5% chance)
With force sizes varying from one unit to several or 12 (a 2.5% chance). It is impossible to roll any number
platoons, each trooper matters, and the correct higher than twelve in this manner.
combination of mobility, firepower, command and
control is crucial to your success. The included Occasionally, players will also be asked to roll three d10
U.S.S. Army Customizer is a comprehensive and variants, namely “d100”, “d5”, and “d2”. To roll a d100,
statistically based force construction tool that simply roll two d10s in succession, with the first die
literally allows you to design any weapon, any representing the “tens” and the second die representing
trooper and any army that you can imagine, all the “ones” (for example, a “3” followed by a “2” would be a
the while being assured that your creation will be “32”; a roll of two zeros (“00”) is read as “100”). For a d5,
balanced for play against any other U.S.S. force roll a d10 and divide by two, rounding up (1-2 = 1, 3-4 =
list. A lot of work and testing went into the 2, 5-6 = 3, 7-8 = 4, 9-10 = 5). For a d2, roll a d10 and
Customizer, and we feel that you will not find a divide by five, rounding up (1-5 = 1, 6-10 = 2).
more versatile or more balanced universal force
construction tool on the market today. 005
SCALE

Defiance U.S.S. can be played in one of two different


scales: 30mm (anywhere from 25-35mm is fine) or
15mm (12-18mm). 30mm is preferable for those who
prefer an individual aesthetic for their forces, with the
detail of their figures high and their paint jobs
appreciable from a distance. 15mm is preferable for
those who want the look and feel of larger battles, with
more realistic weapon ranges and movement values
relative to the tabletop terrain.

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.

BASIC vs. ADVANCED The Unit


Players control their forces at the level of the unit. A unit
The U.S.S. rules are divided into two major sections: is defined as any collection of figures of the same quality
Universal Basic and Universal Advanced. The former is (training level). It may be as little as 1 figure or as many
made up of the core rules and concepts, while the latter as 24 figures. Units must always maintain a unit
adds several optional rules and/or modifications to the perimeter on the tabletop. Although each member of the
basic rules. We suggest that players get a few games of unit may stray as far from other unit members as a player
Universal Basic under their belts before trying their hands chooses, no member of one unit may ever cross the
006 at some or all of the Universal Advanced rules. If using perimeter of another friendly unit. In general, friendly
advanced rules, they will always take precedence over units may not intersperse.
any basic rules that might conflict.
Standard vs. Ad Hoc Units
During force construction, players will have the choice
ARMY CUSTOMIZER between building standard units (listed for each army) or
ad hoc units (built de novo each game). Both of these
After you have read all of the main rules and concepts, are considered to be equal for purposes of tabletop
you are ready to learn how to use the U.S.S. Army gameplay with two exceptions: ad hoc units may not join,
Customizer. This powerful army-building tool is written as or receive command cards from their army’s primary
easy-to-follow steps, each of which describes the creation commander, and standard units may never be split. In all
of a particular aspect of your chosen army’s battlefield other respects (activation, orders, and others), standard
paradigm. Examples of each step are provided from the and ad hoc units behave identically.
four major races of the Defiance gameworld: the Vobians,
Meraxilla, Altai, and Humans, each of which is driven by Movement
different goals, technologies and cultural maxims, thus All unit movement must be declared to be at one of four
making the army list of each unique and illustrative of the different speeds: stationary, walking, running or sprinting.
diversity possible within the U.S.S framework. We Sprinting is further divided into normal, jump and flight
encourage you to use the Army Customizer to bring all of variants. Movement terms apply to all figures, whether
your favorite miniatures onto the tabletop, as well as use infantry or vehicle.
your imagination to expand upon the Defiance universe
itself, which is rife with possibilities. Cover Arcs
All figures have a facing that determines their cover arc
while performing covering fire. This is defined as the area
BASIC TERMINOLOGY
contained by its front 90º arc, as shown on the following
page.
Before we begin describing the rules proper, it is useful
to introduce some of the key concepts of the Universal
Skirmish System, as many of them may sound difficult A figure’s “front” should be marked on its base to avoid
when explained in the kind of detail necessary to keep confusion, especially in the case of non-humanoid
the power-gamers subdued (you know who you are ☺). miniatures or those with active poses.
initiative cards and if a given unit’s assigned command
COVER ARC card is drawn before its initiative card, it may choose to
either act at this point, or hold until the latter is revealed.

Secondly, the presence of a Commander will often inspire


] [Front 90 0
Arc] friendly troops. Therefore, any figures in a Commander’s
unit will receive a +1 bonus on Individual morale tests
and Individual rally rolls. This bonus is not cumulative,
regardless of how many Commanders are in a given unit.
] [Figure Base] Commanders do not affect unit morale tests or unit rally
rolls. A unit may contain any combination of up to 2
Leaders and Commanders.

Initiative Cards Leaders


Each unit will have a particular playing card (taken from a Unlike Commanders, Leaders represent “personal
standard 52-card deck) assigned to it at the beginning of motivators”. That is, they lead by example and fight as
the game. Each turn, all of these “initiative cards” will be integral parts of their respective units, rather than
shuffled and then revealed one at a time during the Active command the army as a whole. Leaders greatly affect
Phase. When a unit’s initiative card is drawn from the top the minimum unit size of units in which they reside; that
of the shuffled deck, it must activate, performing all of its is, they act to increase the unit’s casualty threshold. In
movement and firing. Units may be split or joined in the addition, Leaders can directly affect battlefield outcomes.
This is represented by their possession of “attack chits”,
Command Phase of any turn. If this is the case, then new
which give themselves or other troopers in the same unit
initiative cards will need to be assigned to each new
either extra movement or a +1 bonus to damage rolls. A
daughter unit, or the new combination unit.
unit may contain any combination of up to 2 Leaders and
Commanders.
Officers
The term “officer” in the U.S.S. is a blanket term that
Focal Points
describes any infantry figure with leadership, command
Many troops in a science fiction universe will be linked in
or focal point abilities. All officers have certain special
some way, either through a core CPU, in the case of
rules that apply to them. It is possible for a figure to be
computerized mechanical soldiers, or a “hive queen”, in
both a leader and a commander, but focal points, being a
the case of a biotech race. The rules for such troops,
special matrix class of officer, may not have any command
designated as Matrix quality, require that they have a 007
or leadership ability. The chart below defines each type common focus to operate at maximum efficiency. Such
of officer and any rules unique to each type: “focal points” act in much the same way as a Leader would
for normal troops, and their loss greatly diminishes the
tactical capacity of matrix units as a whole. Unlike non-
OFFICER DEFINITIONS
matrix units, matrix units may contain as many focal points
Officer Definition / Special Rules as the controlling player desires.
Commander -Any figure with command cards.
Heroes
-+1 to individual morale tests and
individual rally rolls of figures in
Heroes represent particularly adept infantry who have
the same unit. certain advantages with respect to individual morale,
weapon choice and targeting capability. They also
Leader -Any figure with a leadership level possess attack chits, though (unlike leaders) they may

TERMINOLOGY - MAIN RULES


-Possess and may assign attack not assign them to other figures.
chits.
-Reduce minimum unit size of Morale Tests
non-matrix units. There are two levels of morale in the basic game:
individual and unit. Individual morale applies in “scary”
Focal Point -Any figure with a focal level. situations, such as a lucky escape from a well-aimed shot
-Reduce minimum unit size of (being “tagged”), being charged by an enemy trooper
matrix units. much larger in size, being caught in an explosive area of
effect or being the target of suppression fire. Unit morale
applies to groups of figures that have been reduced below
their unit minimum size, meaning that they have suffered
Commanders enough casualties to make discretion seem more and
Commanders represent methodological leaders, whose more to be the better part of valor.
primary function is to recognize and exploit the tactical
strengths and weaknesses of their own troops, as well as An unmodified roll of 10 for any morale test is always a
those of the enemy. On the tabletop, Commanders have success.
two primary abilities. Firstly, they possess command cards.
Command cards are a special type of initiative card that The Damage Roll
gives a particular unit a better chance of activating before Any time a figure attacks an enemy figure using ranged
its opponent’s units. Command cards act as secondary or hand-to-hand (HTH) combat, it must make a damage
roll. The number of dice rolled will vary, but any successful destroy vehicles, while powerful, will have a hard time
damage roll will lead to the loss of one or more damage getting a bead on the smaller and more agile infantry
points from the target figure. The damage roll is modified targets. Using an AI weapon against a vehicle target, or
by many factors, such as terrain, armor and movement. an AV weapon against an infantry target, will result in a
TERMINOLOGY - MAIN RULES

large penalty to the chance of damaging the target in


An unmodified roll of 1 for any damage roll is always a failure. question. This is due to the fact that AI weapons do not
have the power necessary to penetrate most vehicle
Shaken vs. Broken frames, while AV weapons do not have the targeting
Figures that fail an Individual morale test become shaken, capabilities to focus in on most infantry targets.
meaning that they are temporarily unable to continue
fighting until they can regain their nerve. Units that fail a Coordinates
Unit morale test become broken, meaning that their Certain game effects, such as indirect fire and hidden
members are seriously considering leaving the battle set-up, will require that players call a coordinates
altogether.
designation on the tabletop. Coordinates are Cartesian,
that is, with an X axis and a Y axis, and are relative to the
Target Type
player calling them, as shown in the following diagram:
There are two general types of target in the Universal
Skirmish System: vehicle targets and infantry targets.
Each type of figure will be handled differently with
regards to movement on the tabletop and the effects of COORDINATES
enemy weaponry.
15” 45”
Standard vs. Powered Infantry Figure A is at
There are two types of infantry in the U.S.S.: standard coordinate
infantry (SI) and powered infantry (PI). The former may [X 15”, Y 20”]
indeed wear protective armor, but this will generally be A
light and unrestrictive, contrasting the latter’s armor, which 20” Figure B is at
will in general completely enclose the wearer and be coordinate
B
capable of augmenting its strength and speed. This extra
5”
[X45”, Y 5”]
power comes at the cost of reduced agility, however, and Y
powered infantry have more restrictive rules for movement PLAYER X
and cover. Standard infantry, while more maneuverable
and able to utilize terrain to their advantage, are more
008 vulnerable to area of effect weaponry.

Armor vs. Fields


All figures have an armor rating. This is a relative measure ADVANCED TERMINOLOGY
of the figure’s ablative protection. In addition, some figures
will also have field saves, which abstractly represent the Augmentations & Drawbacks
protection provided by force fields, energy shielding, and All U.S.S. army lists created using the Army Customizer
others. Fields act differently than armor. While armor will will have a number of augmentations available to them,
affect the relative chance to damage of most weapons depending on their technology level, as well as several
(affecting the combat die roll for better or for worse), fields drawbacks. Augmentations are special abilities that give
will act in an “all or none” fashion, that is, a figure either an army, unit or figure a particular advantage. Drawbacks
gets the field save (at the listed target number) or it doesn’t. will decrease the effectiveness of certain units and figures,
To counteract armor and fields, many weapons will be but will free up for points for army construction in the
armor piercing and/or field piercing. process.

Weapon Type Covert Operations


Only certain frames can carry certain weapons. In The rules for covert operations encompass several facets
general, larger weapons will require larger frames to carry
of battlefield technology and subterfuge. Units that use
them. The three general types of weapon are: standard
these rules will be able to perform several actions meant
infantry (SI) weapons, powered infantry (PI) weapons and
to recreate the electronic warfare component of a science
vehicle (VE) weapons. Vehicle frames may carry SI, PI,
and VE weapons. Powered infantry frames may carry PI fiction world. Representing the use of complicated sensing
and SI weapons. Standard infantry frames may only carry and jamming equipment, units will be able to hide, detect,
SI weapons. sneak and/or infiltrate, adding a unique level of tactical
complexity to the game.
Weapon Target Type
Weapons will also be designed to target a particular Army Discipline
enemy frame. There are two general weapon target types: These rules add a third level of morale to the above
anti-vehicle (AV) weapons and anti-infantry (AI) weapons. descriptions for individual and unit morale: that of the
Weapons designed to kill infantry will be less effective entire army as a whole. The advanced morale rules
against vehicle targets. Similarly, weapons designed to attempt to capture the differing responses to battlefield
stress that members of different races and cultures would
UNIVERSAL BASIC
produce. Using these rules, each army has a relative level
of overall discipline (the initial army discipline rating) and
a unique reaction to the failure of Individual and Unit The basic rules, which make up most of this volume,
morale tests. In other words, “shaken” figures from one provide a wide array of tactical options, and it is suggested
army will not necessarily act the same as “shaken” figures that players only add in advanced rules after they feel
of another army. Similarly, “broken” units from one race comfortable with their breadth. In our experience, this
will act differently than the “broken” units of their enemies. takes about 2-3 games using only the basic rules
In addition, the concept of “current army discipline” allows described below.
for a means to represent the chaotic nature of the
Choosing Your Force
battlefield, with its rapid shifts of fortune.
Included in this volume are four complete army lists, each
Tournament Rules of which was created using the U.S.S. Army Customizer.
Once players are familiar with the ebb and flow of the Each figure and weapon in an army list is assigned a
standard game, we suggest that they use some or all of point value (PV), which represents its relative battlefield
the U.S.S. tournament rules. In them, players will find effectiveness. For standard (attrition-style) battles a 1:1
several pre-balanced scenarios that will allow for more PV ratio is perfect, leaving tactics and luck to determine
varied tactics than standard attrition-style match-ups. the outcome. If the game being run dictates an inequity
Included also are rules for randomizing forces, a novel in set-up or victory conditions, players should try and come
way to add some uncertainty to the tabletop. to a fair relative point value. As we can not predict all
possible advantages in any given battle, we suggest that
players simply have a pre-game “pow-wow” where they
work out the tactical issues involved, decide upon relative
force strengths and then roll for which player starts on
which side. This is the best way to prevent arguments in
our experience. We provide official scenarios in the
section “Competitive Rules” (page 58), which players may
use as guidelines for varying their battle tactics and goals
from game to game.

Recommended force sizes range from 1000 PV (about


009
3-5 units of regular infantry) to 5000 PV (Several platoons
of regular infantry, plus elites and vehicles). Keep in
mind that figures with a PV of greater than 200 each,
such as many size 3 infantry figures and most vehicles,
are best used in games of at least 2000 PV per side. To
give you an idea of the time a given battle will take, we
have found that each 1,000 PV of troops, between all
players involved, will equal about 30-40 minutes of actual
game time for experienced players.

UNIVERSAL BASIC - MAIN RULES


EXAMPLE
Player A and B have chosen the scenario “First Strike”
(page 62). Player A, the attacker, has a total force size
of 2000 PV, while player B, the defender, has 1000
PV. If both players already had a game or two under
their belts, they could reasonably expect to finish this
scenario in less than 2 hours.

Choosing Your Units


All army lists have a list of standard units, from which
players may design their forces. Each such unit has a
minimum and maximum size and must begin the game
as a discreet entity. A unit’s minimum size is based on its
quality, while it maximum size is based on the army list in
question. Certain standard units are dubbed “exclusive”,
meaning that no more than one unit of its type may be
included in any force.

In addition to standard units, players may design ad hoc


units. These are units that a player designs on a per-
game basis. The percentage of a force’s point value that The Standard Game
can be made up of ad hoc units varies by army list. Ad For purposes of having a default scenario, we define the
hoc units may be any combination of figures of the same “standard game” as a battle between equal forces of from
quality. Due to their non-standard nature, ad hoc units 1000 PV to 5000 PV, on a rectangular surface of at least
UNIVERSAL BASIC - MAIN RULES

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.

3 Continue drawing cards and placing units


Medium Terrain: sandbags, waist-deep water,
until the deck is empty.
hill outcroppings, pine forest.

4 After all units have been placed, the first


Heavy Terrain: light fortifications, walls short game turn’s command phase officially
enough to climb, neck-deep water, rock outcroppings, begins.
dense forest (with undergrowth).

Impassable Terrain: heavy fortifications, walls


too tall or perilous to climb, cliffs, large boulders. THE INFANTRY TROOPER
Each infantry figure will have a set of characteristics and
statistics (referred to as “stats”) that represent its armor,
weaponry and morale. While several of the terms you see •Move [MV] / This represents the speed of the figure
here will be described individually in greater detail later as expressed by walking speed in inches per turn (in
on, for now it will be useful for you to see them as a 15mm scale, double this number and convert it to cm).
cohesive whole. All examples listed in the section below An average move is 4, meaning that the figure can crawl
come directly from the army lists contained in this volume, 2”, walk 4”, or run 8” in a turn across open terrain. All
which were created using the Army Customizer. Vehicles infantry targets will have a Move between 3 and 8; vehicles
are described separately. will generally be faster. In addition to the base movement
rate, some figures will be capable of sprinting, jumping or
Terms flying. These abilities will be listed after the figure’s base
•Point Value [PV] / Each figure will have a point move rate (for example “4 Sprint”, or simply “4S”).
value (written next to its title). This represents its battlefield
effectiveness. The higher the PV of the figure, the more See page 25 for more information on figure movement.
useful it will be.
•Armor Rating [AR] / A figure’s AR is a relative
EXAMPLE measure of how well it resists direct ablative damage. AR
The Altai Sapling has a PV of 18, while the Altai values range from +4 (little to no armor) to -3 (thick armor
Seedling has a PV of 9. In game terms, the better plating). Standard infantry will always have a zero or
morale, movement and HTH abilities of the Sapling positive AR, while figures with a negative AR will always
combine to make it roughly twice as powerful as the be powered infantry. Certain powerful weapons (“armor
Seedling. piercing”) will be able to ignore a figure’s AR.

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

UNIVERSAL BASIC - MAIN RULES


effectiveness and/or motivation. Infantry figures may be The Vobian Specter has a FS of 5+. Any successful
one of six quality ratings: damage roll against a Specter will be negated if the
Vobian player can roll a 5 or higher on a d10. Note
that field piercing weapons will disallow this roll.
QUALITY RATING

Green: inexperienced and/or unmotivated


•Damage Capacity [DC] / Damage capacity is
the number of times that a figure can suffer a damaging
Regular: experienced in combat.
hit before being eliminated. It is measured in damage
Veteran: battle-hardened. points. Each successful damage roll will reduce a figure’s
Matrix: communal intelligence. damage capacity by one. Most figures have a DC of only
Fanatic: trained for combat and very highly 1, but many large figures have 2 or 3 damage points and
some vehicles have 5 or more.
motivated.
Linked: able to communicate through Together, a figure’s SZ, QU, MV, AR, FS and DC represent its
telepathy or brain-link technology. “frame”. All frames in a given army will be unique.
Elite: trained extensively for combat and
•Hand-to-Hand Rating [HR] / This represents
battle-hardened; special forces.
how deadly a figure is in hand-to-hand (HTH) combat. It
See page 15 for a more extensive description of how
different qualities vary in game terms.
is written as a number of dice to be rolled, followed by the
number needed to score a damaging hit. See the rules
on HTH Combat (page 45) for more information.
EXAMPLE EXAMPLE
The Meraxillan Tak has a HTH Rating of 3@7+. This The Meraxillan Runner has a Hero Cost of “+32”. Thus,
UNIVERSAL BASIC - MAIN RULES means that it may roll up to three dice in HTH combat, any number of figures in Runner unit could be made
with a target damage number of 7+ for each die. into heroes by spending 65 PV each instead of the
normal 33 PV.
•Reflex [RF] A figure’s reflex characteristic represents
its speed of motor response, and largely affects how likely •Covert Operations Level [CO] / Every
it is to attack first in HTH combat. Reflex varies from -3 figure will have a CO level, representing its inherent stealth
(worst) to +3 (best) and affects the reflex roll (page 45). and/or electronic jamming and countermeasures. A
figure’s CO will only affect certain rules, all of which are
•Agility [AG] / A combination of speed, litheness, advanced (page 54). The higher the CO level, the more
and instinct, this represents a figure’s ability to dodge and/
effective the figure will be at hiding and sneaking. The
or attack moving vehicles, climb rough terrain features or
letter “I” written after the CO level indicates that the figure
perform similar acts of dexterity. At certain points during
has infiltration ability. The cost of a figure’s CO level is
the game, figures may be forced to make an agility roll to
only added to its final cost if both players have agreed to
resolve such nimble acts. A successful agility roll is one
use the advanced rules for covert operations, in which
where the die result is equal to or less than the agility
case all figures must be purchased with this cost
stat, after any modifiers are applied.
calculated into the target point value of the game. The
•Officer [OF] / Officers represent specialized troops CO cost is fixed, and figures may not choose to purchase
that have certain tactical and strategic abilities that help a lower CO level than that listed.
other troops at the unit and army level. Non-matrix figures
may be leaders, commanders, or both. Non-matrix units EXAMPLE
may contain up to 2 officers with command or leadership The Altai Seedling has a CO stat of “2I”, with an
ability, but may not contain focal points. Matrix quality associated cost of “(+8)”. If playing with the advanced
units may contain any number of focal points, but may rules for covert operations, all figures in a Seedling
not contain leaders or commanders. unit would be given a CO level of 2 infiltrate, at a cost
of 17 PV each instead of the normal 9 PV.
Listed in its OF stat, each troop type will have two officer
profiles from which to choose. It may mix these in any
way allowed. Each officer profile is listed with its •Primary Weapon / Primary weapons are those
additional cost in parentheses. The letter “C” indicates with which the figure in question is typically equipped,
012 a commander, “L” a leader, and “F” a focal point. Note
based on its role and the larger economics of supplying
that all matrix frames will have the same two officer an army. Only one primary weapon may be carried by
profiles (1F and 2F). each infantry figure. Primary weapons are purchased for
an entire unit at one time, with each member having the
EXAMPLE same primary weapon. Only officers and heroes may be
The Corporate Infantry frame of the Human Confederacy equipped with a different primary weapon than the rest of
has two officer profiles listed: “1C (+60) or 1L,1C (+95)”. their unit.
Thus, a Corporate Infantry unit could contain any
combination of up to two of the following: a level 1
EXAMPLE
commander, for an additional cost of +60 PV each, or a
level 1 leader / level 1 commander, for an additional The Vobian CITF Trooper has a choice between the
cost of +95 PV each. Kunstler Assault Rifle or the Ghost Gun as a primary
weapon. All non-officer figures would have to be
The Boxcar Beast frame of the Vobian Hegemony, like equipped with the same weapon, though any officer
all matrix frames, has the profiles “1F (+30) or 2F (+60)” could choose from both, regardless of what the rest
listed. Thus, any matrix quality unit could contain any of the unit was carrying.
number of level 1 focal points, for an additional cost of
+30 PV each, or level 2 focal points, for an additional •Support Weapon / Support Weapons represent
cost of +60 PV each.
highly specialized arms that are in limited supply due
to their high manufacturing cost. Up to one-half of non-
•Hero Cost [HC] / Certain non-matrix troops officer figures (round down) in a given unit may replace
will have the option of being bought as Heroes. A their primary weapon with a support weapon. Only one
Hero represents a particularly adept soldier who is support weapon may be carried by each infantry figure.
not necessarily a good Leader or Commander. Any Units need not contain any figures with a support
figure that has a value written here may be made a weapon if the controlling player desires. In addition to
Hero by spending the number of extra points listed. one-half of the normal figures in a unit, officers and
Any number of figures in a hero-capable unit may be heroes may always be equipped with support weapons.
purchased as heroes. Heroes do not have levels like They may also purchase a support weapon that is
leaders and/or commanders, and no matrix quality different from the rest of the unit, and carry it in addition
frame may be made into a hero. to their primary weapon instead of replacing it.
EXAMPLE Remember that enemy unit perimeters may always be
crossed. Only friendly unit perimeters will limit movement.
A Meraxillan unit is made up of 7 Taks and one Tak Officer
(1L,1C). Up to 3 of the Taks may replace their primary weapon If, due to some game effect, one or more figures from
with a Support Weapon (the Doppler Grenade Launcher or one unit are found to be violating the perimeter of another
the Shrieker/Hedgehog) if they choose, but each must unit, the controlling player must move either or both units
purchase the same one. The controlling player decides to in such a way that they will be again separated as soon
exchange all 3 of their primary weapons (Shriekers) for as possible.
Shrieker/Hedgehog combo weapons. In contrast, the Tak
Officer could choose to purchase a Doppler Grenade
Launcher, still keeping its Shrieker if it chose. UNIT PERIMETER

•Side Arm / Side Arms are secondary weapons that


are generally less powerful than primary weapons, but fulfill
a specific role, for example a pistol. Unlike primary or support
weapons, more than one side arm may be purchased, in
addition to multiple copies of the same side arm. Side arms
are purchased for an entire unit, with each member having
the same side arm. Only officers and heroes may be
equipped with different side arms than the rest of their unit.

EXAMPLE In the diagram above, the two units are not


Confederate After Riders may purchase the HC violating perimeters. However, in the diagram
Handgun as a side arm, in addition to whatever primary below, the perimeters of the two units cross,
or support weapons they were using. The controlling indicating an illegal unit formation.
player could therefore choose to either equip the entire
unit with HC Handguns, or none at all. However, any
officers in the unit could be given the Handgun, even
if no other figures were so equipped.

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.

•Augmentation / Listed here will be any upgrades


available to the infantry frame in question, as well as its If this were due to an involuntary game effect
associated cost. Augmentations are considered an (for example, one or more figures being moved
advanced rule and are described on page 53.
by a game effect), then the controlling player
would have to move each unit so that both unit
[1] THE UNIT perimeters were restored, as soon as he is able.

UNIVERSAL BASIC - MAIN RULES


The basic element of the U.S.S. system is the figure. A
figure is any single playing piece that is mounted on its
own base. On the tabletop, any group of figures that Unit Quality
activates independently is called a unit. Units represent All figures in a unit must be of the same quality. The only
collections of one or more figures that move and fire exception is a vehicle that is carrying passengers (page
together. In general, the more units a force has, the more 52). In a unit with a vehicle carrying passengers, all figures
flexible it will be. other than the vehicle itself must be of the same quality
(that is, they must have bene able to form a unit on their
Unit Perimeter own, independent of the vehicle).
A unit is defined by its perimeter. A figure from one unit may
never voluntarily cross the perimeter of another friendly unit. •Maximum Unit Size / All army lists will have a
restriction on the maximum size of each of their units. No
There are several exceptions to the perimeter rule: unit may have a size greater than this number unless it is
in mob formation.
•Jumping or flying figures may cross perimeters while in
the air, but may not land such that they violate perimeters. •Minimum Unit Size / Based upon their quality
•Figures engaged in HTH combat ignore the normal rules and the presence of any Leaders, units will have a
for unit perimeter. minimum unit size. At the beginning of the game, all units
•Units made up of vehicles or Elite quality figures may set-up on the table must be no smaller than their
ignore all unit perimeter restrictions completely. minimum unit sizes, taking any leader effects into
account. As casualties mount, a unit may drop below its designate a new Primary Commander in the resolution
minimum size. From that point on, it will be forced to phase of the same turn. If no commanders are left, or the
take a Unit morale test at the end of the every turn, unless only remaining commanders are in ad hoc units, then the
it is able to subsequently join with an adjacent unit of army is considered to be without a Primary Commander
UNIVERSAL BASIC - MAIN RULES

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.

How Units Activate The Initiative Deck


Activation is done on a unit-by-unit basis. At the beginning After all initiative and command cards for both sides have
of the game, have a regular deck of playing cards ready. been assigned, shuffle them together into one deck,
Each player picks a suit (preferably, one black and one excepting any command cards used for covert operations
red) and assigns an initiative card from that suit to each on the first turn (page 54). During each turn’s Active
unit in his army. Record this on the army control sheets Phase, cards will be drawn one at a time from the shuffled
provided in this book. In addition, for each Command Level deck. As soon as a unit’s initiative card comes up, it must
possessed by a player’s force, assign an extra card (of activate (see below). If a unit’s assigned command card
the same suit as the others); these extra cards are known comes up, it may choose to either activate or wait for its
as “command cards”. initiative card. If a unit’s initiative card has already been
drawn, any assigned command cards have no effect, and
•Primary Commanders / At the beginning of should be ignored.
the game, players must choose a Primary Commander
for their force. Primary Commanders must have been A unit may never be activated more than once per turn,
purchased as part of a standard (not ad hoc) unit and so ignore any further cards assigned to an activated unit,
must have at least 1 command card. Command cards whether they are initiative cards or command cards, and
belonging to the force’s Primary Commander may be simply draw the next card in the initiative deck.
assigned to any standard unit in the army in the Command
Phase. Ad hoc units may not be assigned command cards Unit Splitting
from a primary commander. Whenever a Primary At the beginning of any turn, before initiative cards are
Commander is eliminated, the controlling player must drawn, any ad hoc unit may be split into two smaller ad
hoc units. Standard units may never be split. This split [2] MORALE
must be made so as to maintain the unit perimeter of
each new unit. As soon as the split is declared, assign a Morale is an integral part of the Universal Skirmish System
new card to the “splitter” unit and shuffle it with the rest of and, as such, will be introduced before combat. Even
the initiative cards. The new unit now acts just like any though many of the combat terms introduced here will be
other unit. explained in more detail later on, we feel that it is first
best to conceptualize game play from a morale standpoint.
You may not split a unit if either of the resulting two units
would be under its minimum unit size. Note also that Morale Tests
Leader effects (page 18) will only apply to the split unit Morale is an important aspect of battle. Poorly trained
into which Leaders are placed. troops are apt to bug out at the first sign of trouble, while
well-trained or fanatical troops will often fight to the last
man. Morale Tests are conducted by the roll of a d10 in
UNIT SPLITTING certain “morale-breaking” situations. Sometimes the roll
will only affect a particular figure, while other times an
entire unit will be affected. If the number rolled is equal
to or higher than the modified morale of the figure or unit
in question, then the test is passed and no adverse effects
occur. However, a failed Morale Test will lead to a figure
or unit becoming shaken, broken, or even eliminated.

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.

Below are listed the eight classes of Figure Quality: 015

•Green / Green Troops are new recruits with little or


no battlefield experience (possibly not even any training).
They are apt to fail individual morale tests and must be
kept in large units if the controlling player wants them
around for more than a few turns.

Morale: 6+
Minimum unit size: 6
Notice that unit perimeters are not violated by Special: leaders reduce minimum unit size.

UNIVERSAL BASIC - MAIN RULES


either of the new units. Notice also that the unit
of Boxcar Beasts on the right is only allowed to •Regular / Regular troops are those with a good
be 2 figures below its matrix quality minimum unit degree of military training and at least some experience
size of 6 due to the presence of a level 2 focal in combat (even if only simulated).
point, which brings its minimum unit size to 4.
Morale: 5+
Minimum unit size: 5
Special: leaders reduce minimum unit size.
Unit Joining
Any two or more standard units that are of the same quality •Veteran / Veteran troops have had extra training,
may join to form a single larger unit at the beginning of either in the barracks or on the field, in working together
any turn. This may not lead to the formation of a unit that as a team and have a higher threshold for casualties than
is above the army’s maximum unit size (stated in the army regular troops.
lists). In addition, the formation of the new unit may not
lead to the violation of the perimeter of any other units. Morale: 5+
All units formed by joining are immediately considered to Minimum unit size: 4
be ad hoc units, even though both parent units were Special: leaders reduce minimum unit size.
originally standard units.
•Matrix / Together, matrix units represent a separable
Joining is a way to restore two dwindling units to a size hive-mind or computer network linking all unit members
above their minimum. together. This means that matrix quality figures never
make individual morale tests. However, matrix units commanders. In addition, infantry attack chits assigned
require Focal Points to operate at maximum efficiency, to vehicles may only be used to increase damage rolls.
and their cohesion suffers greatly if these are eliminated.
Matrix figures may not be heroes. In addition, Matrix Morale: 3+
UNIVERSAL BASIC - MAIN RULES

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

Morale: 2+ There are two types of Morale Tests in the Universal


Minimum unit size: 5 Skirmish System: Individual morale tests and Unit morale
Special: leaders reduce minimum unit size. tests. The former are made in response to a particular
event that will only affect one figure, while the latter
•Linked / Linked troops can communicate their represents the response to the reduction of a unit to below
thoughts to other unit members either as a direct telepathic its minimum unit size.
stream or as a complex and lightning fast computer brain
analysis. This makes Linked leaders very effective, as Individual Morale Tests
direct brain-linking is more efficient than any radio Individual morale tests affect only the figure in question.
connection and much more sublime than the simplistic They are most often made in response to being “tagged”
commands that may transverse a hive-mind. The net by an enemy weapon, but are also triggered by several
tabletop effect is to create a small number of “fire teams” other game effects. Individual morale tests are made
that can act independently while still remaining in contact each time an appropriate event happens (summarized
016 with the unit as a whole. below). Once triggered, an individual morale test must
be completed before any other game effects are
Morale: 4+ resolved. The same figure may be forced to take multiple
Minimum unit size: 4 tests in the same turn. The target number of an individual
Special: may declare separate orders for separate “fire morale test is equal to the base morale of the figure in
teams” 1, leaders reduce minimum unit size. question, as given by its quality. For example, a Green
figure will always need a 6+ on a d10 to pass an
1
A fire team is any combination of at least 3 figures from a Individual morale test.
linked unit. Fire teams may change in composition from turn-
to-turn and are declared at the time of unit activation.
INDIVIDUAL MORALE TESTS
•Elite / Each Elite trooper represents a highly trained
and independent killing machine, well versed in combined Events That Force an
arms operations on the battlefield. In addition to their high Individual Morale Test
morale and low minimum unit size, Elite troopers have -A figure is tagged by an enemy weapon (most
the added ability of independent action, meaning that they common).
may act as individuals, not units, as the situation demands. -A figure enters or is caught within suppression fire.
-A figure with a Damage Capacity greater than one
Morale: 3+
suffers a damaging hit.
Minimum unit size: 4
Special: may declare separate orders for separate figures, -A figure is caught within an area-of-effect (AOE).
leaders reduce minimum unit size. -A figure is successfully “damaged” by a terror
weapon.
•Vehicle / All types of vehicles are treated similarly -A figure is charged by an enemy figure.
with respect to morale. While their crews may indeed be
-A figure attacks a moving vehicle in hand-to-hand
susceptible to the odd lapse of courage, in general
(HTH) combat.
vehicles will never actually “break”, as they are somewhat
isolated from the carnage that is occurring on the
battlefield at large. Thus, failing morale tests is handled
differently for vehicles than for infantry, as described on Matrix figures, by their very nature, never need to make
page 50. Vehicles may not be heroes, leaders or Individual morale tests, regardless of the situation.
An unmodified roll of 10 on an Individual morale test is
always a success. MINIMUM UNIT SIZES

Failing An Individual Morale Test Leader Level1 Min. Unit Size


If a figure fails an Individual morale test by rolling below its 1 or 2 1 less than normal
base morale on a d10, then it becomes shaken. Place a
shaken counter next to the figure to indicate this. If using 3 or 4 2 less than normal
the advanced rules for morale (page 57), the effects of 1
Leaders are not cumulative. If multiple Leaders
being shaken will vary by army. In the basic rules, however, are in the same unit, use the effect of the Leader
the effects of being shaken are the same for all figures: with the highest Level.

SHAKEN FIGURE EFFECTS

Shaken figures must immediately be placed prone. If EXAMPLE


activated while shaken, the figure in question may only
A Green unit that contains a Level 2 Leader has a
crawl towards the nearest cover (though it need not
do so), remaining prone. It may not fire any weapons
minimum unit size of 5 figures, instead of 6. If it
or charge, but will fight back if attacked in HTH combat contained both a Level 3 Leader and a Level 2 Leader,
(albeit with a penalty to its reflex roll). its minimum unit size would be 4.

All shaken figures may be rallied in the next resolution


phase. If at any time a shaken figure fails a second •Focal Points / As noted above, Matrix quality units
individual morale test, then it is considered eliminated rely on Focal Points to maintain cohesion. Similar to a
and is immediately removed from the table.
Leader, a Focal Point will reduce the minimum unit size.
Any figure that is par t of a broken unit and Unlike Leaders, it will also determine the target morale
subsequently becomes shaken is considered value of its unit. There is no limit to the number of Focal
eliminated. Points that can be in a given Matrix quality unit.

Note that the above is equivalent to the individual


morale test failure called “cower” (page 67) MINIMUM UNIT SIZES

Focal Minimum 017


Point 1 Morale Unit Size
Unit Morale Tests
Unit morale tests affect all figures in the unit. They are None 4+ 6
made in response to a unit being below its minimum unit 1 3+ 5
size in any Resolution Phase. Unit morale tests are only
2 2+ 4
performed once per turn, and only in the Resolution
Phase. The target number of a Unit morale test varies, 1
Focal Points are not cumulative. If multiple Fo-
based on the difference between the unit’s current size cal Points are in the same unit, use the effect of
and its minimum size. For each integer of difference the Focal Point with the highest level.
between current unit size and minimum unit size, subtract
one from the die roll. For example, an Elite unit that is

UNIVERSAL BASIC - MAIN RULES


reduced to 2 figures will need to make a test in the
resolution phase with a -2 penalty to the die roll. EXAMPLE
A unit of 6 Vobian Cyberdactyls contains a level 1 Focal
EXAMPLE Point, giving it a minimum unit size of 5 and a morale
value of 3+. On turn one, the Cyberdactyl Focal Point
A unit of Altai Seedlings (quality = Green) that starts the is eliminated, bringing the unit to 5 total members, now
game with 8 figures will not need to make a Unit morale with a minimum unit size of 6 and a morale value of
test until it has 5 or fewer figures in a subsequent 4+. In the resolution phase, as the unit is under its
Resolution Phase. Once reduced below its minimum minimum unit size by 1 figure, it must make a unit
size, however, this unit must make a Unit morale test in morale test with a target number of 5+.
every turn until the game ends. At 5 figures, the unit
would be forced to make a Unit morale test with a -1
penalty (a target roll of 7+). At 4 figures, the penalty is – Failing A Unit Morale Test
2 (a target roll of 8+), and so on. If a unit fails a Unit morale test during the Resolution
Phase, then all figures in that unit become broken. Place
a broken unit counter next to the unit in question. Broken
•Leaders / Leaders have the ability to lower the units must wait until the following turn’s Resolution Phase
minimum unit size of any unit of which they are a part. in order to attempt to clear their broken status. Any figures
Leaders of Level 1 or 2 reduce their minimum unit size by that were previously shaken before their unit failed a Unit
1; Level 3 and 4 Leaders reduce it by 2. No unit may morale test are immediately removed from the game. If
contain more than two Leaders at one time. using the advanced rules for morale (page 57), the effects
of being broken will vary by army. In the basic rules, the then the broken status of the unit is removed. A unit
effects of being broken are the same for all units: that successfully makes a unit rally roll does not need to
make a subsequent Unit morale test in the same
resolution phase.
UNIVERSAL BASIC - MAIN RULES
BROKEN UNIT EFFECTS

All figures in the affected unit must immediately be EXAMPLE


placed prone. During the unit’s next activation, it may A unit of 6 Altai Berzerkers (Quality: Fanatic) without
not fire at or charge enemy figures. Each figure in the
an Officer is attacked with the result of three figures
unit must crawl towards any cover nearest to them until
rallied in a subsequent resolution phase. eliminated and one figure tagged. The tagged figure
makes an individual morale test with a target number
If a figure in a broken unit subsequently fails an indi-
of 2+, but rolls a 1, leaving it shaken. At the beginning
vidual Morale Test, it is immediately removed from play. of the resolution phase, the tagged figure rolls a 1 on
If a broken unit fails a Rally Roll (see below), then the its individual rally roll and remains shaken (keep counter
entire unit is removed from the board and counts as next to it). As the total of non-shaken figures in the unit
being destroyed. is now 2 figures under its minimum unit size of 5, it
must make a unit morale test with a target number of
Note that the above is equivalent to the unit morale 4+. If it fails this roll, the unit will be broken, the shaken
test failure called “regroup” (page 68). figure will be eliminated (a figure cannot be both shaken
and broken), and a unit rally roll will be required in the
next Resolution Phase instead of a unit morale test.
•Matrix Units / Units of matrix quality act differently
than other units when they fail unit morale tests: Remember that matrix quality units do not need to make
individual or unit rally rolls.

BROKEN MATRIX UNIT


[3] COMMAND & CONTROL
For one full turn, all figures in the affected unit may not
fire or move at all, not even to go prone. The unit will These rules summarize many of the morale concepts
then automatically rally in the next resolution phase.
mentioned above with respect to Focal Points,
Leaders and Commanders, all of which are an
Note that the above is equivalent to the unit morale test
failure called “communication breakdown” (page 68). integral part of combat and morale in the Universal
Skirmish System.
018
Leaders
Rallying Leaders are the NCOs and former grunts who take a direct
During the Resolution Phase, players may attempt to rally role in motivating the troops under their command.
any shaken figures, or units that have been broken for at Leadership traits are represented by the ability to aid Unit
least one full turn. Both of these effects are resolved by a morale tests and Rally Rolls by reducing the minimum
Rally Roll. Rally rolls may be done on an individual or unit unit size. In addition, Leaders may direct their troops
basis, and have the same success number as their individually in battle. This is represented by their
respective individual and unit morale tests. possession of attack chits. Leaders are graded from Level
1 (junior NCO or especially charismatic trooper) to Level
•Individual Rally Rolls / Each figure that is shaken 4 (experienced NCO or tribal chieftain).
at the beginning of the Resolution Phase must attempt
an Individual rally roll. Rally Rolls for shaken figures are ATTACK CHITS
made on an individual figure basis and are not affected
by the presence of Leaders. The presence of one or more Leader Minimum Attack
Commanders in the same unit will give a +1 bonus to Level 1 Unit Size Chits
Individual rally rolls. If the Individual rally roll is successful,
1 -1 none
the figure’s shaken status is immediately removed. If the
roll fails, the figure maintains its shaken status. Individual 2 -1 1
rally rolls are always made before unit rally rolls or unit 3 -2 1
morale tests. 4 -2 2
1
•Unit Rally Rolls / Rallying a broken unit, in contrast Leaders are not cumulative. If multiple Leaders
to rallying shaken figures within a unit, must be done with are in the same unit, use the effect of the Leader
only one die roll. If applicable, unit rally rolls are always with the highest Level.
made instead of the unit morale test of an already broken
unit. A unit rally roll is made against the same target
number as for a unit morale test. If a broken unit fails a •Attack Chits / Attack chits represent the ability of
rally roll, it is considered dissolved (eliminated) and should a Leader to motivate his troops to heroic deeds. At the
be removed from the table. If the rally roll is successful, beginning of a unit’s activation, a Leader may assign an
attack chit to any figure in his unit (the figure need not be Focal Points
in line of sight), or keep it for himself. Keep any assigned Matrix quality figures do not have Leaders in the traditional
attack chits next to the figure in question. As soon as any sense. Instead, they rely on Focal Points. Focal Points do
figure in a unit moves, fires or declares covering fire, any not possess attack chits but affect the both the target
unassigned attack chits must stay with the figure morale number and the minimum unit size of any unit in
possessing them until the following active phase. which they reside. They are either Level 1 or 2, indicating
their relative computational ability.
As soon as an attack chit is used, its counter must be
removed from the table for the rest of the turn. At the
beginning of the unit’s next activation, all attack chits are FOCAL POINTS
immediately returned to the Leader who originally
possessed them, and may again be assigned to different Focal Matrix Minimum
1
figures if desired. Level Morale Unit Size

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

UNIVERSAL BASIC - MAIN RULES


Commander’s force, but Secondary Commanders may
A unit of Confederate Harem Warriors contains a level only give command cards to their own unit. If a Primary
3 Leader with one attack chit. At the beginning of Commander is eliminated during the course of a game
the unit’s activation, the controlling player assigns turn, the player who controlled the now-deceased Primary
the leader’s chit to the unit member closest to the Commander must nominate a new Commander as
enemy lines, placing the appropriate counter next primary during the following Command Phase (assuming
to it. The Harem Warriors unit is then declared to
other Commanders remain).
be on Fire orders and the controlling player decides
to use the attack chit to give a +1 to the damage roll
•Independant Action / Any Commander may
of the assigned figure’s Assault Rifle when its turn to
begin the game as its own unit, without the need to
move and fire comes around. If the figure had been
take any unit morale tests (minimum unit size of 1). If
carrying a Plasma Burst Grenade, the chit could
already a part of a larger unit, a Commander may split
instead have been used to give a +1 to its to-hit roll.
If the unit had been on Charge orders, the counter off into its own unit at the beginning of any turn. It may
could have been used to increase the assigned also join any unit of the same quality at the beginning
figure’s Move from 5 to 6 and its Reflex from +1 to of any turn. A Commander may not split off from a unit
+2 until its next activation. and join a different unit of the same quality in the same
turn. Units that contain Commanders must still obey
the rules for maximum unit size and unit perimeter. As
•Mob Leaders / Any leader that begins the game soon as a Commander joins a unit, the Commander
as part of a unit in mob formation will have its leadership immediately becomes affected by any of the unit’s failed
level reduced by one for the entire game. unit morale tests or unit rally rolls.
EXAMPLE [4] THE GAME TURN

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:

Heroes 1] Shuffle all of the unit and command cards. Place


Heroes represent especially brazen troopers. They may them face down.
or may not be well trained. They may not even be very
brave. They are, however, unafraid to “go it alone”. Certain 2] Draw the top card from the shuffled deck and place it
figures may be made Heroes by spending extra points on face up, revealing it to all players.
020 them. This will be noted in their descriptions.
3] If the card is an initiative card, the unit that the card
•Heroes Have “Chutzpah” / Heroes gain +1 represents is now considered active. If it is a command
on all Individual morale tests, representing their innate card, the controlling player may choose whether to activate
bravado and/or machismo. However, Heroes are not the unit that the card represents. In other words, command
Leaders and have no effect on Unit morale tests. cards are voluntary, initiative cards are not. Immediately
remove any covering counters from an actived unit
•Heroes Can Act Independently / Like (covering fire may only be used during an enemy unit’s
commanders, any Hero may begin the game as its own activation). The controlling player declares orders and
unit, without the need to take any unit morale tests proceeds to move and fire all of the figures in that unit, as
(minimum unit size of 1). If already a part of a larger described below. After the unit is done with all of its
unit, a Hero may split off into its own unit at the beginning actions, repeat (2) and (3) until all cards from the deck
of any turn. It may also join any unit of the same quality are gone or all units have been activated.
at the beginning of any turn. A Hero may not split off
from a unit and join a different unit of the same quality in Resolution Phase / Any template effects of limited
the same turn. Units that contain Heroes must still obey duration are removed during this phase. Any non-broken
the rules for maximum unit size and unit perimeter. As units that are now below their minimum unit size must
soon as a Hero joins a unit, he or she immediately make a unit morale test. Any shaken figures or units
becomes affected by any of the unit’s failed unit morale broken formore than one turn must attempt to Rally.
tests or unit rally rolls.
Unit Activation & Orders
•Heroes And Attack Chits / To represent During the active phase, units alternate movement. When
their aggressive approach and/or better equipment, He- a unit’s card is revealed, all figures in that unit become
roes are given one attack chit. Unlike a Leader, however, active. As soon as a unit is active, immediately remove
a Hero may never assign its attack chit to another figure. any covering counters from the previous turn. Roll for
any stunned counters (page 37). All shaken and broken
counters remain until the resolution phase.

Before the first figure is moved, the controlling player must


declare the unit’s orders: Aim, Maneuver (types listed
below), Fire (types listed below) or Suppress (types listed
below). The movement, ranged fire, and HTH combat
options of each figure in the unit will be restricted by the SPRINTING
orders chosen.
4” Walking
In most cases, figures may elect to go prone at some [MV - 4”]
point during their movement and firing. If a figure moves
after going prone, it must crawl as described on page 26. 8” Running
Going prone is not permissible when on Suppression [MV - 4” x2]
orders, or in conjunction with jumping or flying movement.
12” Sprinting
•Aim / An aiming unit must declare the closest enemy [MV - 4” x3]
unit as its target, unless of Elite quality, in which case any
unit that is in line-of-sight may be chosen. Figures in an
aiming unit may not perform any movement or firing,
though they may change facing if desired. On the aiming MANEUVER ORDER - CHARGE
unit’s next activation, the aiming unit may declare new
orders. However, any ranged fire that targets the same Move each figure in a charging unit one-by-one. Each
unit targeted in the previous activation will be resolved charging figure must move up to its maximum
with a doubling of all range bands for the aimed unit’s movement distance (running or sprinting, if possible)
weapons. In addition, the unit targeted by an aiming unit in a manner that brings it closer to the closest enemy
on the previous turn may be fired upon even if it is no figure in the closest enemy unit. If a figure contacts an
longer the closest enemy unit. enemy figure in this unit, it initiates HTH combat
(resolve as a unit). Only after the closest enemy figure
•Maneuver / Figures on “Maneuver” orders may not in a given unit has been contacted by one figure may a
remain stationary or fire any ranged weapons1. They may second charging figure attempt to contact an enemy
turn any number of times during their movement, but must figure further away (see diagram below). Figures need
choose a final facing at the end of their activation. Only not take the most direct route, but must end their
figures on maneuver orders may voluntarily enter HTH movement so as to be closer to the target unit than it
combat (page 45). There are three types of maneuver, was before activation. Move the remaining figures in
listed below. the same manner. After all movement of the unit has
1
been finished, resolve any HTH combat (page 45).
Close Defense Weapons (page 40), although technically side 021
arms, may be used at any point in the turn, in addition to any Units on Charge orders receive a +2 reflex bonus
ranged fire or HTH combat. in HTH combat.

No figure on Maneuver orders may remain stationary or


fire a ranged weapon.

CHARGING
MANEUVER ORDER - SPRINT

Move each figure in a sprinting unit one-by-one.


Figures in a sprinting unit may move a distance up to

UNIVERSAL BASIC - MAIN RULES


their maximum movement rate (Move x2 for running
figures, Move x3 for sprint-capable figures). No ranged
fire is possible from a sprinting unit and the unit may
not remain stationary. There are no restrictions placed
[A] [B]
on the direction in which figures in a sprinting unit may
move. If a sprinting unit chooses to move towards an
enemy unit, any sprinting figures contacting an enemy
figure may make their normal HTH attacks. After all
[C]
movement of the unit has been finished, resolve any
HTH combat (page 45).

Sprinting figures are considered to be actively weaving


and attempting to dodge enemy fire; place a sprinting
counter next to any unit that is on sprint orders to
In this diagram, both charging paths are
represent this effect, as figures that move fast enough
allowed, since they both bring the charging
will be harder to target.
figure (A) closer to the nearest enemy figure
Units on Sprint orders do not receive a reflex roll bonus (B) in the nearest enemy unit. If the figure
in HTH combat. had been elite(see page 25), he could have
charged the nearest enemy figure (C) in the
Only units on Sprint orders may board or exit a vehicle. second enemy unit shown.
By definition, stationary units will not have an attack
MANEUVER ORDER - JUMP pattern; they may only change facing and then fire ranged
weaponry. Moving figures may change facing at any point
Move each figure in a jumping unit one-by-one. Only during their movement, as well as just prior to firing, but
UNIVERSAL BASIC - MAIN RULES
units that are jump-capable (with a “J” written after must choose a final facing at the end of their activation.
their Move) may declare jumping orders, a more
flexible form of a charge order. Jumping figures •Move-Fire-Move / Each figure may move up to
move up to triple their base movement rate and may one-half of its maximum distance (as determined by
jump over intervening terrain features. Like a movement speed), then fire a ranged weapon, and finally
normal charge, no ranged fire is possible and the again move up to one-half of its maximum distance (this
unit may not remain stationary. However, unlike a
will not necessarily be its remaining speed).
charge order, the jumping unit need not move closer
to the nearest enemy unit. If a jumping unit does
•Move-Fire / Each figure may move up to its
choose to move towards an enemy unit, any figures
maximum distance, and then fire a ranged weapon.
landing immediately adjacent to an enemy figure
may make their normal HTH attacks. After all
•Fire-Move / Each figure may fire its ranged weapon,
movement of the unit has been finished, resolve any
HTH combat (page 45). Figures on Jump orders and then move up to its maximum distance.
do not receive the reflex roll bonus for charging
when they enter HTH combat. Figures in a unit on Fire orders that will be covering always
move up to their maximum distance without firing during
If a unit that declares jump orders contains some figures their activation. This applies to figures with support
that are incapable of jumping, then those figures must weapons that are part of a unit on “Primary Fire” orders,
move as if they were on “Sprint” orders. as well as figures with primary weapons that are part of a
unit on “Support Fire” orders (see below).
Units on Jump orders do not receive a reflex roll
bonus in HTH combat. 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.

No figure on Fire orders may sprint, jump, or voluntarily


JUMPING
enter HTH combat.

022 FIRE ORDER - COHESIVE FIRE

All figures in the unit must attempt to use ranged fire


with the normal targeting rules (page 28) during the
unit’s activation. Any weapon type (primary, support
or side arm) may be used on a per-figure basis. If no
targets are available to a figure, its fire is wasted.

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.

To resolve a unit’s actions on any type of fire orders,


choose a figure in the unit to activate first. Declare its
movement type (stationary, walking, running, flying). If
the unit is not stationary, it must also declare an “attack
pattern”. There are three attack patterns, described below.
Each figure in a unit of Fire orders must use the same
attack pattern as that declared by the first figure to activate.
EXAMPLE
COHESIVE FIRE
A unit of Altai Berserkers activates and the controlling
[D] player declares “Primary Fire” orders. There are 6
[B]
Berserkers in the unit, four of which are armed with
[E] Alpha Artifacts (primary weapons) and two of which are
armed with Beta Artifacts (support weapons). The Altai
[A] player moves and fires her troops as diagramed below:

[C]
PRIMARY FIRE

[B]
[E]
[F] [C]

[D]
[H] [F]
[A]
[G]

Figure A is declared to be moving at walking


speed, with an attack pattern of “move-fire-
move”. It moves one-half of its walking rate
(2.5”) and then fires its Shrieker at Figure F. It
then moves the remainder of its movement
back into terrain cover.

Figure B moves one-half of its walking rate


[G]
(2.5”) and then fires its Doppler Grenade
Launcher at Figure G.
[H] 023
Figure C fires its Shrieker at Figure H, and then
moves 2.5” towards terrain. Figure A is declared to be moving at running
speed, with an attack pattern of “move-fire”. It
Figures D and E both simply move 5” along moves its full running rate (8”) and then fires
terrain, as they would have been unable to see its Alpha Artifact at Figure G.
any enemy figures during this activation. Thus,
their fire actions are wasted (no covering fire Figures B and C move 6” into terrain cover, but
is possible). have no targets at which to fire their Alpha
Artifacts. Thus, their fire actions are wasted.

UNIVERSAL BASIC - MAIN RULES


Figure D moves 7” and fires his Alpha Artifact
FIRE ORDER - PRIMARY FIRE at Figure H.

All figures in the unit carrying a primary weapon must


Figures E and F merely change facing and
use ranged fire with the normal targeting rules (page
cover with their Beta Artifacts. A “support cover
28). If no targets are available to a figure with a
–4” counter is placed next to the unit to
primary weapon, its fire action is wasted. After any
represent that these two support weapons are
primary weapon fire has been resolved, all figures
covering based upon the movement type
in the unit with support weapons and/or side arms
(running) of the unit, and will suffer a –4 LOF
are automatically considered to be covering (choose
penalty if fired during an enemy activation.
one weapon type). They may not fire during their
own unit’s activation, but may fire at any point during
an enemy unit’s subsequent activation, using the
normal rules for covering fire (page 31). All covering FIRE ORDER - SUPPORT FIRE
figures must choose to cover with the same weapon:
either their support weapons or their side arms. All figures in the unit carrying a support weapon
Place a “support cover X” or “side arm cover X” must use ranged fire with the normal targeting rules
counter next to the unit, where X (either 0, -2 or –4) (page 28) during the unit’s activation. Each may
is the appropriate modifier based on movement and choose to fire either its support weapon or its side
covering modifiers (page 32). arm (if applicable). -continued following page
•Suppression / Units on Suppression orders may
FIRE ORDER - SUPPORT FIRE not move at all, even to change facing. Unlike figures on
fire orders that remain stationary, those under suppression
[continued] If no targets are available to a given figure,
orders gain no bonus to their damage rolls. Instead,
UNIVERSAL BASIC - MAIN RULES
its fire action is wasted. After any support weapon or
damage rolls and morale tests are resolved as described
side arm fire has been resolved, all figures in the unit
on page 33. To suppress by itself, a weapon must have a
with primary weapons or with side arms but no support
feed rate of greater than 1. Units on Suppression orders
weapon, are automatically considered to be covering
must choose a type:
(choose one weapon type). These covering figures
may not fire during their own unit’s activation, but may
fire at any point during an enemy unit’s subsequent PRIMARY SUPPRESSION
activation, using the normal rules for covering fire
(page 31). All covering figures must choose to cover The unit declaring primary suppression must have a
with the same weapon: either their primary weapons primary suppression counter placed next to it. All
or their side arms. Place a “primary cover” or “side figures in the unit carrying a primary weapon with
arm cover X” counter next to the unit, where X (either unlimited ammo will contribute to a suppression
0, -2 or –4) is the appropriate modifier based on template (page 33). After determining its size, the
movement and covering modifiers (page 32). template must be placed such that it touches the
closest enemy figure in the closest enemy unit. Side
arms may not be used for suppression fire, regardless
of their feed rates. Any figure with a primary weapon
EXAMPLE
whose line of sight to the target is blocked by terrain is
A unit of Confederate Assault Troopers activates and considered to have its fire action wasted. All figures
the controlling player declares “Support Fire” orders. in the unit with support weapons and/or side arms are
There are 4 Troopers in the unit, two of which are
automatically considered to be covering and may not
armed with Plasma Rifles (primary weapons), and two
fire during their own unit’s activation, but may fire at
of which are armed with Ram’s Head Launchers
any point during an enemy unit’s subsequent activation,
(support weapons) and Plasma Burst Grenades (side
using the normal rules for covering fire (page 31). All
arms). The Human player moves and fires his troops
covering figures must choose to cover with the same
as diagramed below:
weapon: either their support weapons or their side
arms. Place a “support cover 0” or “side arm cover 0”
counter next to the unit.
SUPPORT FIRE

024

[C] [D] SUPPORT SUPPRESSION

[B] The unit declaring support suppression must have a


support suppression counter placed next to it. All
[A] figures in the unit carrying a support weapon with
unlimited ammo will contribute to a suppression
template (page 33) such that it touches the closest
[E] enemy figure in the closest enemy unit. Side arms
may not be used for suppression fire, regardless of
their feed rates. Any figure with a support weapon
whose line of sight to the target is blocked by terrain is
considered to have its fire action wasted. All figures
Figure A is declared to be stationary (no attack in the unit with primary weapons and/or side arms are
pattern is necessary). It fires its Ram’s Head automatically considered to be covering and may not
Launcher (support weapon) indirectly at the fire during their own unit’s activation, but may fire at
desired point of impact shown above. Because any point during an enemy unit’s subsequent activation,
it is firing indirectly, it does not receive a +2 using the normal rules for covering fire (page 31). All
bonus to its to-hit roll, as would have applied to covering figures must choose to cover with the same
direct fire from an AOE weapon(see page 42). weapon: either their primary weapons or their side
arms. Place a “primary cover 0” or “side arm cover 0”
Figure B must remain stationary and chooses counter next to the unit.
to throw its grenade (side arm) at Figure E,
receiving a +2 bonus to the to-hit roll.

Figures C and D must remain stationary and


may not fire their Plasma Rifles (primary
weapons) during this activation. As they have
no side arms, a “primary cover 0” counter is
placed next to the unit.
EXAMPLE EXAMPLE
A unit of Vobian Poltergeists activates and the controlling Meraxillan Crimsons are elite figures. A unit of Crimsons
player declares “Primary Suppression” orders. There are is made up of 4 figures, one with the Needler support
four Poltergeists in the unit, three of which are armed with weapon and three with Shrieker/Hedgehog combos
Gatling Lasers (primary weapons that are suppression (primary weapons). When the unit’s initiative card comes
capable) and one of which is armed with a Grav Mortar up, instead of declaring the orders for the entire unit, the
(support weapon). The Vobian player moves and fires her controlling player instead does the following: the three
troops as diagramed below: figures with Shrieker/Hedgehogs choose “Primary Fire”,
with each figure completing his movement and firing
before moving to the next. The figure with the Needler
PRIMARY SUPPRESSION chooses “Support Suppression” and lays down a barrage
of suppression fire.

[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

UNIVERSAL BASIC - MAIN RULES


“Support Suppression” orders (page 35). highly maneuverable vehicles, are treated as infantry for
purposes of orders declaration. Note that this allows them
to suppress and charge, unlike other vehicle types.
The mechanics of suppression fire are described in detail
on pages 33 - 36.
[5] MOVEMENT
No unit in which any figures are engaged in HTH combat
at the time of activation may declare suppression orders Every time that a unit declares orders, it must choose a
of any type. movement rate for the first figure to activate. This
movement rate, and any associated firing modifiers, will
Elite Troops - Independent Action then apply to the rest of the figures in the unit (unless the
Elite troops represent highly trained soldiers. Therefore, unit is of Elite quality).
all Elite figures may declare orders independently, instead
of as a unit. That is, one Elite figure may choose primary There are six basic movement types, not all of which will
fire while moving at running speed with an attack pattern
be available to all figures. These are summarized in the
of move-fire, another may choose the same order but
chart on the following page.
move at walking speed with an attack pattern of fire-move,
and a third figure could declare a charge. Resolve each
Elite figure separately, finishing all of its movement and
firing, before moving on to the next figure in an Elite unit.
Regardless of the individual orders chosen, each elite
figure must follow the rules for elite targeting while active.
figure’s size class (for example, size 2 infantry may climb
MOVEMENT TYPES walls up to 4” in height). Vehicles may never climb.
Crossing any terrain that must be climbed (for example,
Move Maximum LOF
walls) has a movement cost equal to twice the height of
UNIVERSAL BASIC - MAIN RULES
Type Distance 1 Modifier
the wall in inches. Figures must have enough movement
Stationary change facing only +2 to ranged fire
left to completely clear a climbed obstacle, meaning that no
Walking up to Move no modifier figure may ever be in the process of climbing at turn’s end.
Running up to 2x Move -2 to ranged fire
If a figure attempts to climb terrain higher than its size
Sprinting 2 up to 3x Move n/a
class in inches (ie half its maximum climb height) it must
Jumping 2 see below n/a make an unmodified Agility roll, with a success defined
2
Flying see below see below as any number on a d10 that is equal to or less than the
climbing figure’s agility stat. If this roll is failed, the climb
All figures may change facing freely throughout their
attempt is unsuccessful and remaining movement is
movement, but must choose a final facing at the end of
movement for covering purposes. forfeited; simply leave the figure at the base of the obstacle.

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).

•Ranged Fire / Crawling or prone figures count as


•Terrain Depth / Each type of terrain has a one size class smaller for purposes of target selection
particular “maximum depth”. Any line-of-sight that moves and firing, and enemy ranged fire against them will receive
through a given type of terrain will be blocked as soon as a -2 line-of-sight (LOS) modifier. Prone or crawling figures
the maximum depth is reached. This occurs at 6” for light firing ranged weapons will suffer a -2 LOS penalty on their
terrain, 4” for medium terrain, and 2” for heavy terrain. own ranged fire. Ranged fire is discussed on page 28.

•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.

FLIGHT LEVELS 027


Jumping
Flight Level Effective Height
Certain figures have jump packs, limited gliding ability
0 Ground Level 1 [min.]
and/or supernaturally strong legs. This is represented by
the word “jump” or the letter “J” written after the movement 1 12”
characteristic, for example “MV: 5J”. A figure that is jump 2 24”
capable is also considered to be sprint capable and may 3 36” [max.]
choose to sprint instead of jumping. A figure that wishes
1
to jump must be in a unit that has declared “jump” orders, Figures at ground level are technically not in flight,
and may not perform any other movement. Jumping but “flight level 0” is added for the sake of
completeness. Remember that flying units can

UNIVERSAL BASIC - MAIN RULES


figures may jump to any point up to 2 or 3 times their
always “jump”, in order to avoid terrain while still
movement rate (the jump rate), depending on the height
finishing their move at ground level.
of any intervening terrain. Jumping figures ignore terrain
that is up to half (round up) of their jump rate in height. If
any intervening terrain is higher than half their jump rate,
then the figure may only move up 2 times its movement Figures at flight level 1 or higher are considered to be
rate in inches. Terrain higher than the jump rate may not aloft. Flight capable figures may not declare “maneuver:
be crossed; simply place the jumping figure directly in jump” or any type of suppression orders if they are aloft
front of such obstacles. Jumping figures may not turn or will be aloft during their current activation. In addition
mid-jump, but may choose any facing upon landing. to normal tabletop movement, they may spend one base
Move (that is, its MV characteristic) to move up or down
A jumping unit may not fire ranged weapons, but may a flight level. While aloft, a flying figure may move in
execute HTH attacks at the end of its jump if at least some any direction with its remaining movement and is
of its members land directly adjacent to enemy figures. considered to be 12” high per level of flight for terrain
Note that, unlike other charging figures, figures on “jump” and LOS purposes.
orders need not move towards an enemy unit.
All figures in a non-elite flying unit must be at the same
Jumping figures travel in long slow arcs in mid-air, making height level by the end of their activations. Elite flyers
them easy to track. Therefore, no line-of-sight movement may end the unit’s activation at different flight levels.
penalties apply to figures shooting at a jumping figure, Ranged fire from and at flying figures is discussed
regardless of how fast it moved. later (page 44).
[6] RANGED COMBAT •Cone Weapon Targeting / As soon as any
figure firing a cone weapon (see page 37) declares a
Ranged combat includes any fire made against enemy target within its front 90 degree arc, the firing figure must
figures not in base-to-base contact with the firing figure. be turned such that the bisecting line of the cone weapon’s
UNIVERSAL BASIC - MAIN RULES

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

028 TARGET DECLARATION

When firing a ranged weapon, first declare a target within [X]


the firing unit’s front 90o arc (the cover arc). If the target
y
figure can be seen by the firing figure, the fire is considered
to be direct fire (see below); if not, then it is considered to [Y]
[C] [B]
be indirect fire (page 42). Any non-Elite infantry units
must try to fire at the closest enemy figure in the closest [A]
enemy unit, unless certain parameters are in effect:
In the above diagram, figure X must fire at figure
A, because it is the closest member of the
TARGET EXEMPTIONS closest enemy unit. If figure X were of Elite
quality, it could ignore figure A to fire at figure
Figures in the closest enemy unit that are in cover, or B, the closest figure in a different unit. Although
those shaken or stunned, may be ignored in order to figure C is closest of all, it lies outside figure
fire at the next closest figure. Enemy units in which all
X’s cover arc, and is therefore ignored. Note
of the figures are in cover may also be ignored and
the next closest unit targeted.
that, if friendly figure Y were present as shown,
figure X would not have been able to target
Firing figures may ignore enemy figures of a smaller figure A, as its line-of-fire would have crossed
size class to fire at those of a larger size class. the base of figure Y. Instead, he would have to
target figure B, unless Y was a smaller size.
Firing figures may ignore the closest infantry unit to
fire on the closest vehicle unit or vice versa.

THE RANGED WEAPON

•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

UNIVERSAL BASIC - MAIN RULES


therefore score more than one damaging hit per
FEED RATE TYPE successful damage roll. A weapon’s impact rating (IR) is
listed as a number between 1 and 4, representing the
Split Feed Rates / Certain weapons will be number of additional dice rolled if an initial damaging hit
capable of firing at two different feed rates, a slow but is scored. For each of these extra dice (“impact dice”)
reliable rate of 1, and a fast but riskier rate of greater that comes up as 7+, the weapon will score an extra
than 1. Such weapons will have their lower FR listed damaging hit on its target. Impact rolls are always
first and their higher FR listed in parentheses, for unmodified; that is, once the first damage is scored the
example “FR: 1(3)”. Anytime a split FR weapon
chance to score additional impact damages is constant.
chooses to fire using its higher feed rate it must make
a stoppage roll (page 36). Most weapons will not have an impact rating and those
that do are often AV weapons.

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.

•Indirect Fire [IF] / This indicates whether or not


the weapon is capable of indirect fire (page 42).
•Ammo / Most weapons will have unlimited ammo •Field Saves And Damage Rolls / Field
for purposes of tabletop game play. Only weapons with saves may not be made until after a firing figure has rolled
unlimited ammo may use suppression fire. For weapons all of its damage dice. For each damaging hits are scored
without unlimited ammo, a number will be listed that on the same figure, that figure must make a separate field
UNIVERSAL BASIC - MAIN RULES
indicates the number of times it may be fired during save. This means that the firing player must declare all of
the game (note that this is independent of the weapon’s his damage rolls for spread fire (see page 32) before
Feed Rate). knowing the results of its target’s field saves.

The Meraxillan Doppler Grenade Launcher (ammo: 4) may Tagging A Figure


only be fired four times per game. Any time that a modified damage roll is exactly one less
than its target number, the firing figure has tagged its
target; the target figure was either hit with a minor but
DIRECT FIRE painful wound or the shot was such a close call that its
nerve was tested. A tagged figure must make an
Whenever an unobstructed line can be traced from a firing
immediate Individual morale test. Note that field saves,
figure to its target, the target is considered to be in line-
though they affect successful damage rolls, do not affect
of-sight (LOS). Fire at a target within LOS is referred to
being tagged (the Morale Test decides the outcome).
as direct fire. Most ranged fire will be direct fire. Certain
weapons will also be capable of indirect fire, and may
target models that are not directly visible. Indirect fire is EXAMPLE
described separately (page 42). In the above example, if the damage rolls had been 2
and 7 (modified to 3 and 8), then the Runner would not
The Damage Roll have been eliminated. However, the roll of 8 is exactly
After unit orders have been declared, any unit on fire one less than the target damage number, meaning that
orders (or elite figures on suppression orders) may then the Runner was tagged and must make an individual
resolve its ranged fire sequentially. Non-elite units on morale test. The Runner is of Fanatic quality and
suppression orders must resolve their fire as a unit, as therefore must roll a 2+ on a d10 to pass this test.
described on page 33, but the damage roll concept
remains unchanged. Units on maneuver orders may not
Line-Of-Fire (LOF) Modifiers
use ranged fire.
LOF modifiers are those that are due to direct physical
effects, such as firepower density, armor thickness, or
To determine a ranged attack’s “target damage roll”,
target type. LOF modifiers apply to the damage rolls of
measure range from the center of each firing figure to the
both direct and indirect fire of all types, including
030 center of each target figure, in any order desired. Compare suppression and area-of-effect (AOE) templates.
this range to the chart for the weapon being fired to find
the target damage roll at the given distance in inches.
Roll the appropriate number of dice (based upon the FR), LOF MODIFIERS
and add in any line-of-sight or line-of-fire modifiers
(listed below). Any modified die that is equal to or
greater than the target damage roll inflicts one Armor Rating as written
damaging hit on the target. Figures that have taken AI weapon firing at a Vehicle Target -5
damage equal to their damage capacity are eliminated If AI weapon is vehicle piercing -2
and removed from the table.
AV weapon firing at an Infantry Target -5
1
Any time that a damage roll is exactly one less than the Suppression Template -3
target number, the targeted figure has been “tagged” (see Suppression Fringe 1 -5
below). Each suppressing figure past first 2
+1
Covering Fire 3 -2
EXAMPLE
A Confederate Corporate Infantryman is armed with a 1
See the rules for suppression fire (page 33).
Machinepistol (stats below). 2
LOF modifiers are cumulative.
3
See rules for covering fire (page 31).
Machine Pistol
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
SI AI 2 - - 20 30 40 - - - un
EXAMPLE
During its activation, the Infantryman moves at walking speed
and declares direct fire at a stationary Meraxillan Runner in The Confederate Mauser (an anti-infantry weapon) is
the open. The Runner is measure to be 23” away, making fired at an infantry target with an AR of –1. It therefore
the target damage roll 9+. As the feed rate is 2, two dice are suffers a –1 LOF penalty to its damage roll. On the
rolled with results of 2 and 8. There are no LOS modifiers. following turn, the same weapon fires at a vehicle with
LOF modifiers include an armor rating of +1, making the an armor rating of +1, and is assessed both a +1 LOF
modified rolls 3 and 9, respectively. Therefore, one successful bonus and a –5 LOF penalty, for an overall –4 modifier
damage roll was made. The Runner is considered eliminated. to the damage roll.
Line-Of-Sight [LOS] Modifiers
EXAMPLE
LOS modifiers represent a visual block of the figure in
question due to cover, smoke, target speed or anything A Meraxillan Crimson is armed with a Needler (stats below).
else that makes it difficult to “get a bead on” a figure. LOS
Needler
modifiers apply to direct fire damage rolls and direct fire
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
“to-hit” rolls for area-of-effect weapons, but not to indirect
PI AI 1[2]V - 20 40 60 - - - - un
fire, suppression fire or AOE templates.
During its activation, it remains stationary and declares
direct fire at a Vobian CITF Trooper that sprinted into
LOS MODIFIERS light terrain during its most recent activation. Range is
calculated to be 33” from the Crimson, giving a target
damage number of 7+. The Needler, being a split feed
Terrain Cover 1 Mod.
rate weapon, can fire at one of two feed rates, and
Light -1/-2 the controlling player chooses a feed rate of 1, to avoid
Medium -2/-3 a stoppage roll. The Meraxillan player then rolls a 6.
Heavy -3/-4
LOF modifiers would include the CITF Trooper’s armor
Attacker’s Movement Mod.
rating, but the Needler is a vehicle-piercing anti-infantry
Stationary +2 weapon, and will therefore ignore the AR of any infantry
Walking 0 figure. LOS modifiers include a +2 bonus for the
Running -2
Crimson being stationary, a –1 penalty for terrain and
a –1 penalty for a sprinting speed of 15”. Thus, the
Sprinting n/a
modified damage roll is 6+2-1-1, or 6. This fails to
Jumping n/a eliminate the CITF Trooper, but will force an individual
Flying varies morale test, as it is exactly one less than the target
Sprinting Speed 2 Mod.
damage number of 7 (a “tag”).

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

UNIVERSAL BASIC - MAIN RULES


touching a terrain feature to benefit from its LOS covering fire:
modifier, while SI need only be within 1” of a
terrain feature. •Active movement into or within the cover arc.
2
Infantry and Anime Mecha only. Sprinting Speed
is the maximum distance that an infantry target •Declaration of ranged fire. 1
on sprint orders could have moved during its most
recent activation. So, a figure with a Move 6 has •Close Defense Weapon activation. 2
a Sprinting Speed of 12” while on sprint orders,
even if it only chooses to move 8”. Place a 1
Covering fire in response to enemy ranged fire is resolved
sprinting counter next to any unit on sprint orders before the enemy figure can make any damage rolls. If the
to represent this effect. Vehicles may not receive
covering player decides to wait for a damage roll is made, he
sprinting speed LOS modifiers.
must live by its results, though he may still respond with
covering fire.
2
Covering fire in response to CDW activation (which is
considered instantaneous) is resolved after the enemy figure
makes any damage rolls (see page 40).
•Modifying Die Rolls / Note that all modifiers
are written relative to the damage roll itself. Therefore,
they are all added to it; for example, a target with an
AR of +3 will make an unmodified roll of 5 become a
modified roll of 8 (that is, it “helps” the firing figure
and “hurts” the target).
Covering fire is always resolved for the entire unit at once, not EXAMPLE
just the figure within whose cover arc the enemy action took
[continued] The Harem Warrior’s unit declares sprint
place. It may be declared immediately after any of the above
orders upon its activation (sprinting speed = 15”)
actions occur, and can interrupt activated enemy models .
UNIVERSAL BASIC - MAIN RULES
and moves across the field of view of the Controller
unit. As soon as the first Harem Warrior clears terrain
As soon as covering fire is declared, remove the declaring
and moves into the open, the Controller unit declares
unit’s covering counter. All figures in that unit may now
covering fire and removes its counter. The Altai
fire at any enemy figures that are part of the unit that
player then fires the Alpha Artifact of unit member
contains the enemy figure that triggered the initial covering
closest to the sprinting Harem Warrior. LOF
fire action. In other words, as soon as a unit’s covering modifiers to this roll are +1 for armor rating, -2 for
fire is declared, it must use all of its remaining ranged fire running speed, and -2 for covering (the last two are
to attempt to eliminate members of the target unit. No contained in the text of the covering counter). LOS
other enemy units may be targeted and any covering modifiers to this roll are –1 for target speed. Note
figures that cannot see a member of the initially targeted that by covering during its activation and waiting for
unit have their fire wasted. the Harem Warrior to clear its terrain, the firing
Controller got rid of a –3 terrain penalty.
•Facing And Cover Arcs / Cover fire is the
reason that figures must declare a facing once they have This first damage roll is successful and eliminates
finished moving. Figures using covering fire may only fire the sprinting Warrior. As there is still one unfired
upon enemy figures within their cover arc (the front 90o). Controller that has line-of-sight to the remainder of
the Harem Warrior unit, it may now fire its Alpha
Artifact, though this damage roll will also include the
COVER ARC –3 terrain penalty of the remaining Harem Warriors.
As the remaining two Controllers cannot see any
members of the Harem Warrior unit, their covering
fire is considered to be wasted.

] [Front 900 Arc]


HIGH FEED RATE OPTIONS

] [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.

b] If this is less than 2”, go to 3. •Suppression Orders / The two types of


suppression orders (primary and support) determine
3 Make appropriate damage rolls against the which figures in a suppressing unit will contribute to the
next target. suppression template. With primary suppression, only
those figures carrying a primary weapon may contribute,
4 Repeat 2 and 3 until all allocated dice have
and with support suppression, only those carrying a
been used.
support weapon may contribute. Side arms may never
contribute to a suppression template.

•The Suppression Template / Suppression


SPREAD FIRE fire represents a dedicated unloading of ammo into a
target region, meant to take down several enemies at
once, or at least force them to eat dirt. It must always be
declared against the closest enemy unit, unless the firing
3” figure is Elite, in which case it may declare any enemy
unit it can see. All non-elite units must declare the unit
member closest to the enemy unit being targeted as their 033
y “firing figure” for purposes of template placement.

Before resolving suppression, the firing figure must place


a “suppression template” so that it touches the nearest
y

enemy figure in the targeted unit and align it in any way


desired. No part of a suppression template may be placed
A Meraxillan Rex hero is armed with a Hedgehog
within 10” of the firing figure, representing the impossibility
(FR: 4) and declares cohesive fire orders upon
of targeting nearby enemy without targeting figures that
activation. There are 3 Confederate Redcoats in
may be behind them. If the nearest enemy figure is within
its line-of-sight, as shown above. The Rex
10” of the firing figure, simply move the template 10” away
declares that it will remain stationary and use

UNIVERSAL BASIC - MAIN RULES


spread fire against the Redcoats. It must therefore directly along the same fire path (see figure below).
allocate each of its four damage dice. It declares Templates may also never be placed such that the target
2 dice will be used against the first Redcoat, one enemy figure is further away from the closest suppressing
die to bridge the gap between the first and second figure than the maximum range of its weapon.
Redcoat, and the fourth die will be used against
the second Redcoat. Its first die successfully
SUPPRESSION TEMPLATE
eliminates the nearest Redcoat, meaning that its
second die is wasted. The second Redcoat is
measured to be 3” away from the first, meaning [Min. 10” Distance ]
that the one allocated die is enough to bridge the
gap (note that if the distance had been less than
2”, the die would have been wasted to bridge the
gap). The fourth die rolled eliminates the second
Redcoat. This ends the Rex’s spread fire.
[Suppression Template]

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]

[2”x 4”] [Feed Rate - 4]

[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

1” Of Movement Required To Exit

•Continued Suppression / At the beginning


of any previously suppressing unit’s activation, it must
decide whether or not to end its suppression orders. If
the suppression orders are ended, immediately remove
the template and make no damage rolls, even if figures
were touching it at the time of its removal. If the 035
suppression is kept active, however, resolve suppression
effects on any figures within the template and roll for
stoppage as if it had just been lain.

•Area of Effect Weapons / No area of effect


weapon, including cone weapons, may ever use
suppression fire or contribute to a suppression template.
•Overlapping Suppression / If a figure enters
an area with 2 or more overlapping suppression templates
EXAMPLE (by necessity, such separate templates must have been
fired by either separate units or elite figures), then resolve

UNIVERSAL BASIC - MAIN RULES


A unit of five Confederate Highlanders declares primary
suppression orders. Each of the Highlanders carries a the damage rolls of each template separately, in the order
Heatsink Carbine as a primary weapon (see stats below); preferred by the targeted player. Figures need only ever
no support weapons are present. make one individual morale test due to suppression effects
per activation, however, regardless of the number of
Heatsink Carbine suppression templates or fringes that touch them.
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
SI AI 1U - - 20 30 40 - - - un EXAMPLE
Two Vobian Poltergeist heroes form independent units.
The Carbine has a FR of 1U, so the first two weapons fired On separate activations, each has laid down a FR3 (2” by
combine to give a base FR 2 (2” by 2”) template. Each of 3”) Gatling Laser suppression template as shown below.
the three additional Highlanders increases the template by An enemy figure attempts to take the path marked during
1” in size. However, the maximum size is 4”. Therefore, a its activation, which means that it must cross 1” of one
2” by 4” template is placed such that it touches the nearest template and 2” of combined template. As soon as it
enemy figure in the target unit, as well as one other figure enters the first template, a damage roll is made but fails. It
in the same unit (see diagram below). The targets are must immediately make an individual morale test with no
measured to be 19” and 21” away from the closest modifier and passes. The figure then moves 2” and now
suppressing Highlander, respectively. This gives base must suffer two damage rolls, one from each of the
suppression damage rolls of 7+ and 9+. As there are Poltergeists. Neither is successful and the figure may now
three additional Highlanders contributing, these become freely exit the templates to safety, as it has already made a
suppression damage rolls of 4+ and 6+. [continued] successful individual morale test for suppression this turn.
next to the figure in question and remove any suppression
OVERLAPPING SUPPRESSION templates or contributions to a suppression cluster
template it may have had. Figures with a stopped weapon
may not use it for ranged fire until they clear their stoppage
UNIVERSAL BASIC - MAIN RULES
counters.
y
To clear a stoppage counter, the affected figure must
y
spend an activation on any type of fire orders, but may
not use any ranged or covering fire during the turn. If this
is the case, then remove the stoppage counter during the
y resolution phase. If the figure’s unit declares any type of
maneuver or suppression orders, the stoppage counter
will remain until the next activation.

Torrential Fire STOPPAGE ROLL


Torrential fire is a special form of suppression fire that is
only available to certain armies (see Army Customizer, Stoppage Effect Target Roll
page 90). Any weapon that uses torrential fire has its Suppression Fire 11+
FR doubled for purposes of suppression template size. Torrential Fire 10+
Any additional weapons using torrential fire that are part
High FR Fire from a split FR Weapon 9+
of a suppression template will add 2 to it’s FR instead of
the normal 1. The maximum FR for a torrential fire
suppression template is 8, instead of the normal 4. To
represent this, simply place two or more templates in
any manner such that their combined lengths do not WEAPON EFFECTORS
exceed 8”.
Many weapons will have effectors listed after their feed
Anytime torrential fire is used, stoppage rolls (see below) fail rates. These will modify the damage roll as described below.
on a 10+ instead of an 11+.
Armor Piercing [A] Weapons
Weapons with an “A” after their feed rate, for example “FR:
TORRENTIAL FIRE 1A”, are considered “armor piercing”. In general, armor
036 piercing weapons ignore the armor rating (AR) of their
[FR6 template target, for better or for worse, representing the “all or none”
from effect of weapons such as mini-rockets, AP shells, high
FR3 torrential caliber bullets and the like. The effects of armor piercing
weapons] do, however, vary slightly by weapon target type.
[FR8 template
from
•AI Weapons / When an anti-infantry weapon is
FR4 torrential listed as armor piercing, it will ignore AR modifiers for
weapons] infantry targets, but not vehicle targets. Vehicle armor is
much stronger than its infantry counterpart and AI
weapons simply aren’t built to penetrate it.

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.

To resolve the stoppage roll, use a d10 without any EXAMPLE


modifiers, re-rolling a 10 to achieve a result of 11 or 12 as The Confederate HC Handgun is an armor piercing anti-
normal. If the result is lower than the target stoppage infantry weapon. It will ignore all LOF modifiers due to its
roll, then there is no effect and any template effects remain target’s armor rating if the target is an infantry figure, but will
on the board until the firing figure’s next activation. not ignore them if it is a vehicle target.

The Confederate Field Cannon is an armor piercing anti-vehicle


If the result is equal to or higher than the target stoppage
weapon. It will ignore all LOF modifiers due to its target’s
rolls listed in the table below, the firing weapon has armor rating, regardless of whether it is infantry or vehicle.
temporarily stopped functioning; place a stoppage counter
Burst [B] Weapons roll is equal to or greater than the modified target number.
Burst weapons reduce their kinetic energy in return for an However, they will tag a figure on a roll of 1 or 2 less than
“ooze and spread” effect that is limited to their targets, for this target. In addition, any individual morale tests made
example flaming oils, corrosive acids, or burst tips. These in response to being tagged by a “K” weapon will be at a
have the net result of making the weapon more dangerous –2 penalty to the die roll. AV weapons may not be made
to unprotected figures, but less dangerous to heavily knockback weapons, and vehicles are not affected by
armored ones. Therefore, burst weapons will double the knockback effects, though they may still be damaged with
AR of the target figure for purposes of damage rolls, for a successful damage roll.
example +1 becomes +2, -2 becomes –4, and so on.
EXAMPLE
EXAMPLE The Confederate Trench Shotgun is an anti-infantry
The Altai Beta Artifact is an anti-infantry burst weapon. knockback weapon. A Confederate player fires a
The Altai player fires a Beta Artifact at an infantry target Trench Shotgun at an enemy of elite quality. The
with an AR of –2 and must therefore suffer an LOF damage roll is calculated to be 7+, and the
penalty of –4 to its damage roll. On the following turn, Confederate player rolls a 5, tagging the enemy figure
the same weapon is fired against an infantry target with (normally, a 6 would have been needed). The elite
an AR of +1, giving the Altai player a +2 LOF bonus to figure must then make an individual morale test with
the damage roll. a target roll of 5+, instead of the normal 3+.

Cone [C] Weapons Stun [S] Weapons


Cone weapons are those that fire a wide burst of energy,
Certain anti-infantry weapons are designed to disorient
such as flame or a strong electromagnetic field. A cone
their targets for a time, rather than eliminate them. A
weapon will be listed with the letter “C” written after its feed
stun weapon will be noted by the letter “S” after its feed
rate. Cone weapons affect all figures within the firing figure’s
rate. Such weapons use electromagnetic pulse waves
front 450 arc (the center half of the figure’s 90 degree arc),
to interfere with electrical or neural transmission and
whether friend or foe. Cone weapons ignore all LOS
thus “short-circuit” their target for a period of time
modifiers (but not LOF modifiers). Note, however, that they
(possibly permanently). AV weapons may not be made
may not be used to fire through impassable terrain or past
stun weapons.
a terrain piece’s maximum LOS depth. Always remember
to place the cone template such that its bisecting line
When firing a stun weapon, simply make any damage
touches the enemy figure that was targeted.
rolls as you would for any other weapon, taking all LOF 037
and LOS modifiers into account. Any figure successfully
CONE WEAPONS “damaged” by a stun weapon immediately loses any
covering fire it might have had and becomes disoriented,
90o arc being unable to move or fire for at least one full turn,
though it may defend itself in HTH combat with a penalty
to its reflex roll. Place a stunned counter next to the
Bisecting line 45o cone figure to represent this.
arc
On each subsequent turn the figure may make a stun
recovery roll at the beginning of its next activation to see

UNIVERSAL BASIC - MAIN RULES


if it is still immobilized. If the modified stun recovery roll is
7+, then the figure is fully functional again and continues
play as normal. If the modified roll is 6 or less, then the
Cone weapons may not be used for spread fire or figure remains stunned. If the unmodified recovery roll for
suppression fire, but may be used for covering fire. an infantry figure is ever a 1, the figure is considered
eliminated, regardless of its damage capacity. This does
Field Piercing [F] Weapons not apply to vehicle targets.
Weapons listed with an “F” after their feed rate are field
piercing. Field piercing weapons ignore any field saves
that their targets might have, making them very powerful. STUN RECOVERY
Field piercing AI weapons ignore both infantry and vehicle Stun Recovery Roll Modifiers
shields, as the technology is assumed to be the same for
Size [per size class] +1
both vehicle shielding and infantry shielding.
Matrix Figures +2
The Confederate Sniper Rifle, even though it is an anti-infantry Each subsequent roll after the first +1
weapon, will still ignore any field saves from a vehicle target.

Knockback [K] Weapons


Certain anti-infantry weapons impart a kinetic force strong •Unit Effects / A unit that contains stunned figures
enough to temporarily unbalance or disorient their targets. may still activate as normal, but must maintain unit
“K” weapons will damage a target as normal if the damage perimeter. Until they recover, stunned figures are
considered casualties for purposes of minimum unit size, Vehicle Piercing [V] Weapons
unit morale tests and unit rally rolls. Vehicle piercing weapons are a special class of anti-
infantry weapons that are designed to be effective against
vehicles, as well as armor piercing against infantry. Vehicle
UNIVERSAL BASIC - MAIN RULES
EXAMPLE
piercing weapons fired at infantry targets ignore armor
The Altai Amygdala Stimulus has an area of effect with a ratings in exactly the same manner as armor piercing
stun effector. The Altai player fires several Stimuli and weapons (described above). “V” weapons fired at vehicle
rolls 3 successful damage rolls against a unit of size 2 targets suffer a reduced LOF penalty of –2, instead of the
matrix figures that is 7 strong. In the resolution phase, normal -5, but may not ignore vehicle armor ratings. AV
this matrix unit is considered to be only four strong for
weapons may not be made vehicle piercing.
purposes of unit morale tests. At the beginning of the
matrix unit’s next activation, each of the 3 stunned figures
is allowed a stun recovery roll, with a bonus of +4 to EXAMPLE
each roll (+2 for Matrix, +2 for size). If there were still The Meraxillan Needler is a vehicle piercing anti-infantry
stunned figures remaining on the unit’s next activation, weapon. The Meraxillan player fires a Needler at an
the bonus would become +5. infantry figure with an AR of –2, but is able to ignore the
normal –2 LOF penalty. On the following turn, the same
Terror [T] Weapons weapon is fired at a vehicle with an AR of –1, for a total
Certain anti-infantry weapons are designed to induce damage roll modifier of –3 (-2 for vehicle, -1 for AR).
a terror response in their targets rather than kill them
outright. A terror weapon will be noted by the letter
“T” after its feed rate. When firing a terror weapon, Phase [P] Weapons
simply make any damage rolls as you would for any Phase weapons are a special class of anti-infantry weapon
other weapon, all LOF and LOS modifiers into account. that are very powerful. While still considered direct fire
Any figure successfully “damaged” by a terror weapon weapons, they have the ability to fire at targets outside of
must take an immediate individual morale test, as if it line-of-sight. “P” rounds are capable of “phasing out” of
had been tagged. In addition, terror weapons do not three-dimensional space en route to their target, and
tag enemies; a roll of one less than the target number “phasing in” again when it is reached. In other words, a
has no effect when using a terror weapon. AV phase weapon, assuming its target is within its designated
weapons may not be terror weapons. phase range, can fire through buildings, rocks, and any
other type of normally impassable terrain.
EXAMPLE
038 Phase weapons are also considered to be vehicle piercing
The Vobian Nightmare Simulator is a terror weapon. The
Vobian player fires a Nightmare Simulator and rolls 1 and field piercing.
successful damaging hit against a unit of regular quality
figures. The affected figure must therefore make an individual Figures with phase weapons may ignore the normal rules
morale test with a target roll of 5+ or become shaken. for targeting that apply to members of their unit without
phase weapons. To use a phase weapon, simply declare
fire and then measure the distance to any target within
Ultra [U] Weapons
the firing figure’s front arc, whether seen or unseen. If
Ultra weapons represent the ultimate in armor piercing
the target is within the weapon’s phase range, then roll to
firearms. Like standard “A” weapons, those with a “U”
damage as normal, ignoring all armor rating modifiers for
after their feed rate are designed to punch through thick
infantry targets (vehicle piercing). If, however, the target
armor plating. However, unlike basic armor piercing
is outside of the weapons’ phase range (either too close
guns, which suffer from an inability to easily track fast
or too far), then it may only be fired upon if it is in line-of-
moving targets, ultra weapons are light and easy to use,
sight. Declared fire at unseen figures that are outside of
being designed from high-tech polymers and utilizing
a weapon’s phase range is considered wasted.
complex computer targeting systems. This means that
ultra weapons will ignore negative armor ratings, but will
Even though phase weapons can fire through impassable
not ignore positive armor ratings. Ultra weapons are
terrain or further than the maximum depth of a normal
therefore very powerful. As was the case for armor
terrain piece, all LOS modifiers still apply to the damage
piercing weapons, AI ultra weapons may not ignore the
roll. For example, a figure that is 5” into a medium terrain
armor ratings of vehicle targets. AV ultra weapons will
piece could still be fired upon if within a weapon’s phase
always ignore negative armor ratings, but not positive
range (normal direct fire weapons could not target this
ones, regardless of target type.
figure), but the damage roll would suffer the normal -2
LOS modifier. All normal LOF modifiers also apply to
EXAMPLE direct fire from a phase weapon.
The Meraxillan Galva Cannon is an ultra anti-
vehicle weapon. It will ignore any negative armor •Phase Range / A phase weapon’s phase range is
ratings of both infantry and vehicle targets, but the distance between its best range bracket and its next
will still be given a bonus to its damage roll if its best range bracket. Weapons that only have one range
target has a positive armor rating. bracket have a phase range that includes everything up
to and including that bracket.
INFANTRY-SPECIFIC WEAPONS
PHASE WEAPON FIRE
Certain special forms of weapon will only be available to
infantry figures. These are described below.

Infantry Loader Weapons


Certain infantry weapons require that their (large and
y heavy) rounds be carried by an adjacent figure, who also
aids in their loading into the weapon in question. This
figure is referred to as the weapon’s “loader”. A loader
must always be in base-to-base contact with the weapon
bearer for the weapon to operate at full effect. Figures
that share a loader weapon in this manner are still
The Vobian Ghost Gun has a phase range of beholden to their unit’s orders as normal, but must always
15”-30” (its best two range brackets). A unit of move and fire as if they were one figure. If at any time,
Vobian Specters declares support fire orders the loader is eliminated or decides to no longer remain in
(attack pattern move-fire) and the first figure in contact with the weapon bearer, the weapon will no longer
the unit is declared to be moving at walking be able to fire on two subsequent turns. That is, it must
speed. It moves 3” and fires its Ghost Gun at a wait a full activation before being able to fire again. If
Meraxillan Citizen-Soldier in light terrain and eliminated, loaders may not be replaced during the game.
behind a brick wall (outside of normal line-of-
sight). The range to the figure is measured to Infantry Powerpack Weapons
be 17”, which is within the Ghost Gun’s phase Non-AOE weapons only. Certain infantry weapons
range. The Vobian player therefore proceeds require an external power or ammo source that is too
with a normal damage roll (target damage roll heavy to be carried by the weapon bearer in addition
of 7+), and the result is a 9. There are no LOF to the weapon itself. Such weapons require that another
modifiers to this roll, as phase weapons ignore figure from the same unit be nominated as the weapon’s
infantry armor ratings (vehicle piercing). As the “powerpack”. This figure must always be in base-to-
firing figure was walking and the target was not base contact with the weapon bearer for the weapon
sprinting, the only LOS modifier to the die roll is to operate at full effect. Figures that share a powerpack
a -2 for standard infantry in light terrain. Thus, weapon in this manner are still beholden to their unit’s
the damage roll of 9 is just enough to eliminate orders as normal, but must always move and fire as if 039
the Citizen-Soldier. they were one figure. If at any time, the powerpack is
eliminated or decides to no longer remain in contact
with the weapon bearer, the weapon will receive a –2
LOF penalty to all damage rolls and may not use
suppression fire. If eliminated, powerpacks may not
WEAPON EFFECTORS be replaced during the game.

Weapon Infantry Bracing Weapons


Effector Target Game Effect
Certain infantry weapons have such a substantial “kick”
Armor Piercing [A] AI or AV Ignores target AR that they are inaccurate unless first braced by the bearer.
Any bracing weapon that is fired by a figure that has moved

UNIVERSAL BASIC - MAIN RULES


Burst [B] AI Doubles target AR
suffers a –2 LOF penalty to the damage roll. There is no
Field Piercing [F] AI or AV Ignores target FS
penalty for fire from a stationary figure, as it is assumed
Knockback [K] AI More likely to tag; that the weapon is “braced” in this case.
penalty to
morale test Crew-Served Weapons
Stun [S] AI Disorients target Crew-served weapons represent those that are heavy
instead of and/or bulky enough that they require 2 infantry figures
eliminating it to operate. Crew-served weapons always count as
Terror [T] AI Forces target in- support weapons for both of the figures that will man the
dividual morale weapon.
test
The weapon’s crew affect its function as follows:
Ultra [U] AI or AV Ignores negative
target AR
•Both crewmembers must be in direct base-to-base
Vehicle Piercing [V] AI Ignores infantry contact with the weapon for it to operate at full efficiency.
AR; reduced
vehicle penalty •If only one crewmember is adjacent to a crew-served
weapon, it may not fire in two subsequent turns. That is,
Phase [P] AI V and F; may it must wait a full activation before being able to fire again.
target figures
outside of LOS •If no crewmembers are adjacent, the weapon is left
on the table, but may not move or fire until it once
again has crew.
•Crew Orders / Crew-served weapons, though Only roll for damage (or to-hit for AOE weapons) after crew-
they count as part of a unit for purposes of minimum served targets have been determined by the table above.
unit size, do not need to follow the orders of the rest of
the unit members each turn. Instead, they may move •HTH Combat and Crew / Figures charging a
UNIVERSAL BASIC - MAIN RULES

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.

Poison CDW templates do not harm the firing figure during


the turn in which they are activated. On all other turns,
AOE Weapons & Standard Infantry
however, they can harm the firing figure, as well as any
Standard infantry are much more vulnerable to area of
friendly figures.
effect weapons. Any area of effect is considered to have
a radius of 1” larger than normal for purposes of seeing if
Area Of Effect [AOE] Weapons
Certain weapons will fire explosive rounds that affect an nearby SI are affected. In addition, damage rolls against
area on the tabletop. An area-of-effect (AOE) weapon will SI within an area of effect are given a +1 LOF bonus.
be noted as such under the “AOE” column in its stat line.
Instead of directly rolling to damage, AOE weapons use EXAMPLE
their target damage roll as their base chance “to - hit”. In the example above, if the target had been a unit of
This to-hit roll is only affected by LOS, not LOF, modifiers. Meraxillan Citizen-Soldier standard infantry (AR +4),
then the Ram’s Head area of effect would have been
If a successful hit is scored, the round itself then affects 4”, instead of 3”. In this case, 5 figures (instead of 3)
all figures within or touching any part of its radius. Inside are affected. The damage roll will be given bonuses
of an area of effect, all LOS modifiers are ignored, and of +8 (burst effect doubles AR) and +1 (standard
only LOF modifiers apply. In a weapon’s description, the infantry vulnerability), but will nevertheless have a target
radius, target damage roll, and any effectors will be listed. damage roll of 2+, as 1 is always considered a failure.
This example amply illustrates the devastation that both 041
AOE templates are considered to be anti-infantry weapons and burst weapons and area of effect weapons can wreak
will suffer a -5 penalty to damage rolls against vehicle targets. on units of standard infantry.

Area of effect weapons may not be used for covering fire,


spread fire, or suppression fire. Scatter
Whenever an AOE weapon is fired and misses, it is
•Cone Weapons / Weapons with the cone effector important to determine its new point of impact (the center
are technically AOE weapons, in that their areas of effect of the round’s effect). If an AOE weapon misses, the new
will ignore LOS modifiers. However, they never need to line of fire is determined randomly by moving the point of
roll to-hit. Like other AOE weapons, their templates are impact to a new point based on its target number:
considered to be anti-infantry, and they may not be used

UNIVERSAL BASIC - MAIN RULES


for suppression fire. Unlike other AOE weapons, however,
cone weapons may be used for covering fire. AOE WEAPON SCATTER

Explosion Shock [AOE] Direct Fire Scatter


Regardless of the type of round fired, any figure caught Target - 3+/5+ d5”
within the radius of an AOE round will be forced to make Target - 7+/9+/11+ d10”
an Individual morale test due to the shock of shrapnel
and debris. This is in addition to any morale tests required
if the area of effect has a terror effector, or if a figure was
tagged by an AOE damage roll. To determine the direction, simply look at the direction
that the d10 rolled is pointing towards. The round will
EXAMPLE move along the new line of fire (at the same vertical
The Confederate Ram’s Head Missile Launcher has an angle, if appropriate) and hit the first terrain feature or
area of effect of 3”,5+B. After being fired at a unit of figure it encounters. Consider the point at which the
Meraxillan Runner powered infantry (AR +1), it is measured round hits a solid terrain feature as the new point of
to be touching 3 enemy figures. As the effect is burst, the impact. If no terrain feature is in the way the round is
final LOF modifier is +2 (double the Runner AR), making considered wasted (that is, there is no effect).
the target damage roll 3+. The Confederate player rolls 3,
1, and 5, killing two of the figures outright. The remaining
Runner must make an immediate individual morale test
due to the shock of the explosion.
•Minimum IF Distance / To use indirect fire, a
AOE WEAPON SCATTER
given set of declared coordinates must be measured to
be at least 15” away from the firing unit. If a declared
target point is measured to be less than 15” away, then
UNIVERSAL BASIC - MAIN RULES

a new point that is exactly 15” along the same trajectory


is assigned.
[B]
y [A] •Spotters / Any powered infantry or vehicle figure
in a unit where one or more figures are firing indirectly
may sacrifice its own ranged fire to electronically
designate (“spot”) the target point. In game terms, this
means that a missed indirect fire round will scatter less
(see the above chart). Standard infantry figures may never
act as spotters.
In the diagram above, location A indicates the
desired point of impact for an AOE round.
•Multiple Figures Firing Indirectly / Non-
However, the shot misses. The subsequent
elite infantry figures may only fire indirect fire weapons
scatter roll is “5”, and the die is pointing in the
as a unit. All indirect fire coming from non-elite infantry
direction indicated by the arrow. The point of
figures within a given unit must have the same coordinates
impact is therefore moved along this line until it
designated. Therefore, only one roll to hit will be made for
hits the side of the building at location B.
the entire unit. No figures in the unit may be within 15” of
the declared target point; range is always measured from
the furthest figure in the firing unit. If the unit contains
Indirect Fire [IF] Weapons weapons with differing range brackets, use the weapon
Certain AOE weapons are capable of indirect fire, in with the worst chance to hit. To represent the effects of
addition to direct fire. A unit must be stationary and on mass indirect fire, simply use the radius of the largest
fire orders (page 22) to use indirect fire. Covering fire round fired as the beginning size. For each additional shot
cannot be used to fire indirectly. Indirect fire can, fired from a figure in the same unit, add the following
however, be used to target figures outside of a figure’s distance to the cumulative radius of the area of effect,
LOS, unlike other ranged fire. known as the “fire cluster”.

To fire indirectly, first declare any coordinates(page 8) on


the entire board as your target point. Then measure the FIRE CLUSTER RADIUS
042 distance from the firing figure to the coordinates designated
Template Radius Add
and mark this spot with a point of impact [POI] counter. If
the distance measured is greater than the maximum range 2” +1/2”
of the indirect fire weapon in question, then the indirect fire 3” +1”
of the figure bearing this weapon is considered to be
4” +1-1/2”
wasted. No to-hit or damage rolls will be made and any
further figures that may have contributed to a fire cluster
(see below) will also have their indirect fire wasted.
•Resolving Damage In A Fire Cluster /
If the coordinate designation is within the weapon’s The fire cluster has a target damage roll and effectors
maximum range, then the distance from the firing figure equal to those of the firing weapons. For each round that
to the point of impact counter range determines the is a part of a given fire cluster, the attacker rolls one extra
chance to hit at the coordinates chosen. If the roll is a damage die, keeping the target damage roll the same. In
success, then place the center of the firing weapon’s the rare situation in which rounds with different target
AOE template at the coordinates designated. If the roll damage rolls are fired into the same cluster, the firing
fails, then the round must scatter in a random direction player must choose to use the effect with the highest
before being placed. Use the chart below to determine (“worst”) target damage roll as the initial calculation tool,
how far away from the designated coordinates to place as well as its effectors.
the center of the template.
•Maximum Cluster Size / No fire cluster may
ever reach a size greater than twice the base Area-of-
INDIRECT FIRE SCATTER
Effect radius, although there is no limit to the number of
Indirect Fire Scatter 1 damage dice that may be rolled within a given fire cluster.
If a 2” AOE weapon is fired by 8 troops, the radius of the
Unspotted d10”
fire cluster will be 4”, not 6” (although the number of
Spotted d5” damage dice rolled would still be 8).
1
Note that, unlike direct fire, indirect fire is assumed
to follow a high arc and will therefore land at the
highest point above its determined point of impact.
EXAMPLE figure’s size, as shown below. Vehicles or their crew
members/passengers and any covering figures may not
A unit of Vobian Boxcar Beasts on primary fire orders has
throw grenades.
fired a cluster of indirect Grav Mortar rounds at an enemy
unit. Three Boxcar Beasts contributed to the fire cluster.
The base Grav Mortar template is 4”,5+S. Each of the GRENADE DISTANCES
two other rounds add +11/2” to the base template, for a
total fire cluster size of 7”. Each also adds one extra Thrower’s Base Target Roll
damage die, for a total damage roll of 3@5+S. Size 5+ 7+ 9+
1 4” 6” 8”

•Indirect Fire & Elite Or Vehicle Figures / 2 8” 12” 16”


Elite infantry figures and all vehicles are an exception to 3 12” 18” 24”
the fire cluster rule. Though an Elite or vehicle unit may Grenade Scatter: always d5”, to a maximum of 1/2 the
fire a cluster if it chooses, they may also choose to fire distance thrown.
their IF rounds independently. If this is the case, resolve
each round separately.
•Grenade Effect LOS Modifiers / Certain
Air Strikes
grenades will fire smoke or a similar obfuscating material
Air strikes are a special form of indirect fire weapons
in an effort to cover the advance of friendly troops. The
that are only purchasable by armies with the “air strikes”
modifier to enemy damage rolls due to grenades is always
augmentation (see page 87). Air strikes are very
considered a line-of-sight (LOS) modifier, meaning that
powerful, with large areas of effect, and as such are
they will not affect the damage rolls of area-of-effect
purchased singly. Any activated Commander that is not
templates, cone weapons or CDWs. Unlike terrain,
in HTH combat may call down an air strike instead of
grenade templates do not slow movement and standard
nor mal movement and fir ing. Remember that
infantry do not receive an extra –1 LOS bonus when
Commanders have independent action ability and so
obscured by grenades.
need not follow the orders of their unit. As with normal
indirect fire, the air strike is resolved by first declaring a
Grenade templates, like other AOE templates, are considered
coordinates designation and marking that spot with an
to be anti-infantry weapons and will suffer a -5 penalty to
incoming round counter. However, unlike normal indirect
damage rolls against vehicle targets.
fire, range need not be measured; an air strike may be
called to any point on the board. Also, unlike normal 043
Remember that standard infantry do not receive the same –1
indirect fire, air strikes may not be spotted. Roll to-hit
LOS bonus for grenade cover that they do for terrain cover.
using the target roll of the air strike in question, with no
modifiers. If the roll is successful, roll d5” scatter and
•Poison Grenades / Certain grenades will have
move the incoming round counter appropriately. If the
what is termed a “poison effect”. Poison effects are
roll is unsuccessful, roll d10” scatter and move the
always considered to have the burst effector, and will
counter appropriately.
double the AR of any figures affected for purposes of
damage rolls. Unlike other AOE templates with the
The effects of an air strike are not immediate. This
burst effector, poison templates will grow until they
represents the fact that air strikes originate from aircraft
high above the battlefield and take a few moments to hit reach a certain size, and then dissipate.

UNIVERSAL BASIC - MAIN RULES


the ground, giving intended targets a few moments to
react. The scattered incoming round counter should be In the Resolution Phase of each turn, any poison effect
kept on the table until the resolution phase. Immediately templates will increase their radius by +2” (for example, a
at the beginning of this phase, all active air strikes will 2” template becomes a 4” template), and their target
be resolved, using the incoming round counters as the damage roll by +2 (for example, 1@7+B becomes
center of their areas of effect. 1@9+B). This continues until the template is 8” or greater
in size. During the Resolution Phase of the following turn,
Air strike templates, like other AOE templates, are all poison templates that are 8” in size or greater will
considered to be anti-infantry weapons and will suffer a -5 dissipate, instead of gaining +2” in radius. Remove
penalty to damage rolls against vehicle targets. dissipated templates from the board immediately.

Grenades In the Command Phase, any poison templates that


Grenades are a special type of area of effect weapon remain on the board will drift. To calculate drift, simply
that are thrown rather than “fired”. Unlike other AOE roll d5” scatter.
weapons, directly fired grenades may “target” any point
on the ground; players need not declare an enemy figure Poison grenade templates can affect the figure that threw
as a target. Like other AOE weapons, a grenade must the grenade, as well as any friendly figures.
first roll to hit and then resolve any other effects, based
upon the impact point of the template. Grenades may Lobbing Grenades
also utilize a limited form of indirect fire (see below). The Grenades may be thrown at enemies outside of line-of-
distances a grenade can be thrown, as well as the relative sight by using a modified form of indirect fire called
accuracy of a thrown grenade depend on the throwing “lobbing”. Lobbing may only be used to throw a grenade
over a maximum height of twice the figure’s size in inches.
To lob a grenade, declare a target, make a guess as to FLIGHT LEVEL - COMBAT RANGE
the range to that target, and then measure the actual
Flight Effective Effective
range. Finally, measure the height of the each piece of
UNIVERSAL BASIC - MAIN RULES
Level Height Range
intervening terrain. If one of these heights is above twice
0 0” +0”
the lobbing figure’s size in inches, then the grenade will
stop at the closest terrain feature of this height and 1 12” +6”
“bounce back” along the same trajectory a distance of 2 24” +12”
one-half the distance to the terrain feature. It will then 3 36” +18”
scatter d5”.

If the grenade clears any intervening terrain and the target


is within the maximum range of the grenade thrower, Flying Figures may never use suppression fire or engage
measure the distance to the target figure from the figure in HTH combat while in flight. All LOS movement modifiers
lobbing the grenade. If this distance is within 1” of that for fire to and from figures in flight apply. That is, fire at
guessed upon declaration, then roll to hit with a –2 LOS figures that are sprinting while in flight will suffer from the
penalty, scattering d5” if missed. If the guess is not within sprinting speed modifier, and fire from a stationary or
1”, then roll to hit at a –4 penalty, again scattering d5” if running figure in flight will be given a +2 or –2 LOS
missed. If the measured range comes out to be further modifier, respectively.
than the maximum throwing range allowable by size (see
table above), then measure along the same trajectory to EXAMPLE
a point that is at exactly maximum range, again with A unit of Vobian Cyberdactyls (MV: 6F) begin the turn at
scatter d5”. Unlike normal indirect fire, grenade lobbing ground level. Starting on the first turn, the Vobian player
may not be spotted. It will, however, land on the highest has his unit of Cyberdactyls declare sprint orders. Each
terrain point after scattering. of them spends 12” of movement to reach flight level
two and then 6” of movement to move towards a unit of
enemy Corporate Infantry.
EXAMPLE
A Meraxillan Tak armed with a Dazzler Grenade is on the Upon the Corporate Infantry’s activation, the Confederate
other side of a wall from a Confederate Storm Warrior. player declares cohesive fire orders against the
The Tak decides to lob its grenade over the wall at its approaching Cyberdactyls, which he can now see as
target, guessing that it is 3” away. The height of the wall they are 24” high and well above the 12” high intervening
044 is measured to be 31/2”, which is less than twice the Tak’s terrain. He measures range to the ground placement of
size of 2, meaning that the grenade will clear the wall. the Cyberdactyls to be 15”. He then adds 12” (6” per
The target is measured to be 4” away, which is within 1” level of flight) to this, making an effective range of 27”. As
of the guess above, meaning that the to-hit roll will be the Cyberdactyl’s sprinting speed is 18”, there will be a
made with a –2 LOF penalty to the die roll. For a size 2 –1 LOS modifier to the damage roll.
thrower within a range of 8”, the target to-hit roll is 5+.
The Tak player rolls a 6, which becomes a 4 after taking Grenades & Flying Figures
into account the lob penalty. The grenade therefore Flying figures may not be hit by grenades or be caught
misses and scatters d5” in a random direction from the within their areas of effect. They also may not themselves
target point. throw or lob grenades as described above for normal
infantry figures. Flying infantry figures may, however,
In the example above, if the wall had been measured to be attempt to “drop” grenades on targets in mid-flight. To
5” in height, the grenade could not have cleared it. The successfully drop a grenade, the flying infantry figure must
grenade would have therefore moved 2” to the wall and be at a point directly above its intended target and use its
then bounced straight back 1”, scattering d5” at this point. fire action. The target roll to hit the target and any scatter
depends on the flying figure’s height level as shown below.
Like normal grenade throwing, any applicable LOS
modifiers apply to the to-hit roll (LOF modifiers only affect
FLYING RANGED COMBAT the grenade’s template). If the roll to-hit is successful,
the dropped grenades will still scatter d2”; if unsuccessful,
Ranged fire from or at a flying figure is calculated as consult the table below.
follows: measure the distance from the firing figure’s
ground placement to the flying figure’s ground
placement. Then add 6” to the range for each FLIGHT & GRENADES
difference in flight level of the two figures, the final
result being considered the effective range. As Flight Level To-Hit Hit Miss
mentioned previously (page 27), the effective height 1 5+ d2” d5”
of a flying figure is 12” per flight level. Do not confuse 2 7+ d2” d5+1”
effective range with effective height. Effective height 3 9+ d2” d5+2”
applies to tabletop terrain, while effective range
applies to enemy ranged fire.
[7] HAND-TO-HAND COMBAT •Making Contact / If a figure on maneuver orders
succeeds in contacting an enemy figure, both immediately
Hand-to-hand combat represents close-in melee action. become “locked” in HTH combat. To escape this lock,
A figure’s hand-to-hand rating (HR) describes its ability figures must attempt an escape agility roll (see below).
to slice and dice with dedicated hand-to-hand (HTH)
weapons, rend with large claws or fangs, or just plain •HTH Combatants & Morale Tests / Any
beat someone over the head. Due to its nature, all time a figure is contacted by an enemy figure on Charge
LOS modifiers are ignored while in HTH combat. For orders, it must first make an individual morale test, as
example, a figure that runs into HTH combat does not modified by the relative sizes of the two combatants,
suffer the -2 penalty to its damage roll that a figure before any HTH damage rolls are performed. Figures
using ranged fire would. Similarly, sprinting or jumping contacted by enemy on Sprint or Jump orders do not need
figures may execute a HTH attack, despite being unable to make individual morale tests.
to fire a ranged weapon.
HTH MORALE TEST MODIFIERS
All HTH attacks are considered to be anti-infantry (AI) and
will suffer a –5 penalty to the damage roll against vehicle Charging Figure is: Modifier
targets, -2 if they are vehicle piercing. Smaller [<] +2
Same Size [=] 0
Initiating HTH Combat
Any time a figure moves into base-to-base contact with Larger [>] -2
an upright enemy figure, or touches any part of a prone
enemy figure, both figures are considered to be in HTH
combat. Only units that are on some form of maneuver
orders (sprint, charge or jump) may voluntarily enter Any time a figure initiates HTH combat with a figure of a
HTH combat. For non-elite units, only the closest higher size class, regardless of its type of maneuver
enemy unit may be targeted, and the closest figure in orders, it must first make an individual morale test before
the reflex roll is resolved. No test is required to contact
the unit must be engaged before moving on to the next
figures of the same size class or smaller.
closest figure, and so on.
Figures that become shaken in this way will be much more
•Elite Figures / Units containing figures of Elite
easily eliminated in the ensuing HTH combat.
quality may move into HTH combat as individuals, 045
with maneuver orders being declared on a figure-by- Unit Orders & HTH Combat
figure basis. Elite figures need not attack the closest It will sometimes occur that an activating unit will find some
enemy unit, though they must always attack the of its member engaged in an ongoing HTH combat, while
closest figure of a given unit. the rest of the unit is not. Units in this situation may only
declare Maneuver or Fire (not aim or suppression) orders.
CHARGING PATHS
If Fire orders are declared, all unit members that are
engaged in HTH combat must try to escape that
combat immediately. This is done by an escape agility
roll (see below). Figures that fail this agility roll must

UNIVERSAL BASIC - MAIN RULES


immediately resolve HTH combat, and will be unable
to perfor m any fur ther actions this activation.
Remember that figures engaged in HTH combat ignore
[B] the normal rules for unit perimeter.
[A]
If Maneuver orders are declared, all members of a unit
that contains at least one member engaged in HTH
[C] combat must move to engage the enemy in HTH
combat. The enemy unit in HTH combat with unit
members is automatically considered to be the closest
unit for purposes of advancing to contact. If two or
more enemy units are in HTH combat with unit
members, then each figure on Maneuver orders will
In the diagram above, both charging paths simply move to contact the nearest enemy, regardless
are allowed, since they both br ing the of the unit of which it is a part.
charging figure (A) closer to the nearest
enemy figure (B) in the nearest enemy unit. The HTH Reflex Roll
If the figure had been elite, he could have The figure that initiates HTH combat will not necessarily
charged the nearest enemy figure (C) in the be the first to strike. Immediately after any individual
second enemy unit shown. morale tests have been resolved, a reflex roll must be
made. Each combatant rolls a d10 and adds his reflex
characteristic, as well as any appropriate modifiers (listed
below). The figure that wins the reflex roll may perform EXAMPLE
its attack first, followed immediately by the opposing
Two Meraxillan Crimsons (HR: 4@7+) charge an enemy
figure, if it survives. A tie indicates that both damage
figure, with both contacting it. The Meraxillan player picks
rolls are considered to take place simultaneously (both
UNIVERSAL BASIC - MAIN RULES
which Crimson will resolve its HTH attacks first, and this
figures may be eliminated).
Crimson wins the reflex roll and kills its opponent with its
first HTH die. It therefore has three dice left. It trades
REFLEX ROLL MODIFIERS these dice to move 1” and engage a nearby enemy. This
HTH combat will then be resolved at the beginning of the
enemy unit’s activation. The second Crimson, which had
Figure charged 1 +2
been engaged with the figure charged and killed by the
Figure is of a higher size class +2 first Crimson, has four dice left. It decides to use its 2” of
For each friendly figure that has bonus movement to move towards terrain cover,
already attacked the same enemy becoming prone at the end of its movement.
in HTH this turn. +2
Figure is prone -2
Multiple HTH Combatants
Figure is shaken -4 If multiple enemy figures are touching a single figure,
Figure is broken -4 resolve their attacks one-by-one, finishing the reflex and
Figure is stunned -6 damage rolls of each before moving on to the next.
Regardless of how many enemy figures it is fighting
All reflex roll modifiers are cumulative. against, a single figure may never roll more damage dice
against one unit in a turn than is allowed by its HTH rating.
1
Only figures on charge orders receive this bonus; So, if a figure with an HTH of 1@7+ were attacked by 2
figures on other types of maneuver orders (sprint or enemy figures, it would be able to at best kill one of them
jump) do not receive this bonus. in the ensuing combat. If attacked by or attacking figures
from a different unit on a further activation, a figure will
have its HTH dice “recharged” and may once again use
them to fight off his attackers.
EXAMPLE
A Meraxillan Crimson on charge orders contacts a Vobian
EXAMPLE
Specter and initiates HTH combat. Each player rolls a
d10 HTH reflex roll to determine the order of the ensuing A Confederate Storm Pioneer (HR: 1@7+) charges the
melee. The Crimson rolls a 3, to which is added its reflex nearest enemy figure in a unit of Vobian Specters (HR:
046 of +2 and the charging bonus of +2, for a modified roll of 1@9+). In the ensuing melee, the Storm Pioneer wins
7. The Specter rolls a 5, to which is added its reflex of the reflex roll and rolls a 1 to damage, an automatic
+2, for a modified roll of 7. Thus, damage rolls for each failure. The Specter then attacks but also fails to damage
figure will be resolved simultaneously, with the possibility the Pioneer. The Confederate player then moves a
that each figure will be eliminated. second Pioneer from the same unit into HTH combat
with the Specter. As the Specter had only 1 HTH die, it
may not participate in this combat, and the second
Multiple HTH Damage Dice Pioneer may immediately roll its damage die (no reflex
If a figure has more than one HTH die (for example, 2@5+ roll is required).
or 3@3+), roll these dice one at a time. If an enemy figure
is eliminated, and figures have damage dice remaining,
these remaining dice may be “traded” for an extra 2” of This rule makes the particular order of figure-by-figure HTH
bonus movement, or used against another HTH enemy. resolution very important. Remember that it is always the
active unit that declares this order.
Note that the above rule makes the particular order of figure-
by-figure HTH resolution very important. Remember that it is Going Prone After Successful HTH Combat
always the active unit that declares this order. Any figure that successfully eliminates an enemy in
HTH combat may immediately go prone if it chooses,
•HTH Bonus Movement / If all enemy figures regardless of whether it has any extra HTH dice (bonus
that an attacker had been contacting are eliminated, it may movement) remaining. This is to allow the surviving
use all extra HTH damage dice for up to 2” of bonus figure some protection against return fire if its attack
movement. This bonus movement may be used to contact
path forced it into the open.
another enemy. Even though no damage dice will be rolled
against this second figure during the current unit’s
The Escape Agility Roll
activation, the enemy figure must still attempt an escape
Any infantry figure that is begins its activation in contact
agility roll (see below) if it does not want to engage in HTH
combat on its next activation. Figures that contact an enemy with an enemy figure, and whose unit has declared Fire
figure using bonus movement do not receive the +2 charging orders, must attempt to “escape” the combat. Vehicles
bonus to their reflex rolls in any upcoming combats. may always freely leave HTH combat, even if engaged
with other vehicles. Escape attempts are resolved before
Alternatively, bonus movement may be used to move any other unit actions. Escape attempts may be allowed
towards terrain or go prone in anticipation of return fire. or opposed by the enemy figure with which the hopeful
escapee is locked. If allowed, then the formerly engaged [8] VEHICLES
figure may move and fire as a part of its unit as normal.
As mentioned earlier, vehicles are a separate class of
If an enemy figure chooses to oppose an escape attempt, figure from infantry. It is worth noting here that the scale
the figure wishing to escape must make a modified agility of the Universal Skirmish System precludes any effective
roll (the “escape roll”), adding the reflex of its opponent to use of main battle tanks and the like. Thus, despite the
the result. If an escaping figure is engaged with multiple differentiating terminology below, players should assume
opponents, use the highest enemy reflex in the group. that no vehicle seen on the tabletop is of the power of
An escape roll is successful if the modified die roll result those used in typical armored engagements, which often
is less than or equal to the escaping figure’s Agility stat. take place at ranges of kilometers instead of meters. All
U.S.S. vehicles are mobile enough to be useful in a
Escape Roll = d10 + Opponent’s Reflex. skirmish, but at the same time vulnerable enough that
infantry can feasibly destroy them. Thus, a U.S.S.
An unmodified roll of 10 on any Agility roll is an automatic “armored fighting vehicle”, while powerful from the point
failure, while a roll of 1 is an automatic success. of view of a man on the ground, is still no match for the
types of tanks seen in a larger engagement, which are
If an escape attempt is successful, then the escaped quite out of scale for a skirmish system.
figure may now move and fire normally. If it is
unsuccessful, HTH combat is initiated immediately, with Vehicle targets are treated differently in game terms from
the enemy figure automatically striking first (no reflex infantry targets. These differences are summarized below:
roll is required) and receiving a +2 bonus to all HTH
damage rolls. This combat is resolved before other •Vehicles will generally be size class 4 or larger, while
members of the active unit may move or fire. infantry will be 1-3.

EXAMPLE •An anti-infantry (AI) weapon firing at a vehicle target


suffers a -5 LOF penalty (-2 for vehicle piercing weapons)
In the first example given on page 46, assume that
to its damage roll and may never ignore the vehicle’s armor
neither figure was able to damage the other during their
rating (AR), even if it would normally be armor piercing
first HTH encounter. Upon the Specter’s next
with regards to infantry targets.
activation, the Vobian player decides that it was an
amazing piece of luck that he survived the onslaught
•An anti-vehicle (AV) weapon firing at an infantry target
of the Crimson’s HTH attacks, and so decides he would
rather escape and fire a ranged weapon than continue suffers a -5 penalty to its damage roll and will always 047
the lopsided melee. The Meraxillan player chooses to ignore the trooper’s AR, that is it will always be considered
oppose this escape attempt and so the Vobian player armor piercing with respect to infantry targets.
makes an escape agility roll. This comes up a 6,
modified by his opponent’s reflex of +2, for a final result •Vehicles may move freely within their front 90 degree
of 8. This total is under the Specter’s agility of 9, and arc (also known as the cover arc) as long as they keep
thus he manages to escape. The Specter unit may the same facing, but must expend their turn cost if they
now move and fire normally. wish to change their facing up to 90o (exception: anime
mecha). Certain vehicles will be limited as to how many
times they may turn in a given movement phase,
Firing Into HTH Combat depending upon type.
If a figure fires a ranged weapon at two or more figures

UNIVERSAL BASIC - MAIN RULES


that are locked in HTH combat, first roll a d10 to see which
member of the melee is affected and then roll to damage EXAMPLE
as normal. Consult the following chart: An Altai Mausoleum has a Move of 6. As a Mecha (see
below), its turn costs are 1/2/1/- (it cannot sprint). If
declared to be “running”, the Mausoleum could move
FIRING INTO HTH freely within its cover arc (see diagram below), but would
have to expend 1” of movement every time it wanted to
Roll Effect turn up to 90 degrees in any direction.
1-3 Friendly figure hit (randomize).
4-7 Figure of largest size class hit or randomized
between all combatants if of same size class. VEHICLE TURN COSTS
8-10 Enemy figure hit (randomize).
90o Front Arc

Any turn will have an MP cost


Vehicles may go in “reverse”, but only after having been When an APC suffers damaging hits, damage is first
stationary for one full activation (exception: anime removed from the damage capacity of the vehicle (the
mecha). Vehicles in reverse must follow all normal number before the parentheses) until this reaches zero.
turning rules, and have the additional restriction that At this point, the APC is considered eliminated for
UNIVERSAL BASIC - MAIN RULES

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.

•Structural Damage Capacity / In addition


to their Damage Capacity (DC), APCs that can carry
passengers have a Structural Damage Capacity rating.
Structural DC represents the further protection that such
vehicles give to their passengers. It is written after the
Damage Points stat as a number in parentheses, for
example, “Damage Capacity: 3 (4)”.
•Size [SZ] / Vehicles will generally be of size 4
AFV DAMAGE CHART or greater.

Roll Effect •Quality [QU] / All vehicle targets will be of


01-20 Lose 1/4 of base movement1,2 (round up). “vehicle” quality.
21-80 Lose one weapon 2 (attacker’s choice).
•Move [MV] / In all respects save turning, a vehicle’s
81-00 Damaged: lose one from DC. move characteristic is treated exactly as an infantryman’s.
1
Like infantry figures, vehicles may be capable of sprinting,
Rounding occurs before movement is
jumping or flying, depending on type. Remember that all
subtracted. For example, a vehicle with a base
non-Mecha vehicles are unable to enter heavy terrain.
movement of 9” will lose 3” of movement every
time this result is rolled.
2
•Armor Rating [AR] / This represents a vehicle’s
If a vehicle with no movement left suffers a hit
armor rating. Remember that AI weapons will always suffer
that removes movement, or a vehicle with no
an additional -5 penalty to their damage roll when firing
weapons left suffers a hit that removes a weapon,
at a vehicle target, regardless of the its AR. Also, no AI
the damaging hit will instead remove a point of
weapon will ever ignore a vehicle’s AR, regardless of
damage capacity.
whether they ignore infantry ARs.

•Damage Capacity [DC] / The number of


damaging hits that a vehicle may suffer before being
EXAMPLE
considered destroyed. Remember that vehicles other than
A Vobian player scores a successful damaging hit on mecha and anime mecha will continue to move in the
a Confederate Pitbull, an AFV with the damage chart activation following that during which they were eliminated.
listed above. Instead of simply removing a point of In parentheses will be written any structural damage
damage capacity from the vehicle, he first rolls a d100, capacity that the vehicle possesses.
with the result of 11. Consulting the chart, he finds
that he has reduced the movement rate of the Pitbull
•Field Save [FS] / This acts in all respects as an
by one-quarter, from 8 to 6. If the Pitbull had already
infantry figure’s field save.
been at a movement rate of zero, it would instead lose
a point of damage capacity.
•HTH Rating [HR] / Mecha and anime mecha
are the only vehicles that may declare a charge and 049
•AFVs And Impact / When a weapon with an participate in HTH combat and therefore they are the only
impact rating scores a damaging hit on an AFV, it must vehicles that will have an HR. Other vehicles may never
first roll on the damage chart to see the effect. After this strike back if attacked in HTH combat, though they may
has been done, roll any impact dice. Successful impact freely escape if they survive.
rolls will affect the same system that was affected by the
original damage roll. •Reflex [RF] / As was the case with HTH
Rating, this characteristic only applies to mecha
and anime mecha.
EXAMPLE
A Vobian Shoulder Cannon (IR = 1) scores a damaging •Fire Actions [FA] / Unlike infantry, most
hit on a Pitbull. The Vobian player rolls on the damage vehicles will be able to fire more than one weapon

UNIVERSAL BASIC - MAIN RULES


chart and gets a 65, which causes the vehicle to lose per turn. The number of weapons they may fire during
one weapon, which he chooses to be the Heatsink a given activation is listed as the fire actions stat line
Cannon that was wreaking havoc on his Cyber-mecha. for easy reference, and varies from one to four.
He then rolls one die for impact (target roll = 7+) and
However, a vehicle may never choose more than one
the result is a 9 (a success), leading to the loss of a
weapon with which to cover, no matter how many
second weapon, in this case chosen to be one of the
normal fire actions it has.
Pitbull’s Elephant Guns.
•Passengers [PA] / Many APCs or AFVs will be
able to carry passengers. Listed here will be the total
ANATOMY OF A VEHICLE size of infantry figures that the vehicle in question is
capable of transporting. For example, a vehicle with a
All five of the vehicle types have a common profile,
PA stat of 24 could carry 24 size 1 infantry, 12 size 2
which is different from an infantry profile.
infantry or 8 size 3 infantry.
•Point Value [PV] / Each vehicle will have a
•Entry Arcs [EA] / APCs or AFVs that can
point value (written next to its title). This represents its
hold passengers will also have one or more entry
battlefield effectiveness. The higher the PV of the vehicle,
the more useful it will be. arcs. These represent the areas into which infantry
figures may enter and from which they may exit the
•Type [TY] / There are 5 types of vehicle, each with vehicle. The four arcs are: Front (F), Back (B), Left
slightly different rules for movement and combat (L) and Right (R). This is fur ther descr ibed in
resolution. These are explained above. Boarding and Leaving Vehicles below.
Vehicle Cupola Weapons
VEHICLE ENTRY ARCS Certain vehicles will have weapons that are manned by a
crewmember from a hatch or other exposed area. They
[Left Side Entry Arc]
are designated by the word “cupola” in parentheses after
UNIVERSAL BASIC - MAIN RULES
the weapon name, in the weapon description section of
an army list. Note that any unique cover arc will be written
[Back Entry Arc] [Front Entry Arc] in the same set of parentheses, for example “Phase
Cannon (back; cupola)”.

Cupola weapons target and fire normally, but are more


[Right Side Entry Arc]
vulnerable to enemy fire. Any damaging hit that
originates from the cover arc of a cupola weapon will
eliminate it, representing the death of the manning
•Primary, Secondary Weapon, Etc / crewmember. This effect is in addition to any other
As vehicles can often fire more than one weapon per effects applicable. If an AFV suffers a damaging hit that,
turn, their weapons are listed differently from infantry. after rolling on the AFV’s damage chart, removes a
Each is listed as a rank order (primar y through weapon, the weapon in question will be removed in
quaternary), representing the “weapon slots” that may addition to any cupola weapons in the firing figure’s cover
each be fired during a single activation. In other words, arc (unless there are no more weapons left, in which
vehicles may fire each of their weapons once per case the hit will remove a point of damage capacity).
activation. This is unlike infantry, who can only fire
one weapon per turn, even if they carry more. In Eliminated Vehicles
general, primary weapons are more powerful than As soon as a vehicle loses its final DP, it is considered
secondary weapons, secondary more powerful than eliminated. However, unlike infantry figures, destroyed
tertiary, and others, but this need not be the case. vehicles are not removed from the tabletop. Instead, they
will remain as heavy terrain. “Dead” mecha or anime
Each vehicle may only purchase one weapon per mecha should simply be placed on their sides in the spot
weapon slot. Vehicles need not purchase a weapon for where they suffered their last damaging hit. Remove the
each slot, and may be purchased without any weapons initiative card of a destroyed mecha or anime mecha from
at all if the controlling player desires. All weapons on a the initiative deck as soon as its DC is reduced to zero.
vehicle are assumed to have a forward cover arc unless
specifically noted otherwise in parentheses, for example Moving vehicles other than Mecha will not stop
“Rail Cannon (left)”. immediately when eliminated; rather, they will continue
050 to “roll” a bit further ahead before coming to a dead halt.
Shuffle the eliminated vehicle’s initiative card into the deck
VEHICLE TARGETING for the turn after it is destroyed, in order to determine
when during the turn it makes its final movement. When
As mentioned above, vehicles may fire each of their the eliminated vehicle “activates”, simply move it straight
weapons once per activation. Each weapon fired, however, ahead a distance equal to its current MV stat, along the
must still follow the normal rules for targeting. Unlike fire same trajectory it had at the time it lost its last damage
during activation, vehicle covering fire must only use one point. Vehicles that were in flight will then fall to the ground,
weapon designated at the time of covering fire declaration. ramming any figures upon which they land (see below).
Note also that vehicles may have weapons with differing
arcs, which will greatly affect covering fire. Vehicle Morale Tests
Vehicles make Individual morale tests each time they
suffer one or more damaging hits from a single attack.
VEHICLE-SPECIFIC WEAPONS
If a vehicle fails an Individual morale test, it is
considered to be temporarily “haywire”. If a vehicle unit
Some weapons will have a special mounting apparatus,
fails a Unit morale test, all vehicles in that unit will
meaning that they can only be placed onto a vehicle frame.
become haywire. To represent this, place a haywire
Multi-Arc Vehicle Weapons counter next to the affected vehicles.
Since vehicles are much less maneuverable than infantry,
the arcs into which they may fire must be recorded. Unlike The crewmembers of a haywire vehicle have momentarily
infantry, vehicle may carry weapons that can fire into more lost control of their vehicle. Haywire vehicles suffer a –2
than one arc. These extra arcs will be noted in penalty on all damage rolls and may not move faster than
parentheses after the weapon’s title in a vehicle’s weapon walking speed on their next activation. Unlike infantry
list. The default arc for a weapon is still its front arc. shaken counters, haywire counters are not removed by
performing rally rolls. Instead, they are automatically
Vehicle Turrets removed at the beginning of the activation after that in
Some vehicle weapons, instead of having a defined which one full turn was spent haywire.
cover arc, will instead be able to fire in a complete
360 degree arc. These weapons will be noted as If an already haywire vehicle fails a subsequent individual
such by having the word “turret” placed before their morale test or its unit then fails a unit morale test, it will
titles in a vehicle’s weapon list. become “out of control”. Out of control vehicles may not
make any turns and will move forward at walking speed incoming vehicle, that figure may not be rammed by the
during their next activation. They may not fire any same vehicle again in the same activation (simply move
weapons at all during this activation. the figure to the side as above if the same vehicle
somehow moves through it again).
Out of control counters replace any haywire counters
that may have been present. After a full activation of •Successful Infantry Rams / If an infantry
being out of control, counters are removed in the same target fails its dodge agility roll, resolve ramming damage
manner as haywire counters. If an out of control vehicle as follows:
fails a subsequent individual morale test or is part of a
unit that fails a subsequent Unit morale test, there is
no further effect. RAM DAMAGE RESOLUTION

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.

An unmodified roll of 10 on any Agility roll is an automatic EXAMPLE


failure, while a roll of 1 is an automatic success. 051
In the example above, a Golden Skimmer successfully
rammed a Spondylocrit. As the Skimmer was moving at
sprinting speed, the target damage roll is 3+ (ignores
DODGING VEHICLES Spondylocrit’s AR). The Skimmer is size 4, and therefore
will only roll one damage die. The result is a 5, which is
Ramming Agility
Vehicle’s Speed Roll Modifier
good enough to eliminate the pesky little critter from play.
Walk -2
Run 0 •Vehicle Rams / Vehicles cannot dodge ram attacks.
Sprint +2 If the target of a ram is a vehicle, then the ramming vehicle
will also suffer damage. Just use the chart above as if the

UNIVERSAL BASIC - MAIN RULES


target itself had rammed the original vehicle at the same
speed.
EXAMPLE
An Altai Golden Skimmer is attempting to ram a Vobian •Terrain Rams / If a non-mecha vehicle touches
Spondylocrit. The Skimmer is moving at sprinting speed the edge of a piece of heavy or impassable terrain, or if a
and the Spondylocrit has an agility of 10. The Vobian mecha touches impassable terrain, the vehicle is
player makes a dodge agility roll and the die comes up a considered to have been rammed. Resolve the ram as if
9. Adding +2 for the ramming vehicle’s speed, this brings a vehicle with the exact stats as the rammed vehicle were
the modified result to 11, meaning that the Spondylocrit doing the ramming. In other words, resolve any damage
has been successfully rammed, and the Altai player may rolls as if the vehicle entering forbidden terrain had
make an immediate damage roll (see below). Note that “rammed itself”, using its size and speed to determine
the dodge roll would have been a success if the Skim- the number of damage dice and target damage roll. Rams
mer had been moving at walking or running speed.
due to terrain immediately stop all further movement of
the vehicle in question for the remainder of its activation.
•Results Of A Failed Ram Attack / If the
agility roll succeeds, place the figure just to the right or •Surviving A Successful Ram - Infantry /
left (whichever is closer) of the ramming model and A figure that is rammed but not eliminated will be knocked
continue with vehicle movement. The dodging figure must, prone at a 45o angle to the left or right side of the vehicle
however, make an immediate Individual morale test (due (whichever is closer) 2d5” from the point of impact. If this
to the shock of such a narrow escape...). Once a given results in the figure hitting a solid terrain piece, it will suffer
figure has made a successful agility roll to dodge an a damage roll again as if it had been rammed a second
time by the same vehicle. A figure that survives a turn, any figures that have boarded a vehicle at maximum
successful ram must make an immediate Individual morale capacity immediately become part of that vehicle’s unit.
test with a –2 penalty to the die roll to represent the shock Any figures that were unable to board are considered to
of the event. have been split into their own unit. This is the only case
UNIVERSAL BASIC - MAIN RULES

in which a splitting unit may be smaller than its minimum


•Surviving A Successful Ram - Vehicles / unit size. If it is smaller, however, it must still make unit
When two vehicles of the same size class collide, they morale tests as normal in the Resolution Phase.
will both rebound straight back from the point of impact
d2”. If one is of a higher size class, then the larger vehicle Since a vehicle to be boarded may activate before or after
will not rebound and the smaller will rebound d5” straight the unit that wished to board it, we have provided “static
back. Both the ramming vehicle and the target must make vehicle” counters. These are used to indicate that a vehicle
immediate individual morale tests. which has been boarded before its activation must remain
stationary when activated. In other words, a unit that
Vehicle Passengers
wishes to board a vehicle need not wait until the following
Passengers are infantry figures that were purchased
turn to be sure it is stationary.
separately and either began the game in a vehicle or
boarded the vehicle at some point during the game,
•Exiting Vehicles / Passengers may exit a
forming a special ad hoc unit with the vehicle. A vehicle
stationary vehicle to anywhere directly adjacent to a
and its passengers must always activate as a single unit.
boarding arc for the same cost as boarding (2” for SI,
Figures that board a vehicle in one turn become part of
4” for PI). Exiting must be done during the vehicle unit’s
that vehicle’s unit on the following turn. Only entire units
may board or leave a vehicle, as described below. activation, and any surviving figures that have exited
the vehicle will become a new unit in the next
•Passenger Survival / As soon as any vehicle command phase.
loses its last damage point, all passengers who were on
board must roll a d10 for each point of DC that they possess, If a vehicle is not sprinting, passengers may attempt to
adding their armor rating to the rolls. Every modified roll of “leap out” at any point during the vehicle’s movement. A
6+ will remove that damage point. Surviving figures are figure that leaps out of a walking vehicle is placed anywhere
placed within 2” of the vehicle wreckage and become within 4” or 2” (PI or SI) of an entry arc and must make an
shaken. They may not activate until the following turn. immediate individual morale test. It may not perform any
other movement or firing until its next activation.
Leadership, Command & Vehicles
Passengers that are Leaders may assign attack chits Exiting a vehicle moving at running speed is more
052 to vehicles in which they are passengers. Unlike those dangerous. The leaping model is placed within 4” of an
assigned to infantry figures, attack chits assigned to entry arc and must make an unmodified agility roll. If this
vehicles may only be used to add +1 to any one vehicle roll fails, the figure automatically suffers a damaging hit,
weapon damage roll (decide which before rolling). As with no damage roll necessary. If it survives, the figure
with a normal unit, a vehicle passenger that is a must then make an individual morale test with a –2 penalty
Commander may give the vehicle unit an extra initiative to the die roll, and may not perform any other movement
card during the Command Phase. Focal Points have or firing until its next activation.
no effect on vehicles.
Models may never exit a sprinting vehicle (unless you
Boarding & Exiting Vehicles want them to die).
Any vehicle that can carry passengers may be boarded.
Such vehicles will have noted in their profiles the total size
of passengers that they can accommodate. Only infantry EXAMPLE
units that are on sprint orders may board or exit a vehicle. A Meraxillan Pyramid Troop Transport moving at
running speed is carrying 7 Taks. As the vehicle
•Boarding Vehicles / A vehicle must be stationary passes an enemy unit on its right (see diagram
to be boarded, that is it should have a static vehicle counter below), the controlling player decides that the Taks
next to it to indicate that it has not moved for a full would be best used to attack this unit. However, he
activation. A unit may board a vehicle from any of the also wants the Transport to make it to nearby terrain
vehicle’s entry arcs (listed in its stat profile). The movement cover and therefore decides that the Taks should
cost to board a vehicle for a figure directly adjacent to an risk leaping out of the vehicle. The 7 Taks are first
entry arc is 2” for standard infantry and 4” for powered placed within 2” of the right boarding arc as the
infantry. All units must attempt to board vehicles on the vehicle moves along as shown. Each figure must
same turn. If some figures are left without enough first make an unmodified agility roll (AG = 7), with
the results being 6,5,7,7,8,8,5 meaning that two are
movement to board, the vehicle may not move on the
eliminated from play entirely. Each surviving figure
following turn and the rest of the unit must again attempt
must then make an individual morale test (morale =
to board, until all figures in the unit have boarded or the
2+) with a –2 penalty. The rolls are 5,6,3,2,8
maximum capacity of the vehicle is reached. If the
meaning that two fail the roll and become shaken.
maximum capacity of a vehicle is reached, then any Hopefully, the remaining unshaken Taks will be strong
remaining figures must still end their movement as close enough to do some damage on their next activation.
to the vehicle as possible. At the beginning of the next
EXITING VEHICLES UNIVERSAL ADVANCED

The Universal Skirmish System advanced rules are a


collection of optional rules that can be added to the basic
game in a modular fashion, that is, one, several or all of
them as players choose.

[1] AUGMENTATIONS

In the high-tech world of the Universal Skirmish System,


many troops and vehicles will be outfitted with special
equipment, weapon and armor upgrades, and so on.
These optional add-ons are referred to as
“augmentations”. All augmentations allowed for a given
army will be summarized at the beginning of its army list.
In addition, any infantry unit augmentations that apply to
a unique frame will be listed just under that frame’s
weapon choices. There are five separate types of
augmentation: general, army, infantry individual, infantry
unit, and vehicle. Each of the over 50 augmentations
available is described in depth on pages 85 - 93.

y General augmentations, of which there are only two


(access to enemy weaponry and access to non-
standard weaponry), are available to all army lists.
Using them, up to one weapon a game may be switched
with an enemy weapon of the same type, and up to
one weapon per game may be switched with a non-
standard weapon of the same type.
HTH Combat & Vehicles Army augmentations are those that permanently modified
Figures attacking a stationary vehicle (one with a “static the army list during its construction (see the Army
053
vehicle” counter next to it) in HTH need not make a reflex Customizer for more details), and therefore are already
roll unless the target is a mecha or anime mecha. If included in the any applicable point costs.
charging the latter, the ensuing HTH combat is resolved
as if the (anime) mecha involved were infantry, regardless Infantry individual augmentations may be given to any
of the (anime) mechas speed. hero or officer (leader, commander, focal point) by paying
the appropriate cost during force construction. Infantry
•Charging Moving Vehicles / Attempts to
individual augmentation costs are considered to be part

UNIVERSAL ADVANCED - MAIN RULES


attack a moving non-mecha vehicle in HTH combat carry
of the costs of their bearers for purposes of ad hoc and
risk for a charging figure. When contact between a
charging figure and a moving vehicle is made, the elite restrictions.
attacking figure must make an unmodified agility roll
before proceeding with the HTH combat. Infantry unit augmentations are tied to a particular infantry
frame type, and will be listed with its weapon choices.
If this roll succeeds, the HTH attack itself will proceed as They are the most common type of augmentation. Like
normal, with the added requirement that the attacking infantr y individual augmentations, infantr y unit
figure roll an unmodified individual morale test if it fails to augmentation costs are considered to be part of the costs
inflict any damage on the moving vehicle. of their bearers for purposes of ad hoc and elite
restrictions. Unlike individual augmentations, however,
If the agility roll does not succeed, the HTH attack has no unit augmentations must be purchased on a per-unit basis.
effect and the charging figure is considered to have been That is, if one figure has a unit augmentation, then all
rammed by the vehicle it tried to attack. figures in its unit must also purchase it.

Vehicle augmentations are tied to a particular vehicle


frame type, and will be listed with its weapon choices.
Vehicle augmentation costs are considered to be part of
the costs of their bearers for purposes of vehicle
restrictions. They may be purchased on a vehicle-by-
vehicle basis, and vehicle units need not have the same
augmentation profiles.

•Drawbacks / Drawbacks act like infantry unit


augmentations in that they must be purchased on a per-
unit basis. Like general augmentations, they are available of hiding units on the opposing side (round up fractions
to all army lists. However, they subtract from, instead of of 0.5 or greater); this is the detection modifier, which will
adding to, the cost of their bearers. In other words, by be subtracted from the hiding roll.
using drawbacks, players can save points at the cost of
UNIVERSAL ADVANCED - MAIN RULES

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”.

REVEALING HIDDEN UNITS


Sneaking
If an entire unit consists of figures with a CO value of
1 Place any one figure from the unit exactly on the greater than zero, it may choose to sneak during its
point determined by the specified coordinates. activation, instead of normal movement and firing.
Sneaking units are not affected by terrain movement
2 Place other figures in the unit one by one with
the following restrictions: modifiers, though they may not cross impassable
terrain. As soon as a unit declares that it is sneaking,
a] Each newly placed figure must be within 2” replace any one figure in the unit with a sneaking
of the last figure placed. counter. This represents the only hint to the enemy of
where the sneaking unit is on the tabletop. Upon
b] Figures may never be placed outside of
their army’s normal deployment zone.
activation, a sneaking unit must choose between three
different orders: “sneak and move”, “sneak and fire” or
“sneak and charge”.
055
Until a sneaking unit is “discovered”, it may not be fired
EXAMPLE upon with direct fire or contacted in HTH by an enemy
During the first turn of the game, the third initiative card unit. It is only beholden to indirect fire, and this will be
to come up represents player 1’s hidden unit. Before resolved in a special manner (see below).
moving and firing can take place, he first places one figure
from the unit at (X 8”, Y 12”) and then places the rest of •Discovering A Sneaking Unit / If a
the unit one by one. sneaking unit ever moves within the covert operations

UNIVERSAL ADVANCED - MAIN RULES


value (in inches) of an enemy figure, it is automatically
revealed (see below).
Before they activate, hidden units are unaffected by enemy
line of sight. Even if their coordinates designation is clearly In addition, if at any time a sneaking counter is in an area
seen by an enemy figure, hidden units are not revealed that is within the cover arc of any enemy figure, then both
until their first activation (this represents the use of players must make an opposed discovery roll. This roll
camouflage fields, light refractors, and such). Once they may only be made once per turn for each enemy unit that
begin moving, however, they permanently lose their contains a figure which can see the sneaking counter.
hidden status.
To resolve a discovery roll, each player should roll a d10
•Indirect Fire & Hidden Units / It may be
and add their unit’s CO value to the result. In addition,
the case that a particularly nervous opponent will want to
any LOS modifiers of the sneaking counter should be
fire indirectly at an area that she believes contains hidden
subtracted from the opposing die roll. Re-roll any ties. If
units. If this is the case, simply declare IF coordinates as
normal. If both the X and Y coordinates of the eventual the sneaking player has a higher modified result, then his
impact point of the fire cluster are within a template’s unit’s sneaking status remains and the unit may not be
diameter of the coordinates of the recorded hiding point, fired upon. If the opposing player wins, then the sneaking
then the hiding unit has been hit. To resolve this hit, simply unit must reveal itself, as described on the following page.
resolve template effects on any one figure in the hiding
unit (hiding player’s choice) using armor modifiers only. If
this figure suffers a damaging hit, then it is eliminated as
normal, but the other figures in the unit are unaffected
and the exact coordinates of the hiding unit need not yet
be revealed. In this way, players may “zero in” on hidden
units, attempting to ascertain their relative position by trial
and error (though it may not be worth the trouble).
(controlling player’s choice) from the unit it represents.
DISCOVERY RESOLUTION The normal rules for target acquisition apply, but the shot
Discovery Roll Modifiers will ignore any LOS modifiers when resolving damage.
No attack chits may affect this die roll.
UNIVERSAL ADVANCED - MAIN RULES
Covert Operations Added to each die roll.
Rating
•Sneak & Charge / A unit on “sneak and charge”
LOS Modifiers Subtracted from die orders may move up to 4” plus its CO value in inches in
Of Sneaking Unit roll of discoverer. any manner that brings it closer to the nearest enemy
unit. If the sneaking counter is ever brought into contact
“Sneak and Move” Adds +2 to the sneaking with an enemy figure, replace the counter with any one
Orders unit’s die roll. figure from the sneaking unit, continuing to place figures
as described above. Once revealed figures have been
placed, continue with movement as normal, with each
figure having the remaining sneak move.
EXAMPLE
Player A has a sneaking counter (CO value = 4) in heavy EXAMPLE
terrain that comes within the line of sight of two of Player
B’s units during the game turn. The first unit has a CO A unit of Confederate Highlanders (CO = 2) is outside of
value of 1, and the second a CO value of 3. The first the cover arc of any enemy figures when it activates. The
discovery roll is made, with a result of 5 for Player A, and Confederate player declares that the Highlanders will
7 for Player B’s first unit. Player A’s modifiers include a “sneak and charge” this turn. He replaces one figure with
CO value of 4, for a modified result of 9. Player B’s a sneaking counter and then removes the unit from the
modifiers include a CO value of 1, and a heavy terrain tabletop. As the unit has a CO value of 2, its sneaking
LOS modifier of -3, for a modified result of 5. Thus, the charge rate is up to 6” (unaffected by terrain). On the first
first unit fails to discover Player A’s sneaking counter. turn, the unit moves on sneak and charge orders and
remains unseen. However, on its next activation, the unit
The second discovery roll comes up 3 for Player A and 8 moves into the cover arc of an enemy figure after 1” of
for Player B’s second unit. Modified results are 7 for movement. A discovery roll is performed and the
Player A, and 8 for Player B. Thus, the second unit sneaking unit is discovered.
successfully discovers Player A’s sneaking unit and it must
immediately be revealed. The sneaking counter is immediately removed and the
Highlanders must be placed on the board, with the first
figure at the former site of the counter and each further
056 •Revealing A Discovered Unit / If a sneaking figure within 2”. The unit has not yet completed its
unit is discovered, the controlling player immediately movement, however, and each figure still has 5” of
places one figure from the unit directly on top of the charging movement left, which allows two of the unit to
sneaking counter, which is then removed. He then places make HTH contact with their discoverer. Note that any
the rest of the unit, one by one, within 2” of the last figure covering fire from enemy figures that could see the
placed, never placing any figures closer to the discovering discovered Highlanders would be resolved before they
enemy unit than the first. On the following turn, the unit could have continued their movement.
will activate as normal. As long as at least one of the
figures in the formerly sneaking unit remains within the
cover arc of an enemy figure, the unit may not sneak again. •Hidden Set-up & Sneaking Units / Hidden
However, if the unit at any time again becomes completely units may begin their first activation sneaking. If this is
hidden from enemy view, it may once more declare that it the case, simply place the sneaking counter at the
is sneaking upon its next activation. coordinates specified for the hiding unit as soon as its
initiative card comes up. Remember that hiding units
Orders While Sneaking permanently lose their hidden status upon their first
Sneaking units declare orders differently from non- activation and that, unlike hidden units, sneaking units
sneaking units. Any sneaking unit must choose from one may be discovered.
of the following orders upon activation:
•Indirect Fire & Sneaking Units / Until
•Sneak & Move / A unit on “sneak and move” directly seen by an enemy, sneaking units have an
orders may move up to 2” plus its CO value in inches in indeterminate position as far as indirect fire (IF) is
concerned. If an IF round ends up touching a sneaking
any direction. Terrain penalties do not apply to this
counter, then only one figure (sneaking player’s choice) in
movement. For example, a unit with a CO of 3 will move
the sneaking unit is affected by the blast, using only armor
5” through any type of terrain. In addition to this modifiers to resolve the damage roll. If the figure suffers a
movement, a unit on “sneak and move” orders will have a damaging hit, it is eliminated as normal, but no other
+2 bonus applied to its discovery roll. figures in the sneaking unit are affected or need to be
revealed and the sneaking counter remains on the board.
•Sneak & Fire / A unit on “sneak and fire” orders
may first move up to 2” plus its CO value in inches. Terrain Infiltration
penalties do not apply to this movement. At the end of Certain figures will be skilled not only in electronic warfare,
the movement, the counter may then fire any one weapon but infiltration and subterfuge as well. Such soldiers will
be noted as infiltrators in their profile by having an “I” after [3] ARMY DISCIPLINE
their CO value. Infiltrators necessarily have a CO of greater
than zero and have the ability to infiltrate. For a unit to The following rules are a break from the typical manner
infiltrate, all figures within that unit must have the infiltrate in which tabletop outcomes are reached. Instead of an
ability. Infiltration represents a unit attempting to outflank artificial turn limit or a set break point, these rules try to
or just completely surprise a given enemy force. Infiltration capture the chaotic and emotional nature of an all-out
is of two basic types: flank infiltration and the much more
battle. Each race’s own psychological and sociological
risky enemy infiltration. In both cases, infiltrators will be
viewpoints are integrated into their army list’s morale rules.
able to enter the board from a position outside of normal
deployment. Certain armies will be flexible, while others will be more
formalized. Some races will have a natural tolerance for
•Flank Infiltration / In flank infiltration, the infiltrating the death of their comrades, while others will have more
unit enters the board from any table edge that is not trouble dealing with the loss of friendly troops. Still others
adjacent to the enemy deployment zone. This infiltrative will take the practical approach, and will leave a losing
movement can occur on any game turn after the first. Before battle, but fight on if the situation looks promising.
the game begins, players must secretly record on which
flank they will be entering, drawing a diagram if necessary. Most importantly, these rules provide for different tabletop
Beginning on the second turn, make a flank infiltration roll reactions to stress. A “shaken” Vobian may react quite
for each unit attempting to do so. The base target number differently from a “shaken” Human. And “breaking” a unit
is 7+ minus the lowest CO value in the infiltrating unit. If
of Meraxilla is more apt to make them do something
the roll succeeds, place an initiative card for the infiltrating
stupidly brave than make them cower (not that this is
unit into the initiative deck. When its card then comes up
during play, the unit must enter the table one figure at a necessarily a good thing for the Meraxillan player). Players
time from any point along the denoted flank that is not within will have to take into account not only their chances of
12” of the enemy table edge (note that this means infiltrating achieving a given action, but also how their troops will
figures may never be stationary on Fire orders, or declare react to the likely consequences of that action. In short,
any type of Suppression orders). If the roll is failed, then players will need to “get into the minds” of their troops in
the unit must make another attempt at the beginning of order to become effective tabletop generals.
each subsequent turn until successful, each time with a
+2 cumulative bonus to the roll. If a flank infiltration roll is In addition to variable morale effects, different armies will
failed three times in a row (on the second, third and fourth also have different strategic strengths and weaknesses.
turns consecutively), then the infiltrating unit is considered After perusing the army lists included in this volume, you
eliminated, and will play no part in the battle. will see how they add to and modify existing game play to 057
allow for a more “personalized” experience. Using the
TARGET FLANK INFILTRATION ROLL
U.S.S. Army Customizer (page 65) players may also
[7 – lowest CO in unit]
create strategic effects of their own for an even higher
•Enemy Infiltration / In enemy infiltration, units degree of force personalization.
also roll at the beginning of each turn past the first.
The base target number for this enemy infiltration roll All rules listed below are considered integral parts of the
is 11+ minus the lowest CO value in the infiltrating unit. army discipline rules. Players should not pick and choose

UNIVERSAL ADVANCED - MAIN RULES


If this roll fails, proceed as above (+2 bonus per them individually, as they are balanced against each other.
subsequent turn; unit is eliminated if it fails three Where the army discipline rules contradict the basic rules
successive rolls). If it is successful, then place an (as in the effects of being shaken and broken), they will
initiative card in the deck for the infiltrating unit. When always take precedence.
this card comes up, the infiltrating unit may enter the
table one at a time from any point along the table edge
that is closest to the enemy deployment zone.
Tactical Advantages & Morale Effects
TARGET ENEMY INFILTRATION ROLL
Each army has its own set of strengths and weaknesses,
[11 – lowest CO in unit] based upon its culture, level of militarism and tactical
doctrines. Described at the beginning of each army list
are its tactical advantages and its typical reactions to
INFILTRATION DEPLOYMENT battlefield stress. These will partly determine the best
strategies to use when fighting with a particular force, so
read them carefully. Tactical advantages are summarized
E 12” [Enemy Deployment Zone] E
on page 70.

The Discipline Fraction


F F When using the army discipline rules, players will pre-
calculate all of their basic discipline effects during
army construction. After deciding upon a PV for his
force, each player should divide this number by 10,
F F F
rounding to the nearest multiple of 50, and record
this fraction before setting up his army. The resulting
value is the player’s discipline fraction.
The Initial ADR Failing A Discipline Roll
Each different army will have an initial army discipline As soon as any player has a discipline roll result that is at
rating (initial ADR). This number, purchased during army least 6 above his current ADR, that player has failed his
customization (page 67), varies from 8-12 and represents discipline roll and the game immediately ends. In a
UNIVERSAL ADVANCED - MAIN RULES

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.

2] For every full discipline fraction or part thereof that


each unit is worth (the unit’s discipline effect), remove 1 [4] COMPETITIVE PLAY
point from the current army discipline rating.
At times, it can be great fun to have competitive battles,
where a player’s “score” affects the degree to which he
058 3] Subtract the total of all discipline effects from the was victorious or ignominious. Perhaps the result of a
army’s initial ADR. This number is the current ADR of the
battle will affect a given part of a campaign, or maybe
army this turn.
players just want to fight for bragging rights. If such is
the case, we suggest that players use the following
Due to the way current army discipline ratings are calculated,
victory point awards to determine the extent of a loss or
it is entirely possible for a player to have a negative current
victory. Armies built for competition are limited by the
ADR late in the game. Also note that current ADRs may go
following restrictions:
up as well as down, if a broken unit manages to rally in a
subsequent turn.
ARMY RESTRICTIONS
The Discipline Roll
After the turn’s current ADRs are calculated, each player Covert Operations rules may only be used if an
rolls a d10 (the discipline roll) and subtracts his current impartial arbitrator is present.
ADR, consulting the following chart:
No more than two units per army may be equipped
with indirect fire AOE weapons.

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

UNIVERSAL ADVANCED - MAIN RULES


assigned a card (6 for each player) and the cards are
•The U.S.S. assumes that the majority of “in the open” shuffled separately and placed face down into separate
ranged fire will take place between 15” and 50”. This randomization decks, one for each player. The top 3 cards
means that an ideal table size is between 20 and 40 are then drawn from each deck, representing the army of
square feet, with a good amount of the surface area each player. Note that each army can vary in size from
covered by some type of terrain. Tables smaller or larger 1500 to 2500 PV, but the average will equal the target
than the numbers above, or terrain coverage not laid force size of 2000 PV. Also, the mix of troops will be
much more unpredictable and players will be forced to
down using the rules for terrain placement given below,
make due with a force that might not perfectly “mesh”.
will make certain weapons and troop types too powerful.
Thus, no “competitive” battle should take place under
conditions other than those suggested below.
Note that these rules need not be used only for competitive
play. If players wish, they can spice up any friendly one-off.
COMPETETIVE BATTLE SUGGESTIONS
Tournament VPs & Random Forces
Table surface area must be greater than or equal to 20 In a competitive game that uses randomized point values,
square feet (for example, 4’ by 5’) and less than or equal give any player with a smaller starting army +1 VP per
to 40 square feet (for example, 5’ by 8’). each full 100 points that her army is smaller in size than
her opponent’s.
Terrain placement must use the “competitive” rules
given below.
Competitive Terrain Set-Up
Target Force Sizes must be at least 1000 PV per side, Whenever a competitive game is played, players should
preferably between 2000 and 4000 PV. set-up game terrain in a stereotyped fashion. The
following rules apply to terrain set-up in competitive play,
including tournaments (see following page).
suggest using a single elimination tournament format.
COMPETITIVE TERRAIN SET-UP Similar to major sports tournaments such as the NBA
finals and NFL play-offs, this format first assigns each
player to an opponent (randomly, in this case) for the first
UNIVERSAL ADVANCED - MAIN RULES
1 Each player rolls a d10 and the highest roller (re-
roll ties) must choose whether to be attacker or “round”. Any player who wins his first battle will advance
defender in the upcoming scenario. and fight a winner from the previous round in “round two”.
Losing players from each round are eliminated from play
2 Each player rolls a d10 and adds two to the result.
entirely. This perpetual halving of the number of
Both numbers are then added together, giving the
number of terrain pieces that will be placed in the contestants continues until there are only two players left;
upcoming battle (ranges from 6 to 24). A terrain the winner of this final round is then crowned the
piece is considered to be a physical object of any tournament champion, with the loser being declared
height that covers an area on the table of no less runner up.
than 4 square inches (2” by 2”) and no more than
100 square inches (10” by 10”). All terrain pieces
For tournaments that have some time to spare, or consist
must be designated as light, medium or heavy upon
their placement (see step 3).
of a dozen or fewer players, the tally championship
tournament format can be used. This format is less
3 Players alternate placing terrain, with the defending susceptible to “bad luck losses” and gives a better
player placing first (if applicable; otherwise, measure of each player’s long-term tactical staying power.
randomly decide). The first four placements must It does, however, require more careful attention to
be made such that each terrain piece is placed administration and book keeping. The tally format begins
entirely inside of each separate quartile of playing
the same as the single elimination format, with each player
surface. There are no other restrictions. Players
who wish to place terrain pieces larger than 100 assigned a random opponent. The winners of each
square inches may choose to skip their next scenario then go on to fight other winners from the same
placement in order to do so (this may not be done round as normal. However, instead of elimination, losing
if a player has no further placements left). players continue playing, being this time assigned to a
losing player from the previous round. At the end of each
battle, the difference in victory points between winner and
loser is tallied up and recorded for the winner as
tournament victory points, with 1 tournament VP given in
[5] TOURNAMENTS the case of a tie-breaking victory. Losing players do not
receive any tournament VPs. This continues for a
The following rules are guidelines for designing a U.S.S.
predetermined number of rounds (typically, four to six),
060 tournament, whether an “official” event at a convention or
after which the player with the highest number of
simply a rivalry amongst friends. For any competition,
tournament VPs is crowned the tournament champion.
organizers must decide upon a tournament type. There
In the case of ties, a single elimination mini-tournament
are two major parameters of tournament type: single
can be run to decide the outcome.
elimination vs. tally championship, and standard games
vs. scenario games. These parameters may be
interchanged to create four distinct tournament types. Standard vs. Scenario Tournaments
When playing in an official U.S.S. tournament (one All tournament battles are designed for two players,
sanctioned by Majestic Twelve Games), the judge will one attacker and one defender (randomly determined).
determine the type of tournament to be used. There are two types of play: standard and variable.
Those who wish to play a standard tournament utilize
Tournament Force Construction the basic rules for set-up and deployment listed on page
Regardless of tournament type, players planning on using 10, with each force having the exact PV designated by
the tournament rules must first decide upon a tech level, the target force size.
as well as a target force size from between 1000 and
5000 PV, only using multiples of 1000. If using the rules Alternatively, players may use the scenario roll (see below)
for randomizing point values (see above), target force as a way to randomize the particular goals for each force
sizes must be either 2000 or 4000 PV, with force pools in the upcoming battle, thus creating a scenario
that are 4000 PV and 8000 PV, respectively. tournament. If the latter is chosen, then scenario rules
take precedence over Universal Basic or Advanced.
In officially sanctioned tournament situations, a judge will
have predetermined the force size and tech level to be
used. Players construct their army lists as normal, using TOURNAMENT TYPES
any and all appropriate restrictions placed upon the army
in question. All army construction details must be 1 Standard Single Elimination.
completed before the first tournament round can begin. 2 Standard Tally Championship.

Single Elimination vs. Tally 3 Scenario Single Elimination.


Championship Tournaments 4 Scenario Tally Championship
For tournaments that need to be resolved quickly,
especially those with a large number of participants, we
[6] SCENARIOS determined previously. For example, in “First Strike”, the
defending player (scenario force size: 50%) in a
The following rules for scenarios are designed for use in tournament with a target force size of 2000 PV is allowed
a scenario tournament (see above), but can easily be a new target force size that is no greater than 1000 PV in
incorporated into friendly play. the upcoming battle.

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

UNIVERSAL ADVANCED - MAIN RULES


specific objectives with extra victory points.
Remember that terrain must be placed and
deployment zones determined before the scenario Scenarios & Randomizing Point Values
roll can be made. To really test a player’s tactical adaptability, these
scenarios can be run using the rules for randomizing point
values given on page 59. If this is the case, it is imperative
Scenario Descriptions that all players in the tournament know before the
Individual tabletop scenarios in a U.S.S. scenario tournament begins, so that they can construct their armies
tournament recreate very small microcosms of larger appropriately. The target force size in a randomized
battles occurring mostly off-board. Thus, it is often that scenario must be exactly 4000 PV.
unit groupings appropriate for the game scale (one to
several platoons, about 1000-5000 PV) will be forced into To determine the unit cards that will be shuffled into the
a variety of tactical situations as larger events unfold. randomizing deck, players should multiply their scenario
force size percentage by their force pool and then remove
Each of the following tournament scenarios will vary three units in equal 2000 PV increments (that is, two 500 PV
different parameters: force size, special rules and victory units and one 1000 PV unit).
point modifications. The play styles and forces of each
player, whether attacker or defender, should be flexible EXAMPLE
enough to meet the particular demands of each. Player B is in a scenario tournament that uses the rules
for randomizing point values, meaning that he has a target
Force Size force size of 4000 PV. His initial force pool is therefore
Certain scenarios will reduce the allowable force size of 8000 PV. Using randomization, this gives him 8 units
one of the players for the upcoming game. This reduction worth up to 500 PV and 4 units worth up to - [continued]
is written as a percentage of the target force size
EXAMPLE postponing the first active phase of any passengers and
vehicles by one full turn (see below). The lander will
[continued] - 1000 PV. At the beginning of the first game,
automatically flatten any light or medium terrain upon
he loses the roll and his opponent decides to be the
which it lands and becomes a permanent piece of
UNIVERSAL ADVANCED - MAIN RULES
attacker in the upcoming scenario, leaving him to be the
impassable terrain thereafter. Vehicles will simply be
defender. The scenario roll result is “First Strike”, meaning
considered inside of any light or medium terrain in which
that his force size will be 50%. This makes his new force
they land. If the scatter indicates a point that makes the
pool 4000 PV instead of 8000 PV. He must therefore
lander become partially off the edge of the table, simply
remove 4 500 PV units and two 1000 PV units from his
move the lander such that it completely back on the
randomization deck.
tabletop, touching the edge in question.

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.

The Advance to Contact scenario represents an SCENARIO THREE: Assault


outmaneuvered attack force’s decision to initiate combat,
The two main factors of any assault are sufficient firepower
lest it lose more of its momentum. The success of the
to hold the enemy’s attention, and sufficient speed to put
attacker depends on his quick destruction of the enemy a localized force into place.
point guard unit, and subsequent coordination of fast
and slow moving units into a front capable of moving
ahead into the enemy’s main force. The success of the Sooner or later, the strategic maneuvers of an attacking
defender depends on the survival ability of his point battle group lead to the inevitable clash of arms with
guard unit, and the ability to anticipate the movements defending positions. Assuming the recon units have
of the attacker’s advance. performed their duties, the attacker can often win the
advantage of surprise, hitting his opponent fast and hard,
Force Size leaving him reeling. For the entrenched defender, his
Attacker: 100% goals are to hold onto ground tenaciously, trading punches
Defender: 75% until reinforcements can arrive to turn the tide against the 063
now exposed enemy force.
Special Rules
All units in the attacker’s force begin the game off board The Assault scenario represents the crucial seconds of
and do not participate in normal set-up. Instead, the a direct attack on well-scouted enemy positions. The
attacker secretly records a left-to-right designation that success of the attacker depends on a quick destruction
will determine the order in which his units will enter the of his initially outnumbered foe, with the subsequent
board on turn one. After the attacker has finished identification of likely routes of reinforcements, so that

UNIVERSAL ADVANCED - MAIN RULES


recording his left-to-right entry order, the defender verbally they can be anticipated. The success of the defender
designates any one of his units under 500 PV in cost as depends on his outnumbered force’s ability to both hold
his “point guard”. If the player has no units under 500 PV, it ground and plan for a possible pincer movement when
then he must assign his lowest PV unit as his point guard. reinforcements arrive.
This point guard may be placed anywhere on the attacker’s
Force Size
half of the table. The rest of the defender’s force must
Attacker: 100%
begin the game in the defender’s deployment zone, though
Defender: 100%
they may be placed in any order desired.
Special Rules
The defender sets up to 50% of his force in his deployment
DEPLOYMENT SET-UP zone and secretly records a table edge from which he
will receive reinforcements. The attacker begins with all
of his forces off-board and secretly records up to three
12” Defenders Deployment Zone table edges from which his force will enter. No more than
50% of his army may enter from a single table edge. At
the beginning of turn one, the attacker shuffles all of his
initiative and command cards into the initiative deck, while
D U the defender only shuffles in those cards that apply to the
units on the table.
AU 1 AU 2 AU 3 AU 4
During turn one, any activated attacking unit must move
onto the tabletop from any point along the table edge
recorded previously, declaring either maneuver or fire
orders. The defender’s on-board units activate as normal. This card will then be placed on top of the shuffled deck
At the beginning of turn three, the defender then shuffles and will therefore be the first unit in the game to activate.
his remaining initiative and command cards into the
initiative deck. During turn three, any activated defending Once any attacking unit is activated, it must enter the
UNIVERSAL ADVANCED - MAIN RULES

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

Victory Point Modifications


Defender receives +1 VP for each turn past the fourth Q 1 Q 2
that the game lasts.
D U D U

SCENARIO FOUR: Consolidation


D U D U
If the enemy is going to perform a successful
counterattack, it will most likely be soon after the initial Q 3 Q 4
strike, while the original assault group remains [ Attackers Deployment Zone ]
disorganized and fatigued from battle.

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.

The Consolidation scenario represents a successful


attack turned defense, as the new defender struggles to
064 patch up the holes in his perimeter, while the former
defender comes on the offensive, hoping to use the
confused and disorderly state of his foes to his
advantage. The success of the new attacker depends
on a well-coordinated plan of attack that hits the enemy
from all angles and prevents him from adequately
focusing his firepower. The success of the new defender
depends upon smart placement of suppression-capable
weapons, as well as the ability to move quickly to fill in
any gaps in his firing line.

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.

1] Define technological and strategic parameters.


The Army Customization Philosophy 2] Design troops, vehicles and weapons.
It is important to stress here that the Army Customizer is 3] Define standard unit compositions.
designed primarily to emphasize tactical variation among 4] Augment your army’s troops, vehicles and weaponry.
different army lists. While we admit it is possible that a
careful and deliberate “min/max” approach might give a
very slight advantage to those who become familiar with 065
its formulae, we are confident that the underlying point DEFINE TECHNOLOGICAL
system, which is the same for every army, is balanced & STRATEGIC PARAMETERS
enough that such effects will be insignificant to overall
play. Thus, it is best if players use the Customizer to define Each army will have strategic strengths and weaknesses
their army’s “feel”, using gut instinct, not perceived power, based upon a variety of sociopolitical and technological
as a guide. In this way, each particular force will bring to factors, including economy, population size, religion, and
the game a unique tactical approach, one that is distinct industrial efficiency. The overall “top-down” flexibility of a

DESIGN RULES - ARMY CUSTOMIZER


from all others created using the same system. There given army is represented by its Strategy Rating (SR).
are no “best choices” per se and experienced players will The SR is the sum of an army’s Tactical Rating (TR) and
always find a way to maximize their army’s strengths while its Frame Rating (FR).
minimizing their weaknesses.
STRATEGIC RATING = TACTICAL
Equally important to the customization philosophy is its RATING PLUS FRAME RATING
emphasis on game balance. This aspect will often be in [SR = TR + FR]
conflict with the desire for “imagined reality”, i.e. the exact
way in which a player imagines his army, and players may The maximum SR of a given army is defined by its relative
at first feel a bit constrained because they can’t give every level of technology. The Universal Skirmish System is
vehicle 12 assault cannons or design a weapon that designed for modern and science fiction combat, and
perfectly describes a complicated effect. In our opinion, players must choose from one of three tech levels (TLs),
the net effect of these restrictions on tabletop play is defined as follows [see top of following page]:
minimal, and is more than made up for by the creation of
reliable game balance among all players.

What is most important to the system is that all armies


will have a particular combination of strengths and
weaknesses that is unique to the desires of the creating
player. In short, the Army Customizer’s philosophy is
balanced variation, and if this philosophy is embraced by
all players involved, it will lead to a much more
unpredictable tactical landscape than that seen in many
games without a balanced point system.
drawbacks. After playing a game or two with Matrix quality
TECHNOLOGY LEVELS troops, players will soon realize that they are somewhat
tactically limited on the tabletop, being dependent on the
Tech Max. survival of “focal points” for optimal performance and
DESIGN RULES - ARMY CUSTOMIZER
Level1 Description SR
unable to receive command cards. For a description of
1 World Wars I/II or 12 Matrix quality troops see page 15.
technological equivalent.
2 Ultra-modern 16
to near future. [1] TACTICAL RATING
3 Star-faring science fiction 20
and alien races. Each army will have a number of constraints placed upon
1
its unit cohesion and composition, as well as its staying
Tech Levels 1 and 2 are designed for players power and tactical know-how. These are represented by
wishing to use the U.S.S. system with historical the Tactical Rating (TR), a component of the Strategy
or modern miniatures. If designing a truly alien
Rating (SR). The TR may be positive or negative,
race, it is best to make it tech level 3, even if it
depending on how rigidly you describe your force’s tactical
is “primitive” in the sense of having no ranged
paradigms. A positive TR may never be greater than the
weapon technology. This ensures that “un-
SR. For each point of negative TR, one extra point of
realistic” effects, such as super strong
Frame Rating (FR) is allowed.
carapaces and bio-weapons, can be given the
relatively high power level that they possess in
most science fiction worlds. To calculate your army’s Tactical Rating, simply go through
the following list of parameters and choose the degree of
flexibility (or lack thereof) that fits your army’s theme. You
may need to adjust these parameters later, to allow more
EXAMPLE points for your Frame Rating, but for now just go with
The Meraxillan Sovereignty is a Tech Level Three (TL your gut feelings.
3) army. Therefore, its Strategy Rating is 20, being
[1] Maximum Unit Size
made up of a Tactical Rating (TR) of 12, and a Frame
In the U.S.S. rules, the maximum unit size of your army
Rating (FR) of 8.
will partly determine how quickly a given unit will be forced
to make unit morale tests. It is also a measure of your
The Neo-tech Option army’s ability to coordinate large numbers of troops into
coherent actions. Big units, while sometimes unwieldy,
066 Many science fiction settings posit the existence of “hi- can suffer a very high proportion of casualties before
tech” or “elder” races, those that have been advancing
their galactic empires for many millennia. Others envision breaking. The lowest allowable maximum unit size is 8,
“biotech” races, possessed of a communal intelligence, while the highest is 12. Keep in mind that most units will
whose combat abilities arise not from technology per se, begin to make unit morale tests when they are reduced
but rather from their extremely high genetic adaptability. to 4 or 5 members.
To represent such races while still maintaining game
balance, the U.S.S. defines the neo-tech option. Any
Tech Level three (TL 3) army may choose the neo-tech UNIT SIZE / TR COST
option to increase its Strategy Rating in return for the
required use of Matrix quality figures, i.e. those controlled Maximum Unit Size: 8 9 10 11 12
by a computer or a “hive mind”. TR Cost: -4 -2 0 +2 +4

For each 10% of total army point value (PV) that is


dedicated to matrix quality figures, neo-tech armies
may increase their SR by +2, to a maximum of +10 The Mob Option
(neo-tech level 5). [+2 to TR] Certain armies will be comfortable fighting
in very large groups as a cohesive unit, due to a
EXAMPLE combination of their training and social upbringing. In
The Vobian Hegemony, a Tech Level 3 army list, spans general, mob units last longer than their normal sized
the vastness of the Perseus and Orion Arms of the Milky counterparts. However, this group mentality has its
Way, dependent on its cybernetic legions to maintain drawbacks. Leaders and commanders have reduced
dominance. In game terms, they have a neo-tech level effectiveness while in mobs, and units in mob formation may
of 4. Thus, Vobian armies require a 40% Matrix not be given command cards from primary commanders.
commitment, and are allowed an SR of 28 instead of 20.
To represent this “mob mentality”, you may purchase the
The increased Strategy Rating of neo-tech races mob option for your army after purchasing a maximum unit
represents their increased technological or biological size. Any standard (not ad hoc) unit in an army with the
variability, while simultaneously taking into account their mob option may begin the game in mob formation. If this
inherent requirement for networked troops (machine or is the case, then it must remain in mob formation for the
organic). Note that the neo-tech option is not without its entire game. See page 14 for more on mob formations.
EXAMPLE mounting casualties, based upon its culture, supply
capabilities and the overall size of its military. Other than
The Vobian Hegemony, preferring to take to the field solid tactical game play, it is the biggest single factor in
with huge masses of cybernetic troops at the fore, determining the winner of a tournament game.
has a Maximum Unit Size of “11 (mob)”, for a total TR
cost of +4. This means that any Vobian unit may
begin the game in mob formation, with a maximum ADR / TR COST
unit size of 22 instead of 11.

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.

DESIGN RULES - ARMY CUSTOMIZER


Maximum Elite: 25% 50% 75% •Shame [TR Cost:0] / The figure affected
TR Cost: 0 +3 +6 immediately goes prone and may not fire at or charge an
enemy in HTH combat. It may only crawl towards cover
(but need not do so) until successfully rallied in the next
resolution phase. The first individual rally roll of a shamed
[4] Maximum Vehicle figure will gain a +2 bonus, but if it is failed, the figure in
Vehicles in U.S.S. are very difficult for most infantry to question is considered eliminated. Fanatics will only fail
damage, requiring the use of specific anti-vehicle rally rolls with a +2 bonus by rolling a “03” or less on a
weaponry. When used properly, they can be game winning d100 (roll this instead of the normal d10).
additions; when used improperly, they can be a waste of
large amounts of points. •War Cry [TR Cost:+1] / The figure affected
immediately goes prone and may not fire at or charge
an enemy in HTH combat. It may only crawl towards
VEHICLE / TR COST cover (but need not do so) until successfully rallied in
a s u b s e q u e n t r e s o l u t i o n p h a s e. I f t h e f i g u r e
Maximum Vehicle: 25% 50% 75% successfully rallies in the resolution phase by a roll of
TR Cost: 0 +3 +6 at least 4 higher than that required, it immediately
gains an attack chit. This chit may not be assigned to
another figure and may only be used once, being
thereafter permanently discarded. A figure may never
[5] Initial ADR gain more than one attack chit at a time from this effect
An army’s Initial Army Discipline Rating (ADR) is a starting (although heroes and leaders may temporarily gain
measure of its willingness to fight on in the face of an extra attack chit, for their own use only).
•Cool Head [TR Cost:+2] / The figure affected his former unit will receive a +1 (non-cumulative) bonus
may not participate in Charge orders, but may move and on all further unit morale tests and unit rally rolls.
fire normally for all other unit orders. All ranged fire and
HTH reflex rolls will be at a –2 penalty to the die roll until •Mob Mentality [TR Cost:0] / All figures in
DESIGN RULES - ARMY CUSTOMIZER

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.

•Fast-Advance [T R C o s t : +2] / The


UNIT MORALE TEST / TR COST deployment zone of the army may be extended by 4” in
any one direction for purposes of infantry unit set up, with
Failed Unit the following restriction: all units that have at least one
Morale Test TR Cost
figure within the extended area must use their first
Martyr 0 activation to declare maneuver orders (sprint, charge, or
Mob Mentality 0 jump). Such units may not fire or cover during their first
Regroup 0 activation. On the first game turn, all members of infantry
units that were set up in the extended deployment zone
Know No Fear +2
do not need to take individual morale tests. Vehicles may
Group Selection -1 not be set up in fast-advance extended deployment zones.
Discretion -2
Communication Breakdown 0 / Matrix •Hard To Shake [TR Cost:+2] / All infantry
gain a +2 bonus on any individual morale tests made in
response to being tagged by an enemy weapon (but not
with any other type of individual morale test). Fanatic
[8] Tactical Advantage quality troops with this advantage will only fail an individual
[Optional] Certain armies, by way of extra training or morale test on a roll of “05” or less on a d100 (roll this
technology, have a particular aspect of combat in which instead of the normal d10).
they excel. You may represent this by purchasing a
tactical advantage for your army. Unlike the other •Precision [TR Cost:+2] / Up to one unit per
aspects of the TR, tactical advantages are optional and turn may hold its initiative card after it comes up, to be
need not be purchased if you wish to save SR points for used as soon as the next friendly unit’s card comes up. 069
other things. A given army may never have more than The holding unit may now activate either just before or
just after this unit. Note that a unit that holds its initiative
one tactical advantage.
card still sacrifices its covering fire as normal.
•Reserves [TR Cost:+1] / Any one unit may
•Preparation [TR Cost:+2] / On the first turn
be kept aside during set up, with its initiative and any
of the game, each unit has an extra initiative card assigned
command cards shuffled into the deck as normal. When
to it. These cards are temporary and should be removed
the unit’s initiative (or command) card comes up, the unit
from the initiative deck at the end of the first turn.
may choose either to remain off board for the turn or enter

DESIGN RULES - ARMY CUSTOMIZER


the table from any point along its deployment edge or up •Fluidity [TR Cost:+3] / The first initiative card
to 12” in, along either side edge. that comes up each turn may be assigned to any friendly
unit on the board, whether standard or ad hoc. Simply
•Ambush [TR Cost:+2] / Whenever a friendly activate the desired unit and perform its actions as normal.
sneaking unit is revealed, it may be placed up to 2” closer If the unit activated in this manner is one not normally
to the enemy figure than suggested by the placement of assigned to the card in question, then when its “real” card
the sneaking counter itself. This extra movement occurs comes up, activate the unit who was originally assigned
before any covering fire is allowed. If it allows contact to the first card flipped that turn (in other words, the units
with an enemy infantry figure, HTH combat will be initiated switch initiative cards). Note that this advantage does
immediately, and must be resolved before any ranged fire not affect command cards, only initiative cards.
is possible from the attacked unit, though CDWs may still
be declared as normal. •Terrain Mastery [TR Cost:+3] / All standard
infantry gain a bonus –2 LOS modifier when in cover; this
•Banzai Charge [TR Cost:+2] / Any infantry replaces the normal bonus –1 LOS modifier received by
unit that declares a charge may also declare a banzai SI in cover. Powered infantry receive no bonuses.
charge. If such an attack is declared, roll a d10. If the
number on the die is less than or equal to the current
number of figures in the charging unit, all figures in the
unit gain one extra HTH attack die (e.g., 2@5+ becomes
3@5+) and a +1 on any individual morale tests for the
turn in which the banzai charge is declared. Note that a
unit that has some of its members already locked in HTH
combat may not declare a banzai charge.
[2] FRAME RATING
TACTICAL ADV. / TR COST
In addition to a Tactical Rating, you must also choose a
Tactical Advantage TR Cost
Frame Rating (FR). Together, the TR and FR must not
DESIGN RULES - ARMY CUSTOMIZER
Reserves +1 add up to greater than the army’s Strategy Rating (SR),
Ambush +2 which is dependant upon its tech level. Your FR will affect
Banzai Charge +2 the degree to which you can customize your troops,
vehicles and weapons. All armies begin with a Standard
Bravado +2
Limitation Profile (see chart on page 71). Players use
Faith +2 their FR points to broaden these limitations, allowing them
Fast-advance +2 to design particularly powerful figures or weapons.
Hard to Shake +2
Frame Rating components are upgraded by levels.
Precision +2
Certain levels will only be able to be purchased by armies
Preparation +2 with a particular tech level, e.g. phase weaponry may only
Fluidity +3 be purchased if an army is TL 3.
Terrain Mastery +3
[1] Figure & Weapon Variety
Defines the number of discrete infantry frames 1 and
weapon frames 2 (not including grenades and close
defense weapons) available in the army list.
EXAMPLE
Tactical Rating Calculation: 1
An infantry frame is defined as any unique combination of
Type, Size, Quality, Move, Armor Rating and Damage
[1] The Meraxillan army tends to mass its units into fairly large Capacity.
groupings, with the intent of laying down heavy supporting fire 2
A weapon frame is any unique ranged weapon that is not a
for advancing elements. Maximum Unit Size = 12 (+4). grenade or close defense weapon.

[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).

[7] A rather unusual combination of genetic altruism and


social training leads to a unique response of Meraxillan units
that have suffered one too many casualties: they charge [2] Weapon Power – SI 1
the enemy mercilessly, without a thought for their own lives. Defines the maximum allowable points cost (PV) of any
In this way, the force as a whole may benefit from the standard infantry weapons in the army list.
distraction, though such foolhardiness can just as easily
become a waste of manpower on the modern battlefield.
Failed Unit Morale Test = Group Selection (-1).

[8] Meraxillan forces are remarkably adaptable on the


battlefield, being able to respond to local threats with great
speed. Tactical Advantage = Fluidity (+3).

Total TR = 12 (4+0+0+0+6+3+0-1).
STANDARD ARMY LIMITATION PROFILE

FR Component Standard Limitation


Figure and Weapon Variety 15 frame maximum for unique infantry and weapons 1.
Weapon Power – SI 20 PV maximum cost for standard infantry weapons.
Weapon Power – PI 40 PV maximum cost for powered infantry weapons.
Weapon Power – Vehicle 80 PV maximum cost for vehicle weapons.
Weapon Power – Phase No phase weapons may be purchased.
Infantry Armor – PI Armor Rating for powered infantry may not be less than 0.
Infantry Speed – PI Move for powered infantry may not be greater than 5.
Field Saves No field saves may be purchased.
HTH Rating 10 PV (15 PV for Mecha) maximum cost for HTH Rating.
Indirect Fire 2” maximum area of effect on indirect fire weapons.
1
Players may always choose to design up to 2 grenades, 1 infantry CDW, 1 vehicle CDW and one vehicle of
each type (light vehicle, mecha, APC, AFV). If desired, players may “trade in” either 4 vehicle frames or 4
infantry/weapon frames to create an extra vehicle frame of a particular type.

[4] Weapon Power - Vehicle


WEAPON POWER - SI Defines the maximum allowable points cost (PV) of any
vehicle weapons in the army list.
Level 1 Standard Infantry weaponry may cost
up to 40 points.
WEAPON POWER - VEHICLE
FR Cost: 1
Level 2 Standard Infantry weaponry may cost Level 1 Vehicle weaponry may cost up to
up to 60 points. 120 points.
FR Cost: 2 [TL 2 or 3 only] FR Cost: 1 071
Level 3 Standard Infantry weaponry may cost Level 2 Vehicle weaponry may cost up to
up to 80 points. 160 points.
FR Cost: 3 [TL 3 only] FR Cost: 2 [TL 2 or 3 only]
Level 3 Vehicle weaponry may cost up to
200 points.
1
The maximum cost of SI weapons may never exceed the FR Cost: 3 [TL 3 only]
maximum cost of PI weapons.

DESIGN RULES - ARMY CUSTOMIZER


[3] Weapon Power – PI 1
Defines the maximum allowable points cost (PV) of any [5] Weapon Power - Phase
powered infantry weapons in the army list. Defines the maximum allowable points cost (PV) of any
phase weapons (SI, PI or vehicle) in the army list.

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]

[6] Infantry Armor - PI


1
The maximum cost of PI weapons may never exceed the Defines the minimum allowable armor rating (AR) of any
maximum cost of Vehicle weapons. powered infantry figures in the army list.
[10] Indirect Fire
INFANTRY ARMOR - PI Defines the maximum allowable area of effect (AOE) of
any indirect fire weapons in the army list.
Level 1 Powered Infantry armor ratings may
DESIGN RULES - ARMY CUSTOMIZER
be -1.
AOE INDIRECT FIRE
FR Cost: 1 [TL 2 or 3 only]
Level 2 Powered Infantry armor ratings may Level 1 Indirect fire AOE template may be up
be -2. to 4”.
FR Cost: 2 [TL 2 or 3 only]
FR Cost: 1
Level 3 Powered Infantry armor ratings may
be -3.
FR Cost: 3 [TL 3 only]
EXAMPLE
Frame Rating Calculation:
[7] Infantry Speed - PI
[1] The Human Confederacy is a conglomerate of many
Defines the maximum allowable Move (MV) of any
different empires. Thus, its forces encompass a large array
powered infantry figures in the army list.
of different weapon and troop types.
Maximum Frames = 35 (+4).

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).

[8] The Confederacy has been slightly more successful at


co-opting phase technology for defensive uses than
[9] HTH Rating offensive ones, and phase fields are common among human
Defines the maximum allowable HTH Rating (HR) cost of ground troops. Minimum Field Save = 6+ (+2).
any infantry or mecha figure in the army list.
[9] Lacking good infantry mobility, the Confederacy has
chosen to invest its efforts in close-range burst weapons
HTH RATING instead of melee weapons per se.
Maximum HTH Cost = 10(15) (0).
Level 1 Infantry may have a HTH Rating cost
[10] In keeping with its heavy arms philosophy, the
of up to 20 points for infantry, up to 30
points for mecha.. Confederacy likes to design particularly devastating explosive
artillery rounds. Maximum IF Area of Effect = 4” (+1).
FR Cost: 1 [TL 2 or 3 only]
Total FR = 15 (4+1+2+2+1+2+0+2+0+1).
FRAME RATING COST SUMMARY

FR Limitation Level 1 Level 2 Level 3


Figure and Weapon Variety +2 +4 -
Weapon Power – SI +1 +2 +3
Weapon Power – PI +1 +2 +3
Weapon Power – VE +1 +2 +3
Weapon Power – Phase +1 +2 -
Infantry Armor – PI +1 +2 +3
Infantry Speed – PI +1 - -
Field Saves +1 +2 +3
HTH Rating +1 - -
Indirect Fire +1 - -

[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

DESIGN RULES - ARMY CUSTOMIZER


captured figure must be of the same size class or smaller
as the capturing figure. A capture attempt is resolved by contains at least half the number of figures with which it
a damage roll with a –2 modifier. If a capture attempt is began the game. (neo-tech armies only).
successful, the target figure is considered disabled and
must be left on the table. Disabled figures may be released
by a friendly figure that spends an entire activation
adjacent to the figure (it may ignore its unit orders to do
so). Enemy figures on maneuver orders may pick up a
disabled figure, and may carry that figure at half normal
movement rate. As long as a figure carries a disabled
figure, it becomes a hero for purposes of movement and
firing. Carrying figures may not fire ranged weaponry while
carrying a disabled figure, but may fight in HTH combat
with a –4 penalty to reflex and damage rolls. If a figure
carrying a disabled figure suffers a damaging hit, it must
immediately drop the disabled figure. For any enemy
disabled figure that is carried off of any tabletop edge,
the controlling player receives +2 VP. Figures that carry
enemy figures off-board may not return to the battle.

•Conservation / At the end of the game, player


receives +1 VP for each full 200 points of unbroken infantry
units that remain on the tabletop. Vehicles and broken
infantry units do not count towards this total.
portable shields, differential armor construction, etc. All
DESIGN TROOPS,
three of the figure’s remaining arcs (left, right and back)
VEHICLES & WEAPONS must have the same armor rating, and are referred to as
the left/right/back (LRB) cost. To calculate the basic
DESIGN RULES - ARMY CUSTOMIZER
The rules below allow you to design infantry, vehicles and
frame cost of such a figure, simply average the costs of
weapons. They may look daunting at first, but this is only
the two arc possibilities. Each AR chosen must be
due to the enormous amount of choices available. There
possible for the army in question, i.e. it may not violate
are literally thousands of possible combinations, meaning
Frame Rating limitations, and all other frame aspects
that almost any army vision can be accommodated. As
(Move and Size) must be identical. The Hero Cost (see
long as you follow the steps for army creation one at a
below) of the figure in question will be that for the more
time, we think you will find it both easy and fun.
expensive of the two frames.

Basic Frame Cost =


[1] U.S.S. INFANTRY BUILDER
[Front Arc Cost + LRB Cost] / 2
Now that you’ve defined the tech level, maximal point
[2] Infantry Field Cost
values and stat parameters of your force, it’s time to design After cross-referencing the infantry tables to find a basic
the troops themselves! Infantry are the focus of the frame cost for the desired frame, players may choose to
Universal Skirmish System and should be outlined first, add a field save cost for any given trooper. The ability to
using the tables listed on the following pages. To use the purchase field saves is dependent on the “Field Saves”
tables, simply cross reference any allowable movement upgrade described in the rules for calculating a frame
and armor combination with a quality rating to find the rating. To calculate the final cost of the frame in question,
point value associated with that frame. Directly to the simply add the field cost and round up to the nearest whole
right of each frame cost will be an associated hero cost number. Front arc only field saves will apply to ranged
(see below). There are separate tables for standard fire or HTH attacks that originate from the cover arc of
infantry (table 2.1), powered infantry (table 2.2), size 3 the figure in question; if they originate from any other
infantry (table 2.3), and HTH Cost (table 2.4). position, the field save is not allowed.
See pages 94 - 98 for all troop builder tables.
INFANTRY FIELD COST
If an infantry frame is not listed on one of these tables, it is
not allowed. Also, make sure that the frames you choose Field Field Front
are appropriate for your army’s tech level. All of the steps Save Cost1 Arc Only
1
074 listed below should be performed for each infantry frame 10+ + 0.07x +0.04x
desired, in the order written. No army may contain more 9+ + 0.17x +0.09x
than one infantry choice with the same frame 1.
8+ + 0.30x +0.15x
1
An infantry frame is defined as any unique combination of 7+ + 0.47x +0.24x
Type, Size, Quality, Move, Armor Rating and Damage Capacity 6+ + 0.71x +0.36x
(highlighted in the army lists). 5+ + 1.08x +0.54x
4+ + 1.70x +0.85x
Choose Basic Infantry Frame
Three separate tables are listed below, each of which 3+ + 2.95x +1.48x
gives point values for a particular type of basic frame. 2+ + 6.69x +3.35x

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.

Size 1-2 Powered Infantry [table 2.2]


This covers all powered infantry frames up to size 2. See
pages 95 - 96. [3] Infantry Hero Cost
Listed next to each frame’s cost will be the cost to make
Size 3 Infantry [table 2.3] the figure in question a “hero”. Simply add this cost to
This covers both size 3 powered infantry and size 3 the Hero Cost (HC) stat line of the frame in question.
standard infantry. See pages 96 - 97. During tabletop force construction, any figure that has a
Hero Cost may be made a hero by paying the additional
Choose Infantry Frame Cost Modifiers points listed in the appropriate tables.
After choosing a basic frame from the infantry tables, you
may modify its cost by the following effects. If a figure is A maximum of one-half of all infantry frames may be made
to have a front arc armor rating (see below), then it must hero-capable (i.e., may have a hero cost listed on their
calculate this effect before adding in any other modifiers. stat line). Heroes are described on page 20.

[1] Front Arc Armor Ratings [4] Infantry HTH Cost


Any infantry frame may choose to have a better armor All infantry figures are assessed a HTH Cost, based upon
rating (AR) for its front (cover) arc if desired, representing their HTH Rating (HR) and Reflex (RE) stats. The HTH
cost for a given figure is computed per HR die as per [7] Officers
table 2.4 (see page 98). Effector costs are on a per die Each unique infantry frame may be given up to two officer
basis and game effects are exactly the same as for ranged profiles. These define the two officer choices for any unit
weapons. Note that the reflex costs are not on a per die made up of a given frame. Non-matrix profiles may be
basis; the cost is the same regardless of how many dice given any combination of leadership and command ability.
are bought. Matrix profiles will always be the same for each frame
type, having the choice between focal level of 1 (1F) or
The minimum HTH cost is always 1 PV, regardless of focal level of 2 (2F). Officer costs are cumulative and
modifiers. The maximum HTH cost allowed varies by the computed by the following chart:
frame rating calculations above. In no case may more
than 4 HTH dice be purchased.
OFFICERS

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 - -

[5] Calculating Agility


Agility is not purchased but is a derived characteristic. To
Assign Infantry Weapon Choices
calculate agility, simply add a figure’s move to its reflex.
All infantry figures have three categories of weapon:
Add +1 to this if the figure is sprint, jump or flight capable,
primary, support and side arm. Each infantry frame is
and add +2 if the figure is SI. The minimum agility is 1.
allowed up to four standard weapon choices, which may
No PI figure may have an agility of greater than 8 and no
be from any of the above categories. Weapons are
SI figure may have an agility of greater than 12.
designed using the U.S.S. Weapon Builder (see below)
or may simply be copied from a pre-existing army list.
EXAMPLE Remember that infantry weapon cost will be limited by
The Altai Berzerker is a standard infantry figure with a your army’s frame rating restrictions for SI and PI. The 075
Move of “4 Sprint” and a reflex of “+1”. Its agility is following table summarizes the weapon choice
therefore 4 (Base Move) + 1 (reflex) +1 (Sprint) +2 (SI restrictions:
bonus), for a total of 8.

INFANTRY WEAPON CHOICES


[6] Infantry Covert Operations Cost
Even if players are not using the optional rules for covert Weapon Cost Max.
operations (page54), it is recommended that a CO value Class Restriction Number
be assigned to every infantry trooper, simply so that the

DESIGN RULES - ARMY CUSTOMIZER


Any n/a up to 4
rules may be added later with minimal difficulty. For ease
Primary up to PV allowed up to 2
of play, simply write the CO cost in parentheses, next to
the CO value on a trooper’s stat profile. The CO costs, Support up to PV allowed up to 2
listed below, are dependent on the CO value chosen and Side Arm any grenade or CDW; up to 2
whether or not the figure can infiltrate. High CO values any other weapon ) 10 PV
will be restricted to figures of a certain size or armor rating.

COVERT OPS COST - INFANTRY


The restrictions imposed by the chart above do not apply
to non-standard weaponry. That is, players may always
CO CO
Restrictions
choose to equip their infantry with weapons not listed in
Value Cost
the trooper profile, but these will be assessed an
0 free none
additional +50% cost penalty. The cost of non-standard
1 +3 none weapons must still be allowable by infantry type (SI or
2 +4 none PI). The extra cost associated with non-standard
3 +5 AR * -1 weapons does not count towards frame rating restrictions
(use the original cost for this purpose). See the
4 +6 AR * 0
description of non-standard weaponry on page 86 for
2I +8 AR * -1 more information and examples.
3I +10 AR * 0
4I +12 AR * 0; SZ ) 2 The rules for arming infantry for battle are given on pages
12 - 13. In general, each trooper in the unit must have
one primary weapon and/or one support weapon.
per type if they “trade in” either 2 vehicle frames (of a
EXAMPLE
different type) or 4 infantry/weapon frames.
Comprehensive Infantry Examples
DESIGN RULES - ARMY CUSTOMIZER
The Vobian Specter is an Elite quality standard infantry EXAMPLE
figure with a Move of “4 Sprint” and an Armor Rating of A player wishing to design an extra Light Vehicle frame
“+4”. Looking at Table 2.1, this gives a basic frame could do this in two different ways: he could give up his
cost of 16 PV. The figure also has a Field Save of “5+”, ability to design two vehicle frames (for example, Mecha
which adds an additional cost of +1.08(16) or +17, and AFV), or he could give up his ability to design 4
bringing the frame cost up to 33 PV. Using table 2.4, infantry/weapon frames (for example, reducing his
its HTH Rating of “1@9+” and Reflex of “+2” add a HTH maximum number of frames from 25 to 21).
cost of 3 (1*2 + 0.5*2). Thus, the final cost of a Vobian
Specter is 36 PV. As listed in its profile, up to two
Specters per unit can be given an officer cost of +95 If a vehicle frame is not listed on table 2.5, it is not allowed.
(+35 for leadership level 1, +60 for command level 1) or Also, make sure that the frames you choose are
+130 (+35 for leadership level 1, +95 for command level appropriate for your army’s tech level. All of the steps
2). It may not be made into a hero, as it has no listed listed below should be performed for each vehicle desired,
hero cost. As its four weapon choices, the Specter has in the order written.
a Laser Rifle (+23 PV) as its primary weapon, a Ghost
Gun (+50 PV) or Laser Rifle XR (+30 PV) as its support Choose Basic Vehicle Frame
weapon, and a Laser Pistol (+5 PV) as its side arm. Table 2.5 gives point values for all vehicle types allowed.
Vehicles may not be made into heroes and no hero cost
The Meraxillan Tak is a Fanatic quality powered infantry is therefore listed. Certain move and armor rating
figure with a move of “5” and an Armor Rating of “-1”. combinations will only be available to a limited number of
Looking at Table 2.2, this gives a base frame cost of 26 vehicle types. The costs listed for each vehicle type are
PV. Using table 2.4, its HTH Rating of “3@7+” and Reflex per point of damage capacity.
of “+2” add a HTH cost of 13 (3*4 + 2*0.5). Thus, the
final cost of a Meraxillan Tak is 39 PV. As listed in its Choose Vehicle Frame Cost Modifiers
profile, the Tak can be given an officer cost of +95 (+35 After choosing a basic frame from the vehicle table, you
for leadership level 1, +60 for command level 1) or +95 may modify its cost by the following effects. If a vehicle is
(command level 2). It may not be made into a hero, as to have a front arc armor rating (see below), then it must
it has no listed hero cost. As its four weapon choices, calculate this effect before adding in any other modifiers.
the Tak has a Shrieker (+22 PV) as its primary weapon,
a Doppler GL (+69 PV) or Shrieker/Hedgehog combo [1] Front Arc Armor Ratings
076 Any vehicle frame may choose to have a better armor
(+57 PV) as its support weapon, and a Dazzler Grenade
(+3 PV) as its side arm. rating (AR) for its front (cover) arc if desired. All three of
the vehicle’s remaining arcs (left, right and back) must
The Confederate Assault Platform is a size 3, Veteran have the same armor rating, and are referred to as the
quality powered infantry figure with a Move of “4”, an LRB cost. To calculate the final cost of such a vehicle,
Armor Rating of “-2” and a Damage Capacity of “2”. simply average the costs of the two arc possibilities.
Looking at Table 2.3, this gives a base frame cost of 76
PV. Using Table 2.4, its HTH Rating of “1@4+K” and Basic Frame Cost =
Reflex of “-2” add a HTH cost of 7 (1*7 + 1*2 – 2*1). [Front Arc Cost + LRB Cost] / 2
Thus, the final cost of a Confederate Assault Platform is
83 PV. As listed in its profile, the Platform can be given [2] Vehicle Field Cost
an officer cost of +35 (leadership level 1) or +50 As with infantry, vehicles may purchase a field save for
(leadership level 2). It may also be made into a hero by any vehicle frame. The ability to purchase field saves is
paying the associated cost of +58 PV. As its four dependent on the “Field Saves” upgrade described in the
weapon choices, the Assault Platform has a Plasma Rifle rules for calculating frame rating (page 72). To calculate
(+45 PV) or a Heatsink Rifle (+46 PV) as its primary the final cost of the frame in question, simply add the
weapon, an Elephant Gun (+54 PV) as its support field cost and round up to the nearest whole number. “One
weapon, and an Electromagnetic Pulse CDW (+5 PV if Arc” field saves will apply to ranged fire or HTH attacks
single use, +16 PV if unlimited use) as its side arm. that originate from the chosen arc of the figure in question
(choices are: front, left, right and back); if they originate
from any other position, the field save is not allowed.
[2] U.S.S. VEHICLE BUILDER

Vehicle design is handled slightly differently from infantry


design. Similar to infantry frames, vehicle frame costs
arise from cross-referencing on table 2.5 (See pages 98
- 99). Unlike infantry, vehicles have only one quality
rating, and players may only design one unique frame
for each of the five types (light vehicle, mecha, anime
mecha, APC and AFV). As noted above, players may
design an extra vehicle frame over and above the one
[4] Choose Mecha HTH Costs
VEHICLE FIELD COST All mecha and anime mecha must be given a HTH Cost,
based upon their HTH Rating (HR) and Reflex (RE)
Field Field One
Save Cost1 Arc Only
stats. The HTH cost for a given mecha is computed
per HR die as per table 2.4, which is identical to that
10+ + 0.07x +0.04x
for infantry. However, mecha are allowed to spend more
9+ + 0.17x +0.09x points on HTH effects than infantry (15 vs. 10 or 30 vs.
8+ + 0.30x +0.15x 20; see page 72).
7+ + 0.47x +0.24x
[5] Choose AFV Damage Chart
6+ + 0.71x +0.36x
All AFVs must choose an engineering quality from the
5+ + 1.08x +0.54x list below, with a specific damage chart for each. For
4+ + 1.70x +0.85x more information on AFV damage charts, see page 48.
3+ + 2.95x +1.48x
Assign Vehicle Weapon Choices
2+ + 6.69x +3.35x
Unlike infantry, vehicles simply have one weapon category
The minimum field save cost is +1 PV. per fire action (FA). Up to two weapon choices of any
1
As a multiple of the base cost. type (SI, PI, VE) may fill each category 1. All vehicles
other than AFVs have two weapon slots. AFVs have 4
weapon slots. These slots are simply named in rank order:
the first weapon category is called “primary weapon”, the
[3] Choose SDC, Passengers and Entry Arcs second is called “secondary” (for AFVs: the third “tertiary”
Any APC or AFV that is designed to carry passengers and the fourth “quaternary”). Each vehicle weapon slot
must purchase a structural damage capacity (SDC; represents one fire action per turn. No vehicle weapon
page 48) and define its entry arcs. To the right of the may be fired more than once per turn.
frame costs are listed the costs per point of SDC. A
given vehicle may purchase as many SDC as desired, 1
Even though CDWs do not technically require a fire action,
up to the limits imposed be vehicle type (8 for APC, 6 they still count as a vehicle weapon choice.
for AFV). For each point of SDC, a vehicle may carry
any combination of passengers (PA) whose combined Weapons are designed using the U.S.S. Weapon Builder
size is no greater than 6. For example, a vehicle with (see below) or may simply be copied from a pre-existing
an SDC of 4 may have a PA of up to size 24. APCs army list. Remember that vehicle weapon cost will be
077
may choose up to 3 entry arcs (EA), AFVs up to 2. limited by your army’s frame rating restrictions for VE.

AFV DAMAGE CHART

Engineering Quality Cost D100 Effect


Well-balanced none 01-33 Lose 1/4 of base movement 1, 2 (round up).

DESIGN RULES - ARMY CUSTOMIZER


34-66 Lose one weapon 2 (attacker’s choice).
67-00 Damaged: lose one from DC.
Exposed Weaponry none 0-20 Lose 1/4 of base movement 1, 2 (round up).
21-80 Lose one weapon 2 (attacker’s choice).
81-00 Damaged: lose one from DC.
Exposed Propulsion System +0.25x 01-50 Lose 1/4 of base movement 1, 2 (round up).
51-75 Lose one weapon 2 (attacker’s choice).
76-00 Damaged: lose one from DC.
Weak Superstructure -0.30x 01-20 Lose 1/4 of base movement 1, 2 (round up).
21-50 Lose one weapon 2 (attacker’s choice).
51-00 Damaged: lose one from DC.
Strong Superstructure +0.40x 01-50 Lose 1/4 of base movement 1, 2 (round up).
51-90 Lose one weapon 2 (attacker’s choice).
91-00 Damaged: lose one from DC.
1
Rounding occurs before movement is subtracted. For example, a vehicle with a base movement of 9” will
lose 3” of movement every time this result is rolled.
2
If a vehicle with no movement left suffers a hit that removes movement, or a vehicle with no weapons left
suffers a hit that removes a weapon, the damaging hit will instead remove a point of damage capacity.
Vehicle Restrictions By Type
EXAMPLE
Certain vehicles will be restricted with regards to their
damage capacity, weaponry and entry arcs, based upon [continued] it may choose either a Gigawatt Multilaser
DESIGN RULES - ARMY CUSTOMIZER
their type. In addition, certain restrictions apply to all (+177 PV) or a Phase Cannon (+166 PV). For its
vehicles. All restrictions on vehicle construction are “secondary weapon” slot, it may choose a Grav Cannon
summarized below: (+65 PV) or a Shoulder Cannon (+63 PV).

The Meraxillan Pyramid Troop Transport is an armored


VEHICLE RESTRICTIONS personnel carrier (APC) with a Move of “12 Sprint”, an
Armor Rating of “0” and a Damage Capacity of “3(4)”.
Type Restriction Looking at Table 2.5, this gives a basic frame cost of 56
LV DC ) 3; FA 1 = 2; PV per DC and 8 per SDC, or 200 PV. Being an APC, it
May not purchase SDC (no PA or EA). has a FA of 2. For its “primary weapon” slot, it may choose
ME / AME DC ) 5; FA 1 = 2;
either a Galva Cannon (+108 PV) or a Needler (+67 PV).
May not purchase SDC (no PA or EA); For its “secondary weapon” slot, it may choose a Turret
Must purchase HR and RE. mounted Hedgehog (+92 PV) or a Turret mounted Gauss
Shotgun (+78 PV).
APC DC ) 6; SDC ) 8; FA 1 = 2; EA 2 = 3.
AFV DC ) 8; SDC ) 6; FA 1 = 4; EA 2 = 2. The Vobian Cyber-Rhino is an armored fighting vehicle
(AFV) with a Move of “8 Sprint”, an Armor Rating of “+1”
LV - Light Vehicle
and a Damage Capacity of “8”. Looking at Table 2.5, this
ME - Mecha
AME - Anime Mecha gives a basic frame cost of 48 PV per DC, or 384 PV.
APC - Armored Personnel Carrier The Cyber-Rhino also has a damage chart, equivalent to
AFV - Armored Fighting Vehicle that listed above as “weak superstructure”, for a subtracted
DC - Damage Capacity cost of –0.30*384, or -115 PV, bringing the final frame
FA - Fire Actions cost to 269 PV. Being an AFV, it has a FA of 4. For its
SDC - Structural Damage Capacity
“primary weapon” slot, it may choose either a Gigawatt
PA - Passengers
EA - Entry Arcs Multilaser (+177 PV) or a Plasma Penetrator (+162 PV).
HR - Hand-To-Hand Rating For its “secondary weapon” slot, it may choose a Turret
RE - Reflex mounted Grav Cannon (+130 PV) or a Turret mounted
Shoulder Cannon (+126 PV). For its “tertiary weapon”
1
Each fire action gives one weapon slot, which may slot, it may choose a Gatling Laser (+62 PV) or a Shoulder
contain up to two weapon choices. Vehicles may Cannon (+63 PV). For its “quaternary weapon” slot, it
078 be created with less than the maximum number of may choose a Gatling Laser (+62 PV) or a Mega-Plasma
fire actions. CDW (+36 PV if single use, +120 PV if unlimited use).
2
There are four choices for entry arcs: front, back,
right, left (F/B/R/L). Vehicles may be created with
less than the maximum number of entry arcs.
[3] U.S.S. WEAPON BUILDER

Weapon design is more complicated than either infantry


EXAMPLE or vehicle construction, simply because the options are
Comprehensive Vehicle Examples so much greater. As before, you must first cross reference
a desired weapon frame on the tables below to come to a
The Altai Golden Skimmer is a light vehicle with a Move of point value. However, unlike above, where there were
“12 Sprint”, an Armor Rating of “+1” and a Damage few additive effects, weapons may be customized to an
Capacity of “1”. Looking at table 2.5, this gives a basic amazing degree.
frame cost of 60 PV per DC, or 60 PV. The Skimmer also
has a Field Save of 6+ (front), for an additional cost of
+0.36*60, or +22 PV, bringing the final frame cost up to DESIGN RANGED WEAPONS
82 PV. Being a light vehicle, it has an FA of 2. For its
“primary weapon” slot, it may choose either a Kinetic Wave Almost every figure will carry at least one ranged weapon.
(+68 PV) or an Omega Artifact (+58 PV). For its Tables 2.6 to 2.8 (See pages 100 - 112) are used to
“secondary weapon” slot, it may choose an Alpha Artifact calculate the basic weapon cost for all three types of
(+31 PV) or a Chameleon CDW (+12 PV if single use, ranged weapon: basic, suppression-capable, and AOE.
+41 PV if unlimited use). The following series of design steps should be followed
for each ranged weapon, using the same order each time.
The Vobian Cybermecha is an anime mecha with a Move
of “6 Sprint”, an Armor Rating of “0” and a Damage [1] Choose Weapon Type
Capacity of “3”. Looking at table 2.5, this gives a basic
Weapon type refers to the class of figure for which the
frame cost of 67 PV per DC, or 201 PV. Its HTH cost,
weapon in question is designed: standard infantry (SI),
based on a HTH Rating of 3@7+B and a reflex of 0, is 15
powered infantry (PI) or vehicles (VE). SI may not use PI
PV, for a final cost of 216 PV. Being an anime mecha, it
has an FA of 2. For its “primary weapon” slot, [continued] or vehicle weaponry and PI may not use vehicle weaponry.
Based upon an army’s frame rating weapon power choices
(page 71), there will be differing maximum point values [6] Choose Suppression Designation
for each type. Any non-phase, non-AOE weapon may be made into a
suppression-capable weapon by choosing to increase its
[2] Choose Weapon Target Type feed rate (FR) above 1. In addition to suppression fire,
All weapons must be designed for a particular target type: high FR weapons are capable of eliminating more than
anti-infantry or anti-vehicle. There is no cost difference one enemy per turn. However, they are also very
between these two basic types of weapons, but each expensive. All weapons with a FR of 2 or greater have
weapon must be designated as one or the other. AI and their basic frame costs listed in table 2.8 (pages 107 -
AV weapons with otherwise identical profiles count as two 112). The costs in table 2.8 replace the basic frame costs
separate weapons for terms of frame variety limitations in table 2.6. Once the FR cost has been calculated, players
when building an army (page 70). should then proceed to step 7.

[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

DESIGN RULES - ARMY CUSTOMIZER


weapon effectors other than an impact rating of 2 or less. TL 1 Allowed Forbidden Max. IR 2
After cross-referencing the PPV and choosing any impact 1 A, K, V B, F, P, S, T, U 3
rating costs (the column just to the left of the PPV column), 2 A, B, K, S, V F, P, T, U 3
proceed directly to step 8.
3 All None 4/AI, 6/AV

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.

All AOE weapons have ammo 4, unless certain ammo


multipliers (step 8) are in effect.
•Split Feed Rate / Split Feed Rate is a special
EFFECTORS - TARGET TYPE ammo option that represents two possible ammo feeds
for one given weapon. Any weapon with a base FR of
Target Allowed Forbidden Max.IR1
greater than 1 may choose to have a split feed rate,
DESIGN RULES - ARMY CUSTOMIZER
Anti-infantry All None 4 representing a design that stresses reliable fire at
Anti-vehicle A, F, U B, K, P, S, T, V 6 slower rates, with a slight risk of stoppage when firing
at higher rates. The FR of a split weapon is written as
A - armor piercing S - stun 1 followed by its purchased FR in parentheses. For
B - burst T - terror example, a weapon with a feed rate of 3 that was given
F - field piercing U - ultra the split feed rate option would have its FR written as
K - knockback V - vehicle piercing
“1(3)”. Such a weapon may always fire at a FR of 1
P - phase
without risk, but must make a stoppage roll(page 36) if
1 it wishes to fire at its higher FR.
Impact Rating
•Slow To Load / This ammo option represents
weapons that have large and/or heavy rounds that take
[8] Choose Ammo Multipliers several seconds to become fire-ready. They may not
After all other costs have been calculated, players may fire in two consecutive turns, but otherwise have
choose to expand or limit the ammo of their weapons. All unlimited ammo.
weapons other than AOE weapons are considered to have
an unlimited supply of ammo and may fire on every game •Expansive / This ammo option represents weapons
turn. AOE weapons, however, are limited to ammo 4, that have rounds that must build up a certain amount of
though they may spend more points to gain ammo 5 or 6. energy while in flight before being powerful enough to
Note that AOE weapons may not be made expansive. damage a target. They may not fire at any target that is
Final weapon cost is calculated by using the multipliers less than half the weapon’s maximum range away (30” in
listed in the table below, rounding up. the case of weapons with unlimited range). If a target is
declared and measured to be within half of the weapon’s
maximum range, the fire action is considered wasted.
Note that figures with expansive weapons must still obey
AMMO MULTIPLIERS the normal rules for unit targeting. It is therefore suggested
Ammo that only heroes, vehicles or infantry of elite quality
Option Cost 1 Comments purchase weapons with this limitation.
6 1.3x AOE only.
080
5 1.15x AOE only. EXAMPLE
4 0.85x Non-AOE only. The Altai Focus Wave is an expansive weapon with an
Split Feed Rate 0.8x High FR weapons unlimited range. Therefore, if a target is measured to
only. be within 30” after declaration, its fire is considered
wasted. Using table 2.6, the calculated cost of this
3 0.75x None.
weapon before figuring in this limitation is 220 PV (59
Slow To Load 0.5x None. for frame, +65 for ultra effector, +96 for impact rating
Expansive 0.5x Non-AOE only. of 4). After calculating in the expansive modifier of 0.5,
2 0.5x None. its final cost comes to 110 PV.
1 0.3x None.
Special 2 •Infantry Loaders / Certain weapons require
Options Cost Comments that their (large and heavy) rounds be carried by an
Infantry Loader 0.75x Infantry weapons
adjacent figure, who also aids in their loading into the
only. weapon in question. This figure is referred to as the
weapon’s “loader”. Any infantry figure may be made a
Infantry Powerpack 0.75x Non-AOE infantry loader, but keep in mind that unit perimeter restrictions
weapons only.
will be in effect for non-elite infantry units. To represent
Infantry Bracing 0.75x Infantry weapons a weapon’s loader requirement, write the word “loader”
only. in parentheses after the weapon name. Vehicle weapons
Infantry Crew-Served None Infantry weapons may not be made into loader weapons, and a given
only. weapon may not be both a loader weapon and a
Vehicle Cupola 0.75x Vehicle weapons powerpack weapon (see below).
only.
Weapons with a loader requirement receive a 0.75x
1
All ammo multipliers are cumulative and should be multiplier to calculate their final cost. This is assessed
performed before any rounding takes place. after all other calculations have been performed. See
2
Ammo options mentioned as special must be page 39 for more information on loaders.
identical for each part of a combo weapon (see
below). •Infantry Powerpacks [non-AOE only] /
Certain weapons require an external power or ammo
source that is too heavy to be carried by the weapon [9] Design Combination Weapons
bearer in addition to the weapon itself. Such weapons Players may also create “combo weapons”, that is
require that another infantry figure be nominated as the combinations of up to four different weapon frames. Armies
weapon’s “powerpack”. Any infantry figure may be made may contain a number of combo weapons equal to their
a powerpack, but keep in mind that unit perimeter tech level times two (2,4 or 6). Individual sub-frames of a
restrictions will be in effect for non-elite infantry units. To combo weapon do not count towards total frames unless
represent a weapon’s powerpack requirement, write the they are also available separately. Their costs are limited
word “powerpack” in parentheses after the weapon name. by normal SI, PI and VE restrictions. To calculate cost, first
Vehicle weapons may not be made into powerpack choose between tandem and parallel types.
weapons, and a given weapon may not be both a
powerpack weapon and a loader weapon (see above). •Tandem Combo Weapons / These require
a figure spend an entire activation on some type of Fire
orders without actually firing a ranged weapon or grenade,
Weapons with a powerpack requirement receive a 0.75x
in order to switch between weapon types. To calculate
multiplier to calculate normal final cost. This is assessed
the final cost of a tandem combo weapon, add one-quarter
after all other calculations have been performed. See
of the cost of the cheaper weapon to the cost of the more
page 39 for more information on powerpacks.
expensive weapon. At the beginning of the game, a player
with a tandem combo weapon must record which of the
•Infantry Bracing Weapons / Bracing
two weapons was loaded first.
weapons represent those that have such a significant kick
they are best fired from a stationary position. Any SI or •Parallel Combo Weapons / These do not
PI weapon may be made into a bracing weapon. To require that any time be spent switching between weapon
represent a weapon’s bracing requirement, write “bracing” types. To calculate the final cost of a parallel combo
in parentheses after the weapon name. Vehicle weapons weapon, add one-half of the cost of the cheaper weapon
may not be made into bracing weapons. to the cost of the most expensive weapon.

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

DESIGN RULES - ARMY CUSTOMIZER


“crew-served” in parentheses after the weapon name. weapon is 30+0.25*19, or 35 PV.
Vehicle weapons may not be made crew-served weapons.
The Confederate Plasma Rifle / Phase Carbine is a parallel
Crew-served weapons may be purchased by both SI and combo weapon. The cost of the Plasma Rifle is 45 PV
PI units, and may be designated as either loader or and the Phase Carbine is 35 PV. The cost of the combo
powerpack weapons (but not both) if desired. See page weapon is 45+ 0.5*35, or 63 PV.
39 for more information on crew-served weapons.

•Vehicle Cupola Weapons / Cupola weapons EXAMPLE


are those that are manned by a crewmember from a hatch Comprehensive Weapon Examples
or other exposed position. They are more vulnerable to
enemy fire than other weapons. Any vehicle weapon may The Vobian Ghost Gun is a phase weapon with an impact
be made a cupola weapon if desired. To represent this rating of “1”. Looking at table 2.6, its basic frame cost is
fact, write the word “cupola” in parentheses after the 44, adding 6 for impact, for a total of 50 PV.
weapon name.
The Altai Amygdala Stimulus is an indirect fire capable
Vehicle cupola weapons receive a 0.75x multiplier to AOE weapon (4”,5+S) with an ammo of 4 (default).
calculate their final cost. This is assessed after all other Looking at table 2.7, its basic frame cost is 69, subtracting
calculations have been performed. See page 50 for more 21 for stun ability and adding 15 for indirect fire capability,
information on vehicle cupola weapons. for a total of 63 PV.

The Meraxillan Needler is a split feed rate, vehicle piercing


weapon (FR: 1(2)V) with an impact rating - [continued ]
All grenade areas of effect are considered to be anti-infantry
EXAMPLE
effects and will suffer a –5 penalty to damage rolls against
[continued] - of “1”. Looking at table 2.8, its basic frame vehicle targets.
DESIGN RULES - ARMY CUSTOMIZER cost is 39, adding +29 for vehicle piercing ability and
+16 for impact, for a subtotal of 84 PV. Multiplying in its
split FR restriction gives a final cost of 84*0.8, or 67 PV. DESIGN INFANTRY CDW

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.

Infantry Kamikaze CDWs / Any single use


DESIGN GRENADES infantry CDW may be turned into a “kamikaze” CDW.
These receive a 50% reduction (round up) in cost, but
All army lists are allowed to design up to two grenades. will automatically eliminate the firing figure as soon as
They are purchased using the chart below and are always any damage rolls are performed.
considered side ar ms for pur poses of army list
construction. Unlike standard ranged weapon side arms,
the maximum cost of which is 10 PV, there is no cost
restriction on grenades.

GRENADE TYPES

082 Grenade Radius Effect Cost


2
Light Smoke 2” -1 LOS 13
Medium Smoke 2” -2 LOS 2 23
2
Heavy Smoke 3” -2 LOS 43
Persistent Smoke 3” -2 LOS 5 63
Frag 2” 1@9+ 2
Heavy Frag 2” 1@7+ 4
Wide Frag 3” 1@9+ 4
Spread Frag 6” 1@11+ 4
Anti-vehicle 0” 1 1@5+A 5
1
Heavy Anti-vehicle 0” 2@5+A 9
Plasma 2” 1@9+A 3
Stun 2” 1@7+S 2
2
Radiation 3” 1@9+ 4
Heavy Radiation 3” 1@7+ 2 7
4
Poison – low potency 4” 1@7+B 20
4
Poison – med. potency 2” 1@5+B 25
Poison – high potency 4” 4 1@5+B 40
1
No area of effect; does not scatter if misses; no penalty vs. vehicle targets.
2
This effect lasts until the following turn’s resolution phase (keep template on table).
3
This effect may be added to other grenades by simply adding their costs.
4
Poison effect: the area of effect grows by 2” in each resolution phase, with the damage roll increasing by 2 as well
(1@5+B becomes 1@7+B, etc.). In the resolution phase after a size of 8” is reached, remove the template from the
tabletop. At the beginning of each turn the effect is active, move the template d5” in a random direction.
5
This effect lasts until the resolution phase of the second turn after use (keep template on table).
INFANTRY CDW TYPES

CDW Single Unlimited


Effect Range Damage# Use1 Cost Use 2 Cost
Weak Plasma 1” 1@3+ 6 19
Plasma 2” 1@3+ 9 31
Heavy Plasma 3” 1@3+ 20 67
Weak Shrapnel 2” 1@7+ 5 16
Shrapnel 2” 1@5+ 7 23
Heavy Shrapnel 3” 2@5+ 21 71
Weak Stun 1” 1@5+S 3 10
Stun 2” 1@5+S 5 16
Heavy Stun 3” 2@5+S 15 49
Weak Terror 1” 1@5+T 2 5
Terror 2” 1@5+T 3 8
Heavy Terror 3” 2@5+T 6 21
Sonic 3” 1@5+ 15 50
4
Light Smoke Burst 2” -1 LOS 3
5 18 4
1
One use only; declare at any time.
2
May be used once per active phase; declare at any time.
3
This effect lasts until the following turn’s resolution phase (keep template on table).
4
This effect may be added to other CDWs by simply adding their costs.

EXAMPLE DESIGN VEHICLE CDW


The Altai Sunburst Grenade (2”, 7+S, -2 LOS) has an All army lists are allowed to design up to one vehicle 083
effect equivalent to the “stun” grenade listed above, for a close defense weapon (CDW). They are purchased
base cost of 2 PV. It also adds in the effect of “medium
using the following chart and may be given to any vehicle
smoke”, bringing its final cost to 4 PV.
in the army list. Like infantry CDWs, they may be single
use or unlimited use. There is no PV restriction on
The Meraxillan Daisy Chain CDW (2”, 1@5+), equivalent to
the “shrapnel” effect listed above, has a cost of “7,23”. This vehicle CDW cost.
means that units outfitted with single use versions of the
CDW will pay 7 PV each, while units that are able to use the All CDWs are considered to be anti-infantr y effects
CDW once per activation phase will pay 23 PV each. and will suffer a –5 penalty to damage rolls against

DESIGN RULES - ARMY CUSTOMIZER


vehicle targets.

VEHICLE CDW TYPES

CDW Single Unlimited


Effect Range Damage# Use1 Cost Use 2 Cost
Mega-Plasma 4” 1@3+ 36 120
Mega-Shrapnel 4” 2@5+ 38 126
Mega-Stun 4” 2@5+S 26 88
Mega-Terror 4” 2@5+T 11 38
Mini-Nuke 6” 1@5+ 64 212
Smoke Burst 2” -2 LOS 3 10 4 36 4
Poison-burst 2” 5 1@5+B 5 30 100
1
One use only; declare at any time.
2
May be used once per turn; declare at any time.
3
This effect lasts until the following turn’s resolution phase (keep template on table).
4
This effect may be added to other CDWs by simply adding their costs.
5
Poison effect: the area of effect grows by 2” in each resolution phase, with the damage roll increasing by 2 as well
(1@5+B becomes 1@7+B, etc.). In the resolution phase after a size of 8” is reached, remove the template from the
tabletop. At the beginning of each turn the effect is active, move the template d5” in a random direction.
VEHICLE WEAPON ARCS the army’s maximum unit size (purchased as part of the
Tactical Rating).
Unlike infantry weapons, whose fire arcs will always be
the same as the cover arcs of the figure carrying them, •All neo-tech armies must have at least one standard unit
DESIGN RULES - ARMY CUSTOMIZER
vehicle weaponry must be assigned a 90 degree cover of Matrix quality troops for each neo-tech level.
arc after purchase. The available arcs are front, right,
left, and back (see diagram below). Any vehicle weapon Exclusive Units
may expand its arc from 90 to 180 degrees by adding Exclusive units represent are rare and/or strategically
+50% to its final point cost. Any vehicle weapon may be expensive troops. Certain types of units will always be
mounted on a turret (with a 360 degree arc of fire) by exclusive. A given army in the U.S.S. may never field more
doubling its final cost. Added costs for arc expansion or than one standard unit marked as exclusive, regardless of
turret placement do not count towards frame limitations the total PV of the battle. The following rules define the
on vehicle weapon cost. restrictions imposed upon exclusive squad creation.

•At least one (obligatory) standard unit in your army must


VEHICLE FIRE ARCS be made exclusive.

[Left Side Fire Arc] •In addition to the obligatory exclusive unit, the following
types of units must always be exclusive:

[Back Fire Arc] [Front Fire Arc] 1] Vehicle units.


2] Units that are a mix of troops with differing frames.1
3] Units that contain size 3 infantry.2

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).

DEFINE STANDARD Number containing matrix quality troops: 6 (minimum=4).


UNIT COMPOSITIONS
Obligatory exclusive unit: CITF Legion.
All armies must be made up of a collection of standard
Exclusive units with vehicles: Jet Flight.
units and/or ad hoc units. Standard units are units that
must be purchased as described in the army list. On the
Exclusive units with size 3 infantry: Spearhead, Boxcar
tabletop, they must be fielded exactly as purchased; that Stampede.
is, they may not begin the game smaller, larger, or
interspersed with other figures. Any unit that does not Exclusive units with differing frames: Inner Party, Cyber-
conform exactly to one of the army’s standard unit is matrix.
considered to be ad hoc.

See page 14 for a more detailed explanation of the difference


between standard units and ad hoc units.

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.

•A given army list must include at least 5 different standard


units, but no more than 15.

•All standard units must contain troops of the same quality.

•Each standard unit may not be smaller than the


minimum unit size (based on troop quality), or larger than
•Infantry Unit / These may be purchased on a per-
ARMY
game basis for infantry units. That is, all figures in a given
AUGMENTATION
unit must either have the augmentation or not, there can
be no mixing. A unique infantry or weapon frame must
No army is constructed in a vacuum. Each exists within
be designated as the recipient of each infantry unit
a thriving world of commerce and industry, making regular
augmentation.
contact with a vast array of scientists, businessmen and
smugglers. Thus, while the overall military budgets of each
•Vehicle / These may be purchased on a per-game
power largely determine how its forces are equipped, it is
basis for individual vehicle figures. A unique vehicle frame
nevertheless common to see weapon modifications,
from the army list in question must be designated as the
recovered enemy equipment and even “black market
recipient of each vehicle augmentation.
specials” interspersed among individual troopers. In game
terms, such parapher nalia are referred to as
Purchasing Augmentations
augmentations. While similar to many effects already
Points spent on augmentations are always considered to
mentioned, augmentations are unique in that many allow
be a part of the unit in which they were purchased for
you to customize your troopers and vehicles on a per
purposes of army construction. For example, if an elite
game basis, giving your army more long-term flexibility.
unit chooses to purchase 30 points wor th of
augmentations, these points will count towards the total
After you have defined the “rules” of your army in parts I
number of elite points in the army. Similar, ad hoc units
through III, you may now bend them a bit by adding army
and vehicles that purchase items from the following list
augmentations. Wherever an augmentation contradicts
will add the increased cost to their respective totals. Many
a restriction of the army list, the augmentation rule will
augmentations will be limited to armies of a certain tech
take precedence. For example, the augmentation “extra
level. If this is the case, the limitation will be written after
grenades” allows the purchasing army list to design four
their titles, just before their costs.
grenades instead of the normal two, as well as give more
side arm choices to its infantry.
Detecting Augmentations
The scale of Defiance U.S.S. assumes that the battle being
All armies may choose a certain number of non-general 1
emulated is in its final stages. Therefore, army intelligence
augmentations, based upon tech level, as follows:
will have detected most if not all of the enemy’s equipment
by the time that the game itself is over. This means that
each player may declare once per resolution phase
NON-GENERAL AUGMENTATIONS
“augmentation detection” on one enemy unit. Any unit 085
Tech Level Augmentation Slots may be so detected, and the controlling player must
1 4 declare any and all augmentations that the unit in question
possesses.
2 8
3 12
[1] GENERAL AUGMENTATIONS

1
There are only two general augmentations, and they are
All army lists, regardless of tech level, will have access to

DESIGN RULES - ARMY CUSTOMIZER


available to every army list. They may either be purchased
general augmentations, in addition to their chosen
for individual heroes, leaders, commanders and focal
augmentation slots.
points, or for entire units.
Augmentation Types
Access To Enemy Weaponry
There are five classes of augmentation, each of which
[Weapon Cost x2] For various reasons, the mass-
will have a specific manner of application. At the end of
produced armaments of one empire will often end up in
this section, there are also optional rules given for
the hands of the soldiers of a different empire, especially
“drawbacks”, which reduce the effectiveness of certain
those that have extensive government-subsidized trading
figures in order to save points during army construction.
operations. To represent this, during set up, any one
infantry or vehicle unit may purchase any weapon,
•General / These are available to all armies, and do
not count towards the number of augmentation slots. They grenade or CDW from any army list of the same or lower
apply to the weapon choices of all figures, both infantry tech level for twice the normal cost. We suggest that only
and vehicle, in the army list. weapons from those armies in a given player’s pool of
opponents be purchased in this way. Enemy weapons
•A r m y / These expand some aspect of army replace the normal weapon choice of the frame in question
construction and will permanently affect the wording of for the duration of the game. That is, an enemy primary
the army list in question. weapon would replace one normal primary weapon
choice, an enemy support weapon would replace one
•Infantry Individual / These may be purchased on a normal support weapon choice, and an enemy side arm
per-game basis for individual infantry figures that are heroes, would replace one normal side arm choice.
leaders, commanders, or focal points. A unique infantry frame
from the army list in question must be designated as the The enemy weapon purchased must have been one that
recipient of each infantry individual augmentation. was available to the same class (SI, PI or vehicle) of figure
in the enemy army list. That is, a standard infantry figure
may only purchase a weapon that was available to GENERAL AUGMENTATION
standard infantry of the enemy army list, while a powered
infantry figure could not purchase a weapon that was only General
DESIGN RULES - ARMY CUSTOMIZER
Augmentation TL 1 Cost
available to enemy vehicles. In addition, the cost of an
enemy weapon (before multiplying) may not surpass that Access to Any Doubles
Enemy Weaponry weapon PV.2
normally allowed by the army’s maximum weapon costs
by troop type. Access to Any Increases
Non-standard Weaponry weapon PV.2
by 50%
Access To Non-Standard Weaponry
[Weapon Cost x1.5] Armies tend to equip certain 1
Tech Level
2
troops in certain ways. However, even though the practice Point Value
is somewhat of a logistical inefficiency, occasionally
weapons designed for a particular troop type will be given
to different troops in special circumstances. To represent
this, during set up, any one infantry or vehicle unit may
purchase a weapon, grenade or CDW available to a [2] ARMY AUGMENTATIONS
trooper in the same army list for one-and-a-half times the
normal cost. Unlike enemy weaponry (see above), non- Army augmentations permanently alter the army list in
standard weapons may replace any weapon choice. For question.
example, a non-standard primary weapon may be used
to replace a normal support weapon choice, and a non- Extra CDWs
standard side arm may be used to replace a normal [TL 2 Or 3 Only: +2/5 PV Per CDW]
primary weapon choice. Instead of the normal limitation of one infantry and one
vehicle CDW, up to two infantry CDWs and two vehicle
The weapon purchased must have been one that was CDWs may be created, as long as the cost of each single
available to the same class (SI, PI or vehicle) of figure in use CDW in the army list is assessed a +2 PV penalty, and
the enemy army list. That is, a standard infantry figure each unlimited use CDW a +5 PV penalty, after all other
may only purchase a weapon that was available to calculations have been performed. All infantry and vehicle
standard infantry of the same army list, while a powered frames in an army with this augmentation are allowed one
infantry figure could not purchase a weapon that was only extra side arm weapon choice, which must be a CDW.
available to vehicles.
In practice, the latter means that every infantry and vehicle
086 frame in an army list with the “extra close defense weaponry”
EXAMPLE augmentation can assign a CDW as a side arm for a cost of
The Meraxillan Sovereignty normally has no access to phase “0” weapon slots.
weaponry. The controlling player has been at the receiving
end of Vobian Ghost Guns during many a game, and feels that Extra Grenades
it is worth paying the extra cost to give one unit of Runners [+1 PV Per Grenade] Instead of the normal
(powered infantry) phase capability. To outfit his unit, he must army customization limitation of two, up to four grenades
pay 100 PV per Ghost Gun, instead of the normal 50 PV. For may be created, as long as the cost of each grenade in
this game, Ghost Guns (a support weapon choice for Specters) the army list is assessed a +1 PV penalty, after all other
will replace one normal support weapon choice for the Runners calculations have been performed. All infantry frames in
(in this case, the Needler). Note that Meraxillan standard infantry an army with this augmentation are allowed one extra
could not purchase the Ghost Gun, as its cost before multiplying side arm weapon choice, which must be a grenade.
(50 PV) is higher than the Meraxillan army list’s maximum cost
for standard infantry weaponry (40 PV). In practice, the latter means that every infantry and vehicle frame
in an army list with the “extra grenades” augmentation can assign
The Altai Berserker is normally allowed to purchase only the a grenade as a side arm for a cost of “0” weapon slots.
Alpha Artifact or Beta Artifact as primary or support weapons.
The controlling player decides that she would like to create an
EXAMPLE
inexpensive squad of tank hunting Berserkers, for which she
will buy focus grenades. She feels that the cost of the Alpha The Altai Realms army list, which has the “extra grenades”
and Beta Artifacts are superfluous for such a unit, and decides augmentation, contains four grenade choices instead of
she wants to replace the Berserker primary weapon choice the normal two. Therefore, the costs of the Sunburst
with the Razorjack. She therefore chooses to use the “access and Kinetic Grenades increase from 4 to 5, the Focus
to non-standard weaponry” augmentation option to give each Grenade is increased from 5 PV to 6 PV, and the Caustic
unit member a Razorjack. As these weapons are not normally Grenade is increased from 25 PV to 26 PV. Each Altai
available to Berserkers, she must pay 6 PV each, instead of infantry figure may now have an extra side arm weapon
the normal 4 PV each. For this game, Razorjacks (normally a choice, which must be a grenade.
side arm for the Altai) will replace the normal primary weapon
choice for the Berserkers (the Alpha Artifact). Note that the
Berserkers, being standard infantry, could not have been given Integral Weaponry
a powered infantry weapon such as the Kinetic Wave. [TL 3 only] Integral weaponry represents specially
built armored frames that support many more weapons
than normal. Unlike other infantry augmentations, integral Bionic Limb
weaponry costs no points to use. For each infantry frame [TL 3 Only: +15 PV Per Figure] A bionic
that chooses to have integral weaponry, one augmentation limb increases an infantry figure’s reflex by +2 and gives
slot is used up. Frames that are given integral weaponry a +2 bonus to all HTH damage rolls.
do not choose a combination of up to 4 primary, secondary
and side arm weapons like other infantry frames. Instead, Command Armor
they are given up to three weapon profiles. There is no [TL 3 Only: +70 PV Per Figure] Figures
limit to the number of weapons allowed for each such with command armor are given one extra command point,
profile, but all PV restrictions due to type still apply. When which may only be used to affect the initiative of the unit in
building an army list, each unit that contains figures with
which the wearer resides. In addition, any indirect fire from
integral weaponry must be given the same weapon profile,
a unit that contains a figure wearing a command suit is
though heroes and officers may be outfitted with different
automatically considered to be “spotted” (see page 42).
profiles if desired. When declaring orders, all ranged
weapons over 10 PV carried by the unit are considered
Covering Computer
to be primary weapons. All grenades, CDWs and ranged
weapons less than or equal to 10 PV are considered to [TL 3 Only: +30 PV Per Figure] Any figure
be side arms. with a covering computer is automatically considered to
be covering at the end of its activation, even if it already
fired a weapon this turn. Any of the figure’s weapons
ARMY AUGMENTATION may be used for covering. This covering is always at a
LOF penalty of -2, regardless of how fast the figure moved
Army during its activation. Figures that did not fire and were
Augmentation TL1 Cost placed on cover fire during their activation do not receive
Extra CDW Any +2/5 PV per CDW. an extra covering counter. They may choose to use their
Extra Grenades Any +1 PV per grenade. normal covering modifier, or that of the covering computer,
Integral Weaponry 3 None. whichever is better.
1
Tech Level. Data Net
[TL 2 Or 3 Only: +30 PV Per Primary
Commander] Only an army’s primary commander
may be given this augmentation. With the data net, a
[3] INFANTRY commander that has not been yet activated may choose 087
INDIVIDUAL AUGMENTATIONS to activate its own unit whenever a friendly unit’s initiative
(but not command) card is revealed. Declaration of such
Infantry individual augmentations may be given to any unit replacement must occur as soon as the initiative card
hero or officer, regardless of the size or type of the unit of is flipped over and the bypassed unit will now activate on
which it is a part. Figures that are not heroes or officers the primary commander’s unit card for this turn. In no
may never receive infantry individual augmentations. case may this ever be used to give a unit more than one
activation per turn.

DESIGN RULES - ARMY CUSTOMIZER


Air Strikes
Any unshaken hero or officer in an unbroken unit may If the army’s current primary commander is eliminated,
call down an air strike during any activation phase. The then the data net is passed to the commander who will
effects of these strikes will not be resolved until the become the new primary commander in the next
subsequent resolution phase. The cost of an air strike is resolution phase. As soon as all commanders are
based upon the air strike table (table 2.9, see page 112). eliminated, the data net has no further effect.
Each augmentation slot allows for one unique type of air
strike to be constructed, with one particular point cost. Ferocious Companion
Low tech armies will be restricted to air strikes of low [+20 PV Per Figure] Ferocious companions
power, as shown on table 2.9. Rules for resolving air represent “pets” of some kind, which are loyal and
strikes are given on page 43 of the U.S.S. rules. powerful enough to be battlefield companions. They
are represented on the tabletop by size 1 figures. A
Airstrike templates, like other AOE templates, are considered ferocious companion must remain within 6” of the
to be anti-infantry weapons and will suffer a -5 penalty to purchasing figure (its “master”) and does not affect unit
damage rolls against vehicle targets.
size. It does not take individual morale tests, but is
beholden to the effects of any morale test failed by its
Artillery Jammer
master. A ferocious Companion always moves and
[TL 2 Or 3 Only: +25 PV Per Figure]
Any indirect fire or air strike whose declared coordinates attacks independently of the rest of the members of its
are determined to be within 3” of a figure with an artillery unit, but may never stray further than 6” from its master.
jammer will scatter an extra d5”, even if the round hits its
target point. If the round misses its target point, roll the Normal targeting rules apply for enemy firing at the
normal scatter first, using this resulting position as the companion’s unit (remember, it is size 1). It has only
“point of impact” from which the second scatter originates. the stats listed on the following page.
Unit Banner
FEROCIOUS COMPANION
[+80 PV Per Figure] The purchasing figure
QU:Same As Owner HR: 2@7+
becomes its unit’s “banner bearer”. While the banner
MV: 5S DC:1
bearer is alive, its unit’s minimum unit size is decreased
DESIGN RULES - ARMY CUSTOMIZER
AR: +3 RE: 0
by 1 (2 if a mob).

Personal EMS Computer


[TL 3 Only: +20 PV Per Figure Per [4] INFANTRY
Damage Capacity] Only powered infantry may UNIT AUGMENTATIONS
purchase a personal EMS computer. Leave any figure
with a portable EMS computer on the tabletop after it is Infantry unit augmentations must always be purchased
eliminated. In each resolution phase, roll a d10 for each for every applicable member of a chosen unit. Each
eliminated figure that has an EMS computer. On a 9+, augmentation slot only allows for the augmentation of a
the figure is brought back into play at next unit activation. standard unit made up of only one frame 1. Figures in ad
On a roll of 1, it is removed from the table. hoc units may not be given infantry unit augmentations.

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.

Anytime that an after-burst weapon scores a successful


damaging hit, the area of effect in question then occurs,
with its center at the first point of contact with the enemy

INFANTRY INDIVIDUAL AUGMENTATION SUMMARY

Infantry Individual Augmentation Tech Level Cost


Air Strikes Any As per table 2.9.
Artillery Jammer 2 +25 PV per hero or officer.
Bionic Limb 3 +15 PV per hero or officer.
Command Armor 3 +70 PV per hero or officer.
Covering Computer 3 +30 PV per hero or officer.
Data Net 2 +30 PV per Primary Commander.
Ferocious Companion Any +20 PV per hero or officer.
Personal EMS Computer 3 +20 PV per hero or officer per DC.
Personal Tactical Computer 3 +15 PV per hero or officer.
Phase Jammer 3 +10 PV per hero or officer.
Targeting Computer 2 +25 PV per hero or officer.
Unit Banner Any +80 PV per hero or officer.
figure along the line of fire. If no damaging hit is scored, Extra Weapon Training
there is no effect. If purchased, after-burst will always be [+10 PV Per Figure] The unit that is assigned
in effect, and cannot be “turned off”. this augmentation must designate one of its primary
weapons as the weapon with which all figures in the unit
receive extra training. Any ranged fire from figures that
AFTER-BURST PV COSTS pay +10 PV to receive extra training with the primary
weapon in question will receive a +1 bonus to damage
After-Burst Damage Roll 1 rolls (or +1 to hit for AOE weapons).
Radius 5+ 7+ 9+
2” +16 +8 +4 Gyro-Stabilized Harness
3” +34 +17 +8 [TL 2 Or 3 Only: +5 PV Per Figure]
4” +60 +30 +15 Each figure with this augmentation will only suffer a –1
1
LOF penalty when firing while moving at running speed,
Choose AI or AV.
instead of the normal –2 LOF penalty.
This augmentation is the only manner in which an
AOE template may ignore the -5 penalty to damage Heat Suture Kit
rolls against vehicle targets. [TL 2 Or 3 Only: +20 PV Per Figure]
Once per turn, in any phase, a figure on maneuver
orders that has purchased a heat suture kit is adjacent
Bio-Protective Gear to a shaken infantry figure, it may remove its shaken
[TL 2 Or 3 Only: +1 PV Per Figure] status by rolling a 5+ on a d10. Alternatively, if adjacent
Any figure with bio-protective gear that is affected by a to an infantry figure with a starting damage capacity of
poison (pages 41 & 43) template may ignore its effects 1 that was eliminated during this turn (leave such figures
on a d10 roll of 3+. face up if suture kits are in play), the heat suture kit
bearer may bring the figure back to shaken status by
rolling a 7+ on a d10.
Combat Drugs
[TL 2 Or 3 Only: +5 PV Per Figure] Any
Honed Blade
figure that has purchased combat drugs gains a +2 on all
[+2 PV Per Figure] Infantry figures in units with
individual morale tests. If the figure’s target morale number
this augmentation receives a +1 bonus on all HTH damage
was already 2+, then it can only fail by rolling “05” or less
rolls (but not reflex rolls).
on a d100 (roll instead of the normal d10). In addition, 089
units made up of figures using combat drugs receive a +1
Improved Weapon Feed
bonus on unit morale tests, but not unit rally rolls.
[+5 PV Per Weapon] The unit that is assigned
this augmentation must designate one of its non-AOE,
Cone Burst direct fire weapons as the weapon that can be given an
[TL 2 Or 3 Only: Varies Per Figure] improved weapon feed. All figures in the unit must
Once per game, a figure that has purchased a cone upgrade all of their improved feed capable weapons or
burst may fire one of the following cone effects instead none of them. This augmentation adds +5 PV to the cost
of its normal weaponry (see chart below). Players may of each weapon so upgraded.

DESIGN RULES - ARMY CUSTOMIZER


only choose one type of cone per augmentation slot.
Note that players wishing to design weapons that Any weapon with improved weapon feed will have a
integrate more complex cone effects would be better target stoppage roll (page 36) that is one higher than
served by the rules for combo weapons (page 81). normal. That is, it will only fail its stoppage roll for
suppression fire on a 12+, for torrential fire on an 11+
Electronic Counter-Counter Measures and for high FR split fire on a 10+, as opposed to the
[TL 2 Or 3 Only: +10 PV Per Unit] The normal 11+, 10+ and 9+.
cost of this augmentation is the same regardless of
unit size. A unit that has purchased ECCM receives a Kinetic Enhancement
CO of +1 for purposes of detection of hidden units [TL 3 Only: +5 PV Per Figure] This
(page 54) at the beginning of the game. ECCM does augmentation must be purchased for an entire unit of
not aid the unit in hiding, and has no effect after the infantry figures with the same frame. Each figure has its
first game turn. movement characteristic increased by 1 (e.g. MV 4

CONE BURST TYPES

Cone Type FR 3+ 5+ 7+ 9+ 11+ Ammo Cost


Sonic Boom 1C 5 10 15 - - 1 +20
Heat Wave 1CB 5 10 15 - - 1 +25
Stun Wave 1CS - 5 10 15 - 1 +10
becomes MV 5). Sprint, Jump or Flight capabilities are Suture Kit
unaffected. [+10 PV Per Infantry Figure] Once per turn,
in any phase, a figure on maneuver orders that has
One-shot Grenade Launcher purchased a suture kit and is adjacent to a shaken infantry
DESIGN RULES - ARMY CUSTOMIZER

[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.

ONE-SHOT GRENADE LAUNCHER TYPES

Grenade Type 3+ 5+ 7+ 9+ 11+ IF AOE Ammo Cost


Fragmentation 5 15 25 35 - Yes 2”,7+ 1 +5
Heavy Frag 5 15 25 35 - Yes 3”,7+ 1 +10
Plasma Burst 10 20 30 40 - Yes 3”,5+A 1 +20
Weapon Immunity: Stun weapons or none of them. The cost of a linked weapon is
[TL 2 Or 3 Only: +2 PV Per Infantry double the normal cost.
Figure] This augmentation represents electromagnetic
field-cancellation waveforms that prevent an infantry Linked weapons represent two copies of one weapon
figure from succumbing to stun weaponry. A figure with frame firing as one, and normal targeting rules still govern
stun immunity will completely ignore the effects of all their use. They may choose to double their FR for
weapons with the stun (S) weapon effector. Other purposes of spread fire, but not for pur poses of
weapons affect it as normal. suppression fire. If using suppression fire (pages 33-34),
considering each of the two weapon frames a separate
Weapon Immunity: Terror contributor to the suppression template. Linked AOE
weapons use the rules for fire clusters (page 42),
[TL 2 Or 3 Only: +1 PV Per Infanty
considering each of the two weapon frames as a single
Figure] This augmentation represents either cranial
contributor to the cluster.
shielding or especially strong mental fortitude. A figure
with terror immunity will completely ignore the effects of
all weapons with the terror (T) weapon effector. Other [5] VEHICLE AUGMENTATIONS
weapons affect it as normal.
Vehicle augmentations may be given to any particular
Weapon Link vehicle frame 1, regardless of the size or type of the unit
[TL 2 Or 3 Only: Final Weapon Cost x2] of which it is a part.
Certain specialized weapons will be capable of forming
computer-linked pairs that can concentrate their fire at 1
A frame is defined as a unique combination of Type, Size,
one target. Such weapons are termed linked weapons. Move, Armor Rating and Damage Capacity.
The unit that is assigned this augmentation must
designate one of its weapons as the weapon that can be
given link capability. All figures in a unit with this
augmentation must upgrade all of their link capable

INFANTRY UNIT AUGMENTATION SUMMARY

Infantry Unit Augmentation Tech Level Cost 091


After-burst 2 Varies per infantry figure.
Bio-protective Gear 2 +1 PV per infantry figure.
Combat Drugs 2 +5 PV per infantry figure.
Cone Burst 2 Varies per infantry figure.
Electronic Counter-counter Measures 2 +10 PV per infantry unit.
Extra Weapon Training Any +10 PV per infantry figure.

DESIGN RULES - ARMY CUSTOMIZER


Gyro-stabilized Harness 2 +5 PV per infantry figure.
Heat Suture Kit 2 +20 PV per infantry figure.
Honed Blade Any +2 PV per infantry figure.
Improved Weapon Feed Any +5 PV per weapon.
Kinetic Enhancement 3 +10 PV per infantry figure.
One-shot Grenade Launcher 2 Varies per infantry figure.
Phase Blade 3 +5 PV per infantry figure.
Portable Field Generator 3 +5 PV per infantry figure per DC.
Refractive Cloak 3 +15 PV per infantry figure.
Satchel Charge Any +10 PV per infantry figure.
Superheated Tip 2 +5 PV per infantry figure.
Suture Kit Any +10 PV per infantry figure.
Torrential Fire 2 Doubles weapon PV.
Weapon Immunity: Burst 2 +1 PV per infantry figure per AR>0.
Weapon Immunity: Knockback 3 +1 PV per infantry figure.
Weapon Immunity: Stun 2 +2 PV per infantry figure.
Weapon Immunity: Terror 2 +1 PV per infantry figure.
Weapon Link 2 Doubles weapon PV.
Anti-Anti-Armor
[TL 2 Or 3 Only: +10 PV Per Vehicle ON-BOARD MECHANIC D10 ROLL
Per Damage Capacity Per AR Less
DESIGN RULES - ARMY CUSTOMIZER
Than Zero] Specially treated and reinforced armor 0-1 – Short circuit: vehicle and all passengers suffer
a damage roll of 1@7+ (ignores armor and fields).
allows vehicles with this augmentation to use their AR
as a LOF modifier against anti-vehicle weapons with 2-8 – No effect.
the armor piercing (A) or ultra (U) weapon effectors (it 9-10 – vehicle regains one damage point (may not
would normally be ignored). Note that the cost of this go above starting amount), or is brought back to
augmentation varies by the AR of the purchasing functionality with a damage capacity of one if it was
vehicle. For example, a vehicle with 4 DC and an AR destroyed during this turn.
of –1 would pay 40 PV (10*4*1), while one with 3 DC
and an AR of –2 would pay 60 PV (10*3*2). If a vehicle
has different armor ratings for different arcs, use the
lowest AR for purposes of calculating cost. This Vehicles that are moving may attempt to roll on the above
augmentation has no effect on AI vehicle piercing weapons. table, but will receive a -1 modifier to the die.

Dozer Passenger Survival System


[+30 PV Per Vehicle] Incorporating both [TL 2 Or 3 Only: +2 PV Per Size ] This
increased engine power and a built-up front end, a vehicle represents fast-acting fire detection and suppression
with this augmentation can choose to flatten light terrain systems, as well as emergency padding deployed as
by moving at half its normal base Move. This “flattening” the vehicle loses hull integrity. Whenever a vehicle
eliminates the effectiveness of any light terrain over which with this augmentation is eliminated, the target roll
for the survival of each passenger is 3+ instead of the
the vehicle travels (players will need to mark traversed
normal 5+.
terrain). Medium and heavy terrain cannot be flattened.
In addition to flattening, vehicles with the dozer
Point Defense System [PDS]
augmentation receive a +2 LOF bonus on all damage rolls
[TL 2 Or 3 Only: +5 PV Per Vehicle
due to a successful ram. Per Damage Capacity] This represents close-
range ballistics or lasers meant to trigger the blast of an
Electrified Hull incoming AOE round just milliseconds prior to impact. Any
[TL 2 Or 3 Only: +20 PV Per Vehicle] non-cone AOE template (whether fired direct or indirect)
Infantry that attack vehicle with this augmentation in HTH that touches a vehicle with a PDS will be moved back
combat suffer an immediate damage roll of 1@7+ before towards the firer such that the edge of its circumference
092 resolving the combat. is just barely in contact with the vehicle. The AOE template
will affect any other figures touching it as normal, but
Field Generator damage rolls made against the vehicle with a PDS suffer
[TL 3 Only: +20 PV Per Vehicle Per an extra –2 LOF penalty, in addition to any other LOF
Damage Capacity] Each vehicle with this modifiers. Note that a PDS will not affect weapons with
augmentation is given a field save of 9+. If the vehicle the AOE after-burst augmentation.
already had a field save of 9+ or better, this has no
further effect. Reinforced Ram
[+20 PV Per Vehicle] This represents both a
On-Board Mechanic strengthened hull and increased micro-maneuverability.
[TL 2 Or 3 Only: +20 PV Per Vehicle] Any infantry figure that a vehicle with this augmentation
Vehicles with this augmentation that are stationary may attempts to ram receives a –2 modifier to its dodge roll.
roll a d10 in any resolution phase in an attempt to repair In addition, any damage rolls due to a successful ram will
lost damage points. receive a +2 LOF bonus.

VEHICLE AUGMENTATION SUMMARY

Vehicle Augmentation Tech Level Cost


Anti-anti-armor 2 +10 PV per vehicle per DC per AR < 0.
Dozer Any +30 PV per vehicle.
Electrified Hull 2 +20 PV per vehicle.
Field Generator 3 +20 PV per vehicle per DC.
On-board Mechanic 2 +20 PV per vehicle.
Passenger Survival System 2 +2 PV per vehicle per SZ.
Point Defense System 2 +5 PV per vehicle per DC.
Reinforced Ram Any +20 PV per vehicle.
Weapon Stabilizers 2 +10 PV per vehicle per weapon.
Weapon Stabilizers
EXAMPLE
[TL 2 Or 3 Only: +10 PV Per Vehicle
Weapon] Any weapon fire from a vehicle with this [8] Another side effect of the technology required for
augmentation will only suffer a –1 LOF firing penalty while entombing the Fallen is the creation of an effective electrical
moving at running speed, instead of the normal –2 LOF shield for the nervous system. Weapon Immunity: Stun
(+2 PV per Masochist).
modifier. In addition, it may fire any one of its weapons while
moving at sprinting speed with a –3 LOF penalty, instead of [9] Inured to the existential pain of the Fall, there is little
the normal inability to fire. The cost of this augmentation that can inspire fear in the mind of a seasoned Altai veteran.
varies by the number of weapons the vehicle carries. Weapon Immunity: Terror (+1 PV per Masochist).

[10] Altai fast attack vehicles, being generally less armor-


EXAMPLE
laden than others, are unusually vulnerable to close assault
An Augmentation Profile by enemy infantry. They are therefore often fitted with
electrical field protection. Electrified Hull (+20 PV per
Being tech level 3, the Altai Realms army list has 12 Golden Skimmer).
augmentation choices. In addition, as with all other armies,
the Altai have access to both alien-crafted arms and the [11] Altai vehicle tactics depend on utilizing their mobility
ability to equip its troops with non-standard weapons if to its fullest, as ground forces will typically outgunned by
desired. enemy vehicles. Intricate weapon stabilization platforms
are thus often incorporated into the frames of the
Access to Enemy Weaponry (multiply weapon cost by 2) Mausoleum and Golden Skimmer. Weapon Stabilizers
Access to Non-standard Weaponry (multiply weapon cost (+10 PV per Mausoleum weapon).
by 1.5)
[12] Weapon Stabilizers- second type (+10 PV per
[1] With no shortage of foolhardy troops, the Altai have Golden Skimmer weapon)
engineered a number of close defense weapons to help
protect their forces when things get up close and personal.
Extra Close Defense Weaponry (+2/5 PV per CDW; already
calculated in army list).
[6] DRAWBACKS
[2] Adept at micro-technology applications of otherwise
basic scientific advances, the Altai military utilizes a number Any infantry (but not vehicle) unit may save a few points by
of grenade designs. Extra Grenades (+1 PV per grenade; accepting one of the following drawbacks. Drawbacks are not
already calculated in army list). considered augmentations and any army list may “purchase” 093
as many of them as desired, on a game-by-game basis.
[3] Altai scientists are known for their ability to design
weaponry that stimulates the “fight or flight” response in
its enemies, whether they be sentient or machine.
Poor Weapon Training
Occasionally, huge artillery batteries utilizing this technology [-5 PV Per Weapon] Units with this drawback
are used to support advancing ground troops. Air strike - are inexperienced with their primary and/or support
to hit: 7+, AOE: 6”,3+S (+192 PV per hero or officer). weapons (choose one or both). They will suffer a –1 LOF
penalty to all ranged fire with the weapons in question.
[4] As the Fall begins to erode the sentience of an Altai Note that there is a minimum cost of 20 PV for a weapon

DESIGN RULES - ARMY CUSTOMIZER


citizen, that citizen becomes for a time almost the perfect to be given this drawback.
warrior: without fear and full of individual honor. The armed
forces recognize this and the unit banner, long since a Cowardice
relic on most other worlds, is still an effective way of
[-1 PV Per Figure] For whatever reason, units
motivating their ranks. Unit Banner (+80 PV per hero or
officer). with this drawback have fewer “nerves” than most. All
unit members will suffer a –1 penalty on any individual
[5] As a way to stem the flow of the Fall, Altai engineers morale tests they are forced to make (unit tests are
have been able to design mechanical devices that can unaffected).
link to their bearer’s nervous system. One widespread
side effect of this emphasis is the use of equipment that Clumsiness
enhances the strength and reflexes of the Berzerker soldier. [-1 PV Per Figure] Units with this drawback are
Bionic Limb (+15 PV per Berzerker). unusually inept when it comes to tasks that require
coordination. All unit members suffer a –2 penalty to their
[6] The southernmost wastes of Pathus are awash in
noxious fumes and caustic chemical reservoirs. In order agility statistic. This may not be purchased if the result of
to harvest the useful substances from this region, the Altai subtracting 2 would lead to a final agility of 0 or less.
have incorporated environmental protection into their Battle
Tomb frames. Bio-Protective Gear (+1 PV per Masochist). Inadequate Weapon Feed
[-3 PV Per Figure] Any suppression capable
[7] Unlike the other races in the known galaxy, the Altai weapons carried by an infantry or vehicle figure that has
are not bipedal, but instead have much lower centers of this drawback will have a target stoppage roll that is one
gravity. Military technology can emphasize this point by
lower than normal. That is, it will fail its stoppage roll for
encompassing bio-frame support systems into infantry
armor, as is the case with the Controller’s KEF. Weapon suppression fire on a 10+, for high FR split fire on a 9+
Immunity: Knockback (+1 PV per Controller). and for torrential fire on a 8+, as opposed to the 11+, 10+
and 9+ listed on page 36.
ARMY CUSTOMIZER DESIGN TABLES

DESIGN TABLES - ARMY CUSTOMIZER

TABLE 2.1: Standard Infantry Costs


This table shows all basic frame costs for standard infantry of size 1 or 2, as well as the associated hero cost for each.
All frames in this table have a damage capacity (DC) of 1. Certain frames are restricted to armies of certain tech levels.

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

AR - Armor Rating H - Hero TL - Minimum Tech Level


E - Elite L - Linked V - Veteran
F - Fanatic M - Matrix
G - Green R - Regular

Table 2.2 – Powered Infantry Costs


This table shows all basic frame costs for powered infantry of size 1 or 2, as well as the associated hero cost for each.
All frames in this table have a damage capacity (DC) of 1. Certain frames are restricted to armies of certain tech levels.
TABLE 2.2

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

DESIGN TABLES - ARMY CUSTOMIZER


M5F, AR +1 3 10 / +23 15 / +26 20 / +26 22 / +37 24 / +33 27 / +35 35 / +24
M5F, AR +2 3 8 / +21 13 / +25 17 / +25 19 / +34 21 / +31 23 / +32 30 / +23
M6, AR 0 3 10 / +23 15 / +26 20 / +26 22 / +37 24 / +33 27 / +35 35 / +24
M6, AR +1 2 8 / +21 12 / +24 16 / +24 18 / +33 19 / +29 22 / +32 28 / +22
M6, AR +2 2 7 / +20 10 / +23 14 / +23 15 / +30 17 / +28 19 / +29 24 / +21
M6S, AR 0 3 12 / +24 19 / +29 25 / +29 28 / +43 30 / +38 34 / +41 44 / +26
M6S, AR +1 3 10 / +23 15 / +26 20 / +26 22 / +37 24 / +33 27 / +35 35 / +24
M6S, AR +2 2 8 / +21 13 / +25 17 / +25 19 / +34 21 / +31 23 / +32 30 / +23
M6J, AR +1 3 11 / +23 17 / +28 22 / +28 25 / +40 26 / +35 30 / +38 39 / +25
M6J, AR +2 3 9 / +22 14 / +26 19 / +26 21 / +36 23 / +32 26 / +35 33 / +23
M6F, AR +1 3 12 / +24 18 / +29 24 / +29 27 / +42 29 / +37 32 / +39 42 / +26
M6F, AR +2 3 10 / +23 16 / +27 21 / +27 23 / +38 25 / +34 28 / +36 36 / +24
M7, AR +1 3 9 / +22 14 / +26 19 / +26 21 / +36 22 / +32 25 / +34 33 / +23
M7, AR +2 3 8 / +21 12 / +24 16 / +24 18 / +33 19 / +29 22 / +32 28 / +22
M7J, AR +1 3 12 / +24 19 / +29 26 / +29 29 / +44 31 / +38 35 / +41 45 / +26

Table 2.2 continues on the following page.


TABLE 2.2 [continued]

Frame TL G / GH R / RH V / VH M / MH F / FH L / LH E / EH
DESIGN TABLES - ARMY CUSTOMIZER

M7J, AR +2 3 11 / +23 17 / +28 22 / +28 25 / +40 27 / +35 30 / +38 39 / +25


M7F, AR +1 3 13 / +25 21 / +31 28 / +31 31 / +46 34 / +41 38 / +44 49 / +27
M7F, AR +2 3 12 / +24 18 / +29 24 / +29 27 / +42 29 / +37 33 / +40 42 / +26
M8, AR +2 3 9 / +22 14 / +26 18 / +26 20 / +35 22 / +32 25 / +34 32 / +23
M8J, AR +2 3 12 / +24 19 / +29 25 / +29 28 / +43 30 / +38 34 / +41 44 / +26
M8F, AR +2 3 13 / +25 21 / +31 28 / +31 31 / +46 33 / +40 37 / +43 48 / +27
M10F, AR +2 3 17 / +28 26 / +35 34 / +35 38 / +53 41 / +46 47 / +50 60 / +30
M12F, AR +2 3 20 / +30 31 / +38 41 / +38 46 / +61 50 / +53 56 / +57 72 / +33

AR - Armor Rating H - Hero TL - Minimum Tech Level


E - Elite L - Linked V - Veteran
F - Fanatic M - Matrix
G - Green R - Regular

Table 2.3 – Size 3 Infantry Costs


This table shows all basic frame costs for both standard and powered infantry of size 3, as well as the associated hero
cost for each. All frames in this table have a damage capacity of 2 or 3. Certain frames are restricted to armies of
certain tech levels, and no standard infantry frame may have an armor rating of ) 0.

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

DESIGN TABLES - ARMY CUSTOMIZER


M6J, AR +2 2 3 20 / +30 31 / +38 42 / +38 47 / +62 50 / +53 57 / +58 73 / +33
M6F, AR +2 2 3 22 / +32 34 / +41 45 / +41 51 / +66 55 / +56 61 / +61 80 / +35
M6F, AR +2 3 3 33 / +40 51 / +53 68 / +53 76 / +91 82 / +77 92 / +84 119 / +45

AR - Armor Rating G - Green R - Regular


DC - Damage Capacity H - Hero TL - Minimum Tech Level
E - Elite L - Linked V - Veteran
F - Fanatic M - Matrix
Table 2.4 – Infantry & Mecha HTH Costs
This table shows the HTH costs for both infantry and (anime) mecha. They are written as a per damage die cost, up
to a maximum of 4 damage dice. Effector costs are also written per die. In contrast, reflex costs are written per integer
(remember, reflex varies from -3 to +3) and are constant, regardless of the number of damage dice purchased. Certain
DESIGN TABLES - ARMY CUSTOMIZER
target damage rolls are restricted to certain tech levels.

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

A - Armor Piercing K - Knockback TL - Minimum Tech Level


B - Burst PV - Point Value U - Ultra
DMG# - Target Damage Number S - Stun V - Vehicle Piercing
F - Field Piercing T - Terror

Table 2.5 – Vehicle Costs


This table shows the basic frame costs for all types of vehicle. Costs are written per point of DC or SDC. Certain
frames are restricted to armies of certain tech levels. If a column has no cost written for a given frame, that frame is not
098 available to that vehicle type. All vehicles have the turn costs listed in the appropriate column.

TABLE 2.5

Frame TL LV ME AME APC AFV SDC


turn cost turn cost no turn turn cost turn cost APC and
1/2/3 .5 / 1 / 1.5 cost 1.5 / 3 / 4.5 2/4/6 AFV only
M6, AR -2 3 - 117 140 59 94 20
M6, AR -1 2 39 59 71 29 47 10
M6, AR 0 1 30 45 54 23 36 8
M6, AR +1 1 24 36 43 18 29 6
M6, AR +2 1 21 31 37 16 - 5
M6S, AR -2 3 - 146 175 73 117 20
M6S, AR -1 2 49 73 88 37 59 10
M6S, AR 0 1 38 56 67 28 45 8
M6S, AR +1 1 30 45 54 23 36 6
M6S, AR +2 1 26 39 47 19 - 5
M6J, AR -1 3 54 81 97 - - -
M6J, AR 0 3 41 62 74 - - -
M6J, AR +1 3 33 50 60 - - -
M6J, AR +2 3 29 43 52 - - -
M8, AR -2 3 - 156 187 78 125 20
M8, AR -1 2 52 78 94 39 62 10
M8, AR 0 1 40 60 72 30 48 8
TABLE 2.5 [continued]

Frame TL LV ME AME APC AFV SDC


turn cost turn cost no turn turn cost turn cost APC and
1/2/3 .5 / 1 / 1.5 cost 1.5 / 3 / 4.5 2/4/6 AFV only
M8, AR +1 1 32 48 58 24 38 6
M8, AR +2 1 28 41 49 21 - 5
M8S, AR -2 3 - 195 234 98 156 20
M8S, AR -1 2 65 98 118 49 78 10
M8S, AR 0 1 50 75 90 38 60 8
M8S, AR +1 1 40 60 72 30 48 6
M8S, AR +2 1 35 52 62 26 - 5
M8J, AR -1 3 72 108 130 - - -
M8J, AR 0 3 55 83 100 - - -
M8J, AR +1 3 44 66 79 - - -
M8J, AR +2 3 38 57 68 - - -
M10, AR -2 3 - - - 98 156 20
M10, AR -1 2 65 - - 49 78 10
M10, AR 0 1 50 - - 38 60 8
M10, AR +1 1 40 - - 30 48 6
M10, AR +2 1 35 - - 26 - 5
M10S, AR -2 3 - - - 122 195 20
M10S, AR -1 2 81 - - 61 98 10
M10S, AR 0 2 63 - - 47 75 8
M10S, AR +1 1 50 - - 38 60 6
M10S, AR +2 1 43 - - 32 - 5
M12, AR -2 3 - - - 117 187 20 099
M12, AR -1 3 78 - - 59 94 10
M12, AR 0 2 60 - - 45 72 8
M12, AR +1 2 48 - - 36 58 6
M12, AR +2 1 41 - - 31 - 5
M12S, AR -2 3 - - - 146 - 20
M12S, AR -1 3 98 - - 73 - 10

DESIGN TABLES - ARMY CUSTOMIZER


M12S, AR 0 2 75 - - 56 - 8
M12S, AR +1 2 60 - - 45 - 6
M12S, AR +2 1 52 - - 39 - 5
M14S, AR -1 3 114 - - - - -
M14S, AR 0 3 88 - - - - -
M14S, AR +1 2 70 - - - - -
M14S, AR +2 2 60 - - - - -
M14F, AR 0 3 105 - - - - -
M14F, AR +1 3 84 - - - - -
M14F, AR +2 3 72 - - - - -
M16F, AR 0 3 120 - - 90 144 8
M16F, AR +1 3 96 - - 72 115 6
M16F, AR +2 3 83 - - 62 - 5
M18F, AR +1 3 108 - - - - -
M18F, AR +2 2 93 - - - - -
M20F, AR +2 2 104 - - - - -

A - Armor Piercing K - Knockback TL - Minimum Tech Level


B - Burst PV - Point Value U - Ultra
DMG# - Target Damage Number S - Stun V - Vehicle Piercing
Table 2.6 – Basic Weapon Costs
This table shows all basic frame costs for non-AOE weapons with a FR of 1, as well as the associated effector costs
for each. Certain frames are restricted to armies of certain tech levels. Remember that many effectors are also
restricted by tech level. If a column has no cost written for a given frame, that frame may not be created.
DESIGN TABLES - ARMY CUSTOMIZER

TABLE 2.6

Type:Pistol1 TL 3+/5+/7+/9+/11+ PV K B A F V U S T IR2 PPV


1 1 - / - / 5 / 10 / 15 1 +1 +1 +1 +1 +1 +1 0 0 +1 2
2 1 - / 5 / 10 / 15 / 20 2 +1 +1 +1 +1 +2 +2 -1 -1 +1 6
3 1 - / 15 / - / - / - 4 +1 +1 +2 +2 +3 +4 -1 -3 +2 12
4 1 - / 10 / 15 / 20 / 25 4 +1 +1 +2 +2 +3 +4 -1 -3 +2 11
5 1 5 / 10 / 15 / 20 / 25 5 +2 +2 +2 +3 +4 +6 -2 -4 +2 15
6 1 15 / - / - / - / - 5 +2 +2 +2 +3 +4 +6 -2 -4 +2 16
7 2 10 / 15 / 20 / 25 / - 8 +2 +3 +4 +5 +6 +9 -2 -6 +3 24
8 2 15 / 20 / 25 / - / - 11 +3 +4 +5 +7 +8 +12 -3 -8 +4 32
1
Numbers in this column are arbitrary designations for cross-reference with tables 2.7 & 2.8.
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].
Type:Carbine1 TL 3+/5+/7+/9+/11+ PV K B A F V U S T IR2 PPV
9 1 - / - / 5 / 15 / 25 2 +1 +1 +1 +1 +2 +2 -1 -1 +1 5
10 1 - / - / - / 20 / 40 4 +1 +1 +2 +2 +3 +4 -1 -3 +2 10
11 1 - / 5 / 15 / 25 / 35 6 +2 +2 +3 +4 +5 +7 -2 -4 +2 17
12 1 - / - / 20 / 30 / 40 8 +2 +3 +4 +5 +6 +9 -2 -6 +3 20
13 1 - / - / 30 / - / - 11 +3 +4 +5 +7 +8 +12 -3 -8 +4 35
14 1 5 / 15 / 25 / 35 / - 12 +4 +4 +5 +7 +9 +13 -4 -8 +5 35
15 2 - / 20 / 30 / 40 / - 16 +5 +5 +7 +10 +12 +18 -5 -11 +6 44
16 2 - / 30 / - / - / - 16 +5 +5 +7 +10 +12 +18 -5 -11 +6 50
100
17 2 10 / 20 / 30 / 40 / - 17 +6 +6 +8 +11 +13 +19 -5 -11 +7 47
18 2 15 / 25 / 35 / - / - 19 +6 +6 +9 +11 +14 +21 -6 -13 +8 56
19 3 30 / - / - / - / - 22 +7 +7 +10 +13 +17 +24 -7 -15 +9 69
20 3 20 / 30 / 40 / - / - 24 +7 +8 +11 +14 +18 +26 -7 -17 +10 71
21 3 25 / 35 / - / - / - 25 +8 +8 +11 +15 +19 +28 -8 -18 +10 74
1
Numbers in this column are arbitrary designations for cross-reference with tables 2.7 & 2.8.
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].

Type:Rifle1 TL 3+/5+/7+/9+/11+ PV K B A F V U S T IR2 PPV


22 1 - / - / 15 / 30 / - 7 +2 +2 +3 +4 +5 +8 -2 -5 +3 18
23 1 - / - / 15 / 30 / 45 8 +2 +3 +4 +5 +6 +9 -2 -6 +3 22
24 1 - / - / 20 / 40 / 60 11 +3 +4 +5 +7 +8 +12 -3 -8 +4 20
25 1 - / 15 / 30 / - / - 12 +4 +4 +5 +7 +9 +13 -4 -8 +5 33
26 1 - / - / 30 / 45 / 60 15 +5 +5 +7 +9 +11 +17 -5 -11 +6 38
27 1 - / 15 / 30 / 45 / 60 16 +5 +5 +7 +10 +12 +18 -5 -11 +6 44
28 2 - / - / 40 / 50 / 60 18 +5 +6 +8 +11 +14 +20 -5 -13 +7 46
29 2 15 / 30 / - / - / - 18 +5 +6 +8 +11 +14 +20 -5 -13 +7 53
30 2 - / 25 / 35 / 45 / 55 20 +6 +7 +9 +12 +15 +22 -6 -14 +8 55
31 2 - / 20 / 40 / 60 / - 21 +6 +7 +9 +13 +16 +23 -6 -15 +8 58
32 2 - / 25 / 40 / 55 / 60 22 +7 +7 +10 +13 +17 +24 -7 -15 +9 61
33 2 - / 30 / 40 / 50 / 60 23 +7 +8 +10 +14 +17 +25 -7 -16 +9 63
34 2 - / 30 / 45 / 60 / - 25 +8 +8 +11 +15 +19 +28 -8 -18 +10 69
35 3 - / 35 / 45 / 55 / 60 26 +8 +9 +12 +16 +20 +29 -8 -18 +10 72
36 3 15 / 30 / 45 / 60 / - 26 +8 +9 +12 +16 +20 +29 -8 -18 +10 77
TABLE 2.6 [continued]

Type:Rifle1 TL 3+/5+/7+/9+/11+ PV K B A F V U S T IR2 PPV


37 3 20 / 30 / 40 / 50 / 60 26 +8 +9 +12 +16 +20 +29 -8 -18 +10 77
38 3 25 / 35 / 45 / 55 / 60 30 +9 +10 +14 +18 +23 +33 -9 -21 +12 89
39 3 20 / 40 / 60 / - / - 31 +9 +10 +14 +19 +23 +34 -9 -22 +12 91
1
Numbers in this column are arbitrary designations for cross-reference with tables 2.7 & 2.8.
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].

Type:Heavy1 TL 3+/5+/7+/9+/11+ PV K B A F V U S T IR2 PPV


40 1 - / - / - / - / UN 3 +1 +1 +1 +2 +2 +3 -1 -2 +1 -
41 1 - / - / - / 30 / 60 7 +2 +2 +3 +4 +5 +8 -2 -5 +3 17
42 1 - / - / - / 30 / UN 8 +3 +3 +4 +5 +6 +9 -2 -5 +4 -
43 1 - / - / - / 40 / UN 9 +3 +3 +4 +5 +7 +10 -3 -6 +4 -
44 1 - / - / - / 60 / - 10 +3 +3 +5 +6 +8 +11 -3 -7 +4 26
45 1 - / - / - / UN / - 12 +4 +4 +5 +7 +9 +13 -4 -8 +5 -
46 1 - / - / 30 / 60/ - 16 +5 +5 +7 +10 +12 +18 -5 -11 +6 41
47 1 - / - / 30 / UN / - 17 +6 +6 +8 +11 +13 +19 -5 -12 +7 -
48 2 - / - / 40 / UN / - 20 +6 +7 +9 +12 +15 +22 -6 -14 +8 -
49 2 - / - / 60 / - / - 20 +6 +7 +9 +12 +15 +22 -6 -14 +8 55
50 2 - / - / UN / - / - 23 +7 +8 +10 +14 +17 +25 -7 -16 +9 -
51 2 - / 30 / 60 / - / - 26 +8 +9 +12 +16 +20 +29 -8 -18 +10 72
52 3 - / 30 / UN / - / - 29 +9 +10 +13 +17 +22 +32 -9 -20 +12 -
53 3 - / 60 / - / - / - 31 +9 +10 +14 +19 +23 +34 -9 -22 +12 91
54 3 - / 40 / UN / - / - 32 +10 +11 +14 +19 +24 +35 -10 -22 +13 -
55 3 - / UN / - / - / - 35 +11 +12 +16 +21 +26 +39 -11 -25 +14 - 101
56 3 30 / 60 / - / - / - 36 +11 +12 +16 +22 +27 +40 -11 -25 +14 106
57 3 60 / - / - / - / - 41 +12 +14 +18 +25 +31 +45 -12 -29 +16 129
58 3 UN / - / - / - / - 47 +14 +16 +21 +28 +35 +52 -14 -33 +19 -
1
Numbers in this column are arbitrary designations for cross-reference with tables 2.7 & 2.8.
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].

Type:Cone1 TL 3+/5+/7+/9+/11+ PV K B A F V U S T IR2 PPV

DESIGN TABLES - ARMY CUSTOMIZER


59 1 - / - / 5 / 10 / 15 30 +9 +10 +14 +18 +23 +33 -9 -21 +12 -
60 2 - / 5 / 10 / 15 / - 60 +18 +20 +27 +36 +45 +66 -18 -42 +24 -
61 3 5 / 10 / 15 / - / - 90 +27 +30 +41 +54 +68 +99 -27 -63 +36 -
1
Numbers in this column are arbitrary designations for cross-reference with tables 2.7 & 2.8.
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].

3+/5+/7+/9+/11+ - Target Damage Roll IR - Impact Rating T - Terror


at Ranges Listed K - Knockback TL - Minimum Tech Level
A - Armor PPV - Phase Point Value U - Ultra
B - Burst PV - Point Value V - Vehicle Piercing
F - Field Piercing S - Stun
Table 2.7 – Area Of Effect Weapon Costs
This table shows all basic frame costs for AOE weapons, as well as the associated template effector costs for each.
Certain frames are restricted to armies of certain tech levels (see table 2.6). Remember that many effectors are also
restricted by tech level. If a column has no cost written for a given frame, that frame may not be created.
DESIGN TABLES - ARMY CUSTOMIZER

TABLE 2.7

Type:Pistol1 IF 2"/7+ B A S IR2 2"/9+ B A S IR2


1 - 1 +1 +1 0 +1 1 +1 +1 0 +1
2 - 1 +1 +1 0 +1 1 +1 +1 0 +1
3 - 2 +1 +1 -1 +1 1 +1 +1 0 +1
4 - 2 +1 +1 -1 +1 1 +1 +1 0 +1
5 - 3 +1 +1 -1 +1 1 +1 +1 0 +1
6 - 3 +1 +1 -1 +1 1 +1 +1 0 +1
7 - 4 +1 +2 -1 +2 2 +1 +1 -1 +1
8 - 6 +2 +3 -2 +2 3 +1 +1 -1 +1
1
Numbers in this column are arbitrary designations for cross-reference with tables 2.6 & 2.8.
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].

Type:Carbine1 IF 2"/7+ B A S IR2 2"/9+ B A S IR2


9 +5 1 +1 +1 0 +1 1 +1 +1 0 +1
10 +5 2 +1 +1 -1 +1 1 +1 +1 0 +1
11 +5 3 +1 +1 -1 +1 2 +1 +1 -1 +1
12 +5 4 +1 +2 -1 +2 2 +1 +1 -1 +1
13 +7 6 +2 +3 -2 +2 3 +1 +1 -1 +1
14 +8 6 +2 +3 -2 +2 3 +1 +1 -1 +1
15 +16 8 +3 +4 -2 +3 4 +1 +2 -1 +2
16 +16 8 +3 +4 -2 +3 4 +1 +2 -1 +2
102
17 +16 9 +3 +4 -2 +3 5 +1 +2 -1 +2
18 +19 10 +3 +5 -3 +4 5 +2 +2 -2 +2
19 +29 11 +4 +5 -3 +4 6 +2 +3 -2 +2
20 +32 12 +4 +5 -4 +5 6 +2 +3 -2 +2
21 +33 13 +4 +6 -4 +5 7 +2 +3 -2 +3
1
Numbers in this column are arbitrary designations for cross-reference with tables 2.6 & 2.8.
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].

Type:Carbine1 IF 3"/5+ B A S IR2 3"/7+ B A S IR2


9 +5 3 +1 +1 -1 +1 2 +1 +1 -1 +1
10 +5 7 +2 +3 -2 +3 4 +1 +2 -1 +2
11 +5 10 +3 +5 -3 +4 7 +2 +3 -2 +3
12 +5 13 +4 +6 -4 +5 9 +3 +4 -3 +4
13 +7 18 +6 +8 -5 +7 12 +4 +5 -4 +5
14 +8 20 +7 +9 -6 +8 13 +4 +6 -4 +5
15 +16 27 +9 +12 -8 +11 18 +6 +8 -5 +7
16 +16 27 +9 +12 -8 +11 18 +6 +8 -5 +7
17 +16 28 +9 +12 -8 +11 19 +6 +8 -5 +7
18 +19 32 +11 +14 -10 +13 21 +7 +9 -6 +8
19 +29 37 +12 +17 -11 +15 25 +8 +11 -8 +10
20 +32 40 +13 +18 -12 +16 27 +9 +12 -8 +11
21 +33 42 +14 +19 -13 +17 28 +9 +13 -8 +11
1
Numbers in this column are arbitrary designations for cross-reference with tables 2.6 & 2.8.
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].
TABLE 2.7 [continued]

Type:Carbine1 IF 3"/9+ B A S IR2 4"/5+ B A S IR2


9 +5 1 +1 +1 0 +1 - - - - -
10 +5 2 +1 +1 -1 +1 - - - - -
11 +5 3 +1 +1 -1 +1 - - - - -
12 +5 4 +1 +2 -1 +2 - - - - -
13 +7 6 +2 +3 -2 +2 - - - - -
14 +8 7 +2 +3 -2 +3 - - - - -
15 +16 9 +3 +4 -3 +4 - - - - -
16 +16 9 +3 +4 -3 +4 - - - - -
17 +16 10 +3 +4 -3 +4 - - - - -
18 +19 11 +4 +5 -3 +4 - - - - -
19 +29 12 +4 +5 -4 +5 - - - - -
20 +32 13 +4 +6 -4 +5 - - - - -
21 +33 14 +5 +6 -4 +6 - - - - -
1
Numbers in this column are arbitrary designations for cross-reference with tables 2.6 & 2.8.
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].

Type:Rifle1 IF 2"/7+ B A S IR2 2"/9+ B A S IR2


22 +5 4 +1 +2 -1 +2 2 +1 +1 -1 +1
23 +5 4 +1 +2 -1 +2 2 +1 +1 -1 +1
24 +7 6 +2 +3 -2 +2 3 +1 +1 -1 +1
25 +8 6 +2 +3 -2 +2 3 +1 +1 -1 +1
26 +10 8 +3 +4 -2 +3 4 +1 +2 -1 +2
27 +11 8 +3 +4 -2 +3 4 +1 +2 -1 +2 103
28 +12 9 +3 +4 -3 +4 5 +2 +2 -2 +2
29 +18 9 +3 +4 -3 +4 5 +2 +2 -2 +2
30 +20 10 +3 +5 -3 +4 5 +2 +2 -2 +2
31 +21 11 +4 +5 -3 +4 5 +2 +2 -2 +2
32 +22 11 +4 +5 -3 +4 6 +2 +3 -2 +2
33 +23 12 +4 +5 -4 +5 6 +2 +3 -2 +2

DESIGN TABLES - ARMY CUSTOMIZER


34 +25 13 +4 +6 -4 +5 7 +2 +3 -2 +3
35 +26 14 +5 +6 -4 +6 7 +2 +3 -2 +3
36 +26 14 +5 +6 -4 +6 7 +2 +3 -2 +3
37 +35 14 +5 +6 -4 +6 7 +2 +3 -2 +3
38 +40 16 +5 +7 -5 +6 8 +3 +4 -2 +3
39 +41 16 +5 +7 -5 +6 8 +3 +4 -2 +3
1
Numbers in this column are arbitrary designations for cross-reference with tables 2.6 & 2.8.
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].

Type:Rifle1 IF 3"/5+ B A S IR2 3"/7+ B A S IR2


22 +5 12 +4 +5 -4 +5 8 +3 +4 -2 +3
23 +5 13 +4 +6 -4 +5 9 +3 +4 -3 +4
24 +7 18 +6 +8 -5 +7 12 +4 +5 -4 +5
25 +8 20 +7 +9 -6 +8 13 +4 +6 -4 +5
26 +10 25 +8 +11 -8 +10 17 +6 +8 -5 +7
27 +11 27 +9 +12 -8 +11 18 +6 +8 -5 +7

Table 2.7 continues on the following page.


TABLE 2.7 [continued]
DESIGN TABLES - ARMY CUSTOMIZER Type:Rifle1 IF 3"/5+ B A S IR2 3"/7+ B A S IR2
28 +12 30 +10 +14 -9 +12 20 +7 +9 -6 +8
29 +18 30 +10 +14 -9 +12 20 +7 +9 -6 +8
30 +20 34 +11 +15 -10 +14 22 +7 +10 -7 +9
31 +21 35 +12 +16 -11 +14 24 +8 +11 -7 +10
32 +22 37 +12 +17 -11 +15 25 +8 +11 -8 +10
33 +23 39 +13 +18 -12 +16 26 +9 +12 -8 +10
34 +25 42 +14 +19 -13 +17 28 +9 +13 -8 +11
35 +26 44 +15 +20 -13 +18 29 +10 +13 -9 +12
36 +26 44 +15 +20 -13 +18 29 +10 +13 -9 +12
37 +35 44 +15 +20 -13 +18 29 +10 +13 -9 +12
38 +40 50 +17 +23 -15 +20 34 +11 +15 -10 +14
39 +41 52 +17 +23 -16 +21 35 +12 +16 -11 +14
1
Numbers in this column are arbitrary designations for cross-reference with tables 2.6 & 2.8.
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].

Type:Rifle1 IF 3"/9+ B A S IR2 4"/5+ B A S IR2


22 +5 4 +1 +2 -1 +2 21 +7 +9 -6 +8
23 +5 4 +1 +2 -1 +2 24 +8 +11 -7 +10
24 +7 6 +2 +3 -2 +2 33 +11 +15 -10 +13
25 +8 7 +2 +3 -2 +3 36 +12 +16 -11 +14
26 +10 8 +3 +4 -2 +3 45 +15 +20 -14 +18
27 +11 9 +3 +4 -3 +4 48 +16 +22 -14 +19
28 +12 10 +3 +5 -3 +4 54 +18 +24 -16 +22
29 +18 10 +3 +5 -3 +4 54 +18 +24 -16 +22
104 30 +20 11 +4 +5 -3 +4 60 +20 +27 -18 +24
31 +21 12 +4 +5 -4 +5 63 +21 +28 -19 +25
32 +22 12 +4 +5 -4 +5 66 +22 +30 -20 +26
33 +23 13 +4 +6 -4 +5 69 +23 +31 -21 +28
34 +25 14 +5 +6 -4 +6 75 +25 +34 -23 +30
35 +26 15 +5 +7 -5 +6 78 +26 +35 -23 +31
36 +26 15 +5 +7 -5 +6 78 +26 +35 -23 +31
37 +35 15 +5 +7 -5 +6 78 +26 +35 -23 +31
38 +40 17 +6 +8 -5 +7 90 +30 +41 -27 +36
39 +41 17 +6 +8 -5 +7 93 +31 +42 -28 +37
1
Numbers in this column are arbitrary designations for cross-reference with tables 2.6 & 2.8.
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].

Type:Rifle1 IF 4"/7+ B A S IR2 4"/9+ B A S IR2


22 +5 14 +5 +6 -4 +6 7 +2 +3 -2 +3
23 +5 16 +5 +7 -5 +6 8 +3 +4 -2 +3
24 +7 22 +7 +10 -7 +9 11 +4 +5 -3 +4
25 +8 24 +8 +11 -7 +10 12 +4 +5 -4 +5
26 +10 30 +10 +14 -9 +12 15 +5 +7 -5 +6
27 +11 32 +11 +14 -10 +13 16 +5 +7 -5 +6
28 +12 36 +12 +16 -11 +14 18 +6 +8 -5 +7
29 +18 36 +12 +16 -11 +14 18 +6 +8 -5 +7
30 +20 40 +13 +18 -12 +16 20 +7 +9 -6 +8
31 +21 42 +14 +19 -13 +17 21 +7 +9 -6 +8
TABLE 2.7 [continued]

Type:Rifle1 IF 4"/7+ B A S IR2 4"/9+ B A S IR2


32 +22 44 +15 +20 -13 +18 22 +7 +10 -7 +9
33 +23 46 +15 +21 -14 +18 23 +8 +10 -7 +9
34 +25 50 +17 +23 -15 +20 25 +8 +11 -8 +10
35 +26 52 +17 +23 -16 +21 26 +9 +12 -8 +10
36 +26 52 +17 +23 -16 +21 26 +9 +12 -8 +10
37 +35 52 +17 +23 -16 +21 26 +9 +12 -8 +10
38 +40 60 +20 +27 -18 +24 30 +10 +14 -9 +12
39 +41 62 +20 +28 -19 +25 31 +10 +14 -9 +12
1
Numbers in this column are arbitrary designations for cross-reference with tables 2.6 & 2.8.
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].

Type:Heavy1 IF 2"/7+ B A S IR2 2"/9+ B A S IR2


40 +5 2 +1 +1 -1 +1 1 +1 +1 0 +1
41 +5 4 +1 +2 -1 +2 2 +1 +1 -1 +1
42 +5 4 +1 +2 -1 +2 2 +1 +1 -1 +1
43 +5 5 +2 +2 -2 +2 2 +1 +1 -1 +1
44 +5 5 +2 +2 -2 +2 3 +1 +1 -1 +1
45 +5 6 +2 +3 -2 +2 3 +1 +1 -1 +1
46 +11 8 +3 +4 -2 +3 4 +1 +2 -1 +2
47 +11 9 +3 +4 -3 +4 4 +1 +2 -1 +2
48 +13 10 +3 +5 -3 +4 5 +2 +2 -2 +2
49 +13 10 +3 +5 -3 +4 5 +2 +2 -2 +2
50 +15 12 +4 +5 -4 +5 6 +2 +3 -2 +2
105
51 +26 14 +5 +6 -4 +6 7 +2 +3 -2 +3
52 +29 15 +5 +7 -5 +6 8 +3 +4 -2 +3
53 +31 16 +5 +7 -5 +6 8 +3 +4 -2 +3
54 +32 17 +6 +8 -5 +7 8 +3 +4 -2 +3
55 +35 18 +6 +8 -5 +7 9 +3 +4 -3 +4
56 +48 19 +6 +9 -6 +8 9 +3 +4 -3 +4
57 +55 21 +7 +9 -6 +8 11 +4 +5 -3 +4

DESIGN TABLES - ARMY CUSTOMIZER


58 +63 24 +8 +11 -7 +10 12 +4 +5 -4 +5
1
Numbers in this column are arbitrary designations for cross-reference with tables 2.6 & 2.8.
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].

Type:Heavy1 IF 3"/5+ B A S IR2 3"/7+ B A S IR2


40 +5 5 +2 +2 -2 +2 3 +1 +1 -1 +1
41 +5 12 +4 +5 -4 +5 8 +3 +4 -2 +3
42 +5 13 +4 +6 -4 +5 9 +3 +4 -3 +4
43 +5 15 +5 +7 -5 +6 10 +3 +5 -3 +4
44 +5 17 +6 +8 -5 +7 11 +4 +5 -3 +4
45 +5 20 +7 +9 -6 +8 13 +4 +6 -4 +5
46 +11 27 +9 +12 -8 +11 18 +6 +8 -5 +7
47 +11 29 +10 +13 -9 +12 19 +6 +9 -6 +8
48 +13 34 +11 +15 -10 +14 22 +7 +10 -7 +9
49 +13 34 +11 +15 -10 +14 22 +7 +10 -7 +9
50 +15 39 +13 +18 -12 +16 26 +9 +12 -8 +10

Table 2.7 continues on the following page.


TABLE 2.7 [continued]

DESIGN TABLES - ARMY CUSTOMIZER Type:Heavy1 IF 3"/5+ B A S IR2 3"/7+ B A S IR2


51 +26 44 +15 +20 -13 +18 29 +10 +13 -9 +12
52 +29 49 +16 +22 -15 +20 32 +11 +14 -10 +13
53 +31 52 +17 +23 -16 +21 35 +12 +16 -11 +14
54 +32 54 +18 +24 -16 +22 36 +12 +16 -11 +14
55 +35 59 +19 +27 -18 +24 39 +13 +18 -12 +16
56 +48 60 +20 +27 -18 +24 40 +13 +18 -12 +16
57 +55 69 +23 +31 -21 +28 46 +15 +21 -14 +18
58 +63 79 +26 +36 -24 +32 53 +17 +24 -16 +21
1
Numbers in this column are arbitrary designations for cross-reference with tables 2.6 & 2.8.
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].

Type:Heavy1 IF 3"/9+ B A S IR2 4"/5+ B A S IR2


40 +5 2 +1 +1 -1 +1 9 +3 +4 -3 +4
41 +5 4 +1 +2 -1 +2 21 +7 +9 -6 +8
42 +5 4 +1 +2 -1 +2 24 +8 +11 -7 +10
43 +5 5 +2 +2 -2 +2 27 +9 +12 -8 +11
44 +5 6 +2 +3 -2 +2 30 +10 +14 -9 +12
45 +5 7 +2 +3 -2 +3 36 +12 +16 -11 +14
46 +11 9 +3 +4 -3 +4 48 +16 +22 -14 +19
47 +11 10 +3 +5 -3 +4 51 +17 +23 -15 +20
48 +13 11 +4 +5 -3 +4 60 +20 +27 -18 +24
49 +13 11 +4 +5 -3 +4 60 +20 +27 -18 +24
50 +15 13 +4 +6 -4 +5 69 +23 +31 -21 +28
51 +26 15 +5 +7 -5 +6 78 +26 +35 -23 +31
106
52 +29 16 +5 +7 -5 +6 87 +29 +39 -26 +35
53 +31 17 +6 +8 -5 +7 93 +31 +42 -28 +37
54 +32 18 +6 +8 -5 +7 96 +32 +43 -29 +38
55 +35 20 +7 +9 -6 +8 105 +35 +47 -32 +42
56 +48 20 +7 +9 -6 +8 108 +36 +49 -32 +43
57 +55 23 +8 +10 -7 +9 123 +41 +55 -37 +49
58 +63 26 +9 +12 -8 +10 141 +47 +63 -42 +56
1
Numbers in this column are arbitrary designations for cross-reference with tables 2.6 & 2.8.
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].

Type:Heavy1 IF 4"/7+ B A S IR2 4"/9+ B A S IR2


40 +5 6 +2 +3 -2 +2 3 +1 +1 -1 +1
41 +5 14 +5 +6 -4 +6 7 +2 +3 -2 +3
42 +5 16 +5 +7 -5 +6 8 +3 +4 -2 +3
43 +5 18 +6 +8 -5 +7 9 +3 +4 -3 +4
44 +5 20 +7 +9 -6 +8 10 +3 +5 -3 +4
45 +5 24 +8 +11 -7 +10 12 +4 +5 -4 +5
46 +11 32 +11 +14 -10 +13 16 +5 +7 -5 +6
47 +11 34 +11 +15 -10 +14 17 +6 +8 -5 +7
48 +13 40 +13 +18 -12 +16 20 +7 +9 -6 +8
49 +13 40 +13 +18 -12 +16 20 +7 +9 -6 +8
50 +15 46 +15 +21 -14 +18 23 +8 +10 -7 +9
51 +26 52 +17 +23 -16 +21 26 +9 +12 -8 +10
52 +29 58 +19 +26 -17 +23 29 +10 +13 -9 +12
TABLE 2.7 [continued]

Type:Heavy1 IF 4"/7+ B A S IR2 4"/9+ B A S IR2


53 +31 62 +20 +28 -19 +25 31 +10 +14 -9 +12
54 +32 64 +21 +29 -19 +26 32 +11 +14 -10 +13
55 +35 70 +23 +32 -21 +28 35 +12 +16 -11 +14
56 +48 72 +24 +32 -22 +29 36 +12 +16 -11 +14
57 +55 82 +27 +37 -25 +33 41 +14 +18 -12 +16
58 +63 94 +31 +42 -28 +38 47 +16 +21 -14 +19
1
Numbers in this column are arbitrary designations for cross-reference with tables 2.6 & 2.8.
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].

X” / Y+ - PV for given AOE template B - Burst IR - Impact Rating


A - Armor Piercing IF - Indirect Fire S - Stun

Table 2.8 – Suppression-Capable Weapon Costs


This table shows all basic frame costs for suppression-capable weapons, as well as the associated effector costs for
each. Certain frames are restricted to armies of certain tech levels (see table 2.6). Remember that many effectors are
also restricted by tech level. If a column has no cost written for a given frame, that frame may not be created.

TABLE 2.8

TYPE:Pistol1 FR2 K B A F V U S T IR2


1 2 +1 +1 +1 +1 +2 +2 -1 -1 +1
2 4 +1 +1 +2 +2 +3 +4 -1 -3 +2
107
3 7 +2 +2 +3 +4 +5 +8 -2 -5 +3
4 7 +2 +2 +3 +4 +5 +8 -2 -5 +3
5 9 +3 +3 +4 +5 +7 +10 -3 -6 +4
6 9 +3 +3 +4 +5 +7 +10 -3 -6 +4
7 15 +5 +5 +7 +9 +11 +17 -5 -11 +6
8 20 +6 +7 +9 +12 +15 +22 -6 -14 +8

DESIGN TABLES - ARMY CUSTOMIZER


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].

TYPE:Pistol1 FR3 K B A F V U S T IR2


1 3 +1 +1 +1 +2 +2 +3 -1 -2 +1
2 6 +2 +2 +3 +4 +5 +7 -2 -4 +2
3 11 +3 +4 +5 +7 +8 +12 -3 -8 +4
4 11 +3 +4 +5 +7 +8 +12 -3 -8 +4
5 14 +4 +5 +6 +8 +11 +15 -4 -10 +6
6 14 +4 +5 +6 +8 +11 +15 -4 -10 +6
7 22 +7 +7 +10 +13 +17 +24 -7 -15 +9
8 31 +9 +10 +14 +19 +23 +34 -9 -22 +12
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].

TYPE:Pistol1 FR4 K B A F V U S T IR2


1 4 +1 +1 +2 +2 +3 +4 -1 -3 +2

Table 2.8 continues on the following page.


TABLE 2.8 [continued]

TYPE:Pistol1 FR4 K B A F V U S T IR2


DESIGN TABLES - ARMY CUSTOMIZER

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].

TYPE:Carbine1 FR2 K B A F V U S T IR2


9 4 +1 +1 +2 +2 +3 +4 -1 -3 +2
10 7 +2 +2 +3 +4 +5 +8 -2 -5 +3
11 11 +3 +4 +5 +7 +8 +12 -3 -8 +4
12 15 +5 +5 +7 +9 +11 +17 -5 -11 +6
13 20 +6 +7 +9 +12 +15 +22 -6 -14 +8
14 22 +7 +7 +10 +13 +17 +24 -7 -15 +9
15 30 +9 +10 +14 +18 +23 +33 -9 -21 +12
16 30 +9 +10 +14 +18 +23 +33 -9 -21 +12
17 32 +10 +11 +15 +19 +24 +34 -10 -22 +13
18 35 +11 +12 +16 +21 +26 +39 -11 -25 +14
19 41 +12 +14 +18 +25 +31 +45 -12 -29 +16
20 44 +13 +15 +20 +26 +33 +48 -13 -31 +18
21 46 +14 +15 +21 +28 +35 +51 -14 -32 +18
108
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].

TYPE:Carbine1 FR3 K B A F V U S T IR2


9 6 +2 +2 +3 +4 +5 +7 -2 -4 +2
10 11 +3 +4 +5 +7 +8 +12 -3 -8 +4
11 17 +5 +6 +8 +10 +13 +19 -5 -12 +7
12 22 +7 +7 +10 +13 +18 +24 -7 -15 +9
13 31 +9 +10 +14 +19 +23 +34 -9 -22 +12
14 34 +10 +11 +15 +20 +26 +37 -10 -24 +14
15 45 +14 +15 +20 +27 +34 +50 -14 -32 +18
16 45 +14 +15 +20 +27 +34 +50 -14 -32 +18
17 48 +15 +16 +21 +28 +35 +51 -15 -33 +19
18 53 +16 +17 +24 +32 +40 +58 -16 -37 +21
19 62 +19 +20 +28 +37 +47 +68 -19 -43 +25
20 67 +20 +22 +30 +40 +50 +74 -20 -47 +27
21 70 +21 +23 +32 +42 +53 +77 -21 -49 +28
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].

TYPE:Carbine1 FR4 K B A F V U S T IR2


9 8 +2 +3 +4 +5 +6 +9 -2 -6 +3
10 15 +5 +5 +7 +9 +11 +17 -5 -11 +6
11 23 +7 +8 +10 +14 +17 +25 -7 -16 +9
TABLE 2.8 [continued]

TYPE:Carbine1 FR4 K B A F V U S T IR2


12 30 +9 +10 +14 +18 +24 +33 -9 -21 +12
13 42 +13 +14 +19 +25 +32 +46 -13 -29 +17
14 46 +14 +15 +21 +28 +35 +51 -14 -32 +18
15 61 +18 +20 +27 +37 +46 +67 -18 -43 +24
16 61 +18 +20 +27 +37 +46 +67 -18 -43 +24
17 65 +19 +21 +28 +38 +47 +68 -19 -44 +25
18 72 +22 +24 +32 +43 +54 +79 -22 -50 +29
19 84 +25 +28 +38 +50 +63 +92 -25 -59 +34
20 91 +27 +30 +41 +55 +68 +100 -27 -64 +36
21 95 +29 +31 +43 +57 +71 +105 -29 -67 +38
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].

TYPE:Rifle1 FR2 K B A F V U S T IR2


22 13 +4 +4 +6 +8 +10 +14 -4 -9 +5
23 15 +5 +5 +7 +9 +11 +17 -5 -11 +6
24 20 +6 +7 +9 +12 +15 +22 -6 -14 +8
25 22 +7 +7 +10 +13 +17 +24 -7 -15 +9
26 28 +8 +9 +13 +17 +21 +31 -8 -20 +11
27 30 +9 +10 +14 +18 +23 +33 -9 -21 +12
28 33 +10 +11 +15 +20 +25 +36 -10 -23 +13
29 33 +10 +11 +15 +20 +25 +36 -10 -23 +13
30 37 +11 +12 +17 +22 +28 +41 -11 -26 +15 109
31 39 +12 +13 +18 +23 +29 +43 -12 -27 +16
32 41 +12 +14 +18 +25 +31 +45 -12 -29 +16
33 43 +13 +14 +19 +26 +32 +47 -13 -30 +17
34 46 +14 +15 +21 +28 +35 +51 -14 -32 +18
35 48 +14 +16 +22 +29 +36 +53 -14 -34 +19
36 48 +14 +16 +22 +29 +36 +53 -14 -34 +19

DESIGN TABLES - ARMY CUSTOMIZER


37 48 +14 +16 +22 +29 +36 +53 -14 -34 +19
38 56 +17 +18 +25 +34 +42 +62 -17 -39 +22
39 57 +17 +19 +26 +34 +43 +63 -17 -40 +23
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].

TYPE:Rifle1 FR3 K B A F V U S T IR2


22 20 +6 +7 +9 +12 +15 +22 -6 -14 +8
23 22 +7 +7 +10 +13 +17 +24 -7 -15 +9
24 31 +9 +10 +14 +19 +23 +34 -9 -22 +12
25 34 +10 +11 +15 +20 +26 +37 -10 -24 +14
26 42 +13 +14 +19 +25 +32 +46 -13 -29 +17
27 45 +14 +15 +20 +27 +34 +50 -14 -32 +18
28 50 +15 +17 +23 +30 +38 +55 -15 -35 +20
29 50 +15 +17 +23 +30 +38 +55 -15 -35 +20
30 56 +17 +18 +25 +34 +42 +62 -17 -39 +22

Table 2.8 continues on the following page.


TABLE 2.8 [continued]
DESIGN TABLES - ARMY CUSTOMIZER TYPE:Rifle1 FR3 K B A F V U S T IR2
31 59 +18 +19 +27 +35 +44 +65 -18 -41 +24
32 62 +19 +20 +28 +37 +47 +68 -19 -43 +25
33 64 +19 +21 +29 +38 +48 +70 -19 -45 +26
34 70 +21 +23 +32 +42 +53 +77 -21 -49 +28
35 73 +22 +24 +33 +44 +55 +80 -22 -51 +29
36 73 +22 +24 +33 +44 +55 +80 -22 -51 +29
37 73 +22 +24 +33 +44 +55 +80 -22 -51 +29
38 84 +25 +28 +38 +50 +63 +92 -25 -59 +34
39 87 +26 +29 +39 +52 +65 +96 -26 -61 +35
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].

TYPE:Rifle1 FR4 K B A F V U S T IR2


22 27 +8 +9 +12 +16 +20 +30 -8 -19 +11
23 30 +9 +10 +14 +18 +23 +33 -9 -21 +12
24 42 +13 +14 +19 +25 +32 +46 -13 -29 +17
25 46 +14 +15 +21 +28 +35 +51 -14 -32 +18
26 57 +17 +19 +26 +34 +43 +63 -17 -40 +23
27 61 +18 +20 +27 +37 +46 +67 -18 -43 +24
28 68 +20 +22 +31 +41 +51 +75 -20 -48 +27
29 68 +20 +22 +31 +41 +51 +75 -20 -48 +30
30 76 +23 +25 +34 +46 +57 +84 -23 -53 +30
31 80 +24 +26 +36 +48 +60 +88 -24 -56 +32
32 84 +25 +28 +38 +50 +63 +92 -25 -59 +34
110
33 87 +26 +29 +39 +52 +65 +96 -26 -61 +35
34 95 +29 +31 +43 +57 +71 +105 -29 -67 +38
35 99 +30 +33 +45 +59 +74 +109 -30 -69 +40
36 99 +30 +33 +45 +59 +74 +109 -30 -69 +40
37 99 +30 +33 +45 +59 +74 +109 -30 -69 +40
38 114 +34 +38 +51 +68 +86 +125 -34 -80 +46
39 118 +35 +39 +53 +71 +89 +130 -35 -83 +47
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].

TYPE:Heavy1 FR2 K B A F V U S T IR2


40 6 +2 +2 +3 +4 +5 +7 -2 -4 +2
41 13 +4 +4 +6 +8 +10 +14 -4 -9 +5
42 14 +5 +5 +7 +9 +11 +15 -4 -9 +6
43 17 +5 +6 +8 +10 +13 +19 -5 -12 +7
44 19 +6 +6 +9 +11 +14 +21 -6 -13 +8
45 22 +7 +7 +10 +13 +17 +24 -7 -15 +9
46 30 +9 +10 +14 +18 +23 +33 -9 -21 +12
47 31 +9 +10 +14 +19 +23 +34 -9 -22 +12
48 37 +11 +12 +17 +22 +28 +41 -11 -26 +15
49 37 +11 +12 +17 +22 +28 +41 -11 -26 +15
50 43 +13 +14 +19 +26 +32 +47 -13 -30 +17
51 48 +14 +16 +22 +29 +36 +53 -14 -34 +19
52 54 +16 +18 +24 +32 +41 +59 -16 -38 +22
TABLE 2.8 [continued]

TYPE:Heavy1 FR2 K B A F V U S T IR2


53 57 +17 +19 +26 +34 +43 +63 -17 -40 +23
54 59 +18 +19 +27 +35 +44 +65 -18 -41 +24
55 65 +20 +21 +29 +39 +49 +72 -20 -46 +26
56 67 +20 +22 +30 +40 +50 +74 -20 -47 +27
57 76 +23 +25 +34 +46 +57 +84 -23 -53 +30
58 87 +26 +29 +39 +52 +65 +96 -26 -61 +35
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].

TYPE:Heavy1 FR3 K B A F V U S T IR2


40 8 +2 +3 +4 +5 +6 +9 -2 -6 +3
41 20 +6 +7 +9 +12 +15 +22 -6 -14 +8
42 22 +7 +8 +10 +13 +16 +23 -6 -14 +9
43 25 +8 +8 +11 +15 +19 +28 -8 -18 +10
44 28 +8 +9 +13 +17 +21 +31 -8 -20 +11
45 34 +10 +11 +15 +20 +26 +37 -10 -24 +14
46 45 +14 +15 +20 +27 +34 +50 -14 -32 +18
47 48 +14 +16 +22 +29 +36 +53 -14 -34 +19
48 56 +17 +18 +25 +34 +42 +62 -17 -39 +22
49 56 +17 +18 +25 +34 +42 +62 -17 -39 +22
50 64 +19 +21 +29 +38 +48 +70 -19 -45 +26
51 73 +22 +24 +33 +44 +55 +80 -22 -51 +29
52 81 +24 +27 +36 +49 +61 +89 -24 -57 +32
111
53 87 +26 +29 +39 +52 +65 +96 -26 -61 +35
54 90 +27 +30 +41 +54 +68 +99 -27 -63 +36
55 98 +29 +32 +44 +59 +74 +108 -29 -69 +39
56 101 +30 +33 +45 +61 +76 +111 -30 -71 +40
57 115 +35 +38 +52 +69 +86 +127 -35 -81 +46
58 132 +40 +44 +59 +79 +99 +145 -40 -92 +53

DESIGN TABLES - ARMY CUSTOMIZER


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].

TYPE:Heavy1 FR4 K B A F V U S T IR2


40 11 +3 +4 +5 +7 +8 +12 -3 -8 +4
41 27 +8 +9 +12 +16 +20 +30 -8 -19 +11
42 30 +9 +10 +13 +17 +21 +31 -8 -19 +12
43 34 +10 +11 +15 +20 +26 +37 -10 -24 +14
44 38 +11 +13 +17 +23 +29 +42 -11 -27 +15
45 46 +14 +15 +21 +28 +35 +51 -14 -32 +18
46 61 +18 +20 +27 +37 +46 +67 -18 -43 +24
47 65 +20 +21 +29 +39 +49 +72 -20 -46 +26
48 76 +23 +25 +34 +46 +57 +84 -23 -53 +30
49 76 +23 +25 +34 +46 +57 +84 -23 -53 +30
50 87 +26 +29 +39 +52 +65 +96 -26 -61 +35
51 99 +30 +33 +45 +59 +74 +109 -30 -69 +40

Table 2.8 continues on the following page.


TABLE 2.8 [continued]

TYPE:Heavy1 FR4 K B A F V U S T IR2


DESIGN TABLES - ARMY CUSTOMIZER

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].

A - Armor Piercing FR4 - Feed Rate 4 cost TL - Minimum Tech Level


B - Burst IR - Impact Rating U - Ultra
F - Field Piercing K - Knockback V - Vehicle Piercing
FR2 - Feed Rate 2 cost S - Stun
FR3 - Feed Rate 3 cost T - Terror

Table 2.9 – Air Strike Costs


This table shows all basic frame costs for suppression-capable weapons, as well as the associated effector costs for
each. Certain air strikes are restricted to armies of certain tech levels. Remember that many effectors are also
restricted by tech level.

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.

112 TABLE 2.9

Hit TL 6"/3+ A S B IR1 6"/5+ A S B IR1


5+ 3 415 +187 -125 +137 +166 312 +140 -94 +103 +125
7+ 2 274 +123 -82 +90 +110 205 +92 -62 +68 +82
9+ 1 142 +64 -43 +47 +57 106 +48 -32 +35 +42
1
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].

Hit TL 9"/3+ A S B IR1 9"/5+ A S B IR1


5+ 3 746 +336 -224 +246 +298 560 +252 -168 +185 +224
7+ 2 492 +221 -148 +162 +197 369 +166 -111 +122 +148
9+ 1 254 +114 -76 +84 +102 191 +86 -57 +63 +76
1
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].

HIT - Target to-hit roll, armor piercing B - Burst S - Stun


X” /Y+ - PV for given AOE template IR - Impact rating TL - Minimum tech level
GENRE RULES EXAMPLE
A player decides that his frame rating will include a level
While we are confident that the Army Customizer can one “figure and weapon variety” rating, giving him a
handle the statistics of any basic army list, the choice of up to 25 infantry and weapon frames to
“atmospheres” of certain science fiction genres are unique design. If designing an anime army, he could choose
enough to warrant their own changes in rules and scale. to create up to 12 mecha frames, in addition to the 1
To help give you a start on some of the more common vehicle of each type he is already allowed.
sci-fi genres, we have provided the following guidelines
for such genres. They provide changes to the Army
Customizer, as well as suggested modifications to the •Anime Mecha / We suggest that all mecha
Universal Skirmish System rules. purchased for an anime army list be purchased as “anime
mecha”, as listed in table 2.5 (pages 98 - 99).

[1] THE UNIVERSAL GENRE •Transforming Mecha / A staple of anime is


the transforming robot, which can switch between frame
Technically, the U.S.S. rules themselves represent a types at will. To represent this on the tabletop, players
“genre”, and can therefore be considered a default of sorts may purchase any anime mecha frame as a “transformer”,
for the Army Customizer. This means that official for normal cost. They must then decide upon up to 3
competitions, unless otherwise noted, will not allow the supplementary mecha frames of equal or lesser value
genre-specific rules below. In addition, the genre rules (these need not be of anime type). One-quarter of the
below should only be used if all players agree to use them cost of each supplementary frame is added to the original
beforehand. cost. Players may begin each game with the frame of his
choice at the time each mecha is placed onto the tabletop.
Keep in mind that, in the absence of a specific genre rule, During gameplay, transformers may switch between
players should assume that all default genre rules apply. frames by spending an entire turn without moving or firing.
Remember, too, that certain genres will not work well in Simply declare “transform” orders when the mecha’s
certain scales and that different scales cannot be mixed initiative card comes up, as well as the desired frame into
in the same battle. which it will morph. While transforming, a mecha may
not defend itself in HTH combat and will automatically fail
any agility rolls. On the next activation of the mecha, it
[2] ANIME will move and fire as if it were of the frame designated on
113
the previous turn.

CHARACTERISTICS All units containing transforming mecha must be made


up of the same combinations, must all be in the same
Amazingly agile mecha. frame at the same time, and must declare “transform”
orders as a unit.
Amazingly agile infantry.
Incredibly powerful weaponry.
EXAMPLE
Tech Level: 3

GENRE RULES - ARMY CUSTOMIZER


An anime mecha that costs 400 PV is made into a
transforming mecha. The controlling player decides to
design 2 supplementary frames: another anime mecha
Suggested Modifications with a cost of 300 PV, and a light vehicle with a cost of
•Scale / We suggest 15mm as the scale, though 30mm 400 PV. The final cost of the transforming mecha is
will work fine if your anime sub-genre of choice is one therefore 575 PV (400 + 0.25x 300 + 0.25x 400).
that contains mecha that are closer to man-size (size 4 in
game terms). If desired, players can use the suggestion
•Anime Infantry / Armored infantry in anime are
for 6mm scale given below for battle mecha.
typically amazingly fast and agile. To represent this, players
must designate all of their infantry frames as standard
•Standardized Squads / The exclusivity of size
infantry (no powered infantry are allowed). However, anime
3 and vehicle squads is rescinded for anime genre play, SI may use the powered infantry table 2.2 (page 95), as
and all anime armies must choose to have a maximum well as choose any frame from table 2.3 (page 96). That
vehicle percentage of 50% or 75%. All infantry units are is, they are not limited to the normal Move, AR and DC
considered exclusive. combinations in table 2.1 (page 94) or the AR limitations
of table 2.3. This makes them able to be much better
•Frame Limitations / When designing an anime protected and mobile than their non-anime brethren, though
army, players must choose a frame number limitation as they will still be vulnerable to area of effect weapons as
usual when calculating frame rating. However, instead of normal, and follow all of the normal rules for SI.
just infantry and weapon frames, players may choose up
to one-half (round down) their total number of frames as •Heroic Characters / The anime genre tends to
unique mecha. This is in addition to the normal number stress skilled and formidable loners, whose abilities are
of vehicles allowed (one per type). far above those of “normal” people. To represent this in
an anime army, all infantry frames may have an associated total number of frames as unique mecha. This is in
hero cost (instead of the normal one-half). However, the addition to the normal number of vehicles allowed (one
drawback to a world in which such heroism exists is the per type).
relative lack of effective commanders. Thus, no anime
GENRE RULES - ARMY CUSTOMIZER

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.

•Battle Mecha vs. Other Vehicles / Increase


the maximum damage capacity of mecha from 5 to 8 (they
Suggested Modifications
become “Battle Mecha”) and decrease that of all other
•Scale / To represent the gargantuan nature of the
vehicle types to 4. AFVs may no longer be purchased.
battle mecha, we suggest using the rules for 15mm play.
Battle Mecha may purchase structural damage capacity
Alternatively, players who prefer a smaller scale (1:300,
and carry passengers (remember that each infantry squad
or 6mm) may half all distance measurements, keeping counts as size 3).
them in inches (e.g. a range band of 30” become 15”). In
addition, all ranges of unlimited (“UN”) should be changed •Battle Mecha Damage Charts / Similar to
to 60” and have their final cost increased by a factor of AFVs in the default genre, battle mecha must choose a
1.75x. This makes for a rough ground scale of 1” = 10m, damage multiplier from the following list. Every time a
and typical weapon ranges of 300-600 meters. 30mm damaging hit is scored, roll on the damage chart in
play is possible, but will require huge models, tall terrain question. These are listed in the chart on the following
and very large tables to be balanced. page and are purchased in the same way as AFV
damage charts.
•Standardized Squads / The exclusivity of size
3 and vehicle squads is rescinded for battle mecha genre
play. In addition, all battle mecha armies must choose to
have a maximum vehicle percentage of 100%, for a TR
cost of +9. There are also restrictions on infantry units,
mentioned below.

•Frame Limitations / When designing a battle


mecha army, players must choose a frame number
limitation as usual when calculating frame rating.
However, instead of just infantry and weapon frames,
players may choose up to one-half (round down) their
BATTLE MECHA DAMAGE CHART

Engineering Quality Cost D100 Effect


Well-balanced none 01-33 Lose 1/4 of base movement 1, 2 (round up).
34-50 Lose one weapon 2 (attacker’s choice).
51-66 Overheat: may not move/fire next turn 3.
67-00 Damaged: lose one from DC.
Exposed Weaponry none 01-20 Lose 1/4 of base movement 1, 2 (round up).
21-70 Lose one weapon 2 (attacker’s choice).
71-80 Overheat: may not move/fire next turn 3.
81-00 Damaged: lose one from DC.
Exposed Power Generator -0.30x 01-50 Lose 1/4 of base movement 1, 2 (round up).
51-75 Overheat: may not move/fire next turn 3.
76-00 Explosion: lose two from DC.
Volatile Power Source -0.35x 01-20 Lose 1/4 of base movement 1, 2 (round up).
21-50 Lose one weapon 2 (attacker’s choice).
51-00 Explosion: lose two from DC.
Strong Superstructure +0.40x 01-50 Lose 1/4 of base movement 1, 2 (round up).
51-70 Lose one weapon 2 (attacker’s choice).
71-90 Overheat: may not move/fire next turn 3.
91-00 Damaged: lose one from DC.
1
Rounding occurs before movement is subtracted. For example, a vehicle with a base movement of 9” will lose 3”
of movement every time this result is rolled.
2
If a vehicle with no movement left suffers a hit that removes movement, or a vehicle with no weapons left suffers a
hit that removes a weapon, the damaging hit will instead remove a point of damage capacity.
3
Overheated battle mecha may not be given orders at all and their initiative cards are removed from the deck in the 115
turn after which they are damaged. They may defend themselves in HTH combat, but suffer a penalty of –2 to their
reflex rolls and HTH damage rolls. If an already overheated figure once again suffers an overheating hit, these
penalties become cumulative (-4, -6, etc.) and only improve at a rate of +2 per turn, with a number of turns to recover
movement equal to the number of overheating hits suffered.

[4] CYBERPUNK •Technical Finesse / Cyberpunk weaponry and


armor tends to be more subtle than obvious. This means

GENRE RULES - ARMY CUSTOMIZER


that no weapon power levels of greater than one (SI
CHARACTERISTICS weapon max = 40 PV, PI = 60 PV, VE = 120 PV) may be
purchased as part of a cyberpunk army’s frame rating,
A proliferation of micro-technology. and no armor ratings of –3 may be purchased for infantry.
Humanocentric culture. However, the technical finesse present in a cyberpunk
Technical finesse. world means that covert operations values are not limited
by figure size or armor rating.
Tech Level: 3

•Extra Augmentations / To represent their


immense technological variety, cyberpunk armies may
Suggested Modifications choose 15 army augmentations instead of the normal 12.
•Straightforward / Cyberpunk armies tend to
rely on a very “modern Earth” cultural mystique. Thus,
the neo-tech and mob options are not available to them. [5] ORGANIC
Additionally, no figures in a cyberpunk army may be of
Linked quality, and only size 3 infantry may be of Matrix
quality (robots). CHARACTERISTICS

•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.

•Matrix Requirement / At least 50% of the


infantry frames designed for an organic army must be of [6] OPERATIC
Matrix quality. The only other allowable quality is Linked,
which represents higher “nodal organisms” in the
biological chain of command. Points spent on Linked units CHARACTERISTICS
will be considered Elite for purposes of army construction;
in other words, organic armies must still choose a Extremely gifted individuals who form “supergroups”.
“maximum elite” percentage when choosing its Tactical
Limited magic and psionic capability.
Rating parameters. Vehicles will still be considered of
vehicle quality. Tech Level: 2 or 3

•The Queen / If desired, players may designate any


infantry frame in an organic army as the queen. The queen
must be made a Matrix quality Hero, and only one queen Suggested Modifications
may be purchased for a given game. She is the only •Supers vs. Normals / All infantry figures that
figure in the entire army that may be given command are part of an operatic genre army list must be one of two
levels, and will therefore always be the army’s primary basic types: “normals” or “supers”. It is assumed that this
commander. All biotech unit morale tests are at +1 to the genre army list represents an operatic group of some sort,
die roll while the queen is alive. If the queen is eliminated, whether the Justice League of America™ or the featured
all unit morale tests are then at –1 to the die roll. band of rebels in the Star Wars™ trilogy. Therefore, “super
116 frames” must make at least 80% of the total number of
•Extra Frames / An organic genre army may infantry frames. The differences between supers and
design up to 50 unique infantry and weapon frames, normals are explained below. Note that vehicle frames
instead of the normal maximum of 35. This adds +6 to are not divided into normal and super, and are created
the army’s frame rating. Vehicle frames are still limited to as per the default rules.
one of each type.
•Operatic Tactical & Frame Ratings /
•Organic Armor & Weaponry / Although Operatic armies do not follow the normal calculations for
organic troops can be highly adaptable, they can never TR and FR, and may not choose the neo-tech option or
compete with the ablative capability of metals, plastics the mob option. Instead of figuring the TR normally, they
and the like. Therefore, no infantry or vehicle frame may must choose from one of the two TR paradigms listed
be given an AR of less than –1. Similarly, force field below, both of which are considered to have a TR rating
technology is beyond the means of an organic army; of zero. Players are free to figure their frame ratings as
therefore, field saves and field-piercing weapons may not they see fit, having either 16 or 20 SR points to do so,
be purchased. depending on tech level.

•Corrosive Blood / All infantry frames may


purchase the “corrosive blood” augmentation. This does TR OPTION 1
not count towards the normal allotment of augmentations.
Unlike normal augmentations, the cost of corrosive blood
Maximum Unit Size (normals only): 7
must always be added to the cost of the figure in question
and is always in effect. Corrosive blood effects are Maximum Ad-Hoc: 100%
purchased as CDWs at half normal cost (round up). Maximum Elite: 0%
Maximum Vehicle: 25%
Immediately after losing its last damage point, a figure
Initial ADR: 10
with corrosive blood will explode as per the CDW effect it
purchased. All figures from the same army as the figure Tactical Advantage: None
that explodes may ignore the effects of the blast on a d10 Failed Figure Morale Test: Cool Head
roll of 6+. Note that corrosive blood is a cheap way to Failed Unit Morale Test (normals only): Discretion
increase the effectiveness of HTH troops, but can backfire
if you bunch your troops together too closely.
them some chance against supers. To emphasize the
TR OPTION 2 heroism of the supers, normals may not be made hero-
capable.
Maximum Unit Size (normals only): 8
Maximum Ad-Hoc: 100% In all other respects, normals are purchased exactly as
Maximum Elite: 0% normal infantry, and follow all FR restrictions.
Maximum Vehicle: 0%
Initial ADR: 10 [7] SUPERNATURAL
Tactical Advantage: None
Failed Figure Morale Test: Cool Head
CHARACTERISTICS
Failed Unit Morale Test (normals only): Discretion
A proliferation of magic and/or psionic capability.
Unique game effects.

•Supers / Supers represent a wide array of gifted Tech Level: Any


individuals, from super strong “bricks” to super psionic
“Jedi™” to “super scoundrels”. All super frames must be
made hero-capable and players must always pay their
Suggested Modifications
individual hero costs to bring them to battle. Supers will
•Limits On Armor, Weaponry & Vehicles /
never form into units, either with other supers or with
The supernatural genre tends to stress the fantastic over
normals. They all must act independently. Supers have
the realistic, often incorporating horror genre trappings,
a number of advantages and restrictions, which are
as well as the occult. Overall, this means that there is
discussed below.
less of an emphasis on technology than in most other
genres. To represent this, no supernatural army may
purchase weapon power upgrades in the frame rating
SUPERS - ADVANTAGES
calculations (SI weapon max = 20 PV, PI = 40 PV, VE =
80 PV). Powered infantry and vehicle armor ratings are
Any flight capable super frame may be upgraded to
“super flight” ability (all movement rates are doubled limited to no less than –1. In addition, no supernatural
while in flight). This costs an extra +15 PV. army may have a maximum vehicle percentage of greater
than 25%. 117
Any jump capable super frame may be upgraded to
“super jump” ability (jump distances are doubled). •Matrix Exclusion / Matrix quality infantry figures
This costs an extra +10 PV. are not allowed in a supernatural genre army list. This
also eliminates the possibility of using the neo-tech option
Any super frame may purchase a “Supernatural
Presence” of up to level 2. Only one such figure per when calculating strategic rating.
army list is allowed, and it will follow the rules given
in the Supernatural Genre (see below). •Supernatural Presence / Any infantry frame
in a supernatural genre army may purchase supernatural

GENRE RULES - ARMY CUSTOMIZER


There are no maximum point costs associated presence. Standardized infantry squads must always
with super frames, HTH attacks, or weaponry. In contain figures with the same supernatural presence level
other words, the normal FR limitations only apply
to normals.
(as well as all other restrictions). Vehicles may never be
given supernatural presence.

To purchase supernatural presence, simply assign each


infantry frame a “presence level” from between 0 and 2.
SUPERS - RESTRICTIONS The cost supernatural presence is 10 PV per level if
players are not using the rules for covert operations. If
Supers may not be made into commanders, leaders players are using these rules, then the cost is 11 PV per
or focal points. level. For purposes of army construction, the cost of
presence is considered to be part of the cost of the figure
Supers are considered to form their own individual
ad-hoc units. in question (for example, buying presence for an elite
figure would add to the total elite points of the army).
The minimum cost of a super infantry frame is 50 PV. Super natural presence has many game effects,
This does not include the cost of any weapons or summarized on the following page:
augmentations.

•Normals / These figures represent evil henchmen,


stalwart law enforcement agents, or military personnel
who often ally with a particular operatic group. They
typically use high-tech equipment and weaponry to give
SUPERNATURAL PRESENCE MIND CONTROL MODIFIERS

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.

Only heroes may purchase supernatural underlings.

Supernatural underlings may be designed on a per game


basis and do not count towards the number of frames in
the army list. Each figure that has supernatural
underlings (the “summoner”) may only purchase one type
per game, but these may change between games for
the same figure type. The restrictions on supernatural
underling frames are summarized below: TELEPORT ROLL MODIFIERS

Add the presence level of the unit.


UNDERLINGS RESTRICTIONS
Subtract the highest size infantry figure in the unit.1
Underlings must be standard infantry. 1
A unit that is within an APC or AFV may attempt
All underlings are purchased as fanatic quality, for to teleport the vehicle itself, in which case the size
purposes of table 2.1 point values. of the vehicle replaces the highest size of infantry
figure in the unit.
Underlings may not be made into heroes.

No underling may have an armor rating of less than -1.


If the modified roll is 7+, then the unit may place any one
No underling may have a field save.
figure at the exact spot declared previously. If the unit
Underlings may purchase any HTH attack, regardless was inside of a vehicle, then simply place the vehicle and
of cost, but may only be given ranged weapons with a assume that all unit members are still inside the vehicle.
pistol frame (see table 2.6). Any infantry figure in the unit past the first must be placed
within 2” of the figure placed before it. If any figure is
All ranged fire from an underling suffers a –1 penalty placed within terrain, it must immediately make an
to the damage roll (or the to-hit roll for AOE weapons). individual morale test. If any figure is placed in such a
way that it is touching impassable terrain (due to their
being no space left in passable terrain), it is considered
eliminated.
Underlings must always try to be within 12” of their “leader”
at all times and all underlings of a particular summoner If the modified roll is less than 7, then the unit will still be
are considered to be one unit subject to normal minimum placed as above, but must first roll a d10 scatter die to
and maximum unit size, though the summoner itself is determine the new point upon which the first figure will
not considered to be part of the unit if the controlling player be placed. If this new point touches any impassable
desires (re: it is a hero). If at any time, an underling is terrain, then the entire unit is considered eliminated.
outside of a 12” radius of its summoner, it will automatically
become “confused” once activated (see below). Teleportation takes up a unit’s entire activation, and it will
119
be unable to respond to any enemy threats until the
Underlings do not make unit or individual morale tests following activation. If a figure is placed adjacent to an
while their summoner is alive. As soon as the summoner enemy figure, it may initiate HTH combat immediately after
is eliminated, however, a unit of underlings must make a rolling any requisite individual morale tests (if in terrain).
confusion roll in each turn’s resolution phase. This d10 However, a teleported figure suffers a –2 penalty to its
roll has a target of 9+. If the roll is successful, the unit reflex roll due to disorientation.
may be given orders as normal and will still be immune to
all morale tests. If the roll is failed, each figure becomes •Off-Board Presence / If desired, a player using
confused. Upon their activation, confused figures will a supernatural genre army may choose to purchase one

GENRE RULES - ARMY CUSTOMIZER


move d5” in a random direction, stopping dead in their “off-board presence”. This represents a particularly
tracks if they hit an impassable terrain piece. They may powerful being that has the ability to affect targets at a
not fire ranged weapons, but will initiate HTH combat with great distance. An off-board presence always counts
any figure with whom they come into contact, even friendly towards the elite points of an army. It has the following
figures or other underlings. This includes figures from characteristics, abilities and restrictions:
the same army. Confusion rolls are made in every
resolution phase after the summoner is killed.
OFF-BOARD PRESENCE

•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.

It may use teleportation on any friendly unit within 30”


of the army’s deployment edge; - [continued next page]
•Additional Augmentations / Techno-fantasy
OFF-BOARD PRESENCE armies tend to have loads of “special gear”, and may
therefore purchase up to 12 (TL 2) or 16 (TL 3)
[continued] - if this is done, use the off-board presence’s
augmentations, instead of the normal 8 or 12.
GENRE RULES - ARMY CUSTOMIZER
level instead of the unit’s total presence when making
the teleportation roll.
•HTH Rating Costs / All techno-fantasy armies
It measures range for mind burst and mind bomb from contain some element of fantastic and devastating HTH
the closest point on the army’s deployment edge. weaponry (power swords, chain axes, electro-scythes, and
so on). To represent the variety and deadliness of such
It may engage or be engaged in a battle of wills and has
melee weapons, techno-fantasy infantry and mecha may
a morale of 5+ for purposes of individual morale tests.
purchase any HTH Rating desired. There are no
If at any time an off-board presence fails an individual
limitations on cost whatsoever, and players need not
morale test, it may not perform any actions in the purchase the level one HTH Rating upgrade (part of the
subsequent resolution phase. frame rating) to attain this ability.

•Magic & Psionics / Techno-fantasy worlds often


purport the existence of beings that have a special
connection with nature or another dimension, or have
[8] TECHNO-FANTASY actualized the potential of their own minds. Such troopers
have supernatural abilities that can be translated into
devastating battlefield effects. To represent this, any hero,
CHARACTERISTICS
leader, commander or focal point in a techno-fantasy army
may purchase a “Supernatural Presence” of up to level
Relatively primitive or archaic technology.
two (see the supernatural genre rules above).
Emphasis on HTH combat and primitive tactics.
Limited magic and psionic capability.
Tech Level: 2 or 3 [9] ULTRA REALISTIC
Special thanks to Ross Cossar and Justin Crough

Suggested Modifications CHARACTERISTICS


•Primitive Tactics / A staple of the techno-fantasy
More “realism”. 1
120 genre is the mass attack with limited logistical support, in
the face of prolific but weak ranged weaponry. To Detailed armor and weaponry.
represent this, all units in a techno-fantasy army must Detailed movement and fire options.
maintain a 2” coherency. That is, all figures in a unit must
Tech Level: 2 or 3 2
be within 2” of at least one other unit member. All other
1
rules for unit perimeter still apply. This word is purposely put in quotes to emphasize
that it is used only in a relative sense. Obviously, the
In addition to the coherency restriction, the primary Universal Skirmish System incorporates many patently
commander of a techno-fantasy army may not assign fictional concepts, such as phase technology, and will
command cards to any unit that is more than 12” away. therefore never be completely “realistic”.
2
Ultra modern or extrapolated Earth tech.
•Primitive Weaponry / While certain aspects of
a techno-fantasy world (space travel and powered armor)
depend on advanced technology, for whatever reason there Suggested Modifications
is a paucity of effective weapons technology, allowing the •Player Consent / The ultra realistic genre should
tactical balance to shift towards close-range and melee be reserved for use by groups of players who regularly
combat. In game terms, this is represented by the fact that battle against each other. Due to their extra rules, ultra
techno-fantasy ranged weapons are purchased as if the realistic armies may not compete against armies from any
army were one tech level below normal. For example, a other genre. However, experienced players should feel
TL 3 techno-fantasy army could still utilize its frame rating free to incorporate any or all of the rules below into their
points to purchase a large variety of weapons, but could games as they see fit, thus creating more and more
only purchase weapon frames that were designated as TL “realistic” versions of the U.S.S. rules. In any case, no
1 or 2. This same restriction also applies to any effectors, official tournament event will use any of these rules unless
AOE and feed rate upgrades that are desired. Note that specifically noted.
there are no restrictions on augmentations, grenades, close
defense weapons, infantry frames, or vehicle frames. Only •Realistic Rules / Though the term “realism” is
ranged weapons are affected. difficult to apply to a game, battles that take place in an
ultra realistic genre should ideally use all of the following
In addition to the restriction on weapon tech, no techno- rules. Together, they add several “realistic” combat options
fantasy army may choose the neo-tech option when that will add to the depth of tactics allowed, but also add
calculating its strategy rating. slightly to the complexity and play time of each game. If
players wish to utilize the stats for historical firearms given penalty to all agility rolls. During further activations, a
in the Appendix with a TL 2 army list, these additions to the unit that walks removes one fatigue counter and one that
core U.S.S.rules can effectively emulate modern combat. remains stationary removes two fatigue counters.

•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.

•Fire Bases / Fire bases are very particular forms


HELICOPTERS of aimed unit suppression fire, meant to harass an enemy
unit and keep it too worried to do anything effective.
Helicopters may not jump or move along the ground;
they must either land and remain stationary, or be in Instead of declaring orders, any activated unit in an ultra
flight at all times.
realistic genre army may instead choose to form a fire base.
They must choose two boarding arcs from these three Immediately after declaring a fire base, the unit in question
choices: back, left and right. must declare an enemy unit that it is targeting. This unit 121
may be any unit in LOS; the normal targeting rules do not
They may have no more than 2 weapons. apply to fire base units. Each figure in a fire base unit may
then move up to 2”, but may not fire this turn.
They may carry passengers up to a total of size 8 for
each point of damage capacity (maximum DC = 6).
On each subsequent activation, a fire base unit may
They may use “bob-up fire”, which allows them to choose to either relinquish its fire base status, or fire at
move up from behind impassable terrain, fire at an the enemy unit targeted on the previous turn, as long as
enemy unit with all weapons, and then move back at least one figure in that unit can be seen by any figure

GENRE RULES - ARMY CUSTOMIZER


down to their previous flight level as an orders. Bob- in the fire base. If the latter option is chosen, all fire from
up fire takes up the entire activation of a helicopter.
the unit must be ranged and must attack the targeted
All enemy cover fire at a bobbing helicopter is at a –2
penalty to the damage roll (the to-hit roll for AOE). enemy unit (this even applies to any heroes or
commanders in the fire base). No cover fire is allowed
and any figures that are unable to fire at a member of the
targeted unit due to terrain effects are still considered to
•Corner Shots / Any active figure may choose to have wasted their ranged fire for the turn. After all ranged
displace itself up to 1” for purposes of firing at an enemy fire has been resolved, every figure in the targeted unit
around a corner. This makes any cover fire from the must make an individual morale test, regardless of
enemy suffer a –1 penalty to the die roll. whether it can see any members of the fire base. These
morale tests are in addition to any that may already have
•Going Prone / Instead of the normal –2 penalty been required due to tagging or AOE effects.
for fire from prone, figures in an ultra realistic genre
will suffer no penalty. The –2 LOS penalty to enemy If the targeted unit cannot be seen by any member of the
ranged fire at a prone figure remains. This gives more fire base, then it must relinquish its fire base status
impetus for players to drop their units to the ground in immediately and declare orders as normal.
the face of enemy fire.
•Trenches / Trenches are a special type of terrain that
•Fatigue / Any time an infantry unit runs, sprints or must be climbed in and out of, for a cost of 2” for SI and 4”
jumps, it receives a fatigue counter (place next to the unit). for PI. While in a trench, movement rates are normal. Fire
Fatigue counters are cumulative and affect any unit that from a figure in a trench that is directly adjacent to one of its
activates with one or more chits next to it. Each chit gives walls suffers no penalty. Figures that are not directly adjacent
a –1” penalty to all base movement rates, a –1 penalty to to a trench wall may not fire out of the trench. All ranged fire
all damage rolls, a –1 penalty to all reflex rolls, and a +1 into a trench is at a –4 LOS penalty (-5 LOS penalty if the
target is SI), and figures charging enemy figures in a trench
suffer a –2 penalty to their first reflex roll. WIND ROLL EFFECTS

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:

GENERIC SCI-FI ARMY LISTS

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.

Tech Level: 3 Strategy Rating: 28 / Neo-Tech Level: 4

Tactical Rating: 7

Tactical Aspect Value TR Cost


122 Maximum Unit Size 9 -2
Maximum Ad Hoc Units 25% 0
Maximum Elite Units 50% +3
Maximum Vehicle Units 50% +3
Initial ADR 10 0
Tactical Advantage Fluidity +3
Failed Figure Morale Test Shame 0
Failed Unit Morale Test Regroup 0

Frame Rating: 21

Frame Aspect Limitation FR Cost


Maximum Frames 35 +4
Maximum SI Weapon Cost 60 +2
Maximum PI Weapon Cost 80 +2
Maximum VE Weapon Cost 160 +2
Maximum Phase Weapon Cost 100 +2
Minimum Armor Rating -3 +3
Maximum PI Speed 8 +1
Minimum Field Save 2+ +3
Maximum HTH Cost 20 (30) +1
Maximum IF Area of Effect 4” +1
FIREBASE

This theme represents the hard-working, high-morale armies of a fierce military power with a policy of slow
but steady expansion.

Tech Level: 3 Strategy Rating: 20

Tactical Rating: 12

Tactical Aspect Value TR Cost


Maximum Unit Size 10 0
Maximum Ad Hoc Units 25% 0
Maximum Elite Units 75% +6
Maximum Vehicle Units 25% 0
Initial ADR 10 0
Tactical Advantage Precision +2
Failed Figure Morale Test Cool Head +2
Failed Unit Morale Test Know No Fear +2

Frame Rating: 8

Frame Aspect Limitation FR Cost


Maximum Frames 25 +2
Maximum SI Weapon Cost 20 0
Maximum PI Weapon Cost 60 +1
Maximum VE Weapon Cost 120 +1 123
Maximum Phase Weapon Cost n/a 0
Minimum Armor Rating -1 +1
Maximum PI Speed 5 0
Minimum Field Save 6+ +2

GENERIC ARMY LISTS - ARMY CUSTOMIZER


Maximum HTH Cost 20 (30) +1
Maximum IF Area of Effect 2” 0

JACK OF ALL TRADES

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

Tactical Aspect Value TR Cost


Maximum Unit Size 10 0
Maximum Ad Hoc Units 50% +3
Maximum Elite Units 50% +3
Maximum Vehicle Units 50% +3
Initial ADR 10 0
Tactical Advantage Reserves +1
Failed Figure Morale Test Cower 0
Failed Unit Morale Test Regroup 0
Frame Rating: 10

Frame Aspect Limitation FR Cost


GENERIC ARMY LISTS - ARMY CUSTOMIZER

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.

Tech Level: 3 Strategy Rating: 20

Tactical Rating: 7

Tactical Aspect Value TR Cost


Maximum Unit Size 9 -2
Maximum Ad Hoc Units 50% +3
Maximum Elite Units 50% +3
124
Maximum Vehicle Units 50% +3
Initial ADR 10 0
Tactical Advantage None 0
Failed Figure Morale Test Cower 0
Failed Unit Morale Test Regroup 0

Frame Rating: 13

Frame Aspect Limitation FR Cost


Maximum Frames 35 +4
Maximum SI Weapon Cost 60 +2
Maximum PI Weapon Cost 80 +2
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 10 (15) 0
Maximum IF Area of Effect 4” +1
MOB

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.

Tech Level: 3 Strategy Rating: 20

Tactical Rating: 11

Tactical Aspect Value TR Cost


Maximum Unit Size 11 Mob +4
Maximum Ad Hoc Units 75% +6
Maximum Elite Units 25% 0
Maximum Vehicle Units 25% 0
Initial ADR 10 0
Tactical Advantage Banzai Charge +2
Failed Figure Morale Test Gutless -1
Failed Unit Morale Test Mob Mentality 0

Frame Rating: 9

Frame Aspect Limitation FR Cost


Maximum Frames 25 +2
Maximum SI Weapon Cost 60 +2
Maximum PI Weapon Cost 80 +2
Maximum VE Weapon Cost 80 0
125
Maximum Phase Weapon Cost n/a 0
Minimum Armor Rating -1 +1
Maximum PI Speed 8 +1
Minimum Field Save n/a 0

GENERIC ARMY LISTS - ARMY CUSTOMIZER


Maximum HTH Cost 20 (30) +1
Maximum IF Area of Effect 2” 0

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.

Tech Level: 3 Strategy Rating: 20

Tactical Rating: 4

Tactical Aspect Value TR Cost


Maximum Unit Size 8 -4
Maximum Ad Hoc Units 50% +3
Maximum Elite Units 50% +3
Maximum Vehicle Units 75% +6
Initial ADR 9 -6
Tactical Advantage Preparation +2
Failed Figure Morale Test Cower 0
Failed Unit Morale Test Regroup 0
Frame Rating: 16

Frame Aspect Limitation FR Cost


GENERIC ARMY LISTS - ARMY CUSTOMIZER

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.

Tech Level: 3 Strategy Rating: 24 / Neo-Tech Level: 2

Tactical Rating: 13

Tactical Aspect Value TR Cost


Maximum Unit Size 9 Mob 0
Maximum Ad Hoc Units 50% +3
Maximum Elite Units 25% 0
126
Maximum Vehicle Units 25% 0
Initial ADR 12 +12
Tactical Advantage None 0
Failed Figure Morale Test Instinct 0
Failed Unit Morale Test Group Selection -2

Frame Rating: 11

Frame Aspect Limitation FR Cost


Maximum Frames 35 +4
Maximum SI Weapon Cost 40 +1
Maximum PI Weapon Cost 60 +1
Maximum VE Weapon Cost 80 0
Maximum Phase Weapon Cost n/a 0
Minimum Armor Rating -1 +1
Maximum PI Speed 8 +1
Minimum Field Save 8+ +1
Maximum HTH Cost 20 (30) +1
Maximum IF Area of Effect 4” +1
SWARM

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.

Tech Level: 3 Strategy Rating: 20

Tactical Rating: 13

Tactical Aspect Value TR Cost


Maximum Unit Size 12 +4
Maximum Ad Hoc Units 25% 0
Maximum Elite Units 25% 0
Maximum Vehicle Units 25% 0
Initial ADR 11 +6
Tactical Advantage Hard To Shake +2
Failed Figure Morale Test War Cry +1
Failed Unit Morale Test Regroup 0

Frame Rating: 7

Frame Aspect Limitation FR Cost


Maximum Frames 15 0
Maximum SI Weapon Cost 40 +1
Maximum PI Weapon Cost 40 0
Maximum VE Weapon Cost 80 0
127
Maximum Phase Weapon Cost n/a 0
Minimum Armor Rating -2 +2
Maximum PI Speed 8 +1
Minimum Field Save 6+ +2

GENERIC ARMY LISTS - ARMY CUSTOMIZER


Maximum HTH Cost 20 (30) +1
Maximum IF Area of Effect 2” 0

by Justin Crough
HISTORICAL WEAPONS

As the U.S.S. system can be used to simulate historical HK MP5 SMG PV - 8


battles from roughly World War I through modern day, we Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
have placed below a number of well-known weapons from
SI AI 4 - - 5 15 25 - - - un
various eras to help put them into a gameplay perspective.
These are only suggestions, so players should feel free Designed by Heckler and Koch, this sub machinegun is
to use the Weapon Builder to design frames they feel are most used by counter terrorists and commandoes.
more representative.

M16 A2 Assault Rifle PV - 25


MODERN WEAPONS
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
SI AI 1[3] - - 20 40 60 - - - un
Colt .45 Pistol PV - 1
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo The most recent version of the 5.56 American standard,
SI AI 1 - - 5 10 15 - - - un this weapon can fire single shots or 3-round bursts.

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

The classic bolt-action rifle, this weapon is accurate


to long ranges, but is difficult to fire quickly for those
untrained in its use.

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

SETTING THE GALACTIC STAGE

The Races Four Time Immemorial


Couched within the expanse of the Orion and Perseus It was in the spiral arm Earth astronomers call Perseus
Arms of the Milky Way Galaxy, the space-faring empires where the most ancient of known life began. Here were
wrestle for dominance of the known universe. Against born the great powers known today as the Vobian
the backdrop of an extra-galactic invasion by the enigmatic Hegemony, the Meraxillan Sovereignty, and the Altai
Starslayers, stand the races four: Realms. The Hegemony, most successful of the three,
would also bring Mankind from his birthplace in Orion to
Altai, eldest and yet weakest, cursed with genetic tragedy, the Perseus Arm. Thousands of light-years from home,
whose secret contacts with the Starslayer race belie their the races of men would finally coalesce into the fourth
claims of neutrality. great power to cross the stars: the Human Confederacy.

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

DEFIANCE UNIVERSE - ARMY LISTS


DATA FILE HC9.045: THE MILKY WAY GALAXY

Orion Arm

Small Magellenic Çloud

Perseus Arm

Large Magellenic Çloud


*hypothesized origin of the
Starslayer race
could occur, with meaningful dialogue taking lifetimes. It documented desire to spread the Vobian worldview
is also doubtful that Mankind, whose origins lie not in throughout the galaxy. While the arrogance of its
Perseus but in the adjacent arm Orion, would ever have implementation is obvious to those who have suffered
discovered that he was not alone. All Vobians alive today under Hegemony colonization, its intent has always been
DEFIANCE UNIVERSE - ARMY LISTS

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

DATA FILE HC9.049: GALACTIC SYSTEMS

Helsefyr System
Disciple System
Kalanid System

Cape System
Reich System
Drakor Hypergate
PERSEUS ARM

Sturgis System Ascaris Vobis System


System
130
Large
Magellenic Cloud

Starslayer
Offensives Pathren System

Ulnar System

Drakor System

Tarantula Nebula

Eta Carina 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

DEFIANCE UNIVERSE - ARMY LISTS


Localization”, the so-called HELL process was begun by Formation of the Boer Protectorate 1862 586
the Vobians on Earth in the late 14 th century. The Formation of the Galactic Commonwealth 1884 605
procedure involves the abduction of human subjects, who 1
Galactic Standard Time, as measured by the Vobian calendar
are quickly cloned, with the clones placed in suspended

THE ASCARIS SYSTEM

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.

The History Of The HELL Clones


The Vobians found humans amazingly interesting. Even
before the ravaging armies of Tamerlane, first of the HELL
colonies to be abducted, caught their attention, they had
been spending decades scouring the surface of our world,
collecting and collating reams of data. Earth was
enthralling to the Hegemony, and unlike the empires of
the Meraxilla and Altai, even its most powerful nations
were still in their technological infancy. With only the most
primitive of firearms, transportation that was largely
dependent on waterways or beasts of burden, and little
success with large-scale agriculture, the peoples of late
medieval Earth provided the perfect guinea pigs with
which to satiate the curiosity of the Vobian mind. Hundreds
132
of previously hypothetical biological and sociological
experiments could now be performed, the subjects
unaware of their participation.

Once the Vobians were satisfied that they completely


understood man’s basic physiology, they began the
practice of intra-galactic specimen transport (the “HELL”
process), to which the humans of the Perseus Arm owe
their existence. For some reason, HELL cloning seems
to be slightly imperfect, and results in humans with a
slightly more violent temperament than their templates,
as well as a longer average lifespan. At least, this is the
theory. Another equally plausible explanation is the fact

THE CAPE SYSTEM

Natal & moons Picta, Britannia

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

DEFIANCE UNIVERSE - ARMY LISTS


Operation Reclamation 2002- 703-
Unlike the experimental indecencies inflicted upon
1
Mankind by the Vobian lust for knowledge, the Galactic Standard Time, as measured by the Vobian calendar
Hegemony’s influence among the other sentient races has
been much more direct. Soon after the discovery of phase
technology, the Pathren System, close to Vobis and home
to the Altai race, was conquered by an overwhelming

THE DISCIPLE SYSTEM

Disciple Asteroid Belt Veritas

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.

THE STARSLAYER COMETH


In A.D. 1479, the Meraxillan Sovereignty was riding the
crest of the largest “Crimson Flux” in recorded history. The Incident At Eta Carina
134 The Eta Carina nebula has long been a landmark of the
Fluxes are the final result of wild increases in Meraxillan
population and territory, fueled by the birthing of genetically Perseus Arm. Difficult to explore, it had never been fully
superior youths known as “Crimsons”, which wax and wane mapped by Vobian astronomers. It was in Terran year
in and around the Ulnar System every several decades. 1930, when the nations of Earth were just beginning the
The Hegemony had long known of this phenomenon and long process of building up for another World War, that
had its proximal borders under constant surveillance, Vobian scientists first detected starship signatures
watching for the slightest hint of a new upturn in Meraxillan emanating from within the nebula itself. Several
aggression. For the most part, Crimson Fluxes were Hegemony science vessels were quickly dispatched, but
containable, and no territory gained by their offensives had were never seen again. Soon it was decided that a military
yet been left in the hands of the Meraxilla once a Flux mission should be sent to investigate the growing signals.
waned. The Flux of 1479, however, was different. It came
from nowhere and, unlike the normally random and Whatever the Vobians found at Eta Carina, they are hiding
dispersed offensives of previous Fluxes, moved almost to this day, but one thing is clear: 6 Interceptor Class
exclusively against the Vobian border. Cruisers and 4 King Wraith Class Battlecruisers entered Eta

THE DRAKOR SYSTEM

Drakor & moon Forsberg’s Folly


Drakor Hypergate

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

DEFIANCE UNIVERSE - ARMY LISTS


complete their assigned tasks, and yet others still designed
Starslayer conquests involved star implosion, but those to protect one’s own ships from harm.
since A.D. 1950 have not, remains a mystery.
Naval, or Space, combat cannot therefore be overlooked,
as even the most elite divisions of soldiers may be defeated
in the vacuum of space without firing a single shot.
The Ascendance Of Man
Even before the Starslayer invasion wreaked havoc upon [Data File HC85.063 continues on page 137]
the Vobian Hegemony, the human empires had been

THE HELSEFYR SYSTEM

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

THE KALANID SYSTEM

Desolation Planetoids

Osman & moon Babur

Tismit

Chaga Asteroid Belt

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

The Fall Of Kalanid


The Sultan had been right to worry. His royal fleet would [Continued from page 135] Most naval battles are
arrive home to find its homeworld of Kalanid already fought within sight of a target planet, or at locations through
under siege by the forces of the Hegemony. The Vobians, which ships must travel to get to their destinations, such as
stargates. As both types of area contain valuable resources,
having suspected Ka-yi treachery for many weeks, had
they are invariably defended with some degree of space
already planned an offensive of their own: a direct space, weaponry.
air and ground attack on the Sultanate’s home planet in
response to any signs of galactic insubordination. In For the offensive party, then, speed is of the essence. As a
the end, the Vobian attack was so overwhelming that vessel approaches orbit of a target planet, it will come into
Kalanid would likely have fallen even if the entire royal range of its defensive fire. It is necessary to eliminate
hostile ships in orbit, as well as ground defenses before
space fleet had been present to defend her. The initial
valuable transports are lost. Attack vessels are the primary
battles for space superiority were decided within the first method of obtaining this goal.
hour of the attack. While the ground battles lasted much
longer, the outcome was never in doubt. The Hegemony Attack vessels, once they have eliminated orbital threats,
had flexed it muscles to show that it still had bite. And can then turn their firepower to the surface, in an attempt
the rest of the galaxy took note. to destroy anti-warship weaponry. When these defenses
have been suppressed as much as possible, the transport
ships will come into range and begin offloading their landers.
Various militaries use a wide variety of landers, from the
The Meraxillan Wild Card single-soldier drop vehicles, to those that carry hundreds
Throughout the late 1940s and early 50s, the disastrous of soldiers and vehicles in their massive bays. Almost all
losses suffered by the Vobians on the Starslayer front, landers will have aerospace fighter escort, and will be
accompanied by special craft whose job it is to electronically
coupled with the ambitions and machinations of the many confuse any defenses that remain.
ascendant human empires, turned the galactic spotlight
away from the Meraxillan Sovereignty, whose territories When drop soldiers begin to offload and secure the
were largely isolated from these events. In AD 1958, immediate area, establishing what is referred to as a
however, this changed abruptly, when a mass invasion of planethead, the mobilization phase is usually accepted as
being complete. 137
Nordic space forced a radical reconsideration of the
Human Confederacy by the Alliance. Modern Ground Warfare
After mobilization is complete, the offensive proper begins.
The 25 th Crimson Flux had been anticipated by the Its efforts are always that of target acquisition, whether that
Hegemony since the early AD 1940s, and fear of an target is enemy land, enemy installation or enemy ground
attack across the Home Defense Zone forced a forces. While the specific parameters of ground warfare
vary greatly, the phases in which contact occurs vary little.
continued Vobian presence at the Meraxillan border,
despite the desperate need for reinforcements along the Initial Strike / Once ground forces have landed, they
Starslayer front. The Flux did indeed come as expected, may immediately begin their own offensive operations.

DEFIANCE UNIVERSE - ARMY LISTS


but, for reasons unknown to all (perhaps even the Rarely is a planet defended to the same degree over its
Meraxilla themselves), it did not choose its ages-old entire surface. A military force will usually land very distant
from its intended ground objective, in an attempt at obtain
Vobian enemy as target. Instead, the Nordic Alliance,
a higher ratio of survival for the landers. This is not always
whose territories at the distal end of the Drakor hypergate
have long been considered beneath Meraxillan concern, [Data File HC85.063 continues on page 139]
was chosen as the object of war.

THE PATHREN SYSTEM

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

THE REICH SYSTEM

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

DEFIANCE UNIVERSE - ARMY LISTS


distances between Helsefyr and Disciple meant that maneuver. Should the enemy somehow regain space
superiority, ground forces may be cut off from their lines of
meaningful diplomacy was spread out over months, with
supply and will be subject to orbital bombardment and
each break in negotiations followed by an attempt by Gage aerospace strikes. This will virtually guarantee the failure
to ferment the isolationist resentment of his fellow of the operation and will necessitate the shift to a defensive
colonists, who were still bitter about what they saw as posture until space superiority can be re-exerted.
twenty years of being ignored by the space-faring human
[Data File HC85.063 continues on page 141]
empires. In hindsight, Gage did not expect to stop an

THE SOL SYSTEM

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.

THE PALATION GALACTIC RIFT


The Proximal Power Shift
The Altai-Starslayer Connection There is no doubt that the ratification of the Silicon Unity
In A.D. 1994, the discovery of the Palation Galactic Rift took the other galactic powers by surprise. The Meraxilla
along the edge of Altai territory forced a reassessment of had always been a threat to the Milky Way balance of
both the Starslayer’s ability to reach Hegemony space, power, but their seemingly haphazard Flux-driven
as well as the previous assumption of Altai neutrality in offensives, while formidable, tended to make them more

THE ULNAR SYSTEM

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

Now, however, the concern looms large that the more


levelheaded Altai Elders might learn to channel the might of [Continued from page 139] Vehicles and scout
the Meraxilla in a constructive and forward-reaching manner. infantry dominate maneuver. Reconnaissance is mandatory,
The Altai, bolstered by the enigma of the Palation Rift and a either by orbital satellite, aircraft, or vehicle, or more likely
newly active space program, now bargain from a position of all such assets. It is important to monitor all possible routes,
strength. Having already begun to push against the Vobian as the enemy may be inclined to slow or stop an advance
at several different sites.
Home Defense Zone boundaries, Pathus has sent its tendrils
of influence towards the unexpected area of the former While maneuvering, the enemy will typically set forces in
Vobian Science Colonies, currently claimed by the the path of the attacking army: troops, vehicles, trenches,
Confederacy. While neither of these areas could be bunkers, physical obstacles, minefields. Depending on how
threatened by the power of the Realms alone, the fear of swiftly the operation has been conducted, these defenses
awakening the sleeping Meraxillan giant is enough to give can range from simple to elaborate. In the case of elaborate,
an old military axiom remains true to this day: never attack
all other empires pause. With the possibility that action
a fortified enemy with less than three to one odds…in other
against the Altai might bring the directed wrath of the words, do not enter the Assault Phase without a hell of a
Sovereignty, neither human nor Vobian feels comfortable lot of firepower.
threatening the Realms at the current time.
If the enemy can be safely bypassed, it is often advisable
to do so. To allow the offensive to be slowed or blunted is to
allow the enemy the greater strategic success he desires,
even if his harassing forces are eliminated.
ACT THREE OF THE
GALACTIC POWER PLAY When it is not possible to bypass, the enemy must be
engaged. This is best done at long range, with artillery and
The Auto-Cloning Initiative air strikes, and then with the stand off power of heavy
In response to a multitude of threats from all directions, vehicles. If the enemy is well entrenched, it will require the
the Vobian Hegemony has recently enacted a desperate dismounting of infantry who will attack with fire support from
plan: the cloning of its own populace. Normally a technology all of the above sources, including firepower from their
carriers if possible.
reserved only for experimental species, cloning has for
141
centuries been banned among the Vobians themselves. Fire support will continue right up until the infantry are
But no longer can the Hegemony depend only on its engaged at extreme close range, as close as a few hundred
cybernetic legions to patrol its galactic fronts. In short, meters, where the danger to friendly forces begins to equal
there are simply not enough Vobians to go around. that of the enemy.

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

DEFIANCE UNIVERSE - ARMY LISTS


aggression among its former human subjects, it was If the enemy is prepared, their forces will likely be set up in
put into action, with the release of tens of billions of a static position, with the expectation of defending from a
clones to outposts across the galaxy. Altogether, these set direction. It is ideal then to attack from an unexpected
clones increased the total Vobian population by over a direction. Engage with long-range firepower, to keep the
third, and have greatly aided in stabilizing the borders [Data File HC85.063 continues on page 143]
of the Hegemony against attack.

THE VOBIS SYSTEM

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.

The two main factors of any assault are sufficient firepower


EMPIRE SUMMARIES to hold the enemy’s attention, and sufficient speed to put a
localized force into place. “Speed and Violence” are the
The Meraxillan Sovereignty buzzwords. Such assaults are the bread and butter of
The Meraxilla are a silicon-based race of bipeds that mechanized cavalry units.
originate from the harsh and barren world called Ulna.
Fast-moving attack vehicles should begin a cavalry assault,
The Meraxillan Sovereignty is a loosely defined with carriers alongside to deliver foot soldiers right up to
government that controls a large area of space in the the enemy’s doorstep. These soldiers will dismount when
proximal portion of the Perseus Arm. A form of cyclical danger to the carrier reaches a critical level; with luck, this
genetic variation called the Crimson Flux ensures the will be within the optimum range of the soldiery’s weapons.
constant growth of the Meraxillan race and they remain a If not, it is up to them to organize and advance as a series
powerful galactic wild card. of small fire teams, pursuing the objective to the best of
their ability.
On the battlefield, the Meraxilla rely primarily on speed to Consolidation / Whenever an assault is successful,
reach key firing positions, from whence they pour down the task force will immediately begin to set up a defensive
suppressing fire on their slower moving enemies. Death perimeter to ward off any counter attacks the enemy might
is commonplace on Ulna and in light of this fact, the initiate. If the enemy is going to perform a successful
Meraxilla are often much more willing to lay down their counterattack, it will most likely be soon after the initial strike,
while the original assault group remains disorganized and
lives for the good of the species than are their enemies.
fatigued from battle.
Ulnar forces are renowned for their capacity to sustain
strikingly heavy losses before retreating. If they have an It is imperative then that the rest of the army moves forward
Achilles heel, it is their relative lack of forcefield technology. immediately to occupy any conquered positions. We cannot 143
lose the initiative. As soon as reinforcements have occupied
Until the coming of the Starslayer, the Meraxilla were the the objective, assaulting units may re-supply and re-
only empire to have defeated the Vobian Hegemony in a organize, after casualties have been removed.
major war. Permanently allied with no one, they are
In Conclusion
unabashedly out for themselves and themselves only. To This multiphase process will continue until either they or
date, the only example of cooperation between the we have lost the will to fight, whether through attrition or
Sovereignty and another race has been with their the loss of vital ground or facilities. If at any time the enemy
neighbors, the mysterious Altai. In general, the Meraxilla is allowed to focus their strength and stall the offensive, the
care little for life outside of their spheres of influence, but operation will for a time switch into defensive mode.
Excepting the cases in which a general retreat is called,

DEFIANCE UNIVERSE - ARMY LISTS


have recently begun to take notice of the newly formed
this is always done with a view to renewing the offense as
Human Confederacy, as they have now twice been at war soon as possible. It is not in humanity’s galactic interest to
with its largest member, the Nordic Alliance. be a defensive power.

This then is the essence of modern war in the time of the


The Vobian Hegemony Starslayer.
The Vobians are a man-like race of thin bipeds, hailing
from the lush Planet 3 in the Vobis System. Their empire,
the Hegemony, is vast and ancient. For centuries, Vobian
dominance of the galaxy has been almost total. Every
powerful forcefields. Augmenting the strong but scant
race that the Hegemony has encountered in the Milky
Vobian military personnel are the cybernetic legions of
Way has in some way been colonized or, in the case of
Planet 4. The equivalent of a planetary conscription
the Meraxilla, at least forcibly contained. Even in the face center, Planet 4 is home to a bewildering array of fauna,
of an ongoing extra-galactic Starslayer incursion into their most of which have been cybernetically altered at the
territory, the Vobians still control an area of space larger cellular level to act as soldiers.
than that of its Milky Way rivals combined.
Vobian galactopolitics are in a constant state of flux. The
The Vobians enforce their dominance through superior extensive borders of the empire demand an almost
technology, supported by vast colonial resource networks. constant attention to political detail, while the uncertain
The Vobian military itself is a curious entity. Being status of the Starslayer front continues to bleed valuable
relatively small in size (the empire has many more resources from the Vobis system. The bureaucracy
scientists than soldiers), it compensates for this by needed to maintain such a large and varied Hegemony is
equipping its forces with hi-tech phase weaponry and enormous. As a result of their long history of colonization
of and experimentation on other sentients, no other race Quiescent since the War for Ulna, when the Altai first saw
in the galaxy trusts the Vobians. In the face of the in the Meraxilla a chance to throw of the Vobian yoke, the
continued Starslayer threat, the Hegemony has been Altai Realms had been contained by the Hegemony until
forced to redouble its diplomatic efforts in the Perseus recently, when the newly opened Palation Rift catalyzed a
DEFIANCE UNIVERSE - ARMY LISTS

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.

Finally trimmed down by the constant efforts of the


The Altai Realms
besieged Vobians, the Starslayer race has now settled
The Altai are a silicon-based race of tripeds originating
on the dense homeworld of Pathus. Though even more down to become a “resident” of the Milky Way Galaxy.
ancient than the Vobians, they were the first race to be This has given new hope to diplomatic solutions, but these
dominated by the Hegemony, whose home system still await a proper means of communicating with the
happens to be very close to their own. Colonized for enigmatic race. To date, not a single Starslayer word or
decades, the Altai fought diligently for independence, until thought has been successfully translated. The possibility
a freak Vobian bio-weapon changed them forever. Thus remains that they formally eschew such contact, and are
began “The Fall”, a period in Altai history that continues only concerned with conquest. If this is the case, a
to this day, the ramifications of which are nothing less rethinking of the current situation may be in order:
than a fatal disease that corrupts the intellect of 99% of together, the combined might of the Milky Way powers
Pathus’s population, turning most into violently sociopathic could easily overwhelm the Starslayers. It seems that
“Fallen” by middle age. they must know this simple fact, and should therefore at
least make attempts at peace. Unless, of course, a second After many centuries of phase tech usage, scientists till
extra-galactic invasion fleet is already on its way… wonder what exactly it is that phase technology is bringing
from the phase dimension. There have been reported
cases of small amounts of actual solid and liquid material
PHASE MECHANICS being brought to the Perseus Arm by phase generators,
the most gratuitous of which occurred in A.D. 1384 with
“Phase Mechanics” is currently the dominant technological the Lignos Incident, the repercussions of which continue
paradigm in the known galaxy. In layman’s terms, Phase to haunt the Meraxillan Sovereignty.
Mechanics violates the laws of intragalactic entropy by
Another equally important but less ubiquitous military
somehow stealing energy from another dimension. What
application of phase technology is exemplified by the
or where this dimension could be is a question that still
Vobian “Ghost Gun”. Whereas phase field generators rely
vexes even the most brilliant of physicists, though the
on very quickly oscillating signals, this weapon utilizes a
Starslayers seem to have some natural affinity for it.
carefully calculated durational “phase-out” on the order
Regardless of the source of “phase energy”, its existence
of microseconds. By computing the relative distance to a
allows for the breaking of what has long been considered target and correcting for its expected movements, the
a natural law: the light-speed barrier. In fact, speeds Ghost Gun’s processor determines the exact amount of
attained by Dimensional Warp Drives can be on the order time that the weapon’s beam should remain phased such
of thousands of times the speed of light. Previous to the that it reappears in our dimension inside of its target. What
invention of Phase technology, spacecraft were largely this means to a soldier facing a phase weapon is that his
dependent on the construction of stargates, with which enemy can shoot at him through intervening terrain, as
they would “hop” from system to system via subspace. its beam is unaffected by any features of the Milky Way
The building of stargate highways, however, is a Galaxy while in phase space.
monumental task. Even today, non-phase transit times
between directly adjacent systems are on the order of Like phase fields, phase weapons were once the sole
weeks. Without Dimensional Warp Drives, travel without territory of Vobian ground forces. In the past several
a stargate is out of the question, save for decades-long centuries, however, phase technology has spread
trips to adjacent planetary systems. throughout the galaxy and is now available to all of the
major Perseus empires. Though the Vobians still remain
With their invention of Warp Drives in A.D. 1158, which the masters of its use, both Altai and Mankind now use
allow for journeys of thousands of light-years in distance, both phase fields and weaponry as standard issue
the Vobians soon began a meticulous catalog of the entire equipment. A notable holdout is the Meraxilla, who choose 145
galaxy. Most of this was and continues to be done by not to mass-produce phase technology for economic and
robotic probes, of course, with Vobian spacecraft following historical reasons, despite the fact that their scientists are
up on any hints that sentient lifeforms may be present in well versed in its application.
a given system. In fact, Earth was found in just such a
way, though it puzzles the Vobians why Mankind remains
the only sentient galactic race yet encountered outside
of the Perseus arm. THE PALATION RIFT

Located just outside Vobian space, along the edge of the


In addition to allowing for practical travel between the

DEFIANCE UNIVERSE - ARMY LISTS


Hegemony’s heavily fortified Home Defense Zone (HDZ),
empires of the Milky Way, the military applications of phase
lies the Palation Galactic Rift, one of only four hypergates
technology are equally impressive. Being able to literally
in the known galaxy, and the only one able to support travel
exchange matter with the extradimensional “phase space”,
between different galaxies. It was only 10 Terran years
phase machinery can have great tactical value. The first
ago when peculiar and constant emanations were picked
such machines to be utilized by the Vobians were phase-
up by Vobian craft patrolling the edge of the HDZ. These
powered protective fields. The generation of impervious
emanations eventually proved to be the signature of a
static forcefields had long been known, but one practical
Starslayer spacecraft as it slowly pulled itself through the
issue remained: if the enemy couldn’t shoot in, you gate. Apparently, the end process of traveling from the
couldn’t shoot out. With phasing fields, this is no longer a other side of the gate (presumably the Large Magellenic
problem. Phase generators send extradimensional Cloud) requires several hours, during which time the craft
oscillations at a certain frequency, whereby the matter exiting the Rift is vulnerable to enemy fire. Vobian patrol
and energy of the static field is “swapped” for an instant ships, tracking the vessel’s subspace emissions, arrived
with a peculiar gaseous substance that is presumably within minutes of first detection. There they watched intently
endemic to the dimension with which the phase generator as a Quasar Class Cruiser, never before seen so close to
makes contact. Since this gas transmits light and energy the Vobis System, slowly but surely pulled itself through
as well as any intradimensional gas, the field oscillator the intergalactic portal and into the Milky Way.
can set up a complex series of pulses that coincide
perfectly with the timing of a weapon system also Shot down by massed Vobian fire just moments prior to
attached to the phase generator. As the extra- its escape to Altai space (its presumed destination), the
dimensional gaseous substance is only par tially ship was a harbinger of ships to come. Since this first
transparent, the overall visual effect is of a faintly green discovery, the Hegemony has detected over four-dozen
shimmering film which surrounds the protected object. craft attempting to exit the Rift, all of which have tried to
move towards Altai space. Until recently, the temporarily
crippled Starslayer ships using the Rift were easily
destroyed, with the Hegemony suffering only minor
casualties. In the last few months, however, the Altai
DEFIANCE UNIVERSE - ARMY LISTS

Realms has sent several small fleets to the Palation Rift,


claiming that the area in which it resides is technically
inside a neutral zone, one whose perimeter the Vobians
have no right to violate. In order to stop Hegemony
interference, they have even gone so far as to attack
Vobian fleets when the odds are in their favor. Due to the
technological disparity between the two empires, even
outnumbered Vobian fleets inflict massive damage to Altai
craft, making the Realms’ stubborn attitude very risky.

To date, the Altai have on two occasions and at enormous


cost been successful in protecting the Palation Rift from
Vobian encroachment. Both of these occasions heralded
the safe exiting of a Starslayer craft within a few hours of
engagement, suggesting that the Altai were somehow
anticipating the event. Still respectful of Altai territory,
especially in light of the recent Silicon Unity, the Vobian
Hegemony dares not jump to conclusions just yet. There
can, however, be no doubt about the Starslayer trajectories:
both successful hypergate transfers have been detected
entering the Pathren System. What remains unknown is
Starslayer intentions there. For their part, the Altai, safe
for the moment from Vobian attack, remain silent.

THE XENO-GENESIS HYPOTHESIS

Certain Vobian scientists have long made the claim that


146 both Ulna and Pathus are too harsh a world to have ever
spawned life. The essence of the Hegemony’s official
“Xeno-genesis Hypothesis” is that the Altai, as well as
their galactic neighbors the Meraxilla, are the descendants
of a now forgotten space-faring race, one which had the
ability to colonize hostile planets and seed them with new
life. In support of this theory, they point to the uniquely
shared silicon heritage of each race, a trait seen nowhere
else, even in the Ulnar and Pathren Systems. More
supporting evidence is provided by the fact that both of
the race’s homeworlds have ecosystems that are much
less varied than most planets. No more than approximately
10,000 non-bacterial breeding populations have ever
existed on Ulna or Pathus. In contrast, planets such as
Earth and Planet 3 have seen the rise and fall of billions of
species and easily support many millions at a time.

Recently released evidence from evolutionary genetic


studies conducted during the Vobian occupation of
Pathus (A.D. 1179 to A.D. 1202) has challenged the
notion that the Altai originate from a distant homeworld;
most likely, their ecosystem is simply the low end of the
galaxy’s variability spectrum. The Meraxilla, however,
remain without a rational explanation for their own race’s
evolution. This does not par ticularly bother the
Sovereignty, however, which cares for little but the here
and now. Altai overtures of a joint scientific mission to
explore the paleontological similarities between the two
racial homeworlds have fallen on deaf ears for decades.
And so the xeno-genesis question sits unasked by those
who might stand to gain the most from its answer.
THE HUMAN CONFEDERACY

HISTORY The Consolidated Confederate Force


In addition to a political hierarchy, there is also a correlative
Though long the dream of many a HELL clone, the industrial hierarchy in which each voting member is
practical fruition of a united humanity only became responsible for the manufacture of certain equipment for
possible after the Starslayer invasion. Until the Starslayer the Consolidated Confederate Force (CCF). The CCF
Offensives in A.D. 1947-1950, the Vobian Hegemony held refers to the standardized ground troops that are under
such galactic sway that the scattered human empires of direct Confederate oversight.
the time dared not bring too much attention to themselves.
The massive redistribution of resources demanded by the In an effort to increase production, the Confederacy has
Starslayer Front quickly threatened Vobian dominance in designated a primary industrial function to most of its
the Perseus Arm, and by A.D. 1960, humanity felt voting members, so that the particular technological
comfortable enough to launch a direct attack on Vobian specialties of each state can be utilized to their full extent. 147
interests: Operation Counterproject. Since this first While an alien attack that could severely compromise the
insurrection, the nations of man have successfully entirety of the Confederacy is unlikely, the chances that
struggled to maintain unity in the face of an ever-changing one individual member state could fall are significant, as
galactic landscape. the Vobian invasion of Kalanid so clearly demonstrated.
Thus, CCF contingency plans assign one or two
secondary industrial functions to each voting member,
Structure Of The Confederacy the outputs of which are kept at a low but reliable rate, to
Currently, there are eight official members in the Human be greatly increased in the event that a primary provider

HUMAN CONFEDERACY - ARMY LISTS


Confederacy, organized into voting members and non- is destroyed. The production duties of each voting
voting members. Three of the voting members also have member are summarized at the top of page 148.
veto power over any decisions made by the Confederacy
as a whole. The particular status of each member is
summarized as follows: The National Forces
The jointly administered CCF stands in contrast to the
national forces, which are strictly under the control of a
CONFEDERACY MEMBERS
member-state, whether voting or non-voting. Production
of any weapons or armor unique to national forces is
Voting Veto Date Of
Member Power Admittance
exclusive to the homeworlds of the state in question.

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.

HUMAN CONFEDERACY - ARMY LISTS


Today, the British tend to think of themselves as a default The city’s anti-aircraft batteries abruptly began spitting bolts
human culture of sorts. While the Weimar Reich may be of plasma into the sky, a wild criss-crossing web of brightly
more disciplined, and the Nordic Alliance more astute, burning threads. It was the only indication that an aircraft
the Commonwealth can make the claim of most had passed over in the darkness. Moments later, columns
of scintillating flame erupted amongst the rubble, as another
“righteous”. Though tinged with arrogance, the desire of
plasma napalm bomb did its part to level the once great
the Brits to serve and protect all of galactic humanity is metropolis of human culture and learning.
seen by most other members of the Confederacy as
honest and noble, if nothing else. The one exception may Istanbul had been the one great jewel of humanity, the light
be the Mongol Fiefdoms, whose nomad-inspired of truth in an otherwise godless galaxy. The Vobians wanted
individualism tends not to mix well with the that light extinguished. Again and again they struck invisibly
from the manufactured cloud cover, riding on utterly silent
Commonwealth’s pomposity, no matter how beneficial it
wings.
may be in the long run. Still, no matter one’s opinion of the
British Gestalt (“the great white hype” as it is jokingly referred It had been a sneak attack tactically speaking, but in Kemal’s
to in the Chagha Asteroid Belt), it is obvious that the Galactic mind it had been expected, inevitable, if a long time in
Commonwealth will continue to influence the culture of coming. The mighty Ka-yi air force had not been able to put
humanity in the Perseus Arm for many decades to come. up a decent resistance since the first forty minutes of the
air war. Now only a few scattered anti-aircraft batteries
remained, and the Vobian air raids came with impunity. It
was obvious to him that the enemy would soon be at the
Sultan’s gates.
GOVERNMENT
As if in preparation for this moment, Kemal had trained
Having studied British colonial policy for many years, the himself to be the perfect warrior, and trained his men to
Vobians sought to create a governmental situation that serve under him as perfect imitations of his perfect self. Allah
approximated the Commonwealth’s African colonies on [Data File HC79.403 continues on page 151]
Earth. Britannia, supplied with an adequate amount of
technology, would serve to check further Boer or amaZulu GALACTOPOLITICS
expansion, as well as impose a martial order currently lacking
on Natal secondary to a shortage of Vobian resources. The only human empire to have been purposely and
directly given Vobian technology (instead of stealing it),
HUMAN CONFEDERACY - ARMY LISTS
the Commonwealth has a galactic influence that belies
The Colonial Magistrates its young age. Similar to its unlikely ally, the Weimar Reich,
The Galactic Commonwealth’s primary power base is its it has been thrust upon a scene beset with centuries of
sole occupation of all four of Natal’s moons. From these human clone history and has quickly adapted to meet
vantage points, known jointly as the Consolidated the military and political needs of a galaxy under siege.
Parliaments, all of Natal is surveyed. During the pre- Among both the citizens of the Reich and its former
Counterproject era, the Commonwealth exerted her colonial subjugates, the amaZulu and the Boers, the
influence on Natal through a number of colonial holdings Commonwealth’s influence engenders something of a
ruled by the Colonial Magistrates, a collection of governing love-hate relationship. To this day, it is hard for any of its
bodies strategically located across Natal’s surface. Early three former enemies to forget their bitter conflicts with
Britannia. And yet, it is also hard for them to forget how
in the history of the Commonwealth, Magistrates were
the past 40 years have seen their one-time adversary rise
under the constant threat of attack by Boer and Zulu alike.
to challenge the Hegemony itself.
Since the formation of the Confederacy, however, Britannia
has relinquished her claim on most of its Magistrate
After the Nordic Alliance, who walk a thin but constant
holdings, maintaining only enough to oversee its industrial
political line with the Meraxilla, the Galactic
operations on Natal’s surface. In light of this, a large
Commonwealth is the most politically active of the human
degree of cooperation and peaceful coexistence has
powers when it comes to negotiating with the alien races.
arisen between the empires of the Cape, who had
Tireless efforts to at first stave off a Vobian attack of the
previously been in almost constant conflict.
Cape System have now been replaced by equally intense
parleys regarding the Hegemony’s continued presence
in the Kalanid System. With the backing of a loyal
Confederacy, the Commonwealth’s bargaining power is
MILITARY considerable, and it seems that the combination of human
insistence and Starslayer threat may soon allow for a
Befitting its heritage, the Galactic Commonwealth maintains complete reclamation of the former seat of the Sultan.
one of the most tactically flexible and well-disciplined armies
in the Perseus Arm. Backed by Vobian-enhanced Of the Meraxillan Sovereignty, the Commonwealth until
technological know how, including their largely self- recently knew very little. Like most other members of the
150 developed heatsink weaponry, British footmen combine Confederacy, the obvious exception being the hypergate-
veteran skills with a youthful arrogance and unshakeable linked Nordic Alliance, the British are thousands of light-
confidence in their righteousness. In short, they are some years from the nearest Meraxillan territory. Buffered by
of the best all around soldiers that humanity has to offer. both the Vobian Hegemony and the Altai Realms, Britannia
is far removed from the devastation of the cyclical Crimson
Once on the ground, Commonwealth forces rely heavily Fluxes. In A.D. 2000, however, the Commonwealth’s
on the morale of their Redcoats, hardy men and women isolation from the Sovereignty was ended. The Nordic
steeped in the heritage of the British military tradition. Their launch of the Proximal Offensive, which continues to the
commanders and NCOs are known throughout the system present day, was dependent upon large-scale military aid
for their tactical insight, the result of years of deliberate from the Brits, a repayment of sorts for the Alliance’s help
training. Together with the Scottish Highlanders, renowned during the Anglo-German War three decades prior. Simple
for their ferocity, these two cohorts form the backbone of payback is not, however, the only reason for the massive
Commonwealth ground forces at the Cape. British fleets currently orbiting Drakor. The galactic
position of the Ocean Planet makes it the perfect jump
Despite its adeptness at defensive fighting, the off point for the culmination of at least 5 years of secret
Commonwealth army remains remarkably aggressive in planning among the Confederate membership: Operation
Reclamation. A.D. 2002 of the Roman calendar marked
the field. This is largely due to the “can do” attitude that
the beginnings of the second stage of this historic
continues to pervade British military culture, but is also
opportunity for a return to Earth. If it is successful,
the result of its heatsink technology, which produces some
galactopolitics in the Milky Way will never be the same.
of the most advanced non-phased weaponry in the galaxy.
While most armor-piercing weapons are bulky and difficult
to aim, making them ill-suited for attacking fast moving
standard infantry, heatsink (HS) weapons are as mobile THE NORDIC ALLIANCE
and easy to use as any other basic PI rifle. Using a super
conductive alloy keyed to induce an extremely exothermic HISTORY
reaction on impact, HS rounds are capable of penetrating
even the heaviest of infantry armor plating. This light- Since its creation in the 17th century, the Vobian colony now
weight technology, though expensive, effectively allows known as the Nordic Alliance has grown slowly and steadily
British infantry wielding it to counteract any enemy assault into one of the most powerful human empires in the galaxy.
troops in the area without need for the more traditional, One of the founding members of the Human Confederacy, it
logistically inefficient forms of armor piercing weaponry. was the Alliance that kept the dream of a united humanity in
the face of the destruction of the Ka-yi Sultanate in A.D. DATA FILE - HC79.403:
1960. In the 30 years since its formation, the Confederacy
The Fall Of Kalanid
has relied upon both the reach of the Nordic military and the by Justin Crough
steadfast bearing of its diplomatic corps.

[Continued from page 149] teaches humility,


Sweden & The 30 Years War but he also teaches truth. Kemal would not lie, especially
The conflicts encompassed by the Thirty Years War (1618- to himself. He was flawed as all men are, but he was perfect
1648) are some of the most horribly brutal in the history at his trade.
of Germany (upon whose soil most of the battles were
fought). On May 30, 1630, Gustavus Adolphus, King of Now he would test his skill against superior numbers with
superior technology. It wouldn’t be much longer now. The
Sweden, set forth from Swedish soil with 10,000 soldiers, Vobians could move very fast when it suited them.
setting in motion a series of events that would end Catholic
dominance of Germany and bring Sweden out of the Dark
Ages and into the place of a first-class superpower. The
night of May 29, 1630 had been a busy one for the Kemal’s Tufek Rifle was hissing as the coolant jets worked
observing Vobians, as well. For 1,000 cloned and to regulate the temperature between shots. Krak!...Krak!
Like the instrument of God that he was, he sent the Sultan’s
abducted men and women, it would be the beginning of a
enemies to hell. No wild shooting here. Not like the
new era in Nordic history. Dervishes in the streets below him; enflamed with the
passion of the holy mission, they seemed to fire as fast as
To this day, no human is quite sure of the original purpose their hands could work the trigger. Maybe they trusted Allah
of the Nordic HELL colony on Helsefyr. Initially very small to make each count.
in size, the transported Nordic population spent most of
its early years simply fighting the elements and building Or maybe it truly did not matter. Cybernetic beasts were
already pouring down the rubble clogged streets, in amounts
a sufficient infrastructure to insure food and shelter for
difficult to fathom. The bulk of their numbers was such that
all. Slowly but surely, however, it managed to construct not even their own dead could fall to the ground without
one of the most technologically advanced human first being carried dozens of meters at the apex of the
civilizations in history. oncoming horde, and finally trampled underneath the crush.

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

HUMAN CONFEDERACY - ARMY LISTS


it is here that most native Nordic citizens live, in their their marks.
sprawling city-complexes, the climates inside of which are
under partial human control. The Nordic peoples, in He spared a glance past his immediate battle, to the horizon.
particular the Finns, began populating the polar caps in Dawn had come just before the Vobians had entered the
large numbers approximately 100 years ago. It is there holy city, but even still, the thick curtain in the atmosphere
overhead dulled the sunlight to a meager twilight at best.
that vast corporate mining operations drill miles beneath
He could see the outlines and shapes of the distant, yet
the ice and rock to reach precious plasma stores, a staple still gigantic, Vobian transports, parked safely outside the
of the Nordic economy. urban center. The menageries that had carried the living
mechanisms stood empty, flanked by specks of shimmering
green light that told the presence of the hated Vobians
themselves, holding back while their pets ravaged the city
CULTURE like a biblical plague.

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

Though most Swedes, Finns and Germans on Helsefyr MILITARY


are cut off from the wealthier classes, the huge surplus
of plasma and other natural resources present in the The national armed forces of the Nordic Alliance are for the
planet’s crust has led to a generally high standard of living most part voluntary, except in times of war, as evidenced by
when compared to the other human empires of the the current draft being levied to fight the Meraxilla at Drakor.
Perseus Arm. Thus, the citizenry is largely a satisfied The original Nordic HELL colony was made up almost
one and one full of pride. The dark side of this pride can entirely of military or military-associated personnel, and the
be manifested as outright racism, but the men and women history of the Alliance has therefore taken on a decidedly
of the Nordic Alliance are generally a friendly, if reserved, martial character from the outset. The voluntary corporate
populace that values family and hard work. Strongly forces of Ramgard and Altgeld are never at a lack for recruits,
contrasting the populations of other major human empires as the pay is good and the benefits are many.
in the Perseus Arm, the Christian faith remains strong
among the Nordic Alliance, with well over 75% of its Nordic national forces are known within the Confederacy for
populace claiming to be active in the Protestant church. their superlative organization. On the field of battle, Nordic
infantry, vehicles and aircraft practice exquisite strategic
coordination, often allowing them to defeat forces that greatly
A New Melting Pot outnumber themselves. The Nordic Alliance’s foot troops,
The peoples of the Nordic Alliance were once the most long ago given the nickname “Snow Devils” by a former
racially homogenous empires in the Milky Way, but this Sultan, are the mainstay of its army. Backed by heavy plasma
has changed much since the flood of refugees from the firepower, the well-trained infantry of the Alliance are known
Kalanid System arrived throughout the 1960s. This for their slow and methodical tactical advances.
immigrant influx has led to much strife, as the close-
minded and perhaps distrustful mindset of the Nordic AUDIO FILE - HC6.349:
citizenry, which had served them well in earlier times,
struggles with its newfound multiculturalism. Still, Ottoman “Pacifism just isn’t proper for a true Christian.”
and Mongol ex-patriots have greatly contributed to Nordic -Nordic King Anders Lundgren VII
society over the past 40 years, in particular the military,
and are partially responsible for the astronomical growth
152 of the Nordic economy over the past two decades. Plasma Technology
Plasma armaments, though they have been in the
possession of several human empires for centuries, had
historically been of little use until the early 20th century.
GOVERNMENT This time period corresponds to the discovery of the
massive plasma mines underneath the surface of the
island of Pekka, home to most of Helsefyr’s Finnish
The Nordic Alliance is a parliamentary democracy similar
population. Blessed with such a natural bounty, Nordic
to those of modern day Europe. The Nordic Parliament
scientists soon set about conquering many of the inherent
is made up of bodies of elected officials meant to represent
problems of instability that had plagued plasma
the mass will of their constituents on social and economic
technology since its discovery by the Vobians.
issues. In reality, the rich tend to hold a disproportionate
sway on Helsefyr, in particular the upper level executives
Even today, in the face of a new proliferation of phase
of Ramgard, Altgeld and Wolf. Compounding this is the technology, plasma drives and weaponry hold their own
fact that most parliament members themselves tend to as efficient and effective contributions to the Alliance
be wealthy, reinforcing the disparity between the haves military machine. All Nordic infantry are trained in the
and the have-nots. use of plasma weaponry and even standard infantry carry
the plasma backpack power source as basic equipment.
Unlike the other major human powers, the Nordic Alliance, The plasma rifle, favored weapon of the Nordic Cuirassier,
perhaps due to remembrance of the great Gustavus is the envy of the other human empires.
Adolphus, still maintains an official King. This monarch
has much theoretical power and can override Parliament
on almost any issue. This rarely occurs, however, because Phase Infancy
the King realizes he would lose power and friends very The Nordic spy network known only as “Strom” is the most
quickly should he challenge the status quo too strongly. In sophisticated espionage organization among the human
fact, the current King, Anders Lundgren IX, is also chief empires. Begun in the late 19th century as a means to
executive officer of the Altgeld Partnership, the oldest and monitor the nearby Ka-yi Sultanate, which at this time
largest corporation on Helsefyr. was still hostile to the Alliance, it was later used to intercept
Vobian communiqués emanating from the Barkha
Held together by a homogenous culture and a strong work Installation, long a landmark that defined the edge of
ethic, the Nordic government has changed little in the 350 Nordic territory. Barkha was without a doubt one of the
years since it was formed. Given its continued success most powerful space stations ever built, but its Vobian
controllers were perhaps too smug about its power. For DATA FILE - HC79.403:
decades, Nordic surveillance of Barkha proceeded
The Fall Of Kalanid
undetected, and by the time Strom spy craft were revealed, by Justin Crough
it was too late: the Alliance had phase technology. Since
this time, Nordic scientists have been furtively working to
match Vobian expertise in the area of phase weaponry, [Continued from page 151] immediately behind
but with only limited success. Despite the fact that Vobian him, his own Tufek hissing softly. Named for a lion he
certainly fought well enough to make the corps of Janissaries
phase tech still reigns supreme, it is obvious to all that the
proud.
days of unchallenged Vobian pre-eminence are numbered.
The bodies of the evil beasts were piled up all around them,
so many of them trampled along with the bodies of humans
that the brick work of the street was unseen, concealed by
the grizzly mulch of steel, flesh, and blood.
GALACTOPOLITICS
The sounds of combat still rang out from elsewhere in the
The Alliance’s home system of Helsefyr benefits greatly sprawling city, but the main thrust had passed them by. Now
from its relative isolation, as it exists far outside of the the Vobians themselves were picking their way cautiously
Hegemony’s “quick-response zone” of carefully in the wake of their mechanical monstrosities. The palace
constructed stargates. Given this isolated status, the itself was under attack by now, he was sure, but there was
nothing he could do about that. Allah demanded that he
Alliance has been the perfect empire from which to run take as many of the invaders as possible.
the core diplomatic duties of the Human Confederacy,
namely galactic decision making. In the face of a
continuing Starslayer encroachment into Vobian territory, Not the slave beasts, but the hated enemies of humanity
the Nordic people have little fear of an attack by the themselves.
Hegemony in the near future. He leaned out to take a quick look down the clogged
thoroughfare into the market square. There they were, blobs
Within the Human Confederacy, the Alliance maintains of emerald light that shimmered and fluttered in luminosity,
an especially close relationship with the Galactic in stark contrast to the pervasive gloom. They congregated
Commonwealth, whose aid in the recent Nordic efforts to at the edge of the marketplace. There were well over a
hundred of them, all standing within range of his weapon.
retake Drakor has returned the favor of Helsefyr’s orbital
support during the Anglo-German War. Some in the Having visually inspected the area, the Vobians spread out,
Weimar Reich resent the closeness between these two allowing a dozen larger forms, glowing with the same fields 153
rivals, but the Reich’s full integration into the CCF’s of light, to walk gracefully forward into the clearing.
industrial machine has now firmly linked the destinies of Poltergeist assault platforms. Kemal inhaled sharply and
ducked back. Nezi looked up through his armored helm
the three foremost human empires, muting tensions expectantly. The muted sounds of another air strike rumbled
somewhat. In addition to its position as Confederate in the distance.
power broker, the Alliance is the only member of the
Confederacy to be on good terms with the Mongol “Are you ready for death?” He asked the younger warrior.
Fiefdoms. King Lundgren IX works tirelessly to keep the Nezi nodded slowly once, with all of the considerable
conviction a Janissary could muster.

HUMAN CONFEDERACY - ARMY LISTS


lines of communication open, and hopes that his
dedication to diplomacy can help actualize the immense Suddenly, a cacophony of weapon fire rang out from the
military potential of the Chagha Asteroid Belt. Were this square. Thrusting his head out past the ruined vehicle again,
to occur, the two neighbors could then rid the nearby he saw the Vobians taking cover. Other Ka-Yi had been
systems of a Vobian presence altogether. lying in wait, in the ruined shops. Now they were attacking
with an aggression borne of religious zeal, and the
desperation of cornered animals.
At present, Helsefyr worries most about the Meraxilla. It
was the Meraxillan Sovereignty whose attacks from the The Vobians zeroed their weapons. Chilling howls like a cord
Drakor Hypergate threatened Operation Counterproject moaning in a high wind answered the attack.
and almost thwarted the dream of an ascendant humanity,
The buildings began to implode, and collapse like crushed
and it is the Sovereignty that continues to fight tooth and eggs. The combined effects of Phase Cannons obliterating
nail for the ocean planet itself. In A.D. 1960, it was only internal supports, missiles pounding the exterior, and Grav
the waning of a Crimson Flux that allowed the Alliance to Bombs fired through any available openings turned what
beat back the first Meraxillan incursion into its territory. might have been good cover into a series of mass tombs.
With this in mind, the currently ongoing Proximal Offensive Kemal realized it was indeed time to die.
was begun as soon as British aid was assured, in hopes With an ululating cry of his own, he thrust himself away
of taking and fortifying the Ocean Planet before a new from the dubious cover of the destroyed hulk, using his
batch of Crimsons could reach maturity. At the present grenade launcher to drive an explosive into the midst of the
time, Drakor most occupies the Alliance’s thoughts, almost largest cluster of Vobians he could see.
to the exclusion of all other diplomatic efforts. It is
Nezi rolled out into the open as well, firing well-aimed shots
imperative that Drakor be taken soon, and it is imperative at individual enemies. The Vobian retaliation was swift. Both
that the other members of the Confederacy realize this. For defenders died unceremoniously as masses of energy de-
should a new Flux wax before the Drakor System is secured, [Data File HC79.403 continues on page 155]
Operation Reclamation could fail just as it has begun.
THE ARMY OF AMAZULU Zulu army. The kingdom would expand throughout the
following decade of internecine warfare, as the new king
HISTORY devoted all of his energies to conquest, inuring his people
to a life of constant bloodshed. He waged war for the
HUMAN CONFEDERACY - ARMY LISTS
The Zulus were the first humans to arrive on planet Natal, sake of waging war, his subjects meaning no more to him
core of the Cape System. It was on a large peninsula, than so many ants. It was a cruel reign, but an effective
roughly the size and shape of Mexico, that both the Zulu one, and by the time of his assassination in 1828, Shaka
and (later) the Boers were originally transplanted. This ruled over a quarter of a million people, the beginnings of
land area is now called Cape amaMfecane (“Cape of the an African empire that would resist European
Crushing”), after the Zulu belief that they had been encroachment for over 50 years.
transplanted to the “spirit world” as a consequence of their
part in the “Mfecane”, a period of early 19th century South
African history characterized by massive power shifts and The Zulu HELL Colony & The Spirit Wars
wars that left many tribes homeless wanderers. Most The Vobians abducted Shaka in 1824, at the zenith of his
often, Cape amaMfecane is referred to as “the Cape”, power. The later years of his reign on Earth would be
and the area has become the seat of amaZulu power on characterized by madness; Shaka became severely
Natal. Today, the Army of amaZulu provides an psychologically unstable in his final years of life, alienating
inspirational and technological wildfire to the Confederacy. his former followers. On Earth, this instability and
subsequent poor leadership would eventually culminate in
Shaka’s assassination at the hands of his half-brother, and
The Rise Of Shaka Zulu a return to a more peaceful nation. The transplanted Zulus
According to oral tradition, a member of the African Nguni of the Perseus Arm, however, would have no such luxury.
tribe named Zulu (“the heavens”) established a modest
riverside homestead in the late 17th century. His name Physiologic examination of Shaka’s clone by the Vobians
would soon be taken as the title of a small clan, one that demonstrated that he was suffering from the early stages
would grow modestly, quietly raising cattle and foraging of Pick’s Dementia, a degenerative brain disease
much as its neighbors would do. And yet, by the middle characterized by a lack of social inhibition and extreme
of the 19th century, the name of Zulu would be linked emotional lability. This progressive loss of higher cerebral
forever to the most influential kingdom in southern Africa. In function and increase in violent and erratic behaviors only
1816, the meteoric rise to power of Shaka kaSenzanga- intensified when neo-Shaka was transplanted to planet
kona would through violence transform the Zulu nation. Natal with 20 of his military regiments (ten male and ten
female). As far as the Vobians were concerned, this
From what historians can estimate, Shaka was born in aspect of Shaka’s biology perfectly suited their plans for
154 1787, the illegitimate son of king Senzangakona and a the Zulu HELL colony. They would use both his dementia
woman named Nandi, an orphaned daughter of the nearby and the superstitions of his people to create a nightmarish
eLangeni clan. Never fully accepted into his father’s kraal first decade on Natal.
(“household”) and rejected by the eLangeni, Shaka grew
up lonely and embittered. Eventually, he and his Over one thousand abducted Zulu warriors were
wandering family would find refuge amongst the Mtetwa transported to Natal in AD 1826 for the express purpose
clan, where he would develop and hone his trademark of testing the Vobian Cybernetic Evolution Program (CEP).
physical prowess. The CEP was the culmination of centuries of research on
cybernetic design, and was an attempt to advance the
Six feet three inches tall and heavily muscled, Shaka capacity of matrix intelligence to a self-reliant state. The
would find in battle an outlet for his lonesome frustrations, placement of the CEP organisms on Natal led to the
and his star would rise with that of the Mtetwa king, conflict now known as the Spirit Wars (A.D. 1826 to 1836).
Dingiswayo. During his mid-twenties, Shaka, now a
respected Mtetwa warrior, began to demonstrate his
During the later years of the Spirit Wars, an unexpected
military leadership through several battlefield innovations.
adeptness of the Zulu shamans for phase technology
These ranged from the creation of a stabbing spear (the
caused the experiment to backfire on its designers. The
“iklwa”) and a close-in style of fighting that maximized its
phase beasts that were to test their mettle against the
effectiveness, to more strategic advancements, such as
warlike Zulu kingdom instead became domesticated
the “Beast’s Horns” military formation and the use of udibi
livestock, and the peoples of Natal soon began to unlock
(“squires”) to lengthen the ability of an army to stay on
campaign. He was also known for an unusually high the secrets of their manufacture. Far from remaining the
concern for the morale of warriors under his command. technologically primitive society that it was on Earth, the
At the behest of Dingiswayo, who was becoming wary of Zulu nation would quickly rise to take its place amongst
his underling’s political and military influence, Shaka was the advanced human empires of the Perseus Arm.
sent back to the Zulu clan in 1816, at the age of 29.

This was a calculated move on Dingiswayo’s part, but it


backfired. Shaka quickly claimed his “right” to the throne CULTURE
based upon his being the son of Senzagakona, and
immediately began the formation of a military system Nguni culture and the reforms of neo-Shaka and his heirs
based upon his aggressive principles of war. Within one have molded the Zulu people into a deeply traditional and
year of his arrival, Shaka would quadruple the size of the family-oriented society. Almost all male citizens are
incorporated into a militarized “guild system”, and its
DATA FILE - HC79.403:
effects permeate almost all aspects of amaZulu cultural
The Fall Of Kalanid
life on Natal. Religion is a very important component of by Justin Crough
both the guild mystique and the traditions of family politics.
Elaborately dressed “techno-shamans” act as advisors
for both the Army of amaZulu proper, as well as the [Continued from page 153] phased within their
general citizenry. Identified from birth, the techno- bodies, their powered frames stumbling forward for a
shamans are indoctrinated into the ways and means of moment with mindless momentum, before finally falling to
Zulu phase tech, a remarkable entity that still baffles the broken ground.
Vobian scientists.
Quickly reforming, the Vobians re-calibrated their Ghost
Three military guilds, each representing warriors at Guns and resumed their inexorable advance on the Palace
different stages of life, form the backbone of amaZulu of the Sultanate. Some of them were vaguely aware that
politics. The life stages epitomized are based upon Zulu they were now simply mopping up a mess that they had
family tradition. Guild Black (uFasimba) is made up of made a few hundred years ago. Had this experiment been
a success or failure? None of them on the ground were
the unmarried youth of the nation, full of energy and vigor. qualified to make that judgement, so they just carried out
Guild White (uJubinquana) consists of those either just their orders. With a mild curiosity.
married or those just about to be married, who are [See Image File HC79.403-A on page 155]
beginning their lives as family men and temper aggression
with protection of the Zulu way of life. Guild Red
(amaWombe) is made up of 2 groups: the few men that both part of the same organization. It allows for a
have chosen military over traditional family life, and the parliamentarian voting system, with the success of each
nation’s fathers, who have largely paid their biological dues chieftain tied directly to the success of the king himself.
to society and heed the call to arms only in times of need. In essence, the current government retains the tested
Rooted in mythology and culture, the guild system is an Zulu military guild system, and superimposes upon it a
elegant compromise between military standardization and council-king oligarchy.
the strong Zulu sense of family tradition.
As a whole, the current Zulu state is a balance of power
between four factions: the king and three military guilds
(Black, White and Red). While advancement within each
GOVERNMENT faction is typically by appointment or military patronage,
155
the interaction between factions is essentially democratic,
The “Army” of amaZulu is actually much more than a with each guild possessing one vote and the king having
military organization, though a martial emphasis is veto power over non-unanimous decisions. This veto
certainly evident. In the Army, regional chieftains are ability is critical, as Guild White and Guild Red are
directly integrated into a rigid hierarchy of command, constantly at odds, making a consensus very rare. Thus,
loosely based on the military guild system. This removes the king can often play the factions against one another
most of the conflict between chieftain and king by making and ensure his continued influence.

HUMAN CONFEDERACY - ARMY LISTS


IMAGE FILE HC79.403-A: THE FALL OF KALANID
MILITARY THE BOER PROTECTORATE

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

HUMAN CONFEDERACY - ARMY LISTS


field repairs in the event that his gear is damaged. The
equally obvious disadvantage is the lack of uniformity and
Early Boer settlements on Natal closely resembled those
impossibility of equipment transfer between units.
on Earth, with scattered homesteads surrounding small
towns, the latter serving as trading posts and communal
places of worship. Boer powered infantry all wear a variant of the Stolid frame,
a series of layered, high density plastic plates incorporated
into a form-fitting, strength-enhancing exoskeleton. The
Coexistence With The amaZulu genius of its design is its customizability, which allows any
As on Earth, the original Boer settlers “shared” much of soldiers with sufficient training to personalize their
the land with the Zulu tribes on Natal. Small-scale conflicts characteristics. Such skilled soldiers (the “tekkies”), are a
were common throughout the early years of coexistence prized commodity amongst Boer infantry squads, as their
on Natal, as monotheistic fundamentalism clashed with presence typically means that all squad members will have
polytheistic ritualism and it was only the blatant colonialism access to the tekkie’s frame-enhancing expertise.
of the Galactic Commonwealth’s early years that kept the
two empires from total war. After Operation Counter- Overall, Boer tactics on the battlefield tend towards the
project and the Protectorate’s official banning of slavery, defensive, emphasizing reliable arms and armor, strongly
relations between the two disparate cultures quickly held terrain features and conservative attacks on well-
improved. Today, though stark differences in religion and scouted enemy positions. Blitzkrieg tactics are almost
legislation still exist, the Boers and Zulus are now unheard of, and the Boer’s strategic weakness is its inability
comfortable enough with one another to have begun to capitalize on tactical breakthroughs as they occur. This
mixing along the borders of their territories on Natal. is seen as a fair trade off, however, ensuring that the
Close-knit military cooperation, though it would behoove Protectorate’s own forces will themselves never be overrun.
the planetary defense capabilities of the entire Cape To a farming community, nothing is more valuable than land,
System seems, however, a few years off. and Boer military doctrine has taken this to heart.
GALACTOPOLITICS Hegemony watched with intense interest as the most
powerful human civilization they had yet observed fell into
The most isolationist of the human empires, the Boer complete disarray. Old grudges (many pre-dating the
Protectorate lacks a dedicated space program, or even a abduction) were remembered and old allegiances
HUMAN CONFEDERACY - ARMY LISTS
formal system of ambassadors. returned, with the most powerful tribes, those claiming
direct lineage from Genghis Khan himself, evenly dividing
From its point of view, the Protectorate has assumed a Kalanid into four separate kingdoms.
huge risk. The Boer way of life, though threatened by
amaZulu aggression and British grandiosity, was simple Based on these “data”, the Hegemony concluded that
and isolated enough to avoid any significant contact with mankind needs a common enemy to unite, and a workable
the Vobians. Until recently, Boer farmers and townspeople peace among the races of man cannot occur in the
were content to keep to themselves. The Boer Protectorate’s absence of externalized aggression. This conclusion,
participation in the False Offensive of 1959 has changed all ironically supported by the recent formation of the Human
of this. In the eyes of many Boers, the Hegemony is a bad Confederacy in the face of the Starslayer invasions, has
enemy to have, Starslayer or no Starslayer. now been at the root of Vobian policy towards the HELL
colonies for almost 600 years. Early support for the so-
called “borderline hypothesis” (the Vobians’ now infamous
formalized scientific description of the “splitting character
THE MONGOL FIEFDOMS and inherent externalizations of man”) was soon to arrive
on Kalanid when the newly fractured Tamerlanes would
HISTORY find that they were no longer alone; in A.D. 1499, the
Vobians brought over one hundred thousand Ottoman
The Greatest Mongol Conqueror citizens from Earth to form what would become known as
Tamerlane was the last and perhaps most prolific of the the Ka-yi Sultanate.
great Asian conquerors, having by the time of his death
at the turn of the 15th century united the disparate tribes
of modern day Mongolia, China, Russia, Turkey, India and The Wars Of The Prophets
most of the Middle East. It was thus that he caught the The 120,000 transplanted clones from the Ottoman capital
attention of the Hegemony, as his almost unbroken string of Istanbul initially lived in isolation from the Tamerlanes,
of military victories represented the most successful whose poor naval aptitude largely prevented contact with
campaign on Earth since Vobian observation craft arrived the Turkish continent of Osmanli. For roughly 20 years,
at the Sol System in A.D. 1359. the newly formed Ottoman state (the largest single batch
of HELL clones ever abducted) would grow and thrive,
158 Fueled by a deep social curiosity about mankind, the not even realizing that it shared Kalanid with the
Vobians began abducting soldiers and citizens of Tamerlanes. It would not be until A.D. 1517 that the two
Tamerlane’s empire as soon as a sufficient transportation resident empires would meet in an official capacity, with
infrastructure was in place. Abducted and cloned over a initial contacts being tentative but peaceful. Subsequent
period of about 21 Terran years (from early 1396 AD to dialogues over the next 200 years, however, would almost
late 1398 AD), roughly 10,000 “Tamerlanes” became the exclusively consist of declarations of war alternating with
very first of the HELL clones to be taken from Earth and short-lived peace treaties.
the first human civilization to live in the Perseus Arm of
the galaxy. On a terraformed planet called Kalanid, the In hindsight, it seems likely that the Vobians had planned
Tamerlanes would serve as a seminal cultural experiment, for and even encouraged conflict between the two empires
harbinger of many more to come. on Kalanid. With its typical brand of curiosity unhampered
by morality, the Hegemony wanted to discover who would
be triumphant: nomadic, proud and fierce Tamerlane, or
United Through Conquest settled, organized and pragmatic Ottoman? Because the
Tamerlane’s army of HELL clones, thousands strong, was Ottoman HELL clones had been abducted and localized
given free reign to conquer a diverse series of minor ethnic as a single unit, their 20 years of unhindered development
enclaves abducted from Earth and strategically placed in on Kalanid had been characterized by a workable
its path for over 20 Terran years. These “enemies” were microcosm of a national economy, remarkably similar in
always taken in such numbers as to be unable to resist style and spirit to the original city of Istanbul. In stark
the Tamerlanes, thus ensuring that military conquest was contrast, the Tamerlanes had fallen back to tribal methods
the route of assimilation most often used. These of managing money and law, mimicking not the empire of
conquests proceeded unabated until the death of neo- the original Asian conqueror, but instead the disparate
Tamerlane in A.D. 1437. In a sense, his death was the and violent domains that had formed immediately after
event that Vobian xenosociologists had been anticipating. the fall of Genghis Khan.
Tamerlane had left a legacy of unopposed conquest on
Kalanid. His armies had not lost one battle since arriving, The periods of interspersed conflict between Ottoman and
and had committed unbelievable atrocities. What would Tamerlane are referred to collectively as the “Wars of the
happen once he was gone? Prophets” and are generally split into two eras, the first
from A.D. 1572 to 1602 and the second from A.D. 1679 to
Within months of Tamerlane’s death, the fractious society 1695. Overall, both went poorly for the Tamerlanes, whose
he had held together through force of will rapidly dissipated tribal ways of war were ill suited to take on the larger and
and once again became disparate empires. The more organized Sultanate. Every Khan for eight
generations saw his empire shrink, and unity eventually simultaneously respecting the multicultural needs of this
became required simply to hold the Sultanate back. Such new Turk-Mongol Diaspora, the Matriarchy finally managed
requisite harmony did not come easy to the four tribes, to mold the disparate interests of the belt into a true galactic
but their common plight and the recently discovered colony power: The Mongol Fiefdoms. Soon after, the new empire
of their Mughul brethren, also eager to throw off the would join its ascendant peers in the Human Confederacy.
Ottoman yoke, combined to make tribal unity a reality.
The Second War of the Prophets would culminate in the
formation of the Tamerlane Khanate, a centralized
authority that tied its loose member states together CULTURE
through a series of military and economic duties.
Even today, relics of the Khan tribal system can be seen
Over the next 150 years, the Khanate would become throughout the Mongol Fiefdoms, whose complex social
closer to its Ottoman neighbor, as the galactic backdrop structure among the asteroids of Chagha retains many
of Kalanid became more and more evident. By the time nomadic qualities. Most of the asteroid superfortresses,
of the discovery of the Nordic Alliance in A.D. 1859, both which serve as the Mongol equivalent of cities, are defined
empires were acting as allies, first in the futile wars for by tribal bloodlines. A typical citizen of the Fiefdoms will
dominance over Helsefyr, and after in the constant web have a long list of family names, basically a history of his
of intrigue and political maneuvering that guided the 50 ancestral marriage patterns, and will be sure to mention
years leading up to Operation Counterproject. Were it any and all tribal affiliations before any mention is made
not for the Vobian destruction of their mutual homeworld, about being a part of an official Mongol government. Thus,
it seems likely that the two former enemies were to be Fiefdom society is a curious juxtaposition of primitive
the first members of the Human Confederacy. cultures and advanced technology, with constant tension
arising between the greater good of the Mongols (or
Confederacy) as a whole and the needs and traditions of
Enter The Matriarchy each of the tribal superfortresses.
The Vobian invasion of Kalanid in A.D. 1960 was as much
a surprise to the Tamerlane Khanate as it was to the Ka- The four original Turko-Mongolian tribes that made up the
yi Sultanate. Guilty by association with the brazen Ka-yi armies of Tamerlane still survive as discreet cultural
Sultanate, the Tamerlane mega-cities were destroyed just entities among the Fiefdoms, and most of the family clans
as surely as neo-Istanbul. Few of the Khans’ descendants will owe par tial allegiance to neighboring clan
survived the attack on their home system; those that did superfortresses that claim the same ancestry. The
were almost unanimously members of the pirate clans Mughuls, the so-called “fifth tribe”, also tend to act and 159
living in the nearby Chagha Asteroid Belt. These clans vote as a single unit, though their inter-clan allegiances
had existed for many decades before the Vobian invasion, are tempered by their devotion to the Harem Queen and
subsisting on a life of deep space mining and the the centralizing effects of her monarchy.
occasional raid on poorly protected supply ships. Whether
the ships raided were of alien or human origin was of
little consequence and the pirate families lived for
The Arlat Tribe
themselves only. In this way, the proud nomadic lifestyle
The tribe of Arlat traces its Persian roots to modern Iran,
of the more conservative Tamerlanes, especially those

HUMAN CONFEDERACY - ARMY LISTS


and represents the closest link that the Tamerlanes had
who claimed a heritage from the famous Golden Horde,
to the settled Muslim peoples of the post-Muhammed era.
was preserved, in spite of their brethren’s “cultural
In general terms, Arlat society most resembles that of
compromise” that had occurred after defeat at the hands
the other “modern” societies of the Confederacy, such as
of the Sultanate.
the Nordic Alliance or Galactic Commonwealth. Among
After taking Kalanid, the Vobian Hegemony itself was Arlat tribal members, low-level government is largely
unable to devote the resources necessary to root out the democratic, and a free-flowing form of merchant capitalism
widely dispersed superfortresses of the Chagha Belt. The is encouraged. Prouder than most, the Arlat are also the
pirate clans were therefore left alone, though with greatly most steadfastly religious of the Fiefdom states, with the
reduced influence now that no trading partners existed in majority of its members adhering closely to traditional
the region. Into this unconquered but isolated collection Islamic dogma.
of pirate families strode the Harem Matriarchy.

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.

HISTORY Needless to say, such a meteoric rise threatened to


unbalance the tenuous web of alliances and allegiances
The Weimar Reich represents the last collection of HELL that held Europe together. In the final decades of the 19th
clones abducted from Earth in any large number by the century, the same ingenuity and energy that had propelled
Vobian Hegemony, in this case descendants of thousands Germany to the industrial fore now pushed her into the
of German soldiers from the Battle of Mons in A.D. 1914. colonial arena. Here the Germans would play a dangerous
They were captured not for any grand sociological game of catch-up with France and (especially) Britain.
experiment (like most of the earlier colonies), but rather Backed by the largest land army in Europe, Germany
as a last ditch effort by the Vobians to turn man against began to push also for a navy of equal grandeur to that of
man and stem the flow of humanity’s independence in the British, thereby ensuring their own “place in the sun”
the Perseus Arm. This effort ultimately failed, and the alongside the major colonial powers of the day.
short but violent history of the Reich has forged the fastest
growing human empire yet seen in the Perseus Arm, one With dreams of conquest as a backdrop, the early 20th
whose aggression and vanity have seen it war with not century saw Germany strive towards the goal of European
only aliens, but several of the other Confederate members preeminence. The vainglorious noblemen of the day, in 161
themselves. particular Kaiser Wilhelm, sought to put their fatherland
on the world map. Confident in their mighty righteousness,
they began to push Germany away from the constitutional
AUDIO FILE - HC5.542:
monarchy envisioned by Bismarck and slowly towards a
“I could see quite plainly in mid-air a strange military dictatorship. Wilhelm’s aggressive optimism and
light which seemed to be quite distinctly outlined uncompromising nature, no longer constrained by the
shrewdly pessimistic legacy of Bismarck, collided harshly
and was not a reflection of the moon, nor were

HUMAN CONFEDERACY - ARMY LISTS


with the elder empires of France, Britain and Russia. The
there any clouds in the neighborhood. The light stage was soon set for an almost inevitable conflict, and
became brighter and I could see quite distinctly AD 1914 would see the situation come to a head with the
three shapes…they were above the German beginning of World War I.
line facing us.”
-An anonymous British lance-cor poral’s
description of the so-called “Angel of Mons” in 1914. A Last Ditch Effort
By the beginning of the 20th century, the Vobian Hegemony
found itself facing an increasingly recalcitrant humanity
and a newly active Meraxillan Sovereignty, fresh from its
The Struggle For rebirth during The Great Renewal. With the threat of the
A United Germany On Earth Meraxilla looming ever larger, the Vobians, in an attempt
The centuries leading up to the creation of a unified to stem the distractive flow of human emancipation, placed
German state were bloody ones for the nations of central their eggs in one last HELL basket: the Iron Cross.
Europe. By 1800, the cumulative effects of the 30 Years
War and Austrian Wars of Succession had brought death To the Vobians, the aggressive and uncompromising
and famine to the Germanic peoples for over a dozen approach of the newly formed German empire on Earth
generations. The French Revolution and subsequent rise was an appealing stopgap. Even better was Kaiser
of Napoleon in the early part of the 19th century brought Wilhelm’s constant political frictions with Great Britain,
yet another wave of conflict across German lands. It was the HELL counterpart of which was already showing
during this chaotic time, however, that the seeds of German signs of disobedience at the Cape System. Unwilling to
unification were sewn. For it was the multi-nation battles devote the resources necessary to subjugate the
against the French Army that both polarized the nationalism scattered Perseus empires of mankind, the Hegemony
of Prussia, the most influential German fiefdom of the day, instead sought to turn them against each other. Germany
and at the same time broke the power monopoly of the was to be the catalyst.
The Angel Of Mons and long abandoned by the Hegemony, has a strategic
When World War I broke out in 1914, the Vobians decided value far in excess of its material value; it is located along
that the time was ripe for Germany to create a mirror the fuzzy border that divides Vobian-claimed territory and
empire in the Perseus Arm, a HELL colony that would Vobian-occupied territory (many worlds, such as Namib,
HUMAN CONFEDERACY - ARMY LISTS

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

HUMAN CONFEDERACY - ARMY LISTS


decade, Helsefyr finally took up the Sultan’s torch and and fascism butted heads on a daily basis, as the fate of
redoubled its efforts to unite humanity. Seeing its two the old guard was left in the air for almost 30 months. A
greatest potential allies embroiled in a costly war, the radical faction known only as the “Spartakists” were
Alliance acted decisively in A.D. 1971: making sure its involved in guerrilla warfare against the remaining soldiers
vicinity was clear of Vobian or Meraxillan presence, it sent of the Kaiser Reich (those who had not deserted), and
almost the entirety of its space fleet to Namib, to force a the general citizenry was left wanting for even the most
peaceful settlement as soon as possible. basic necessities. Out of this chaos would emerge the
so-called Weimar Reich, a compromise of sorts between
AUDIO FILE - HC2.371:
old age monarchal militarism and new age democratic
socialism. Against an ever present undercurrent of racially
“...an ill-mannered and insincere man.” charged fascism, the new Reich has managed admirably,
-Tsar Alexander III discussing Kaiser Wilhelm. building itself back to its level of power under the Kaiser,
while successfully integrating the German peoples into
the larger human diaspora of the Perseus Arm.
The Fall Of The Kaiser
As it turned out, the constant and bitter fighting of the
Anglo-German War had created a gulf of hatred that ran
deeply between the two powers. Neither side was willing CULTURE
to give up its gains; the Germans laid claim to the
portions of Picta it had overrun, while the British- Since its inception, the culture of the Reich has taken on
supported Boers refused to leave Namib. Nordic a militaristic and taciturn demeanor. Essentially created
overtures of peace were soundly rejected, as all would to challenge the Galactic Commonwealth, the clones of
have resulted in a loss of face for both empires. Kaiserwelt were in a sense bred to be aggressive. Even
Ultimately, the final decision of the Alliance, like so many now that the Weimar reforms have dulled the imperial
of its previous decisions, came down to one thing: money. aspirations of the Kaiser’s government, there is a strong
“can-do” attitude of Kaiserwelt that perhaps surpasses Reich as a military machine is unbeatable among the
that seen even on Britannia. Collectively, the German Confederate Consolidated Force. Closest of the CCF to
people of the Perseus Arm seem as a whole more the Vobian Home Defense Zone, the Weimar Reich has
commited to the glory of their nation, and this is reflected borne the brunt of recent anti-human Hegemony
HUMAN CONFEDERACY - ARMY LISTS
in the many great works of the Reich’s artists, generally aggression and been left standing. From its humble
employed by the state to create massive works worthy of beginnings as a Vobian-supplied secret weapon against
their fatherland. Education and hard work are highly its former HELL colonies, the Reich has risen to become
stressed on Kaiserwelt, as is the concept of “German one of the most trusted parts of the Human Confederacy.
fraternity”. The downside to this is a rather rigid and
predictable society from the standpoint of many of the
Weimar Reich’s peers, but there is no question that it is a
society that can rise to the military and sociological GALACTOPOLITICS
challenge of an ascendant humanity, a fact all other human
empires can appreciate. Still new to the larger happenings of the galactic scene,
the Weimar Reich has nonetheless made its mark among
the other star-faring empires. Its rapid galactic ascension
Women Need Not Apply has not gone unnoticed, however, and it is perhaps with
An oddity among the former HELL colonies, the Weimar a tinge of guilt over having been “duped” that the Vobian
Reich is bereft of a native female presence. Having been Hegemony holds a particular distaste for the Germans.
formed from the all-male battle forces of the German army Since Kalanid, the Hegemony has launched few large-
on Earth, the Vobians gave to the Kaiser Reich a limited scale offensives against mankind. Of those they have,
form of self-cloning technology. To this day, the however, most have been against the Weimar Reich, and
reproduction of the German empire in the Perseus Arm have managed to keep the German fleet in check. Part
proceeds asexually. The results of this have been twofold. of the reasons for this fact is most surely Kaiserwelt’s
Firstly, the speed at which human losses can be replaced position so close to Vobian space, but the bitterness
on Kaiserwelt is amazing: just ten years after the engendered by the turning of the Hegemony’s last hope
devastations of its defeat at the hands of the Nordic of a police colony into one of its most powerful human
Alliance and Galactic Commonwealth, the population of enemies cannot be ignored.
the Reich had already surpassed its pre-war numbers.
Secondly, it infuses the Weimar culture with an unusually A New Place in The Sun
strong machismo ethic. This makes for a formidable In a sense, the “place in the sun” for which the Kaiser had
military, but also a rather gruff citizenry, a fact that has yearned so many years ago is now a reality for the German
not escaped British humorists, who have coined the people of the Weimar Reich. Easily on an economic and
164 somewhat affectionate term “Wiener Reich” to describe military par with its neighbors, only the Nordic Alliance
this aspect of Kaiserwelt’s Gestalt. (centuries older) can claim to be more influential among
the empires of the Perseus Arm. Mostly concerned with
containing Vobian incursions into human space for the
past decade, the German empire has recently been given
GOVERNMENT a new task: spearheading the fleet that is to retake the
Sol System as Stage Two of Operation Reclamation. From
The Weimar Reich is technically a republic, with a delicate Confederate pariah to hero of humanity, the Weimar Reich
balance of power between many semi-independent states is an empire with a place in the sun.
and governing bodies. Similar in concept to the capitalist
democracies of the Alliance and Commonwealth, it is more
socialist in character than its Nordic and Anglo-Saxon
counterparts. Many industrial facilities on Kaiserwelt are
worker-owned cooperatives, and few Germans make a ADDITIONAL DATA FILES
clear distinction between themselves and the Reich
government. Requiring a massive state-run bureaucracy, The Mughuls & The Harem Matriarchy
the Reich is slow to adapt to major change, but its inherent The Mughul Empire was the last vestige of the Mongols
advantages become obvious in times of crisis, as the on Earth. In the latter part of the 15th century, increasing
machinery of the people can gear up quickly once it is pressure from other nomadic tribes pushed the remnants
given sufficient direction. All in all, the German government of the Tamerlane empire into India. It was here that the
of today is a unique but indispensable voting member of great warrior Akbar began a 40-year reign of conquests
the Human Confederacy, and its influence is now on a par that eventually brought most of India and Afghanistan
with even its eldest breathren in the Perseus Arm. under the control of the “Mughuls” (Hindu for Mongol).
Though never the undisputed rulers of all of India, the
Mughuls managed to retain power in the region until the
mid-18th century.
MILITARY
The Vobians became interested in Akbar near the end of
The German military machine is the most impressive his reign, which coincided with the conclusion of the costly
pound-for-pound force of the human empires. Though War for Ulna and a renewal of the Hegemony’s interest in
not as technologically advanced as the Nordic Alliance the Orion Arm. Instead of cloning Akbar and his armies,
or tactically adept as the Galactic Commonwealth, the however, they instead chose to make HELL clones of an
interesting population: the occupants of Akbar’s royal marketplace, with millions of “inhabiants” traversing its
palace. The experiment itself was one of many in a long distance daily, looking for a variety of goods and services
line of Vobian inquiry into the peculiarities of mankind’s that were hard to come by through normal channels. Until
gender roles. They chose the palace inhabitants because the Vobian invasion of Kalanid, Chagha was of little military
it seemed to them, after several months of observation, interest, isolated as it was from the major stargates of
that the women of the imperial harem had more to do with the region. After the fall of the Ka-yi Sultanate and
influencing Akbar and his generals than did any other factor. Tamerlane Khanate in A.D. 1960, it was quickly
transformed into a nation of sorts, and is now the official
The transplanted Mughul HELL colony was placed onto home of the Mongol Fiefdoms. A government without a
the surface of Babur, the only moon of Kalanid. In planet, the Fiefdoms struggle to fashion a galactic
response to the stresses of their new homeworld’s harsh powerhouse out of the many family clan superfortresses,
environs and their new situation, the residents of Babur engineered asteroid-ships that can house many residents
looked first to the palace Harem Guard for leadership. and regularly traverse the belt. Many of the clans predate
These women, formerly both concubines and warriors, the formation of the Fiefdoms by over a century, however,
soon had created an effective military matriarchy on and their continuation of the nomadic “way of Chagha”
Kalanid’s moon, a stable government from which the odd remains a constant obstacle to a truly united Mongol empire.
microcosm of the initial inhabitants could draw strength.

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

HUMAN CONFEDERACY - ARMY LISTS


of Independence in A.D. 1801 restored power to the Harem begin to bind their fates together, they would surely fall
Matriarchy on Babur, with the concession that neither it one-by-one to the triumphant alien race. Acting quickly,
nor the Khanate engage in a government-supported space the Commonwealth moved to create the Cape Interim
program. Only merchant vessels were to be produced, Government (CIG).
and so began the high-degree of trade between the
Mughuls and the Tamerlane tribes that exists to this day. The CIG was in part an extension of the mutual defense
treaty that had underlain Operation Counterproject. In
Since the invasion of Kalanid and fall of the Sultanate, addition, its ratification in A.D. 1963 tied the economies
the Harem Matriarchy has taken a more active role in of the three Cape empires together into a global trading
galactic affairs. No longer beholden to the Ka-yi and still network. While the CIG had very few true military clauses,
able to command the loyalty of the Tamerlanes, the its creation of an effective nation-market on Natal finally
Mughuls occupy a unique role in the region: that of a allowed for technological progress of a truly innovative
unifier. Only the will of the Matriarchy, uniquely poised as level. By harnessing the individual expertise of the amaZulu
both ally and kin to the Mongol heirs, has managed to techno-shamans, Boer craftsmen and Commonwealth
keep the clans of the Chagha Belt from isolationism. The engineers, the Cape moved beyond its Vobian-derived
Harem Queen can rightly be said to have saved the technology and towards a uniquely human ingenuity.
Tamerlane Khanate, just as the Khanate saved the
Matriarchy two centuries earlier. Lasting only 8 years, the Cape Interim Government is
not noteworthy for its military accomplishments though
it likely helped keep the nations of Natal united against
The Chagha Asteroid Belt Kaiserwelt over three long years of the Anglo-German
Located just outside of the Kalanid System, the asteroid War. Instead, its emphasis on economic and
belt known as Chagha has long been a haven for pirates, technological integration served as a template for the
thieves and political refugees. Hundreds of thousands of later formation of the Human Confederacy. Perhaps most
cubic kilometers in size, it also became a thriving importantly, its support of active exchange of scientific
know-how led to the creation of the first man-made phase This civil war eventually spread to engulf most of neo-
drives, and with them the ability to finally reach Earth, Finland. At its peak, the conflict involved almost 2 million
humanity’s true home. Finnish soldiers and well over 4 million “national forces”,
a conglomerate of official Nordic soldiers and corporate
HUMAN CONFEDERACY - ARMY LISTS
guns for hire. During the conflict, all but three of Altgeld’s
Ramgard & Altgeld [& Wolf] phase generators, which had at one time numbered
As old as the Nordic Alliance itself, the twin corporations almost fifty, were destroyed. Analysts credit the amazing
Ramgard Enterprises and the Altgeld Partnership together tactical skills of Jouni Pohjola, a mechanic turned leader,
play as much of a role in galactic politics as any head of for this string of Finnish sabotage missions.
government on Helsefyr. When it comes to working deals,
defining trade, and talking trash, no one in the Alliance The coming of the Starslayer in A.D. 1947 and the ensuing
can come close to the influence wielded by these two patriotism engendered by Vobian losses at Sturgis (the
giants. The primary driving force behind Nordic military first chink in their armor) finally led to the Pohjola Treaty
interventions at the Drakor Hypergate, the Barkha of A.D. 1949. The terms of this treaty allowed Altgeld to
Installation and the Cape System, it has become clear to continue its plasma mining operations, but under condition
the other human powers in the Milky Way that to negotiate that its remaining phase facilities be moved to Helsefyr’s
with Ramgard and Altgeld is to negotiate with the entire north pole.
might of the Nordic Alliance. Even the recent formation
Now, at the beginning of the 21st century, the devastation
of the phenomenally successful Wolf Designs (which
of the Winter War on the Finnish people has largely been
somehow managed to outbid both Ramgard and Altgeld
remunerated. The incident on Pekka clearly demonstrated
to become the plasma weapons producer of the Human
the destructive potential of phase technology. The
Confederacy) has done little to affect the influence of
corporations of the Alliance still struggle to balance this
Ramgard and Altgeld. If anything, the arrival of Wolf onto
potential power source with the Nordic military’s need for
the galactic scene has underscored the corporate nature loyal Finnish soldiers. With new and powerful foes, the
of the Nordic government, leading many observers to unity of the Alliance remains paramount, for the moment
question exactly how much longer the Alliance’s traditional tempering Altgeld greed.
constitutional monarchy can last.

Drakor & The Wounds


The Winter War Of The Nordic Alliance
The Nordic Alliance was the first of the human powers to Drakor. The Ocean Planet. Pronounced by humans as
experiment extensively with phase technology, having “druh-CORE”, the name is a Swedish bastardization of
th
166 stolen several original Vobian plans in the mid-19 century. the Meraxillan word for serenity (“Drekohrre”), and the
Due to this head start, the Alliance now maintains a phase planet’s calm and glistening ocean surface has for a
arsenal that is second only to that of the Hegemony in century belied the terrible conflicts that have occurred
size. Most of the initial research leading to this eminence there. Since the discovery of a nearby hypergate, Drakor
was performed on Helsefyr’s northern island of Pekka, has been anything but serene.
near to the semi-independent nation of neo-Finland and
home to a large Finnish population. By the time that the It was in Terran year A.D. 1891 that Nordic spacecraft
first phase research facilities were built on Pekka in A.D. made their first sojourn across what is now referred to as
1890, the island had already been the site of extensive the Distal Drakor Hypergate. Linking two areas via
plasma mining operations for almost 100 years. Run by subspace, the extremely rare hypergates allow for
the Altgeld Partership, the plasma mines had long been immediate movement across far distances. Only three
other hypergates exist: two are completely inside of Vobian
controversial, due to their polluting effects and the financial
space, and the third is the recently discovered intergalactic
dominance that the corporation wielded over the island’s
Palation Rift. Drakor, the largest known intra-galactic
inhabitants. Altgeld’s experimental phase generators were
hypergate, can almost instantly transport materials from
even more unwelcome, and shouts of environmental
the distal to the proximal edge of the Perseus Arm, a
discrimination grew ever louder among the Finns, whose
distance of over 20,000 light years. The Drakor Hypergate
anger was left to smolder over the next 50 years of
now functionally links together the Nordic Alliance and
“official investigation”.
the Meraxillan Sovereignty, two empires who until its
discovery had almost no contact whatsoever.
The situation came to a head in the winter of A.D. 1942
when one of the generators suffered a catastrophic Early exploration of the solar system that exists at the
meltdown, the consequence of which was the temporary proximal end of the hypergate by Nordic scout vessels
transport of a 500 square kilometer section of Pekka’s indicated the presence of massive plasma geysers
land mass to the phase dimension. Though the duration beneath the floor of Drakor, the only planet in the system.
of the phase shift was less than 20 seconds, the millions Already beginning to exhaust its plasma supplies on
of tons of displaced sand, rock and ice from Pekka’s Helsefyr, the Nordic government saw the ocean planet
surface was made molecularly unstable by the transition. as a profitable alternative to domestic drilling operations.
Upon its re-entry, the area literally exploded, much of its Within 5 years, the hypergate saw the transfer of millions
mass transformed into energy. The resultant mushroom of tons of equipment to Drakor’s many islands, with the
cloud blanketed over 800 square kilometers, killing venture turning a huge profit for Ramgard Enterprises.
hundreds of thousands and setting off the “Winter War”. The planet was a prized possession for the Alliance,
whose presence in an area so far from the Hegemony technologically inferior foe with predictable results: slow
gave it the inkling that it too could become an eventual but sure decimation. Surprisingly, the Alliance chose not
galactic superpower. Then came the Meraxilla. to withdraw in the face of initial Meraxillan might, and
instead launched its own counter-offensive through the
The Meraxillan Sovereignty had been slowly expanding distal hypergate. For the next eight years, the Drakor
towards the proximal end of the Perseus Arm for centuries, System would be the site of near constant conflict, the
having already learned that their distal neighbors, the prized ocean planet itself a perennial battlefield.
Vobian Hegemony, were far too powerful to allow for Underwater, amphibious and “island-hopping” operations
expansion in that direction. The planet of Drakor lie directly moved back and forth across and beneath Drakor’s
in the path of Ulna’s pulsatile growth, and it was only a surface, with orbital superiority changing on an almost
matter of time before its Nordic inhabitants found they monthly basis.
were not alone. Surprisingly, initial contact between the
two races in AD 1899 was diplomatic and, at least from Most historians who have studied the Battles for Drakor
the point of view of the Alliance, congenial (that the word feel it was a combination of two factors that ultimately
is not even part of the Meraxillan lexicon should have given lead to the triumph of the Meraxillan Sovereignty in AD
them a hint that this might not last). The empires managed 1913. The first and most obvious is the 23rd Crimson
to hammer out a peaceful coexistence for a time, driven Flux, which had begun in AD 1902 and continued to wax
by unfamiliarity with the true power of the other, as well for almost a decade, finally peaking near the end of AD
as a mutual distrust of the Vobian Hegemony, whose spy 1912. The second is the folly of Nordic Grand Fleet
vessels were by now quite interested in the hypergate Admiral Regnell Forsberg, whose direct disobedience of
region. This relaxed atmosphere was short-lived, however, an attack order in the Spring of A.D. 1913 led to the
and the situation soon exploded into war in A.D. 1905. uncontested drop of 200,000 Crimson Warriors onto the
planet’s surface. This event catalyzed a brutal and final
Both sides involved in the costly Battles for Drakor (AD 8-month offensive that decimated the Nordic ground
1905-1913) blame the other for the conflict’s genesis. The presence, leaving none of their spaceports left standing.
Nordic Alliance is quick to point to the Crimson Flux of
AD 1902 and the “nationalistic fervor it engendered” as a Much controversy surrounds Forsberg’s “treason”, as it is
catalyst, while the Sovereignty, perhaps more bluntly, now clear in hindsight that the space convoy protecting
simply refers to the Alliance’s refusal to “remain within its the Crimson dropships was far too powerful to have been
stated sphere of influence”. All third party observers tend directly engaged. Still, many members of the Nordic brass
to agree that the richness of Drakor’s plasma stores, feel that the fleet under the Admiral’s command should
coupled with the strategic advantage of its hypergate, were have sacrificed itself in order to prevent the full force of 167
simply too tempting a prize to be shared by the two the Crimson legions from landing safely on Drakor. For
burgeoning powers. Still, the speed and fierceness of his refusal, many have branded him a coward. Even the
the initial invasion of the Drakor System by the Meraxillan fact that Forsberg died in the final successful defense of
fleet surprised everyone, the Alliance included. In typical the distal hypergate fortifications, which prevented a
Meraxillan fashion, a threat had been perceived and the Meraxillan invasion of Nordic space, did little to salvage
means with which to deal with that threat were immediately this reputation. The Alliance’s ultimate inability to retake
dispatched, all the while as Nordic ambassadors tried in Drakor has simmered as “unfinished business” in the

HUMAN CONFEDERACY - ARMY LISTS


vain for a political solution. minds of its leaders for almost 90 years, and only the
current Proximal Offensive, launched in A.D. 2000 as the
The first invasion of A.D. 1905 was a massive undertaking first stage of Operation Reclamation, seems capable of
by the Sovereignty, who attacked a smaller and salving the wounds of AD 1913.
THE HUMAN CONFEDERACY
ARMY LIST
HUMAN CONFEDERACY - ARMY LISTS Tech Level - 3 Strategy Rating - 20

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.

Victory Point Advantages


Boer Protectorate & Weimar Reich
Land Grab / At the end of the game, player gains +2 VP for each quartile of playing surface that contains at
least 200 PV of unbroken infantry units. Vehicles and broken infantry units do not count towards this total.

Galactic Commonwealth & Nordic Alliance


Diplomacy / At the end of the game, player rolls a d5 and adds the command levels of any of his remaining
commanders. Divide the total by two and round up; this is the number of bonus VPs received.

Army Of amaZulu & Mongol Fiefdoms


Glory / At the end of the game, player receives +1 VP for each 100 points of enemy figures that were eliminated
in HTH combat or by a friendly CDW. This is in addition to any VPs normally gained.

Tactical Rating: 5

Tactical Aspect Value TR Cost


168
Maximum Unit Size 9 -2
Maximum Ad Hoc Units 50% +3
Maximum Elite Units 25% 0
Maximum Vehicle Units 50% +3
Initial ADR 10 0
Failed Individual Morale Test Cower 0
Failed Unit Morale Test Regroup +1
Tactical Advantage Reserves 0

Frame Rating: 15

Frame Aspect Limitation FR Cost


Maximum Frames 35 +4
Maximum SI Weapon Cost 40 +1
Maximum PI Weapon Cost 80 +2
Maximum VE Weapon Cost 160 +2
Maximum Phase Weapon Cost 50 +1
Minimum Armor Rating -2 +2
Maximum PI Speed 5 0
Minimum Field Save 6+ +2
Maximum HTH Cost 10 (15) 0
Maximum IF Area of Effect 4” +1
AUGMENTATIONS

General Access to Enemy Weaponry [Multiply weapon cost by 2].


- replaces any one standard weapon per game.
Access to Non-standard Weaponry [Multiply weapon cost by 1.5].
- replaces any one standard weapon per game.

Army [none]

Infantry Indiv. Targeting Computer [+25 PV per hero or officer].


Command Armor [+70 PV per hero or officer].
Data Net [+30 PV per primary commander].

Infantry Unit Honed Blade [+2 PV per Storm Warrior].


Extra Weapon Training [+10 PV per Field Artilleryman per Field Cannon].
Heat Suture Kit [+20 PV per Storm Pioneer].
One-shot GL - Plasma Burst [+20 PV per Corporate Infantry per Plasma Carbine].
Torrential Fire [+45 PV per Assault Platform per Plasma Rifle].

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

HUMAN CONFEDERACY - ARMY LISTS


Satchel Charge [+10 PV per Udibi Scout]
Phase Blade [+5 PV per Shield Warrior]

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]

Vehicle Dozer [+30 PV per Bulldog APC]


Point Defense System [+30 PV per Pitbull AFV]
UNITS

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.

Armor Pack [exclusive] Artillery Team [exclusive]


1-4 Bulldog APCs 5-9 Field Artillerymen
1-2 Pitbull AFVs

Assault Team Corporate Enforcement Team


4-9 Assault Troopers 5-9 Corporate Infantry

Heavy Assault Team [exclusive] Pioneer Team [elite]


2-5 Assault Troopers 4-9 Storm Pioneers
2-4 Assault Platforms

Pitbull Team [exclusive] Sniper Team [elite]


2-6 Pitbull AFVs 4-9 Snipers
Storm Team
Support Team [exclusive]
5-9 Storm Warriors
4-9 Assault Platforms

NATIONAL STANDARD UNITS

Players may only choose from one of the following lists of national standard units.

Army of amaZulu Boer Protectorate


Scout Team Rider Team
5-9 Udibi Scouts 5-9 After Riders

Shield Team [elite] Kommando Team


170 4-9 Shield Warriors 5-9 Heavy Kommandoes

Zulu Team [exclusive] Protectorate Team [exclusive]


3-5 Udibi Scouts 3-5 Assault Troopers
2-4 Storm Warriors 1-4 Heavy Kommandoes

Galactic Commonwealth Mongol Fiefdoms


Redcoat Team Harem Team
4-9 Redcoats 5-9 Harem Warriors

Highlander Team Royal Team [elite]


5-9 Highlanders 4-9 Royal Guardsmen

Commonwealth Team [exclusive] Mongol Team [exclusive]


2-5 Redcoats 3-5 Corporate Infantry
2-4 Assault Platforms 2-4 Harem Warriors

Nordic Alliance Weimar Reich


Cuirassier Team [elite] Jaeger Team
4-9 Cuirassiers 4-9 Jaegers

Dragoon Team Flame Team


5-9 Dragoons 4-9 Flammenwerfers

Nordic Team [exclusive] Reich Team [exclusive]


3-5 Storm Pioneers 2-5 Flammenwerfer
1-4 Cuirassiers 1-2 Assault Troopers
1-2 Assault Platforms
IMAGE FILE:HC 4.1-46 DATA FILE:HC 3.1-60

SNIPER CORPORATE
INFANTRY
PV - 14
STATS
Type SI
Size 2
Quality Regular
Move 4 Sprint

Armor Rating +3
Damage Capacity 1
Field Save 7+

HTH Rating 1@8+


Reflex +2
Agility 9

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]

One of the dirty little


secrets of the
Confederacy is the fact
that it is technically a

HUMAN CONFEDERACY - ARMY LISTS


multinational corporation,
representing the
collective interests of
three major con-
glomerates: the British
Rand Corporation, the
German Krupp Machine-
works, and the Nordic
Ramgard Enterprises.

The Corporate Infantry


are the result of a sub-
contract between the
Confederacy and two
non-shareholding
corporations: Wolf
Designs and the Altgeld
Partnership. Together,
Wolf and Altgeld outfit
a large cohort of pro-
fessional soldiers with
the latest in plasma
and phase technology.

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

STORM STORM WARRIOR


HUMAN CONFEDERACY - ARMY LISTS
PIONEER
PV - 25
STATS
Type SI
Size 2
Quality Elite
Move 4 Sprint

Armor Rating +2
Damage Capacity 1
Field Save n/a

HTH Rating 1@7+


Reflex +2
Agility 9

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

IMAGE SOURCE: Josh Deck

DATA FILE FOUND: p.174


IMAGE FILE:HC 4.1-62 DATA FILE:HC 3.1-46

ASSAULT TROOPER SNIPER

PV - 25
STATS
Type SI
Size 2
Quality Elite
Move 5 Sprint

Armor Rating +4
Damage Capacity 1
Field Save n/a

HTH Rating 2@9+


Reflex +2
Agility 10

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

A more traditional form


of infiltrator than the
Storm Pioneer, the
Sniper will often work
alone or as part of a

HUMAN CONFEDERACY - ARMY LISTS


small team. “Precision
elimination” is the
motto of the Sniper
Corps, and it has
proven to be a well-
deserved one.

SPECIAL
N/A

IMAGE SOURCE: Josh Deck

DATA FILE FOUND: p.174


IMAGE FILE FOUND: p.171
DATA FILE:HC 3.1-08 DATA FILE:HC 3.1-62 DATA FILE:HC 3.1-66

STORM ASSAULT ASSAULT


HUMAN CONFEDERACY - ARMY LISTS
WARRIOR TROOPER PLATFORM
PV - 30 PV - 24 PV - 83
STATS STATS STATS
Type SI Type PI Type PI
Size 2 Size 2 Size 3
Quality Fanatic Quality Veteran Quality Veteran
Move 5 Jump Move 4 Move 4

Armor Rating +3 Armor Rating -1 Armor Rating -2


Damage Capacity 1 Damage Capacity 1 Damage Capacity 2
Field Save 7+ Front Field Save n/a Field Save n/a

HTH Rating 2@7+ HTH Rating 1@6+K HTH Rating 1@4+K


Reflex +3 Reflex 0 Reflex -2
Agility 11 Agility 4 Agility 2

Officer 2L [+50] Officer 1L [+35] Officer 1L [+35]


3L [+95] 2L-1C [+110] 2L [+50]
Hero Cost +22 Hero Cost n/a Hero Cost +58
Covert Ops 3 [+5] Covert Ops 2 [+4] Covert Ops 1 [+3]

INTEL INTEL INTEL


EQUIPMENT: EQUIPMENT: EQUIPMENT:

Primary Weapon: Primary Weapon: Primary Weapon:


Auto-Kep Plasma Rifle Plasma Rifle
[+20] or [+45] [+45] or
Plasma Carbine Support Weapon: Heatsink Rifle
[+22] Ram’s Head Launcher [+46]
Support Weapon: [+69] or Support Weapon:
Phase Carbine Flamethrower Elephant Gun
[+35] [+40] [+54]
Side Arm: Side Arm: Side Arm:
Smog Grenade Plasma Burst Grenade Electromagnetic Pulse CDW
[+2] [+3] [+5 / 1 6 ]
174 Augmentation: Augmentation: Augmentation:
Honed Blade None Torrential Fire
[+2] [+45 per Plasma Rifle]
A modified version of
Thanks to the field the Boer Stolid design, Half-vehicle, half-
protection provided by the assault trooper infantry, these frames
amaZulu Spirit Tech, frame is now the de are another extra-
the fast attack facto standard in polation of the classic
infantryman is once human powered Boer Stolid design.
again a viable part of infantry technology, They are the result of
modern ground forces. though its expense the teaming of Boer
Extensively trained by limits its issue to scientists with the
the izinduna of Guild battlefield veterans. Royal Engineer’s Guild
Black, who outsource As more and more of the Commonwealth.
their expertise across suits are produced,
the known galaxy, the the hope is that they
SPECIAL
Storm Warrior Corps might eventually help
attracts humanity’s to alleviate the N/A
fiercest. Confederacy’s current
reliance on standard
infantry.
SPECIAL
N/A SPECIAL
N/A

IMAGE FILE FOUND: p.172 IMAGE FILE FOUND: p.173


IMAGE FILE:HC 4.1-73 DATA FILE:HC 3.1-51

JAEGER FIELD
ARTILLERYMAN
PV - 16
STATS
Type PI
Size 2
Quality Regular
Move 5

Armor Rating +1
Damage Capacity 1
Field Save 8+

HTH Rating 1@9+


Reflex +1
Agility 6

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]

The Vobian invasion of


Kalanid prompted a
mass exodus of
Sultanate scientific

HUMAN CONFEDERACY - ARMY LISTS


personnel to the safety
of Nordic space. Over
the past decades, many
refugees have shared
their technical know-
how with the Alliance in
an effort to take
revenge on the
Hegemony. The modern
Field Artillery Corps
consists of Ottoman
inspired field guns
manned by Nordic
personnel and overseen
by military refugees of
the Sultanate.

SPECIAL
N/A

IMAGE SOURCE: Josh Deck

DATA FILE FOUND: p.176


DATA FILE:HC 3.1-73 IMAGE FILE:HC 4.1-76

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

HTH Rating 1@8+V


Reflex +2
Agility 10

Officer 1L-1C [+95]


2L-2C [+145]
Hero Cost +19
Covert Ops 3I [+10]

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]

Culled from all branches


of the German military,
the Jaegers are the
Weimar Reich’s primary
contribution to the
Human Confederacy’s
ground forces.

SPECIAL
National Force:
The Weimar Reich

All Human Confederacy


armies must choose a
member of the
Confederate Consolidated
Force [CCF] from which
they draw their National
Forces. No army may
contain figures from more
than one National Force.

IMAGE SOURCE: Josh Deck

DATA FILE FOUND: p.177


IMAGE FILE FOUND: p.175
IMAGE FILE:HC 4.1-50 DATA FILE:HC 3.1-76

REDCOAT FLAMMEN-
WERFER
PV - 33
STATS
Type PI
Size 2
Quality Veteran
Move 3

Armor Rating -2
Damage Capacity 1
Field Save n/a

HTH Rating 1@5+A


Reflex -2
Agility 4

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]

Slow and methodical in


approach, these unique
“defensive assault”

HUMAN CONFEDERACY - ARMY LISTS


troops can lay down
quite an inferno when
coordinated. Their
main weakness is their
bulk, which prevents
fast attack and hinders
close combat
effectiveness.

SPECIAL
National Force:
The Weimar Reich

All Human Confederacy


armies must choose a
member of the
Confederate Consolidated
Force [CCF] from which
they draw their National
Forces. No army may
contain figures from more
than one National Force.

IMAGE SOURCE: Josh Deck

DATA FILE FOUND: p.178


IMAGE FILE FOUND: p.176
DATA FILE:HC 3.1-50 DATA FILE:HC 3.1-52 DATA FILE:HC 3.1-13

REDCOAT HIGHLANDER AFTER RIDER


HUMAN CONFEDERACY - ARMY LISTS

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

Armor Rating 0 Armor Rating +2 Armor Rating +4


Damage Capacity 1 Damage Capacity 1 Damage Capacity 1
Field Save n/a Field Save n/a Field Save 9+

HTH Rating 1@6+ HTH Rating 2@8+ HTH Rating 2@9+


Reflex 0 Reflex +2 Reflex +2
Agility 4 Agility 9 Agility 10

Officer 2L-1C [+110] Officer 2L [+50] Officer 1L [+35]


4L-1C [+170] 4L [+110] 2L-1C [+110]
Hero Cost n/a Hero Cost +21 Hero Cost n/a
Covert Ops 1 [+3] Covert Ops 2 [+4] Covert Ops 2I [+8]

INTEL INTEL INTEL


EQUIPMENT: EQUIPMENT: EQUIPMENT:

Primary Weapon: Primary Weapon: Primary Weapon:


Heatsink Rifle Machinepistol Auto-Kep
[+46] or [+15] or [+20] or
Heatsink Carbine Heatsink Carbine Machinepistol
[+17] [+17] [+15]
Support Weapon: Support Weapon: Support Weapon:
Ram’s Head Launcher Mauser Rifle Trench Shotgun
[+69] [+30] [+29]
Side Arm: Side Arm: Side Arm:
Plasma Burst Grenade Smog Grenade HC Handgun
[+3] [+3] [+7]
178 Augmentation: Augmentation: Augmentation:
Extra Weapon Training Kinetic Enhancement Electronic Counter-
[+10 per Heatsink Rifle] [+5] Counter Measures
[+10 per Unit]
By now recognized Wearing the traditional
across the galaxy, the kilt over high density Fully integrated into the
strength and number of plastic plating, these Protectorate since AD
these stalwart troopers Scotsmen, still 1973, the After Riders,
are harbingers of culturally distinct from many of whom were
human ascendance, their British brethren, indentured servants
leaving no doubt in the are known for their mere decades ago,
minds of the other fiery tempers and have shown remarkable
races that humanity is battlefield tenacity. restraint in dealing with
here to stay in the the Boer government.
Perseus Arm. Keeping their traditional
SPECIAL
designation as a sign of
National Force: solidarity and
SPECIAL
Galactic Commonwealth remembrance, they are
National Force: now one of Natal’s
Galactic Commonwealth All Human Confederacy largest contributions to
armies must choose a the Human Confederacy.
All Human Confederacy member of the
armies must choose a Confederate Consolidated SPECIAL
member of the Force [CCF] from which National Force:
Confederate Consolidated they draw their National The Boer Protectorate
Force [CCF] from which Forces. No army may
they draw their National contain figures from more All Human Confederacy
Forces. No army may than one National Force. armies must choose a
contain figures from more
member of the
than one National Force.
Confederate Consolidated
Force [CCF] from which
they draw their National
Forces. No army may
contain figures from more
than one National Force.
IMAGE FILE FOUND: p.177 IMAGE FILE FOUND: p.179
IMAGE FILE:HC 4.1-52 DATA FILE:HC 3.1-15

HIGHLANDER HEAVY
KOMMANDO
PV - 43
STATS
Type PI
Size 2
Quality Veteran
Move 4

Armor Rating -2
Damage Capacity 1
Field Save n/a

HTH Rating 1@5+A


Reflex -1
Agility 3

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]

Leading the Confederacy


in the production of
powered infantry frames,

HUMAN CONFEDERACY - ARMY LISTS


Protectorate engineers
still try and instill a bit
of customizability into
their designs. The Heavy
Kommando armor is
another example of
how the Boers have
modified the Stolid
design to suit particular
purposes, in this case
heavy assault and hard
point defense.

SPECIAL
National Force:
The Boer Protectorate

All Human Confederacy


armies must choose a
member of the
Confederate Consolidated
Force [CCF] from which
they draw their National
Forces. No army may
IMAGE SOURCE: Josh Deck contain figures from more
DATA FILE FOUND: p.178 than one National Force.
DATA FILE:HC 3.1-06 IMAGE FILE:HC 4.1-39

UDIBI SCOUT HAREM WARRIOR


HUMAN CONFEDERACY - ARMY LISTS

PV - 22
STATS
Type SI
Size 2
Quality Fanatic
Move 5 Sprint

Armor Rating +4
Damage Capacity 1
Field Save 9+ Front

HTH Rating 3@9+


Reflex +3
Agility 11

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]

The Army of amaZulu


still greatly values the
light reconnaissance
trooper, and the Udibi
Scout fulfills this role
admirably. While
vulnerable in a large-
scale firefight, Udibi
strength rests in their
infiltration and
intelligence gathering
abilities. They are also
trained in the use of
the risky but effective
Satchel Charge.

SPECIAL
National Force:
The Army Of amaZulu

All Human Confederacy


armies must choose a
member of the
Confederate Consolidated
Force [CCF] from which
they draw their National
Forces. No army may
contain figures from more
than one National Force. IMAGE SOURCE: James Forbes

DATA FILE FOUND: p.182


IMAGE FILE:HC 4.1-32 DATA FILE:HC 3.1-04

ROYAL GUARD SHIELD


WARRIOR
PV - 34
STATS
Type PI
Size 2
Quality Elite
Move 5

Armor Rating +2
Damage Capacity 1
Field Save 6+ Front

HTH Rating 1@4+


Reflex 0
Agility 6

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

HUMAN CONFEDERACY - ARMY LISTS


mobile cover to other
Confederate units.
When the enemy
closes, they are also
quite adept at melee
combat.

SPECIAL
National Force:
The Army Of amaZulu

All Human Confederacy


armies must choose a
member of the
Confederate Consolidated
Force [CCF] from which
they draw their National
Forces. No army may
contain figures from more
than one National Force.
DATA FILE:HC 3.1-39 DATA FILE:HC 3.1-32 DATA FILE:HC 3.1-96

HAREM ROYAL DRAGOON


WARRIOR GUARD
HUMAN CONFEDERACY - ARMY LISTS

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

Armor Rating +1 Armor Rating -2 Armor Rating +1


Damage Capacity 1 Damage Capacity 1 Damage Capacity 1
Field Save n/a Field Save n/a Field Save 7+

HTH Rating 2@8+A HTH Rating 1@3+ HTH Rating 1@9+F


Reflex +1 Reflex -1 Reflex -3
Agility 7 Agility 3 Agility 3

Officer 3L [+95] Officer 1L-1C [+95] Officer 1C [+60]


1L-1C [+95] 1L-2C [+110] 2C [+95]
Hero Cost +26 Hero Cost n/a Hero Cost +26
Covert Ops 2 [+4] Covert Ops 1 [+3] Covert Ops 0

INTEL INTEL INTEL


EQUIPMENT: EQUIPMENT: EQUIPMENT:

Primary Weapon: Primary Weapon: Primary Weapon:


Auto-Kep Shock Lance Plasma Carbine
[+20] or [+44] [+22] or
MachinePistol Support Weapon: Machinepistol
[+15] Trench Shotgun / [+15]
Support Weapon: Flamethrower Support Weapon:
Shock Lance [+55] or Plasma Rifle
[+44] Rams’s Head Launcher [+45]
Side Arm: [+69] Side Arm:
Plasma Burst Grenade Side Arm: Plasma Burst Grenade
[+3] Electromagnetic Pulse CDW [+3]
182 Augmentation: [+5/16] Augmentation:
Combat Drugs Augmentation: Gyro-Stabilized Weapon
[+5] Kinetic Enhancement Harness
[+5] [+5]
Refugees from the moon
of Babur, occupied dur- Richest of the Tamerlane Mounted on phase
ing the Vobian invasion clans, the Suldus field-protected jet
of Kalanid in AD 1960, suffered least from skiffs, these soldiers
the citizens of the Harem the Vobian bombardment rain plasma death on
Matriarchy now make up and subsequent invasion their earthbound foes.
one of the largest of the of Kalanid, as most of
five Mongol Fiefdoms. its members were able
Currently the most poli- to escape the system SPECIAL
tically influential leader of before the stargate was
the Chagha Belt, the overrun. The Suldus National Force:
Harem Queen has recently now rely on their more The Nordic Alliance
pledged the full support traditional (and opulent)
of her legions, now weaponry, as the All Human Confederacy
equipped with the best mega-factories of the armies must choose a
that can be purchased Sultanate are a thing member of the
from the pirate families, of the past.
Confederate Consolidated
to the Confederate effort. Force [CCF] from which
SPECIAL they draw their National
SPECIAL
Forces. No army may
National Force: National Force: contain figures from more
The Mongol Fiefdoms The Mongol Fiefdoms than one National Force.

All Human Confederacy All Human Confederacy


armies must choose a armies must choose a
member of the CCF member of the [CCF]
from which they draw from which they draw
their National Forces. their National Forces.
No army may contain No army may contain
figures from more than figures from more than
one National Force. one National Force.

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

HTH Rating 1@6+V


Reflex +1
Agility 5

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]

IMAGE SOURCE: James Forbes With powerful


DATA FILE FOUND: p.182
connections to both
the Nordic nobility and

HUMAN CONFEDERACY - ARMY LISTS


the leading corporations
on Helsefyr, the
Cuirassier regiments
proudly trace their
origins to the Livonian
knights of old.

SPECIAL
National Force:
The Nordic Alliance

All Human Confederacy


armies must choose a
member of the
Confederate Consolidated
Force [CCF] from which
they draw their National
Forces. No army may
contain figures from more
than one National Force.

IMAGE FILE FOUND: p.183


DATA FILE:? IMAGE FILE:HC 4.1-91

~error~ CUIRASSIER
HUMAN CONFEDERACY - ARMY LISTS
File Not Found
PV - -/-
STATS
Type -/-
Size -/-
Quality -/-
Move -/-

Armor Rating -/-


Damage Capacity -/-
Field Save -/-

HTH Rating -/-


Reflex -/-
Agility -/-

Officer -/-
-/-
Hero Cost -/-
Covert Ops -/-

INTEL
EQUIPMENT:

Primary Weapon:
-/-
Support Weapon:
-/-
Side Arm:
-/-
Augmentation:
-/-

184

IMAGE SOURCE: James Forbes

DATA FILE FOUND: p.183


DATA FILE:HC 3.2-04

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

HUMAN CONFEDERACY - ARMY LISTS


Quality Vehicle Primary Weapon: Turret Heatsink Cannon [+264] or
Move 8 Turret Plasma Burst Cannon [+294]
Secondary Weapon: Field Cannon / Field MG [+134] or
Armor Rating -1 Elephant Gun [+54]
Damage Capacity 6[2] Tertiary Weapon: Field Cannon / Field MG [+134] or
Field Save 9+ Front Elephant Gun [+54]
Quaternary Weapon: Back Arc Flamethrower [+37] or
HTH Rating n/a Back Arc Plasma Carbine [+22]
Reflex n/a Augmentation: Point Defense System [+30]
Fire Actions 4
Passengers 12 Another example of form following function, the massive and
Entry Arcs B boxy frame of the Pitbull mounts an incredible amount of
firepower.

DAMAGE CHART

01-20 Lose 1/4 of base movement1, 2 (round up).


21-80 Lose one weapon 2 (attacker’s choice).
81-00 Damaged: lose one from DC.
1
Rounding occurs before movement is subtracted. For example, a vehicle with a base movement of 9” will lose
3” of movement every time this result is rolled.
2
If a vehicle with no movement left suffers a hit that removes movement, or a vehicle with no weapons left
suffers a hit that removes a weapon, the damaging hit will instead remove a point of damage capacity.
STANDARD INFANTRY WEAPONS

HUMAN CONFEDERACY - ARMY LISTS

Auto-Kep PV - 20 IMAGE FILE: Iklwa


Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
SI AI 2 - - 20 40 60 - - - un

Named after the famous Ka-yi engineer known only as


Kepolu, this basic projectile weapon has good range and Iklwa PV - 22
a decent rate of fire, though its small-caliber rounds lack Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
good armor penetration.
SI AI 2 - 15 30 - - - - - un

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.

Field Machine Gun 1 PV - 126


Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo Machinepistol PV - 15
SI AI 3 - 40 un - - - - - un Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
SI AI 2 - - 20 30 40 - - - un
Manned exclusively by the well-trained members of the
Artillery Corps, this motorized weapons platform can
A reliable German design, this compact but effective
effectively control large portions of the battlefield once
186 positioned. firearm is used for both military and police duties.

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

Flamethrower PV - 40 The basic firearm of the Confederacy, this solid example


Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo of German craftsmanship is cheap and reliable. It is also
SI AI 1CB - - 5 10 15 - - - un capable of modest suppression capability when fired in
full-auto mode.
Extremely effective against standard infantry, this weapon
is known to fail in the face of heavily armored powered PV - 35
infantry, whose heat-shielded frames protect them from Mauser Rifle / Sniper Rifle 1
the bulk of its effects. Developed to give inexpensive field piercing capability
to basic ground forces, this weapon’s weakness lies in
its shared-chamber design, which reduces weight at
PV - 7
HC Sidearm the cost of the precious seconds required to switch
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo between rounds.
SI AI 1A 5 10 15 20 25 - - - un
1
Tandem Combo Weapon / May fire as either
An improved version of the classic Boer six-shooter, this Mauser Rifle or Sniper Rifle. Bearer must choose one
large, standard-issue side arm fires explosive-tipped rounds. round with which to begin the game. Switching rounds
requires the bearer spend an entire activation on any
type of Fire orders, but not use any ranged weaponry
Heatsink Carbine PV - 17 or grenades during this time.
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
SI AI 1U - - 20 30 40 - - - un
Phase Carbine PV - 35
A smaller version of the famous Heatsink Rifle, this weapon Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
gives standard infantry the ability to face down heavily
SI AI 1P 1 - 5 15 25 35 - - - un
armored assault troops with some degree of confidence.
Utilizing stolen Vobian technology, this Nordic weapon is IMAGE FILE: Sniper Rifle
overshadowed by the Ghost Gun at longer ranges. Still,
its close-range phase targeting ability adds greatly to the
tactical flexibility of Confederate forces as a whole.

1
Phase range is between 5” and 15”.

IMAGE FILE: Plasma Carbine

Sniper Rifle PV - 19
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
SI AI 1F - - - un - - - - un

Outfitted with a portable phase modulation reader, this


weapon can synchronize its rounds to avoid enemy field
Plasma Carbine 1 PV - 22 oscillations, making it perfect for picking off those pesky
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo Vobians at long range.
SI AI 3 - - 20 30 40 - - - 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

Even if its high-caliber shells can’t penetrate a target’s


Standard issue for Corporate Infantry, this lightweight armor, this weapon’s enormous punch will often knock
firearm is devastating against poorly armored foes. an advancing enemy to the ground, slowing an attack long
enough to allow friendly troops to regroup and refocus.
1
[PV - +20] If wielded by a Corporate Infantryman, the
Plasma Carbine may be given a one-shot grenade launcher
with the stats given above by adding +20 PV to its cost. This 187
GL must be fired in place of a unit’s normal primary fire.

HUMAN CONFEDERACY - ARMY LISTS


POWERED INFANTRY WEAPONS

IMAGE FILE: Assault Rifle IMAGE FILE: Elephant Gun

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

Possessed of admirable accuracy for an automatic rifle,


this weapon is the pride of the Boer Protectorate, and is Meant to “hunt” heavy infantry and light vehicles alike,
starting to find its way into the hands of all manner of this portable Boer design is powerful enough to be seen
Confederate special forces. mounted on vehicles.
POWERED INFANTRY WEAPONS [cont.]

HUMAN CONFEDERACY - ARMY LISTS

IMAGE FILE: Heatsink Rifle Ram’s Head Missile Launcher1 PV - 69


Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
SI AI 1 - 25 40 55 60 3”,5+B - yes 6

The powerful warhead fired by this weapon is too bulky


to be easily fed into the barrel, making two-man teams
necessary to maintain a rapid reload rate.
Heatsink Rifle PV - 46
1
Loader / Uses the rules for infantry loader weapons.
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
SI AI 1U - 25 40 55 60 - - - 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.

IMAGE FILE: Trench Shotgun/Flamethrower

188 Plasma Rifle 1 PV - 45


Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
PI AI 3 - 15 30 45 60 - - - un

Nordic plasma technology is arguably more advanced


Trench Shotgun / Flamethrower1
PV - 55
than that of the Hegemony, a fact to which this powerful
but stable suppression weapon attests. A flexible weapon for close-range fighting, the shotgun/
flame combo is equally effective against standard and
1
If wielded by an Assault Platform, the Plasma Rifle may powered infantry frames.
be upgraded to a Torrential Fire Weapon (doubles FR for
purposes of suppression) by adding +45 PV to its cost. 1
Parallel Combo Weapon / May fire as either
Trench Shotgun or Flamethrower. Bearer must choose
before target declaration.
Plasma Rifle / Phase Carbine1
PV - 63
Expensive to produce, this weapon is in high demand
among Confederate special forces, as it combines the
power of the plasma rifle with the tactical finesse of a
phase weapon.

1
Parallel Combo Weapon / May fire as either
Plasma Rifle or Phase Carbine. Bearer must choose
before target declaration.
VEHICLE WEAPONS

Field Cannon / Field MG 1, 2 PV - 135 Heatsink Cannon PV - 132


Manned by partially exposed crewmembers, this Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
weapon’s enormous power and flexibility justifies its VE AV 1U 30 60 - - - - 4 - un
vulnerability in the minds of most commanders. If you
ask the high-casualty grunts that use them, however,
Commonwealth engineers were quick to apply heatsink
you may get a different response.
technology to anti-vehicle weaponry, with exemplary
1
results.
Parallel Combo Weapon / May fire as either
Field Cannon or Field MG. Bearer must choose before
target declaration. Plasma Burst Cannon PV - 147

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.

With a huge blast radius, this weapon is a threat to all


infantry on the field, even friendly troops that get a bit too
close. The Plasma Burst Cannon typifies Nordic design
philosophy: the bigger the boom, the better.

189

GRENADES & CLOSE DEFENSE WEAPONS

3 5/16

HUMAN CONFEDERACY - ARMY LISTS


PV - PV -
Plasma Burst Grenade Electromagnetic Pulse CDW
These simple but effective grenades were originally Designed as a last ditch defense against closing troops,
produced by the now defunct Sultanate; the Weimar this small generator is often attached to the frames of
Reich has recently begun their manufacture once again. the heavier and slower troops of the Confederacy.

Grenade: 2”,1@9+A Infantry CDW: 2”,1@5+S

IMAGE FILE: Smog Grenade Satchel Charge


PV - 10
Augmentation / Any figure with a satchel charge
that charges a vehicle and passes any required agility
rolls may place the charge by using a HTH die. As soon
as the vehicle next activates, it will suffer an anti-vehicle
2@7+A damage roll with no LOF or LOS modifiers
allowed (though field saves are still possible). This
Smog Grenade
PV - 2 weapon may never be used against infantry targets.

Developed by the up and coming Nordic corporation


Wolf Designs, this grenade has replaced its less
effective “smoke” predecessor, much to the chagrin of
the latter’s former manufacturer and Wolf competitor,
Ramgard Enterprises.

Grenade: 2”,-2 LOS for one full turn.


VOBIAN HEGEMONY - ARMY LISTS

THE VOBIAN HEGEMONY

HISTORY Vobian Hegemony, with a head start of but centuries, has


used its edge to dominate and colonize all of its Milky
The history of the Vobian race is in some ways a history Way neighbors, such that no known planetary goverment
of the Milky Way galaxy. While Mankind was still busy can claim that it exists outside of its influence.
inventing basic tools, the inhabitants of Vobis were forming
agrarian societies, creating technologies, and beginning As befits their nature, the Vobians determine chronology
the long trek towards interstellar travel and galactic based upon technological innovation. Currently, we are
dominance. Of great philosophical interest is the fact that in Epoch 3, the “Phase Mechanics Era” (A.D. 1158 to
the Vobians, though they were the first of the known present). Prior Epochs have been the “Plasma Era”
sentient races to do so, reached the stars a mere several (Epoch 2; A.D. 792 to A.D. 1157) and the “Kinetics Era”
hundred years before the Altai and Meraxilla, and only a (Epoch 1; B.C. 930 to A.D. 791). Previous to these three
thousand years before mankind himself would launch his Epochs is known only as the “Primitive Era”.
first space probes. Given that the age of each race’s
190 respective homeworld is on the order of billions of years, Epoch 3 is an important historical bookend, as it heralds
it seems odd that all would converge on a timescale that the beginnings of Vobian dominance in the Perseus arm.
is meaningless as far as the galaxy is concerned. The During Epoch 2, plasma drives had allowed for slow and
limited exploration of the solar systems surrounding Vobis,
but it wasn’t until the advent of the Phase Dimensional
IMAGE FILE - VH7.8-096:SKETCH
Warp Drives that large-scale colonization of Perseus was
a viable option.

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

Of all of the races in the known galaxy, the Vobians are


the most like humanity in appearance. They are bipedal,
stand upright, and have two arms and two legs, with similar
proportions to man. The major difference is their
slightness: the average Vobian stands about 1.6 m (5’3”)
tall and weighs from 40-50 kg (90-110 lbs.). This is an
oversimplification, however, as Vobians go through a
“female phase” and a “male phase” during the course of
IMAGE FILE - VH4.9-207:
their lifetimes, with the former occurring early and the latter
KNOWN ANATOMICAL DETAILS
occurring later in life, leading to a second growth spurt.
Thus, “stage 1” Vobians (females) will be closer to 1.5 m
(5’) tall, while those in “stage 2” will eventually reach about
1.75 m (5’9”), though this is a slow process of growth,
occurring over decades.

The lifespan of a Vobian tends around 90 Terran years,


with the first 15 to 20 being “stage 0”, or the “asexual
phase”. Stage 1 and stage 2 vary widely in their lengths,
but most Vobians will reach stage 2 by the time they are
35 or 40 Terran years of age. Stage 1 (female) Vobians
have short-lived fertility, and tend to begin having children
as soon as possible. This allows them to raise their young
to the age of independence (about 10 Terran years) before
moving on to the final stage in their life cycles.

CULTURE

Most that make acquaintance with the Vobians are


immediately stuck by their congenital politeness. Many
human abductees have reported being captured, bound,
gagged, frozen for a trans-galactic trip, and then forcibly
thawed out in a recovery lounge, only to find that their
captors are some of the nicest people they have ever met.
To those that spend months or years with them, however,
their pleasant demeanors eventually begin to come across
as more of a Darwinian adaptation than genuine feelings.
It is their unique combination of ruthless ambition and
high-minded civility that sets the Vobians apart. 191

Unlike the other sentient races, the Vobians currently have


no concept of family. Though ancient Vobian society at
one time stressed the family unit very strongly, it no longer
does so, to the point of now officially banning parent/child
cohabitation. This radical social shift can be traced to the
so-called “egalitarian revolution” that occurred on Planet3
with the formation of the Hegemony in A.D. 1165. The
Egalitarian platform of the time was used systemically

VOBIAN HEGEMONY - ARMY LISTS


removed all traces of what might be called “love” from the
citizenry, in the interest of increased industrial efficiency.

Since this time, Vobian children have been taught from


birth to shun personal contact in favor of activities that
benefit the state. It has been argued, especially by
religiously-inclined empires hostile to the Hegemony, that
such an approach leaves the Vobian race “soulless”, and
therefore worthy of damnation. What weakens this
argument is the fact that, to date, no Vobian has ever
“defected” to an alien state for anything other than money.
It appears that, whatever costs the egalitarian approach
of the Hegemony has levied on its citizenry, they do not
outweigh the benefits that such an open society brings.
Depending on how far one wants to believe in the concept
of free will, the Vobians have in many ways created the
same kind of perfect society that has been alluded to on
Earth since ancient times.
GOVERNMENT Cyberdactyls, the Hegemony’s cybernetic forces are both
outlandish and effective.
The Vobians live under a government that is similar to
what is called “Fascism” on Earth, though the term
VOBIAN HEGEMONY - ARMY LISTS

“Intellectual Elitism” is more appropriate. Vobian children


are stratified into career categories at a very early age, GALACTOPOLITICS
based upon a series of genetic and physical tests. There
is no purposeful manipulation involved in these tests, It is hard to discuss Vobian politics without first discussing
which are meant purely to assess ability. For the most Vobian preeminence. No empire in recorded galactic
part, power on Vobis ends up in the hands of those history can claim even half of the influence of the
deemed best able to wield it, and is denied to those Hegemony. Until recently, this meant that its relations
deemed most likely to abuse it. with the other indigenous empires of the Perseus arm
were typically one-sided; in other words, the Vobians
On other worlds, including Earth and Ulna, paradigms generally got what they wanted. For centuries, official
such as this have inevitably led to a small group taking diplomatic communications from the Hegemony consisted
over and enforcing a patronage system. Vobian scientists, largely of thinly veiled threats and ultimatums, typically in
however, backed up by the “overseers” of the social the form of declared “neutral zones” (translation: “Vobian
structure (the Thought Police), manage to maintain a zones”). There were exceptions to this, most notably
strictly merit-based hierarchy. The end result is a very during the War for Ulna, when it became clear to Planet3
efficient and static societal structure. In it, citizens are that it had not the resources or the inclination to continue
clearly divided by class, but children do not necessarily an offensive war against both the Meraxilla and the Altai.
tend towards the class of their parents, and there are no But overall, the history of the Hegemony is the history of
stigmas attached to any particular career. a galactic superpower. Until recently.

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.

MILITARY Since the Starslayer Offensives, many of the assumptions


of galactic politics have changed. The Hegemony is
The military forces of the Vobians are split into two increasingly becoming just another player on an
umbrella divisions: the space fleets on Planet 2, and the increasingly populous stage. The Vobians still remain the
mobile ground forces on Planet 3. It is most definitely the single most powerful empire in the Perseus Arm, but no
vast space fleets of the Hegemony, fueled by massive longer do they leverage this power in a galaxy without
serious adversaries. While the Starslayer advance has
phase-drives, which have made the largest impact upon
been slowed for now, the unknown extent of its
the other races of the Perseus arm. While Vobian ground
extragalactic fleets prevents any easing of Vobian
forces are indeed powerful, many other races can field
manpower at the front. Making things worse, the formerly
armies that are their battlefield equal. It has been the
colonized empires of man, completely ignored by Vobis
Vobian ability, due to their centuries-long monopoly on
in the early years of the Starslayer Offensives, are
phase drive technology, to concentrate their forces
becoming self-determinant. The newly forged Human
anywhere at anytime that has led to them being
Confederacy now stands nearly as tall as its former
unmatched in terms of planetary warfare. To date, only masters. Should it ally with the Meraxilla or Altai, it could
the Starslayers have been capable of challenging the perhaps stand taller.
Hegemony’s dominance of the stars, and even they have
been recently stymied. For the first time in recorded history, the Vobians must
step lightly.
On a conventional field of battle, the Vobians are a curious
combination of the elite forces from Planet 3, and the
decidedly unconventional cybernetics from Planet 4. The
cyber-backed battalions of the Vobian Empire are an
amazing sight to behold. Led by the highly trained and ADDITIONAL DATA FILES
phase-powered Specters and Phantoms, they also
incorporate a large variety of Planet 4 “fauna”. From the Vobis Curios
lumbering reinforced frames of the Boxcar Beasts to the As befits their hi-tech and ambitious nature, the Vobians
plasma eyebeams of the swooping and screeching have uniquely modified each of the planets in their home
system. In particular, Planets 2, 3, and 4, the 2nd, 3rd and number of naval battlestations, housing the lion’s share
4 th planets from the Vobis star, together for m a of the Vobian fleet. This specialization of strategic interests
technological triumvirate , with each custom tailored for allows for a high concentration of scientific manpower and
one particular aspect of the Vobian industrial machine. resources, which especially profits military research and
development. But such specialization does carry risks,
and many fear that a successful surprise attack by a large
Planet 2 Starslayer space fleet could lead to a quick occupation of
Relatively close to Vobis, Planet 2 is a gaseous planet the planet with very little ground fighting required.
with a noxious atmosphere that houses several internal
planetary bodies. Its colonization, begun in Earth’s 9th
century, didn’t reach any meaningful proportions until Planet 3
several hundred years later. During these years, Vobian The seed of the Vobian race, Planet 3 is remarkably similar
scientists struggled with terraforming technology, which to Earth in many ways, though the differences are
took many decades of research to perfect, followed by important ones. Firstly, it is a relatively small planet with
many years of waiting for the effects to be realized. Planet a gravitational acceleration of only 0.83g. Not surprisingly,
2 is, in essence, the first and perhaps finest example of much of the vegetation on Planet 3 is much taller than
Vobian planet-scaping ingenuity. that on Terra. Additionally, through some interaction
between the low gravity and the unique soil composition,
Unable to create a solid planetary core from scratch, the flora on Planet 3 is much different than its counterpart
Vobian engineers circumvented this problem by designing in the Orion Arm.
a series of massive antigravity platforms on which to place
their settlements. Normally, such an endeavor would Planet 3’s vegetation is made up exclusively of
require massive amounts of fuel, but this is made gymnosperms (non-flowering plants). Thus, most of
unnecessary by means of an elaborate system of Planet 3 is covered by foliage that evokes the Earth of
aerogenerators. The Vobians used the inherent instability the prehistoric era: huge ferns, tall thin tree trunks with
of a gaseous planet to their advantage, as an atmosphere few leaves and branches, and heavy, sharp undergrowth.
as turbulent as that of Planet 2 stores an almost unlimited At once contrasting and enhancing the flora of Planet 3 is
amount of potential energy just waiting to be harvested. the seamlessly integrated hi-tech architecture of the
By tapping into this, they created an amazing site to Hegemony. Most of its buildings extend upward rather
behold: floating continents. than sprawl outward, and are well-integrated into the
natural world around them. Few aliens are allowed on
Each roughly the surface area of Africa, four landmasses
the surface of Planet 3, and even ambassadors from the 193
literally hover within Planet2, equidistant from its outer
other major powers of the Milky Way are obliged to travel
edge and its central plasma core (which, despite the
with a Vobian “courtesy escort”.
ascendance of phase technology, is still an important
source of raw plasma). By this means, Planet 2 is now
one of the most populated planets in the Vobian empire.
Hovering around its largely civilian continents are a Planet 4
This world is a grand experiment begun by the Vobians
during the Altai Wars. Short on manpower during the
IMAGE FILE - VH7.8-451:
later stages of the insurgencies, the Hegemony decided
EXPERIMENTAL MECHA v4.62
that the best solution to the rebellious citizens of Pathus

VOBIAN HEGEMONY - ARMY LISTS


was to create a cybernetic force of warriors to deal
forcefully with them. While robotics was a possibility, it
was ultimately deemed too expensive. Instead, Vobian
scientists decided to let nature do the work. By
manipulating the fauna on Planet 4, which had been
studied now for centuries, the Vobians enacted an
ingenious system: the creation of a reproductively
functional cybernetic race.

The indigenous animals of Planet 4 were once a collection


of non-sentient beings of very limited intelligence. To
counteract this deficit, the Vobians installed a self-
perpetuating series of integrated microchips inside of the
animals’ cells themselves. The result was a self-replicating
gene pool of military animalia, whose cybernetic chips
provide a rudimentary level of cognition, coupled with an
ability to remotely connect with other cybernetics of the
same type into a “neural net”. In this way, the brain
capacity of each animal could be added to the other linked
organisms, forming a matrix of sorts, analogous to a digital
computer network, with each member still being capable
of independent actions.
Today, the matrix organisms of the Hegemony have selective pressure in the wild. In AD 1824, Earth’s Zulu
eventually grown to greatly exceed the Vobians in terms kingdom, perhaps the most warlike human empire of its
of total population. Melding flesh and machine, even down era, was chosen by the Vobians as the perfect foe with
to the cellular level, Vobian cyberforces, more creature which to test the capabilities of their newest phase beasts.
VOBIAN HEGEMONY - ARMY LISTS

than soldier, can now be seen on any Milky Way battlefield


of consequence to the Hegemony. To fight the Vobians is The two major conflicts engineered between Zulu and
to fight against nature emergent. CEP forces, the First and Second Spirit Wars of A.D. 1826-
1836 and 1877, were both disastrous for the Vobians. Not
only did the fledgling Army of amaZulu manage to capture
The Cybernetic Evolution Program and domesticate many of the phase beasts used against
Well over a hundred years before the launch of Operation them, they also demonstrated that their “superstitious”
Counterproject, the galactic significance of the Cape shamans and medicine men were particularly adept at
System had already been guaranteed. In AD 1820, Planet using phase gear for their own ends. Kept in a location
Natal was chosen by the Vobian Hegemony to be the unknown to the Hegemony, many such shamans began
testing ground for its latest grand experiment, the to improve upon Vobian phase and cybernetic technology.
Cybernetic Evolution Program (CEP). By this time, the The location of these so-called “techno-shamans” soon
Vobian HELL process had already led to dozens of human became the Holy Grail of many Vobian scientists yearning
colonies across the Perseus Arm, several of which were to unlock the secrets of their “spirit tech”.
beginning to show signs of rebelliousness and autonomy
(most notably, the Ka-yi Sultanate and Nordic Alliance). As for the failed cybernetics of the CEP, the Hegemony
The CEP was one of several “insurance plans” instituted has still managed to salvage some meaningful data from
by the Hegemony in response to concerns about the the experiences of the Spirit Wars, and this has recently
continued control of their subject empires. been put to some constructive use. The Vobian Phase
Spider, newest cyborg in the Hegemony military machine,
Since its creation on Planet4, Vobian cybernetic is one small example of the project’s promise. In the end,
technology had performed admirably on the field of battle, however, the legacy of the Cybernetic Evolution Project
with one caveat: it required many overseers. By the late may be its unintended passing of the phase “torch” to
18 th century, the Vobian Hegemony’s territories and Mankind. The past decades have seen the Human
colonies were expanding much faster than its birth rate, Confederacy, not the Vobian Hegemony, lead the galaxy
and the need for military personnel was reaching a crisis in new phase discoveries. Should this trend continue, it
point. In response, Vobian cyber-scientists worked to build seems possible that the CEP legacy may very well be the
breeding populations of cybernetic organisms that could shifting of power in the Milky Way itself.
194 adapt their biology and neural net connections as the
situation required, much as a society of sentient organisms
AUDIO FILE - HC5.542:
might adapt its organization in response to external
factors. In short, they were hoping to create cybernetic “Curiously, the human brain has only one
“societies”, made up of self-sustaining groups of matrix cortical layer. Over the years, many attempts
organisms. These matrix societies were to be to graft a second and third layer have been
independently mobile and capable of mass migration in
made. They have been unsuccessful in
response to threats anywhere on a continent’s surface,
without the need for any accompanying Vobian personnel.
every case, always resulting in the death of
the subject.”
Thus, the Cybernetic Evolution Program was to be the -Excerpt from a Vobian text on human anatomy.
next phase in cybernetics, meant to update an aging
technology in the face of continued advances among the
Hegemony’s galactic rivals. It was a colossal effort to
finally move beyond “standard” matrix technology and The Auto-Cloning Initiative
bring cybernetics into the era of phase technology. It The Vobian Hegemony mastered cloning technology in
almost worked, but for the ingenuity of the Zulus. A.D. 1289, just before its space probes reached the Orion
Arm. With the subsequent discovery of Earth in A.D. 1369,
By 1823, the Hegemony had established several breeding Vobian cloning techniques were quickly perfected through
a series of experiments performed on the still feral (by
camps for their “new” cybernetics on Natal, which was at
Hegemony standards) race of Mankind. Incapable of
this time devoid of any human presence. Initial
defending themselves like the Altai and Meraxilla, men
experiments were successful: the organisms that came
were the perfect guinea pigs. Between A.D. 1396 and
out of the CEP were capable of fluctuant phase shifts, 1914, an estimated two billion human clones were created
meaning that they could alternately phase different areas using human beings as templates, and some colonies
of their bodies at different times. This led to battlefield have now been in existence for over 500 years. This long-
cyborgs that could temporarily ignore the laws of physics, term nature of the HELL project explains the fact that
as they would never be completely within the bounds of humans living in the Perseus Arm now outnumber their
our galaxy at any given point in time. The CEP also brethren on Earth itself.
marked the first attempts at a truly independent cybernetic
intelligence matrix, one that could emulate the manner in Despite the scientific usefulness of cloning technology,
which normal animal populations grew and responded to until recently its subjects were restricted to non-Vobians.
For some reason, the Hegemony, knowing full the medical stock. This seems to be due to an immunological
knowledge that could be gained, chose to focus its deficiency acquired at some point in the cloning process,
curiosity outward instead of inward. Sustained losses to but its cause and treatment remain unknown to the
the Starslayers over the past 50 years have turned Vobian galactic medical establishment.
cloning from a topic of debate to a military necessity. In
A.D. 1982, the Hegemony set aside Planet 5 of the Vobis Given that Vobians do not become sexually mature until
System as the location of the “Auto-cloning Initiative” (ACI). roughly 20 Terran years of age, most ACI clones do not
live long enough to reproduce. Coupled with their military
Through constant cloning efforts, the ACI has over the usefulness, this lack of reproductive ability tends to lead
past 20 years led to a 35% increase in the size of the the Hegemony to use the clones in high-intensity, high-
Vobian population, though in total numbers, it is still less
danger situations. In a sense, the ACI progeny have
than it was before the Starslayer invasion of A.D. 1947.
become the biological equivalent of a manufactured army.
The program has been a resounding success in the
Along with the cybernetic organisms of Planet 4, they now
military sense, replenishing Vobian garrisons across the
make up the bulk of Vobian forces seen in the field, and
Milky Way and contributing to the relative stability of the
therefore the bulk of the Hegemony’s war casualties.
Starslayer front. Its social implications, however, have
become quite troublesome.
Though the Thought Police have done all they can to stem
Similar to the increased aggression and longevity of the the potential unrest of a doomed-to-die warrior caste, the
HELL clones, Vobians created by the ACI have a distinctly issues brought up by the Auto-cloning Initiative are political
different physiology from that of their “parents”. And while wildfire. To a society that claims egalitarianism, the mere
the differences between Mankind of the Perseus Arm and presence of an external threat, no matter how powerful,
his Orion ancestors are minor, Vobian clones are much is insufficient justification for the creation of a slave
more profoundly dissimilar than those from whom they soldiery. Reports of mutiny among remote ACI outposts
are cloned. In particular, ACI clones are prone to diseases are becoming more frequent, and even Planet 5 itself
and infections long thought erased from the Vobian people, seems at risk of a clone revolt. If Vobian science cannot
leading to an average life span of only 22 Terran years, cure the auto-clones of their scourge, it seems likely that
less than one-fourth that of someone of original Vobian it will become the scourge of the Hegemony itself.

IMAGE FILE - VH7.8-451: PHASE SPIDER

195

VOBIAN HEGEMONY - ARMY LISTS


THE VOBIAN HEGEMONY
ARMY LIST
VOBIAN HEGEMONY - ARMY LISTS Tech Level - 3 Strategy Rating - 28
[neo-tech level - 4]

Victory Point Advantages


Safekeeping / At the end of the game, player receives +2 VPs for each non-Matrix infantry unit that contains
at least half the number of figures with which it began the game.

Tactical Rating: 6

Tactical Aspect Value TR Cost


Maximum Unit Size 11 Mob +4
Maximum Ad Hoc Units 25% 0
Maximum Elite Units 50% +3
Maximum Vehicle Units 50% +3
Initial ADR 9 -6
Failed Individual Morale Test Cool Head +2
Failed Unit Morale Test Discretion -2
Tactical Advantage Precision +2

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

General Access to Enemy Weaponry [Multiply weapon cost by 2].


- replaces any one standard weapon per game.
Access to Non-standard Weaponry [Multiply weapon cost by 1.5].
- replaces any one standard weapon per game.

Army Integral Weaponry [Boxcar Beast; included in profile].


AUGMENTATIONS [cont.]

Infantry Indiv. Artillery Jammer [+25 PV per hero or officer].


Covering Computer [+30 PV per hero or officer].
Data Net [+30 PV per primary commander].
Personal Tactical Computer [+15 PV per hero or officer].

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].

Vehicle Field Generator [+40 PV per Mini-Jet].


Field Generator [+60 PV per Cybermecha].

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.

Apparition Legion [elite] CITF Legion [elite & exclusive] 197


4-11 Apparitions 4-11 CITF Troopers

Inner Party [elite & exclusive] Jet Flight [exclusive]


2-5 Phantoms 2-6 Mini-Jets
1-4 Specters
1-2 Thought Police

Orwellian Goon Unit [elite] Phantom Legion [elite]


4-11 Thought Police 4-11 Phantoms

VOBIAN HEGEMONY - ARMY LISTS


Spearhead [elite & exclusive] Specter Legion [elite]
4-11 Poltergeists 4-11 Specters

MATRIX STANDARDIZED UNITS

Arachnid Creep Boxcar Stampede [exclusive]


6-11 Phase Spiders 6-11 Boxcar Beasts

Cyber-matrix [exclusive] Dactyl Flock


3-5 Cyberhunters 6-11 Cyberdactyls
2-4 Spondylocrits
1-2 Boxcar Beasts

The Hunt Spinal Creep


6-11 Cyberhunters 6-11 Spondylocrits
DATA FILE:VH 1.1-25 DATA FILE:VH 1.1-47 DATA FILE:VH 1.1-48

CITF CYBER- CYBER-


VOBIAN HEGEMONY - ARMY LISTS
TROOPER DACTYL HUNTER
PV - 60 PV - 25 PV - 19
STATS STATS STATS
Type SI Type SI Type SI
Size 2 Size 1 Size 2
Quality Elite Quality Matrix Quality Matrix
Move 5 Sprint Move 6 Fly Move 4 Sprint

Armor Rating +4 Armor Rating +4 Armor Rating +4


Damage Capacity 1 Damage Capacity 1 Damage Capacity 1
Field Save 4+ Field Save n/a Field Save 3+

HTH Rating 2@9+ HTH Rating 3@9+ HTH Rating 4@10+F


Reflex +3 Reflex +1 Reflex +3
Agility 10 Agility 11 Agility 10

Officer 1L-2C [+130] Officer 1F [+60] Officer 1F [+30]


2L-2C [+110] 2F [+110] 2F [+60]
Hero Cost +15 Hero Cost n/a Hero Cost n/a
Covert Ops 3I [+10] Covert Ops 0 Covert Ops 4I [+12]

INTEL INTEL INTEL


EQUIPMENT: EQUIPMENT: EQUIPMENT:

Primary Weapon: Primary Weapon: Primary Weapon:


Kunstler Assault Rifle Laser Eyebeams Laser Rifle
[+26] or [+15] [+23] or
Ghost Gun Support Weapon: Kunstler Assault Rifle
[+50] Plasma Eyebeams [+26]
Support Weapon: [+20] or Support Weapon:
Grav Mortar Phase Eyebeams Laser Rifle XR
[+43] [+22] [+30]
Side Arm: Side Arm: Side Arm:
Ghost Ward Mustard Bomb Ghost Ward
[+5] [+20] [+5]
198 Augmentation: Augmentation: Augmentation:
ECCM None None
[+10 per Unit]
Refractive Cloak After decades of These mammal-like
[+15] experimentation with predators are bred for
various intracellular their particular
As Vobian forces microchips, these loudly combination of ferocity
become spread across screeching fliers are and cunning. For
the galaxy in response now bred with three cybernetics, they are
to the Starslayer different flavors of unusually adept with
offensives, the eyebeam: plasma, laser complex weaponry.
Hegemony’s colonies and phase.
have begun testing the
strength of their SPECIAL
SPECIAL
weakened masters. In
N/A
response to increased N/A
terrorism and other
threats to Vobian
sovereignty on many
worlds, the Inner Party
has recently created
the Counter Insurgency
Task Force (CITF).

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+

HTH Rating 1@6+


Reflex +2
Agility 9

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

The Phantom frame


differs somewhat from
the basic Specter
design, adding extra
mechanical support and
melee capability at the

VOBIAN HEGEMONY - ARMY LISTS


cost of a weaker field
generator. The
practical utility of the
Phantoms has become
more evident as the
phase technology of the
other races begins to
challenge that of the
Hegemony.

SPECIAL
N/A

IMAGE SOURCE: James Forbes

DATA FILE FOUND: p.199


IMAGE FILE FOUND: p.199
DATA FILE:VH 1.1-42 DATA FILE:VH 1.1-66 DATA FILE:VH 1.1-48

PHASE SPECTER SPON-


VOBIAN HEGEMONY - ARMY LISTS
SPIDER DYLOCRIT
PV - 50 PV - 36 PV - 17
STATS STATS STATS
Type SI Type SI Type SI
Size 1 Size 2 Size 1
Quality Matrix Quality Elite Quality Matrix
Move 4 Sprint Move 4 Sprint Move 4 Sprint

Armor Rating +4 Armor Rating +4 Armor Rating +3


Damage Capacity 1 Damage Capacity 1 Damage Capacity 1
Field Save 3+ Field Save 5+ Field Save n/a

HTH Rating 4@10+F HTH Rating 1@9+ HTH Rating 2@9+


Reflex +3 Reflex +2 Reflex +3
Agility 10 Agility 9 Agility 10

Officer 2F [+30] Officer 1L-1C [+95] Officer 1F [+30]


2F [+60] 1L-2C [+130] 2F [+60]
Hero Cost n/a Hero Cost n/a Hero Cost n/a
Covert Ops 3I [+10] Covert Ops 3 [+5] Covert Ops 1 [+3]

INTEL INTEL INTEL


EQUIPMENT: EQUIPMENT: EQUIPMENT:

Primary Weapon: Primary Weapon: Primary Weapon:


Laser Pistol Laser Rifle Laser Pistol
[+5] or [+23] [+5] or
Ghost Ward Support Weapon: Ghost Ward
[+5] Ghost Gun [+5]
Support Weapon: [+50] or Support Weapon:
Laser Rifle Laser Rifle XR Laser Rifle
[+23] [+30] [+23] or
Side Arm: Side Arm: Grav Mortar
Laser Spread CDW Laser Pistol [+43]
[+7/23] [+5] Side Arm:
200 Augmentation: Augmentation: None
None After-Burst AV: 3”,7+ Augmentation:
[+17 per Laser Rifle XR] None
The first successful
marriage between Once the mainstay of Spiny and tough, these
Vobian and stolen Vobian ground forces, diminutive creatures
Starslayer technology, Specters have represent the first
these cybernetic decreased in relative successful Vobian foray
arachnids have a partial frequency as the into cybernetics. Able
existence in the phase Hegemony’s military to mount a variety of
dimension. burden has increased in weapons, they are still
the face of both the one of the most
Starslayer Founding numerous of the
SPECIAL
and a brazen Human Hegemony’s basic
N/A Confederacy. To troop types.
partially make up for
their reduced numbers,
SPECIAL
the Specters have
recently had their field N/A
generators re-tuned.

SPECIAL
N/A

IMAGE FILE FOUND: p.195 IMAGE FILE FOUND: p.201


IMAGE
IMAGE FILE:HC
FILE:VH 4.1-09
2.1-66 DATA FILE:VH 1.1-97

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+

HTH Rating 2@9+


Reflex +1
Agility 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

A new and risky


development, the highly
mobile Apparition flying
infantry frame depends
on its phase field to buy
it enough time to let

VOBIAN HEGEMONY - ARMY LISTS


loose from a skyward
vantage point.

SPECIAL
N/A

IMAGE SOURCE: James Forbes

DATA FILE FOUND: p.200


DATA FILE:VH 1.1-81 DATA FILE:VH 1.1-75 DATA FILE:VH 1.1-04

BOXCAR POLTERGEIST THOUGHT


BEAST POLICE
VOBIAN HEGEMONY - ARMY LISTS

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

Armor Rating -3 Armor Rating -1 Armor Rating +2


Damage Capacity 2 Damage Capacity 2 Damage Capacity 1
Field Save n/a Field Save 8+ Field Save 3+

HTH Rating 2@5+ HTH Rating 1@5+ HTH Rating 1@5+


Reflex -3 Reflex -3 Reflex -1
Agility 1 Agility 1 Agility 3

Officer 1F [+30] Officer 1L [+35] Officer 1C [+60]


2F [+60] 1C [+60] 1L-2C [+130]
Hero Cost n/a Hero Cost +32 Hero Cost +23
Covert Ops 0 Covert Ops 1 [+3] Covert Ops 1 [+3]

INTEL INTEL INTEL


INTEGRAL WEAPONRY: EQUIPMENT: EQUIPMENT:

Profile One: Primary Weapon: Primary Weapon:


Shoulder Cannon, Gatling Laser Neural Disruptor
AT Launcher [+62] [+40] or
Laser Spread CDW - Support Weapon: Nightmare Simulator
Single Use, Grav Mortar [+34]
Mustard Bomb [+43] or Support Weapon:
[+141] AT Launcher Grav Cannon
Profile Two: [+31] [+95]
Grav Cannon Side Arm: Side Arm:
Gatling Laser Laser Spread CDW Mustard Bomb
Laser Spread CDW - [+7/23] [+20]
202 Unlimited Use Augmentation: Augmentation:
[+180] Weapon Link Bio-Protective Gear
Profile Three: [+62 per Gatling Laser] [+1]
Gatling Laser
Laser Rifle XR Piloted by specially The dark side of Vobian
Ghost Ward trained personnel, the Egalitarianism, members
[+97] Poltergeists bolster of the Thought Police
Augmentation: Vobian ground forces are often present on
Integral Weaponry with their multiple the field of battle. There,
[included above] weapon hard points. they ensure that the
Reliability and ease of underlying governmental
After several centuries repair ensure their principles of the
of selective breeding, continued use across Hegemony are enforced
the Boxcar Beasts are the galaxy. to the letter, even it
now as resilient as means losing a battle.
many light vehicles.
Huge and lumbering, SPECIAL
they carry much of the SPECIAL
N/A
support weaponry seen
N/A
in a Vobian ground
force.

SPECIAL
N/A

IMAGE FILE FOUND: p.203


IMAGE FILE:VH 2.1-75 DATA FILE:?

POLTERGEIST ~error~
File Not Found
PV - -/-
STATS
Type -/-
Size -/-
Quality -/-
Move -/-

Armor Rating -/-


Damage Capacity -/-
Field Save -/-

HTH Rating -/-


Reflex -/-
Agility -/-

Officer -/-
-/-
Hero Cost -/-
Covert Ops -/-

INTEL
EQUIPMENT:

Primary Weapon:
-/-
Support Weapon:
-/-
Side Arm:
-/-
Augmentation:
-/-

203

IMAGE SOURCE: James Forbes

DATA FILE FOUND: p.202

VOBIAN HEGEMONY - ARMY LISTS


DATA FILE:VH 1.2-16

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

204 DATA FILE:VH 1.2-23

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

01-20 Lose 1/4 of base movement1, 2 (round up).


21-80 Lose one weapon 2 (attacker’s choice).
81-00 Damaged: lose one from DC.
1
Rounding occurs before movement is subtracted. For example, a vehicle with a base movement of 9” will lose
3” of movement every time this result is rolled.
2
If a vehicle with no movement left suffers a hit that removes movement, or a vehicle with no weapons left
suffers a hit that removes a weapon, the damaging hit will instead remove a point of damage capacity.
DATA FILE:VH 1.2-55

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]

HTH Rating n/a


Ultra fast, ultra maneuverable and ultra deadly, these fragile
Reflex n/a
aircraft are piloted by the few true “rebels” of the Vobian
Fire Actions 1 race, who are afforded certain thought privileges to encourage
Passengers n/a their battlefield bravado.
Entry Arcs n/a

DAMAGE CHART

-/- n/a
-/- n/a
-/- n/a
n/a

205
DATA FILE:?

~error~ File Not Found


PV - -/-
STATS INTEL
Type -/- EQUIPMENT:
Size -/-
Quality -/- Primary Weapon: -/-
Move -/- Secondary Weapon: -/-
Tertiary Weapon: -/-

VOBIAN HEGEMONY - ARMY LISTS


Armor Rating -/- Quaternary Weapon: -/-
Damage Capacity -/- Augmentation: -/-
Field Save -/-

HTH Rating -/- -/-


Reflex -/-

Fire Actions -/-


Passengers -/-
Entry Arcs -/-

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.

PV - 22 Kunstler Assault Rifle PV - 26


Eyebeams - Phase
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
206
SI AI 1P - - 15 30 - - - - un SI AI 1 15 30 45 60 - - - - un

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.

Eyebeams - Plasma PV - 20 Laser Pistol PV - 5


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 3 - - 15 30 - - - - un SI AI 1 5 10 15 20 25 - - - un

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.

Gatling Laser PV - 62 Laser Rifle XR 1 PV - 30


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 3 - 25 40 55 60 - - - un SI AI 1 25 30 40 50 60 - - - un

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.]

Laser Rifle PV - 23 Basically an electromagnetic conduit, the beam of this


Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo weapon can temporarily overload any electrical system,
neural or otherwise.
SI AI 1 - 30 40 50 60 - - - un

Still the gold standard of infantry arms in the Milky Way, PV - 34


Nightmare Simulator
the basic Vobian Laser Rifle has one of the best cost-benefit
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
ratios of any weapon ever produced. It is no wonder that
the design has changed little in over half a century. SI AI 4T 25 35 45 55 60 - - - un

PV - 40 More technically described as a Night Terror Simulator,


Neural Disruptor
this weapon induces spiked delta waves in the nervous
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
system of a sentient target, the same waveforms seen
SI AI 2S 25 35 45 55 60 - - - un
during amnesic deep sleep.

POWERED INFANTRY WEAPONS

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.

VOBIAN HEGEMONY - ARMY LISTS


close to enemy positions.

VEHICLE WEAPONS

Gigawatt Multilaser PV - 177 Plasma Penetrator PV - 162


Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
VE AI 4B - un - - - - - - un VE AV 3U - 40 un - - - - - un

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”.

GRENADES & CLOSE DEFENSE WEAPONS

Laser Spread CDW


PV - 7/23 Mustard Bomb
PV - 20
Firing small beams in a random pattern around the The Hegemony depends little on grenades. According
bearer, this close defense weapon is effective, but has to official military dogma, the use of this risky bio-
limited range, acting primarily as a defensive shield for weapon, named for the characteristic deep yellow hue
vulnerable infantry. of its neurotoxin innards, is restricted to disrupting enemy
assaults and denying him specific battlefield areas.
Infantry CDW: 2”,1@5+
Grenade: 4”,1@7+B 1

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.

Vehicle CDW: 4”,1@3+


THE MERAXILLAN SOVEREIGNTY

HISTORY A remarkable bio-event, each Flux catalyzes a spike in


the population on Ulna, with a resultant mob-like fervor
The history of the Meraxillan race is one of almost constant for expansion and conquest. Meraxillan neighbors have
conflict. From the many wars that have flourished across learned the hard way to carefully monitor the ebb and
the surface of their homeworld, to their destruction of the flow of these Fluxes, the peaks of which almost always
Antillan race, to their newly brazen attacks against the indicate a coming “crusade”. The birth of a Crimson, which
Vobian Hegemony, the Meraxilla define themselves occurs on average every several decades, is seen as a
through confrontation. Rhythmic growth has characterized biological sign that the empire should once again expand.
their destiny for centuries, growth unfettered by questions Powered by super soldiers, the Meraxilla are almost
of morality or realpolitik. Honest and cruel, the Sovereignty always successful at conquering new planets and
continues an inexorable expansion that has now brought sometimes even entire systems at the climax of a Crimson
it to the borders of every major empire in the galaxy. Flux. Inevitably, a Crimson Flux must wane, and the 209
beleaguered enemies of the Meraxilla will usually regain
most of their lost territory. Rarely is all conquered space
Homeworld recovered, however, and the slow, cyclical expansion of
Ulna, the Meraxillan homeworld, is barely hospitable. The the Meraxillan empire continues, pulsing outwards towards
Vobian word for Ulna roughly translates to “the Monolith”, the increasingly hard-pressed galactic powers that be.

MERAXILLAN SOVEREIGNTY - ARMY LISTS


owing to its rock-like appearance from deep space. It is
an extremely dry world with an atmosphere toxic to most
other races. While its surface gravitational acceleration
is only slightly lower than that of Earth (.94g), temperature PHYSIOLOGY
fluctuations are incredibly broad. The difference between
peak daytime highs and nighttime lows can be on the One of two silicon-based sentients in the galaxy, the
order of 100 degrees Centigrade. Much of the planet’s Meraxilla show much intraracial variability, being a
equatorial surface is crystalline, due to a combination of combination of many “subraces”, many of which can vary
constant gale force winds and extreme mid-day sun. The in appearance quite radically, though almost all remain
area roughly between 20 degrees north and 20 degrees capable of interbreeding with other members of the
south latitude supports little indigenous life, but is a rich species. The Meraxillan epidermis, usually reddish-brown
source of the strange “frictionless” ore known as to black in color, is very smooth to the touch, almost oily.
macadalith. The north and south poles and the areas Atop this glossy skin are large carpets of thick hair-like
surrounding them are similarly desolate, with extreme cold spines on their heads, chests and backs. Standing on
driving away all but a few military and scientific outposts. average 2.5m (8’) when fully extended, the Meraxillan
Thus, the entire population of Ulna lives in two strips of anatomical position is one in which their backs and necks
land, each roughly 30 degrees latitude in width, just north are flexed slightly forward, a stance that is the source of
and south of the equator. The northern strip is the most their most common human nickname: “the hunchbacks”.
densely populated and it is here that Meraxillan society While relatively thinner than a human, their tissue is in
began. It was not until technology was advanced enough general very dense, and the typical mass of a full-grown
to allow crossing of the equatorial region that the southern adult is 120-150 kg (260-330 lb.).
strip was populated.
Meraxillan joints are supported by “lever ligaments”.
These appendages limit the range of motion of their limbs,
Ebb & Flow leaving them permanently flexed, but allow for extra
The Sovereignty anticipates and depends upon for its strength, particularly in weight-bearing (vs. weight-lifting)
growth a peculiar genetic phenomenon: the Crimson Flux. activities. The viscous inner body fluids that course
through Meraxillan arteries and veins are toxic to most as competitive as a gladiator arena. Youths who cannot
organic (carbon-based) organisms, and decay rapidly fight for food are generally left to starve, as the centers
upon vivisection. Males and females, though quite themselves do not have near enough resources to
different physiologically, appear outwardly identical, with adequately support the thousands of children that they
MERAXILLAN SOVEREIGNTY - ARMY LISTS
no sexual size dimorphism existing. house. Thus, the violent evolution of the Meraxillan race
that began at birth continues throughout childhood.

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

MERAXILLAN SOVEREIGNTY - ARMY LISTS


class stratification system exists; all hold influence for a was cut short by the sound of plasma fire.
time. While most other governments rely on some sort of
loose ranking system, the Meraxilla live in a truly Dragoons. They seemed to have come from out of nowhere to
democratic society. On Ulna, everyone gets a voice, conduct an air raid on one of the transport ships, a few hundred
whether they want one or not. meters away. As he watched what he could see of their distant
hovering arcs across the twilight sky, punctuated by fire trails to
and fro, Stenmark felt a vindictive gladness. His reinforcements
The fact that the Meraxillan government is a representative had arrived. The Meraxillan leader turned quickly from him
one does not mean, however, that it is free from conflict. and dispatched a swarm of her race to neutralize the threat.
The constant influx of inexperienced officials into a He marveled at the simplicity of it. No anger at being
complex system of rules and laws which are themselves surprised, no vow of reprisal. Simple cause and effect. She
was hit, she instantly struck back. Simple, almost virtuous.
the half-finished products of previous short-lived officials
means that rarely if ever does something socially Stenmark was surprised when the sounds of fighting died
constructive or progressive get done. Constant social down after a few minutes. Where was the rest of the
conflict occurs on Ulna and its colonies, the result of what company? In silence, he watched helplessly as the Meraxilla
might be termed “special interest group overload”, with returned with 6 Dragoon captives, who were already stripped
each individual issue as short-lived as the government of most of their armor and gear and were being forced to
drag behind them the casualties from the brief engagement.
that votes on it. After several trips back and forth, the prisoners laid out
nearly thirty corpses. While watching this macabre
Taken as a whole, the Meraxillan government is an procession, Stenmark realized that not all of the corpses
unstable one, but one which precludes totalitarianism. The were Meraxillan. It puzzled him that they would retrieve
Vobian Hegemony has long tried to bribe a favored family their enemy’s fallen as well as their own.
into power on Ulna, but such plots have inevitably failed.
The captives were stripped of the last of their possessions
This is due both to the inherent chaos of the political and arranged in a line. The Dragoons were, like himself,
system, as well as the fact that the concept of family on defiant to the end. But, unlike himself, they never once
Ulna rarely extends beyond first-degree relatives. The looked to the sky for more reinforcements. A simple shared
Meraxilla find the idea of a centralized government not [Data File MS27.563 continues on page 213]
only impossible, but unnatural as well.
MILITARY who now set the pace for galactic relations in the Milky
Way. For it is they who reject the standard notions of
Like its government, Ulna’s wars are also in a constant honor, treaty, and alliance, which together keep the other
state of flux. Alliances are few and far between, and the powers embroiled in stable conflicts with stable borders.
MERAXILLAN SOVEREIGNTY - ARMY LISTS
grievances of today bear no relation to the grievances of With the Hegemony clearly occupied by the resurgence
yesterday. Many have wondered how such a system of the Starslayer threat, and the Human Confederacy still
doesn’t bring the entire Sovereignty to its knees, but it is struggling to define its borders and its role in the galaxy,
perhaps a compliment to the Meraxillan character that it it is the unpredictability of the Meraxilla that makes their
does not. Only a strong race could evolve under such neighbors wary and keeps the galaxy from reaching a
conditions…or perhaps they evolve because of them, not status quo.
in spite of them.
And this is just how they want it.
Though the total galactic Meraxillan population is only
about 4 billion, the Meraxillan military is as large as any
other, due to both a large number of strictly military
colonies and an unusually high conscription rate. It has
been estimated that almost 15% of the adult (those over ADDITIONAL DATA FILES
the age of 8 Terran years) population will be enrolled in
their requisite five year term of military service at any given The Great Renewal [A.D. 1588-1891]
point in time. Military service is a fact of life on Ulna, and After the War for Ulna, during which the invading Vobian
soldiers provide the only semblance of a police force that fleets were finally defeated after a full 100 years of waxing
exists within the Sovereignty. and waning conflict, the Meraxillan Sovereignty went into
a period of galactic hibernation known as the “Great
On the battlefield, Meraxillan small unit tactics are Renewal”. Lasting just over three Terran centuries, the
generally simple but effective: wear down the enemy with Great Renewal was a period of total political and military
barrages, use speed to roll up the flanks, and move isolation, broken only by the discovery of the Drakor
methodically forward to crush the enemy up close. Due Hypergate in 1891. Over this time period, the Vobians
to the relatively low cost of macadalith technology, the recorded but three Meraxillan starships operating outside
Meraxilla are able to maintain a very high proportion of of Sovereignty space, all of them scouting probes traveling
powered infantry troops. Of particular note among the far from the borders of any Hegemony territory.
ranks of their powered infantry are the Crimsons. Rarely
seen until the peak of a Flux, the Crimsons represent the As far as mankind was concerned, the Meraxilla need not
cream of Ulna’s genetic crop, and are some of the finest have even existed until the 19th century, so little was their
warriors in the galaxy. impact on human affairs until Drakor. If anything, the
212 isolation of the Sovereignty during the Great Renewal
meant more Vobian interference in the destiny of man, due
Technology to the security that the era produced along the Hegemony’s
Like the Altai, the Meraxilla rose to a relatively high level proximal border. In a sense, humanity has the Meraxilla to
of industrial competence before being contacted by the thank for its current galactic ascendance. For without the
Vobians. Thus, they possess a technology that is largely Renewal and the freedom it afforded the Hegemony in
unique, unlike the derivative techs of many of the newer resource allocation, it is unlikely there would be a large
(human) galactic powers, all of whom remain indebted to enough contingent of Earth’s descendants within the
the Vobians to varying degrees. As far as most historians Perseus Arm to even consider a Human Confederacy, much
can tell, Meraxillan science was a slowly progressing less one with any say in galactopolitics.
entity, probably due to the harshness of Ulna’s climate.
But once the race was advanced enough to make sojourns
into Ulna’s inhospitable equatorial region (this occurred The Crimson Flux
about 1050 Terran years ago), the discovery of the One of the most intriguing aspects of Meraxillan
macadalith ore sparked a technological renaissance that reproductive biology is a cyclical form of genetic drift
continues to this day. known as the “Crimson Flux”. Within every Ulnar
generation, there is the slight but appreciable probability
Wary of phase technology, the Sovereignty relies upon
of the birth of a member of the so-called “Crimson” sub-
the combination of almost frictionless materials with high-
species, easily differentiable due to its bright red skin color.
output microprocessor-equipped weaponry, the feed rates
Despite the genetic uniqueness of Crimsons, mothers who
and reliability of which are known throughout the Milky
give birth to them need not themselves be Crimsons, and
Way. In the centuries since the War for Ulna, during which
they beat back the Vobian Hegemony itself, the Meraxilla the potential for such births seems largely stochastic.
have constantly proved that they and their technology
deserve a place on the galactic stage. As soon as any Crimson newborn survives the birthing
process, it is immediately sequestered and raised
separately from its siblings. Such children grow at an
incredible rate, reaching maturity twice as quickly as
GALACTOPOLITICS normal. In addition, adult Crimsons tend to be hardier,
more aggressive, and even more cunning than their
Like everything else in their society, Meraxillan politics brethren. Sexually mature Crimsons tend to breed with
are in a constant state of flux. In a sense, it is the Meraxilla other Crimsons if possible, choosing mates with skin color
that tends more towards red than brown if no pure DATA FILE - MS27.563:
members of their sub-species are available.
A Modest Proposal
by Justin Crough
The offspring of such mating tend show an even brighter
reddish hue, as well as maintaining the characteristic
hardiness and aggression. Crimsons are nearly perfect [Cont. from page 211] glance between Stenmark
biological replicators, reproducing early and often. Their and one of the grunts confirmed his suspicions; there were no
litters also have an unusually high survival rate, nearly more reinforcements; they had been it. Now all each had to
three times that of normal Meraxillan newborns. Part of look forward to was a hopefully short and painless interrogation.
this survivability is due to the special treatment that such
An interrogation never came. Instead, the Omega gave
infants receive, but Vobian studies of Crimsons born in
immediate orders. The Dragoon captives were rounded up
captivity indicate a biological fitness much higher than separately from Stenmark’s Cuirassiers and made to again
that of a typical Meraxillan. drag the dead along with them, following one of the Taks as
he loped towards the few nearby buildings that were still
Due to their greatly increased fecundity and robustness, free-standing. Stenmark’s eyes followed them as they
the birth of just a few hundred Crimson newborns at one entered the same facility from which he had seen foodstuffs
time can lead to a significant spike in Meraxillan population being removed and taken towards the transpor ts.
Foodstuffs. His stomach churned. As the Omega’s eyes
levels within a few decades. Meraxillan society can only
now turned towards his squad, Stenmark started to think
support so many citizens, however, and eventually the hard about how he wanted to be killed.
population pressures of a Crimson Flux bring an inevitable
correlate: war. As the Crimsons test the infrastructure of [See Image File MS27.563-A on page 213]

the Sovereignty, the Meraxilla test the defenses of their


galactic neighbors. finally end it. During the expansive years near a Flux’s
peak, however, the Meraxillan Sovereignty often inflicts
The Crimson Flux is a cyclical process. Since the birth of massive damage on the other races of the galaxy.
a Crimson has a very low statistical probability, Fluxes
themselves, which require the coincidental birth of many
dozens of Crimsons in a single season, occur on average
every 20-40 Terran years. Crimson Flux frequencies are MERAXILLAN NOMENCLATURE
extremely variable, however, and show a positive The Meraxillan naming system is a simple one, consisting
correlation with external stress. As an example, the Vobian of two types of nouns: “primary” and “summary”. No other
invasions of the War for Ulna (A.D. 1487 to 1587) saw the variations exist, and the following simple rules for noun
appearance of seven distinct and sometimes overlapping construction have changed little in over 500 years. 213
Fluxes. In contrast, the Great Renewal (A.D. 1588 to 1891)
saw but five Fluxes over a period three times as long, Primary Nouns
none of which overlapped and none of which ever directly Primary nouns, also known as internal nouns, are the
threatened an alien power. basic building blocks of the Meraxillan lexicon, and are
always directly referenced when naming summary

MERAXILLAN SOVEREIGNTY - ARMY LISTS


Ultimately, each Crimson Flux is a self-limiting process. (external) nouns. All primary nouns are monosyllabic
Regression towards the mean slowly curbs the tide of even and always pertain in some way to the Meraxillan
the most dramatic of Fluxes, as the same underlying genetic species as a whole. Some example primary nouns are
unpredictability which gives rise to the phenomenon will given on the following page.

IMAGE FILE MS27.563-A: A MODEST PROPOSAL


The Tensegrity Paradigm
PRIMARY NOUNS Much of Meraxillan technology revolves around the
utilization of “macadalith”, an almost frictionless
substance, within the conceptual paradigm of “tensegrity”.
MERAXILLAN SOVEREIGNTY - ARMY LISTS
Drek slow flux; immutable state.
Tensegrity refers to the application of mutually applied
Lig rapid flux; mutable state. pressures in a particular arrangement of vectors that leads
Mek steadfastness; physical and mental fortitude. to a self-supporting structure with several unique
Mur person; individual Meraxillan. properties. On Ulna, the tensegrity paradigm, which is
functionally similar to the pattern used in the building of
Sahl society; group of Meraxilla.
geodesic domes, has been perfected to create an array
Uln home or origin. of impossible looking but tremendously practical
structures. Meraxillan structures are deformable and
elastic, but still possessed of incredible tensile strength.
Inherent in their design is the transmission of not only
physical lines of force, but electrical field vectors as well,
leading to a technical marvel that mixes standard civil
Summary Nouns engineering concepts with modern day micro-technology.
Summary nouns, also known as external nouns, always
contain a primary noun as their first syllable, which is then Meraxillan cities, once described by the Nordic architect
modified by “suffix syllables”, in any order. Summary Rolf Gessle as “geometric hubris”, are arguably the most
nouns are typically bi-syllabic, but may contain as many impressive feats of construction in the known galaxy, with
suffix syllables as necessary to fully describe the object their amazing collections of corners, curves and activity.
in question. Since primary nouns always refer in some Equally impressive are the space stations of the
way to the Meraxillan race, all summary nouns are Sovereignty, now seen with increasing frequency as the
therefore self-referential. This gives a curious aspect to Meraxilla wax again. Like giant hollow snowflakes, they
the language’s flavor, as no externality can be adequately hover in the vastness of space as thousands of
described until it is somehow related to the core values crewmembers and small vehicles move about their
honeycombed concavities with amazing coordination and
of the species as a whole.
fluidity (“like a macabre ballet” - Gessle).
Some examples of suffix syllables, or “primary modifiers”
The military applications of tensegrity are similarly
as they are sometimes called, are given below, along with impressive. Inside this paradigm, the friction-free
some example summary nouns made by combining a macadalith can be used to create an extremely efficient
primary noun with a modifier. form of hydraulics, one that can exponentially increase
214
strength and power while requiring little fuel expenditure.
A perfect example is the standard Tak-issue Ligamentum
SUFFIX SYLLABLES body armor. It is designed specifically to support and
enhance the unique center of gravity and physiological
-a indicates ownership or indigent status. lines of force of its bearer. This makes Taks faster and
-ac indicates a bond or commonality. stronger than most standard powered armor troops, but
without the need for constant refueling of a generator. A
-nos indicates a large manufactured space-
faring object, e.g. a starship or space station.
cost-benefit analysis that takes into account this efficiency
helps to explain the Sovereignty’s hesitancy to equip its
-ohrre indicates a wholeness or summed effect. forces with phase technology, despite having the
necessary scientific knowledge to do so.

The Lignos Incident


SUMMARY NOUNS The starship known as the Lignos (“flux-ship”) was the
first large-scale military experiment with phase technology
to be conducted by the Meraxilla. A giant of a vessel and
Drekohrre “calmness; serenity”
the pride of the Sovereignty, it was quickly moved (under
Mekohrre “imposing figure” plasma power) to orbit around Antilla in response to the
Ulna “our home” massacre of A.D. 1384. During the ensuing planetary
Lignos “flux-ship” invasion, its drop battalions played a large part in the
destruction of the Antillan race.

In the final days of the offensive, it appears that an Antillan


queen somehow made her way onto the Lignos, probably
Primary nouns always exist separately, but two or more by stowing away in one of its medical bay transport
summary nouns may be combined to create larger shuttles that were constantly traveling to and from the
compound nouns. For example, the common Human and surface of Antilla. This queen managed to remain
Vobian name “Meraxilla” is an interpretation of the native undetected and cocooned herself deep in the bowels of
compound noun “Murac-Sahlac”, which roughly translates the ship’s phase drives. Mere hours after her arrival, her
as “cohesive person-society”. species was declared exterminated. The Sovereignty,
flush with victory, felt the need to make a further show of THE ANTILLANS
its power to the neutral Vobian observers in the system. Before suffering near extinction at the hands of the
By showing them that the Meraxilla could also tame the Meraxilla, the Antillans were a race of little galactic
power of the phase dimension, the Lignos crew hoped to consequence. Possessing only marginal sentience, their
intimidate the Hegemony, who had already begun naval society was organized similarly to that of a series of
maneuvers in the area. In its exuberant hurry to impress miniature ant hives, in which a queen and her insectoid
their rivals, the Sovereignty decided it unnecessary to drones formed primitive “family units”, each replete with
inspect the Lignos phase drives, and thus the presence its own shelter (underground tunnel networks) and food
of the Antillan queen went unnoticed. Until the drives supplies (varied flora and fauna, dried and stored). With
were engaged, that is. no technology to speak of, they presented no threat to
the Sovereignty. Still, Antilla was rich enough in resources
The ignition of the Lignos phase systems initiated a series that the Meraxilla, eager to advance their fledgling space
of events about which every sentient in the known galaxy program, soon found excuse to colonize its surface.
still wonders. As every native creature on Ulna is silicon-
based, Meraxillan scientists who designed the Lignos In A.D. 1359, Meraxillan observation craft found on the
drive had not expected any organic (carbon-based) life planet’s surface a continent largely uninhabited by
forms to be inside of the drive shaft. Whatever the reasons Antillans, and decided that placing planetary scavenger
for it, the stowaway queen’s body itself reacted with the
teams there would lead to minimal contact with their
phase energies released, and was somehow exchanged
neighbors. For many years, these modest Meraxillan
for an extra-dimensional being…a very large extra-
outposts remained politically secluded from the rest of
dimensional being.
Antilla. Part of this seclusion was due to a definite
communication barrier. The Antillans had a literal “hive
To this day, the Sovereignty claims to have no surviving
visual or eyewitness record of the attacks on the Lignos mind” and had never previously needed language, spoken
crew perpetrated by this creature. All that is known outside or written (on an individual level, they communicated
of Ulna has been pieced together from scattered pieces primarily through pheromones). Possessed of a blunt but
of wreckage and a few energy recordings, both picked up effective form of telepathy, they had often attempted in
by cloaked Vobian vessels in the area. Though its frustration to meld minds with Meraxillan diplomats; this
presence in this dimension was extremely short-lived, almost always resulted in permanent insanity for the
the extra-dimensional being managed to eliminate the unfortunate receiver of such messages. After losing some
entire crew of the Lignos (almost 15,000 Meraxilla) and two dozen of their ambassadors, the Sovereignty at last
start a chain-reaction leading to the explosive loss of managed to transmit the only information deemed
its rear compartment. As quickly as it had arrived, necessary for further good will: Antilla was now being 215
however, it was soon gone. In its place was a very “shared” and the Antillans would be left alone if they returned
different Antillan queen. the favor. Official communications were left at that.

Still, the last remark to have been transmitted before the


AUDIO FILE - MS2.603:

MERAXILLAN SOVEREIGNTY - ARMY LISTS


Meraxilla decided to stop sacrificing its ambassadors
“How do you want to be killed?” remained puzzling, and left a small thorn in the side of
-The only Meraxillan communication received by Meraxillan smugness. Originating from a particularly large
the over four thousand Nordic prisoners captured queen known as “Mekohrre” (“imposing figure”), the
during the Drakor beachhead offensive of A.D. 2001
telepathic signal was translated as follows: “you may have
land until sun is no more”. Though the Meraxilla struggled
As far as Vobian scientists can gather, the queen, upon for a time to ascertain if this message had a deeper hidden
receiving a phase shift from the surrounding engines, was meaning, they eventually accepted it at face value: the
sent to the phase dimension and was there exchanged Antillans had given them the “gift” of an entire continent,
for the Lignos destructor. This exchange lasted no more and the possession of this gift would remain in Meraxillan
than 95 seconds, but her stay in phase space seemed to hands until the fires of the Ulnar sun itself were at last
have changed her entire body chemistry. Somehow quenched (effectively forever).
capable of intrinsic phase propulsion and as space-worthy
as the monstrosity that had briefly taken her place, the After the initial diplomatic difficulties, relations between
now faintly green-glowing queen was last seen moving the two races were uneventful until 25 Terran years later,
towards the Novia asteroid belt by the incredulous crew when it became clear what had been meant by “until sun
of a Meraxillan scout vessel, who tracked her as long as is no more”: the planet’s centennial eclipse of the sun. To
they could keep up. the Antillans, the coming of an eclipse was an event of
supreme importance and heralded a great migration to
So ended the Sovereignty’s first and final large-scale foray the previously uninhabited continent now claimed by the
into phase technology. Meraxilla. Once a century, the entire population would
spend a season breeding here, and in the final week
choose a new Great Queen by means of an impromptu
but deadly combat tournament. These tournaments took
place in any locale and at any time of the day in a
haphazard manner, until all participants have either been
killed or have telepathically (publicly) conceded.
At season’s end, the triumphant Queen would then lead The Hegemony was given little time to ponder the
her new subjects back to their original continent. Once underlying implications of this staccato communication
returned, the Great Queen delivered her manifesto, a before the moon-ship cluster began the colonization of
days-long telepathic speech heard by all living Antillans, the ice planet Tholun VII. Since this time, the Vobians
MERAXILLAN SOVEREIGNTY - ARMY LISTS
no matter how distant. In this speech, she declares which have been witness to the colonization of every planet in
areas of land are to be used for which purposes until the the Tholun System. With no military presence in the area
next eclipse begins the cycle anew. to speak of, the Hegemony has been forced to simply
watch the colonization process and wait.
What had not been obvious to the Meraxilla was that they
too were to be part of the “Great Queen Tournaments”. Each of these seemingly barren planets was first seeded
As each Meraxillan colonist was considered a “queen” by by a variety of spores and pods ejected from a nearby
virtue of its remarkable sentience (for an Antillan), this moon-ship in orbit around the future colony site. The
meant that all Meraxilla on the planet were to fight the seeding process itself, the first stage in the life cycle of
Antillan queens. With no telepathic ability, the an Antillan colony, both eliminates any native flora and
Sovereignty’s citizens had no means to concede defeat fauna, and creates a “familiar” environment for the
and were assumed to wish that their fights be to the death subsequent launching of Stage II on the world in
(as was the Antillan norm). Predictably, the large size question. The second stage of an Antillan colonization
and ferocity of the Antillan queens assured them of is characterized by the exiting of drone craft from the
overwhelming odds in a hand-to-hand combat situation, moon-ships, which carry a variety of Antillan castes to
and the helpless Meraxilla were sliced, mauled, and torn the planets surface. At least three such castes have
asunder. In theory, their participation in the tournament been identified by the Hegemony: worker, warrior and
was meant to be a great honor to the Meraxilla, as they node (“queen”). The latter serve as local monarchs for a
were to take a part in Antillan destiny. In reality, it led to particular geographic area who will all eventually be
the deaths of over 30,000 colonists, the vast majority of replaced by a Great Queen, the choice of which depends
them civilian personnel. on a tournament-style battle between nodes from different
geographical areas. This ascension of a Great Queen
The military response of Ulna to the eclipse tragedy was marks the third and final stage of colony development.
swift and definite. Within hours, hundreds of thousands
of Meraxillan warriors were dropped onto the planet and
set about annihilating the technologically inferior Antillans. Unanswered Questions
They were so thorough, in fact, that the galaxy would As Tholun has neither strategic nor economic importance
assume the Antillan race to be extinct for 650 Terran years. to the Hegemony, a “wait and see” policy remains in effect
around the system. Careful watch is of course placed on
216 the system’s stargate, which remains in Vobian hands,
Back From The Dead though the military might of the Vobians is spread far too
It was in the year A.D. 2001, more than six centuries since thin to allow for intervention in such a remote part of the
their supposed extinction at the hands of the Meraxilla, galaxy. But many questions remain to be answered, in
that the Antillans were once again arisen. A remote Vobian particular the source of the Tholun moon-ships. It
research station at the Tholun System, near the distal edge seems clear that the Antilla have an origin that is not
of the former Human Science Learning Colonies, was first linked to their presumed homeworld near the Ulnar
to witness their return. Equipped with powerful sensors to System. And the question of a link between the Tholun
research deep space, it was the first vessel to record the colonists and the escaped phase-queen of the Lignos
now characteristic electronic signature of the neo-Antillans: Incident remains open.
a cluster of interstellar objects, moving at sub-luminous
velocities, all with a diameter of at least 3000 km. It is unclear what overall effect the rebirth of the Antillan
species will have on the current balance of power in the
Due to the size and metallic nature of the objects, they Milky Way. All Vobian attempts to contact them (resulting
were initially thought by the Vobian outpost to be a in the deaths of several dozen more unlucky empaths)
natural phenomenon that it had not yet encountered. have been unable to ascertain their intentions in the
When three of the objects split from the main region. To date, there have been no meaningful dialogues
group and began to decelerate into the Tholun System, between Antillan and Mankind, or Antillan and Meraxilla,
however, it became clear they were dealing with an though the latter are indeed aware of the newly discovered
intelligent perpetrator. The Antillan moon-ships had presence of their former subjugates. While the Tholun
arrived. colonists seem to have knowledge of the destruction
brought upon the Antillans by the Meraxilla in the 14th
Even more enigmatic than the appearance of these century, they do not claim to seek revenge. In a curious
enormous vessels was the intent of their occupants. emulation of the Sovereignty, they seem only to care for
Contact from the moon-ships was forcibly initiated on an the expansion of their race, a desire that will inevitably
unfortunate pair of Vobian personnel. Both died from the bring them into conflict with the other galactic powers.
experience, but one did manage to act as a verbal conduit
for the telepathic message before intractable seizures
wracked her brain: “Location children lost seeking royalty
contact desiring? Interrogative co-ordinates matrix
seeking? Contact demanding missing royalty matrix
destroyed, repairable?”
MERAXILLAN SOVEREIGNTY
ARMY LIST
Tech Level - 3 Strategy Rating - 20

Victory Point Advantages


Attrition / At the end of the game, player receives an extra +1 VP for each full 400 points of enemy figures
eliminated [but not shaken or broken].

Tactical Rating: 12

Tactical Aspect Value TR Cost


Maximum Unit Size 12 +4
Maximum Ad Hoc Units 25% 0
Maximum Elite Units 25% 0
Maximum Vehicle Units 25% 0
Initial ADR 11 +6
Failed Individual Morale Test Instinct -1
Failed Unit Morale Test Group Selection +3
Tactical Advantage Fluidity 0

217
Frame Rating: 8

Frame Aspect Limitation FR Cost


Maximum Frames 15 0

MERAXILLAN SOVEREIGNTY - ARMY LISTS


Maximum SI Weapon Cost 40 +1
Maximum PI Weapon Cost 80 +2
Maximum VE Weapon Cost 120 +1
Maximum Phase Weapon Cost n/a 0
Minimum Armor Rating -1 +1
Maximum PI Speed 8 +1
Minimum Field Save n/a 0
Maximum HTH Cost 20 (30) +1
Maximum IF Area of Effect 4” +1

AUGMENTATIONS

General Access to Enemy Weaponry [Multiply weapon cost by 2].


- replaces any one standard weapon per game.
Access to Non-standard Weaponry [Multiply weapon cost by 1.5].
- replaces any one standard weapon per game.

Army [none]
AUGMENTATIONS [cont.]

MERAXILLAN SOVEREIGNTY - ARMY LISTS


Infantry Indiv. Phase Jammer [+10 PV per hero or officer].

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].

Vehicle Passenger Survival System [+48 PV per Pyramid Troop Transport].


Weapon Stabilizers [+10 PV per Pyramid Troop Transport Weapon].

UNITS

STANDARD UNITS

At least 75% of a Meraxillan army’s point value must be made up of units purchased from the following list.

218 Assault Vanguard [exclusive] Citizen Troupe


4-9 Taks 5-12 Citizen-Soldiers
1-3 Rexi

Crimson Vanguard [exclusive] Fakir Troupe [exclusive]


4-12 Crimsons 5-12 Fakirs

Recon Vanguard [exclusive] Runner Squad


4-9 Runners 5-12 Runners
1-3 Rexi

Support Vanguard [exclusive] Tactical Vanguard [exclusive]


5-12 Rexi 2-6 Taks
2-4 Runners
1-2 Rexi

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

HTH Rating 3@9+


Reflex +3
Agility 11

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]

All able-bodied Meraxilla

MERAXILLAN SOVEREIGNTY - ARMY LISTS


must spend at least
five years in military
service. Typically, the
first two years of this
is spent as a Citizen-
Soldier, whose lack of
armor should in no way
be mistaken for a lack
of battlefield
aggression.

SPECIAL
N/A

IMAGE SOURCE: Josh Deck

DATA FILE FOUND: p.220


DATA FILE:MS 5.1-93 DATA FILE:MS 5.1-67 DATA FILE:MS 5.1-22

FAKIR TAK RUNNER


MERAXILLAN SOVEREIGNTY - ARMY LISTS

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

Armor Rating +2 Armor Rating -1 Armor Rating +1


Damage Capacity 2 Damage Capacity 1 Damage Capacity 1
Field Save n/a Field Save n/a Field Save n/a

HTH Rating 4@9+K HTH Rating 3@7+ HTH Rating 3@9+B


Reflex +2 Reflex +2 Reflex +3
Agility 10 Agility 7 Agility 10

Officer 2L [+50] Officer 1L-1C [+95] Officer 2L [+50]


4L [+110] 2C [+95] 1C [+60]
Hero Cost n/a Hero Cost n/a Hero Cost +32
Covert Ops 0 Covert Ops 2 [+4] Covert Ops 3I [+10]

INTEL INTEL INTEL


EQUIPMENT: EQUIPMENT: EQUIPMENT:

Primary Weapon: Primary Weapon: Primary Weapon:


Gauss Shotgun Shrieker Shrieker
[+39] or [+22] [+22]
Shrieker Support Weapon: Support Weapon:
[+22] Doppler Grenade Needler
Support Weapon: Launcher [+67]
Baby Needler [+69] or Side Arm:
[+34] Shrieker/Hedgehog Mishmash Grenade
Side Arm: [+57] [+27] or
Dazzler Grenade Side Arm: Dazzler Grenade
[+3] Dazzler Grenade [+5]
220 Augmentation: [+3] Augmentation:
Bio-protective Gear Augmentation: Satchel Charge
[+1] Kinetic Enhancement [+10]
[+10]
Only a female that has Improved Weapon Feed
Perhaps the most
survived the trauma of [+5 per Shrieker]
feared reconnaissance
birth may gain the One-Shot GL - Frag
troops in the Perseus
regenerative powers [+5 per Shrieker]
Arm, the highly
necessary to become a
specialized Para-
Fakir. Eventually Still the heart of the ligamentum frames of
gaining complete Meraxillan military, the the Runners allow them
mental mastery over Tak’s Ligamentum frame a combination of
their flesh, the Fakirs has recently been mobility, protection and
follow years of self- reworked to provide firepower that is tough
directed mutilation with better protection to beat. Unusually bold
the continual formation without the loss of for scout units, they
of hyperactive scar speed or agility, making often double as anti-
tissue. The result is an it equally suited for vehicle fast attack
organism of incredible tactical or assault roles. units.
fortitude, an
embodiment of “Perfect
Flux” and a testament SPECIAL SPECIAL
to the mutability of the
N/A N/A
Meraxillan constitution.

SPECIAL
N/A

IMAGE FILE FOUND: p.219 IMAGE FILE FOUND: p.221


IMAGE FILE:MS 6.1-22 DATA FILE:MS 5.1-59

RUNNER CRIMSON

PV - 65
STATS
Type PI
Size 2
Quality Elite
Move 5 Sprint

Armor Rating -1
Damage Capacity 1
Field Save n/a

HTH Rating 4@7+


Reflex +2
Agility 8

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]

MERAXILLAN SOVEREIGNTY - ARMY LISTS


Genetically pure
harbingers of
Meraxillan manifest
destiny, the Crimson
Warriors wear the
Ultraligamentum frame,
the pinnacle of
tensegrity technology.
Fast, tough and well
armed, they form some
of the best soldier-for-
soldier units in the
galaxy.

IMAGE SOURCE: Josh Deck


SPECIAL

DATA FILE FOUND: p.220 N/A

IMAGE FILE FOUND: p.222


DATA FILE:MS 5.1-34 IMAGE FILE:MS 6.1-59

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

HTH Rating 2@7+A


Reflex 0
Agility 6

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]

Extremely mobile for an


assault platform, the
bipedal Rex frame has
changed little over the
past 100 years. On
the modern battlefield,
it performs the same
short-term fire support
role that it did during
the Battles for Drakor
in the early part of the
20th century.
IMAGE SOURCE: Josh Deck

SPECIAL DATA FILE FOUND: p.221

N/A
DATA FILE:MS 5.2-04

PYRAMID TROOP TRANSPORT


PV - 200
STATS INTEL
Type APC EQUIPMENT:
Size 5
Quality Vehicle Primary Weapon: Galva Cannon [+108] or
Move 12 Sprint Needler [+67]
Secondary Weapon: Turret Hedgehog [+92] or
Armor Rating 0 Turret Gauss Shotgun [+78]
Damage Capacity 3[4] Tertiary Weapon: n/a.
Field Save n/a Quaternary Weapon: n/a.
Augmentation: Passenger Survival System [+48]
HTH Rating n/a Weapon Stabilizers [+10 per weapon]
Reflex n/a
This pragmatic design incorporates a series of redundant
Fire Actions 2
Passengers 24 frames that allows for extra passenger protection. Sometimes
Entry Arcs L, R forced to double as an attack vehicle, the Pyramid is fast and
well armed for a personnel carrier.

DAMAGE CHART

-/- n/a
-/- n/a
-/- n/a
n/a

223

MERAXILLAN SOVEREIGNTY - ARMY LISTS


STANDARD INFANTRY WEAPONS

Baby Hedgehog 1 PV - 15 Baby Needler PV - 34


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 - - - 20 40 - - - un SI AI 1V - 20 30 40 - - - 1 un

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.

A smaller and shorter ranged version of its parent weapon,


the “Baby” Hedgehog is most often seen in the hands of Gauss Shotgun PV - 39
the Citizen-Soldiers. Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
1 SI AI 2K 10 20 30 40 - - - - un
[PV - +10] If wielded by a Citizen-Soldier, the Baby
Hedgehog may be given a one-shot cone effect with the
stats above [Stun Wave] by adding +10 PV to its cost. Requiring extra tensegrity support to brace against its
This cone effect must be fired in place of a Citizen-Soldier substantial kinetic kick, this weapon can knock even
unit’s normal primary fire. heavily armored infantry to the ground.
STANDARD INFANTRY WEAPONS [cont.]

MERAXILLAN SOVEREIGNTY - ARMY LISTS

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

POWERED INFANTRY WEAPONS


224

IMAGE FILE: Doppler GL


Almost entirely frictionless, this weapon fires hundreds
of pin-like projectiles per second, each of which has the
appearance of a shaft of hair from a porcupine or
hedgehog. With excellent range and rate of fire, the
Hedgehog is limited by poor armor penetration.

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

Named for the characteristic crescendo-decrescendo


whine of its airborne rounds, the DGL fires a more
powerful version of the Dazzler grenade.

IMAGE FILE: Hedgehog

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

Galva Cannon PV - 108 One of the few Meraxillan weapons designed


Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo specifically to penetrate vehicle armor, the Galva
Cannon is often mounted on the Pyramid Troop
VE AV 2U - - 40 un - - 2 - un
Transport.

225

GRENADES & CLOSE DEFENSE WEAPONS

27 3

MERAXILLAN SOVEREIGNTY - ARMY LISTS


PV - PV -
Mishmash Grenade Dazzler Grenade
Combining a corrosive bio-toxin with a combustible flare The Dazzler Grenade, also known as the Photon Flare,
material has led to the so-called mishmash grenade, creates a small area of energy distortion that has a
the effects of which can be sometimes useful, but shimmering appearance. It is used primarily as cover
sometimes not. for advancing troops, but can also incapacitate light
infantry with its initial blast.
Grenade: 2”,1@5+B1,-2 LOS for one full turn.2
Grenade: 2”,7+S, -1LOS for one full turn.
1
Poison Effect / The area of effect grows by 2”
in each resolution phase, with the damage roll
increasing by 2 as well (1@5+B becomes 1@7+B, etc.). Daisy Chain CDW
PV - 21/71
In the resolution phase after a size of 8” is reached,
Ultra-high frequency sound waves constructively
remove the template from the tabletop. In the command
interfere to create a multi-directional sound boom that
phase of each turn in which the effect is active, move
can easily stop a closing enemy in its tracks.
the template d5” in a random direction.

2 Infantry CDW: 3”,2@5+


Unlike the poison effect, the LOS effect does not grow
in size nor move, and dissipates upon the throwing unit’s
next activation. PV - 10
Satchel Charge
Augmentation / Any figure with a satchel charge
that charges a vehicle and passes any required agility
rolls may place the charge by using a HTH die. As soon
as the vehicle next activates, it will suffer an anti-vehicle
2@7+A damage roll with no LOF or LOS modifiers
allowed (though field saves are still possible). This
weapon may never be used against infantry targets.
MERAXILLAN SOVEREIGNTY - ARMY LISTS

THE ALTAI REALMS

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

MERAXILLAN SOVEREIGNTY - ARMY LISTS


on Pathus, calling itself the Altai Realms, began to demand It was during one of several thousand frustrated attempts
galactic recognition, and slowly began an obvious military at sequencing the Altai genetic code that the Vobians
build up that continues to the present day. By A.D. 1994, unknowingly inserted what is called a transposable
the discovery of the Palation Galactic Rift, and a new element into the genomic code of several experimental
attitude of aggression that was supported by advanced subjects. Transposable elements are small virus-like
technologies no one knew they had, firmly established the genetic sequences that rely on host proteins to “jump”
Realms as a viable threat along the Vobian border. them around a genome, usually until they insert within a
spot that suits them. In hindsight, it was simply the sheer
number of manipulations of the Altai genome that lead to
AUDIO FILE - AR6.172:
the improbable event that subsequently occurred: the
“My father became a madman. He lusted for coincident insertion of a transposable element with a
death, for others and himself. By forcing him to cross-reactive protein complement in a single host. What
this meant was that the Vobians had unknowingly created
attack our enemies, I gave him both. That is
a self-sustaining genetic “infection”, a transposable
my burden. That is my pain.” element that could move from genome to genome with
-Altai galactic mediator Scarthus. only the smallest amount of vector required.

To call the eventual effects of this coincidence purposeful


The Fall would be to give the Hegemony too much credit. Vobian
As a whole, the Altai race is afflicted with a peculiar and scientists were criminally negligent, to be sure, but they
devastating form of nervous system degeneration referred were unaware of the plague they had begun to spread.
to colloquially as “The Fall”. The origins of this congenital After several generations, however, The Fall had “infected”
defect, which now affects more than 99% of the population almost the entirety of the Altai race.
on Pathus, can be traced back to the dawn of Altai
civilization. However, it was until the 12th century an Although the exact mechanism by which this plague was
extremely rare disease, with an incidence of perhaps 1 in generated is still hypothetical, it is clear that the “genetic
10,000 births. It was not random chance or natural selection virus” created by Vobian manipulation of the Altai code
resembles a particularly infective native virus of Pathus. and practices were made obsolete. This effect of The Fall,
This native virus had long been known as the cause of a which forces heavy responsibility onto the Altai youth, is
devastating neural degenerative disease that was referred to colloquially as “The Great Sorrow”. Everywhere,
insidiously passed from gestating mother to fetus, lying The Great Sorrow is evident, from the huge tribal
MERAXILLAN SOVEREIGNTY - ARMY LISTS

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:

“Until you have kept your desires still for 800


228 CULTURE years, you may not speak to me of wanting.”
-Altai shaman Arthren.
With the exception of the Starslayers, the Altai are the
most enigmatic of the known sentient races from a human
point of view. While the motives behind a Meraxillan Flux GOVERNMENT
or a Vobian HELL colony may remain somewhat of a
mystery to the Human Confederacy, at least the standard Pathus has no formal constitution or system of voting.
outcome measures of territory and influence seem to This is probably because no tribe or family does either.
apply to both. In the case of the Altai, however, such obvious The spiritual and moral values of the Altai race leave the
ends are rarely sought. Even when they are acquired, it choice of future leaders and officials to the charisma of
seems more an unintended consequence of some other those who desire such positions. In a sense, the Altai
diplomatic effect than a deliberate policy of expansion. feel that they intrinsically “know” to whom power should
be given, and accede it to those who seem morally fit.
The system is also curious for its lack of titles or well-defined
The Great Sorrow job descriptions. All officials are generally referred to as
No aspect of Altai society has been left untouched by “mediators”, and all have bureaucratic, administrative,
The Fall. With almost one-third of the entire population legislative and military duties. The only aspect of mediation
suffering from the later stages of the disease at any given that varies is the level at which it occurs: either at the family,
time, the price levied on family and civic life has been tribal, planetary level. The formation of the Altai Realms in
severe. Because of this tragedy and the spiritual nature A.D. 1953 did not change this structure at all; it simply added
of the Altai, cultural life on Pathus centers on honoring a new level of mediator: galactic.
the ranks of their Fallen elders.
The other sentient races of the Milky Way marvel at both
Before the coming of The Fall, family life was steeped in the simplicity of this governmental system, as well as the
tradition, with age being the primary determinant of status fact that it does not lead to totalitarianism. It appears that
within each extended familial “tribe”. The consequence the culture and spirit of the Altai are such that no one
of The Fall’s propensity for attacking the middle aged has would dare take power if he did not feel he could wield it.
been the abject dissolution of the former family order. With In fact, there are myriad examples of Altai voluntarily giving
very few persons making it past the age of 35 years with up power when they no longer feel that they are fit to
cognition intact, administering tribal and family duties has wield it. The archaic and mysterious government of the
become the domain of the young and inexperienced. In Altai, so alien to the other races, is by far the most stable
just a few decades, thousands of years of traditional beliefs ad long-lived of the governments in the known galaxy.
MILITARY around the Disciple System, former site of the Human
Science Learning Colonies, long thought to be under the
A tragic but necessary consequence of The Fall is the control of the Starslayers. With the very real possibility of
huge numbers of technically involuntary soldiers that make Pathus cooperation with the extra-galactic Starslayer
up a large portion of Altai ground forces. The Altai military menace, Mankind has been slow to challenge Altai
both depends upon and sacrifices its Fallen, living aggression. Though by no means a superpower, the
reminders of the poisoning of their race, for the current situation has left the Realms in the important if
advancement of the species as a whole. On the battlefield, precarious bargaining position of galactic kingmaker.
the ranks of the Fallen are lead by the young.

It is the duty of every Altai youth, precocious by necessity,


to sublimate the psychotic burden of their brethren into a
cohesive tactical and strategic force. Through pain and ADDITIONAL DATA FILES
sorrow, their dolorgenic array manipulators control the
Fallen on the field of battle, bringing their rage to bear on Artifact Weaponry
the enemy. It is an appalling cross to bear: the unending Though the moniker “artifact” is a misnomer, it is easy to
sacrifice of their elders, to ensure their own survival. see why the other races refer to Altai weapons in this
way: they look distinctly ancient. Despite their aged and
weathered appearance, however, the technology driving
these weapons is rather recent. Lacking any obvious
GALACTOPOLITICS triggers of activation devices, artifact weapons require the
insertion of their bearer’s digipodia in a specific sequence
The Altai have been functionally sovereign since the Ulnar in order to function. As a result, they are more worn than
Peace Treaty of A.D. 1587. In this document, the Vobian carried, and require extensive mechanical upgrading if
Hegemony acceded to demands that it not only leave the they are to be used by a member of another race.
systems surrounding Ulna, but also Pathren and those
systems directly adjacent to it. Until recently, however,
true Altai independence had been constantly The Dolorgenic Linkage Array
compromised by the presence of the Vobian Home It is a sad truth on Pathus that those Altai closest to the
Defense Zone (HDZ), another condition of the peace end of a life tortured by the Fall are also those most useful
treaty. The HDZ was a series of largely uninhabited but to the ground forces of the Realms. The ranks of the
strategically placed star systems along the Vobian borders Fallen, brave, fierce, and possessed of limited telepathic
with Meraxillan and Altai space. Vobian occupation of ability, are valuable military assets. The Altai realize this, 229
these systems was meant as a failsafe against a future and have striven to use their technology to utilize their
joint attack by the Meraxillans and Altai. The HDZ stood potential. Part of the utilization process demands that
for centuries as a reminder of Vobian presence in the the displaced anger and exasperated confusion of the
region until just 8 Terran years ago, when the Altai, who Fallen, both signs of late-stage disease, be somehow
had been quietly preparing their forces for decades, controlled. This is accomplished by a device called the

MERAXILLAN SOVEREIGNTY - ARMY LISTS


quickly changed the flavor of politics in the sector. Dolorgenic Linkage Array (DLA).

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

Victory Point Advantages


Glory / At the end of the game, player receives +1 VP for each 100 points of enemy figures that were killed in
HTH combat or by a CDW. This is in addition to any VPs normally gained.

Tactical Rating: 9

Tactical Aspect Value TR Cost


Maximum Unit Size 9 Mob 0
Maximum Ad Hoc Units 25% 0
Maximum Elite Units 25% 0
Maximum Vehicle Units 75% +6
Initial ADR 10 0
Failed Individual Morale Test War Cry 0
Failed Unit Morale Test Regroup +2
Tactical Advantage Faith +1

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

General Access to Enemy Weaponry [Multiply weapon cost by 2].


- replaces any one standard weapon per game.
Access to Non-standard Weaponry [Multiply weapon cost by 1.5].
- replaces any one standard weapon per game.

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.]

Army Extra Grenades [+1 PV per grenade; already included below].


-infantry figures may have one extra grenade choice under “side arm”..

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].

Infantry Unit Bio-Protective Gear [+1 PV per Controller].


Weapon Immunity: Knockback [+1 PV per Masochist].
Weapon Immunity: Stun [+2 PV per Masochist].
Weapon Immunity: Terror [+1 PV per Masochist].

Vehicle Electrified Hull [+20 PV per Golden Skimmer].


Weapon Stabilizers [+10 PV per Mausoleum weapon].
Weapon Stabilizers [+10 PV per Golden Skimmer weapon].

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

Control Sect [elite & exclusive] Fallen Sect


4-9 Controllers 4-9 Fallen

Mausoleum Sect [exclusive] Pain Control [exclusive]


3-6 Mausoleums 3-6 Berserkers
2-4 Masochists

Sapling Sect Seedling Sect


5-9 Saplings 6-9 Seedlings

ALTAI REALMS - ARMY LISTS


Skimmer Wave [exclusive]
2-9 Golden Skimmers
DATA FILE:AR 7.1-09 DATA FILE:AR 7.1-05 DATA FILE:AR 7.1-03

BERSERKER SAPLING SEEDLING


ALTAI REALMS - ARMY LISTS

PV - 26 PV - 18 PV - 09
STATS STATS STATS

Type SI Type SI Type SI


Size 2 Size 2 Size 2
Quality Fanatic Quality Regular Quality Green
Move 4 Sprint Move 6 Move 5

Armor Rating +2 Armor Rating +3 Armor Rating +3


Damage Capacity 1 Damage Capacity 1 Damage Capacity 1
Field Save 9+ Field Save 10+ Field Save n/a

HTH Rating 3@8+ HTH Rating 3@9+ HTH Rating 2@9+


Reflex +1 Reflex 0 Reflex 0
Agility 8 Agility 6 Agility 8

Officer 2L [+50] Officer 2L [+50] Officer 1L [+35]


4L [+110] 3L-1C [+155] 2L-1C [+110]
Hero Cost n/a Hero Cost n/a Hero Cost n/a
Covert Ops 1 [+3] Covert Ops 3I [+10] Covert Ops 2I [+8]

INTEL INTEL INTEL

EQUIPMENT: EQUIPMENT: EQUIPMENT:

Primary Weapon: Primary Weapon: Primary Weapon:


Alpha Artifact Alpha Artifact Alpha Artifact
[+31] [+31] [+31]
Support Weapon: Support Weapon: Support Weapon:
Beta Artifact Beta Artifact Beta Artifact
[+39] [+39] [+39]
Side Arm: Side Arm: Side Arm:
Focus Grenade Razorjack Razorjack
[+6] or [+4] or [+4] or
Caustic Grenade Kinetic Grenade Kinetic Grenade
[+26] or [+5] or [+5] or
232 Stressor CDW Sunburst Grenade Sunburst Grenade
[+8/26] or [+5] or [+5] or
Ultimate Sacrifice CDW Stressor CDW Stressor CDW
[+13] [+8/26] [+8/26]
Augmentation: Augmentation: Augmentation:
None None None

Midway through its life Still youthful but Immature by any


cycle, the Berserker seasoned by the trials standard, Altai
retains most of its of life on Pathus, Seedlings must
moral core, but too Saplings are entrusted necessarily assume a
much exposure to with the best mass- prominent battlefield
battlefield aggression produced technology of role in times of need.
always risks pushing the Altai, which is
itself ever closer unfortunately
SPECIAL
towards the ranks of somewhat limited when
the Fallen. compared to their N/A
galactic adversaries.

SPECIAL
SPECIAL
N/A
N/A

IMAGE FILE FOUND: p.234 IMAGE FILE FOUND: p.233


IMAGE FILE:AR 8.1-03 DATA FILE:AR 7.1-13

SEEDLING CONTROLLER

PV - 69
STATS
Type PI
Size 2
Quality Elite
Move 8

Armor Rating +2
Damage Capacity 1
Field Save 6+

HTH Rating 1@3+V


Reflex 0
Agility 9

Officer 2L-1C [+110]


3L-1C [+155]
Hero Cost +23
Covert Ops 2I [+8]

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]

Few intellectually and


spiritually mature Altai
can be spared as
soldiers. Those that
are assigned military
duties take to the field
IMAGE SOURCE: Josh Deck

ALTAI REALMS - ARMY LISTS


in the phase-powered
DATA FILE FOUND: p.232 Kinetic Enhancement
Frames.

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+

HTH Rating 2@5+K


Reflex +1
Agility 6

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

Nearing the end of


their sentient lifespan
in the Milky Way, the
Fallen lack most of the
basic cognitive abilities
required to discern
right from wrong. As
IMAGE SOURCE: Josh Deck
the Fall worsens, they
begin to take on the DATA FILE FOUND: p.232
character of a group-
mind, a phenomenon
still puzzling to Vobian
scientists.

SPECIAL
N/A

IMAGE FILE FOUND: p.235


IMAGE FILE:AR 8.1-14 DATA FILE:AR 7.1-21

FALLEN MASOCHIST

PV - 70
STATS
Type PI
Size 3
Quality Fanatic
Move 4

Armor Rating 0
Damage Capacity 2
Field Save 7+

HTH Rating 3@6+K


Reflex -2
Agility 3

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

ALTAI REALMS - ARMY LISTS


permanent placement
DATA FILE FOUND: p.234 inside of the massive
Battle Tomb, in which
constant pain
stimulation keeps their
minds from succumbing
to “The Fall”.

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

236 DATA FILE:AR 7.2-03

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

IMAGE FILE: Alpha Artifact Beta Artifact 1 PV - 39


Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
SI AI 2B - 20 40 60 - - - - un

Utilizing stolen Earth technology, the Beta Artifact


incorporates a high-density plasma generator into the
standard Artifact weapon frame, making it the ideal close-
range suppression weapon.

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

POWERED INFANTRY WEAPONS

IMAGE FILE: Omega Artifact Amygdala Stimulus PV - 63


Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo

ALTAI REALMS - ARMY LISTS


PI AI 1 - - un - - 4”,5+S - yes 4

Able to massively over-stimulate the “fight or flight” response


of an enemy, which in humans resides in the region of the
brain called the amygdala, this weapon gives its target some
feeling for what it is like to be trapped in the body of one of
the Fallen. The net effect is to be literally overcome with
fear. For some reason still debated by scientists, the
Omega Artifact PV - 58
response of Matrix organisms to this weapon is
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo indistinguishable from that of sentients, suggesting that all
PI AI 1P1 - 20 40 60 - - - - un complex intelligence shares a common electrical basis.

Altai phase weapon technology is unique in that it gives


Kinetic Wave [KW] PV - 78
the frame in question its own partial existence in the phase
dimension, instead of relying on a phase generator per Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo
se. The Omega Artifact is an example of such a weapon, PI AI 1CK - 5 10 15 - - - - un
and training in its use is ritualized on Pathus in an almost
religious manner. Harnessing the immense negative psychic energy that lies
dormant in even the most stable of Altai, this weapon throws
1
Phase range is between 20” and 40”. a wave of pure kinetic energy out into a wide pattern.
VEHICLE WEAPONS

PV - 110 Large focusing generators pinpoint the combined inner


ALTAI REALMS - ARMY LISTS
Focus Wave
Type Target FR 3+ 5+ 7+ 9+ 11+ AOE IR IF Ammo rage of a vehicle crew towards one fine beam of energy.
This effect is powerful enough to penetrate even the most
VE AV 2U - 40 un - - - 4 - exp 1
heavily armored of vehicle frames, but the energy beam
itself must travel several meters before finally coalescing.

1
Expansive / May not fire at targets that are within 30”

GRENADES & CLOSE DEFENSE WEAPONS

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.

Infantry CDW: 3”,2@5+ 1


Sunburst Grenade
PV - 5
1
Kamikaze CDW / Any figure that uses this
Resembling the Meraxillan Dazzler grenade, the CDW is immediately eliminated.
Sunburst’s obfuscation effect is more pronounced.

Grenade: 2”,7+S, -2 LOS for one turn.


SUMMARY TABLES

CHARTS & FIGURES

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

Pre-game Events 1 Record covert operations .1


2 Terrain set up.
3 Resolve covert operations. 1
4 Assign initiative cards to all units and shuffle.
5 Draw initiative cards for unit placement.

Command Phase 1 Move any poison templates.


2 Declare unit splitting and joining.
3 Assign command cards.

Active Phase 1 Shuffle initiative and command cards.


2 Draw top card:
a] If an initiative card for unit that has not already been activated this turn,
proceed to step 3. 239
b] If a command card for a unit that has not already been activated this turn,
choose whether to activate (proceed to step 3) or ignore.
3 Remove any non-morale counters from unit; unit is now active.
4 Declare if unit is sneaking. 1
5 Resolve any stun counters.
6 Declare unit orders.
7 Move and fire all figures in active unit as allowed by orders.
8 Repeat steps 2 through 7 until all units have been activated.

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

made a unit rally roll.


7 Remove any morale counters as decided by steps 4, 5 and 6.
8 Determine army discipline fraction of broken or eliminated units. 1
9 Calculate current army discipline rating. 1
10 Make discipline roll. 1

1
Events listed in italics only apply if using the corresponding advanced rule.
LOS MODIFIERS LOF MODIFIERS

Terrain Cover 1 Mod. Armor Rating as written


SUMMARY TABLES

Light -1/-2 AI weapon firing at a Vehicle Target -5


Medium -2/-3 If AI weapon is vehicle piercing -2
Heavy -3/-4 AV weapon firing at an Infantry Target -5
1
Attacker’s Movement Mod. Suppression Template -3
Stationary +2 Suppression Fringe 1 -5
2
Walking 0 Each suppressing figure past first +1
Running -2 Covering Fire 3 -2
Sprinting n/a
1
See the rules for suppression fire (page 33).
Jumping n/a 2
LOF modifiers are cumulative.
Flying varies 3
See rules for covering fire (page 31).
2
Sprinting Speed Mod.
0-10” 0
11-20” -1
COVERING FIRE MODIFIERS
21-30” -2
31”+ -3 Unit Direct Covering
Rate Fire Fire 1
LOS modifiers are cumulative. Stationary +2 0
1
All powered infantry (PI) and vehicle targets use the Walking 0 -2
number before the slash. The number after the slash Running -2 -4
applies to standard infantry (SI) only, who are better 1
Covering fire modifiers, like those for movement
able to utilize every nook and cranny that a piece of type, are line-of-fire (LOF) modifiers.
terrain provides. Figures firing through multiple terrain
types use the worst modifier possible from any one
type; do not add terrain modifiers together.
2
Infantry and Anime Mecha only. Sprinting Speed
240 DAMAGE ROLLS OVER 10+
is the maximum distance that an infantry target on
sprint orders could have moved during its most
Target d10 Rolls Needed
recent activation. So, a figure with a Move 6 has
a Sprinting Speed of 12” while on sprint orders, 11+ 10, followed by 6+
even if it only chooses to move 8”. Place a 12+ 10, followed by 6+,
sprinting counter next to any unit on sprint orders
followed by another 6+
to represent this effect. Vehicles may not receive
sprinting speed LOS modifiers. 13+ Not possible

ORDERS

Order Max. Mvmt. Active Fire Covering Fire Enter HTH?


Aim none none none No
Maneuver: Sprint up to x3 none none Yes
Maneuver: Jump x2 or x3 none none Yes
Maneuver: Charge up to x3 none none Yes; +2 reflex roll
Fire: Cohesive up to x2 Any wpn none No
Fire: Primary up to x2 Prm wpn Sppt wpn or side No
Fire: Secondary up to x2 Sppt wpn or side Prm wpn No
Suppression: Primary none Prm wpn Sppt wpn or side No
Suppression: Secondary none Sppt wpn or side Prm wpn No
Vehicle [non-mecha] up to x3 Any wpn Any one wpn No
TROOP QUALITIES

Troop Quality Morale Min. Unit Size 1 Other


Green 6+ 6 n/a
Regular 5+ 5 n/a
Veteran 5+ 4 n/a
Matrix 4+ 62 Ignore individual morale tests.
Fanatic 2+ 5 n/a
Linked 4+ 4 May declare orders by fire team .3
Elite 3+ 4 May declare orders independently.
4
Vehicle 3+ 2 May declare orders independently.

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.

REFLEX ROLL MODIFIERS HTH MORALE TEST MODIFIERS

Figure charged 1 +2 Charging Figure is: Modifier


Figure is of a higher size class +2 Smaller [<] +2
For each friendly figure that has Same Size [=] 0
already attacked the same enemy Larger [>] -2
in HTH this turn. +2
Figure is prone -2 241
Figure is shaken -4
Figure is broken -4 FIRING INTO HTH
Figure is stunned -6
Roll Effect
All reflex roll modifiers are cumulative. 1-3 Friendly figure hit (randomize).

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).

STUN RECOVERY INDIRECT FIRE SCATTER

Stun Recovery Roll Modifiers Indirect Fire Scatter 1


Size [per size class] +1 Unspotted d10”
Matrix Figures +2 Spotted d5”
SUMMARY TABLES

Each subsequent roll after the first +1 1


Note that, unlike direct fire, indirect fire is assumed
to follow a high arc and will therefore land at the
highest point above its determined point of impact.

FIRE CLUSTER RADIUS


AOE WEAPON SCATTER
Template Radius Add
2” +1/2” [AOE] Direct Fire Scatter
3” +1” Target - 3+/5+ d5”
4” +1-1/2” Target - 7+/9+/11+ d10”
VEHICLES

Vehicle Type Turn Cost Passengers Dmg Chart Other


SUMMARY TABLES

Mecha 0.5 / 1 / 1.5 n/a n/a May enter heavy terrain.


Anime Mecha none n/a n/a May enter heavy terrain.
Light Vehicle 1/2/3 n/a n/a none.
APC 1.5 / 3 / 4.5 SDC*6 n/a Immune to stun weapons.
AFV 2/4/6 SDC*6 As written Immune to stun weapons.

AFV DAMAGE CHART


RAM DAMAGE RESOLUTION
Roll Effect
Ramming Target
01-20 Lose 1/4 of base movement1,2 (round up).
Vehicle’s Speed Damage Roll1
21-80 Lose one weapon 2 (attacker’s choice).
Walking 7+
81-00 Damaged: lose one from DC.
Running 5+
1
Rounding occurs before movement is Sprinting 3+
subtracted. For example, a vehicle with a base
1
movement of 9” will lose 3” of movement every Damage rolls due to ramming always ignore
time this result is rolled. the AR of an infantry target, but never the AR of
2
If a vehicle with no movement left suffers a hit a vehicle target.
that removes movement, or a vehicle with no
weapons left suffers a hit that removes a weapon, Ramming Number Of
Vehicle’s Size Damage Dice
the damaging hit will instead remove a point of
damage capacity. 4 1
5 2
6+ 3

242 TARGETING CREW

Die Roll 1 Effect


1-6 Closest Crewmember
DODGING VEHICLES
7-10 Weapon 2
Ramming Agility
1
If the die roll indicates a target that is not within Vehicle’s Speed Roll Modifier
LOS of the firing figure, simply roll against the nearest Walk -2
target that can be seen.
2 Run 0
Crew-served weapons are considered to be
vehicle targets with an armor rating of 0 and a Sprint +2
damage capacity of 1.

OFFICER LEVELS

Officer Level 1 Effects


Leader 1 Reduce minimum unit size by 1.
Leader 2 Reduce minimum unit size by 1; 1 attack chit.
Leader 3 Reduce minimum unit size by 2; 1 attack chit.
Leader 4 Reduce minimum unit size by 2; 2 attack chits.
Commander 1 +1 bonus to individual morale tests and individual rally rolls; 1 command card.
Commander 2 +1 bonus to individual morale tests and individual rally rolls; 2 command cards.
Focal point 1 Reduce matrix minimum unit size by 1.
Focal point 2 Reduce matrix minimum unit size by 2.

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

Terrain Mvmt. LOS Max.


Type Rate Modifier 1 Depth 2
MOVEMENT TYPES
Light 3/4 -1 or -2 6” 243
Move Maximum LOF Medium 1/2 -2 or -3 4”
Type Distance 1 Modifier
Heavy 1/4 -3 or -4 2”
Stationary change facing only +2 to ranged fire
1
Walking up to Move no modifier
The first line-of-sight modifier applies to powered
infantry, the second to standard infantry. If more
Running up to 2x Move -2 to ranged fire
than one terrain type applies, use the one with
2
Sprinting up to 3x Move n/a the worst (lowest) modifier Remember that PI need
Jumping 2
see below n/a to be touching a terrain feature to benefit from its
Flying 2 see below see below
LOS modifier, while SI need only be within 1” of a
terrain feature.
All figures may change facing freely throughout their 2
This applies to direct fire that originates from both
movement, but must choose a final facing at the end of outside and inside the terrain in question; no direct
movement for covering purposes. fire may cross more than the maximum depth listed
for each terrain type.
1
A figure’s maximum distance is the furthest distance
it could have moved while using the stated movement
Be sure to discuss any ambiguous terrain before
type. For example, a Figure with a Move of 5 has a
play begins.
maximum distance of 5” while walking and 10” while
SUMMARY TABLES

running.
2
Only certain figures may use these movement types.

GRENADE DISTANCES

Thrower’s Base Target Roll


FLIGHT & GRENADES Size 5+ 7+ 9+
1 4” 6” 8”
Flight Level To-Hit Hit Miss
2 8” 12” 16”
1 5+ d2” d5”
3 12” 18” 24”
2 7+ d2” d5+1”
Grenade Scatter: always d5”, to a maximum of 1/2 the
3 9+ d2” d5+2” distance thrown.
COUNTERS & TEMPLATES ARMY DISCIPLINE TRACKER

ADR 12 11 10 09 08 07 06 05 04 03 02 01

NO MORALE -1 TO INDIVIDUAL -1 TO INDIV. & UNIT


PENALTY MORALE TESTS MORALE TESTS

Keep on table edge as a reminder of any Discipline Effects

FEED RATE 2 CONE WEAPON


SUPPRESSION TEMPLATE
TEMPLATE

Bisecting Line
LOF MODIFIERS:
-3 IN TEMPLATE
-5 IN FRINGE

244

FEED RATE 3
SUPPRESSION
TEMPLATE

LOF MODIFIERS:
-3 IN TEMPLATE
-5 IN FRINGE

FEED RATE 4 FEED RATE 2


SUPPRESSION SUPPRESSION
TEMPLATE TEMPLATE

LOF MODIFIERS: LOF MODIFIERS:


-3 IN TEMPLATE -3 IN TEMPLATE
-5 IN FRINGE -5 IN FRINGE
A.O.E.
TEMPLATE

A.O.E.
TEMPLATE
2”
1”

A.O.E.
TEMPLATE
245

3”

COUNTERS & TEMPLATES


LD1 HAYWIRE
OUT OF PRIMARY PRIMARY PRIMARY PRIMARY FLYING
CONTROL COVER COVER COVER
VEHICLE SUPPRESS UNIT 1
VEHICLE
0 0 0
COUNTERS & TEMPLATES

LD1
PRIMARY PRIMARY PRIMARY PRIMARY FLYING
STATIC SHAKEN
TROOPER COVER COVER COVER SUPPRESS UNIT 2
VEHICLE
-2 -2 -2
LD1

STUNNED SHAKEN PRIMARY PRIMARY PRIMARY PRIMARY FLYING


LD1 TROOPER TROOPER COVER COVER COVER SUPPRESS UNIT 3
-4 -4 -4

LD2
STUNNED SHAKEN SUPPORT SUPPORT SUPPORT SUPPORT SNEAKING
TROOPER TROOPER COVER COVER COVER SUPPRESS UNIT 1
0 0 0
LD2

STUNNED SHAKEN SUPPORT SUPPORT SUPPORT SUPPORT SNEAKING


TROOPER TROOPER COVER COVER COVER SUPPRESS UNIT 2
LD2 -2 -2 -2

LD3 BROKEN BROKEN SUPPORT SUPPORT SUPPORT SUPPORT SNEAKING


COVER COVER COVER SUPPRESS UNIT 3
UNIT UNIT
-4 -4 -4

246
LD3

BROKEN BROKEN SIDEARM SIDEARM SIDEARM WEAPON WEAPON


UNIT UNIT COVER COVER COVER STOPPAGE STOPPAGE

LD3 0 0 0

BROKEN BROKEN SIDEARM SIDEARM SIDEARM


LD4 UNIT UNIT COVER COVER COVER AIM AIM

-2 -2 -2

LD4
SPRINTING SPRINTING SIDEARM SIDEARM SIDEARM
UNIT UNIT COVER COVER COVER AIM AIM

-4 -4 -4
CM1

ATTACK ATTACK ATTACK ATTACK ATTACK ATTACK ATTACK


CHIT CHIT CHIT CHIT CHIT CHIT CHIT
CM1

CM1 CM2 CM2 CM2 FP1 FP1 FP1 FP2 FP2 FP2

POI POI POI POI POI POI POI POI POI POI

Note: POI represents Point Of Impact


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 /

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 /

PLAYER ARMY SHEETS

PV / PV /
STATS STATS

Type Type
Size Size
Quality Quality
Move Move

Armor Rating Armor Rating


Damage Capacity Damage Capacity
Field Save Field Save

HTH Rating HTH Rating


Reflex Reflex
Agility Agility

Officer Officer

Hero Cost Hero Cost


Covert Ops Covert Ops

INTEL INTEL
EQUIPMENT: EQUIPMENT:

Primary Weapon: PV Primary Weapon: PV

248

Support Weapon: PV Support Weapon: PV

Side Arm: PV Side Arm: PV

Augmentation: PV Augmentation: PV

Notes / Notes /

DEFIANCE / ©MJXIIgames DEFIANCE / ©MJXIIgames


VEHICLE DESIGNATION /

PV / INTEL
STATS

Type EQUIPMENT:

Size Primary Weapon: PV


Quality
Move

Armor Rating Secondary Weapon: PV


Damage Capacity
Field Save

Tertiary Weapon: PV
HTH Rating
Reflex

Fire Actions Quaternary Weapon: PV


Passengers
Entry Arcs

Augmentation PV
Notes /

DEFIANCE / ©MJXIIgames

249
VEHICLE DESIGNATION /

PV / INTEL
STATS

Type EQUIPMENT:

Size Primary Weapon: PV


Quality
Move

Armor Rating Secondary Weapon: PV


Damage Capacity
Field Save
PLAYER ARMY SHEETS

Tertiary Weapon: PV
HTH Rating
Reflex

Fire Actions Quaternary Weapon: PV


Passengers
Entry Arcs

Augmentation PV
Notes /

DEFIANCE / ©MJXIIgames
DEFIANCE VITAL GROUND MJXIIgames
PLAYER ARMY SHEETS ARMY DESIGNATION /

ARMY LIST
Tech Level / Strategy Rating / Neo-Tech Level /

Victory Point Advantages

TACTICAL RATING /

Tactical Aspect Value TR Cost

Maximum Unit Size


Maximum Ad Hoc Units
Maximum Elite Units
Maximum Vehicle Units
Initial ADR
Tactical Advantage
Failed Figure Morale Test
Failed Unit Morale Test

Notes /

250

FRAME RATING /

Frame Aspect Limitation FR Cost

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 /

PLAYER ARMY SHEETS

Vehicle /

DEFIANCE / MJXIIgames
DEFIANCE VITAL GROUND MJXIIgames
PLAYER ARMY SHEETS
UNITS
UNIT DESIGNATION / UNIT DESIGNATION /

UNIT DESIGNATION / UNIT DESIGNATION /

UNIT DESIGNATION / UNIT DESIGNATION /

252 UNIT DESIGNATION / UNIT DESIGNATION /

UNIT DESIGNATION / UNIT DESIGNATION /

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

part of the covert operations rules.


Augmentation [p. 12,53] / Advanced rules
that allow for certain upgrades to be given to specific Direct Fire [p. 30] / Ranged fire that occurs
figures. when the firing figure can see its target.

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

the damage roll that does not apply to AOE templates


Field Piercing [p. 37] / Weapon effector that (only to-hit rolls).
ignores the field save of its target.
Lob [p. 43] / Throwing a grenade at a target that
Field Save [p. 11] / Infantry and vehicle statistic cannot be seen.
that gives the target d10 roll needed to ignore a damaging hit.
Mob Formation [p. 14] / Doubles minimum
Figure [p. 13] / Infantry or vehicle that is based and maximum unit size, at the cost of reduced leader and
separately on the tabletop. commander effectiveness; only available to certain armies.

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.

Support Weapon [p. 12] / Weapon commonly


given to a particular troop type in limited number; typically,
more powerful or specialized than a primary weapon.

Suppression Fire [p. 24] / Orders in which a


unit fires some or all of its weapons into a suppression
template, which will affect all figures that touch it.

Tactical Rating [p. 65] / Refers to the relative


GLOSSARY & INDEX

emphasis an army places on battlefield flexibility; part of


the army customization rules.

Tag [p. 16] / Rolling 1 less than the target damage


roll and forcing an individual morale test.

Targeting Rules [p. 28] / Rules that define which


enemy units may be fired upon by a given figure or unit.

Target Damage Roll [p. 28] / D10 roll needed


to score a successful damaging hit on a target figure.

Target Hiding Roll [p. 54] / D10 roll needed


for a successful hiding attempt; part of the covert
operations rules.

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