VBAM Jovian Cronicles

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The document discusses the rules for a wargame involving space combat and discusses different phases in a turn order as well as rules for movement, combat, research, and more.

The different phases in a turn order discussed include the Income Phase, Turn Orders Phase, Tech Phase, Intel Phase, Movement Phase, Combat Phase, Construction Completion Phase, and Update Asset Phase.

The rules covered for movement include strategic movement on a map, movement costs, fleet maneuver ratings, civilian fleets, and basing capacity limitations.



INTRODUCTION
Contents CC 4.3 Advanced Dedicated Missions................20
CC 4.3.1 Dedicated Squadron Missions...............20
CC 4.3.1.1 Anti-Ship Squadron (CSCR Skirmish
Only)..................................................21
1.0 Introduction............................ 5 CC 4.3.1.2 Anti-Fighter Squadron......................21
1.1 What’s New for VBAM Players.............. 5 CC 4.3.2 Dedicated Flight Missions.....................21
CC 4.3.2.1 Anti-Ship........................................21
1.2 What’s New for Lightning Strike
Players................................................. 6 CC 4.3.2.2 Anti-Fighter.....................................21
CC 4.3.2.3 Turret Suppression...........................22
2.0 Rules........................................ 7 CC 4.3.2.4 Full Escort.......................................22
2.7.1 Lightning Strikes...................................22
2.1 Referencing Rules from Other
Supplements........................................ 7 2.7.2 Attrition Damage...................................24
2.2 Income Phase....................................... 7 2.7.3 Using VBAM: Jovian Chronicles with
Lightning Strike.................................24
CG 4.1 Wartime Economics.............................. 7
2.7.3.1 Generating Lighting Strike Scenarios.......24
2.3 Turn Orders Phase................................ 8 2.7.3.1.1 Interception Scenarios........................24
CC 6.2 New Diplomatic States.......................... 8 2.7.3.1.2 Breakout Scenarios............................25
Non-Intercourse Treaty (-10)...............................8 2.7.3.1.3 Pursuit Scenarios...............................25
Tribute Treaty (80).............................................8 2.7.3.2 Translating Damage between VBAM and
Naval Appropriation Treaty (100).........................9 Lightning Strike....................................... 25
Partnership Treaty (-30)...................................10 CG 4.6 Bombardment Accidents......................25

2.4 Tech Phase......................................... 11 2.8 Construction Completion Phase.......... 25


2.4.1 Research Projects..................................11 CG 4.10 Extended Construction Time...............25
CC 7.6 Extended Base Construction Rules.........25
2.5 Intel Phase......................................... 12
CC 7.13 Emergency Production........................26
CC 5.3 Special Forces.....................................12
CC 7.9 Unit Availability...................................27
CC 5.3.1 Hidden Movement.............................12
Option 1: Availability Percentages......................28
2.6 Movement Phase................................ 13
2.9 Update Asset Phase............................ 28
CG 4.22 Stealth and Concealed Movement........13
2.9.1 Basing Capacity....................................28
2.6.1 Strategic Movement and the Jovian Chronicles
Map............................................................13 2.9.2 Ground Unit Deployment Limitations........29
2.6.1.1 Movement Costs...................................13 CG 4.12 Slower Population Increases...............29
2.6.1.2 Fleet Maneuver Rating...........................13 2.10 Other Rules...................................... 29
2.6.1.3 Special Fleet Maneuver Ratings...............13 2.10.1 Unit Special Abilities.............................29
2.6.1.3.1 Slow Fleet Maneuver Ratings...............13 CC 7.1 Unit Special Abilities..............................29
2.6.1.3.2 Local Fleet Maneuver Ratings...............13 Field Repair.....................................................29
2.6.1.4 Jovian Chronicles Map Notes...................14 CG 5.1.4.7 Carrier...........................................29
2.6.2 Civilian Fleets.......................................14 2.10.1.1 New Unit Abilities................................30
2.6.2.1 Trade Fleets in Combat..........................14 2.10.1.1 Close Combat.....................................30
2.6.2.2 USN Guard Intervention.........................15 2.10.1.2 Exo-Armor.........................................30
2.6.2.3 Trade Fleets and Intel Missions...............15 2.10.1.3 Exo-Suit............................................30
2.7 Combat Phase.................................... 16 2.10.1.4 Hardpoint...........................................31
CG 3.6.1.1 Basic Supply Route........................16 2.10.1.5 Large................................................31
CG 3.6.1.3 Military Supply Ships......................16 2.10.1.6 MagSail.............................................31
CG 4.3 Extended Supply Lines.........................17 2.10.1.7 SolarSail............................................32

CC 2.4.1 Asteroid Fields.................................17 CC 7.2 Planetary Facilities and Installations.........32

CC 2.4.1.1 Asteroid Combat..............................17 CC 7.2.1 Supply Depot.....................................33

CC 2.4.1.2 Asteroid Fields.................................18 CC 7.2.2 Orbital Supply Depot...........................33


CC 7.2.4 Orbital Shipyard.................................33
CC 2.4.3 Dust Clouds.....................................18
CC 7.2.5 Repair Dock.......................................33
CG 4.17 CSCR Skirmish Rules.........................18
CC 7.2.6 Listening Post.....................................34
CG 4.4 Ship Security Detachments...................18
CC 7.2.8 Military Institute.................................34
CC 4.2 Ramming...........................................19
CC 7.2.11 Starport...........................................34
CC 4.2.1 Ships vs. Non-Flight Units....................19
CC 7.2.12 Supply Cache...................................35
CC 4.2.2 Flights vs. Flights................................20
2.10.2.1 New Facilities and Installations..............36
CC 4.2.3 Flights vs. Non-Flight Units..................20

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INTRODUCTION
2.10.2.1.1 Orbital Infrastructure........................36 3.0 The Past as Prologue............ 62
2.10.2.1.1.2 Orbital Manufacturing Facility..........36
3.1 Return to Space (2020-2030)............. 63
2.10.2.1.1.4 Orbital Military Base.......................38
2.10.2.1.1.5 Orbital Infrastructure in Combat .....38 3.2 The Exploration Years (2030-2070)... 63
2.10.2.2 Orbital Starport..................................39 3.3 Depression (2070-2210).................... 64
2.10.3 Drones...............................................39 3.4 New Beginning (2185-2210).............. 65
2.10.3.1 Drone Attributes.................................40
2.10.4 Equipment..........................................41 4.0 The Solar Nations.................. 66
2.10.4.1 Combining Equipment with 4.9 Research
Projects...............................................41 4.1 The Jovian Confederation................... 66
2.10.4.2 Equipment and Weapon VBAM Effects 4.1.1 Jovian Armed Forces..............................67
Charts.................................................42
4.2 CEGA.................................................. 68
2.10.5 Aces..................................................44
4.2.1 The CEGA Navy.....................................69
2.10.5.1 Ace Rank...........................................44
2.10.5.2 Space Combat Experience....................45 4.3 Venus................................................. 69
2.10.5.3 Experience Points from Military Institutes46 4.3.1 Cooperative Venusian Naval
Administration......................................70
2.10.5.4 Spending Experience Points..................46
2.10.5.5 Ace Assignments.................................47 4.4 Mercury.............................................. 71
2.10.5.6 Reassignment of Aces..........................48 4.4.1 The Mercurian Forces.............................73
2.10.5.7 Officers and the Results of Combat........49 4.5 Mars................................................... 73
2.10.5.7.1 Surviving Space Combat...................49 4.5.1 The Martian Armies...............................74
2.10.5.7.2 Surviving Orbital Bombardment..........49 4.5.2 Mars Free Republic................................75
2.10.5.8 Capturing and Rescuing Enemy Officers 50 4.5.2.1 The Republic Army................................75
2.10.5.9 Elite Officer Intel Missions....................50 4.5.3 Mars Federation....................................76
2.10.5.9.1 Espionage Missions...........................51 4.5.3.1 The Federation Army.............................76
2.10.5.9.2 Sabotage Missions............................51
4.6 Titan................................................... 76
2.10.5.10 Insurgency.......................................52
2.10.6 Army Grade Levels...............................52 4.7 Nomads.............................................. 77
2.10.6.1 Ground Combat Experience..................53 4.7.1 The Nomad Fleets.................................79
2.10.6.2 Army Grade Levels..............................54 4.8 STRIKE............................................... 79
2.10.6.3 Army Grade Reassignments..................54 4.8.1 STRIKE Fleet........................................80
2.11 Sharing a Location............................ 54 4.9 United Space Nations......................... 80
2.11.1 Terrestrial Locations.............................55 4.9.1 Solar Cross...........................................81
2.11.1.1 Getting a Foothold...............................55 4.9.2 The Mailed Fist of Peace.........................81
2.11.1.1.1 Orbital Assets and Census.................56
2.11.1.2 Peacetime Sharing..............................56 5.0 Scenarios............................... 82
2.11.2 Space Locations..................................56
5.1 2214 Scenario (2-8 Players)............... 82
2.11.2.1 Getting a Foothold...............................56
5.1.1 Overview..............................................83
2.11.2.1.1 Secret Installations...........................56
5.1.2 Victory Conditions.................................83
2.11.2.2 Access to Space Resources...................57
5.1.2.1 Determining Game End..........................86
2.11.3 Trade with a Shared Location................57
5.1.3 2214 Scenario Map................................87
2.12 RPG Character Integration 5.1.4 CEGA Setup..........................................88
(Optional).......................................... 57
5.1.4.1 Government.........................................88
2.12.1 RPG Scenario Generation......................57
5.1.4.2 List of Systems.....................................88
2.12.1.1 Intel Missions.....................................57
5.1.4.3 Equipment Availability...........................88
2.12.1.2 Diplomacy..........................................58
5.1.4.4 Starting Unit Point Pool..........................89
2.12.1.3 Military Options...................................58
5.1.4.5 Starting Experience Point Pool................89
2.12.1.4 Outlaws and Pirates.............................58
5.1.4.6 Starting Diplomatic Relations..................89
2.12.2 Character Conversion...........................59
5.1.4.7 NPE AIX Values (Optional)......................89
2.12.2.1 Converting from RPG to VBAM..............59
5.1.5 Jovian Confederation Setup....................89
2.12.2.2 Character Level Conversion..................59
5.1.5.1 Government Type.................................89
2.12.2.3 Character Skill to Elite Officer Ability
Conversion..........................................59 5.1.5.2 List of Systems.....................................90
2.12.3 Converting from VBAM to RPG...............61 5.1.5.3 Equipment Availability...........................90
2.12.3.1 Converting Experience Points................61 5.1.5.4 Starting Unit Point Pool..........................90

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INTRODUCTION
5.1.5.5 Starting Experience Point Pool................91 5.2 Open Scenario.................................. 106
5.1.5.6 Starting Diplomatic Relations..................91 5.2.1 Overview............................................ 106
5.1.5.7 NPE AIX Values (Optional)......................91 5.2.2 Victory Conditions............................... 106
5.1.6 Venus Setup.........................................91 5.2.3 Colonization........................................ 106
5.1.6.1 Government Type.................................91 5.2.4 Open Scenario Map.............................. 107
5.1.6.2 List of Systems.....................................91
5.2.5 Setup................................................ 108
5.1.6.3 Equipment Availability...........................92
5.2.6 Faction Capitals................................... 108
5.1.6.4 Starting Unit Point Pool..........................92
5.1.6.5 Starting Experience Point Pool................92
5.3 Intro Scenario (Two players)........... 108
5.1.6.6 Starting Diplomatic Relations..................92 5.3.1 Victory Conditions............................... 108
5.1.6.7 NPE AIX Values (Optional)......................92 5.3.1.1 Venus................................................ 108
5.3.1.2 Mercury............................................. 109
5.1.7 Mercury Setup......................................93
5.1.7.1 Government Type.................................93 5.3.2 Intro Scenario Map.............................. 109
5.1.7.2 List of Systems.....................................93 5.3.3 Venus Setup....................................... 109
5.1.7.3 Equipment Availability...........................93 5.3.3.1 Government Type............................... 109
5.1.7.4 Starting Unit Point Pool..........................93 5.3.3.2 List of Systems................................... 109
5.1.7.5 Starting Experience Point Pool................94 5.3.3.3 Equipment Availability......................... 110
5.1.7.6 Starting Diplomatic Relations..................94 5.3.3.4 Starting Unit Point Pool........................ 110
5.1.7.7 NPE AIX Values (Optional)......................94 5.3.3.5 Starting Experience Point Pool.............. 110
5.1.8 Mars Free Republic Setup.......................94 5.3.3.6 Starting Diplomatic Relations................ 110
5.1.8.1 Government Type.................................94 5.3.4 Mercury Setup.................................... 110
5.1.8.2 List of Systems.....................................94 5.3.4.1 Government Type............................... 111
5.1.8.3 Equipment Availability...........................95 5.3.4.2 List of Systems................................... 111
5.1.8.4 Starting Unit Point Pool..........................95 5.3.4.3 Equipment Availability......................... 111
5.1.8.5 Starting Experience Point Pool................95 5.3.4.4 Starting Unit Point Pool........................ 111
5.1.8.6 Starting Diplomatic Relations..................95 5.3.4.5 Starting Experience Point Pool.............. 111
5.1.8.7 NPE AIX Values (Optional)......................96 5.3.4.6 Starting Diplomatic Relations................ 111
5.1.9 Mars Federation Setup...........................96
5.1.9.1 Government Type.................................96
6.0 Acknowledgements and
5.1.9.2 List of Systems.....................................96 Credits................................. 112
5.1.9.3 Equipment Availability...........................97 Design Credits........................................ 112
5.1.9.4 Starting Unit Point Pool..........................97
Contact Victory by Any Means Games..... 113
5.1.9.5 Starting Experience Point Pool................97
5.1.9.6 Starting Diplomatic Relations..................97
Contact Dream Pod 9.............................. 113
5.1.9.7 NPE AIX Values.....................................97 Copyright Information............................ 113
5.1.10 Titan Setup.........................................98
5.1.10.1 Government Type................................98 7.0 Appendices........................... 114
5.1.10.2 List of Systems...................................98 7.1 Appendix A – Ships and Units of the
5.1.10.3 Equipment Availability..........................98 Jovian Chronicles............................. 114
5.1.10.4 Starting Unit Point Pool........................99 7.1.1 Common Units.................................... 114
5.1.10.5 Starting Experience Point Pool...............99 7.1.1.1 Ships................................................ 114
5.1.10.7 NPE AIX Values...................................99 Heavy Lift Vehicle (HLV)................................. 114
5.1.11 Nomad Setup......................................99 Patrol Cutter................................................. 114
5.1.11.1 Government Type................................99 Ebiiru-class Cargo Ship................................... 114
5.1.11.2 List of Systems................................. 100 Inari-class Cargo Ship.................................... 115
5.1.11.3 Equipment Availability........................ 101 Transporter................................................... 115
5.1.11.4 Starting Unit Point Pool...................... 101 7.1.1.2 Exo-Armors........................................ 115
5.1.11.5 Starting Experience Point Pool............. 101 Apollo ....................................................... 115
5.1.11.6 Starting Diplomatic Relations.............. 101 Hoplite ....................................................... 116
5.1.11.7 NPE AIX Values................................. 101 7.1.2 Jovian Confederation Military Units........ 116
5.1.12 Random Event Chart.......................... 102 7.1.2.1 Ships................................................ 116
5.1.13 Raiders and STRIKE........................... 104 Corsair-class Frigate....................................... 116
5.1.14 United Space Nations......................... 105 Alexander-class Destroyer............................... 116
5.1.14.1 Geneva Hospital Ships....................... 105 Athena-class Destroyer................................... 116

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INTRODUCTION
Javelin-class Missile Cruiser............................. 116 CM-11 Barracuda........................................... 126
Thunderbolt-class Cruiser............................... 117 7.1.3.4 Exo-Suits........................................... 127
Ypres-class Battleship..................................... 117 CS-04 Minotaur............................................. 127
Intrepid-class Transport.................................. 117 CS-08 Kobalt................................................. 127
Forge-class Patrol Carrier................................ 117 7.1.4 Venusian Military Units......................... 127
Valiant-class Strike Carrier.............................. 118 7.1.4.1 Ships................................................ 127
Godsfire-class Command Carrier...................... 118 Senator-class Corvette................................... 127
Majestic-class Fleet Carrier.............................. 118 Imperator-class Patrol Cruiser......................... 127
Gagarin-class Fleet Tender.............................. 118 Huang-Ti-class Observer................................. 127
Lennox-class Cargo Ship................................. 119 Chieftain-class Escort Cruiser.......................... 128
7.1.2.2 Exo-Armors........................................ 119 Gao-Tzu-class Defense Cruiser......................... 128
EAL-04A Pathfinder........................................ 119 Tsar-class Heavy Cruiser................................. 128
EAL-04A Pathfinder Sniper.............................. 119 Shan-Yu-class Battlecruiser............................. 128
Eal-04A Pathfinder Command.......................... 119 Satrap-class Transport Carrier......................... 128
EAL-04NA Hector........................................... 119 7.1.4.2 Exo-Armors........................................ 129
EAM-03A Retaliator........................................ 120 G-1 Ryu....................................................... 129
EAH-01A Vindicator........................................ 120 G-1 Ryu Bonebreaker..................................... 129
EAH-07 Stormrider......................................... 120 G-4 Kaminari................................................. 129
EAT-02 Mentor............................................... 120 G-6 Guan Gung............................................. 129
7.1.2.3 Fighters............................................. 120 G-8 Korikaze................................................. 130
IM-04 Archer................................................. 120 GG-2 Sakura................................................. 130
IM-05 Intruder.............................................. 121 VEA-05 Oni................................................... 130
IM-07 Peacekeeper........................................ 121 VEA-09 Er-Lang............................................. 130
IM-09R Lancer............................................... 121 7.1.4.3 Fighters............................................. 130
IM-09R-P Pilum Lancer................................... 121 GF-09 Brunnhilde........................................... 130
7.1.2.4 Exo-Suits........................................... 121 GF-13 Siegfried............................................. 131
ES-03 Falconer.............................................. 121 GF-115 Rienzi............................................... 131
ES-09 Decker................................................ 122 GF-204 Alberich............................................. 131
7.1.3 CEGA Military Units.............................. 122 7.1.4.4 Exo-Suits........................................... 131
7.1.3.1 Ships................................................ 122 S-2 Tanuki.................................................... 131
Hydra-class ADB............................................ 122 S-7 Kitsune................................................... 132
Ch’in-class Drone Boat................................... 122 7.1.5 Mercury............................................. 132
Bricriu-class Corvette..................................... 122 7.1.5.1 Ships................................................ 132
Hachiman-class Destroyer............................... 122 Erel-class Corvette......................................... 132
Uller-class Missile Cruiser................................ 122 Nephilim-class Battleship................................ 132
Constantinople-class MAV............................... 123 Ophan-class Magsail Barge.............................. 132
Tengu-class Escort Carrier............................... 123 7.1.5.2 Exo-Armors........................................ 133
Birmingham-class Attack Carrier...................... 123 HA-101 Brimstone......................................... 133
Hammerhead-class Dreadnought..................... 123 HA-102 Bael.................................................. 133
Narwhal-class Bombard.................................. 123 7.1.5.3 Fighters............................................. 133
Poseidon-class Battleship................................ 124 Agares-class Fighter....................................... 133
Detroit-class Fleet Support Ship....................... 124 7.1.5.4 Exo-Suits........................................... 133
Appalachian-class Cargo Ship.......................... 124 Hellhound Exo-Suit........................................ 133
7.1.3.2 Exo-Armors........................................ 124 7.1.6 Mars.................................................. 134
CEA-01J Syreen............................................. 124 7.1.6.1 Ships................................................ 134
CEA-05 Wyvern............................................. 125 Federation Troy-class Monitor.......................... 134
CEA-05 Wyvern Bomber.................................. 125 Zulu-class Frigate.......................................... 134
CEA-05 Wyvern Command.............................. 125 7.1.6.2 Exo-Armors........................................ 134
CEA-09 Cerberus........................................... 125 Defender...................................................... 134
CEA-14 Fury.................................................. 125 Explorer....................................................... 134
CEA-21 Dragonstriker..................................... 125 7.1.6.3 Exo-Suits........................................... 135
7.1.3.3 Fighters............................................. 126 Sabertooth.................................................... 135
CF-03 Wraith................................................. 126 Sand / Sky Stalker......................................... 135
CF-03 Wraith-SI............................................ 126
CF-08 Wight.................................................. 126

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INTRODUCTION
1.0 INTRODUCTION
Welcome to the Victory by Any MeAns: JoViAn
chronicLes sourcebook! This product will allow
players to take their Jovian Chronicles campaigns
to the next level. Combined with Dream Pod
9’s line of roleplaying and tactical products,
players can now engage their enemies at any level
within the Jovian Chronicles setting. This book,
in particular, will enable players to look at the “big
picture” as the struggle for control of the solar system
unfolds. When combat occurs, players can either use the
Victory by Any Means (VBAM) Campaign Strategic Combat
Resolution (CSCR) system or Dream Pod 9’s Lightning
strike, 2nd edition tactical rules to resolve the action.

This book is broken down into several major sections. First, there is a chapter
devoted to campaign rules, indicating which VBAM optional rules should be used,
as well as all new rules that are required to accurately portray the Jovian Chronicles
setting in a VBAM campaign. Any VBAM optional rules not found in the main
Campaign Guide will be duplicated there. This section follows the same order
as the rules presented in the Campaign Guide, so linking up what’s changed and
what’s been added makes it easy to integrate the new and existing rules.

The next chapter contains a general history of the setting, followed by a breakdown
of the various factions and the military units they field.

Following that is the scenario section, which contains all of the maps, information,
and guidelines necessary to run a Jovian Chronicles campaign.

Finally, in the back of the book are unit descriptions, force lists, and location
summaries for quick access.

1.1 whaT’s New fOR vbam PlayeRs


Unlike most VBAM settings, Jovian Chronicles takes place solely within one solar
system — our solar system. The campaign map is setup much like any other VBAM
map; however, the links are not hyperspace routes. Rather, they merely represent
how the various planetary objects and regions of space interconnect.

The other new element introduced in relation to the map is the notion of movement
costs. Different regions and objects will have different movement costs associated
with them based on travel difficulties and times involved, while the various ships
will be able to cross those regions at different speeds. This makes task force
composition very important, as you will not only need to balance combat potential
but strategic movement capabilities as well.

Supply works a little bit differently in a Jovian Chronicles campaign than what

005

INTRODUCTION
traditional VBAM players are used to. Basic supply lines only function between
friendly territories, and not beyond them. Offensive actions will have to be
adequately supplied by cargo ships accompanying your task forces. Logistics are a
key element of operations in the Jovian Chronicles setting, so you will have to pay
more attention to it here.

Another difference is that fighters and exo-armors — large manned robots — are
represented individually instead of in the usual flights of six. Aside from that
distinction, fighters function as normal under the VBAM rules. Exo-armors, however,
have a number of special abilities that set them apart from standard fighter craft.
These abilities are detailed later in this supplement. In Jovian Chronicles, small
units pack just as much punch as ships!

1.2 What’s New for Lightning Strike Players


To fully utilize this book, you’ll need the Victory by Any Means Campaign Guide.
The Campaign Guide forms the foundation of the VBAM Campaign System, the
rule system that this book modifies to portray the Jovian Chronicles in a campaign
setting. Without that book, this one won’t do you much good! Once you fully
understand the main rules, incorporating the changes and additions presented
here will be straightforward, and you’ll be delving into the strategic aspects of
Jovian Chronicles before you know it.

VBAM goes into even further detail than the campaign presented in the Lightning
Strike 2nd Edition Companion. Want to make the Venusians a diplomatic juggernaut?
Go for it! Do you think the Jovians would put the Stormrider into widespread
production, making it the primary Exo-Armor in the Navy? You’re in charge of
the budget — do it! You make the decisions for your faction in a VBAM campaign,
whether it affects research, diplomacy, fleet deployments, trade, you name it! It’s
all up to you.

Also presented are guidelines for full integration between the Jovian Chronicles RPG
and the Elite Officer rules from the VBAM Campaign Moderator’s Companion. Now
your RPG group can impact events on the solar stage! By turning Intel missions
into RPG adventures, your group will never run out of opportunities for intrigue and
danger, and your players’ military characters can truly aspire to high command.

This book by no means replaces your library of Jovian Chronicles rulebooks and
sourcebooks provided by Dream Pod 9. What this book does is provide you with
another avenue to utilize those materials in a truly epic fashion!

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RULES
2.0 Rules
You will need the Victory by Any
Means Campaign Guide to fully
utilize this book. This section
contains modifications to the rules
presented in the Campaign Guide,
as well as indicating what additional
rules are needed to replicate the
Jovian Chronicles setting. These
rules are presented in the same
order as they are presented in the
Campaign Guide to make matching
up the changes and additions
with the main rules as easy as
possible.

2.1 Referencing Rules from Other Supplements


Some rules presented here were originally published in other VBAM supplements.
References to rules external to the VBAM: Jovian Chronicles sourcebook are
preceded by a two- to three-letter abbreviation indicating which the book rule
originally appeared in. Refer to the list below for a list of products and their related
abbreviations. Please note that any rules used in the VBAM: Jovian Chronicles
sourcebook that are not included in the Campaign Guide are included in full here,
while any optional rules from the Campaign Guide are simply referenced by their
rule number. Some of these rules have been modified to more accurately portray
the Jovian Chronicles setting.

VBAM Supplement Abbreviation Code


CG Victory by Any Means Campaign Guide
CC Campaign Moderator’s Companion
EMP Empire Rising
WBK The Wars of the Boltians and Kuissians
MG The Menagerie
TCW Stars Divided: Terran Civil War

2.2 Income Phase

CG 4.1 Wartime Economics


It is advised that all VBAM: Jovian Chronicles campaigns use the CG 4.1 Wartime
Economies rules in order to provide a better simulation of wartime and peacetime
economic states.

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RULES
2.3 Turn Orders Phase

CC 6.2 New Diplomatic States


The following is a series of new diplomatic states that can be used in your VBAM
campaigns. These states can provide additional intrigue and options for campaign
players.

Non-Intercourse Treaty (-10)


A Non-Intercourse Treaty is a unilateral agreement declared by a single power that
states that the power refuses to establish Normal Relations with another power. A
Non-Intercourse Treaty is adopted in situations were an empire (typically a NPE)
cannot bear the thoughts of establishing Normal Relations with another power, but
they are not ready (or can ill afford) declaring hostilities or war against the irksome
power.

Once declared, a Non-Intercourse Treaty remains in effect until broken. During this
period, the power that declared Non-Intercourse cannot have any dealings with
the target empire or empires. This includes signing any treaty in which the target
empire is also a signatory. Any treaty offers originating from the target of this Non-
Intercourse Treaty will be automatically and categorically refused (this overrides
even the abilities conferred by some racial traits).

Tribute Treaty (80)


A Tribute Treaty is an agreement between two powers that stipulates that one
will pay the other a predetermined number of economic points (based either on
a fixed sum or as a percentage of their total domestic product) each campaign
turn. The signing of a Tribute Treaty signifies that one of the powers is adopting
an obsequious posture, signing away economic advantage to a rival in return for
continued peace.

A Tribute Treaty must include the amount of economic points to be paid each turn.
Once signed, this tribute takes precedence over all other spending for the power
making the payments, including unit maintenance. Payment of tribute in accordance
of the treaty is not optional, and the full amount must be paid each turn unless the
empire simply does not have enough economic points available. In this instance,
the paying empire must pay all available economic points towards the tribute. The
remainder of unpaid tribute should be tracked and paid along with other tribute
as soon as the empire is financially capable of doing so. As with normal tribute
payments, the decision to bring to current all tribute payments is not optional and
will occur as soon as the empire has the economic points to do so.

CM’s Note: CM intervention is required when deciding whether or


not a NPE will accept any Tribute Treaty offered to it by another
empire.

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RULES
Naval Appropriation Treaty (100)
A Naval Appropriation Treaty is a decision to allow one of the signing parties to
purchase naval equipment from the other. These hardware purchases can come
in the form of cast off ships and flights that have already been built, or can be
extended to the plans to build certain classes of units. Empires must have signed a
Peace Treaty before they can enter into a Naval Appropriation Treaty.

Unlike traditional treaties, the Naval Appropriation Treaty requires a great deal of
player intervention to draft. It is not in and of itself a “stock” treaty type. Players
must decide which unit types their empire is willing to make available to the other
signatories and what limitations they will place on the design’s purchase and/or
construction. The following treaty terms are those most commonly applied to Naval
Appropriation Treaties:

Sale of Existing Hulls: Under this clause, signing powers can sell existing or new
construction vessels to one another. The most common use of this clause is to
authorize the sale of mothballed or aging units to another power. However there
are cases where a power may request the purchase of newer units for transfer. The
sales cost of ships can be set at any level that the selling power wishes.

Limited Schematic Access: This clause gives the powers rights to build new
construction units of a specific type or types at their own worlds under the guarded
attention of the opposing power. Access to the unit’s schematics is limited and a
service contract with the originating empire is required to keep the unit operational.
Should a Naval Appropriation Treaty of this type be dissolved, any unit(s) built
under the treaty will receive one out of supply level per turn until it is refitted with
native technologies (as per 7.4 Operating Alien Units).

Limited Schematic Access and Full Schematic Access are mutually


exclusive selections.

Full Schematic Access: This clause gives the powers rights to build new construction
units of a specific type at their own worlds without the assistance of the opposing
power. Unlike Limited Schematic Access, Full Schematic Access cannot be revoked,
even if the Naval Appropriation Treaty is canceled! However, dissolution of a Naval
Appropriation Treaty of this type will still require the owning power to refit the ships
(as per 7.4 Operating Alien Units) in order to make them maintainable by their own
forces. Until refitted, these units will receive one out of supply level per turn. A
power should be wary of who they give Full Schematic Access to.

Limited Schematic Access and Full Schematic Access are mutually


exclusive selections.

Construction Surcharge: This clause adds an additional economic cost to the base
construction cost of a unit. The amount of this surcharge is set by the selling empire
and is the cost that the opposing power must pay in order to purchase the unit. The
effects of a construction surcharge only apply to units for which an opposing power
has either Limited or Full Schematic Access.

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Maintenance Contract: This clause adds an additional maintenance cost to the
operation of designs belonging to a foreign power. If this term is invoked for one
or more classes, increase their maintenance cost by 1 economic point per turn. For
example, a Heavy Cruiser with a normal maintenance cost of 2/3 would cost the
opposing power operating the ship 3/3 instead. This extra maintenance penalty is
paid to the empire providing the unit and/or the plans for the unit. Demanding a
maintenance contract clause is a good way for an empire to make residual income
off of a Naval Appropriation Treaty. Maintenance contract payments end when the
treaty is dissolved.

Each ship, flight, base, or other design may be assigned one or more of the clauses
listed above. For example, an empire has a Heavy Destroyer class that they wish
to make available to another empire. The Heavy Destroyer costs 5 economic points
to purchase and has a maintenance cost of 2/5. The empire opts to apply the Sale
of Existing Hulls and Maintenance Contract clauses to this Heavy Destroyer under
the terms of the Naval Appropriation Treaty. The cost of the Heavy Destroyer is
set at 6 economic points, and the maintenance cost is increased by 1 economic
point to 3/5. If the empire was to sell 8 of these Heavy Destroyers to another
signatory of this particular Naval Appropriation Treaty, the selling empire would
receive 48 economic points for the purchase of the hulls. They would also receive
2 economic points per turn from the maintenance contract placed on the design.
This provides the selling empire a total immediate profit of 8 economic points from
the sale of the destroyers, plus 2 economic points per turn so long as the opposing
power continues to operate the ships and the Naval Appropriation Treaty remains
in effect.

Each Naval Appropriation Treaty must stipulate which clauses are in effect, which
unit types are to be included in the treaty, and the treaty duration (if a limited
duration is desired, otherwise it is assumed to be a persistent treaty). If changes
are to be made to a Naval Appropriations Treaty the treaty must be redrafted to
incorporate these changes, at which point the treaty must once again be offered
and accepted by the involved parties.

CM’s Note: The transfer of ground units between powers could be


handled using a Naval Appropriation Treaty if your campaign allows
empires to “sell” or “lease” ground units to foreign empires.

Partnership Treaty (-30)


The Partnership Treaty actually goes a step beyond a normal Alliance. Under a
Partnership Treaty, the empire offering the treaty is actually seeking to become a
protectorate of the target power. The equality of the Alliance treaty gives way to a
political situation in which the new Partner begins divesting its sovereignty into the
target power. Partnered empires operate under the same conditions as an Alliance,
with a few modifications.

Partners can purchase all space and ground unit designs belonging to their other
Partnered empire(s). These designs are treated like 7.4 Operating Alien Units if
that optional rule is in play. Partnered empires also treat all Defensive Intel located
in one another’s systems to be half that of normal (round down).

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2.4 Tech Phase

2.4.1 Research Projects


In VBAM: Jovian Chronicles, there isn’t the usual linear tech year advancement
found in other settings. Instead, players can focus their research efforts into
improving the availability of various units and equipment. This effort represents
researching more efficient ways to mass produce the various components, as well
as retooling the appropriate manufacturing facilities.

The difficulty of these projects is determined by the current rarity of the target.
This is multiplied by the cost of the target to determine the total number of EPs that
must be spent on the project. If the cost is a fraction, use normal rounding rules to
round the cost to a whole number. Once finished, apply the following effects:

1. The target moves down a level of rarity towards Common. A target


already at Common cannot be adjusted any further.
2. The cost to build is decreased. If the cost is a fraction, reduce
the numerator by 1. If the numerator is already 1, increase the
denominator by 1. If the cost is a whole number, reduce by 1. If
cost is already at 1, increase the denominator by 1.
3. The maintenance cost (if any) is decreased. If the maintenance cost
is a fraction, reduce the numerator by 1. If the numerator is already
1, increase the denominator by 1. If the maintenance cost is a
whole number, reduce it by one. If the maintenance cost is already
1, increase the denominator by 1.

Rarity Level Cost Factors


Rarity Level Cost Factor
Common N/A
Uncommon 25
Rare 50
Very Rare 75
Unique 100

Note that only one project can be pursued at a time, regardless of cost. If a new
project is started while another is under way the old project is immediate retired
and all EPs spent on the preexisting project are lost.

Example A – The CEGA player decides she’d really like to field more
Dragonstriker exo-armors. This unit type is currently Rare. This is a
Cost Factor of 50 multiplied by the current cost of a Dragonstriker of
2, means it will cost 100 EPs to accomplish her goal. Once done, the
Dragonstriker will move down to Uncommon, have its cost reduced
from 2 to 1, and its maintenance reduced from 2/3 to 1/3.

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Example B – The Jovian player has decided that his Vindicators did
really well in his last game of Lightning Strike so he wants to be able
to field more of them. They are currently Uncommon. This results
in a Cost Factor of 25 multiplied by the current cost of 1 for a total
cost of 25 EPs. Once done, the Vindicator becomes Common, the
cost is reduced from 1 to 1/2 and the maintenance cost is reduced
from 1/4 to 1/5.

Example C – The Mars Free Republic player wants to improve the


availability of the Defender variant armed with a Railgun. It is
currently Uncommon and the current cost is 4/5. This results in a
total cost of 20 (25 * 4/5 = 100/5 = 20).

2.5 Intel Phase

CC 5.3 Special Forces This is represented


Certain small, elite military units are trained and prepared by the Special Forces
for special missions and covert operations. These Special ground unit as listed in
Forces units offer unique options for a player. 7.2.2 Ground Forces

A unit with the Special Forces ability is automatically able to attempt an Intel
mission in any system within one (1) connector of its physical location. The player
controlling the unit declares the target of the mission during the Intel Phase, and
the unit is no longer active/available for any other purpose on that turn.

During the next Intel Phase, the unit attempts its mission. The Intel Points for the
mission are equal to the unit’s Attrition. Additional points may be added according
to the normal rules for Intel cooperation found in the VBAM Campaign Guide.

If the mission succeeds, the unit is automatically returned to the originating system.
If the mission fails, roll a d10 and subtract 1. On a result higher than the Attrition
of the unit it has been discovered, neutralized, and removed from play.

Units with the Special Forces ability should represent small, elite groups. As such,
the cost for the ability varies based on the other values of the unit. Adding Special
Forces to a unit increases its purchase cost equal to the combined value of its
Attack and Defense. The maintenance cost for a Special Forces unit is 2 economic
points higher than normal.

CC 5.3.1 Hidden Movement


Some players may be utilizing the optional CG 4.22 Stealth and Concealed
Movement rules. In this case, rather than an automatic infiltration of a system,
you can manage the infiltration by sending a small assault ship into the target
system with the Special Forces unit aboard. If the ship goes undetected, the unit
may carry out its mission the following turn as above, provided the ship remains
undetected.

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2.6 Movement Phase

CG 4.22 Stealth and Concealed Movement


The stealth and concealed movement rules from the Campaign Guide should be
used in order to allow for the possibility of hidden movement during a campaign.

2.6.1 Strategic Movement and the Jovian Chronicles Map


The various locations on the Jovian Chronicles represent a variety of different
areas, from the Earth and Luna and the space in between, to the vast empty areas
out beyond Saturn.

2.6.1.1 Movement Costs


Because of the large disparity in the volume of space each location represents,
each location has a movement cost associated with it. This cost must be paid
to leave the location and enter an adjacent one. Until this cost is paid in full by
the ship or fleet attempting to leave it will remain in its original location, and is
potentially subject to scenarios generated in that location.

2.6.1.2 Fleet Maneuver Rating


Each ship will have a Fleet Maneuver Rating (FMR) representing how much fuel
the ship uses in movement, as well as its speed. This rating indicates how high a
movement cost may be paid in a single turn. Note that a ship or fleet may never
move out of more than one location per turn. In the case of a fleet, it moves using
the lowest Fleet Maneuver Rating present in the fleet. The Fleet Maneuver Rating
is reduced by half when a ship is crippled.

2.6.1.3 Special Fleet Maneuver Ratings

2.6.1.3.1 Slow Fleet Maneuver Ratings


Some ships are extremely ponderous or are poorly suited to long distance travel.
Such ships will have a Fleet Maneuver Rating of -1. Ships with this rating consider
all Movement Costs to be one higher than they actually are, and are considered to
have an effective Fleet Maneuver Rating of 1.

2.6.1.3.2 Local Fleet Maneuver Ratings


Some ships either have small reaction mass tanks or for other reasons don’t have
a very large operational range. As such, these ships have a Fleet Maneuver Rating
of 0. Unless accompanied by a cargo ship (ostensibly carrying additional reaction
mass), ships with this rating may not change locations. A cargo ship can allow a
number of 0 Fleet Maneuver Rating ships to change location equal to its Supply
rating. Because the ships involved in such an action are not prepared for combat,
any combat that affects either the Fleet Maneuver Rating 0 ships or the cargo ships
accompanying them will suffer a -1 penalty to AS and AF in all combat scenarios
that are generated on the same turn as movement is performed. Further, any such

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ships that would normally have the Ballistic or Drones trait will not gain the benefits
of either trait as all missiles and drones have been offloaded to conserve reaction
mass during the movement. In Lightning Strike combat, such ships will have no
ammunition for any Missile weapons with the Swarm trait and no Drones will be
available to fire. Further, these ships will suffer a -1 penalty to all combat rolls.

2.6.1.4 Jovian Chronicles Map Notes


Unlike most VBAM maps, the lines connecting the various locations on the Jovian
Chronicles Map are not hyperspace lanes. Instead, they are merely connectors
showing how the various locations are connected to each other. Further, each
location will indicate the presence of asteroid fields and dust clouds. Rules for these
terrain types are in effect for these affected locations. At any point where a rule
refers to a “jump lane”, consider that to be a reference to a connector.

2.6.2 Civilian Fleets


There are no Colony Fleets present in
Jovian Chronicles campaigns. That kind of
concerted, large-scale colonization effort
is no longer carried out.

There are also no Transport Fleets used


in Jovian Chronicles campaigns. For any
purpose where a Transport Fleet would be
required, the player must instead gather
together a number of ships with a total
Supply rating of at least ten (10). This is
the equivalent of a VBAM Transport Fleet.

Unlike either Colony Fleets or Transport


Fleets, Trade Fleets do exist in this setting.
Unlike the normal VBAM rules, however, a
trade route does not have to connect to
a location controlled by the trade fleet’s
owner. A trade route can cover any three
consecutive locations on the map; but
remember that no location can be utilized by more than one Trade Fleet from the
same faction. Further, appropriate treaties are not required for a Trade Fleet to
transit another power’s territory, but a Trade Treaty would be required if a location
belonging to that power was to be a stop on the Trade Route.

2.6.2.1 Trade Fleets in Combat


If a Trade Fleet is engaged in combat, randomly determine its composition. Roll
on the following chart until a total value of Supply (10) has been achieved (e.g., a
total Supply rating of 10). If a power’s Trade Fleet has escorts when another Trade
Fleet in the same location is attacked, the Trade Fleet’s owner may opt to send his
escorts in support of the other Trade Fleet. If the player opts for intervention, roll
a 1d4+1 for the turn that the intervening forces arrive.

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Trade Fleet Composition Chart (d10)
Die Roll Ship
1-2 Ebiiru Transport – Supply (2)
3-4 Inari Merchant Vessel – Supply (1)
5-6 Panama Barge – Supply (6)
7-8 Ophan Magsail – Supply (16)*
9-10 Seraph Solarsail – Supply (16)*

*Note that if either the Ophan or the Seraph are rolled, immediately
stop rolling and discard any prior results. These ships are much
slower than the others and would not be found together.

2.6.2.2 USN Guard Intervention


The United Space Nations Guard actively patrols the more popular trade routes.
Any time a scenario is generated involving a Trade Fleet, roll on the following chart
to determine whether a USN patrol is nearby and can respond to the attack. If USN
forces intervene, roll a 1d4+1 to determine what turn they arrive.

USN Guard Intervention Chart (d10)


Die Roll Result
1-5 Nothing
6-8 5 pts of Common Ships and Units
9 10 pts of Common or Uncommon Ships and Units
10 15 pts of anything available to UNS Guard

Any forces that intervene will form a squadron with the Trade Fleet, if possible.
UNS Guard ships will only attack a squadron that targets the Trade Fleet or UNS
units. UNS Guard units will assign to the Trade Fleet’s squadron, if possible. Any
other units will assign defensively unless the Trade Fleet or UNS ships are targeted,
after which they may assign freely.

There is also any number of Neutral Trade Fleets not belonging to any faction
running around the Solar System. There is a 75% chance at any time that a
Neutral Trade Fleet is present at any given location unless the faction controlling
the location is explicitly forbidding civilian shipping.

2.6.2.3 Trade Fleets and Intel Missions


Naval intelligence has a long tradition of planting agents in the Merchant Marine,
as civilian freighters can go places that a warship can’t without causing trouble.
As such, when a faction targets a location with an Intel mission, one free Intel
point is added to the mission if the faction also has a Trade Fleet that includes the
target location on its route. Note that no more than one Trade Fleet may provide
a bonus.

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2.7 Combat Phase

CG 3.6.1.1 Basic Supply Route


This rule is modified to read as follows:
• A basic supply route can have a length of two (2) connectors. A basic
supply route must begin and end in a friendly-controlled system. If a
system becomes contested, it is no longer eligible for a basic supply
route, and military supply ships must be used. Military supply ships
are those ships owned by a power that have a Supply rating. The
combined value of the military supply ships will determine how many
ships they can keep in supply (see 3.6.1.3 Military Supply Ships
below). The basic supply route must end with a supply point.
• Supply points can be either a good order planet owned by either
the player or an Allied power that has at least 3 Census AND 3
Productivity, the player’s good order Capital system, the good order
Capital system of an Allied power, or a planet with an in-supply
supply depot (see 3.6.1.2 Supply Depots).
• Units that can trace basic supply routes are in supply and remove all
out of supply status levels and used conditions during 3.6.1 Supply
Phase. Units out of supply, however, gain one Out of Supply status
level. This level is cumulative with previously gained Out of Supply
status levels.

CG 3.6.1.3 Military Supply Ships


This rule is modified to read as follows:
• Military supply ships can supply other ships by being in an unused

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condition and in the same system as the ships they intend to supply.
Each point of Supply rating can supply one ship (but not a system).
If this ship is used as a squadron command ship, all units in that
ship’s squadron (or based on units in that ship’s squadron) are
considered in supply and have all Out of Supply levels removed.
Military supply ships supplied in this fashion are considered to be in
supply, but DO NOT remove their used status. This supply method
does not require that the military supply ships actually be in supply
themselves, nor do any of the ships in the fleet need to be in supply.

Any military supply ships used in this fashion are considered used
and will not become unused until they are able to trace a basic
supply route (see CG 3.6.1.1) or they can trace an extended supply
line (see CG 4.3) to another military supply ship with a Supply rating
equal to or greater than its own.

CG 4.3 Extended Supply Lines


This rule is modified to read as follows:
• Military supply ships can trace an extended supply route to a supply
point in addition to a basic supply route. This extended supply route
may only be one connecter in length, but results in the military
supply ship becoming a valid destination of another extended supply
route or basic supply route for one ship, ground unit, or ground
based wing per point of its Supply rating. This ship, if used as
a squadron command ship, will provide supply to all units in its
squadron, removing all Out of Supply levels.

CC 2.4.1 Asteroid Fields


Many locations contain asteroid fields. The presence of asteroids in a location
provides several benefits.

CC 2.4.1.1 Asteroid Combat


This rule is modified to read as follows:
• If a scenario is generated in a system containing one or more asteroid
fields, or if the battle is specifically taking place at an asteroid field
system object, squadrons have the option of entering the asteroid
field in search of protection from the enemy fleet. During the
Assignments Phase of the combat round, a player declares whether
or not one, or more, of his squadrons is hiding within the asteroids.
• All ships and units within an asteroid field have their combat factors
halved (rounding up) as a result of the high concentration of asteroids
preventing a clear firing solution.
• No ship can benefit from the Ballistics trait as the density of obstacles
prevent missiles from being fully effective.

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• Any squadrons hiding within an asteroid field are put into a level 1
formation bonus. These squadrons cannot benefit from any other
formation bonuses, nor can their formation bonus be lowered.
Directed damage against targets hiding in asteroids is unaffected by
the damage penalty mentioned in the preceding paragraph. Hunting
down individual ships in an asteroid field is easier than pursuing a
full fleet action in that environment.
• All of the bonuses and penalties associated with asteroid combat
remain even if all opposing squadrons are “hiding in the asteroids”
during the battle. The asteroids simply remain too much of an
obstacle to be overcome.

CC 2.4.1.2 Asteroid Fields


Normal asteroid fields are fairly common and often develop during the course
of stellar evolution. Within a campaign, any system that contains one or more
asteroid fields has the asteroid fields terrain effect applied to it.

In addition to their combat effects, asteroid fields also have an effect on CG 4.22
Stealth and Concealed Movement. Pirates often operate out of hidden bases carved
out of asteroids, retreating to these safe havens after each run. Units purposefully
attempting to conceal their presence in a system gain a –10% bonus to detection
attempts. Note the wording; this benefit only applies to those fleets that are
intentionally attempting to avoid detection.

CC 2.4.3 Dust Clouds


Many areas of the Solar System have accumulated what are, for lack of a better
term, called dust clouds. The side effect of collisions, construction, destruction, and
what have you, these areas are deceptively dangerous. Although often beautiful to
behold, they pose a special danger to starships. Vessels must be careful to travel
only along previously charted paths when passing through the system, lest they
suffer damage or destruction by impacting a large concentration of debris.

Any Interception, Deep Space or Pursuit scenarios – but never a Blockade or


Defensive scenario (unless at a non-planet system object) – generated in a location
containing a dust cloud will take place within the dust cloud. While within the dust
cloud, all normal formation bonus levels are reduced to 0. Only formation bonuses
provided by friendly scouts apply in dust cloud combat situations.

CG 4.17 CSCR Skirmish Rules

CG 4.4 Ship Security Detachments

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CC 4.2 Ramming
In some desperate situations
players may find that their only
hope for victory is by having
their crews commit the ultimate
sacrifice. Ramming is not a
suitable tactic for winning a war,
but it is sometimes the last option
available to desperate forces.

The decision to ram another


unit is determined during the
Assignments Phase of the combat
sequence before squadron
assignments are made. The actual
ramming of the target then occurs
at the end of the turn after Firing
Phase Three. This means that all
weapons fire for the turn will be
resolved before the ramming unit
impacts the target. The target
of the ramming attack must be
specified at the time of declaration
and cannot be changed during the
turn, even if that target is later
destroyed. The only valid targets
are those units in the enemy squadron that the ramming unit’s own squadron will
be attacking on that turn. All damage is treated as free Directed Damage.

The decision to ram an enemy unit is declared to all players at the end of the
Assignments Phase and is not a secret. It is obvious to those on the battlefield
when one ship or flight is attempting to ram another.

CC 4.2.1 Ships vs. Non-Flight Units


The base ramming strength of the unit is equal to three times its DV if non-crippled,
or twice its DV if crippled, subtracting 1 per point of attrition damage (if applicable).
Take this base ramming strength and multiply times d6, adding/subtracting your
surprise modifier from the die roll (minimum of 0) and divide by 10, dropping all
fractions. This is the amount of ramming damage scored to the target. Repeat this
process for the unit the vessel rammed and score the damage against the ramming
unit. As the numbers indicate, most ramming attempts are pure suicide.

Example: A heavy cruiser rams an enemy dreadnought. The heavy


cruiser has a DV of 7 and is not crippled. The enemy dreadnought
has a DV of 12 but is already crippled. The base ramming strength
of the heavy cruiser is 7 x 3 = 21. The heavy cruiser rolls a 3 on the
d6 and there is no surprise modifier. This gives a total damage to the
enemy dreadnought of (21 x 3) / 10 = 6 damage.

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After the heavy cruiser has rolled damage for its ramming attempt,
the dreadnought then rolls for its ramming “counter-attack” against
said heavy cruiser. The base ramming strength of the dreadnought
is 12 x 2 = 24. The dreadnought rolls a 5 on the d6 and it there is no
surprise modifier. This gives a total damage to the heavy cruiser of
(24 x 5) / 10 = 12 damage. The ramming heavy cruiser is crippled
and also receives 5 points of attrition damage.

CC 4.2.2 Flights vs. Flights


The base ramming strength of the flight when ramming other flights is equal to
two times its DV. Take this base ramming strength and multiply times d3, adding/
subtracting your surprise modifier from the die roll (minimum of 0) and divide by
5, dropping all fractions. This is the amount of ramming scored to the target. The
ramming flight is instantly destroyed.

Example: A light fighter flight with a DV of 1 rams a medium fighter


flight with a DV of 2. The light fighter flight has a base ramming
strength of 2 and rolls 3 on the d3. There are no surprise modifiers.
The damage to the medium fighter flight is then (2 x 3) / 5 = 6 / 5
= 1 damage. This is insufficient to destroy the medium fighter flight,
but the light fighters are destroyed nonetheless since they elected
to ram.

CC 4.2.3 Flights vs. Non-Flight Units


The base ramming strength of the flight when ramming non-flight units is equal to
three times its DV. Take this base ramming strength and multiply times d6, adding/
subtracting your surprise modifier from the die roll (minimum of 0) and divide by
10, dropping all fractions. This is the amount of ramming scored to the target. The
ramming flight is instantly destroyed.

Example: A medium fighter flight with a DV of 2 rams a frigate with


a DV of 3. The medium fighter flight has a base ramming strength of
6 and rolls 3 on the d3. There is a surprise modifier of +2, modifying
the roll of 2 to 5. The damage to the frigate is then (6 x 5) / 10 = 30
/ 10 = 3 damage. The enemy frigate takes just enough damage to
cripple it and the medium fighter flight is destroyed.

CC 4.3 Advanced Dedicated Missions

CC 4.3.1 Dedicated Squadron Missions


Once all Task Force units are in their final squadron assignments, players may
choose to assign squadrons to dedicated missions. CG 3.6.3.11.1 Dedicated
Missions included rules for dedicated Anti-Fighter squadrons. This section includes
new dedicated squadron missions that can be used in your VBAM CSCR battles.

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RULES
CC 4.3.1.1 Anti-Ship Squadron (CSCR Skirmish Only)
A dedicated Anti-Ship squadron may use the AS factors from its ships or flights to
assist another friendly squadron engage units in any one other enemy squadron,
but not vice versa. These AS factors are added to the AS factors from other friendly
units in the squadron being assisted by the dedicated Anti-Ship squadron. In
essence, the dedicated Anti-Ship squadron is giving its AS factors to the other
friendly squadron in order to maximize its potential effect against the targeted
enemy squadron.

Dedicated Anti-Ship squadrons cannot conduct Anti-Fighter fire during any firing
phases on the turn the mission is being performed. If a flagship squadron is
assigned to be a dedicated Anti-Ship squadron, it loses its squadron-wide level
1 formation bonus. Only ships and flights may be part of a dedicated Anti-Ship
squadron. Squadrons that contain fixed defenses of any type may not be placed on
a dedicated Anti-Ship mission.

CC 4.3.1.2 Anti-Fighter Squadron


A dedicated Anti-Fighter squadron may use its AF factors from its ships or flights
to engage flights in any one other enemy squadron, but not vice versa. These AF
factors are added to the AF factors from other friendly units in the squadron being
protected by the dedicated Anti-Fighter squadron.

Dedicated Anti-Fighter squadrons cannot conduct Anti-Ship fire during either Fire
Phase One or Fire Phase Three. If a flagship squadron is assigned to be a dedicated
Anti-Fighter squadron, it loses its squadron-wide level 1 formation bonus. Only
ships and flights may be part of a dedicated Anti-Fighter squadron. Squadrons that
contain fixed defenses of any type may not be placed on a dedicated Anti-Fighter
mission.

CC 4.3.2 Dedicated Flight Missions


CG 3.6.3.11.1 Dedicated Missions included rules for two types of dedicated flight
missions: Anti-Ship and Anti-Fighter. In addition to these standard dedicated
missions, flights may also elect to make use of the following dedicated mission
types.

CC 4.3.2.1 Anti-Ship
Flights assigned to a dedicated Anti-Ship mission elect not to participate in Fire
Phase Two in order to gain a +1 to their AS value during Fire Phase Three.

A flight that has an asterisked (*) value for their AS value cannot perform a dedicated
Anti-Ship mission. A flight with an AS value of 0 (before Ballistic bonuses, if any)
cannot increase its AS value above 1 with this rule.

CC 4.3.2.2 Anti-Fighter
Flights assigned to a dedicated Anti-Fighter mission elect not to participate in Fire
Phase Three in order to gain a +1 to their AF value during Fire Phase Two.

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A flight that has an asterisked (*) value for their AF value cannot perform a dedicated
Anti-Fighter mission. A flight with an AF value of 0 (before Ballistic bonuses, if any)
cannot increase its AF value above 1 with this rule.

CC 4.3.2.3 Turret Suppression


Flights assigned to a Turret Suppression mission in an enemy squadron are
attempting to knock out or otherwise distract the squadrons’ anti-fighter batteries
so that other, more valuable flights can survive their combat runs. When scoring
AF fire from non-flight units, all enemy flights performing Turret Suppression in the
squadron must destroyed before any other enemy flights in the enemy squadron
can receive damage. Flights performing Turret Suppression may not fire at ships,
but they can still perform anti-fighter fire.

CC 4.3.2.4 Full Escort


Flights assigned to provide Full Escort may absorb damage originally meant for
other units, including other flights, in their fleet. Each fighter can absorb one point
of damage against non-flight units, or up to their full DV against AF fire. Full
Escorts may still participate in firing phases, but provide only half their normal
combat factors (rounded down).

2.7.1 Lightning Strikes


A lightning strike takes place when a vehicle applies massive and constant
acceleration while still far away from the battlefield, such that by the time it is
in weapons range of the battle, it is traveling at an extremely high velocity in
comparison to the rest of the combatants. A lightning-strike unit will enter the
battlezone, attack, and vanish into the distance in the space of a moment or two.
Such an attack gets only one chance to inflict damage, but is also correspondingly
difficult to counter.

In an encounter, players may allocate forces to lightning strikes after the surprise
roll is made. As long as the force is at least at Poor readiness (-1), they may
allocate units to lightning strikes. A force may allocate as much as five percent
(round up) of the total number of ships and units present to perform lightning
strikes. This percentage increases by 5% cumulative for each level of readiness
over Poor that the force starts with. This means that a force at Superb readiness
could allocate as much as 20% of its ships and units to conduct lightning strikes.
Note that any ship with a solar sail or magsail is not eligible to participate in a lightning
strike as it would take too long for it generate sufficient velocity.

Each ship or unit assigned to perform a lightning strike should have its AS and AF
traits averaged. This value is then assigned to the round of the battle that the
lightning strike will be conducted. Note that not all of a player’s units assigned
to perform lightning strikes must act on the same round. Also, Drones cannot be
utilized by a strike force, as they don’t have the endurance or capacity to function
in such a situation.

Prior to the start of each CSCR combat round, each player must announce whether

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he is conducting a lightning strike and how strong the strike is. The striking force
is considered another squadron for the purposes of targeting, with the exception
that enemy fighters, exo-suits, and exo-armors may not be assigned to missions
within the striking force; it is simply traveling at too high of a velocity for that to be
possible. Keep a total of all damage inflicted on the striking force.

During the End of Round Phase, the first thing that must occur is resolution of the
strike. The striking player may allocate his lightning strike strength to any number
of specific targets regardless of type. An attack roll of the appropriate type is made
based on the target, with the lightning strike strength treated as either the AS or
AF value for the attack. Damage for each lightning strike attack is then applied
normally, ignoring formation bonuses.

Once the lightning strike is resolved, take the damage done to the striking force,
divide it by 2, and apply the remainder as normal. Surviving strike force ships
and units are out of play for the rest of the battle, and may not be used as
reinforcements; it will take too long for them to decelerate and return to have any
further impact on the battle.

Example: A Mercurian force protecting vital shipments is attacked


by a Venusian task force. The Mercurians have 2 Ophan magsail
each carrying 2 Defenders, 1 Defender with Railgun, and an Agares
fighter. Escorting the Ophans are an Erel Wing, an Erel Sword with 2
Brimstones and 2 Baels, and a Bricriu corvette. They roll a ‘Normal’
readiness level, allowing them to place as much as 10% of their total
available ships and units. The Mercurians have a total of 17 units.
Ten percent of 17 is 1.7, which rounds up to 2. The Mercurians opt
to put the Bricriu and a Bael on a lightning strike. Note that the two
Ophans and the Erel Wing could not have been selected as they have
magsails.

The Bricriu has a lightning strike ability of 4 (AF 5+AS3=8/2=4),


while the Bael has a lightning strike ability of 6 (AF7+AS4=11/2=5.5
rounds normally to 6). As they are slightly outgunned and are hoping
for a short scenario, the Mercurians opt to have the lightning strike
hit in round 3 of the combat. Both sides proceed with the combat
resolution using the normal CSCR rules.

At the start of the third turn, the Mercurians announce that they
have a lightning strike with a total strength of 10 arriving this turn.
The strike force will count as an additional squadron for the purposes
of the Venusians’ targeting. Knowing that the Mercurians can’t have
that many units in the strike force, the Venusians target the strike
force pretty heavily and do 18 points of damage to it during the
Firing Phases of this turn.

Once the end of round 3 is reached, the strike is resolved. With the
fight not going well, the Mercurians opt to target all 10 points against
the Venusians’ flagship, a Tsar Heavy Cruiser. The Mercurians roll

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a ‘3’, which is multiplied times the strike’s strength of 10, yielding
a 30; this number is then divided by 10, which results in 3 damage
points to the Tsar.

Now the 18 points of damage done to the strike force is resolved.


First, it is halved, reducing it to 9. Nine points is enough to destroy
the Bael or cripple the Bricriu with a point of attrition damage. Since
the Mercurians may assign the damage as they wish, they cripple
the Bricriu, and then apply one point of attrition damage on top of
that. Hopefully, the strike diverted enough fire that turn to even
things out for the Mercurians.

2.7.2 Attrition Damage


Unlike under the standard CSCR rules, units do accumulate attrition
damage. Because exo-armors and fighters are represented
individually rather than in flights, this additional level of detail is
necessary. Also note that uncrippled ships do not drop any attrition
damage they’ve accumulated short of becoming crippled.

2.7.3 Using VBAM: Jovian Chronicles with


Lightning Strike

2.7.3.1 Generating Lighting Strike Scenarios


The first step in generating a Lighting Strike scenario is to roll for
surprise as you would for a CSCR battle. Negative readiness levels
apply to initial Avoidance. If one side has a higher readiness than
the other, that side automatically has initiative the first turn.

Determine the CSCR scenario per the rules in the Campaign


Guide. This will determine the overall encounter type, as well
as the number of turns for the battle.

Players may, at their discretion, opt to use any of the various scenarios presented
in either the Lightning Strike 2nd Edition rulebook, or in the Companion. If the
players go this route, they should stay in the spirit of the scenario types detailed
by the VBAM rules. If using a CM, the CM can then determine any special modifiers
or outcomes based on the Lightning Strike scenario used.

2.7.3.1.1 Interception Scenarios


Any intercepting ships with a FMR lower than the lowest FMR of the intercepted
ships automatically gets excluded. Divide remaining intercepting ships into two
groups and proceed with scenario setup as normal. If no intercepting ships have a
FMR equal to or higher than the lowest FMR of the intercepted ships, the intercepted
ships may either avoid combat altogether, or, after the intercepting player divides his
available ships into two groups, may choose to engage the group of his choice.

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2.7.3.1.2 Breakout Scenarios
Any blockading ships with a FMR less than the lowest FMR of the blockaded ships
attempting to breakout automatically get excluded from the scenario. Divide any
remaining blockading ships into two groups and proceed with scenario setup as
normal. If no blockading ships have a FMR equal to or greater than the lowest
FMR of the blockaded ships attempting to breakout, then the blockaded ships
automatically break out without a fight.

2.7.3.1.3 Pursuit Scenarios


Any pursued ships with a FMR greater than the highest FMR of the pursuing ships
automatically escape. Any pursuing ships with a FMR less than the lowest FM rating
of the pursued ships are automatically excluded from the scenario, as they can’t
keep up.

2.7.3.2 Translating Damage between VBAM and Lightning Strike


If resolving a battle with Lightning Strike, crippled VBAM units will have one box
of damage marked off on all systems. A ship or unit carrying Attrition damage
marks off that number of boxes, either in addition to that required to cripple the
ship, or less so if not yet crippled. Determine locations randomly, and do not mark
a second box until all locations have taken one hit.

Likewise, a unit damaged in a Lightning Strike battle counts the number of damaged
boxes. If the amount of damage equals or exceeds the unit’s DV, then it is crippled
with the excess counting as attrition damage, otherwise the damage total should
be applied to the unit as attrition damage.

CG 4.6 Bombardment Accidents

2.8 Construction Completion Phase

CG 4.10 Extended Construction Time

CC 7.6 Extended Base Construction Rules


CG 4.10 Extended Construction Rules provided rules for extended construction times
for ships and other basic units. However in many settings it will also be appropriate
for bases to likewise have their construction times limited in order to recognize that
most base types cannot be built during a single one month construction window.
As such, this rule is considered to be a companion to CG 4.10, but it need not be
used if players do not wish to.

Under the Extended Base Construction rules, the construction of bases is limited
by the amount of Utilized Productivity in the system where the base is to be built.

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Rather than dividing by a fixed value to determine the construction time for a unit
(as is done in CG 4.10), divide the construction cost of the base by the system’s
Utilized Productivity statistic, rounding fractions up. This is the number of turns it
will take to build the base. This extended construction time requirement applies
equally to full starbases, shipyards, satellites, and other fixed defenses.

If performing remote base construction, two sets of ships with a total Supply rating
of 10 used to aid in the construction efforts will transfer the equivalent of 1 Utilized
Productivity (up to the assisting system’s total) for purposes of calculating base
construction times. Add this imported Productivity to the system’s own native Utilized
Productivity value (if any) to determine the final, modified Utilized Productivity that
will be used to determine the base’s construction time. The lending system does
not lose this Utilized Productivity; it is simply lending some of its construction
resources to this other system.

The ships providing the Supply capacity must remain in place throughout the base’s
construction in order for the Utilized Productivity bonus to remain in effect. Should
something happen to affect the transfer of Utilized Productivity, either because of
ships movement, destruction of the ships, or disruption of the lending system’s
economy, the base construction time should be recalculated to determine the new
construction time for the base.

Example 1: A base with a construction cost of 17 is built in a system


with 6 Utilized Productivity. It will then take 17 / 6 (RU) = 3 turns to
complete construction of the base.

Example 2: A base with a construction cost of 17 is built in a system


with 1Utilized Productivity. A total of four sets of Supply ships are
being used to transfer economic points and Utilized Productivity
from two adjacent systems with Utilized Productivity values of 3 and
2 respectively. This provides a modified Utilized Productivity value
of 3 (1 from the system, and 1 each from the two sets of Supply
ships). It will take 17 / 3 (RU) = 6 turns to complete construction of
the base.

CC 7.13 Emergency Production


In times of need, a player may opt to temporarily accelerate construction efforts at
his shipyards. This increase in production speeds is balanced by the cost and risk
of emergency production operations.

The decision to begin Emergency Production at a shipyard is made during the Turn
Orders Phase and does not become active until the next campaign turn (e.g., a
shipyard’s Emergency Production bonuses cannot be used on the turn that the
shipyard is ordered into Emergency Production). While performing Emergency
Production the shipyard’s maintenance cost is doubled. After all, the dockworkers
aren’t going to work overtime for nothing! Emergency Production cannot be used
for more than 12 consecutive turns at any given shipyard.

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During Emergency Production, increase the construction capacity and number of
available dock spaces at affected shipyards by 50% (round up). If using the CG
4.10 Extended Construction Time rules, the required construction times for all
units at the shipyard are halved. Regardless, instituting Emergency Production at a
planet puts a major strain on affected shipyards and makes it difficult for additional
shipyards to be brought online. As long as Emergency Production is invoked at a
location, the cost of new shipyards at the new location is doubled.

Each consecutive turn of Emergency Production at a shipyard after the first incurs
a 5% cumulative chance of a catastrophic accident. If an accident occurs, roll on
the following chart:

Emergency Production Accident Table (Roll d10)


Result Effect
1-6 One random ship in the shipyard is “crippled” and will have
to be repaired after construction is completed in order to
return it to full strength.
7-9 One random ship in the shipyard is destroyed.
10 The shipyard is crippled. This damage must be repaired
before ship construction at the shipyard may resume.

Once Emergency Production ends, the shipyard must spend an equal number of
turns at Limited Production. During Limited Production, the construction capacity
and available dock spaces of the shipyard is reduced by 50% (round down). If
using the CG 4.10 Extended Construction Time, add 1 to all construction times
while at Limited Production.

CC 7.9 Unit Availability


Some classes of units carry a greater economic or logistical cost to build or maintain
within an empire’s fleet. Large battleships and dreadnoughts cost more to build
than cruisers and often have higher maintenance. Realistically, few empires would
spend their full military construction budgets on battleships. As a result, applying a
unit availability rating to each unit type in your source materials can force players
to diversify their fleet and produce more organic order of battle.

There are five different availability levels in Victory by Any Means: Common,
Uncommon, Rare, Very Rare, and Unique.

Generally speaking, most large battle cruisers (BC), battleships (BB), or


dreadnoughts (DN) will fall into the Uncommon availability category. Extremely
large battleships, such as super-dreadnoughts (SD), and technology demonstration
hulls are typically Rare units. Unsurprisingly, Very Rare units are quite rare and are
typically restricted to one-of-a-kind units, or those whose cost is so great that
their construction is a major imperial undertaking. Unique units are, as their name
suggests, singular inventions that have yet to be duplicated.

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Option 1: Availability Percentages
Under this option, each availability level is assigned a percentage value that
designates the total amount of the empire’s total military forces (by economic point
cost) that units of that availability level can fill. Common units have no limitation
and players can purchase as many of them as they desire. Uncommon units can
only comprise 33% of the empire’s total military forces, Rare 10%, and Very Rare
5%. Note that for the Jovian Chronicles, Unique units/items are counted under the
Very Rare category.

Rarity Level Force Limit


Common Unlimited
Uncommon 33%
Rare 10%
Very Rare / Unique 5%

To determine the economic cap for each availability type, multiply the availability
percentage times the current total economic cost of the empire’s military forces
(including both ground and naval units). Round any fractions up.

Example: A small empire with 200 economic points worth of military


infrastructure could operate an unlimited number of Common units,
66 or less points of Uncommon units, 20 or less points of Rare units,
and 10 or less points of Very Rare units.

CM Note: Calculating the total military strength of your players’


empires might become tedious if the empires become too large. It is
recommended that you track the cost of the units along with normal
maintenance tracking to aid in calculating this cost. Spreadsheets
and other electronic utilities can also be very helpful in administering
unit availability ratios.

2.9 Update Asset Phase

2.9.1 Basing Capacity


Unit basing capacity limits are changed from the basic rules. All fighters and exo-
armors which are capable of atmospheric entry are limited in basing to a number
of units equal to a location’s non-orbital Utilized Productivity.

Example: Location 5 (Venus) in the 2214 Scenario has a starting


production of 12/2. Venus can base a number of fighters and exo-
armors equal to its’ non-orbital utilized productivity of 12.

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2.9.2 Ground Unit Deployment Limitations
Because many of the locations on the Jovian Chronicles map don’t have an actual
terrestrial component, there are severe limits on where ground units can be
deployed. Only those locations marked as Capitals may build and deploy ground
units. Orbital colonies are dependent on Exo-Squads and space-borne infantry to
protect themselves from enemy invasions.

CG 4.12 Slower Population Increases

2.10 Other Rules

2.10.1 Unit Special Abilities

CC 7.1 Unit Special Abilities


These new unit special abilities are in addition to those previously compiled in the
VBAM Campaign Guide (see CG 5.1.4.9 Space Unit Special Abilities) and extend
a source designer’s ability to customize an empire’s forces, or model specific unit
abilities.

Field Repair
The Field Repair special ability
allows a unit to perform CG
3.7.14 Field Repair operations,
but not any of the other abilities
normally associated with CG
3.6.1.3 Military Supply Ships.
The rate of construction remains
unchanged (e.g., 1 economic
point of repairs per point of Field
Repair ability).

CG 5.1.4.7 Carrier
The Carrier special ability is modified to read as follows:
• Carriers are units that base a substantial number of flights and have
the facilities to repair them after a battle, utilizing large numbers
of support crew and equipment in order to ensure smooth carrier
operations. This equates to a higher than normal maintenance
expense. A carrier that is in supply after a battle is resolved will
automatically, and at no charge, repair all attrition damage on
fighters, exo-armors and exo-suits up to its basing capacity.

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2.10.1.1 New Unit Abilities

2.10.1.1 Close Combat


Units with this ability excel at getting up close and personal with the enemy. In
space, this means such units are able to literally beat up an opposing unit or even
damage specific components on ships. Units with this trait add +2 instead of
the normal +1 to their AS or AF trait when assigned to a dedicated Anti-Ship or
Anti-Fighter mission in an enemy squadron. Each such unit assigned to a Turret
Suppression mission will automatically do one point of damage to the enemy
squadron during the Flights Fire On Ships Phase, in addition to the normal effects
of the mission.

2.10.1.2 Exo-Armor
Not quite kings of the battlefield, these princes, as it were, easily dominate with
their impressive speed and maneuverability combined with potent weapons and
the ability to engage in close combat. For the purposes of determining how and
when they fire at enemy targets, units with the Exo-Armor trait function as ships
when assigned to a friendly squadron, and function like fighters when assigned
to an enemy squadron. In addition, enemy targeting is also determined by their
assignment. Exo-armors will be fired on as part of their squadron using Anti-Ship
fire when assigned to a friendly squadron, or they will take damage as flights using
Anti-Fighter fire when assigned to an enemy squadron.

When assigned to ground combat duties, atmospheric-capable exo-armors are


treated exactly as ground units. These units receive the Marine special ground unit
ability, which allows them to attack from their transports (carriers) without the aid
of Assault ships at no penalty to their Attack. For purposes of participating in ground
combat, the unit has the following statistics: Attack equal to AF; Defense equal to
DV; a D Factor die with a number of sides equal to AS; and Attrition of 1. The low
Attrition statistic for exo-armors owes itself to the disparity in size between the
unit itself and the much larger number of troops and equipment that comprise the
armies they are fighting. Because of this low Attrition, Exo-Armor units operating in
ground combat mode will be destroyed with the first point of damage that breaches
their defenses. Despite their ability to participate in ground combat, the basing of
exo-armors remains limited by a system’s available basing capacity.

Example – Exo-Armors as Ground Units: An exo-armor with DV 2, AS


1, and AF 3* decides to participate in ground combat. As a ground
unit, the flight will have statistics as follows: Attack: 3; Defense: 2;
D Factor: D1; and Attrition: 1. The unit is also considered a Marine
ground unit.

2.10.1.3 Exo-Suit
If exo-armors are the princes of the battlefield, then exo-cuits are the men-at-
arms. Usually fighting in groups of six, exo-suits are essentially armored spacesuits
equipped with artificial muscles for enhanced strength and thruster pods for limited
space mobility.

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Singly, an exo-suit poses little threat to a larger unit.
In groups, however, the massed firepower of their
small-but-effective anti-armor weapons can bring down
even the mightiest exo-armor or fighter, and their small
size makes them irritatingly difficult to hit. Exo-suits are also
feared by warship crews, due to their deadly effectiveness as
boarding parties. Because of that ability, exo-suits are often
stationed on warships to protect against enemy boarding
parties.

Exo-suit squads can function like flights the same way as


Exo-Armors and Fighters. Further, each exo-suit squad
present on a ship gives it an effective +1 formation bonus
against Direct Assault attacks. Regardless of a ship’s Basing
Capacity, it can always carry a number of exo-suit squads
equal to 25% of its DV (round down). Any exo-suit squads
carried this way may not be deployed during a battle.

2.10.1.4 Hardpoint
A ship with the hardpoint trait is customizable. There
will be a list of options to fill one or more hardpoints. These options will then
further modify the base stats of the ship. Each four hardpoints (or fraction thereof)
used decreases the maintenance denominator by 1.

Example: The Martian Federation Zulu Frigate has 8 Hardpoints.


Player A decides to create a gunboat and loads one up with a railgun
and four particle cannons. This uses all 8 Hardpoints, and reduces
the default maintenance from 1/4 to 1/2.

2.10.1.5 Large
Some units, particularly experimental exo-armors, take up more than the
usual amount of space aboard a ship. Whether it’s due to a larger size, special
maintenance requirements, or some other factor, these units reduce the amount of
space available for other units. Each unit with the Large trait takes up an additional
unit of Basing Capacity. If the Heavy Basing Capacity optional rule (CC 7.3) is in
use, then a unit with the Large trait may be based using only one point of Heavy
Basing Capacity, versus 2 points of standard Basing Capacity.

2.10.1.6 MagSail
A vessel equipped with a magsail is very slow, but capable of traveling vast
distances very cheaply. The magsail also has an impact tactically if such a ship
finds itself in combat. Any squadron that contains an uncrippled magsail-equipped
vessel cannot be targeted by Drones, as they are automatically destroyed if they
attempt to cross the magnetic field propelling the ship. The AS factors of all enemy
units targeting the MagSail unit’s squadron are at a -2 AS penalty (minimum AS
0). Anti-ship fire out of the MagSail unit’s squadron is similarly affected, with each

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craft in the MagSail unit’s squadron receiving a -2 AS penalty (minimum AS 0) to
its own offensive fire. No squadron can contain more than one (1) unit with the
MagSail or SolarSail trait.

Ships with the MagSail trait always spend two (2) turns leaving an area regardless
of the actual cost. Ships with the MagSail trait may not take part in a lightning
strike.

2.10.1.7 SolarSail
Much like magsails, solarsail ships are very slow, ponderous vessels
used to haul large cargos over even larger distances. Unlike
magsails, however, solarsails do not have as dramatic effect on the
battlefield. Their sheer size, however,
causes the AS factors of any enemy
units targeting the SolarSail unit’s
squadron to incur a -1 AS penalty
(minium AS 0), as targeting is disrupted
while the computers struggle to find the needle
in the comparable haystack. Anti-ship fire out of
the SolarSail unit’s squadron is similarly affected, with
each craft in the SolarSail unit’s squadron receiving
a -1 AS penalty (minimum AS 0) to its own offensive
fire. No squadron can contain more than one (1) unit
with the SolarSail or MagSail trait.

Ships with the Solarsail trait always spend two


(2) turns leaving an area regardless of the
actual cost. Ships with the SolarSail trait may
not take part in a lightning strike.

2.10.2 Facilities and Installations

CC 7.2 Planetary Facilities and Installations


The following is a list of planetary facilities and installations that can be made
available to players during the course of a campaign. This includes all constructs
that can be built at planets or fixed defense locations, including both planetary and
orbital facilities.

All listed costs are the default construction and maintenance costs for the units.
Source materials often modify these values, so be sure to consult your source
materials to confirm these units’ costs for your campaign.

Note: Planetary facilities should not have their Attrition values


factored into the Attrition point total when determining ownership
of contested planets (see CG 3.6.5.7 Disruption of Planetary
Economy).

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CC 7.2.1 Supply Depot
A supply depot is a planetary facility that provides vital logistical support to an
empire. Without access to supply, fleets and armies will begin to suffer from the
effects of being out of supply. Supply depots are purchased and transported like
ground units and, when deployed and in supply, extend the supply range of an
empire outward of their location.
Construction Cost: 15 economic points
Maintenance Cost: 1/1
Ground Combat Stats: Attack: 0, Defense: 1, D Factor: 0, Attrition: 7

CC 7.2.2 Orbital Supply Depot


Some settings make heavy use of orbital supply depots, often eschewing the use
of planetary supply depots completely. An orbital supply depot is a special base
unit that has the Supply Depot special ability. These bases have their advantages
and disadvantages compared to planetary depots, but their biggest disadvantage
is that they can be drawn into combat and destroyed. They also cannot be moved
from the location at which they are built.
Construction Cost: 12 economic points
Maintenance Cost: 1/1
Space Combat Stats: DV: 8, AS: 0, AF: 0, Basing: 0, Supply Depot, Supply (2)

CC 7.2.4 Orbital Shipyard


More often than not, orbital shipyards are referred to simply as “shipyards” since
they are the most common shipyard type that will be used in a campaign. Orbital
shipyards allow an empire to build both atmospheric and non-atmospheric ships
equally without the limitations of a planetary shipyard.
Construction Cost: 20 economic points
Maintenance Cost: 2/1
Space Combat Stats: DV: 15, AS: 0, AF: 0, Basing: 0

CC 7.2.5 Repair Dock


Repair docks are facilities that allow you to perform extensive repairs on all
vessels docked there. They are cheaper than shipyards but cannot be used to
build new ships. Repair docks can be used to perform routine unit repairs, upgrade
existing vessels (see 7.8 Unit Refits), of activate/deactivate units (see CG 3.7.9
Deactivations and Activations). The construction capacity of a repair dock is half
that of a normal shipyard (rounded up), with a number of available dock spaces
equal to its location’s Utilized Productivity statistic.
Construction Cost: 12 economic points
Maintenance Cost: 1/1
Space Combat Stats: DV: 9, AS: 0, AF: 0, Basing: 0

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CC 7.2.6 Listening Post
Many governments operate listening posts along their borders. These posts are used
to gather vital intelligence information about fleet movements in their own system
as well as to coordinate offensive Intel missions into surrounding systems. If used
properly, listening posts can increase the security along an empire’s borders.

Listening posts are treated like ground-based supply depots (see CG 3.6.1.2 Supply
Depots) for purposes of transport and purchasing. Instead of providing supply
benefits, Listening Posts instead provide benefits to Intel operations performed
from the system in which the listening post is located.

There are two benefits to establishing a listening post at a planet or system. Firstly,
the system’s maximum Defensive Intel is increased by 1 for each listening post in
the system. This does not provide a free Intel bonus, only the ability to operate
more Defensive Intel at the system than would normally be allowed. Secondly, a
listening post can extend the range of a single Intel mission launched from that
system by 1 connecter. An Intel mission can only benefit from one Listening Post’s
range extension bonus at any time (e.g., the bonus is non-cumulative between
multiple listening posts).
Construction Cost: 8 economic points
Maintenance Cost: 1/2
Ground Combat Stats: Attack: 0, Defense: 1, D Factor: 0, Attrition: 3

CC 7.2.8 Military Institute


Military institutes are large martial campuses dedicated to training an empire’s
next generation of military leaders. These academies are prestigious and costly,
but can help to foster a more competent and effective military.

At the beginning of each turn after its initial purchase, a military institute will
produce an amount of experience points (XP) equal to one-third the planet’s Census
(round up). These XP are placed into the empire’s Military Experience Pool. They
can then be used to purchase/upgrade elite officers or crew/army grade levels the
same or subsequent campaign turns.

A planet may only support a single military institute. Building more than one
institute at a single planetary location has no additional effect.
Construction Cost: 25 economic points
Maintenance Cost: 1/1
Ground Combat Stats: Attack: 0, Defense: 3, D Factor: 0, Attrition: 5

CC 7.2.11 Starport
Starports are travel hubs built on a planet’s surface that act as centers of commerce
for one or more star systems. The number of people that pass through the shop-
filled thoroughfares of your average starport is enough to boggle the mind. This
constant ebb and flow of alien visitors invigorates the local economy through duties,
tariffs, and docking fees.

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Any system that contains a starport increases its system output by 50% for
purposes of calculating commerce income. This bonus is not cumulative between
multiple starports in the same system, so there is no reason to build more than one
starport in a single star system.

Unfortunately, having an open port in a system does come have its disadvantages.
Raider attacks become more common, increasing the base raiding chance by 10%.
It is also easier for enemy agents to sneak on and off the planet. This results in
the difficulty of all Intel missions in the starport’s system being performed at a
difficulty 1 lower than normal (minimum difficulty of 1).
Construction Cost: 30 economic points
Maintenance Cost: 1/1
Ground Combat Stats: Attack: 0, Defense: 1, D Factor: 0, Attrition: 8

CC 7.2.12 Supply Cache


A supply cache is a small, hidden installation containing vital food, weapons,
replacement parts, and other supplies. Caches are of little use during peacetime,
but in times of war blockaded worlds or fleets cutoff from traditional lines of supply
may depend on supply caches for their own survival.

Supply caches are built and transported as a special cargo unit with a size rating
of 10. Each supply cache is a limited, one-use supply depot that can fully resupply
one planet or squadron at its location. Supply caches are “destroyed” after even a
single use.

If more than one player attempts to use the same supply cache on a single turn,
precedence goes to the empire that originally purchased the cache. Invading
empires will not know of the presence of any supply caches in a system until
after they have successfully conquered the system. When using cache’s located
in contested systems or systems under the control of another empire, fleets must
survive all encounter scenarios generated on the turn before they can make use of
a supply cache.

If using the CG 4.22 Stealth and Concealed Movement rules, detection of supply
caches is not automatic. Far from it, finding a hidden supply cache can be quite
difficult. To locate a supply cache, make a special detection roll separate from that
to locate any other enemy fleets or forces in the system. The supply cache gains a
–50% bonus to its chance of being detected. Players that built or transported the
supply cache to its current location will always know where it is located, as will any
other powers that possess this knowledge. This includes both allies that have been
informed of supply cache locations and opposing powers that have used Intel to
steal such information (though the latter would require CM intervention).
Construction Cost: 10 economic points
Maintenance Cost: None

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2.10.2.1 New Facilities and Installations
VBAM: Jovian Chronicles introduces several new installation types unique to the
Jovian Chronicles setting.

2.10.2.1.1 Orbital Infrastructure


The majority of new facilities and installations in the Jovian Chronicles setting
represent the extensive orbital infrastructure that each of the major solar powers
have implemented in its territories.

2.10.2.1.1.1 Orbital Colony


Orbital Colonies are vast structures built in orbit of a planet, or at Lagrange points.
They allow settlements to grow beyond the constraints of the planetary object they
orbit, or even to exist in the depths of space. They can also be built into some of
the larger asteroids found in the Belt.

Orbital Colonies come in three sizes. A small Orbital Colony increases a location’s
Carrying Capacity by 1, a medium by 2, and a large by 3. An Orbital Manufacturing
Facility is not required to utilize the Census contained in an Orbital Colony, as it will
usually have sufficient light manufacturing capacity of its own.
Construction Cost: Small 50 economic points, Medium 100, Large 150
Maintenance Cost: Small 1/2, Medium 1/1, Large 2/1

2.10.2.1.1.2 Orbital Manufacturing Facility


Orbital Manufacturing Facilities (OMF) are just that – space-borne factories. Taking
advantage of the benefits of working in zero- or micro-gravity environments to
build things not possible in a full gravity, Orbital Manufacturing Facilities produce
any number of vitals elements of an economy. Because of that, they are also
valuable targets and must be protected.

Orbital Manufacturing Facilities come in three sizes, as well. A small Orbital


Manufacturing Facility adds 1 Utilized Productivity to a location, a medium 2,
and a large 3. Since Orbital Manufacturing Facilities are fully automated, they do
not require Census to be able to utilize their Productivity. However, an Orbital
Manufacturing Facility cannot be built at a location that does not already have
Census and Productivity utilized by at least one of the available Census.
Construction Cost: Small 100 economic points, Medium 200, Large 300
Maintenance Cost: Small 1/1, Medium 2/3, Large 2/1

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Orbital Infrastructure Table
Name Cost Maint DV AS AF CR CC BC Avail Notes
Orbital Colonies
Colony Powerplant n/a n/a 2 0 1 0 0 0 Common
Colony Spaceport n/a n/a 2 0 1 0 0 0 Common
Weapon Turret (KKC) n/a n/a 4 2 1 0 0 0 Common
Weapon Turret n/a n/a 4 1 1 0 0 0 Common
(Missiles)
Weapon Turret (P. n/a n/a 4 4 2 0 0 0 Common
Beam)
Small Colony Cylinder 50 1/2 12 0 0 0 0 1 Common
Medium Colony 100 1 18 0 0 0 0 2 Common
Cylinder
Large Colony Cylinder 150 2 21 0 0 0 0 4 Common
Nomad Asteroid Base 175 2/4 22 0 2 0 0 14 Common
Small OMF 100 1 12 0 0 0 0 1 Common
Medium OMF 200 2/3 18 0 0 0 0 2 Common
Large OMF 300 2 21 0 0 0 0 4 Common
Small Orbital Military 75 1/2 15 0 0 0 0 4 Common
Base
Medium Orbital 150 1 21 0 0 0 0 8 Common
Military Base
Large Orbital Military 225 2 24 0 0 0 0 12 Common Supply
Base Depot,
Supply (4)

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2.10.2.1.1.3 Nomad Asteroid Base
Developed by the Nomads, these combine an unarmed Valhalla, plus the components
of an orbital colony around a large asteroid. The result is a structure that can house
two Census and have room for enough light industrial capacity to put those Census
to work, yet is more durable thanks to the asteroid. This kind of structure can also
be found in Jovian and Titan territory. Please note that the Nomad Asteroid Base
can only built in a location that also has an asteroid field.
Construction Cost: 175 economic points
Maintenance Cost: 2/4

2.10.2.1.1.4 Orbital Military Base


Using many of the same components as an orbital colony or manufacturing facility,
many nations build large military bases. Like other orbital facilities, Orbital Military
Bases come in a range of different sizes. The smallest bases are essentially a large
defense base, while the largest often serve as fleet headquarters and function not
only as a defensive installation, but as a supply depot, as well.
Construction Cost: Small OMB 75 economic points, Medium 150, Large 225
Maintenance Cost: Small 1/2, Medium 1/1, Large 2/1

2.10.2.1.1.5 Orbital Infrastructure in Combat


An orbital colony or manufacturing facility actually represents a number of structures.
Each component can be attacked or boarded with the Direct Assault ability like a
ship. Capture or destruction of any one structure, even the colony cylinder itself,
generally does not affect any other component. However, if the Power Plant is
captured or destroyed, any weapons will no longer fire. To determine the extent of
the installation, consult the following chart:

Orbital Infrastructure Component Chart


Weapon
Infrastructure Type Turrets Spaceports
Small Orbital Colony 1-3 1 1
Medium Orbital Colony 1-4 1-2 1
Large Orbital Colony 2-4 2 1
Small Orbital Manufacturing 1-8 1-2 1
Facility
Medium Orbital Manufacturing 1-10 1-2 1
Facility
Large Orbital Manufacturing 2-10 2 1
Facility
Nomad Asteroid Base 1-4 1-2 1
Small Orbital Military Base 10 1-2 1
Medium Orbital Military Base 20 2 1
Large Orbital Military Base 30 2 1

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For each weapon turret, randomly determine type. Further, for OMFs use the same
stats as a colony cylinder of the same size when resolving CSCR combat.

2.10.2.2 Orbital Starport


Orbital Starports are travel hubs built in a planet’s orbit that act as centers of
commerce for one or more star systems. The number of people that pass through
the shop-filled thoroughfares of your average starport is enough to boggle the
mind. This constant ebb and flow of alien visitors invigorates the local economy
through duties, tariffs, and docking fees.

Any system that contains a starport increases its system output by 50% for
purposes of calculating commerce income. This bonus is not cumulative between
multiple starports in the same system, ground or orbital, so there is no reason to
build more than one starport in a single star system.

Unfortunately, having an open port in a system does come have its disadvantages.
Raider attacks become more common, increasing the base raiding chance by 10%.
It is also easier for enemy agents to sneak on and off the planet. This results in
the difficulty of all Intel missions in the starport’s system being performed at a
difficulty 1 lower than normal (minimum difficulty of 1).
Construction Cost: 40 economic points
Maintenance Cost: 2/2
Space Combat Stat: DV: 20, AS: 0, AF: 0, Basing: 2

2.10.3 Drones
In the 23rd century, a dedicated computer is capable
of not only piloting a spacecraft, but also of guiding it
through a battle or surveillance mission. Such uncrewed
craft are collectively known as Drones, and perform a variety
of battlefield roles that are either too dangerous or too precise for
humans.

Drones are divided into three classes. Every Solar nation


has its own models of Drones in each class, but the class
designations (much like the common use of naval terms
like “destroyer” and “frigate”) are used uniformly throughout the Solar
System. All of the Solar Nations use similar Drone types, with very
little real variation between them. Although Venusian Drones do tend to be
better-constructed and generally superior to foreign Drones, the differences are
too minor to make much of a difference here.

Class I Drones are the simplest and most straightforward Drone designs, little more
than precocious missiles with basic decision-making abilities. Class II Drones are
somewhat brighter than Class I Drones, in that they actually have some sense of
self-preservation. Such Drones are still considered highly expendable, however, and
have tasks that put them in the way of great harm. Class III Drones are the most
complex of the three Drone classes, and are generally not considered expendable on
the battlefield; they are difficult to obtain and expensive to replace. The decision-

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making processes of Class III Drones are advanced enough such that they can be
trusted with weapons and the discretion to use them on the battlefield.

2.10.3.1 Drone Attributes


In VBAM terms, a Drone carrying unit will have as many as four attributes. The first
is the Drones trait itself, which allows the unit to fire Drones in the course of a battle.
The trait will also indicate what classes of Drones are available, such as II, or I-III.
Third, there may be a number in parentheses indicating the number of Drones per
CSCR round that may be launched; if this number is omitted, it indicates that the
ship can launch only one Drone per
combat round. Finally, there
may be a number in brackets
indicating the number of turns
that Drones may be launched
before the unit has expended
its supply of drones. Note that
some units that have multiple
Drone launchers, like the Uller
Drone Cruiser, will have multiple
entries representing the different
capabilities of their launchers.

Drones being launched are


determined in secret by all
players prior to Fire Phase
One of each combat round and
then their placement is revealed.
Drones then function as flights similar
to fighters and exos.

Example: The Venusian Rienze fighter has the following notes: Ship-
killer Drones (4) [3]. This means that a Rienze is limited to launching
Ship-Killer Drones only, can launch as many as four per turn, and can
launch drones three turns of a battle.

Example 2: The Venusian Sakura exo-armor has the following notes:


Drones I, III (2) [1]. This means that a Sakura can launch any Class
I or Class III Drone, can launch up to two per round, but only has
enough ammo for round of battle. This may be why it also packs a
Beam Cannon and Missile Pods…

Example 3: The CEGA Uller Drone Cruiser variant has the following
notes: Drones I (4) [2], Drones I-III (2) [3]. This means that the Uller
could launch as many as six Class I Drones in a turn, or up to four
Class Is and up to two Class II or Class III Drones (or one of each).

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2.10.4 Equipment
Lightning Strike allows for use of additional weapons and equipment. This section
provides guidelines on how to handle such usage at the VBAM level.

At any given time, a faction cannot have more than 10% (round down) of the
total number of ships and units in active service (mothballs and reserves do not
count) modified with additional weapons and/or equipment. This 10% represents
the Equipment Pool.

Further, each faction has a chart showing the different availabilities. Common
equipment can be used freely. Restricted equipment can only be used on 25% of
the Equipment Pool (round down), and Experimental equipment can only be used
on 5% of the Equipment Pool (round down, minimum of 1). Note that a ship or unit
could potentially have more than one item of Restricted or Experimental equipment;
however, a ship or unit with both Restricted and Experimental equipment would
count against both limits.

Exo-Armors can add one additional weapon, if allowed, and one piece of equipment.
Exo-Suit Squads may not add any weapons but may add as many pieces of equipment
as desired as long as none are duplicated. Fighters may add up to two additional
weapons and one piece of equipment. Ships cannot add any weapons but may add
as many pieces of equipment as desired as long as none are duplicated.

Any ship or unit with Restricted Equipment either increases its maintenance cost
by 1 if a whole number, or increases the numerator by 1 if a fraction. Any ship or
unit with Experimental Equipment will increase its maintenance cost by 2 if a whole
number, or increase the numerator by 1 and decrease the denominator by 1 if a
fraction.

Example: The Mercury player decides he wants to beef up a Bael


Exo-Armor. He adds a Melee Weapon and an Anti-Missile System. If
his Equipment Pool is 10 (meaning he has 109 or less ships and units
in play), the modified Bael would use one of the 10 slots. Further,
his Restricted Equipment Pool is 2 (10 * 25% = 2.5, round down to
2), and since the Anti-Missile System is Restricted equipment for
Mercury, only one more ship or unit may utilize Restricted equipment.
The Restricted equipment adjusts the maintenance cost from 2/3 to
3/3.

2.10.4.1 Combining Equipment with 4.9 Research Projects


When using 4.9 Research Projects, Equipment become valid targets for research.
Just as ships and units can be made more available for an empire, so can additional
weapons and equipment. For the purposes of 4.9, consider Restricted equipment
to have a cost of 1/2 and Experimental equipment to have a cost of 1.

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2.10.4.2 Equipment and Weapon VBAM Effects Charts

Exo-Armor and Fighter Weapons


Name Effect
Swarmers +1 AS, +1 AF for one turn of combat
Light Missiles +1 AF for one turn of combat
Medium Missiles +1 AS for one turn of combat
Heavy Missiles +3 AS, +1 AF for one turn of combat
HARM +2 AS, +1 AF for one turn of combat
Assault Railgun +1 AS
Drone Rack A Shipkiller Drones (4) [2]
Drone Rack B Drones I (4) [2]
Drone Rack C Drones I (2) [2]
Drone Rack D Drones I (1) [1]
Drone Rack E Drones II (2) [3]
Drone Rack F Drones II (1) [1]
Drone Rack G Drones III (2) [2]
Drone Rack H Drones III (1) [2]
Drone Rack I Drones I, III (2) [1]
Drone Rack J Drones II, III (2) [1]
Drone Rack K Drones I-III (2) [1]
Beam Cannon +1 AS
Sentry Pod +1 DV for one turn of combat
Melee Weapons +1 AF, CC (1) or +1 if already has trait

Exo-Armor and Fighter Equipment


Name Effect
Anti-Missile System +1 DV
EW Pod Scout (1) or Jammer (1)
Target Designator No VBAM effect
Executor Copilot No VBAM effect
Advanced Fire Control No VBAM effect
Snoopy Pod Negate one unit’s Cloak or Stealth ability
Ablative Armor +1 DV
Battle Arms CC (1) or +1 if already has trait
Shield +1 DV
Booster Pack +1 DV, +1 AS
Vernier Module No VBAM effect
Chameleon Refit Stealth (2), Cloak (1)

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Exo-Suit Equipment
Name Effect
Booster Pack +1 DV, +1 AS, +1 AF
Claymores CC +1
Shields +1 DV
Target Designator No VBAM effect
Toolkits Can remove one point of attrition damage if
both squad and target unit are assigned to
friendly squadron

Ship Equipment
Name Effect
Decoy Pod No VBAM effect
Diogenes System No VBAM effect
EW Rig Scout (1), Jammer (1)
HEAT-Resistant Armor +1 DV
Proximity Mines +1 AF against enemy units assigned to its
squadron
Repair Bots Can remove one point of attrition damage per
turn
Target Designator No VBAM effect

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2.10.5 Aces
Be it by skill, experience, courage or plain dumb luck, some pilots and
ship crews are noticeably superior to their fellow warriors, sometimes
seeming to possess almost supernatural powers of insight, aim or
survival against the odds. These maverick characters are called
Aces, and their exploits are nothing short of legendary.
Aces

Unlike in Lightning Strike, there is no theoretical limit to the


number of Aces in play. As players battle for control of the Solar
System, the experience generated by conflict will potentially see
many Aces arise to distinction. Many more will fall in battle.

This section incorporates many elements (but not all) of CC 10.1 Elite
Officer System allowing the use of Lightning Strike Aces on the strategic
level, as well as a generation of new Aces.

2.10.5.1 Ace Rank


There are a total of nine ranks for an Ace Officer or Crew to aspire to.
By default, a Level One Ace will have a Lightning Strike Skill Level of 1
and a Skill Bonus of 0. Each time the Ace is promoted, his Skill Bonus
will increase by 1 until it reaches 2. Once the Skill Bonus reaches 2,
the next promotion will increase the Ace’s Skill Level and his Skill Bonus
will drop back to 0. In addition, each new level allows the Ace to
pick a new Perk. Each Level, as well as each Perk, is assigned an
associated VBAM CSCR bonus.

Rank determines the seniority of the officer within his or her chain of command or
other hierarchy. The higher the officer’s rank the greater the preference the officer
shall receive when it comes to postings. A high-level officer will never be assigned to
a location beneath his station. When assigning officers to positions in your empire,
officer rank will be a determining factor in deciding officer assignments.

Experience points (XP) are used to purchase new Aces and improve existing Aces.
There are many ways that an empire can earn XP, but an empire will earn the
majority of its experience via combat.

Regardless of where experience comes from, unspent XP are placed into the
empire’s Military Experience Pool. On future turns, players may use some or all of
the XP in their Military Experience Pools to make Ace purchases or improvements.
The amount of XP in the Military Experience Pool should be tracked by the player,
and will usually appear on the turn sheet and be tracked in a manner similar to how
the Military Intel Pool is tracked.

The following section outlines the different ways that a power can earn XP. Most XP
are earned as a result of participating in combat, but that is not the only way to
increase an empire’s available XP.

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2.10.5.2 Space Combat Experience
Use the following formula to calculate the XP earned as a result of a space combat
engagement:

(Total Enemy Fleet Cost / Total Friendly Fleet Cost) * Cost of Enemy
Units Damaged/Destroyed * (Cost of Surviving Friendly Units / Total
Friendly Fleet Cost) = XP earned (round down)

The total cost of either fleet is based on the original construction costs of the units
that comprise them. Remember in the case of units with fractional construction
costs (such as flights), round all fractions up before performing the calculations
above. Crippled units apply their full construction cost towards their fleet’s cost
total. The same holds true for calculating the cost of units destroyed in battle.

When calculating the cost of units damaged or destroyed in a battle, units that
have been crippled but not destroyed in the encounter add their repair cost to the
damaged/destroyed total for the power’s fleet instead of their original construction
cost. For example, a DV 8 Heavy Cruiser that is crippled in the battle will cost 2
economic points to repair. When calculating space combat experience, the Heavy
Cruiser adds 2 economic points to the damaged/destroyed total for its fleet.

The ‘Cost of Enemy Units Damaged/Destroyed’ is the economic cost of enemy units
destroyed or crippled in the battle. Destroyed units add their full construction cost
to this total, while newly crippled units add their repair cost (and detailed above).

The ‘Cost of Surviving Friendly Units’ is equal to the power’s Total Friendly Fleet
Cost minus the ‘cost of all friendly units damage/destroyed during the battle: the
full cost of destroyed units and the repair cost of crippled units – in other word’s,
the opponents ‘Cost of Enemy Units Damages/Destroyed’).

The more disproportionate the forces in a space engagement, the more variance
in the number of XP that can be earned by either side. A larger force that trounces
a much weaker force will earn comparatively little experience from the encounter
because the inferior opponent never stood a chance against them. Conversely, a
small fleet that managed to best a larger, costlier fleet will reap the benefits in the
form of more XP from the confrontation.

Example: Your fleet moves into an enemy system and engages an


enemy fleet. Your fleet is comprised of 1 Dreadnought (cost 12),
3 Heavy Cruisers (cost 8), 6 Light Cruisers (cost 5) and 6 Frigates
(cost 3). The enemy’s fleet is comprised of 2 Battleships (cost 13),
1 Heavy Cruiser (cost 7), 13 Destroyers (cost 4), and 2 Corvettes
(cost 2).

After the scenario is resolved, your fleet has taken the following
damage: 1 Dreadnought crippled, 2 Heavy Cruisers destroyed, 3 Light
Cruisers crippled, 1 Light Cruiser destroyed, 6 Frigates destroyed. The
enemy fleet has taken the following damage: 1 Battleship crippled,
1 Battleship destroyed, 1 Heavy Cruiser destroyed, 5 Destroyers

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crippled, 3 Destroyers destroyed, 2 Corvettes destroyed.

Calculate Experience for Your Fleet

(89 / 84) * 45 * (36 / 84) = 20 XP earned

Calculate Experience for Their Fleet

(84 / 89) * 48 * (44 / 89) = 22 XP earned

2.10.5.3 Experience Points from Military Institutes


CMs may decide to allow their players to build special planetary facilities to provide
a constant influx of XP for their empire. Military institutes are described in 7.2.9
Military Institute and provides the owning empire with an amount of XP per turn
equal to one-third its location’s Census statistic (round up). Military institutes require
an initial investment in resources to build along with a continuing maintenance
expense, but they can provide a valuable resource for players looking to improve
their force’s overall experience level.

2.10.5.4 Spending Experience Points


XP expenditures and purchasing take place during the Update Asset Phase of the
turn. Unless otherwise noted, XP must be spent at the time that they are earned
unless there are not enough XP available to purchase/improve an Ace. Any XP
remaining after all possible experience-related purchases are made are placed in
the Military Experience Pool for later use, at the player’s discretion. A power cannot
choose to place XP into the Military Experience Pool if it could still purchase one or
more Ace upgrades.

By default, it costs 10 XP or to create a new Ace, or improve an existing Ace’s level.


Aces may only receive one new level/ability per campaign turn. Officers created on
the current campaign turn cannot be improved on the same turn.

Ace Level Lightning Strike Abilities Lightning Strike Perks


1 Skill Level One / Skill Bonus 0 Parting Shot / Command Points /
Player’s Choice
2 Skill Level One / Skill Bonus 1 Player’s Choice
3 Skill Level One / Skill Bonus 2 Player’s Choice
4 Skill Level Two / Skill Bonus 0 Player’s Choice
5 Skill Level Two / Skill Bonus 1 Player’s Choice
6 Skill Level Two / Skill Bonus 2 Player’s Choice
7 Skill Level Three / Skill Bonus 0 Player’s Choice
8 Skill Level Three / Skill Bonus 1 Player’s Choice
9 Skill Level Three / Skill Bonus 2 Player’s Choice

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Lightning Strike Perk VBAM Ability
Parting Shot Ship/Unit Ace is assigned to will still get to fire in its’ next
eligible round after unit is destroyed
Command Points If Ace is assigned to a ship, it gets either +1 CR or -1
CC; if Ace is assigned to a unit, it gets +1 to the stat of
player’s choice
Aura of Command If Ace is assigned to a ship, it gets +1 CR; if Ace is assigned
to a unit, it may be assigned to a squadron other than it’s
carrier at no command cost
Blind Luck Once per battle, this Ace may reroll the combat die for the
group his ship/unit is assigned to
Charmed Life Ship/Unit Ace is assigned to gets +1 DV
Inspirational All ships or units in the same group as Ace get +1 AS and
+1AF
Lightning Reflexes Ship/unit Ace is assigned to gets +1 AS and +1 AF
Melee Master If Ace is assigned to a unit, it gets +2 to its CC rating; If
Ace is assigned to a unit w/out CC rating or to a ship, it
gets +2 AF
Nerves of Steel Ship/unit Ace is assigned to gets either +1 AS or +1 AF
Quick and Wily Ship/unit Ace is assigned to gets +1 DV
Sixth Sense Ship/unit Ace is assigned to gets +1 DV

Note that this supersedes the restrictions in Lightning Strike preventing the
assigning of certain perks to certain units. Also note, however, that the Lightning
Strike effects of these perks are unchanged, so some Perks, while useful in the
VBAM CSCR will do you no good in Lightning Strike.

2.10.5.5 Ace Assignments


After an Ace is created, the Ace must be assigned to a posting. If the new Ace is
generated as the result of XP earned in combat, then the Ace will begin play in the
fleet location that produced those XP. In all other instances, the Ace enters play at
a location of the player’s choosing.

There can only be one Ace per ship or unit. An Ace on a ship represents both the
skill of the Captain of the ship, as well as the overall proficiency of the crew. Exo-
armors, exo-suit squads, and fighters are all small enough to be represented by
single elite officer.

Aces are assigned to a specific ship or unit. Aces will generally take command of the
largest or most powerful vessel in their fleet, taking it as their task force flagship.
The more impressive the unit, the more likely it will be taken as their flag. If you
are unsure of what vessel is the most prestigious in a fleet, add the units’ DV, AS,
AF, CR, and Basing values. The higher the total, the more affluent the posting.

If more than one Ace is assigned to a fleet, they will take command of warships
in the fleet in order of their officer rank. When assigning these Aces, preference is
given first to the prestige of the posting and second to the command ship’s squadron

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placement. Aces will prefer to be placed in command of their own squadron within
the task force rather than serving under another Ace. However if a single squadron
should contain three battleships in want of an Ace and all other squadrons contain
at most a heavy cruiser, then the Ace will of course take the battleship posting
since it is the most prestigious. Alternatively, if there was only one battleship in the
fleet and it already had been assigned to the highest-ranking Ace at the location,
then additional Aces would vie for the captaincy of the available heavy cruisers
instead.

Aces should be assigned to fleets commensurate with their rank. Any task force
commanded by an Ace should have at least one (1) squadron for every level of the
Fleet Officer class the officer possesses. If none of an empire’s task forces are large
enough to support their highest-ranking Ace, then that Ace should be assigned to
the largest fleet that the empire controls. During peacetime this stipulation is to
be followed closely, but during wartime the players will have some flexibility in
Ace assignments. However, players are still not allowed to rotate a high-ranking
admiral to command fleets beneath their station. They may however keep their
Aces stationed at worlds while their fleets are repaired or replenished, which may
effectively keep them out of the war for some time.

Aces assigned to a unit, such as an Exo-Armor, Fighter or Exo-Suit squad, are


assigned to a specific unit. Note that once an Ace is assigned to a unit, he can never
be assigned to a ship, though his unit can be based on a ship. The temperament
and mentality of an Ace Exo-Armor pilot does not lend itself well to leading the
crew of a battleship. As with ship Aces, unit Aces should be assigned to the most
prestigious units available. Unique or Rare units will be an Ace’s first choice, as
often those units are designed specifically for Aces. As with ships, when several
possible choices are available, add their VBAM stats together to determine the
most prestigious unit.

2.10.5.6 Reassignment of Aces


An Ace can be reassigned to another unit. In the case of a unit Ace, he or she is
simply being assigned to different equipment. In the case of a ship Ace, transferring
the Ace represents the transfer of an Admiral and his staff, or a Captain and his
division chiefs. Once the transfer is successful, the Ace applies his bonuses to his
new ship/unit. However, the next time the Ace is promoted, there is no effect.
Effectively, a transferred Ace must rebuy his last promotion before he can be
promoted again. This re-purchase has no bearing on his overall rank; rather it
represents the Ace familiarizing himself with his new assignment. Please note that
an Ace cannot both rebuy a rank and be promoted from experience earned in the
same battle or from an outside source in the same turn.

Any Ace may be reassigned between units or locations as long as both are in
supply and the route connecting the two is not cut off by enemy forces. This route
can pass through foreign territory belonging to allies or mutual defense partners
without incident, but otherwise it cannot be traced through the territory of a power
that you have less than a mutual defense treaty with.

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Reassigning an Ace to another unit or location in the same system takes effects
immediately. Otherwise it takes one complete campaign turn for the Ace to travel
to the destination. During this turn, Aces in transit between posts are in limbo and
do not provide any of their normal bonuses to either their previous or intended
locations.

In the event that the Ace’s intended destination is captured, blockaded or destroyed
before his/her arrival, the Ace’s reassignment orders are cancelled and the Ace is
returned to a system of the player’s choosing that is under his or her empire’s
control. The player may then choose a new location to assign the Ace to on the
following campaign turn.

2.10.5.7 Officers and the Results of Combat


The galaxy is a dangerous place, even for the most remarkable of Aces. There
almost always exists the possibility that each confrontation with the enemy will
be the Ace’s last. Odds are that more seasoned Aces will survive these encounters
intact, but many promising captains, generals, and admirals will be lost along the
way.

The chance of survival for each situation is provided below. Multiply the Ace’s rank
by the applicable modifier to determine the Ace’s survival chance, and then roll a
percentile die. If the die result is greater than the survival chance, then the Ace
has perished.

2.10.5.7.1 Surviving Space Combat


Aces assigned to space units (ships, units, bases, etc.) are often placed in jeopardy.
There is always the chance that an Ace will be killed during battle as a result of
damage to his or her command ship, or even its outright destruction!

Ace Survival Chart: Space Combat


Command Ship Crippled: 25% times the Ace’s rank.
Command Ship Destroyed: 10% times the Ace’s rank.
Squadron Destroyed: 5% times the Ace’s rank.
Task Force Destroyed: 1% times the Ace’s rank.

2.10.5.7.2 Surviving Orbital Bombardment


Planet-based Aces can come under fire from orbital bombardment. Most notable
Aces have the luxury of retreating to reinforced armored bunkers to whether the
rain of destruction from the skies but even then there is a chance that the Ace will
be killed by the bombardment.

Unlike space or ground combat, the chance of an Ace surviving orbital bombardment
is proportional to the amount of bombardment points used against the planetary
target. The greater the bombardment saturation, the lower the chance that an Ace
will survive it.

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Ace Survival Chart: Orbital Bombardment


1-12 Bombardment Points: 50% times the Ace’s rank
13-24 Bombardment Points: 40% times the Ace’s rank
25-36 Bombardment Points: 30% times the Ace’s rank
37-48 Bombardment Points: 20% times the Ace’s rank
49+ Bombardment Points: 10% times the Ace’s rank
Colony Destroyed: Ace Killed

2.10.5.8 Capturing and Rescuing Enemy Officers


Aces can be captured by enemy forces in many different ways. For example, a
victorious empire captures enemy Aces that survived combat but were abandoned
on the battlefield (whether accidentally, or by choice). Aces can also be captured
as a result of a Sabotage: Capture Ace Intel mission.

Once captured, the capturing empire cannot force these Aces to serve them, and
captured Aces do not provide any of their normal benefits while incarcerated. The
capturing empire can use a special Ace Subversion Insurgency mission to attempt
to break their prisoner’s will and turn them to their side, but such missions are
extremely difficult and rarely succeed. However captured Aces make valuable
hostages that can be ransomed or executed as the capturing player sees fit.

An empire has several options for recovering its captured Aces. The first is to deal
directly with the opposing power, trading something of worth for a release of the
hostages. Another option is to lead a frontal military assault against the location
where the captured officer is being detained. This runs the risk of killing the officer,
but it might be the quickest method of retrieval. If the assaulting empire wins the
battle and the officer survives combat (and is not ferried away by retreating ships
or excluded vessels), then the officer is rescued.

Perhaps the best option for recovery of a captured officer is the use of a Rescue
Officer Intel mission. This special Sabotage mission attempts to rescue a particular
officer at a known location.

Finally, Direct Assault units can be used to either capture or rescue officers during
battle. It takes a number of Direct Assault attrition points equal to three times an
Ace’s rank to capture them, or two times an Ace’s rank to rescue them. Attrition
damage points used to capture/rescue an officer do not damage the ship or unit
they are applied to; they instead apply solely to the capture/rescue attempt.
Captured/rescued officers are transferred to the Direct Assault unit (or its carrier,
in the case of Direct Assault flight units) following any successful attempt.

2.10.5.9 Elite Officer Intel Missions


The inclusion of elite officers in a campaign opens the doors for the inclusion of
several additional Intel missions tailored specifically towards elite officers. Through

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the use of Intel, players can potentially uncover the location and specifics of an elite
officer and then assassinate, capture, or rescue them using Intel points alone.

2.10.5.9.1 Espionage Missions


Several existing Intel missions can be used to provide an empire with information
on the presence of elite officers at specific locations (as indicated by the mission
type). These pre-defined missions should be used when players desire to find out
the names and locations of enemy elite officers. Note that these missions will not
betray the statistics or abilities of these elite officers, only the name of the officer
and his or her location. To find out more detailed information about an officer you
must use an Espionage: Officer Intel mission.

System (Difficulty Level 1): Reveals the presence, names, and locations of
all elite officers assigned to planets and fixed defenses in the system.

Fleet (Difficulty Level 1): Reveals the presence, names, and locations of all
elite officers assigned to space combat units (including fixed defenses) in
the system.

Trade (Difficulty Level 1): Reveals the presence, names, and locations of all
elite officers assigned to Trade Fleets in the system.

Troop (Difficulty Level 1): Reveals the presence, names, and locations of all
elite officers assigned to ground combat units in the system.

Officer (Difficulty Level 2): This mission is an attempt to gather information


on a specific elite officer in the target system. A successful Espionage:
Officer mission will give the launching player full class, ability, and rank
information on the specified elite officer. The officer must be in the target
system in order for this mission to succeed.

2.10.5.9.2 Sabotage Missions


Empires can use sabotage missions to attempt to remove ‘inconvenient’ elite
officers from the game, either by capturing them or simply killing them in cold
blood. Powers may also use Intel to attempt to rescue captives that have been
imprisoned by an opposing power.

Assassination (Difficulty Level: Varies): This mission is an attempt to


assassinate a specific enemy elite officer. The target of this mission should
be noted before it is performed. For this reason the power will need to have
gained sufficient intelligence as to the officer’s location, such as through
a successful Espionage: Officer mission, before a mission of this type is
launched. The mission’s difficulty is equal to the target officer’s rank. The
specified elite officer must be in the mission’s target system in order for the
mission to have any chance of success. If the mission does succeed, then
the targeted officer will be killed and removed from play.

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Empires are allowed to launch Assassination missions against systems
without specifying a specific assassination target. In this case, the mission
will target one random enemy officer in the system. Without a known target
to hone in on though, the difficulty of the mission is increased by 2.

Whether or not the attempt is successful, if the target power learns who
launched the assassination mission against its officer then the targeted
power will receive a non-cumulative +50% bonus to breaking treaties and
declaring hostilities or war on the campaign turn following the assassination
attempt. Attempting to murder an enemy officer (or foreign leader of any
sort) in cold blood will cause a major diplomatic incident.

Capture Officer (Difficulty Level: Varies): This mission is an attempt to


capture an enemy officer. You must know the enemy officer’s location in order
for a Capture Officer mission to be performed. The difficulty of this mission
is equal to the enemy officer’s rank. If successful, the enemy officer will be
captured and returned to the system that launched the Intel mission.

Rescue Officer (Difficulty Level: Varies): This mission is an attempt to


rescue a captured friendly officer. You must know your captured officer’s
location in order for a Rescue Officer mission to be performed. The difficulty
of this mission is equal to your officer’s officer rank. If successful, the
captured officer will be returned (intact) to the system that launched the
Intel mission.

2.10.5.10 Insurgency
Elite officers are not often affected by insurgencies, though some exceptions to this
rule do exist (see 10.1.10 Elite Officers and Rebellions). The most common form
of officer insurgency mission is the attempt to subvert the loyalty of an opposing
empire’s officers.

Officer Subversion (Difficulty Level: Varies): This mission is an attempt to


force one of your enemy’s elite officers to defect to your side! This is an
extremely difficult proposition, but it can potentially play to an empire’s
favor. The Officer Subversion mission must target a specific enemy officer
whose position is known. The difficulty of this mission is equal to three
times the officer’s rank.

Please note that captured enemy officers are legitimate targets of an Officer
Subversion Insurgency mission. In fact, players might find it beneficial to
try to “turn” enemy officers in their custody.

2.10.6 Army Grade Levels


Just as individual elite officers and ship crews can earn special distinction as a
result of combat experience, so can entire ground armies. Personnel experience is
broken down into six different grades: Green, Novice, Regular, Veteran, Elite, and
Legendary. Each of these grades signifies a general level of training and experience.
The greater its experience, the more effective the unit will be in battle.

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A unit’s statistics are modified by its current grade level; however, a statistic can
never be reduced to below half of its original value (round down), nor can it be
increased beyond twice its original value (round up).

Current Grade Level Cost to Promote


Green 5 XP
Novice 10 XP
Regular 15 XP
Veteran 25 XP
Elite 40 XP
Legendary N/A

All units begin with a grade level of Regular unless the CG 4.1 Wartime Economies
optional rule is in use. If CG 4.1 is in effect, all units begin with a grade level of
Regular during Peacetime, Novice while Gearing Up, and Green during Wartime.

2.10.6.1 Ground Combat Experience


Use the following formula to calculate the XP earned as a result of a ground combat
engagement:

(Total Enemy Attrition / Total Friendly Attrition) * Enemy Attrition


Damaged/Destroyed * (Surviving Friendly Attrition / Total Friendly
Attrition) * 5 = XP earned (round up)

Total the Attrition of all enemy and friendly ground units at the beginning and end
of the engagement and use these totals to figure the experience gained by either
or both forces.

Example: Your ground forces are engaging those of an enemy


combatant on a distant world. Your ground forces are comprised
of 4 Regulars (Attrition 2) and 1 Heavy Regulars (Attrition 3). The
enemy has 3 Marines (Attrition 2). In the fighting, your forces lose 2
Regulars and take 1 Attrition damage to a third Regular. In return,
you kill two of the enemy Marine units.

Calculate Experience for Your Forces

(6 / 11) * 4 * (6 / 11) * 5 = 5 XP earned (round up)

Calculate Experience for Their Forces

(11 / 6) * 5 * (2 / 6) * 5 = 15 XP earned (round up)

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2.10.6.2 Army Grade Levels
Grade Level Effects
Green -2 Attack, Defense, Attrition, affects of OOS levels doubled
Novice -1 Attack, Defense, Attrition
Regular No Modifiers
Veteran +1 Attack, Defense, Attrition
Elite +2 Attack, Defence, Attrition, ignores the first OOS level
Legendary +3 Attack, Defense, Attrition, ignores the first OOS level

2.10.6.3 Army Grade Reassignments


Over the course of time, it is natural for even the most legendary of army units to
go their own ways. As members of the unit are promoted they will inevitably take
new assignments elsewhere, while others simply retire to a life of quiet solitude
back home.

Players can elect to reassign their ground units any time during a campaign. The
decision to do so is recorded in the player’s turn orders and is performed during
the Update Asset Phase. When an army is reassigned, it cannot be simply moved to
another unit. The troops are instead broken up and moved throughout the empire.
Instead, refer to the Unit Grade Equivalency Table to determine the number of
lesser crews created from the reassignment of the higher trained crew.

In most cases, only legendary units will truly benefit the empire from reassignment.
However, in instances where the empire’s training level is abysmal with starting
units being of inept or poor grade, the reassignment of crews can dramatically
increase empire-wide crew/army grade levels.

Unit Grade Equivalency Table


Grade Level Equivalencies
Poor None
Novice None
Regular 2 Novice
Veteran 2 Regular or 4 Novice
Elite 2 Veteran, 4 Regular or 8 Novice
Legendary 2 Elite, 4 Veteran, 8 Regular or 16 Novice

2.11 Sharing a Location


For any number of reasons, more than one faction can end up sharing a location.
The trick then becomes determining who controls what and gets the benefits of the
available resources.

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2.11.1 Terrestrial Locations

2.11.1.1 Getting a Foothold


The only way for one faction to gain a foothold at another faction’s location is to
have troops on the ground when hostilities cease. Then, if the new faction secures
the right to do so through the negotiations that ended hostilities, the new faction
may claim a portion of the location as its own. Take the total Attrition values of
the ground units present for each faction, and divide by the total Attrition values
present for both factions. This will be expressed as a percentage for each faction.
Apply the percentage of the faction with the lower percentage to the available
ground-based Census, Morale (no greater than the ground-based Census), Utilized
Productivity (again, no greater than the ground-bases Census) and unused Carrying
Capacity. Round all fractions down, and the faction with the higher percentage gets
the remainder. Finally, both groups of Census make a Morale Check with a Target
Number of 2 and a result of -2 to Morale for that group. Both portions have access
to the same amount of RAW, as that value reflects the overall resource level for
the location.

Example: The 2214 Scenario is being played and Venus, in a bold


move while CEGA and the Jovians are distracted, has invaded Mercury
in an all-out bid to gain control of the Merchant Guilds. While the
initial invasion went well, and Venusian forces have secured a portion
of the planet, both CEGA and the Jovian Confederacy have noticed
and are applying significant pressure on the Venusians to cease
hostilities. Knowing that the Mercurians have their back against the
wall, the Venusians offer an end to the war, providing that Venus
remains in control of the territory it has captured. Told by its allies
that significant help is too far away, the Mercurians give in.

Once all other negotiations are completed, the CM next has to


determine who gets what on Mercury. Available Census, Morale,
Utilized Productiviy and unused Capacity must be split up between
the two. To do that, the ratio of the total Attrition values for all ground
units present for both factions must be determined. The Mercurians
have 2 Security Forces (2 Attrition), 1 Heavy Infantry (3 Attrition), 3
Militia (1 Attrition) and 1 Exo-Suit ground unit (3 Attrition) present
for a total Attrition Value of 12. The Venusians have 2 Infantry
(3 Attrition), 1 Armor (4 Attrition), and 1 Exo-Armor ground unit
(5 Attrition) present for a total Attrition Value of 15.

Mercury has 12 / 27 = 44% of the total Attrition value present, while


Venus has 15 / 27 = 56%. This ratio is then applied to the Census
of 5, current Morale of 5, Utilized Productivity of 5, and unused
Capacity of 1. 44% of 5 Census is 2.2, rounded down to 2. The
same result will happen for Morale and Utilized Productivity, and the
unused capacity will go to the Venusians, since Mercury’s percentage
will get rounded down to 0. The end result is the Mercury controls 2
Census, with 2 Morale and 2 Productivity, while Venus has 3 Census,

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3 Morale, and 3 Productivity, as well as 1 unused Carrying Capacity.
Not good for Mercury!

Now for the Morale Check. Venus’ 3 Census has 3 Morale. Venus
promptly rolls a 2, reducing the Morale of its Census by 2 to 1. It’s a
good thing it has those troops handy! Meanwhile, Mercury tests for
its population. It has 2 Census remaining on the planet, plus 6 more
in orbital facilities for a total of 8. It has a total of 6 Morale (4 Morale
leftover which is considered held by the orbital population after the
split). Mercury rolls a 1 for its Morale Check, reduced its Morale
by 2 to 4. Note that once the division of the location is finished,
Mercury now longer has to keep a split Morale for its population, and
is considered to have a unified value of 4.

2.11.1.1.1 Orbital Assets and Census


Orbital assets are not subject to this division, and any orbital Census will remain
loyal to the owner of the Orbital Colony containing that Census. Orbital Census will
be counted with any Census belonging to the same owner when making the post-
split Morale Check.

2.11.1.2 Peacetime Sharing


As long as the factions sharing a location are not in a State of Hostilities or State
of War towards each other, they may peacefully co-habit the location. A scenario
is not generated by ships and units being in the same location, unless expressly
indicated by any faction present, barring any existing treaty limitations.

If a combat scenario is generated, the faction which did not request the scenario
may immediately issue a Declaration of Hostilities against the faction that requested
the scenario.

2.11.2 Space Locations

2.11.2.1 Getting a Foothold


If a faction doesn’t want access to a space location’s RAW but still wishes to establish
a presence at the location, it is simply a matter of building any infrastructure desired
using the normal rules for building in a remote location. Because of the expanse of
territory each space location represents, multiple factions could have bases in the
same location and not get in each other’s way. However, because the faction in
control of a space location’s RAW is considered the owner of the location, another
faction should have at least a Peace Treaty and permission from the location owner
before building any installations.

2.11.2.1.1 Secret Installations


A faction could always attempt to sneak the transports in and build an installation in
secret at a space location. If discovered, the owner of the location may immediately
attempt to break its highest treaty level with a +20% bonus to the attempt. In the

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case of being at Normal Relations, the owning faction would have a +20% bonus
to an immediate attempt to declare Hostilities.

2.11.2.2 Access to Space Resources


Only one power can control the resources of a space location, as the RAW represents
a concentrated source of raw materials.

2.11.3 Trade with a Shared Location


It is possible for a faction to trade with both powers sharing a location. The faction
will need a trade treaty with both entities, and the location will count as two of the
possible three locations on the fleet’s trade route.

2.12 RPG Character


Integration (Optional)
The goal of many roleplaying campaigns is
to watch the characters get more involved
in the big picture. While 2.10.5 offered rules
allowing for the integration between Lightning
Strike’s Aces and VBAM, the following optional
rules take it a step further and provide for full
integration between the Jovian Chronicles RPG
and the VBAM Elite Officer System. When used,
this rule replaces 2.10.5 Aces, and requires the
CC 10.1 Elite Officer System rules found in the
VBAM Campaign Moderator’s Companion.

2.12.1 RPG Scenario Generation


This section contains guidelines for turning elements of a VBAM campaign into RPG
Scenarios. Unfortunately, there are too many variables to provide hard and fast
rules, but a Game Master should be able to put together an adventure with the
information provided here.

2.12.1.1 Intel Missions


VBAM Intel missions provided the greatest opportunity for generating an RPG
scenario, for it is here that the actions of a few can have a great impact on the
course of nations. As the Campaign Moderator, examine a few elements of the
Intel mission to gauge the overall difficulty as an RPG scenario.

The overall difficulty of the mission versus the amount of funding provided is the
key to determining how difficult the mission should be for the Player Characters.
If the faction provided insufficient funds to equal the difficulty, it would otherwise
be an automatic failure in VBAM. If the party is up to a real challenge, throw the
works at them. This should be almost impossible for the characters to pull off. If
the level of funding equaled the difficulty or exceeded it by only a point or two, then
the adventure should be a good challenge but eminently achievable. If the funding

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greatly exceeded the difficulty, then it would be a
milk run for the characters. Alternatively, the Game
Master could lavishly equip the party with everything
they ask for and then some, and then throw the book
at them and make the party sweat a bit.

The impact on VBAM from this method is that the


results achieved by the Player Characters will
determine the outcome for the mission in VBAM,
and is pretty much up to interpretation. If the party
accomplishes the mission without the target knowing
who or what was done, then the target wouldn’t know
who was responsible. If the party triggers alarms or
has to fight their way out, then the target will know
what faction was responsible for the deed.

It’s also possible for the party to vastly exceed their objectives or to completely
go off on a tangent. For example, perhaps their target was the assassination of a
key scientist. They fail in their mission, but one of the Player Characters nabs a
prototype exo-armor to make her escape. In VBAM terms, the mission would be
a big failure, and a potential diplomatic mess, BUT the faction responsible has a
shiny new prototype to examine, which could have even further repercussions.

2.12.1.2 Diplomacy
Diplomacy offers fewer options than Intel for translation into an RPG scenario, but
it depends on the target, the goal, and the Player Characters. The typical wining
and dining associated with high-level diplomacy might not make for the most
exciting game, but a mid-level diplomat and his associates charged with warming
the Nomads up to accept a Trade Treaty could have some potential.

2.12.1.3 Military Options


Military-oriented characters provide the most options when converting VBAM
situations into RPG scenarios. A special forces-type group could be tasked with
a sabotage mission. A group of fighter and exo pilots could be assigned to the
carrier providing backup to an espionage mission or escort a diplomatic effort. A
small skirmish could be played out at the RPG level. The options are as wide as
your imagination!

2.12.1.4 Outlaws and Pirates


If the Player Characters are outside of society, then the options are almost limitless.
If they are part of STRIKE, then just about any action they take could have
repercussions on the larger picture. Or perhaps the Player Characters are pirates
and their choice of a target results in losses to a faction’s Trade Fleet. Such groups
allow for outside influence on the events of the campaign and could represent any
number of various random events that become far more colorful when played out
in this fashion.

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2.12.2 Character Conversion

2.12.2.1 Converting from RPG to VBAM


Bringing an RPG character into VBAM is a straightforward process. The character’s
VBAM abilities will be dependent on their skill levels and character level.

2.12.2.2 Character Level Conversion


First, for Silhouette system characters, take the average of their best five skills,
with that being their equivalent VBAM Elite Officer rank. D20 characters get an
Elite Officer rank for every 3 full levels after 1st Level. Refer to the chart below:

Character Level Conversion


Silhouette Skill D20 Character VBAM Elite
Average Level Officer Rank
1 1 1
2 4 2
3 7 3
4 10 4
5 13 5
6 16 6
7 19 7
8 22 8
9 25 9
10 28 10

2.12.2.3 Character Skill to Elite Officer Ability Conversion


Once the character’s Elite Officer rank has been determined, the number and kind
of abilities can be determined based on the character’s skills.

Character Skill to Ability Conversion


Silhouette Skill D20 Skill VBAM Elite Officer Class/Group
Business Profession: Merchant Administrator/InfrastructureRogue/Merchant
Combat Sense Feat: Improved Officer/MiscellaneousRogue/Miscellaneous, any
Initiative combat
Demolition/Traps Craft: Diplomat/Spycraft-SabotageRogue/Spycraft-
TrapmakingCraft: Sabotage
Demolition
Disguise DisguiseHide Diplomat/Spycraft-General, Spycraft-
EspionageRogue/Spycraft-General, Spycraft-
Espionage
Etiquette Diplomacy Diplomat/Diplomacy

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Forgery Forgery Diplomat/Spycraft-General, Spycraft-
EspionageRogue/Spycraft-General, Spycraft-
Espionage
Gunnery Feat: Weapon Fleet, Flight Officer/Anti-Ship, Anti-FighterGround
Proficiency: Gunnery Officer/AttackRogue/Anti-Ship, Anti-Fighter, Attack
Heavy Weapons Feat: Weapon Ground Officer/Attack
Proficiency : Heavy
Weapons
Information Warfare Knowledge: Fleet Officer/Communications Officer, Intelligence
Information Warfare Operative, Sensor SpecialistFlight Officer/
Intelligence OperativeGround Officer/Experienced
PeacekeeperAdministrator/Intelligence Liaison,
Shrewd LeaderRogue/Operative
Interrogation Intimidate Diplomat/Spycraft-EspionageGround Officer/
Experienced Peacekeeper
Investigation Gather Information Diplomat/Spycraft-General, Spycraft-
EspionageGround Officer/Experienced Peacekeeper
Leadership Feat: Leadership Fleet Officer/Command(Fleet)Flight Officer/Strike
Commander, Wing CommanderGround Officer/
AnyAdministrator/Infrastructure, Military &
IntelligenceRogue/Crime Lord
Medicine Heal Scientist/Medicine
Natural Sciences Knowledge: Natural Administrator/EnvironmentalistScientist/Exploration
Sciences
Navigation (Space) Knowledge: Fleet Officer/Adventurer, Sensor Specialist, Logistics:
Navigation (Space) RangeAdministrator/Logistics: RangeScientist/
Adventurer, ExplorerRogue/Pirate, Smuggler
Pilot (Exo, Fighter) Pilot (Exo, Fighter) Flight Officer/Defense: Wing, Anti-Ship: Wing, Anti-
Fighter: Wing, Expert Interceptor, Escort Pilot, Recon
Pilot, Strikefighter Pilot
Pilot (Space) Pilot (Space) Fleet Officer/Defense: Ship, Anti-Ship: Ship, Anti-
Fighter: Ship, Ramming Speed
Seduction BluffDiplomacy Diplomat/Spycraft-General, Spycraft-
EspionageRogue/Spycraft-General, Spycraft-
Espionage
Small Arms Feat: Weapon Fleet Officer/Assault Specialist, SecurityRogue/
Proficiency: Firearms Bounty Hunter, Mercenary
Stealth Move Silently Diplomat/Spycraft-General, Spycraft-Espionage,
Spycraft-SabotageRogue/Spycraft-General, Spycraft-
Espionage, Spycraft-Sabotage
Streetwise Gather Information Rogue/Criminal, Operative, Smuggler
Technical Sciences Knowledge: Technical Fleet Officer/Basing, Engineer: Damage
Sciences Control, Engineer: RepairsAdministrator/
TechnologistScientist/Engineering
Tinker Tinker Fleet Officer/Basing, Engineer: Damage
Control, Engineer: RepairsFlight Officer/Basing:
CarrierAdministrator/TechnologistScientist/
Engineering

Note that in many instances, the VBAM Elite Officer column will reference an ability
group, a specific ability, or both. Where a group is referenced, the character can
choose any ability within the characters level range. In the case of Rogues, which

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have access to certain skills within other class’ groups, the rogue can choose any
ability available to the Rogue class that are found in the indicated group.

As characters will often have more skills to convert than Ranks available, convert
the highest skill first. It is the player’s choice whether to convert other skills if
there are still ranks available, or to make all selections based on the highest skill.

When choosing abilities, the character is limited by his total Elite Officer rank. An
officer cannot choose any ability with a requirement higher than his current rank,
and must choose abilities as if leveling up for each Rank. An Officer can choose
abilities from different classes without penalty.

Example: Mary is converting her character over to VBAM. Her group


is playing with the Silhouette system, so she averages her top 5
Skill levels, resulting in a Rank 3 Officer. She now needs to pick her
abilities. Her highest skill is a tie between Technical Sciences, Pilot
(Exo) and Gunnery (Exo). For her Rank 1 ability, she goes with Pilot
(Exo) and then chooses the Flight Officer ability Defense: Wing. This
will make any flight group that she is a part of tougher to shoot
down.

For her Rank 2 ability, she could either pick another ability based on
Pilot (Exo), or choose one based on either of the other two skills that
were at the same level. She decides to use her Technical Sciences
skill and selects the Flight Officer ability Basing: Carrier. Perhaps
Mary’s character has been assigned as the CAG of her ship, and this
reflects her efficiency in guiding the ground crews in Exo storage,
freeing up enough space to wedge one more in.

Finally, for her Rank 3 ability, she goes back to Pilot (Exo) and selects
Flight Officer ability Defense: Squadron. Now her defense bonus
applies to all exos and fighters from her ship’s squadron, further
boosting the units from her ship. Pretty potent!

2.12.3 Converting from VBAM to RPG


Converting a VBAM Elite Officer into an RPG character is mostly a reversal of the
above process. First, convert the Officer’s rank back into the appropriate Skill
Average or Experience Level. Then, for each ability, use the chart from above
to find the skill or skills that the ability matches up with, and put that skill at the
highest level available to the character. Finally, create the character as per the
remaining rules for either the Silhouette system or the D20 system.

2.12.3.1 Converting Experience Points


If an RPG character has been converted into an Elite Officer who then gains a new
Rank, converting the character back into an RPG character will simply be a matter
of determining the promotion process in the RPG system that would bring the
character up to a point synonymous with the character’s Elite Officer rank, making
sure that skills that match up to the Officer’s abilities are at their highest level.

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THE PAST AS PROLOGUE
3.0 The Past as Prologue
The Jovian Chronicles tells the story of the human race in the 23rd century. The
current Chronicles are set in the period beginning in 2214, but the roots of
this universe go back much farther, all the way to the early days of the space
program…

In the wake of the Apollo 17 manned-mission to the Moon in December of 1972,


space became blasé. There were blips on the radar of interest, of course. Skylab,
the Space Shuttle, Hubble, the International Space Station, the various unmanned
expeditions to Mars, and the Ansari Foundation’s X-Prize all briefly grabbed
attention and imaginations, but there always seemed to be too many obstacles to
be overcome.

In the early 21st century, NASA came up with a plan to combine elements of the
old Apollo program with the best parts of the Shuttle program to come up with a
more efficient method of getting materials into space, and men back on the Moon,
leading to the development of the first true Heavy Launch Vehicle (HLV).

Although the development of efficient launch systems significantly reduced the cost
of putting material in orbit, the cost per kilogram was still considered too high to be
practical. The orbital elevator concept was one of the options studied as a solution.
Preliminary studies by NASA and ESA teams soon showed that such a device would
be nearly impossible to build. The project took an entirely new direction when it

0062


THE PAST AS PROLOGUE


was proposed that the orbit of the anchoring space station be lowered and the
tether stopped just above the mesosphere, reducing the system’s overall length
and making its construction possible. The new system was dubbed a skyhook.
Although the anchor would be traveling at hypersonic velocity relative to the
ground, specialized shuttles could be built to reach it using existing technology.

Use of the skyhook enabled the expansion of both the existing space stations and
the primitive lunar settlement. By the end of the second decade of the 21st century,
many factories and habitats were ringing the planet, while the Moon Base thrived
and became a small city dedicated to supplying the raw material needed for space
construction.

3.1 Return to Space (2020-2030)


This new wave of interest in the conquest of space brought back the half-forgotten
project to explore and even colonize Mars. In particular, the existing space facilities
made it easy to launch a single-stage Earth to Mars mission. Using the experience
gained from the 2024 lunar base project – the vehicles used for the Mars Direct
mission were very similar to those used to colonize the Moon in the late 2010s – the
first mission to Mars left in early 2027, well ahead of the futurists’ projections. The
return module was already on Mars, having soft landed two years earlier on a base
prepared by robot probes in the early ‘20s. By the time the first crew left, four
other Mars Direct spacecraft were underway, ready to spearhead the construction
of the first permanent human city on Mars.

The increased level of prosperity on Earth, fueled by newly available space resources,
helped slow down the rate of growth as families required fewer and fewer children
to ensure their future. The population continued to grow at an exponential rate
in poorer regions of the globe, however; new lands were cleared, rain forests
destroyed and soils exhausted by repeated farming with inadequate methods. The
first permanent orbital settlement projects were seriously proposed at this time,
both to take up part of the population growth and to house the construction crews
required to build the massive second generation solar power satellite arrays and
orbital factories. In November, 2030, the L-5 construction site of Island One, an
O’Neill-type colony cylinder, was formally declared open.

3.2 The Exploration Years (2030-2070)


The skyhooks allowed probes to be launched to the most distant planets of the
Solar System with relative ease, and by the latter part of the ‘20s each planet
had been mapped and examined by numerous probes and robots. Based on the
findings of the Galileo II manned mission, the Jovian Gas Mining Corporation was
founded in February, 2037. Just a year later, construction began on Ironwheel
Station in Jovian orbit. The station was completed in a remarkably short time, and
by 2040 housed nearly 1,000 people, many of them scientists. The formation of
the JGMC heralded the age of the space companies, corporations formed to exploit
the riches of the Solar System.

0063

THE PAST AS PROLOGUE
By 2050, the total human population, on Earth and elsewhere, had reached nearly
13 billion. The first three Island One stations were completed by this time, each
fully inhabited by nearly 140,000 people. Proposals for larger Island Two-type
stations, with a diameter of 1.4 kilometers and a length of four kilometers, were
put forward. Some were willing to go ever further out to escape the crowded Earth
system. After the general census of 2070, the Martian population was found to be
nearly 2 million, almost half of them having emigrated from Earth over the past
thirty years. Further out, the first permanent nomad settlements were established
in the asteroid belt between Mars and Jupiter by former orbital colonists heading
out to the frontier in home-built spacecraft.

In 2034, a small mining/scientific mission was sent to Mercury. No one could


imagine the audacity of the mission’s financial backers; they wished to use it as
a base to terraform Earth’s sister planet, Venus. Soon, Mercurian mass drivers
started throwing magnesium and calcium rocks at Venus, chemically bonding the
excess CO2 atmosphere to the crust of the planet. Drones then seeded genetically
engineered bacteria and algae to accelerate the project. Early in the 22nd century,
the Venusian poles cooled just enough to accept their first domed settlements,
although terraforming would not be completed for many centuries.

3.3 Depression (2070-2210)


By the second half of the 21st century, the biosphere of planet Earth was in
sorry shape: pollution was out of control, particularly in the newly industrialized
third-world countries eager to “catch up;” widespread droughts and floods were
battering the cities; and the ozone layer was catastrophically depleted. Programs
limiting the production of ozone-depleting gases and the development of new,
non-polluting energy sources were only slowing down the problems caused by
Mankind’s insatiable need for energy.

During the 2080s, social and environmental pressures caused the collapse of several
nations. Civil wars, epidemics and balkanization provoked a major exodus toward
space and the colonies. Whole populations pooled their life savings to buy a patch
of land on a colony somewhere in the Solar System in the hopes of improving their
living conditions. In early 2081, the provisional Terran government, an evolution
of the United Nations council, took refuge in orbit. To reflect this change, the
council officially took on the name of the United Solar Nations. The inhabitants
of Mars declared their independence in the summer of 2085. During this time,
the terraforming of Venus was progressing, and the financing corporations were
establishing temporary orbital settlements to prepare entire prefabricated factory
units for the construction of future arcologies. By 2086, corporate technical
personnel were being shuttled in from Earth’s orbital colonies at a rate of several
thousand per month.

By the 2090s, the governments of Earth had lost any remaining authority they
might have had over the space colonies. The fall of the last superpowers and the
subsequent loss of their spacefaring capacities isolated Earth from the rest of the
Mankind. The period from 2120 to 2180 is often referred to as the “Tough Times.”
With Earth in disarray, each settlement was more concerned about its immediate

0064


THE PAST AS PROLOGUE


survival than politics or trade. The new Venusian colony was busy trying to become
autonomous, there was intermittent civil war on Mars and the Jovian settlements
struggled to survive the harsh conditions of their environment. Jupiter’s Trojan
asteroids were dismantled and used to build new colony cylinders to house the
growing Jovian population, but limited living space remained an endemic problem.
It was not unknown for an entire extended family of eight to share a single room.

Meanwhile, the period of civil conflict and unrest on Earth had degenerated into
outright war. A league of small nations had banded together under one flag and
was methodically taking over as many territories as possible. The Unification War,
as the conflict came to be known, ended in 2182. On January 1st, 2184, the Central
Earth Government and Administration was founded by the victors. Although they
did not control the entire planet, CEGA did rule North America, Europe and large
parts of Africa and Asia.

3.4 New Beginning (2185-2210)


The resolution of the troubles on Earth signaled the end of a dark period for all.
Contact between settlements slowly resumed. It was thought to be the beginning
of a new age of peace and prosperity – the events of 2210 would shatter that
illusion.

In the early 2200s, Terran scientist Dr. Agram Peyarje developed a “cyberlinkage”
system for partial thought-control of machinery and vehicles. CEGA agents quickly
realized that it could be used for military purposes and conscripted him. Fearful
of the imperialistic views of CEGA, the scientist contacted Jovian operatives and
requested political asylum. At about the same time, living creatures were discovered
in the atmosphere of Jupiter. Although the two events seemed unconnected at
first, they would later prove to be the starting point of a new era for humanity.

Jovian Armed Forces pilots were sent to Venus, where the scientist was attending
a seminar, and helped Dr. Peyarje escape. They were, however, discovered and
pursued across the solar system by CEGA and Venusian forces. From the Moon to
Jupiter, they left in their path a trail of destruction. By the time the group reached
Jovian territory, an entire battle fleet was at their heels. By then, a plot to destroy
Elysee, the capital-station of the Jovian Confederation, was uncovered. After what
would become known as the Battle of Elysee, the station was saved, an entire
CEGA battle fleet was destroyed and one of the JAF’s commanding officers, the
very man who directed the Peyarje mission, was arrested as a traitor.

The months following the Battle were tumultuous, to say the least. CEGA officially
declared its fleet to have gone rogue, while a witch hunt was initiated to find the
people responsible for the whole affair. The true culprits are safely out of sight,
however, and a new, troubled age has just begun…

0065

The sOlaR NaTIONs
4.0 The sOlaR NaTIONs
The Solar System is home to several nations, all vying for power, wealth, and
respect. Below you will find a breakdown of each of them, along with a brief
description of their military organization, and a description of each unit in service.

4.1 The JOvIaN CONfeDeRaTION


Barely a century old, the Jovian Confederation
is perhaps the most powerful nation ever
constructed by humankind. Its founders fled
the strife and downfall of the Inner Solar
System, outward to the largest of planets,
Jupiter. There, hampered by radiation and
the lack of both solid ground and abundant
sunlight, they forged a society housed in
hundreds of orbital space colonies. The
Confederation was born in the early years of
the 22nd century when the colony cylinders in
orbit around Jupiter proper, known collectively as Olympus, allied themselves with
the colonies in Jupiter’s Trojan asteroids, Vanguard Mountain in the leading cluster
and Newhome in the trailing cluster, in 2113. The Confederation claimed more
territory as its own than any other human civilization had ever dared.

The Jovians built vast automated mining complexes, gargantuan cargo mass drivers,
self-replicating factories and countless other technological innovations. In 2162,
the Jovians built the first humanoid space fighters, known as exo-armors, ushering
in a new era of warfare. Other nations have copied, modified and improved all of
these technologies, but the Confederation still reigns supreme in the quality and
quantity of exo-armors it can field.

The events of the Odyssey were a rude awakening for the citizens of the Confederation.
They had eyed the formation of CEGA in 2186 with a certain amount of distrust,
and the two nations had engaged in several minor skirmishes and “police actions”
in the years that followed. When the allegedly rogue CEGA fleet entered Jovian
space and dared to attack the Capital, however, the nation was outraged. Arms
production increased steadily, and the Agora, the ruling body of the Confederation,
commissioned the design and construction of new warships that would enable the
Jovians to take direct action against Earth if need be.

The Battle of Kurtzenheim in 2213 was a major blow to the Confederation’s national
pride. The fleet’s role was supposed to have been that of savior and protector for
the Free Martian Republic, but in the end, it was a Jovian spaceship that killed over
six million innocent people. Accident or not, that single event is unpardonable, and
it is reflection upon that event that both keeps the Jovians at bay and fuels their
hatred for CEGA.

00


The sOlaR NaTIONs


4.1.1 Jovian Armed Forces
Although the citizens of the Jovian
Confederation are rethinking the nation’s
role in the Solar System, other minds
prevail within its military, the Jovian Armed
Forces. Despite the faltering national self-
image, the JAF High Command continues
to appropriate funds to improve its fleets
and to maintain its state of combat
readiness. Meanwhile, the remnants
of the Mars Taskforce have returned
home, undergone repairs and been
successfully reintegrated with their
respective Divisions.

Two interesting traits of the Jovian


Armed Forces are its unit-to-unit
flexibility and independence. These
traits are true at all levels of the JAF, from
the high-level separation of the fleet into
Alpha, Beta and Gamma Divisions down to
the smallest of flights. Most common are
flights made up of two or more different
units, each one hopefully covering the
weaknesses of the others. No matter how
it is separated or broken up, the different
constituent components of the JAF are capable of acting autonomously to a
great degree.

Each of the JAF Divisions is assigned to the space in and around one of the three
Jovian states. Alpha Division is charged with the protection of Vanguard Mountain.
Beta Division is assigned to Newhome. Gamma Division protects Olympus. Nearly
all recruits are assigned to Gamma Division; the JAF frequently reassigns its
veterans to Alpha and Beta Divisions. The newest equipment, from warships on
down to exo-suits, however, is most commonly assigned to Gamma Division.

JAF taskforces often comprise elements from each of the three Divisions in order to
minimize the impact of the formation of the taskforce. Taskforces are usually built
around a carrier, which serves as a command ship, and its escorts, which provide
anti-ship firepower and additional fighter-carrying capability. Most taskforces have
four to six escorts for each fleet carrier and one or two escorts for each light
carrier. The most prominent taskforces have traditionally been assigned a Godsfire
supercarrier as a symbol of Jovian pride and might.

00

THE SOLAR NATIONS
4.2 CEGA
The destruction of Earth’s civilization
and ecosystem, the chain of events that
came to be known as the Fall, began in
the late 2070s and culminated in the
Third World War which was waged during
the first two decades of the 22nd century.
A deathly silence hung over the planet
until the Unification Wars of the 2160s
and 2170s. The final Unification War, in
which the North American Alliance and
the United States of Europe attacked
several other fledgling nations, ended
in armistice in 2183. The Central Earth
Government and Administration, CEGA,
was officially formed on January 1, 2184,
and the Orbital Colonies joined shortly
thereafter. By the end of the year, the entire Solar System was familiar with CEGA,
which demanded a full planetary-level seat on the United Solar Nations council
despite the fact that roughly half of Earth still refused to join the alliance.

Today, CEGA has three major concerns. First is its relationship with the Jovian
Confederation, which many citizens of CEGA view as the ultimate rebellion against
the natural order of the Homeworld: a nation of wealth and luxury built using people
and resources stolen from Earth during the Fall. Second is CEGA’s relationship with
the rest of Earth; with its overall goal of uniting the entire Solar System under its
wings, the resistance of local Earth governments is particularly galling. Finally,
though many outside CEGA often fail to realize it, CEGA is striving to rebuild,
restore and heal the shattered ecosystems destroyed during the Fall.

The Odyssey rattled CEGA’s core nations, who saw that


CEGA had taken on an existence of its own and could
operate without their direct input. Worse still, it very
nearly brought Earth into a war that it was ill-prepared
to fight. A series of bloody purges resulted as the NAA
and the USE attempted to regain control of the monster
they had created. The internal strife encouraged rebels
in CEGA-occupied territories to intensify their fighting,
further weakening the founding nations’ influence over
the meta-nation.

The Battle of Kurtzenheim had not quite the same effect on CEGA as it did on the
Jovian Confederation. The citizens of CEGA were outraged at the destruction of
Kurtzenhem, capital of the nation’s only real ally beyond the Earth system. The
events in space have demonstrated to the CEGA citizens that the colonies are
incapable of handling their freedom and must be reined in with all haste. Although
few members of the CEGA Assembly want war, many are preparing for the worst.
Sometimes, the rod cannot be spared.

0068


THE SOLAR NATIONS


4.2.1 The CEGA Navy
CEGA’s military is organized into the Joint Military Service, or JMS, which comprises
the CEGA Navy, the Forward Defense Armies and the Occupation Control Units.
The Navy trains recruits at its academy on Goliath Station in orbit around Earth.
Because CEGA troops are always well-trained before entering the Service, they
are seldom hindered by the anxieties their opposites in the Jovian Armed Forces
frequently suffer from. With the recent major military actions against the Jovian
Confederation, the CEGA Navy has received increased funding for the commission
of new ships of war and the refitting of older ships. The conflicts with the Jovian
Confederation have demonstrated the value of small units, in particular exo-armors
and exo-suits, and the Assembly has increased funding for these vehicle as well.

CEGA taskforces generally consist of numerous, relatively inexpensive warships that


are most often led by a battleship-sized vessel. While Jovian warship commanders
are most comfortable operating independently, CEGA commanders prefer to
coordinate their actions between ships. This coordination gives CEGA warships a
distinct tactical advantage, permitting the huge vehicles to act in concert much
the same way as a squadron of fighters or exo-armors can work together. These
taskforces are well suited to heavy assaults, but lack tactical maneuverability.

The Navy has six fleets, at least three of which are in the Earth system at any
given time while the others patrol as far out as the Asteroid Belt, projecting the
phoenix emblem of CEGA across the Inner Solar System. Each fleet is a separate
entity, its commanding admiral reporting directly to the JMS High Command. CEGA
taskforces comprise elements from a single fleet in order to maintain overall fleet
cohesiveness and to aid taskforce ship commanders in coordinating operations.

In addition to its six giant fleets, the CEGA Navy maintains three orbital squadrons
dedicated to the support of planetary operations on Earth. Each of the squadrons
is tasked with providing orbital assistance to an FDA (Forward Defense Army).
Their low-Earth-orbit battle and reconnaissance satellites, aerospace fighters and
armored space stations make the squadrons powerful formations. The orbital
squadrons have few weapons capable of planetary bombardment, however; the
political ramifications of using such weapons against Earth’s surface keep such
weapons permanently attached to the main fleets – for use against the surfaces of
other planets.

4.3 Venus
Venus has been shrouded in mystery since the first early
humans saw it shining brightly in the night. With the advent
of human colonization and Herculean efforts to terraform
the hostile planet into a second home for the human race, it
remains to this day a mystery. It has been a corporate planet
since the very first days of its terraforming, with private Earth-
based corporations funding the project to found colonies on
the planet outside the bounds of public governments. When
the Fall cast the Homeworld into chaos, Venus felt secondary

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THE SOLAR NATIONS
effects as an armada of refugee ships arrived in orbit seeking sanctuary and the
corporations lost all contact with their headquarters back on Earth. During the first
few months of this period, known as the Birthing, hundreds of thousands of people
died from starvation and disease. Now, nearly 150 years after the tumultuous
Birthing, Venus is a major Player in the fate of the human race. The fact that the
true extent of Venus’ reach is unknown alarms every other Solar power.

Venus is governed by its zaibatsu (corporations), which vie for control of the planet
on political, economic, financial, social and, occasionally, military fronts. Each
zaibatsu owns its own arcology; many hold orbital territories as well. The three
largest Venusian zaibatsu are the Venusian Bank (VenusBank), Walden-Nishiyama
Collective Technologies (W-NCT) and the Venusian Aerospace Corporation (VAC).
Until recently, VenusBank dominated Venusian policy, and it wielded immense
financial power over many of the other Solar Nations, especially CEGA.

Unbeknownst to the rest of the


Solar System at large, VenusBank
engineered most of the events of
the Odyssey in 2210. Early in that
year, the Bank’s board of directors
initiated Operation Methusaleh, a
plan to secure Venus’ dominance
over the entire Solar System by
disrupting or destroying the Bank’s
enemies. However, the major goals
of the operation were foiled by
Jovian agents during the Odyssey.
Although the VenusBank Board
of Directors attempted to conceal
evidence of its involvement, VAC
discovered evidence of Operation
Methusaleh in 2212, and brought it before the other zaibatsu. As a result of these
revelations, the corporations of Venus have banded together under the auspices
of the Planetary Advisory Board (PAB), which formed in the middle of 2213 with
very little public explanation or fanfare. With the United Solar Nations’ official
recognition of the PAB as the sole voice of foreign policy for Venus, VenusBank has
lost its hold on the affairs of the planet and, by extension, the rest of the Solar
System. This fact does not mean that Venus can be ignored, however; as many
politicians are fond of saying, “The only thing worse than knowing that a Venusian
is pulling your strings is knowing that there are ten others pulling his strings.”

4.3.1 Cooperative Venusian Naval Administration


Venus’ military situation is as complex as its politics are shadowy. While the
Merchant Guild dominates shipping between planets, each zaibatsu maintains its
own small transport fleet to handle cargo of “sensitive” nature and to service its
System-wide assets. These require protection, both from foreign powers as well
as rival zaibatsu intent on weakening the parent corporation’s status. Thus, each
zaibatsu maintains its own army and, until recently, navy. Individually, these forces

0070


THE SOLAR NATIONS


are no match for a more conventional military force.

In 2176, Venus formed the Home Defense Force in order to protect the planet and
its colonies form concentrated aggression. The HDF served a secondary purpose
as well: by presenting an obvious military force to the rest of the Solar System,
the Venusian zaibatsu engaged in stealthy misdirection. Observers could focus
on the HDF while the zaibatsu concentrated funding on their true forces behind
the scenes. While the HDF is a viable military force, its technology is outdated
compared to that of the individual zaibatsu.

With the formation of the Planetary Advisory Board, a second major military
force has arisen in orbit around Venus. As a result of VenusBank’s Operation
Methusaleh, and by mutual agreement between the corporations, zaibatsu are no
longer permitted to possess a force of warships. Rather, each contributes money,
hardware and personnel towards a unified space navy, the Cooperative Venusian
Naval Administration (CVNA). No single Venusian faction controls this force;
rather, it requires at least tacit approval from the entire PAB in order to conduct
operations.

The two navies have very different troops. HDF troops, after decades of tireless
and under-appreciated service, have grown accustomed to their lot in life and
continue to serve Venus without reserve and without complex politics. The troops
of the CVNA, on the other hand, are assigned to the navy from their corporate
militaries, and they tend to find themselves caught up in the machinations of their
zaibatsu all too frequently. As a result, internecine bickering within a CVNA ship
can sometimes reduce its combat effectiveness to zero — or worse.

4.4 Mercury
For more than a century, the Mercurians and their
Merchant Guild have played a vital role in maintaining
contact between the various Solar nations. Even before
the rise of CEGA, the Merchant Guild’s ships plied the
empty space between worlds, promoting trade and
diplomacy. Although the initial decades of the Guild’s
business were marked by continued isolationism and
suspicion on the part of the Solar nations, it was the Guild’s
constant efforts that set the stage for the resurgence
in international cooperation that characterized the late
22nd and early 23rd centuries.

Few people bother to point out that, given the current state of Solar political affairs,
the Guild might have been better off leaving everyone alone. Despite the downturn
in political relations, interplanetary trade is still thriving, and the Guild remains
the best choice for all the Solar nations. Acting as intermediaries, the Guild allows
the nations to partially separate their economic interactions from their military
conflicts.

The Guild’s merchant Fleet is spread across the Solar system, with ships in every

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THE SOLAR NATIONS
port and personnel in every
city. It is thus of paramount
importance that Guild members
remain completely neutral in all
matters of conflict that do not
involve Mercury or themselves
in a personal sense. Mercurian
ships have a policy against
lending military aid (or anything
that might be construed as
such); the most any Guild
ship is expected to do in an
emergency is summon help
from the Solar Cross or another
medical establishment. In a
few poorly-documented cases,
however, some Guild captains
have pushed the bounds of
neutrality to safeguard either
their own interests or to provide
humanitarian aid. Regardless of
the reason, however, violation
of the Guild’s code carries
stiff penalties; it can be hard
to stand by and let atrocities
happen, but the Guild Princes
realize that it is the only way
Mercury can avoid taking sides.

In its early years, the Merchant


Guild maintained only a token
paramilitary force for civil and
shipping defense. However, with the rising incidence of piracy at the turn of the
century, many Guild Princes were beginning to see the need for more effective
tools with which to protect their ships and cargoes. The result was the Brimstone,
an exo-armor specifically designed for the Guild’s needs.

Although all the Solar nations respect Mercury’s neutrality, council-chamber policy
is seldom of much use in the middle of a confused battle. Several Mercurian
ships have been accidentally fired upon, and Mercurian resources often end up as
“collateral damage” in military engagements. Although all damages have been
paid for by those responsible, the Guild has no desire to lose any more materiel
or personnel. As a result, most Guild vessels now carry some form of combat
support vehicle, primarily as a sentry to warn off potential attackers. Especially
important cargoes are accompanied by sail-equipped escort warships in addition to
exo-armors and fighters. Only rarely are these units actually forced to fight, but
when the necessity arises, most Guild captains are happy for their presence.

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THE SOLAR NATIONS


4.4.1 The Mercurian Forces
The Guild has maintained its neutrality in all the conflicts of the 23rd century, both
for the sake of its economy and because Mercury is, as a nation, unable and
unwilling to produce the kind of military juggernaut that characterizes the other
Solar nations. The Merchant Guild Security Corps is a small, lightly-equipped force
that poses little threat to any other national military organization. The Corps’
ships are mostly corvette-class escorts (usually refurbished Bricriu-class ships
purchased as surplus form CEGA or Venus). The elite segment of the Corps uses
very advanced, well-armed warships, exceedingly rare ships that are kept hidden
near Mercury as an “invisible” defensive force. Since none of the Solar nations has
any desire to promote a military conflict with Mercury, it is expected that this tiny
flotilla will never truly be put to the test; even the Mercurians former master, Venus,
understands Mercury’s critical role in keeping the Solar system from descending
into total barbarism.

Most of the Merchant Guild Security Corps’ fighting vehicles are obsolete fighters,
often converted to serve double duty as cargo shuttles. Even the Brimstone, a
fairly advanced and effective exo-armor, is no match for the newest machines in
service with the other nations, and does not exist in sufficient numbers to make
team tactics a viable option. Although certain elements in the Guild’s structure
have access to a few high-end war machines (including perhaps a dozen “donated”
high-end Jovian exo-armors), such valuable units are always held in reserve for
emergencies or covert use.

4.5 Mars
Mars, the new frontier, has long attracted
a hardy brand of pioneers. The first
Martian colonists were dreamers, people
who were willing to devote their entire
lives to changing the face of a planet.
The terraforming of Mars was one of
the greatest technological projects ever
attempted by humanity.

Most of the immigrants who made their


way to the Red Planet in the 21st and
22nd centuries were members of one of
two groups. The first one was composed
of people escaping tyranny, war and
persecution; these colonists had an
aversion to central government control.
The others were escaping poverty and
hardship, sometimes persecution. They
wanted only to find a peaceful place to live,
and were more ready to accept a more
strongly hierarchical society in exchange
for security. Both had to make many

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THE SOLAR NATIONS
compromises to build a new world for Mankind. Martian history has demonstrated
that the experience was less than successful, and that the diametrically opposed
philosophies are hardly compatible. The situation deteriorated further in view of
the growing tensions between the CEGA and Jovian governments, until events
came to a head in 2210.

The destruction of the Federation’s orbital elevator was a great blow to that nation’s
economy. The Free Republic has aligned itself with the Jovian Confederation in the
USN chamber and is considering a military alliance, as well. The Federation is
occupied with rooting out the perpetrators of the elevator disaster, and its suspicions
are turning toward its sometime ally, Earth.

The remains of Hell Station are located at Pavonis Mons, a large mountain located
on the Martian equator. Phobos itself no longer exists in 2210. Due to the danger
of the elevator at its orbital altitude of 6000km, the moonlet was blown apart and
used to build colonies and spacecraft. Most of the material was taken and recycled
into large, thin orbital mirrors called solettas that were built to help warm Mars.
These are constantly being expanded, and their destruction would set terraforming
efforts back by decades.

The Martian Civil War of 2213 would lead to the destruction of Kurtzenheim during
the battle of the same name, the second great man-made calamity to strike the
planet in less than a decade. Though it brought the conflict to a swift end, it has
heightened tensions and border conflicts. The Red Planet has not turned into a
battleground again, however; the two nations are now gathering their forces and
quietly re-evaluating their positions in the hierarchy of Solar nations. The Republic
is loosely associated with the Jovian Confederation and the Federation is leaning
toward CEGA. The planet of the God of War is proving more than worthy of its
name.

4.5.1 The Martian Armies


Border skirmishes on Mars are a frequent occurrence; both governments have
preferred to ignore the incidents rather than expand the conflict. This policy was
born of the need to remain on good enough terms to share the orbital elevator and
other space resources. With the elevator’s destruction, though, the Federation
now pays more attention to the constant testing of its borders.

Both Martian countries have standing armies, although they are rather small and
use old exo-armor designs purchased from the Jovian Confederation. The Martians
have little use for exo-armors anyway, and rely primarily on desert-adapted exo-
suits and hovertanks. Neither military has a significant space navy, possessing only
enough small patrol craft to police the orbital colonies and the Orbital Elevator’s
Heaven Station (when it still existed).

Martian ships are ugly; blocky, chunky and completely unaesthetic. The Federation
is more concerned with effectiveness than appearance, and the Republic can’t
afford to pay for looks when everything else is in short supply. Both sides made
extensive use of hardpoint technology. The basic hardpoint is a convex rectangle,

0074


The sOlaR NaTIONs


smooth, armored and gray. There are two rows of four round holes in the surface,
for a total of eight holes. These can solidly hold propellant tanks, missile pods,
small cargo pods or be left empty as needed.

4.5.2 Mars Free Republic


The citizens of the Republic have often been likened to the
settlers of the old nineteenth-century American West. Strong-
willed and self-dependent, they have a frontier mentality and
are hardworking and distrustful of strangers. They live
in small towns and settlements where everyone knows
everyone. They do not live apart from the world, though:
all homesteads are equipped with high-gain antennae
and satellite dishes to remain in contact with the rest of
society. Technical expertise and jury-rigging are part of
every Republican’s life, and teenagers often compete with
each other based on their technical know-how.

The Martian Free Republic gives its citizens great personal freedom. It was created
by convention between the Federation and the non-aligned frontier settlers, both
of whom were tired of fighting over territory. The Federation agreed to recognize
the newly-founded Free Republic’s independence and permit its people to live as
they chose, but gained the right to set the borders of the nations. The Republic
resents that agreement to this day. The Free Republic’s bureaucracy is complex,
due to the convoluted system of checks and balances necessary to ensure freedom
while still maintaining national security: four separate elected councils make policy
for the Republic. The president, Marcus Frehley, is primarily a figurehead since
Republicans dislike the idea of a single, powerful leader.

Republicans value friendship and honesty above all. Though their trust is hard to
gain, they remain extremely loyal once befriended. They do not take well to betrayal,
however, and will likely not forget the offense. They are also brutally honest, a trait
that has started more than one brawl in the taverns of Sirtis Major and Olympus
Mons. They say what they think, often loudly, and never let an argument go until it
is resolved. On the other hand, grudges are rarely held and brawling fighters may
share a beer the very next day. Republicans have the constitutional right to bear
arms without a permit, and jealously cherish that privilege, even (or especially)
when away from their homes. They strongly dislike the restrictions which other
societies often impose upon them, and only very reluctantly give up their weapons
when in foreign territory.

4.5.2.1 The Republic Army


The Republican Army (also known as the Republican Rangers) use mostly outdated
weapons in space, preferring to focus on their terrestrial borders. Their ships are
modified civilian vessels, haphazard in construction and unsuited for long space
voyages. The Republic’s close ties with the Jovians have, however, resulted in
the purchase (or loan) of some fairly modern units for veteran pilots and special
missions.

005

The sOlaR NaTIONs
4.5.3 Mars Federation
The Martian Federation is the totalitarian state founded
by General Otto Kurtz in the aftermath of Mars’ bid for
independence. The Martian Federation claims two-thirds of
Mars’ surface. Until 2213, it was governed by Prime Minister
Klaus von Braun (he died when Kurtzenheim was destroyed
that year), who ruled with a firm but even hand.

Life under the Martian Democratic Party created by Otto


Kurtz is controlled and ordered. The people are quite
used to daily security checks and propaganda-as-news
releases. Although Kurtz is long dead, many of his original policies remain: German,
his native language, is the other officially recognized language alongside English,
and German ranks and titles are used in the Federation’s military and business
communities. The Federation citizens are used to a controlled society and do not
think much of it anymore; they shuffle about their daily business, their ambition
reigned in by the rules of the society around them. They have a quiet pride in their
nation and its accomplishments, and deeply resent any negative comments made
about it. They are expected to publicly advocate the Federation and the media
never mentions events occurring in the Republic unless they serve to demonstrate
how superior the Federation is to its neighbor. Recently, the Ministry of Peace
and Justice has enacted some laws to encourage citizens to report individuals
whose loyalty to the Federation is dubious. This has caused some turmoil in the
universities, especially among those that advocate free thinking, but the media
played down the incidents of violence and no public figure has yet addressed the
situation.

The Federation has long suffered from accusations of fascism and totalitarianism,
which are partially true. Its citizens, however, have grown accustomed to the
frequent identity checks and the weight of numerous rules of conduct, and most
will be genuinely surprised if someone complains. This has allowed them to survive
both a harsh environment and the current turmoil caused by the loss of the capital
city in the aftermath of the Battle for Kurtzenheim.

4.5.3.1 The Federation Army


The Federation Army is well-known for its strict command structure and rigid
tactics. Nonetheless, its units are effective, consisting of Martian-produced designs
as well as vehicles and ships purchased from CEGA as part of an initial diplomatic
outreach.

4.6 TITaN
Titan, the largest moon of Saturn, is a frigid world enveloped in mysterious, red-
orange clouds. It revolves in near-total darkness around its giant planet, a billion
kilometers beyond the asteroid belt, making it by far the most remote human
settlement in the Solar System. Only the lure of vital resources – and profit –
could have convinced human beings to establish a foothold in such an inhospitable
location, and Titan offers both in abundance. Its icy crust is covered by huge seas

00


The sOlaR NaTIONs


of organic chemicals (mostly ethane, HC3), the only natural
“oceans” in the Solar System besides Earth’s. This liquid
wealth is lifted out of Titan’s light gravity well to mighty
orbiting refineries, where it is converted into valuable
compounds and shipped for sale throughout the Solar
System. Saturn also supports a small population of
scientists who monitor and maintain the automated
research stations that orbit each transjovian world. The
current permanent population of explorers numbers
about four hundred and is located in two Intersettlement
Geographic Society-sponsored bases.

Titan successfully petitioned for independence from Jupiter in 2211, a political


process that had been long in the works. Titan is still greatly dependent on Jovian
aid. It is not so much a nation as a highly autonomous state. Titan does not yet
have a USN seat (it has a probationary seat at the moment), and thus occupies
a rather interesting position in Solar politics. It’s a firm ally of the Jovians, and
many Titanians consider themselves Jovian citizens. However, one reason for the
independence (which was heartily approved by the Confederation) was to dissociate
Titan from any military or political policies the Confederation might pursue. If the
Confederation proceeds down the path of full-scale war, Titan is very likely not to
follow it.

4.7 NOmaDs
The Asteroid Belt was first colonized as a mining venture in the 2030s.
With the troubled times of Earth and the resulting introversion of the
Solar nations, the various Belt mining concerns lost money and
faded away. Over the next century, the Belt became a place
for refugees to build new homes for themselves, far away
from the stifling inner system and ignored by the Solar
nations.

These modern-day Nomads have colonized small asteroids,


outfitting them with gravity wheels and thrusters to make
them habitable. Their numbers have remained rather constant
for the past few decades. As new groups of refugees move into the Belt,
a steady stream of Nomads decides to give up wandering and join one of
the Solar nations. Abandoned colonies are quickly reoccupied and refitted and
continue on their journeys under new ownership.

Every Nomad colony is directed in a different way. Some are ruled single-handedly
by “chiefs,” while others operate on nothing more than mutual politeness. Laws
and customs also vary widely. The only true inter-colony law that all Nomads
adhere to is the age-old Golden Rule. They do not meddle in the affairs of others
and expect to receive the same consideration in return. On the international scene,
approximately thirty of the larger colonies have formed a loose association in order
to speak for Nomad interests at the USN Assembly. Most of the participating
colonies are situated in the Asteroid Belt, so their seats at the Assembly chamber

00

THE SOLAR NATIONS

are labeled “Belt.” The colonies that choose not to participate in this token entry
into politics truly do not care what goes on outside the boundaries of their tiny
domains. Nobody speaks for them, which is exactly the way they want things.

As a rule, Nomads tend to exclude themselves from tensions between the Solar
nations. They are not merely neutral, but almost totally uninterested, as well.
Thus, the tribes have no standing military or any sort of provision for one. If a crisis
does arise, the Nomads are well prepared to surrender unconditionally if diplomacy
and bribery should fail. Some of the larger and wealthier colonies maintain a few
obsolete exo-suits and space fighters for border patrol against pirates, but these
would prove to be little or no obstacle to a determined invasion force.

The Nomads continue to prefer isolation, but events seem to be conspiring against
them. For decades, the Jovians and Martians have allowed the Nomads first choice
of mining asteroids, and have otherwise left them alone. In the recent past,
however, representatives from Jupiter, CEGA and Mars have been visiting the major
Nomad colonies and probing their willingness to become affiliated with one or the
other. The tribes now feel trapped by the location that was once such a suitable
sanctuary. If they accept the foreign proposals, they will be forced back into the
international politics they so despise; if they refuse, they fear that the nations will
eventually move in by force. The current stance among the sponsors of the Nomad
delegation to the USN is to gently explore a deeper relationship with Jupiter or
Mars.

0078


THE SOLAR NATIONS


4.7.1 The Nomad Fleets
The Nomad military, if it can be considered as such, is whatever loose collection
of clan forces that can be gathered to respond to a given threat. Most clans have
agreed that, in the event of an invasion from outside, all internal conflicts are to be
put aside in favor of fighting a common foe. A few training exercises and informal
“wargames” have been held, but most people, Nomad and Solar nation alike, tend
to regard the idea of an organized Nomad military as something of a joke.

However, most intelligence analysts in the Solar nations look toward the Belt with
some apprehension, noting that many of the Nomads are masters of stealth,
improvisation and demolitions. Despite their lack of centralized command, they
also have an extremely efficient system of communication and always seem to
know when their territory is being trespassed upon. They are especially aware that
in past centuries, seemingly disorganized mobs of skilled guerillas have proven to
be remarkably effective against commonly-accepted military tactics.

4.8 STRIKE
The coiled snake emblem of STRIKE is infamous throughout the human worlds.
Formed in 2190 by a group of rebellious Terran senators and military officers,
STRIKE’s outward goal is the reunification of Mankind under one government. The
inner workings of this shadowy organization, however, are as much of a mystery to
the Solar system as the origin of the group’s name. They have claimed responsibility
for dozens of acts of terrorism over the past twenty years, and have been accused
of many more. At the same time, rumors abound of shipwrecked crews rescued
by STRIKE exo-armors and of other acts of altruism. Besides freedom fighting/
terrorist activities, STRIKE is a major political thorn in the side of all nations located
within the lunar sphere.

Many believe that leadership shifts regularly between forces of megalomania and
moderation within STRIKE’s power structure, an idea reinforced by the erratic
behavior of the group. STRIKE has been relatively quiet for a few years, but during
that time, international intelligence agencies are noting a rise in the unaccounted-
for disappearance of officers and materiel from all the Solar System’s militaries.
Many recent attacks on shipping, attributed to piracy, have been noted as being
distinctly more organized and cleanly executed than most pirate attacks. The
consensus at the moment is that when STRIKE rears its head again, it will have
enough firepower to seriously threaten even the major Solar nations’ militaries.

STRIKE possesses a staggering amount of materiel. Dozens of exo-armors and


fighters have been brought by defecting pilots, entire ships have been hijacked,
and rumors of a secret chopshop-cum-manufacturing facility persist in some of
the wilder espionage reports. STRIKE also has sympathizers in every nation,
who provide the organization with medical supplies, food, information and, most
importantly, recruits.

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The sOlaR NaTIONs
4.8.1 STRIKE Fleet
STRIKE has access to any unit from any military or civilian organization in the Solar
System; if it’s been manufactured, they’re likely to have stolen a few units of it at
some point.

If STRIKE can be said to have a weakness, it is that it seems to be a serpent with


many heads, each with its own ideas of who’s in charge. The result is that in any
given STRIKE force, several conflicting viewpoints will be represented, causing
dissension even on the battlefield. Although STRIKE pilots and crews are generally
hardened veterans, their willingness to squabble in combat often causes opponents
to scratch their heads in wonder as STRIKE units engage in seemingly insane
behavior.

4.9 UNITeD sPaCe NaTIONs


Much like its predecessor on Earth, the United Space
Nations (USN) is a chartered organization whose purpose
is to promote humanitarian relations between nations.
However, its scope is greater than that of the old United
Nations; it is more concerned with the politics between
planets than on them. Thus, the various non-CEGA
states are afforded little power in the USN Assembly.

The existence of only eight voting positions in the


USN has greatly simplified matters of organization.
Unfortunately, this situation also makes it difficult for
nations to stay uninvolved in disputes, since nearly every
decision will have some effect on every member. Over the years, two “voting blocs”
have developed, although they are not formal associations. The Jovians, Martian
Free Republicans and Mercurians tend to vote together, while CEGA, Venus and the
Martian Federation form an opposing group. The Belt and the Independent States
on Earth are wild cards; their decisions are motivated solely by their shared desire
to be left alone. In recent months, however, these two members have been siding
with the Jovian-Republic-Mercurian faction, leading to increasing frustration on the
part of CEGA. Though they are normally on the Jovian’s side, Titan’s probationary
seat gives them a voice, but not a vote.

The USN Assembly is made up of delegates sent from every participating nation.
Earth and Mars are the only worlds that send more than one team of representatives
to the Chambers at Pyrea; Mars sends two, and the Earth supports a whopping
twelve recognized governments in addition to CEGA (although these small nations
have little power over the remainder of the Solar system). The CEGA group contains
representatives from the homeworld, the Moon and the orbital colonies. For the
purposes of international representation, the Nomads have chosen to send one
team to speak for all of them.

When decisions in the Assembly must be made, a vote among nations is taken.
Each recognized nation is allowed one vote, with the exception of the twelve non-

000


The sOlaR NaTIONs


CEGA Terran powers, who must share one vote between them. This policy is
maintained mostly to appease CEGA, which does not want its rivals for the control
of Earth to have many times its voting power in the USN. CEGA, in turn, is allowed
only one vote between Earth, the Moon and the Orbitals for exactly the same
reasons, this time from the perspective of the rest of the Solar System.

4.9.1 Solar Cross


The Solar Cross is a neutral corps dedicated to providing
professional medical care to people traveling or
inhabiting the vast reaches of international space. The
hospital ships of the Solar Cross are considered non-
aggression zones; no combat activity whatsoever is
permitted in and around these vessels. Problems
do occasionally arise, though, when pirates and
criminals elude pursuit by authorities by entering a
hospital’s safe zone. The Copernicus incident of 2210
has cast some serious doubt onto the ability of the Solar
Cross to perform its duties during open conflict.

The symbol of the Solar Cross is a red cross on a white background. This symbol
carries no intentional religious connotations; it was retained because of its simplicity
and ease of recognition. The ships of the Solar Cross are immediately recognizable
by their pure white paint scheme broken only by the organization’s insignia
emblazoned upon the hull. Banks of spotlights keep the ship and surrounding
space well-lit, and, couple with the radio beacon that constantly broadcasts the
ship’s location, serve to advertise the presence of neutral medical aid.

The Solar Cross is funded and equipped by the entire human community, with
each nation contributing a hefty, yet entirely voluntary, amount of money, materiel
and personnel. The Jovians provide mostly shuttles and exo-suits, CEGA offers
ship hulls, the Martians donate pharmaceuticals, and so on. Ships tend to be
very large, since they must be able to act as fully functional hospitals and patient
care units while at the same time supporting a large complement of daughtercraft
(usually exo-suits, shuttles and old exo-armors outfitted as rescue units). The
ships themselves are unarmed; the 100-kilometer neutral zone surrounding each
Solar Cross vessel is enforced only by the cooperation of the zone’s beneficiaries.

4.9.2 The Mailed Fist of Peace


The founders of the USN realized that unlike its predecessor, this new international
organization would need more than a World Court and a few peacekeeping troops
to maintain order among the Solar nations. The USN Guard is the military arm of
the USN, tasked with patrol, security, escort, and if necessary, open combat. The
USN Guard uses vehicles and ships purchased at discount from the various Solar
nations, and is staffed by enthusiastic volunteers from across the Solar System.

00

SCENARIOS

5.0 Scenarios
This section contains the true heart of the book: scenarios! With these, players can
explore different aspects of the Jovian Chronicles setting.

The 2214 Scenario presents the same political powderkeg as shown in the
Lightning Strike Companion, with CEGA and the Jovian Confederacy on the verge
of open warfare in the wake of the Odyssey and the Battle of Kurtzenheim. With
this scenario, players can determine what happens next and shape the future of
the Jovian Chronicles.

The Open Scenario presents a far greater challenge: how to make a faction into
a true Solar power. All factions start on a level playing field with the same number
of starting resources. How well each player leverages his faction’s advantages and
exploits the territories around his capitol will determine the victor.

Finally, the Intro Scenario allows two players to ease into the Jovian Chronicles by
portraying a hypothetical border war between the Venusians and the Mercurians.
Can Venus secure a foothold in Mercurian territory before the attention of the
superpowers forces it to stop? Find out!

Further possibilities exist in the scenarios presented in the Campaign Guide.


Adapting those scenarios for use with these source materials greatly deviates from
the established story, but it could also be a lot of fun! It’s all up to you!

5.1 2214 Scenario (2-8 Players)


There are positions for up to eight players in this scenario. Included for each faction
are AIX values so that, if desired, unfilled positions can be managed using the NPE
Rules from the VBAM Campaign Moderator’s Companion. These rules allow for

0082


SCENARIOS
semi-automated management of relations between player-controlled factions and
uncontrolled factions, relieving some of the CM’s management.

Otherwise, the CM has a few other options for managing unfilled positions. The
locations of unused factions could be split between the used factions. The CM could
setup the unused factions and leave them as roadblocks for the player factions to
fight through. The CM could even vacate the locations of unused factions and run
the scenario as a cross between this scenario and the Open Scenario (5.2).

5.1.1 Overview
In the wake of the Odyssey and the Battle of Kurtzenheim last year, tensions in the
Solar System are rising. CEGA and the Jovian Confederation seem to be heading
for a confrontation, but no one knows if it will go so far as open war. The Venusians
are lurking in the background, and the United Space Nations Guard is having an
increasingly difficult time protecting the shipping lanes. Meanwhile, the smaller
powers are trying to stay out of the way.

This scenario allows players to take the current geopolitical situation as presented
in Lightning Strike and put the fate of the Solar System in their hands.

5.1.2 Victory Conditions


Many VBAM games are played open-ended. That means that there is no pre-
determined end point, and the game continues as long as the players are interested,
or until a clear-cut winner is obvious or no one else is left.

However, most campaigns benefit from having clearly established goals for the
players to strive for. These goals are represented by objectives. Charts are
presented below to randomly determine the objective for each faction in play.
If using a CM, that person should privately determine each player’s objective to
maintain secrecy.

CM’s Note – If the NPE rules are being used to manage unfilled player
positions, using objectives helps focus what each NPE is working
towards, making your job much easier.

To determine a faction’s objective, first roll to determine if the objective will be


faction-specific or generic:

Objective Type Chart (d6)


Die Roll Result
1-4 Faction Specific
5-6 Generic

Then refer to the appropriate chart below and roll for the actual objective to be
assigned.

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SCENARIOS
Generic Objective Table (d6)
Die Roll Description
1 Piracy: You must establish your power over the shipping lanes. To achieve
your objective you must destroy ten neutral Trade Fleets in locations that you
do not control.
2 Colony Occupation: You must prove your strength to the rest of the Solar
System, and especially to your enemies. You must move a warship into a
hostile colony and keep it there for three consecutive turns. Should the
warship be crippled, destroyed or lose its weapons, a new warship must be
sent in for three consecutive turns. You may choose any Player-controlled
faction as your target. The CM may reassign your target if your target has
already been chosen by somebody else.
3 Orbital Bombardment: Your objective is to damage the manufacturing
capability of another faction’s home planet. You must permanently destroy
one Productivity. Your target must be randomly determined from the following
list:
4 Trade Protection: Your objective is to protect a series of goodwill shipments
of art, culture and consumer goods to another faction. Pick a faction whose
capitol is at least four locations away from your capitol. 20 Supply Points of
goods must be delivered in cargo ships loaded at your capitol and unloaded at
the other faction’s capitol to achieve the objective.
5 Popularity War: Your objective is to foment discord and dissatisfaction in
enemy territory. You don’t need new friends; you just need to deprive your
opponents of theirs. Pick any hostile Player-controlled faction. You must
cause at least 5 morale checks at locations under that factions control OR
cause one ally to end a treaty state and have that same faction enter a treaty
state with your faction.
6 Wolf Pack: You must show your enemies’ weakness by destroying their Trade
Fleets and cargo vessels. You may choose any player-controlled faction as
your target, but you must choose a hostile faction over a neutral or friendly
faction. The CM may reassign your target if necessary. The attacks must be
conducted in territory you do not control, and you must destroy a combination
of 10 Trade Fleets and/or 100 Supply capacity worth of cargo vessels, with
each Trade Fleet being the equivalent of 10 Supply capacity.

Mercury Objective Table (d6)


Die Roll Description
1-3 Trade War: Build 6 Ophanim or Seraphim and send them to location 25, 29,
32 or 36.
4-6 Don’t Tread on Me: Destroy 4 Venusian Trade Fleets not in location 6/7

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SCENARIOS
Venus Objective Table (d6)
Die Roll Description
1-2 Mercury Strike: Destroy at least two orbital colonies at location 2/3.
3-4 Methusaleh Redux: Destroy one orbital colony each at locations 26, 29, and
32.
5-6 Hooks Into CEGA: Capture three orbital colonies at location 11. Your
objective is complete when you control all three simultaneously.

CEGA Objective Table (d6)


Die Roll Description
1-2 Belt Imperialism: Control 4 Belt locations.
3-4 Martian Overthrow: Land 4 ground units in location 16.
5-6 Invade the Confederation: Capture one Jovian capitol (locations 26, 29, or
32).

Martian Republic Objective Table (d6)


Die Roll Description
1-2 Vendetta: Occupy or destroy two orbital colonies in location 18A.
3-4 Military Alliance: Your friends in the Jovian Confederation wish to support
you with new equipment. Using Cargo Ships, 5 Supply Points worth of Gifts
must be picked up at locations 26, 29 and 32 and returned to location 16.
Once the points are delivered at location 16, each group of 5 Supply Points can
be redeemed for either 4 Vindicators or 4 Pathfinder Snipers. Your objective is
complete when gifts have been delivered from all three locations.
5-6 Mercurian Summit: Build an HLV. The HLV must get to location 2 and return
to location 16. When the HLV lands, your objective is complete.

Martian Federation Objective Table (d6)


Die Roll Description
1-2 Vendetta: Occupy or destroy two orbital colonies in location 18B.
3-4 Remember Kurtzenheim: Destroy one Jovian orbital colony at location 26,
29, or 32.
5-6 Venusian Conference: Build an HLV. The HLV must visit locations 10, 12 and
6, and then return to Mars. When HLV lands at location 15, your objective is
complete.

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SCENARIOS
Jovian Confederation Objective Table (d6)
Die Roll Description
1-2 Invasion Earth: Land 4 ground units in location 10.
3-4 Invasion Venus: Land 4 ground units in location 6.
5-6 Martian Backup: Land 4 ground units in location 15.

Titan Objective Table (d6)


Die Roll Description
1-2 Trade War: Build 5 cargo ships and send one each to locations 23, 15, 16,
6, and 1.
3-4 Warning Shot: Attack any orbital colony in location 11. 50% of the force that
conducts the attack must return to Titan.
5-6 Mohammed and the Mountain: Deliver 10 Supply Points worth of cargo to
location 2.

Nomad Objective Table (d6)


Die Roll Description
1-3 Toward the Future: Build three orbital colonies in any of your starting
locations (20-24).
4-6 Visit to the Guild: Build an Ebiiru Transport. The Ebiiru must visit location
2 and then return to location 23. If it is destroyed at any point during its
journey, location 23 must make a Morale Check with a target of 3. If this
check fails, the location suffers a -3 Morale penalty. If the mission fails, you
may try again.

5.1.2.1 Determining Game End


Once objectives are determined, the CM still needs to decide what will trigger the
end of the game. Below are some options to consider:
1) The first player to accomplish his objective wins.
2) Play continues until all players have accomplished their objectives,
with the winner being determined by the CM based on overall position
or some other criteria.
3) Play continues until all players have accomplished their
objectives. Once a player has accomplished his assigned objective,
the CM generates a new one. Victory is determined by whomever
has accomplished the most objectives by the time the last player
completes his first.
4) The campaign lasts for a preset number of turns. Whichever
player has accomplished the most objectives when time is up is the
winner.

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SCENARIOS
5.1.3 2214 Scenario Map
44 D

D
41

A
37

AD
27

AD
23

19 AD

AD
16

12 AD

Sol
3 2
AD AD AD AD AD AD
AD
14 20 AD
43 D 34 26 22 18 15 AD
1 24 28 36 45 D
AD
Mercury AD
7 6
33 35
5
AD
11 Venus
AD 10
AD
9
AD
Earth

13
A
Mars

17
D A
40 D 29 Asteroid Belt 39
AD D

21
AD

25
AD AD
32 31 AD

30 AD
Jupiter
D
38
Saturn
42
D
2214 Scenario
Legend
1 Capital
2 Location
Connector
Mercury
Venus
CEGA
Federation
Republic
Nomads
Jovians
Titan
A Asteroids
D Dust Cloud

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SCENARIOS
5.1.4 CEGA Setup
In the wake of the Odyssey fiasco, CEGA is gearing up for a
confrontation with the Jovian Confederation, while at the same
time trying to get the Venusians’ hooks out.

5.1.4.1 Government
Totalitarian/Military
• Maintenance costs are reduced by 10%
• Research costs are increased by 10%
• Trade income is reduced by 10% (round down)
• The effects of negative Morale results are doubled. For example,
if a location were cut off from the capital it would have its Morale
reduced by 2 instead of 1. This Morale penalty also applies to the
effects of the Insurgency Intel mission.

5.1.4.2 List of Systems


Move
Location Census Morale RAW Prod Output Cap Cost Notes
9 18/3 18 8 12/3 120 24 2 3 Valhalla, Large OC,
Large OMF, Large OMB,
Orbital Shipyard
10 1 1 3 1/3 12 --- 2 Valhalla, Small OC,
Large OMF, Large OMB
11 1 1 3 1/3 12 --- 2 Valhalla, Small OC,
Large OMF, Large OMB
12 1 1 3 1/1 6 --- 2 Valhalla, Small OC,
Small OMF, Small OMB

5.1.4.3 Equipment Availability


Availability Type Equipment
Common Exo-Armors/Fighters Swarmers, All Missiles, HARM, Assault
Railgun, Sentry Pod, Melee Weapons, Anti-
Missile System, Target Designator, Ablative
Armor, Shield, Booster Pack, EW Pod
Exo-Suits Claymores, Booster Packs, Shields, Target
Designator
Ships HEAT-Resistant Armor, Decoy Pod, Proximity
Mines
Restricted Exo-Armors/Fighters All Drone Racks, Beam Cannon, Battle Arms,
Vernier Modules, Sentry Pod
Exo-Suits Toolkits
Ships EW Rig, Diogenes System, Repair Bots
Experimental Exo-Armors/Fighters Snoopy Pod, Chameleon Refit

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sCeNaRIOs
5.1.4.4 Starting Unit Point Pool
CEGA starts with 450 Economic Points. CEGA’s economy begins the game in Gearing
Up status (Turn 1 of 6). It also begins the game with 3 Trade Fleets.

5.1.4.5 Starting Experience Point Pool


CEGA begins with 50 Experience Points to purchase Aces or upgrade ground
units.

5.1.4.6 Starting Diplomatic Relations


Opposing Faction Diplomatic Relations
Jovian Confederation Declaration of Hostilities
Venus Non-Aggression Treaty, Trade Treaty, Naval Appropriation Treaty,
Research Treaty
Mercury Non-Aggression Treaty, Trade Treaty
Mars Free Republic Normal Relations
Mars Federation Non-Aggression Treaty, Trade Treaty, Naval Appropriation Treaty,
Peace Treaty
Titan Non-Intercourse
Nomads Normal Relations

5.1.4.7 NPE AIX Values (Optional)


Aggression: 80, Integrity 50, Xenophobia 70

5.1.5 Jovian Confederation Setup


Still reeling from events of the Odyssey and the disaster
at Kurtzenheim, the Jovian Confederation knows a
confrontation with CEGA is almost unavoidable, and is
preparing accordingly.

5.1.5.1 Government Type


Confederation/Military
• Total maintenance costs are reduced by 10%
• Aces and ground unit upgrades cost 25% less experience points
(round up)
• Total domestic product is reduced by 10%
• All locations perform Morale checks at a -1 penalty to the die roll.
Divisive political, economic, and social policies lead to infighting
between member states.
• The difficulty of all Espionage Intel missions launched against the
Confederation is reduced by 1 (to a minimum of 1).

00

SCENARIOS
5.1.5.2 List of Systems
Move
Location Census Morale RAW Prod Output Cap Cost Notes
30 7 7 11 7/3 110 --- 2 3 Valhalla, 2 NAB, Large
OC, Large OMF, Large
OMB, Orbital Shipyard
31 2 2 2 2 4 --- 3 Valhalla, Nomad
Asteroid Base
32 2 2 2 2 4 --- 3 Valhalla, Nomad
Asteroid Base
33 7 7 2 7/3 20 --- 2 2 Valhalla, NAB, Large
OC, Large OMF, Large
OMB
34 2 2 2 2 4 --- 3 Valhalla, Nomad
Asteroid Base
35 7 7 2 7/3 20 --- 2 2 Valhalla, NAB, Large
OC, Large OMF, Large
OMB
36 2 2 2 2 4 --- 3 Valhalla, Nomad
Asteroid Base
37 2 2 2 2 4 --- 4 Valhalla, Nomad
Asteroid Base

5.1.5.3 Equipment Availability


Availability Type Equipment
Common Exo-Armors/Fighters Swarmers, All Missiles, HARM, Assault
Railgun, Sentry Pod, Melee Weapons, Anti-
Missile System, Target Designator, Ablative
Armor, Shield, Booster Pack
Exo-Suits Claymores, Booster Packs, Shields, Target
Designator
Ships HEAT-Resistant Armor, Decoy Pod, Diogenes
System, Repair Bots
Restricted Exo-Armors/Fighters All Drone Racks, Beam Cannon, Battle
Arms, Vernier Modules, Sentry Pod, EW Pod,
Snoopy Pod
Exo-Suits Toolkits
Ships EW Rig
Experimental Exo-Armors/Fighters Executor Copilot, Advanced Fire Control
Ships Proximity Mines

5.1.5.4 Starting Unit Point Pool


The Jovian Confederation begins the game with 500 Economic Points. The economy
is Gearing Up (Turn 1 of 6). The Confederation begins with 4 Trade Fleets.

0090


SCENARIOS
5.1.5.5 Starting Experience Point Pool
The Confederation starts with 75 Experience Points to purchase Aces or upgrade
ground units.

5.1.5.6 Starting Diplomatic Relations


Opposing Faction Diplomatic Relations
CEGA Declaration of Hostilities
Venus Normal Relations
Mercury Non-Aggression Treaty, Trade Treaty, Naval Appropriations Treaty
Mars Free Republic Non-Aggression Treaty, Trade Treaty, Peace Treaty, Naval
Appropriations Treaty
Mars Federation Normal Relations
Titan Non-Aggression Treaty, Trade Treaty, Peace Treaty, Mutual
Defense Treaty, Naval Appropriations Treaty
Nomads Non-Aggression Treaty, Trade Treaty, Peace Treaty

5.1.5.7 NPE AIX Values (Optional)


Aggression 60, Integrity 75, Xenophobia 35

5.1.6 Venus Setup


The oligarchs of Venus had gotten their hooks into the CEGA, their
goal to use them as their puppet against the Jovians. The Odyssey
and resulting conflicts threw those plans into disarray and their
puppet is trying to cut its strings. The zaibatsus still prefer to work in
the background, but for now they have to do their own dirty work.

5.1.6.1 Government Type


Meritocracy/Scientific - Negative Religious
• Research costs 10% less than normal
• The effects of all Morale penalties are doubled

5.1.6.2 List of Systems


Move
Location Census Morale RAW Prod Output Cap Cost Notes
5 15/2 14 8 12/2 112 18 2 Valhalla, Med OC, Med
OMF, Med OMB, Orbital
Shipyard
6 1 1 3 1/1 6 --- 2 Valhalla, Small OC,
Small OMF
7 1 1 3 1/1 6 --- 2 Valhalla, Small OC,
Small OMF
8 1 1 3 1 3 --- 2 Valhalla, Small OC

0091

SCENARIOS
5.1.6.3 Equipment Availability
Availability Type Equipment
Common Exo-Armors/Fighters Swarmers, All Missiles, HARM, Assault
Railgun, All Drone Racks, Melee Weapons,
Anti-Missile System, Target Designator,
Ablative Armor, Shield, Booster Pack, EW
Pod, Snoopy Pod
Exo-Suits Claymores, Booster Packs, Shields, Target
Designator
Ships Decoy Pod, EW Rig, Diogenes System, Repair
Bots
Restricted Exo-Armors/Fighters Beam Cannon, Battle Arms, Vernier Module,
Sentry Pod, Advanced Fire Control
Exo-Suits Toolkits
Ships HEAT-Resistant Armor
Experimental Exo-Armors/Fighters Chameleon Refit, Executor Copilot

5.1.6.4 Starting Unit Point Pool


Venus begins with 250 Economic Points. The economy is currently in Peacetime
status. The Venusians begin with 2 Trade Fleets.

5.1.6.5 Starting Experience Point Pool


Venus begins with 25 Experience Points to purchase Aces and upgrade ground
units.

5.1.6.6 Starting Diplomatic Relations


Opposing Faction Diplomatic Relations
CEGA Non-Aggression Pact, Trade Treaty, Research Treaty, Naval
Appropriations Treaty
Jovian Confederation Normal Relations
Mercury Non-Aggression Pace, Trade Treaty
Mars Free Republic Normal Relations
Mars Federation Normal Relations
Titan Normal Relations
Nomads Normal Relations

5.1.6.7 NPE AIX Values (Optional)


Aggression 65, Integrity 35, Xenophobia 45

0092


SCENARIOS
5.1.7 Mercury Setup
Many Mercurians are descended from runaways disgusted with
the policies of Venus. In spite of that, or perhaps because of
it, Mercury maintains a staunch neutral position in the politics
of the Solar System. Mercurians prefer to trade rather than
fight, but they’ll fight if they have to.

5.1.7.1 Government Type


Meritocracy/Trade – Negative Scientific
• Trade income receives a 20% bonus each turn (round up)
• Research costs an additional 10% (round down)

5.1.7.2 List of Systems


Move
Location Census Morale RAW Prod Output Cap Cost Notes
1 3/6 6 8 9/3 96 4 1 Valhalla, 2 Large OC,
Large OMF, Orbital
Shipyard
2 1 1 5 1/1 10 --- 1 Valhalla, Small OC
3 1 1 5 1/1 10 --- 1 Valhalla, Small OC
4 1 1 5 1 5 --- 1 Valhalla, Small OC

5.1.7.3 Equipment Availability


Availability Type Equipment
Common Exo-Armors/Fighters Swarmers, All Missiles, HARM, Assault
Railgun, Melee Weapons, Target Designator,
Ablative Armor, Shield, EW Pod, Booster
Pack, Vernier Module, Sentry Pod
Exo-Suits Claymores, Booster Packs, Shields, Target
Designator
Ships Diogenes System, HEAT-Resistant Armor,
Decoy Pod
Restricted Exo-Armors/Fighters All Drone Racks, Anti-Missile System, Battle
Arms, Snoopy Pod, Beam Cannon
Exo-Suits Toolkits
Ships EW Rig, Repair Bots, Target Designator
Experimental Exo-Armors/Fighters Advanced Fire Control, Executor Copilot

5.1.7.4 Starting Unit Point Pool


Mercury starts with 150 Economic Points. The Economy is currently in Peacetime
status. Mercury also starts with 7 Trade Fleets

0093

sCeNaRIOs
5.1.7.5 Starting Experience Point Pool
Mercury begins with 30 Experience Points to purchase Aces and upgrade ground
units.

5.1.7.6 Starting Diplomatic Relations


Opposing Faction Diplomatic Relations
CEGA Non-Aggression Treaty, Trade Treaty, Naval Appropriations Treaty
Jovian Confederation Non-Aggression Treaty, Trade Treaty, Naval Appropriations Treaty
Venus Non-Aggression Treaty, Trade Treaty
Mars Free Republic Non-Aggression Treaty, Trade Treaty
Mars Federation Non-Aggression Treaty, Trade Treaty
Titan Non-Aggression Treaty, Trade Treaty
Nomads Non-Aggression Treaty, Trade Treaty

5.1.7.7 NPE AIX Values (Optional)


Aggression 30, Integrity 85, Xenophobia 30

5.1.8 Mars Free Republic Setup


Strong-willed and self-dependent, Republicans value friendship and
honesty above all. Though their trust is hard to gain, they remain
extremely loyal once befriended. Locked in what seems to be
a never-ending struggle for independence and survival against
their rival, the Mars Federation, life in the Republic is hard but
rewarding.

5.1.8.1 Government Type


Representative/Military
• Total maintenance costs reduced by 5% (round down)
• Cannot spend more than 50% of their per turn income on military
units or Intel during peacetime.

Because of the constant skirmishing and occasional open warfare with the Martian
Federation, all initial Free Republic ground units begin as Veterans.

5.1.8.2 List of Systems


Move
Location Census Morale RAW Prod Output Cap Cost Notes
13 7/2 8 7 7/2 63 8 2 2 Valhalla, Med OC, Med
OMF, Orbital Shipyard
15 1 1 3 1 3 --- 2 Valhalla, Small OC

00


SCENARIOS
5.1.8.3 Equipment Availability
Availability Type Equipment
Common Exo-Armors/Fighters Swarmers, All Missiles, HARM, Sentry Pod,
Melee Weapons, Target Designator, Ablative
Armor, Shield, Booster Pack
Exo-Suits Claymores, Booster Packs, Shields, Target
Designator, Toolkits
Ships Diogenese System, HEAT-Resistant Armor,
Target Designator
Restricted Exo-Armors/Fighters All Drone Racks, Assault Railgun, Beam
Cannon, Anti-Missile System, EW Pod, Battle
Arms, Vernier Module
Ships Decoy Pod, EW Rig, Repair Bots
Experimental Exo-Armors/Fighters Snoopy Pod, Advanced Fire Control
Ships Proximity Mines

5.1.8.4 Starting Unit Point Pool


The Mars Free Republic starts with 125 Economic Points and 4 Trade Fleets. Its
economy starts in a Peacetime status.

5.1.8.5 Starting Experience Point Pool


The Free Republic begins with 40 Experience Points to purchase Aces and upgrade
ground units.

5.1.8.6 Starting Diplomatic Relations


Opposing Faction Diplomatic Relations
CEGA Normal Relations
Jovian Confederation Non-Aggression Treaty, Trade Treaty, Peace Treaty, Naval
Appropriations Treaty
Mercury Non-Aggression Treaty, Trade Treaty
Venus Normal Relations
Mars Federation Normal Relations
Titan Non-Aggression Treaty, Trade Treaty
Nomads Non-Aggression Treaty, Trade Treaty, Peace Treaty

Note that the Mars Free Republic and the Mars Federation share a
location at #13 (Mars). Even though these two powers do not begin
at a Treaty Level above Normal Relations, they do not automatically
generate an encounter due to their forces being present at the same
location. Either side may do so, under the rules, but they must state
their desire to do so.

0095

sCeNaRIOs
5.1.8.7 NPE AIX Values (Optional)
Aggression 55, Integrity 90, Xenophobia 65

5.1.9 Mars Federation Setup


The Federation citizens are used to a controlled society
ruled by bureaucracy, and do not think of it much anymore.
When they do think of it, they regard their lesser freedom as
something to be proud of, since it allowed them to survive a
harsh environment as a society. Constantly struggling against
the Martian Free Republic, no one knows when, or if, Mars
will know peace.

5.1.9.1 Government Type


Totalitarian/Military
• When breaking a treaty, a Totalitarian government increases its
chance of success by 20%
• Maintenance costs are reduced by 10% (round down)
• Research projects cost 10% more (round up)
• Trade income is reduced by 10% (round down)
• The effects of negative Morale results are doubled

Because of the constant skirmishing and occasional open warfare with the Martian
Free Republic, all initial Federation ground units begin as Veterans.

5.1.9.2 List of Systems


Move
Location Census Morale RAW Prod Output Cap Cost Notes
13 7/2 6 7 9/2 77 8 2 2 Valhalla, Med OC, Med
OMF, Orbital Shipyard
14 1 1 8 1/1 16 --- 2 Valhalla, Small OC,
Small OMF

00


SCENARIOS
5.1.9.3 Equipment Availability
Availability Type Equipment
Common Exo-Armors/Fighters Swarmers, All Missiles, HARM, Melee
Weapons, Target Designator, Ablative Armor,
Shield, EW Pod, Beam Cannon
Exo-Suits Claymores, Booster Packs, Shields, Target
Designator
Ships Diogenes System, HEAT-Resistant Armor,
Proximity Mines
Restricted Exo-Armors/Fighters All Drone Racks, Assault Railgun, Anti-Missile
System, Battle Arms, Vernier Module, Sentry
Pod, Booster Pack
Ships Decoy Pod, EW Rig, Repair Bots, Target
Designator
Experimental Exo-Armors/Fighters Advanced Fire Control, Snoopy Pod

5.1.9.4 Starting Unit Point Pool


The Martian Federation begins with 150 Economic Points and 2 Trade Fleets. Its
economy starts in a Peacetime status.

5.1.9.5 Starting Experience Point Pool


The Martian Federation begins with 35 Experience Points to purchase Aces and
upgrade ground units.

5.1.9.6 Starting Diplomatic Relations


Opposing Faction Diplomatic Relations
CEGA Non-Aggression Treaty, Trade Treaty, Naval Appropriations Treaty,
Peace Treaty
Jovian Confederation Normal Relations
Mercury Non-Aggression Treaty, Trade Treaty
Venus Normal Relations
Mars Free Republic Normal Relations
Titan Normal Relations
Nomads Normal Relations

Note that the Mars Federation and the Mars Free Republic share a
location at #13 (Mars). Even though these two powers do not begin
at a Treaty Level above Normal Relations, they do not automatically
generate an encounter due to their forces being present at the same
location. Either side may do so, under the rules, but they must state
their desire to do so.

5.1.9.7 NPE AIX Values


Aggression 75, Integrity 45, Xenophobia 75

0097

sCeNaRIOs
5.1.10 Titan Setup
The Titanians, largely a corporate settlement to exploit the resources
of Saturn and its moons, recently acquired its independence from
the Jovian Confederation with its blessings. Still closely tied to
the Jovians, the Titanians are not, however, prepared to follow
them into a war with the Inner System.

5.1.10.1 Government Type


Meritocracy/Scientific – Negative Military
• Research projects cost 10% less than normal (round down)
• Aces and upgrading ground units cost 50% more Experience Points
than normal.
• Maintenance costs are increased by 5% (round up)

5.1.10.2 List of Systems


Move
Location Census Morale RAW Prod Output Cap Cost Notes
38 5/1 4 13 6/1 91 5 2 3 Valhalla, Small OC,
Small OMF, Orbital
Shipyard

5.1.10.3 Equipment Availability


Availability Type Equipment
Common Exo-Armors/Fighters Swarmers, All Missiles, HARM, Assault
Railgun, Sentry Pod, Melee Weapons, Anti-
Missile System, Target Designator, Ablative
Armor, Shield, Booster Pack
Exo-Suits Claymores, Booster Packs, Shields, Target
Designator
Ships HEAT-Resistant Armor, Decoy Pod, Diogenes
System, Repair Bots
Restricted Exo-Armors/Fighters All Drone Racks, Beam Cannon, Battle
Arms, Vernier Modules, Sentry Pod, EW Pod,
Snoopy Pod
Exo-Suits Toolkits
Ships EW Rig
Experimental Exo-Armors/Fighters Executor Copilot, Advanced Fire Control

00


sCeNaRIOs
5.1.10.4 Starting Unit Point Pool
The Titanians begin with 150 Economic Points and 3 Trade Fleets, and their economy
is at a Peacetime level.

5.1.10.5 Starting Experience Point Pool


The Titanians begin with 15 Experience Points to purchase Aces or upgrade ground
units.

5.1.10.6 Starting Diplomatic Relations


Opposing Faction Diplomatic Relations
CEGA Normal Relations
Jovian Confederation Non-Aggression Treaty, Trade Treaty, Naval Appropriations Treaty,
Peace Treaty, Mutual Defense Treaty
Mercury Non-Aggression Treaty, Trade Treaty
Venus Normal Relations
Mars Free Republic Non-Aggression Treaty, Trade Treaty
Mars Federation Normal Relations
Nomads Non-Aggression Treaty

5.1.10.7 NPE AIX Values


Aggression 25, Integrity 75, Xenophobia 50

5.1.11 Nomad Setup


Loosely organized and fiercely independent, the Nomads prefer
to be left alone. A few of them interact with the rest of
the Solar System and participate in the United Space
Nations, but the majority of the Nomad settlements
would just as soon pretend there’s no one else out there.
Should one of the other powers decide they want a piece
of the Belt, they’ll find, though, that a Nomad’s indifference
ends when his friends and neighbors are threatened.

5.1.11.1 Government Type


Autarky/Social
• All Insurgency Intel mission attempts against an autarky are
performed at a difficulty 1 higher than normal
• +1 bonus to all Morale checks. The difficulty of Counter-Insurgency
Intel Missions is reduced by 1.
• Maintenance costs are raised 5% (round up)
• Trade income is reduced by 75% (round down

00

SCENARIOS
5.1.11.2 List of Systems
Move
Location Census Morale RAW Prod Output Cap Cost Notes
17 2 2 2 2 4 --- 2 Valhalla, Nomad
Asteroid Base
18 2 2 2 2 4 --- 2 Valhalla, Nomad
Asteroid Base
19 2 2 2 2 4 --- 2 Valhalla, Nomad
Asteroid Base
20 2 2 2 2 4 --- 2 Valhalla, Nomad
Asteroid Base
21 2 2 2 2 4 --- 3 Valhalla, Nomad
Asteroid Base
22 2 2 2 2 4 --- 3 Valhalla, Nomad
Asteroid Base
23 2 2 2 2 4 --- 3 Valhalla, Nomad
Asteroid Base
24 2 2 2 2 4 --- 3 Valhalla, Nomad
Asteroid Base
25 2 2 2 2 4 --- 3 Valhalla, Nomad
Asteroid Base
26 2 2 2 2 4 --- 3 Valhalla, Nomad
Asteroid Base
27 2 2 2 2 4 --- 3 Valhalla, Nomad
Asteroid Base
28 2 2 2 2 4 --- 3 Valhalla, Nomad
Asteroid Base
29 2 2 8 2/2 32 --- 2 2 Valhalla, Nomad
Asteroid Base, Med OMF,
Orbital Shipyard

00100


SCENARIOS
5.1.11.3 Equipment Availability
Availability Type Equipment
Common Exo-Armors/Fighters Swarmers, All Missiles, HARM, Assault Railgun,
Melee Weapons, Target Designator, Ablative
Armor, Shield, EW Pod, Booster Pack, Vernier
Module, Sentry Pod
Exo-Suits Claymores, Booster Packs, Shields, Target
Designator
Ships Diogenes System, HEAT-Resistant Armor,
Decoy Pod
Restricted Exo-Armors/Fighters Anti-Missile System, Battle Arms, Snoopy Pod,
Beam Cannon
Ships EW Rig, Repair Bots, Target Designator
Experimental Exo-Armors/Fighters All Drone Racks

All Nomad Exo-Suit squads get Toolkits for free. They also add +2
to their CCR rating instead of +1 when carrying Claymores.

5.1.11.4 Starting Unit Point Pool


The Nomads begin with 100 Economic Points and 3 Trade Fleets, with their economy
in a Peacetime status.

5.1.11.5 Starting Experience Point Pool


The Nomads begin with 25 Experience Points to purchase Aces and upgrade ground
units.

5.1.11.6 Starting Diplomatic Relations


Opposing Faction Diplomatic Relations
CEGA Normal Relations
Jovian Confederation Non-Aggression Treaty, Trade Treaty, Peace Treaty
Mercury Non-Aggression Treaty, Trade Treaty
Venus Normal Relations
Mars Free Republic Non-Aggression Treaty, Trade Treaty, Peace Treaty
Mars Federation Normal Relations
Titan Non-Aggression Treaty

5.1.11.7 NPE AIX Values


Aggression 25, Integrity 80, Xenophobia 90

00101

SCENARIOS
5.1.12 Random Event Chart
Below is a Random Event Chart modified to better reflect the Jovian Chronicles
setting:
Random Events Table (d100) v1.0
Die Roll Type Effect
1 Unaligned One of the unaligned states joins CEGA, increase location #9s Census
Migration and Productivity by 1
2 Unaligned One of the unaligned states joins CEGA, increase location #9s Census
Migration and Productivity by 1
3 New Colony Add 1 Small Orbital Colony with 1 Census
4 Disaster Strikes! Lose one orbital colony.
5 STRIKE Defection Lose 1 random ground unit
6 STRIKE Defection Lose 1 random ship and all Aces and units on it
7 Morale System Morale decreases by 2
8 Morale System Morale decreases by 1
9 Morale System Morale decreases by 1
10 Morale System Morale increases by 1
11 Morale System Morale increases by 1
12 Morale System Morale increases by 2
13 RAW System RAW decreases by 2
14 RAW System RAW decreases by 1
15 RAW System RAW decreases by 1
16 RAW System RAW increases by 1
17 RAW System RAW increases by 1
18 RAW System RAW increases by 2
19 Productivity System Productivity decreases by 1
20 Productivity System Productivity decreases by 1
21 Productivity System Productivity increases by 1
22 Productivity System Productivity increases by 1
23 STRIKE Raid 1d6 EP raider attack in random location
24 STRIKE Raid 2d6 EP raider attack in random location
25 STRIKE Raid 3d6 EP raider attack in random location
26 STRIKE Raid 4d6 EP raider attack in random location
27 STRIKE Defection Lose 1 random ship and all Aces and units on it
28 STRIKE Defection Lose 1 random ground unit
29 Economic Empire loses 50% of turn system income
30 Economic Empire loses 25% of turn system income
31 Economic Empire loses 10% of turn system income
32 Economic Empire gains 5% to turn system income
33 Economic Empire gains 10% to turn system income
34 Economic Empire gains 15% to turn system income
35 Economic Empire gains 25% to turn system income

00102


SCENARIOS
36 Economic Empire gains 50% to turn system income
37 Technology Current Research Project cost increases by 10
38 Technology Current Research Project cost increases by 5
39 Technology Current Research Project cost increases by 5
40 Technology Current Research Project cost decreases by 5
41 Technology Current Research Project cost decreases by 5
42 Technology Current Research Project cost decreases by 5
43 Intel System loses 2 Intel
44 Intel System loses 1 Intel
45 Intel System loses 1 Intel
46 Intel System gains 1 Intel
47 Intel System gains 1 Intel
48 Intel System gains 2 Intel
49 Intel Empire loses 2 Intel
50 Intel Empire loses 1 Intel
51 Intel Empire loses 1 Intel
52 Intel Empire gains 1 Intel
53 Intel Empire gains 1 Intel
54 Intel Empire gains 2 Intel
55 STRIKE Terrorism 3d6 Intel for random Sabotage mission (d6): 1: Industrial; 2:
Counter-Intel; 3: Starship; 4: Troop; 5: Population; 6: Insurgency
56 STRIKE Terrorism 2d6 Intel for random Sabotage mission (d6): 1: Industrial; 2:
Counter-Intel; 3: Starship; 4: Troop; 5: Population; 6: Insurgency
57 STRIKE Terrorism 1d6 Intel for random Sabotage mission (d6): 1: Industrial; 2:
Counter-Intel; 3: Starship; 4: Troop; 5: Population; 6: Insurgency
58 STRIKE Terrorism 1d3 Intel for random Sabotage mission (d6): 1: Industrial; 2:
Counter-Intel; 3: Starship; 4: Troop; 5: Population; 6: Insurgency
59 Piracy +30% to Raider Rolls for next six turns
60 Piracy +20% to Raider Rolls for next six turns
61 Piracy +20% to Raider Rolls for next six turns
62 Piracy +10% to Raider Rolls for next six turns
63 Piracy +5% to Raider Rolls for next six turns
64 Piracy -5% to Raider Rolls for next six turns
65 Piracy -10% to Raider Rolls for next six turns
66 Piracy -20% to Raider Rolls for next six turns
67 Piracy -20% to Raider Rolls for next six turns
68 Piracy -30% to Raider Rolls for next six turns
69 Piracy Raider Attack: 1d6 economic points
70 Piracy Raider Attack: 2d6 economic points
71 Piracy Raider Attack: 3d6 economic points
72 Piracy Raider Attack: 4d6 economic points
73 Ground Citizens form militia to aid in defense (Use Census unit stat)
74 Ground Citizens form militia to aid in defense (Use Census unit stat)

00103

SCENARIOS
75 Ground Troops lose 1 from attack and defense values for next six turns
76 Ground Troops lose 1 from attack and defense values for next six turns
77 Ground Troops lose 1 from attack for the next six turns
78 Ground Troops lose 1 from defense for the next six turns
79 Ground Troops gain 1 to defense for the next six turns
80 Ground Troops gain 1 to attack for next the six turns
81 Ground Troops gain 1 to attack and defense values for the next six turns
82 Ground Troops gain 1 to attack and defense values for the next six turns
83 Ace A new level one ace with a randomly determined ability joins faction
84 Fleet Task Force ships and units loses 1 DV for the next six turns*
85 Fleet Task Force ships and units loses 1 AS for the next six turns*
86 Fleet Task Force ships and units loses 1 AF for the next six turns*
87 Fleet Task Force ships and units gains 1 AF for the next six turns*
88 Fleet Task Force ships and units gains 1 AS for the next six turns*
89 Fleet Task Force ships and units gains 1 DV for the next six turns*
90 Ace An ace defects! One faction loses a random Ace who joins another
faction. CM should randomly choose new faction first from those in
a State of War or Hostilities with old faction, otherwise, any faction
is eligible.
91 Construction -10 to Construction Capacity for the next six turns
92 Construction -5 to Construction Capacity for the next six turns
93 Construction -5 to Construction Capacity for the next six turns
94 Construction +5 to Construction Capacity for the next six turns
95 Construction +5 to Construction Capacity for the next six turns
96 Construction +10 to Construction Capacity for the next six turns
97 Diplomatic One faction automatically breaks its highest treaty with one randomly
determined partner
98 Diplomatic One faction attempts to break its highest treaty with one randomly
determined partner
99 Special Special Event / CM’s Choice
100 Special Special Event / CM’s Choice

*In Lightning Strike terms, +/- 1 DV shifts all levels of protection,


+/- 1 AS or AF results in an appropriate shift to accuracy for all
weapons when targeting either ships (AS) or units (AF).

5.1.13 Raiders and STRIKE


When Raiders are called for, any Common faction ship or unit is available, as well
as anything on the Nomad list.

When a STRIKE task force attacks, any Common faction, Nomad or USN Guard ship
or unit is available for selection. Further, if there are defections during the course
of the game, the CM should feel free to add those defecting ships and units — and
particularly Aces — to those available for use in STRIKE attacks.

00104


SCENARIOS
5.1.14 United Space Nations
United Space Nations forces are controlled by the CM. The CM can either
predetermine how many USN Guard patrols are in play and move them each turn,
or simply rely on the chart in 3.1.2 USN Guard Intervention to determine where
and when USN forces show up. Additionally, anytime there is orbital bombardment,
the CM should feel free to dispatch a Geneva hospital ship, possibly with USN
Guard escorts, to the scene. This is a good way to mess up a perfectly good attack
plan as a player has to work around the Geneva as indicated below.

5.1.14.1 Geneva Hospital Ships


Dispatched wherever there is mass suffering and casualties, USN Geneva hospital
ships, with giant red Solar Crosses painted on the sides of their otherwise pristine
white hulls, go wherever needed regardless of circumstance. This can sometimes
pose a problem for commanders, as Geneva’s have a universally accepted 100
kilometer exclusion zone around them. Opinionated Geneva captains sometimes
use the exclusion zone to offer sanctuary to beleaguered forces.

If a power initiates an encounter involving a fixed target and a Geneva is at the


same location, there is a 75% chance that the Geneva’s exclusion zone overlaps the
target, canceling the encounter. There is a 25% chance of the Geneva’s exclusion
zone interfering in any other kind of scenario.

If a power either attacks a Geneva, or targets forces claiming sanctuary in a


Geneva’s exclusion zone, it will be hit by sanctions during the next turn. All other
powers will be required to attempt to break their
highest level treaty. If a power is currently
at a state of Normal Relations, that
power will attempt to declare a
State of Hostilities against the
offending power. If a power is
already in a State of Hostilities
with the offender, it will attempt
to declare war. Further, the USN
Guard will automatically go to a
State of Hostilities against the
offender, and in addition to
regular task forces possibly
attacking that power’s forces,
the offending power’s Trade
Fleets must roll on the 3.1.2
USN Guard Intervention
chart to determine what
forces, if any attack the
Trade Fleet rather than
protect it.

00105

SCENARIOS
5.2 Open Scenario
The Open Scenario puts all of the factions on an even footing economically, resulting
in more of a boardgame style atmosphere. Maybe Titan will be the beacon of
freedom against the tyranny of Mercury. Who knows?

Unless otherwise specified below, use the scenario information presented in the
2214 Scenario.

5.2.1 Overview
The biggest difference between the Open Scenario and the 2214 Scenario is that
all factions start out with a balanced starting position. Victory will go to the player
best able to achieve his objectives as well as exploit the opportunities that arise.

Some factions will still have an advantage over others as they will have a better force
mix to work with. One way around that would be to have the CM redistribute the
various ships and units. Alternatively, players could have an auction and build their
own force lists for the game. This could lead to some very unusual combinations,
particularly if using Lightning Strike to resolve the battles, so be warned!

5.2.2 Victory Conditions


If objectives are used, use the generic objectives presented in 7.1.2.1 Objectives.
Use of the faction-specific objectives is not recommended.

5.2.3 Colonization
Each faction begins controlling only its Capital. Because the Solar System does
not begin settled as thoroughly as it is in the 2214 Scenario, colonization will be
a factor in the Open Scenario. It is strongly recommended that CG 4.12 Slower
Population Increases not be used. To facilitate growth, the first orbital colony built
at a location is at 50% of the normal cost. Further, all orbital colonies and Nomad
asteroid bases will automatically generate another Census at the end of a year if
space is available, while planetary-based populations will grow as normal. This
represents the orbital colonies attracting those immigrants that are looking for the
opportunities presumed to be in space, in additional to normal station population
growth. Productivity investment will still be needed to ensure that the new Census
have work.

00106


SCENARIOS
5.2.4 Open Scenario Map
44 D

D
41

A
37

AD
27

AD
23

19 AD

AD
16

12 AD

Sol
3 2
AD AD AD AD AD AD AD

14 20 AD
43 D 34 26 22 18 15 AD
1 24 28 36 45 D
AD
Mercury AD
7 6
33 35
5
AD
11 Venus
AD 10
AD
9
AD
Earth

13
A
Mars

17
D A
40 D 29 Asteroid Belt 39
AD D

21
AD

25
AD AD
32 31 AD

30 AD
Jupiter
38
D

Saturn
Open Scenario
42
Legend
D

1 Capital
2 Location
Connector
Mercury
Venus
CEGA
Federation
Republic
Nomads
Jovians
Titan
A Asteroids
D Dust Cloud

00107

SCENARIOS
5.2.5 Setup
While each faction’s capital will be slightly different in its composition and potential,
all Capitals will start at the same level of output. Further, each faction will begin
with 150 Economic Points, 25 Experience Points, and 1 Trade Fleet. The Experience
Points can be used to purchase Aces and upgrade ground units.

5.2.6 Faction Capitals


Below is a chart showing the starting values for each faction’s capital.

Move
Location Faction Census Morale RAW Prod Output Cap Cost Notes
Sol None --- --- --- --- --- --- --- Sun
1 Mercury 6 6 10 6 60 6 1
5 Venus 6 6 10 6 60 18 2
9 CEGA 6 6 10 6 60 24 2
13 Federation 6 6 10 6 60 8 2
13 Republic 6 6 10 6 60 8 2
29 Nomad 6 6 10 6 60 --- 2 3 Nomad
Asteroid
Bases
30 Jovian 6 6 10 6 60 --- 2 3 Nomad
Asteroid
Bases
38 Titan 6 6 10 6 60 6 2

5.3 Intro Scenario (Two players)


While CEGA and the Jovian Confederation rush to their showdown, the oligarchs
of the Venusian zaibatsu have determined that the time has come to put the
Mercurians back in their place. They figure that without the JAF to back them up,
the Mercurian Security Guild will be no match for the military might of Venus.

5.3.1 Victory Conditions

5.3.1.1 Venus
Venus must act quickly. The Venusians have 18 turns to seize an orbital installation
owned by the Mercurians or else build one of their own in Mercurian space. In either
case, the Venusians must maintain control of this orbital installation for three (3)
consecutive turns. If the Venusians accomplish this, they will have a foothold with
which to dominate and intimidate the Mercurians, and will achieve a Minor Victory.
If the Venusians accomplish while also losing fewer Economic Points in battle than
the Mercurians, they will accomplish a Major Victory.

00108


SCENARIOS
5.3.1.2 Mercury
Mercury must stall for time. Even with the larger events taking center stage,
neither the JAF nor the USN will sit still for such naked aggression against the
largest trading concern in the Solar System – there’s too much money at stake!
If the Mercurians can prevent the Venusians from seizing one of their orbital
installations or building one in Mercurian territory and occupying it for three (3)
consecutive turns, they will win a Major Victory after 18 turns, as the rest of the
Solar System puts enough pressure on the Venusians to back off. If the Venusians
gain a foothold, but lose more Economic Points in battle than the Mercurians, then
the Mercurians will secure a Minor Victory for having bled the Venusians.

5.3.2 Intro Scenario Map


8
Intro Scenario
Legend 4
1 Capital
2 Location Sol
3 2
Connector
Mercury 1
Venus Mercury
7 6

5
Venus

5.3.3 Venus Setup


Venus knows that even with the brewing conflict between the Jovians and CEGA,
they will only have so much time to act with a free hand. Time is of the essence!

5.3.3.1 Government Type


Meritocracy/Scientific - Negative Religious
• Research costs 10% less than normal
• The effects of all Morale penalties are doubled

5.3.3.2 List of Systems


Move
Location Census Morale RAW Prod Output Cap Cost Notes
5 15/2 14 8 12/2 112 18 2 Valhalla, Med OC, Med
OMF, Med OMB, Orbital
Shipyard

00109

SCENARIOS
6 1 1 3 1/1 6 --- 2 Valhalla, Small OC,
Small OMF
7 1 1 3 1/1 6 --- 2 Valhalla, Small OC,
Small OMF
8 1 1 3 1 3 --- 2 Valhalla, Small OC

5.3.3.3 Equipment Availability


Availability Type Equipment
Common Exo-Armors/Fighters Swarmers, All Missiles, HARM, Assault
Railgun, All Drone Racks, Melee Weapons,
Anti-Missile System, Target Designator,
Ablative Armor, Shield, Booster Pack, EW
Pod, Snoopy Pod
Exo-Suits Claymores, Booster Packs, Shields, Target
Designator
Ships Decoy Pod, EW Rig, Diogenes System, Repair
Bots
Restricted Exo-Armors/Fighters Beam Cannon, Battle Arms, Vernier Module,
Sentry Pod, Advanced Fire Control
Exo-Suits Toolkits
Ships HEAT-Resistant Armor
Experimental Exo-Armors/Fighters Chameleon Refit, Executor Copilot

5.3.3.4 Starting Unit Point Pool


Venus begins with 125 Economic Points. The economy is currently on Turn 1 of
Gearing Up status. The Venusians begin with 1 Trade Fleet.

5.3.3.5 Starting Experience Point Pool


Venus begins with 15 Experience Points to purchase Aces and upgrade ground
units.

5.3.3.6 Starting Diplomatic Relations


Opposing Faction Diplomatic Relations
Mercury Declaration of Hostilities

5.3.4 Mercury Setup


Many Mercurians are descended from runaways disgusted with the policies of
Venus. Now that Venus is rattling the saber, Mercury finds itself getting ready for
a fight that it doesn’t want, but can’t ignore.

00110


SCENARIOS
5.3.4.1 Government Type
Meritocracy/Trade – Negative Scientific
• Trade income receives a 20% bonus each turn (round up)
• Research costs an additional 10% (round down)

5.3.4.2 List of Systems


Move
Location Census Morale RAW Prod Output Cap Cost Notes
1 3/6 6 8 9/3 96 4 1 Valhalla, 2 Large OC,
Large OMF, Orbital
Shipyard
2 1 1 5 1/1 10 --- 1 Valhalla, Small OC
3 1 1 5 1/1 10 --- 1 Valhalla, Small OC
4 1 1 5 1 5 --- 1 Valhalla, Small OC

5.3.4.3 Equipment Availability


Availability Type Equipment
Common Exo-Armors/Fighters Swarmers, All Missiles, HARM, Assault
Railgun, Melee Weapons, Target Designator,
Ablative Armor, Shield, EW Pod, Booster
Pack, Vernier Module, Sentry Pod
Exo-Suits Claymores, Booster Packs, Shields, Target
Designator
Ships Diogenes System, HEAT-Resistant Armor,
Decoy Pod
Restricted Exo-Armors/Fighters All Drone Racks, Anti-Missile System, Battle
Arms, Snoopy Pod, Beam Cannon
Exo-Suits Toolkits
Ships EW Rig, Repair Bots, Target Designator
Experimental Exo-Armors/Fighters Advanced Fire Control, Executor Copilot

5.3.4.4 Starting Unit Point Pool


Mercury starts with 125 Economic Points. The Economy is currently in Peacetime
status. Mercury also start with 1 Trade Fleet

5.3.4.5 Starting Experience Point Pool


Mercury begins with 25 Experience Points to purchase Aces and upgrade ground
units.

5.3.4.6 Starting Diplomatic Relations


Opposing Faction Diplomatic Relations
Venus Declaration of Hostilities

00111

Acknowledgements
6.0 Acknowledgements and Credits
This book is dedicated to my family. Thanks to my daughter, Isabel, without whom
I would not have gone looking for something fun to do that didn’t require me to
leave the house and therefore probably would not have discovered VBAM. And
thanks and love to my wife, Nancy, without whom I couldn’t have written this book
at all.

Here’s a big shout out to the JC Community at the DP9 Forums. Thanks guys, you
were a big help!

I hope you find this book as enjoyable to read as it was to write!

Design Credits
Written By: Lightning Strike
Charles Lewis Development Team:
Robert Dubois
Layout and Design: Jean-Francois Fortier
Tyrel Lohr Wunji Lau
Gene Marcil
Playtesters: Stephane I. Matis
Pierre Ouellete
Steph Didymus Christian Schaller
Renaud Gagne Marc-Alexandre Vezina
M. Sean Martinez
Stephen Rider Jovian Chronicles
John Turner Artwork Team:
Ghislain Barbe
Edited By: Marc Ouellette
Rainer Graber Normand Bilodeau
Tyrel Lohr Charles-Emmanuel Ouellette
Jay Waschak Bobbie Burquel
Noel Weer John Wu

Victory by Any Means


Development Team:
Jay Waschak
Steve Brindle
Tyrel Lohr

00112


aCkNOwleDgemeNTs
CONTaCT vICTORy by aNy meaNs games
Internet: Visit the VBAM Games website at www.vbamgames.com, as well as
the Yahoo!© group at http://games.groups.yahoo.com/group/VBAM/ for more
information on this and other products, including new rules, maps, and materials
to extend your gaming experience.

E-Mail: You can contact the VBAM Games developers by sending an e-mail to
[email protected].

CONTaCT DReam POD 9


Visit the Dream Pod 9 website at www.dp9.com for more information about Jovian
Chronicles books, miniatures and other great DP9 products.

COPyRIghT INfORmaTION
Certain portions of the text were adapted from material previously published by
Dream Pod 9 in Lightning Strike 2nd Edition, Lightning Strike Companion, and on
their website at www.dp9.com/Worlds/jc.

Artwork comes from The Art of the Jovian Chronicles, Volume I and Volume II,
1993-2005, Dream Pod 9, Inc. Used with permission.

VBAM © 2002-2006, VBAM Games, Inc. VICTORY BY ANY MEANS, the VICTORY BY
ANY MEANS CAMPAIGN GUIDE and all related indicia are © VBAM Games, Inc. All
rights reserved.

Jovian Chronicles © 1992, 1994, 1997, 1998, 1999, 2000, Dream Pod 9, Inc.
All rights reserved. The Dream Pod 9 logo, Jovian Chronicles, Silhouette, Exo-
Armor, Exo-Suit, Exo-Fighter, Jovian Confederation, Central Earth Government &
Administration and all distinctive logos and terms are trademarks of Dream Pod 9,
Inc.

Reproduction of this work by any means without the advance written permission of
the author is expressly forbidden.

00

APPENDICES
7.0 Appendices

7.1 Appendix A – Ships and Units of the Jovian


Chronicles
The following section contains descriptions of the various ships and units that see
service in the various militaries of the Jovian Chronicles universe.

7.1.1 Common Units


These are units, including both military and civilian craft, are ubiquitous throughout
the Solar System either due to sheer numbers, utility, or obsolescence.

7.1.1.1 Ships

Heavy Lift Vehicle (HLV)


A Heavy Lift Vehicle is essentially a big rocket with a large payload bay. It can also
serve as an assault dropship, carrying tanks and ground exos to the surface of a
planet. These can also be used as makeshift carriers, albeit very short-ranged and
unmaneuverable ones. The Martian forces use them this way to slightly expand
their patrol radius. They use HLVs most often, but the Venusians and CEGA navies
also field them in large numbers. Universal docking points are placed around the
hull; these are usually used to attach form-fitting boosters.

Patrol Cutter
Patrol Cutters are small military craft used by every
nation for border patrols and security. They are
simple and generic-looking ships, able to support
a crew of around 15 to 20, and spend maybe a
month out on missions before heading back to
port. There is no gravity wheel; when the ship
isn’t under acceleration, the crew has to exercise
regularly. A cutter’s armament varies depending
on its owners, but it is never heavily armed: most
mount a single turreted laser or kinetic kill cannon.
A cutter has a tiny shuttle bay that carries a single
transport craft. Rarely, an exo or fighter can be
wedged in instead.

Ebiiru-class Cargo Ship


Ebiiru-class cargo ships share a sturdy and common
design that dates back to the earliest phases of
the commercial exploitation of space. Ships of this
class are in service with virtually every settlement

00114


APPENDICES
of the Solar System. These fusion-driven cargo vessels are used whenever a cargo
needs to arrive rapidly, and cannot wait to go via one of the regular but slower solar
sail flights. The external appearance of the ship is blocky and massive, with little
thought given to aesthetic concerns. The Ebiiru is practical above anything else,
and its surface is bristling with hardpoints and tie-down rings where cargo can be
attached.

Inari-class Cargo Ship


Inari-class liners have a long history of reliability and endurance, having plied their
trade in the Solar System for more than fifty years. They have been touted as “the
most efficient commercial ship in existence.” Indeed, their double role as cargo
and passenger liner rarely lets them leave a spaceport at less than full capacity.
The spacious passenger lounges and cabins take up the whole center portion of the
ship, just above engineering and the crew section. Most of the internal partitions are
modular and can be quickly rearranged to fit the requirements of the passengers.
Cargo is carried in two huge bays located on either side of the main hull, each
having a separate life support system from the rest of the ship. The cargo bays
can be detached with the help of the proper facilities and replaced by other types of
bay, the most common of these being large tanks capable of holding many tons of
liquefied gasses. A few Inaris have been sold to private interests and ply the Solar
System as free traders, luxury cruise ships or mobile stations. Like most of these
venerable transport ships, they are generally extensively modified and seldom look
much like the original design. Only a close examination of the lines of the hull will
allow one to recognize the ship as an Inari.

Transporter
A Transporter is a large civilian transport, just short of a barge. It is equipped
with conventional drives and used by every nation to carry bulk goods or troops.
Transporters tend to be sturdy and common designs, dating back to the earliest
phases of the commercial exploitation of space. These cargo vessels are used
whenever a cargo needs to arrive rapidly rather than being pushed on a free orbit.
The ship has little or no internal cargo bay: it has a large spine structure called a
“tree” to which various cargo pods are attached.

7.1.1.2 Exo-Armors

Apollo
The Apollo was the JAF’s first attempt at a close-combat exo-armor. Its reinforced
structure and extra lifting capacity made it an ideal heavy construction vehicle,
and eventually the JAF released the decommissioned exos for civilian use. It is a
common sight in the Belt, although it is not encountered very frequently elsewhere.
Most Nomad-owned Apollos are heavily modified; a standard conversion replaces
the legs with thrusters and increased fuel tankage to make the exos excellent
tugs and construction units. Nomad Apollos are not usually armed, although the
hand-mounted laser welders can be used in close combat. Portable lasers and
massdrivers can be carried for anti-piracy operations.

00115

APPENDICES
Hoplite
The Hoplite was the first exo-armor to enter service. When the second-generation
exo-armor replaced it, the JAF mothballed many and refitted the rest for non-
combat duties, such as engineering. The Agora declassified the Hoplite in 2200; by
that time, civilian techonology had caught up, and several foreign powers were at
work on their own exo-armors. Now, more than a decade later, a dozen different
manufacturers throughout the Solar System produce Hoplites or imitations. The
Hoplite retains its original ruggedness and durability: it comprises entirely civilian
components, which keeps its overall cost down. The exo-armor isn’t as fast or
maneuverable as a modern military model, but does the job for cash-strapped
forces.

7.1.2 Jovian Confederation Military Units

7.1.2.1 Ships

Corsair-class Frigate
Introduced in 2191, the Corsair is a small and nimble fleet support ship designed to
outflank enemy positions quickly while using its heavy missile bay to keep pursuers
busy. The current design sports two torpedo tubes for anti-ship duty, but plans
exist to upgrade the ship to mount a small spinal laser. Ships of this class are
named after famous pirates, privateers, seafarers or raiders.

Alexander-class Destroyer
Similar in purpose to the smaller Athena-class destroyers, the Alexander-class ships
are longer-ranged and are able to operate without resupply for greater periods of
time. They are commonly used as escorts and patrol vessels and are usually paired
with a light carrier. In fleet operations, their speed and armament make them well
suited to quick strikes and raids against flank or rear units. The armament of an
Alexander is more or less equivalent to that of an Athena, albeit with a somewhat
stronger focus toward anti-fighter capabilities.

Athena-class Destroyer
Graceful and agile, the Athena has been described as a “capital ship that thinks
it’s a fighter.” Its poor weapon arcs are made up for by its truly awe-inspiring
forward fire capability. Early on in their production, Athenas were named after
Greek provinces of old, such as Athens, Lacedaemon, Ithaca and Marathon. After
those ran out, however, the JAF expanded the convention to include mythical or
real place names associated with heroism and valor.

Javelin-class Missile Cruiser


The Javelin is a modification of the venerable Thunderbolt cruiser, designed to
provide versatile long-range fire support to friendly ships and squadrons. The
characteristic oversized keel of the Javelin houses massive long-range anti-ship
missiles. With the recent advent of the use of Drones in battle, JAF High Command

00116


APPENDICES
has initiated plans to convert the keel into a giant Drone bay, making the Javelin a
dedicated Drone carrier – which is practically what it is today, since its missile are,
in effect, Drones themselves.

Thunderbolt-class Cruiser
One of the oldest ship classes still in service with the JAF, the Thunderbolt-class
ships appear headed for retirement and mothballs now that the Athena- and
Alexander-class destroyers have taken over many of its original duties. With the
recent preparations for a direct assault on CEGA-occupied Earth, however, the need
for a light orbital artillery platform has arisen. Rather than design an entirely new
class of ship to serve this role, a simple modification is planned that will replace the
Thunderbolt’s characteristic particle cannon with a space-to-ground railgun.

Ypres-class Battleship
The Ypres was launched in 2212 and is essentially a mobile platform for many,
many guns. It carries no daughtercraft, is completely incapable of coordinating
fleet activities, and is completely useless if there are no targets for it to shoot at.
However, it fulfills its basic purpose superlatively. A Ypres is able to generate a
withering hail of gunfire that can obliterate virtually any naval opponent. The ship
mounts eight KKC batteries that are augmented by missile bays and heavy particle
accelerators. By far its most feared system, however, is its pair of massive spinal
lasers, powered directly from the ship’s oversized reactors, which are capable of
alternating fire almost continuously.

Intrepid-class Transport
The Intrepid-class battlefield transport is roughly analogous to the armored
personnel carriers used by terrestrial infantry, carrying a flight of fighters or
exo-armors to a battle zone and providing light fire support. These ships are
not technically carriers, however; they possess no catapults and have no repair
capabilities. In fleet operations, they are used to provide extra storage space and
exo-armor transport for missions not important enough to warrant the attention of
the main battle carriers; they are effectively “taxis” for other ships’ complements.
The basic design has been in service with the JAF since 2150.

Forge-class Patrol Carrier


The Forge-class carriers are some of the most common ships in the JAF, despite
the carrier’s mediocre armament and protection. The Forge is ideal, however, for
long-range patrols in non-critical areas of the Confederation, and its complement
of six exo-armors or fighters is usually more than adequate protection. The Forge
is currently seeing increased production, signaling a move on the part of the JAF
toward expanding its sphere of influence. It is estimated that by the year 2225,
there will be more Forges in space than any other Jovian warship. Ships of the
Forge class all have names beginning with the letter “F.”

00117

APPENDICES
Valiant-class Strike Carrier
Designed for long-range patrols and raids, the
swift Valiant-class strike carriers have become the
backbone of the Jovian fleet. A Valiant is a combination
battlecruiser/carrier, equipped with extensive internal
repair bays that allow it to tend to several ships’ worth
of exo-armors and fighters. It also sports enormous
firepower, including the first generation spinal laser
that is now common on many of the largest Jovian
ships. Valiant-class carriers are all named with words
beginning with the letter “V.”

Godsfire-class Command Carrier


The Godsfire class of warships has undergone
remarkable change since its inception. Originally
designed as a battleship class, the ships of this class
were refitted in 2210 to serve as heavy carriers. The recent advent of larger, less
costly carriers such as the Ypres and Majestic, however, seems to portend the
imminent demise of the design. Still, the Godsfire strikes a chord with many of the
senior members of both the JAF and the Agora, and plans are in works to evolve
the design once again. The next phase of this awesome ship’s lifecycle will see
it as a dedicated command and control cruiser equipped with some of the most
powerful communications, electronic warfare and tactical evaluation systems ever
flown aboard a single ship. Only four Godsfires have been built, one of which was
destroyed in the Battle of Kurtzenheim.

Majestic-class Fleet Carrier


Even rarer than the Ypres battleships are the leviathan Majestic carriers, which are
the largest combat ships in existence — and arguably the most powerful. Twenty-
four exo-armors or fighters can reside within the Majestic’s bays, and it also sports
battleship-sized weapons, including the same spinal lasers found on the Ypres.
Unfortunately, the ship requires near-constant attention from support and supply
vehicles. Seven of these ships currently exist, with more on the way – another
indication that Jupiter is getting ready for battle in the Inner Solar System.

Gagarin-class Fleet Tender


The largest ship in service with the JAF, the Gagarin-class fleet tenders are designed
to solve the logistical problem created by the vast distance between Jupiter and
its enemies. Essentially a mobile shipyard, the Gagarin is slow, poorly armed, and
difficult to hide. Without it, however, no Jovian fleet could operate in the Inner
Solar System for an appreciable amount of time without resorting to potentially
unreliable neutral assets. The Gagarin features a cavernous internal bay that is
large enough to contain any ship short of a battleship, and it can be pressurized if
necessary to provide an enclosed work area suitable for a complete overhaul.

00118


APPENDICES
Lennox-class Cargo Ship
The inherent vulnerability of civilian cargo ships makes military cargo vessels like
the Lennox vital to Jovian fleet operations. While totally unarmed, the Lennox is
reasonably armored and possesses sufficiently powerful drives to allow it to move
with the main force of the fleet. Lennox cargo ships also operate alone, generally
equipped with a few exo-armors or fighters for defense. The oversided habitat ring
of the Lennox can serve as a medical facility in rescue and recovery operations.

7.1.2.2 Exo-Armors

EAL-04A Pathfinder
The main light exo-armor of the Confederation, the Pathfinder is both fast and
heavily armed, while still possessing a respectable electronics suite. The Pathfinder’s
armament is basic but effective. A Jovian Optics 652 particle beam cannon provides
the main firepower; it is backed up by a pair of plasma lances concealed in the
exo’s hips for quick access.

EAL-04A Pathfinder Sniper


The Pathfinder Sniper is a machine with a single purpose: the elimination of enemy
forces from a distance. It replaces most of the standard Pathfinder’s weapons
and electronics with a single long-barreled massdriver with specialized sighting
equipment. Although less well protected than its CEGA counterpart, the Cerberus,
the Pathfinder Sniper is quicker and more maneuverable than the latter, and it has
a longer reach.

Eal-04A Pathfinder Command


The officer’s variant of the Pathfinder improves the trooper version’s already
powerful sensor and communications suite. It also mounts a more powerful Jovian
Optics 792R particle cannon in place of the standard 652A gun. This exo-armor is
the command unit preferred by officers attached to Gamma Division. Alpha and
Beta Division officers prefer the Hector, however.

EAL-04NA Hector
The Hector originated in the Trojan State of Newhome as a local variant of the
Pathfinder but has since been adopted by the entire Confederation. The Hector
performs many of the same missions but often better, since it is a machine built
solely for use in space. Alpha and Beta Division officers prefer the Hector over the
Pathfinder Command, which is used by Gamma Division officers. In Alpha Division,
the Hector is called the Achilles.

00119

APPENDICES
EAM-03A Retaliator
Although this medium exo-armor has better protection than the Pathfinder, its lack
of a first-shot kill capability against other exos, coupled with its fragile fire control
suite, make it unsuited for the heat of close-in dogfighting. As a fire support unit,
however, the Retaliator cannot compare to CEGA’s Cerberus. As a result, it is often
left rushing madly about the battlefield as a jack-of-all-trades.

EAH-01A Vindicator
One of the heaviest exo-armors in the Confederation’s inventory, the mighty
Vindicator is moving from being an elite machine to a basic frontline support unit.
This change in status (brought about by mass production and newer, better designs
as well as the increased threat of open warfare) has not diminished its effectiveness
in any way. At present, however, it remains a relatively uncommon machine.

EAH-07 Stormrider
The Prometheus Project heralded the fourth generation of exo-armor design. Jovian
Armor Works, the principal exo-armor contractor for the JAF, developed multiple
prototypes of the new generation in the years since the Project’s inception; the
last design to leave the Project’s doors was the Stormrider, a mish-mash of all
the lessons learned by the Prometheus teams in the course of their marathon of
exo-design innovation. Reserved almost exclusively for aces and high-ranking
officers, the Stormrider requires special bay accommodations on its carrier as
well as nearly triple the fuel, ammunition and downtime of more common trooper
units. Originally slated for full incorporation into the JAF by the end of 2215, the
production schedule has been advanced by six to twelve months in anticipation of
renewed hostilities between CEGA and the Confederation.

EAT-02 Mentor
The JAF’s primary exo-armor training vehicle can also serve as a competent field
unit. Modular and easy to repair, the Mentor is capable of fulfilling most general-
purpose roles. The Mentor has two full cockpits: the instructor’s seat serves as
a gunner/operations position, doubling the Mentor’s ability to perform multiple
simultaneous tasks. A variant, the Sensei, provides fire support capabilities.

7.1.2.3 Fighters

IM-04 Archer
Intended to provide a modicum of long-range support to friendly units attacking
enemy ships or facilities, the Archer’s only noted weakness is its poor performance
in close-range dogfights. The Archer is unique among JAF fighters in carrying
drones as its primary armament. Its electronic warfare suite, only slightly less
powerful than the Lancer’s, affords the Archer a secondary role on the battlefield.

00120


APPENDICES
IM-05 Intruder
First introduced in 2195, the Intruder has remained in service with the JAF as a
highly specialized support fighter. Intruders are assigned to squadrons singly or in
pairs, never in groups on their own. When supporting other units, the Intruder can
use its stealthy characteristics to elude detection until it has achieved a superior
position on the battlefield.

IM-07 Peacekeeper
The Peacekeeper is one of the few reentry-capable Jovian military units. Its existence
makes CEGA leaders very nervous, since there is little use for an atmosphere-
capable fighter in the Outer Solar System. Its primary weapon was, until recently,
a particle cannon. Shortly after Kurtzenheim, however, the JAF initiated a program
to replace it with a massdriver that is better suited for combat in a planetary
atmosphere.

IM-09R Lancer
Not designed for a stand-up fight against other fighters, the Lancer was conceived
as a quick hit-and-run strike unit. The latest incarnation of the Lancer has expanded
its mission profile with the addition of a powerful electronic warfare suite, making
it the perfect outriding escort for forces of heavier combat units. Its modular
Advanced Tactical Mission Pod (ATMP) lets technicians reconfigure the fighter for a
wide variety of missions.

IM-09R-P Pilum Lancer


The Pilum is a low-cost alternative to the Pathfinder, able to perform many of the
latter’s combat-related duties while dispensing with the electronic warfare suite and
costly exo-technology. Indeed, the Pilum ATMP is capable of more direct damage
to enemy ships than the Pathfinder, and the fighter frame carries the advantage of
being designed for very fast in-an-out strikes against targets.

7.1.2.4 Exo-Suits

ES-03 Falconer
Top-heavy and awkward when walking, the Falconer is most comfortable in space,
where its widely spaced thrusters and complex articulations give it excellent
maneuverability. The Jovians also use several other exo-suit designs, but only
the Falconer is so well suited to space combat. Given its relative awkwardness in
close-quarters, the suit is never used for boarding actions; that duty is reserved for
the Decker and similar suits.

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ES-09 Decker
The Decker is perhaps the most well-known and popular exo-suit in the Jovian
Confederation. The military Decker, also known as the Pouncer, is fitted with
military-grade weaponry and increased reaction mass to increase its range. The
Pouncer serves as internal security about JAF ships as well as the standard boarding
unit against enemy ships.

7.1.3 CEGA Military Units

7.1.3.1 Ships

Hydra-class ADB
CEGA’s initial fear of Jovian exo-armor tactics, coupled with its desire to maintain
a naval force centered on warships, resulted in an initiative to create a class of
small ships that could easily keep pace with enemy exo-armors. The result was
the Hydra, a small, uncomfortable and somewhat structurally weak fast-attack ship
able to intercept incoming attackers or pursue stragglers with equal efficiency.

Ch’in-class Drone Boat


Based on the hull of the Hydra, the Ch’in is a more versatile vessel with a
correspondingly higher cost. Equipped with two large Drone bays, a Ch’in can be
used as an escort carrier, an anti-ship torpedo boat, an electronic warfare unit or a
minelayer; its exact function depends on the Drones carried. Because the Ch’ins
require drone maintenance and repair bays, they are even more cramped than
their sister ships.

Bricriu-class Corvette
The Bricriu-class corvette is older than CEGA itself, dating back to 2134 when
the Orbital Colonies developed it in order to defend themselves should the wars
on Earth “spill over” into her surrounding space. The ship is small and cramped,
and it has few amenities. The modern version of the Bricriu, or “Brick,” as it is
affectionately known, serves as a fast support craft, armed with both anti-ship and
anti-fighter weaponry.

Hachiman-class Destroyer
The Hachiman-class destroyer was once the workhorse of the CEGA Navy, and
it is still seen in large numbers despite its aging design. The Hachiman’s main
disadvantage is its preponderance of high-signature energy weapons. Hachiman
ships are thus very vulnerable to attacks and are seldom seen without an escort of
fighters or corvettes. Hachiman-class ships are named after legendary warriors.

Uller-class Missile Cruiser


Developed very early in the 2200s as a heavy support frigate, the Uller class of
vessels remains relatively rare in the CEGA Navy. It relies almost exclusively

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on guided missile weaponry, which limits its endurance. The Uller’s defining
characteristic is its standard payload of eight Harpoon III heavy missiles, which
are independent, self-guiding fire-and-forget weapons designed to take out capital
ships with a single hit.

Constantinople-class MAV
The Constantinople class is intended to deliver a sizable force of infantry troops to
a planet or colony and to establish a “beachhead” through which a larger force can
arrive. The Marine Assault Vehicle carries a complement of infantry, six squads of
exo-suit marines and two exo-armors, as well as the delivery vehicles required to
get the troops to their destination.

Tengu-class Escort Carrier


The Tengu is little more than a mobile repair bay for exo-armors and fighters. It
is unable to function on its own in battle, armed only with a pair of missile bays
used to provide fire support to its daughtercraft or escorts. When used properly,
however, the Tengu performs its tasks effectively and reliably, even if its vehicle
capacity is not on par with equivalent Jovian light carrier designs.

Birmingham-class Attack Carrier


A concession to the undeniable power of exo-armors and fighters on the modern
space battlefield, the Birmingham-class carriers are becoming a common sight
in CEGA taskforces, carrying vehicles that, until recently, resided in makeshift
hangars on destroyers and cruisers. A vast improvement over the cramped and
undersized Tengu, the Birmingham-class ships contain full repair facilities and
relatively spacious crew quarters.

Hammerhead-class Dreadnought
The modern use of the term “dreadnought” is quite literal without retaining the
implication of being an exceedingly large vessel. Indeed, while the Hammerhead-
class ships are not nearly as large as CEGA’s battleships, they have certainly
been designed to be ships that need not fear any potential opponent. While most
attempts to produce jack-of-all-trades ships have historically failed, CEGA’s study
of (and subsequent improvements to) Jovian shipbuilding methods has produced
an effective, if expensive, independently operating warship. The Hammerhead
shares many of the design philosophies of the Jovian Valiant and Forge classes,
but without the rotating habitat that CEGA High Command considers unnecessary.
Often named for marine predators, Hammerheads are amply armed with effective
anti-ship weaponry, a flight of four exo-armors or fighters, and a single heavy
railgun for operations against large targets.

Narwhal-class Bombard
The Narwhal-class ship is one of the few space vessels that can draw and hold the
attention of troops on the ground. While it can serve as an adequate battleship-
sized ship of the line, the Narwhal’s primary purpose is to take up position in a
planet’s low orbit and use its spinal railgun to destroy ground targets with little fear

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of retribution. A proposed variant replaces the single large railgun with a cluster of
smaller weapons more suited for battlefield use, and adds an expensive and fragile
targeting system to the ship’s communications array.

Poseidon-class Battleship
Originally conceived as a mobile gun platform, the Poseidon-class ships were
eventually finalized as battleship-carriers, having traits of both ship types. The
compromises made as a result of this quick marriage of design principles are
obvious. While the ship’s two modified cargo bays are large enough to support five
exo-armors or fighters each, extensive modifications were required to rearrange
the vehicle hangars in order to accommodate catapults. Despite these flaws, the
Poseidon is still one of the most powerful warships in the Solar System, and it is a
very potent fleet command ship.

Detroit-class Fleet Support Ship


At first glance, a Detroit-class ship is simply an unusually large cargo ship. It has
huge cargo containers and military-grade engines that allow it to keep up with
a fleet accelerating at interplanetary burn. However, when a Detroit is coasting
through space or orbiting a planet, its engines shut down and it reveals its true
capabilities. Using advanced versions of the mobile spacedocks carried by standard
cargo ships, the Detroit can deploy a repair scaffold large enough to enclose another
Detroit. Although the scaffolding is fragile and cannot withstand acceleration while
deployed, much less combat damage, it does greatly facilitate the repairs and
service for damaged ships. A single missile bay provides defensive firepower; on
some Detroits, even this paltry armament is removed.

Appalachian-class Cargo Ship


Although CEGA makes extensive use of inconspicuous civilian cargo ships for
many of its less overt operations, the CEGA Navy does maintain a sizable fleet of
dedicated military cargo ships, each one larger than a battleship. Strictly non-
combat vessels, Appalachian-class ships are generally unarmed, although some
ships operating in known hazard areas will be assigned a flight of one or two exo-
armors to protect the valuable ships from roving hunter-killer units.

7.1.3.2 Exo-Armors

CEA-01J Syreen
Essentially a retro-fitted orbital transfer vehicle, the Syreen was
merely intended to be a short-term stopgap measure. Much
to nearly everyone’s surprise, it has outlasted all expectations
and has become CEGA’s mainstay light exo-armor. While
reasonably well armored, the Syreen suffers from a number of
structural faults. It does have the ability to stay out of reach
of its opposite in the JAF, the Pathfinder, however, which has
led to the unit’s popularity, both with its pilots and with CEGA’s
propaganda machine.

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CEA-05 Wyvern
The Wyvern is CEGA’s nominal frontline exo, heavily armed and armored, but also
reliable and easy to repair or replace. Equipped with an anti-missile laser system,
the Wyvern is, like many CEGA units, highly resistant against missile attacks. Its
hypergolic bazooka is a simple, reliable and extreme deadly weapon. The Wyvern
is actually based on the Jovian Confederation’s second-generation medium exo-
armor, the Defender. The Marine variant adds more firepower and armor.

CEA-05 Wyvern Bomber


Conceived with only one purpose, the Wyvern Bomber is practically defenseless
against other exo-armors, but carries enough heavy anti-ship torpedoes to destroy
a battleship. Often deployed in pairs against enemy ships, the Wyvern Bomber
normally makes its runs accompanied by a flight of standard Wyverns or Syreens
for protection against enemy exo-armors and fighters.

CEA-05 Wyvern Command


The command variant of the Wyvern is a simple modification that exchanges the
Wyvern’s standard military communications suite and heavy bazooka for a high-
end officer’s Comm. system and a rapid-firing massdriver assault rifle. The Wyvern
Command replaced the Syreen Commander, which was phased out of the Navy
immediately upon the arrival of the Wyvern base model in 2109.

CEA-09 Cerberus
Originally conceived of as a hunter-killer exo-armor, the Cerberus has proven itself
an ideal support unit, able to soften up targets from behind the main battle lines
or wreak havoc upon enemy communications with its complex and powerful ECM
suite. Although its oversized long-range sniper massdriver is somewhat awkward
to use, the deficiency is more than made up for by the exo-armor’s exceptional
protection. The machine has few weaknesses aside from its high cost and time-
consuming maintenance cycle.

CEA-14 Fury
An outgrowth of the Syreen, the Fury is also a space-only machine, unable to
function in an atmosphere or on the ground. In its element, however, the Fury
serves as a top-of-the-line multi-role unit with several easy-to-configure weapons
payloads. In its Megaera configuration, which is its standard, the Fury is often
preferred over the Wyvern for dogfighting and strike missions. The Fury’s less
common Alecto configuration is designed for reconnaissance, and the somewhat
slower Tisophone configuration is designed to kill capital ships using a payload
of anti-ship torpedoes. The Fury Megaera is slated to become the CEGA Navy’s
standard command unit within the next three years.

CEA-21 Dragonstriker
One of the largest and most heavily armored exo-armors in production, the
Dragonstriker is being delivered to select elite squadrons in the CEGA Navy after an
extended gestation period in which several prototypes were designed and refined.

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The problems with production lay not in red tape or financial matters, but rather
in the simple inability of test squadrons to keep the maintenance-hungry unit
operational in the field. Full-production units have been operating as far out as the
middle Belt recently, however, signifying that CEGA has worked out its technical
problems and now fields an unparalleled heavy assault exo-armor.

7.1.3.3 Fighters

CF-03 Wraith
CEGA’s most common spacefighter is well-respected by enemy ships, fighters, and
exo-armors alike. Its firepower is both versatile and powerful. With its two-person
crew, the Wraith can hit twice as hard as its Jovian counterparts. Its dual Xander
X10 particle cannons, while not as powerful as those carried by Jovian exo-armors,
are enough to keep enemy units occupied while it is making its bombing runs.
Like most CEGA fighters, the Wraith is fully capable of operating within a planetary
atmosphere.

CF-03 Wraith-SI
The interceptor version of the Wraith retains the second crew member, but it
dispenses with the particle cannons in favor of oversized thrusters and a large,
Vulcan-style massdriver cannon. The result is a simple and effective vehicle that
strikes fear into almost any equivalently-sized unit on the battlefield. The Wraith-SI
is just as fast as the Jovian Lancer series of fighters, but is much better armored.

CF-08 Wight
The Wight is a light fighter capable of providing accurate reconnaissance and
targeting data to shipboard weapons systems, allowing them to hit targets that
are normally too small or too nimble for the ship-based weapons to track. Aside
from its target designator, however, the Wight is lightly armed with only a single
massdriver mounted to its fuselage. With its ability to operate inside a planetary
atmosphere, the Wight is often used to provide on-site terminal guidance for orbit-
delivered munitions.

CM-11 Barracuda
The CM-11 Barracuda is the direct descendant of the CM-07 Piranha assault pod,
which is a small vehicle designed to transport a squad of infantry to a space station
or ship, clamp onto the hull, burn an entry hole, and disgorge its cargo into the
enemy facility. The Barracuda is a larger robot-controlled boat designed to deliver
a full squad of exo-suits into the enemy facility. Most Constantinople-class marine
assault ships carry enough Barracudas to transport their entire exo-suit complement
into battle. The Barracuda can also be fitted with a disposable reentry package
that allows it to serve as a single-use shock-attack dropship.

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7.1.3.4 Exo-Suits

CS-04 Minotaur
The Minotaur has been in service with the CEGA Navy for nearly two decades, and
it can still be found patrolling the corridors of most ships and guarding almost every
space station within Earth’s influence. It is so common, in fact, that most older
CEGA ships and installations feature oversized corridors to allow the bulky unit to
operate relatively unimpeded within their confines. Although the Minotaur is better
suited to space combat than it is to ground-based operations, it still cannot compare
to the Jovians’ Falconer exo-suit in terms of acceleration and maneuverability.

CS-08 Kobalt
Lighter and less well-armored than the Minotaur, the Kobalt is a relatively new
exo-suit designed more for close-quarters combat aboard ships and on the ground
than for space fighting. Equipped with masers to minimize damage to warship
components during defensive boarding operations, a squad of Kobalts is often the
first thing an enemy boarding party sees upon entering a modern CEGA ship. It is
certainly well on its way toward replacing the Minotaur in this duty.

7.1.4 Venusian Military Units

7.1.4.1 Ships

Senator-class Corvette
The Senator-class corvette is the Venusian Home Defense Force’s version of the
ubiquitous and reliable Bricriu warship. Venus purchased the hulls from the fledgling
CEGA during the last decade of the 22nd century when the latter was particularly
eager to rid itself of some of its older warships. Venus thus purchased numerous
Bricrius at extremely low prices; upgrading the old Bricriu systems to the more
modern Senator systems has been relatively cost-efficient, and the newer model
has served the HDF well.

Imperator-class Patrol Cruiser


In Venus’ incomparably crowded local space, there is a constant need for a small,
nimble ship that can fulfill a variety of roles and be effective at all of them. In 2206,
several corporations instituted a comprehensive refit program to take advantage of
the Senator’s base hull, the Bricriu. The resulting ships, the Imperator-class patrol
cruisers, are far more potent than their precursors. The Imperator uses two Bricriu
hulls; one serves as a potent laser array mount and the other as a hangar for two
escort vehicles.

Huang-Ti-class Observer
When the Planetary Advisory Board formed the CVNA, one of the new Navy’s first
projects was to design a warship capable of concealing its presence from the enemy,

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even at close range, to allow it to gather data unhindered by hostile attention. The
Huang-ti fills this role adequately, using as a design base the covert operations
vessel that VenusBank developed for its controversial Operation Methusaleh. The
ship does exactly what it is supposed to do but is capable of little else. Properly
deployed, it is a superlative scout but, should an enemy get a lock, it is little more
than an expensive coffin for its crew.

Chieftain-class Escort Cruiser


The Chieftain-class cruiser is an exceptionally fast warship with a heavy weapons
load and a small carried-craft capacity. Two boat-shaped primary hulls serve as
crew quarters, while the secondary hulls are used as weapon mounts. A small
bay with a pair of catapults is located in the central hull. As a class, the Chieftains
exhibit more variability in appearance than any other warship class. This trait
helps the ship perform its assigned duty of escorting Venusian civilian vessels to
their destinations.

Gao-Tzu-class Defense Cruiser


Since 2200, the largest warships in service with the Venusian corporations with the
Gao-Tzu-class defense cruisers, of which only nine were ever constructed. Given
Venus’ secrecy, however, it is likely that several more of these vessels exist. These
ships were originally in service directly to their home corporations; the recent
formation of the CVNA, however, has altered their role somewhat, and those that
are awaiting conversion to the more powerful Tsar heavy cruiser configuration are
assigned to the HDF.

Tsar-class Heavy Cruiser


The Tsar heavy cruiser is a recent adaptation of an older design, the Gao-Tzu
defense cruiser. Replacing one of the three carrier hulls with a massive assembly
housing three railguns and their associated targeting equipment, there is little doubt
as to the Tsar’s primary purpose: planetary bombardment. If reports are to be
believed, a Tsar-class ship took part in the war between the Martian Federation and
the Martian Free Republic in 2213, though the exact extent or nature of the ship’s
participation is unclear. Regardless, the very existence of the Tsar has alarmed
both CEGA and the Jovian Confederation.

Shan-Yu-class Battlecruiser
The VenusBank-manufactured Shan-Yu-class battlecruiser is the largest military
vessel in service with the CVNA; it is at the upper limit of size for a ship that must
be disguised as a reasonably commonplace civilian ship. Although smaller than
the battleships and fleet carriers of other nations, the Shan-Yu, with its heavy
firepower and respectable daughtercraft complement, is more than a match for
such vessels.

Satrap-class Transport Carrier


Most Venusian transports are essentially luxurious versions of the Ebiiru, possessing
a larger main hull and a gravity wheel for crew comfort. The Satrap transport

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carrier is a modification of such a vessel, sacrificing some of its cargo capacity for
the ability to service and launch fighters and exo-armors. Although this reasonably
well-stocked fleet tender cannot fight well, it can launch swarms of daughtercraft
to fight for it. In addition to the traditional daughtercraft, the Satrap carries a large
stock of Drones to assist in operations.

7.1.4.2 Exo-Armors

G-1 Ryu
The Ryu is the baseline unit of every CVNA military force. It is produced by all
three of the major Venusian corporations in a number of variants, and it is the
most publicly recognizable of all Venusian military vehicles. Although the Oni exo-
armors have been more visible thanks to their use by the HDF, the Ryu’s tall and
spindly profile readily captures the fancy of most citizens, unlike the rather large
and chunky Oni. Despite its somewhat frail appearance, the Ryu is relatively tough
and is capable of carrying a large variety of specialized equipment.

G-1 Ryu Bonebreaker


Taking an objective view of exo-vehicles’ roles on the battlefield, Venusian tacticians
noted that the effectiveness of an exo-unit tended to drop off sharply as its distance
to its target increased. As a result of these and other observations, exo-armors
in the Venusian military are generally assigned to close combat and confined-
quarters fighting. The Bonebreaker is the best-known physical manifestation of
this doctrine; it is designed to close quickly with an opponent or target zone and
linger, fighting at very close range while receiving support from fighters.

G-4 Kaminari
Waldsen-Nishiyama Collective Technologies developed the Kaminari as a companion
to the Ryu. It is the most straightforward of Venusian exo-armors, largely similar in
purpose to the Jovian Vindicator. Relatively brutish in comparison to most Venusian
war machines, the Kaminari is actually quite agile for its size, and it is well armored
and sturdy as well. Unlike the Ryu, which has little in the way of built-in weaponry,
most of the Kaminari’s offensive systems are integral to the design.

G-6 Guan Gung


The Guan Gung exo-vehicle fills a role that is relatively uncommon in many militaries
but is required for the Venusians. Because much of Venus’ ground is still extremely
hot, most long-distance Venusian vehicles are flyers or skimmers. The Guan Gung
is, in essence, a ground-skimming armored personnel carrier designed to transport
a squad of exo-suits into battle and to provide fire support for its charges. The
transport can also operate in space, though it requires simple modification to its
thrusters to do so. The Guan Gung’s most distinctive characteristic is its four
identical limbs.

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G-8 Korikaze
For the past two years, rumors have grown of an almost legendary “invisible”
exo-armor responsible for a number of otherwise inexplicable losses and mishaps
throughout the Solar System. The craft is described as a small, slender exo-armor
with four arms and a pair of pulse particle guns; it uses plasma lances for close
in work. Intelligence agents have reported the existence of Venusian designs
for an experimental exo-armor code-named “Korikaze” that appear to match
this description. Both the Jovians and CEGA are making efforts to gain more
information, but their operations are both time-consuming and expensive in terms
of equipment, funding, and most notably, personnel.

GG-2 Sakura
Currently the exclusive pride and joy of Waldsen-Nishiyama Collective Technologies,
the expensive Sakura exo-armor serves as a highly visible battlefield command
unit for Venusian exo-armor and fighter squadrons. The Sakura is operated by
three crewmembers, a pilot, a communications/drone officer and a commanding
officer, although only the first two are strictly required for basic functionality. Four
large payload bays carry a horde of combat drones, and each of its two arms holds
a beam cannon with a plasma lance “bayonet.”

VEA-05 Oni
Although there has never been any public confirmation of rumors, it is widely
believed that VenusBank provided financial and/or analytical assistance to CEGA in
the development of the Wyvern exo-armor. Shortly after the initial appearance of
Wyverns in CEGA’s fleets, the almost identical Oni exo-armor appeared in Venus’
Home Defense Force. That few Onis appeared in the private corporate armies of
Venus only adds to the mystery; it is almost as though Venus used the Oni as a
form of misdirection to keep prying eyes away from its real power – a hypothesis
that only too well fits the planet’s modus operandi.

VEA-09 Er-Lang
The Er-Lang is the result of an interesting collaboration between engineers from
CEGA’s Lunar Aerospace Consortium and Waldsen-Nishiyama Collective Technologies.
When W-NCT delivered to the HDF three dozen Er-Lang exo-armors that were
obviously relatives of CEGA’s Cerberus exo-armor, a long-standing mystery was
finally solved; namely the identity of the Venusian corporation that helped Earth
develop its first non-derivative exo-armor. The Er-Lang of 2214 outperforms the
Cerberus, suggesting that W-NCT continued its development, something that LAC
has not done with its own model.

7.1.4.3 Fighters

GF-09 Brunnhilde
The Venusians field very few dedicated atmosphere-only fighters; their winged
spacefighters fill the role handily. The second notable feature of all Venusian
fighters is their use of a modified linear frame as a control mechanism. The fluidity

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of the controls easily translates pilots’ reflexes and instincts into workable combat
maneuvers. The Brunnhilde, a heavy fighter, is an excellent example of both of
these characteristics. The two-person craft mounts a pair of beam cannons, a
tailgun laser turret and a large payload bay.

GF-13 Siegfried
The Siegfried, while technically classified as a light fighter, is more than a match for
most trooper-level exo-armors, provided its pilot remembers to stay out of arms’
reach. The fighter’s shape reflects the Venusian designers’ desire for a visually
pleasing shape with a distinctive silhouette. While in space, the craft flies with its
fins in the vertical plane, but while entering or traveling through an atmosphere,
the craft rolls over into a more conventional configuration. The linear frame cockpit
adjust to maintain the pilot’s alignment.

GF-115 Rienzi
The Venusians’ most common dedicated anti-ship fighter, the
Rienzi is equipped with enough torpedoes to overwhelm the
defenses of nearly any warship. Like its smaller brethren, the
fighter is capable of atmospheric flight. Although it can release
its torpedoes at standoff range, doing so leaves the torpedoes
vulnerable to interception and defensive fire; as a result, the
Rienzi must make relatively close-approach torpedo runs. The
Rienzi tends to fare poorly without an escort of additional fighters
to protect it on those runs.

GF-204 Alberich
Lightly armed and designed mostly to evade enemy fire, the Alberich is the perfect
electronic warfare platform. Its battlefield role generally calls for it to stay on
the outskirts of a fight and to use its powerful ECM/ECCM suite to take control
of the battle’s flow of information. Due to its nature, the Alberich is rare in the
CVNA, though it is evenly distributed. A single small laser turret is mounted on a
retractable boom; the laser is used for both communication and defense.

7.1.4.4 Exo-Suits

S-2 Tanuki
The Tanuki is classified as an exo-suit but is technically the smallest exo-armor
in production by any nation. Barely larger than a Martian Sabertooth exo-suit,
the Tanuki is a marvel of miniaturization. The pilot operates the vehicle via a
linear frame mounted in a cramped cockpit cocooned within the exo’s torso. The
Tanuki is the most common exo-suit used for internal security aboard CVNA ships;
additionally, it is the preferred unit for boarding operations against enemy ships.

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S-7 Kitsune
Similar in function and size to the Jovian Decker exo-suit, the Kitsune is an
extremely small and agile unit designed to operate stealthily in enclosed spaces. A
recent development, the Kitsune is expensive and relatively rare, and it is assigned
primarily to covert-operations vessels. The unit uses standard infantry weapons
and, remarkably, is agile enough that martial artists wearing it can perform near-
acrobatic moves.

7.1.5 Mercury

7.1.5.1 Ships

Erel-class Corvette
The solar sail-driven Erel corvette is a last living allegory to the golden age of
sail. Even though magsails have replaced their slower, photon-powered cousins,
Mercury enjoys promoting the image of its Erels flying to the rescue. The Erel is
actually a combination of two vessels. The main engine section, called the Wing,
consists of a massive solar sail or magsail, plus a rotating habitat. The combat
section, called the Sword, is a heavily modified Bricriu-class corvette. The Wing
allows the corvette to keep pace with convoys while the Sword remains docked,
its engines idle but on standby. Should a threat be encountered, the Sword can
quickly disengage and move to intercept incoming vessels.

Nephilim-class Battleship
The Nephilim-class battleships are hidden ships floating in space near Mercury,
waiting for attacks from other nations. The ships function as centers of defense for
Mercurian space, coordinating dozens of ships. A Nephil is a huge, sleek, solar-sail
craft. Its sails are huge but black, to reduce detection (they can be photoshifted
to transparency). The Nephil is armed with Drone Bays, six kinetic kill turrets and
two standard missile bays. There are two hangar bays, each carrying six exos or
fighters. Mercury has eight Nephilim, almost a match for the Jovian Majestic-class
Fleet carriers.

Ophan-class Magsail Barge


Magsail barges are eclectic in form, connected by their unique form of propulsion
– a loop of superconducting wire to redirect charged particles. Although less
predictable than the photons that propel solar-sail craft, the charged particles are
a cheap source of energy, allowing the barges to move huge amounts of cargo for
virtually no cost in fuel. The Merchant Guild has used barges since 2159, loading
them with bulky, non-perishable cargo. These huge vessels can take more than
two years to complete long runs.

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7.1.5.2 Exo-Armors

HA-101 Brimstone
The versatile Brimstone is ideally suited to its general-purpose role. It has significant
firepower and armor, but is too short-ranged to perform attack missions, and its
poorly-masked sensor signature makes it an easy target. Brimstones are mostly
used for rescue, cargo movement and patrol. The Brimstone’s oversized engine
pods rival the fastest Jovian exo-armors, and its massdriver is useful against raiders
but weak in major Fleet actions. The appearance of anti-ship and electronic warfare
versions in escort squadrons has made both CEGA and the JAF give Merchant Guild
vessels a wide berth.

HA-102 Bael
The Bael is the Mercurians’ heavy exo-armor. It is a space superiority unit meant
for use aboard vessels traveling through combat zones; carrying heavy armament,
its duty is to clear a path for cargo ships. Carefully designed with the assistance
of the Jovian Confederation, the Bael is a superior combat unit whose only real
disadvantages are limited availability and high maintenance requirements. A
swivel-mounted binder on each shoulder holds thrusters and fuel; the backpack
is articulated, with more thruster pods. The Bael carries an anti-ship railgun on a
servo-mount, held two-handed. The Bael also has a set of missile hardpoints on
the outer top edges of the shoulder binders; these normally carry two anti-ship
torpedoes each.

7.1.5.3 Fighters

Agares-class Fighter
The Agares is an agile single-seat interceptor, launched less than six months
ago. It has been designed for conventional hangar modules, its compact frame
providing technicians with space for maintenance. The fighter’s primary weapon is
the “Sirocco,” a laser cannon coupled to a series of turreted reflectors that can be
aimed in almost any direction. The remaining armament consists of four seeking
anti-ship missiles. The Agares is currently deployed with the Transit and Belt
dispatch fleets. So far, the fighter has performed admirably against older pirate
vessels, but it has yet to be tested against its modern counterparts.

7.1.5.4 Exo-Suits

Hellhound Exo-Suit
The Hellhound is a multi-purpose worksuit for microgravity environments. It is
strong enough to maneuver up to 30 tons in microgravity, although the Hellhound
is otherwise sluggish. Weaponry has been designed for guerilla combat: a high-
powered laser rifle firing in the deep ultraviolet and four low sensor profile missiles.
The Hellhound has also been observed using a plasma lance. The exo-suit has
been deployed primarily to military units, particularly the Guild’s Security Corps.

00133

APPENDICES
For anti-piracy duties, Hellhounds operate in squadrons of six out of freighter-
mounted hangar modules.

7.1.6 Mars

7.1.6.1 Ships

Federation Troy-class Monitor


The Troy-class Monitor is a slow, sluggish beast, about the size of a medium cruiser,
designed to serve as a mobile coastal defense fort. Its major distinguishing feature
is its huge modular weapons/equipment attachment points, which resemble banks
of gunports on old sailing ships. The Troy-class ship usually has six banks of eight
attachment points; each can be used to mount a fuel tank, small weapons turret,
missile pod, exo-armor service boom, etc. The downside is that the Troy has some
serious protection and survivability problems; for this reason it always operates
close to “shore.”

Zulu-class Frigate
The Zulu is an ugly ship, but it’s also cheap and easy to fix. It’s hardly recognizable
as an Inari-based hull, under all the layers of patchwork armor, strapped on sensor
packs and added weapons. It uses the same eight-mount banks of attachment
points found on the Troy, but the Zulu only has two such banks, arranged laterally
in place of each of the Inari’s cargo pods. Most often, the top four attachment
points are used for long fuel tanks, while the bottom four mount a variety of
weapons (usually missiles or anti-exo massdriver turrets).

7.1.6.2 Exo-Armors

Defender
Like the Explorer, the Defender was originally a Jovian Armor Works design that
was later sold to the Martian governments. It served in the JAF for the same period
of time as its smaller brethren Explorer, and was also sold to the Free Republic
after its tour of duty in the Jovian forces. At first, the Federation couldn’t get their
hands on the new unit, much to their despair, until a commando team successfully
stole the plans and some test data from the Martian Metals plant in Republic
territory in 2191. The Defender is a well-rounded, run-of-the-mill machine. It was
designed as a grunt unit, capable of fulfilling many types of missions in a variety
of environments. Though its internal systems are obsolete and lack sophistication,
they are relatively easy to repair and maintain.

Explorer
The Explorer was originally a Jovian Armor Works design which the JAF sold to the
Martian governments in the late 2180s. It is representative of the first true exo-
armors, and as such is not very sophisticated. The machines still in service were

00134


APPENDICES
gradually transferred to the Martian Free Republic army, although a few ended up
as the first exo-armors of the Martian Federation. The machine has not changed
much over the years. Except for the Martian-built computers and communications
systems, everything is pretty much the same as it was when the Explorer served
with the JAF. The armament is still of Jovian manufacture, although a few units
sport home-grown designs instead of the JAW railgun.

7.1.6.3 Exo-Suits

Sabertooth
The Sabertooth came to be in late 2184, when the Federation felt the need to replace
their aging Hunting Tiger exo-suits. The Saber would not see mass-production
before 2192, however, when it became the standard mechanized infantry unit of the
Federation. The Saber, although smaller than its predecessor, is still just as bulky,
with big stumpy legs and arms. Its armor is especially thick on the lower legs,
thighs, shoulders and torso, with angled plating to help deflect incoming projectiles.
Articulated areas are protected through the use of heavy composite cloth, flexible
yet tough, which also doubles as protection against sand infiltration.

Sand / Sky Stalker


The Sand Stalker is the Martian Free Republic’s
best known exo-suit. Light and very agile, it
is mostly used for border patrol and lightning
strikes. The Stalker series does not have any
built-in life support system. Pilots must wear a
standard pressure suit if the suit is to operate
in hostile environments. This was a deliberate
design choice – not only does it reduce costs,
but the pilot can now exit his machine at leisure
should he need to enter a location where it
would not fit. The Sky Stalker variant replaces
the ducted fans of the basic unit with verniers
and a liquid fuel thruster backpack.

00135

APPENDICES
7.2 Force Lists
Below are the unified forces lists for the Jovian Chronicles setting.

7.2.1 Space Forces


This is the description of the fields in the chart below:

Name: Item name


Faction: Who uses the item
Cost: How much the item costs in EPs
Maint: The maintenance cost of the item
DV: Defense Value
AS: Anti-Ship combat value
AF: Anti-Fighter combat value
CR: Command Rating
CC: Command Cost
BC: Basing Capacity, how many units (fighters, exo-armors and exo-suit
squads) the ship can carry
Atmo: Indicates whether the unit or ship is atmospheric capable or
not
FM: Fleet Maneuver Rating
Avail: The availability level of the item
Notes: any special abilities, traits, or restrictions associated with the
item
Type: Indicates whether a unit is a fighter, exo-armor, or exo-suit
squad

00136
Name Faction Cost Maint DV AS AF CR CC BC Atm FM Avail Notes Type

Orbital Facilities
Colony Powerplant Common n/a n/a 2 0 1 0 0 0 N n/a Common
Colony Spaceport Common n/a n/a 2 0 1 0 0 0 N n/a Common
Weapon Turret Common n/a n/a 4 2 1 0 0 0 N n/a Common
(KKC)
Weapon Turret Common n/a n/a 4 1 1 0 0 0 N n/a Common
(Missiles)
Weapon Turret (P. Common n/a n/a 4 4 2 0 0 0 N n/a Common
Beam)
Small Colony Common 50 1/2 12 0 0 0 0 1 N n/a Common
Cylinder
Medium Colony Common 100 1 18 0 0 0 0 2 N n/a Common
Cylinder
Large Colony Common 150 2 21 0 0 0 0 4 N n/a Common
Cylinder
Nomad Asteroid Common 175 2/4 22 0 2 0 0 14 N n/a Common
Base
Small Orbital Common 100 1 12 0 0 0 0 1 N n/a Common
Manufacturing
Facility
Medium Orbital Common 200 2/3 18 0 0 0 0 2 N n/a Common
Manufacturing
Facility
Large Orbital Common 300 2 21 0 0 0 0 4 N n/a Common
Manufacturing
Facility
Orbital Shipyard Common 20 2 15 0 0 0 0 0 N n/a Common
Orbital Spaceport Common 40 2 20 0 0 0 0 2 N n/a Common
Orbital Supply Common 12 1 8 0 0 0 0 0 N n/a Common Supply Depot,
Depot Supply (2)
Repair Dock Common 12 1 9 0 0 0 0 0 N n/a Common

00137


APPENDICES
Name Faction Cost Maint DV AS AF CR CC BC Atm FM Avail Notes Type
Bases
Valhalla Space Common 2 1/2 5 6 5 0 0 12 N n/a Common Jammer (1)
Station
Valhalla Space Common 2 1/3 5 0 2 0 0 12 N n/a Common Jammer (1)
Station (unarmed)
Small Orbital Common 75 1/2 15 0 0 0 0 4 N n/a Common
Military Base
Medium Orbital Common 150 1 21 0 0 0 0 8 N n/a Common
Military Base
Large Orbital Common 225 2 24 0 0 0 0 12 N n/a Common Supply Depot,
Military Base Supply (4)
Common Ships
Trade Fleet Common 25 n/a 20 0 0 0 0 4 N 1 Common
Ebiiru Transport Common 1 1/4 4 1 1 3 3 1 N 1 Common Supply (2)
Inari Merchant Common 2 1/4 8 1 1 3 2 1 N 2 Common Supply (1)
Vessel
Panama Barge Common 4 1/4 7 2 2 4 2 1 N 2 Common Supply (6)
Patrol Cutter Common 1 1/8 7 1 3 3 1 0 N 2 Common
Patrol Cutter w/ Common 2 1/4 7 3 3 3 1 0 N 2 Uncommon
Laser Turret
Patrol Cutter w/ Common 3 1/4 7 5 4 3 1 0 N 2 Uncommon
Particle Beam
Common Units
Apollo Common 2/5 1/8 3 1 2 --- --- --- Y n/a Common CC (2) Exo-
Armor
Hoplite Common 1/11 1/8 2 0 1 --- --- --- Y n/a Common CC (2) Exo-
Armor
Infantry Common 1/32 1/20 1 0 1 --- --- --- N n/a Common CC (1) Infantry

00138
 APPENDICES
Name Faction Cost Maint DV AS AF CR CC BC Atm FM Avail Notes Type

CEGA Ships
Appalachian Cargo CEGA 4 1/6 7 1 2 5 3 1 N 2 Common Supply (3)
Ship
Birmingham CEGA 4 2/3 7 6 5 7 5 16 N 2 Uncommon Ballistic, Carrier
Attack Carrier
Bricriu Corvette CEGA 2 1/8 8 5 3 3 3 0 N 1 Common
Ch’in Drone Boat CEGA 3 1/6 9 1 3 2 2 0 N 0 Common Drones I-III (3)
[1]
Constantinople CEGA 9 1/2 9 10 7 5 4 4 N 2 Common Assault,
MAS Ballistic, Carrier,
Can carry 15
Infantry and 6
Exo-Suits OR 12
Exo-Suits and
12 Barracudas
Detroit Fleet CEGA 6 4/2 6 5 4 6 3 18 N 2 Rare Ballistic, Field
Support Ship Repair, Supply
(4)
Detroit w/out CEGA 5 3/2 6 1 2 6 3 18 N 2 Rare Field Repair,
Missiles Supply (4)
Hachiman CEGA 5 1/6 8 15 9 5 4 0 N 2 Common Ballistic
Destroyer
Hammerhead CEGA 10 6/2 10 11 9 8 2 4 N 3 Rare Ballistic, Carrier,
Dreadnought Command,
Gunship,
Jammer (1)
Hydra Defense CEGA 3 1/8 9 3 3 2 2 0 N 0 Common
Boat
Narwhal Bombard CEGA 8 4/2 9 13 10 7 5 0 N 2 Rare Ballistic,
Gunship,
Jammer (1)
Narwhal w/Railgun CEGA 11 6/2 9 12 9 7 5 0 N 2 Very Rare Ballistic,
Cluster Gunship,
Jammer (1)

00139


APPENDICES
Name Faction Cost Maint DV AS AF CR CC BC Atm FM Avail Notes Type
Poseidon CEGA 8 3/2 9 11 9 8 4 10 N 2 Rare Ballistic, Carrier
Battleship
Tengu Escort CEGA 3 2/3 8 11 7 5 2 4 N 2 Uncommon Ballistic, Carrier
Carrier
Uller Missile CEGA 4 1/4 8 9 6 5 4 0 N 2 Common Ballistic, Drones
Cruiser I (2) [2]
Uller Drone CEGA 5 1/2 8 1 2 5 4 0 N 2 Uncommon Drones I (4)
Cruiser [2], Drones I-III
(2) [3]
CEGA Units
Cerberus CEGA 1 2/3 4 4 3 --- --- --- Y n/a Uncommon CC (2), Scout Exo-
(1), Jammer (1) Armor
Wyvern Command CEGA 1 1/4 4 2 1 --- --- --- Y n/a Uncommon CC (2) Exo-
Armor
Wyvern Command CEGA 1 2/3 5 2 1 --- --- --- Y n/a Rare CC (2) Exo-
w/Extra Armor Armor
Wyvern CMD w/ CEGA 1 2/3 4 4 2 --- --- --- Y n/a Rare CC (2) Exo-
Sniper Massdriver Armor
Wyvern CMD w/ CEGA 2 3/2 5 4 2 --- --- --- Y n/a Very Rare CC (2) Exo-
Sniper Massdriver Armor
& Extra Armor
Wyvern CMD w/ CEGA 1 2/3 4 2 1 --- --- --- Y n/a Rare CC (2) Exo-
Rocket Pod Armor
Wyvern CMD CEGA 1 3/2 5 2 1 --- --- --- Y n/a Very Rare CC (2) Exo-
w/Rocket Pod & Armor
Extra Armor
Dragonstriker CEGA 2 2/3 4 7 3 --- --- --- Y n/a Rare CC (2) Exo-
Armor
Dragonstriker CEGA 17 4 5 5 3 --- --- --- Y n/a Unique CC (2), WMD Exo-
Prototype (4), no extra Armor
weapons
Fury Megaera CEGA 1 1/2 4 4 2 --- --- --- N n/a Uncommon CC (2) Exo-
Armor

00140
 APPENDICES
Name Faction Cost Maint DV AS AF CR CC BC Atm FM Avail Notes Type
Fury Alecto CEGA 1 2/3 4 3 1 --- --- --- N n/a Uncommon CC (2), Drones Exo-
II (2) [3] Armor
Fury Tisiphone CEGA 1 2/3 4 3 1 --- --- --- N n/a Uncommon CC (2), Drones Exo-
I (4) [2] Armor
Lucifer CEGA 12 3/2 5 9 5 --- --- --- Y n/a Rare CC (2), Cloak Exo-
(2), Stealth Armor
(2), no extra
weapons
Syreen CEGA 2/5 1/8 3 3 2 --- --- --- N n/a Common CC (1) Exo-
Armor
Typhon CEGA 7 4/2 4 10 5 --- --- --- Y n/a Rare CC (2), Jammer Exo-
(1), Cloak (2), Armor
Stealth (2), no
extra weapons
Wyvern CEGA 1 1/8 4 2 1 --- --- --- Y n/a Common CC (2) Exo-
Armor
Wyvern w/Extra CEGA 1 1/4 5 2 1 --- --- --- Y n/a Uncommon CC (2) Exo-
Armor Armor
Wyvern w/Assault CEGA 1 1/4 4 2 1 --- --- --- Y n/a Uncommon CC (2) Exo-
Massdriver Armor
Wyvern w/Assault CEGA 1 1/2 5 2 1 --- --- --- Y n/a Rare CC (2) Exo-
Massdriver & Extra Armor
Armor
Wyvern w/Rocket CEGA 1 1/4 4 2 1 --- --- --- Y n/a Uncommon CC (2) Exo-
Pod Armor
Wyvern w/Rocket CEGA 1 1/2 5 2 1 --- --- --- Y n/a Rare CC (2) Exo-
Pod & Extra Armor Armor
Wyvern Bomber CEGA 1 1/4 4 4 2 --- --- --- Y n/a Uncommon CC (2) Exo-
Armor
Wyvern Bomber CEGA 1 1/2 5 4 2 --- --- --- Y n/a Rare CC (2) Exo-
w/Extra Armor Armor
Wyvern Bomber CEGA 1 1/2 4 5 2 --- --- --- Y n/a Rare CC (2) Exo-
w/Bazooka Armor

00141


APPENDICES
Name Faction Cost Maint DV AS AF CR CC BC Atm FM Avail Notes Type
Wyvern Bomber CEGA 1 3/2 5 5 2 --- --- --- Y n/a Very Rare CC (2) Exo-
w/Bazooka & Extra Armor
Armor
Kobalt CEGA 1/7 1/8 2 0 1 --- --- --- Y n/a Common CC (2) Exo-
Suit
Kobalt w/Heavy CEGA 1/7 1/4 2 0 1 --- --- --- Y n/a Uncommon CC (2) Exo-
Rifles Suit
Minotaur CEGA 2/5 1/8 3 0 1 --- --- --- Y n/a Common CC (2) Exo-
Suit
Minotaur w/Masers CEGA 2/5 1/4 3 0 1 --- --- --- Y n/a Uncommon CC (2) Exo-
Suit
Barracuda CEGA 1/3 1/6 5 1 2 --- --- --- N n/a Common CC (1), Direct Fighter
Assault (2), no
extra weapons
Wight CEGA 1 1/12 4 5 2 --- --- --- Y n/a Common Fighter
Wraith CEGA 4/5 1/12 4 4 2 --- --- --- Y n/a Common Fighter
Wraith-SI CEGA 1 1/12 5 5 3 --- --- --- Y n/a Common one extra Fighter
weapon allowed
JAF Ships
Alexander JAF 7 1/6 10 11 8 5 4 0 N 3 Common Ballistic
Destroyer
Alexander w/KKCs JAF 7 1/2 10 10 8 5 4 0 N 3 Uncommon Ballistic
Athena Destroyer JAF 6 1/6 9 8 8 5 4 0 N 2 Common Ballistic
Corsair Frigate JAF 2 1/4 9 5 4 4 2 0 N 2 Common Ballistic, Drones
I (2) [2]
Corsair w/Laser JAF 3 1/2 9 11 6 4 2 0 N 2 Uncommon Ballistic
Forge Patrol JAF 5 1/2 8 4 5 5 4 6 N 2 Common Ballistic, Carrier,
Carrier Gunship
Forge w/Particle JAF 6 1/2 8 9 7 5 4 6 N 2 Uncommon Ballistic, Carrier
Beam

00142
 APPENDICES
Name Faction Cost Maint DV AS AF CR CC BC Atm FM Avail Notes Type
Gagarin Tender JAF 4 6/2 5 6 4 6 3 24 N 2 Very Rare Ballistic, Field
Repair, Supply
(3)
Godsfire JAF 13 5/2 9 11 7 10 3 12 N 3 Rare Ballistic, Carrier,
Command Carrier Command,
Jammer (1)
Godsfire w/Drones JAF 14 7/2 9 6 5 10 3 12 N 3 Very Rare Carrier,
Command,
Drones, Jammer
(1)
Godsfire Carrier JAF 11 5/2 9 11 7 9 3 12 N 3 Very Rare Ballistic, Carrier
Intrepid Transport JAF 4 1/6 9 6 5 4 3 8 N 2 Common Ballistic
Javelin Missile JAF 4 1/4 9 5 5 5 4 0 N 2 Common Ballistic, Drones
Cruiser I (2) [2]
Javelin Drone JAF 5 2/3 9 1 3 5 4 0 N 2 Uncommon Drones I (2)
Cruiser [2], Drones I-III
(3) [3]
Lennox Cargo Ship JAF 4 1/6 7 1 2 5 3 3 N 2 Common Supply (3)
Majestic Fleet JAF 13 3/2 9 11 8 7 5 24 N 2 Rare Ballistic, Carrier
Carrier
Thunderbolt JAF 4 1/8 9 3 3 6 3 0 N 2 Common
Cruiser
Thunderbolt w/ JAF 5 1/4 9 5 5 6 3 0 N 2 Uncommon
Railgun
Valiant Strike JAF 8 1/4 10 10 9 8 4 6 N 3 Common Ballistic, Carrier
Carrier
Ypres Battleship JAF 14 2/2 12 15 10 7 5 0 N 2 Rare Ballistic

JAF Units
Hector JAF 4/5 1/2 4 3 2 --- --- --- N n/a Uncommon CC (2), Jammer Exo-
(1) Armor
Hector w/Heavy JAF 1 2/2 4 4 2 --- --- --- N n/a Rare CC (2), Jammer Exo-
Particle Cannon (1) Armor

00143


APPENDICES
Name Faction Cost Maint DV AS AF CR CC BC Atm FM Avail Notes Type
Hector w/Railgun JAF 1 2/2 4 4 2 --- --- --- N n/a Rare CC (2), Jammer Exo-
(1) Armor
Hector w/ JAF 1 2/2 4 4 2 --- --- --- N n/a Rare CC (2), Jammer Exo-
Massdriver (1) Armor
Hector w/Sniper JAF 1 2/2 4 5 2 --- --- --- N n/a Rare CC (2), Jammer Exo-
Railgun (1) Armor
Mentor JAF 4/5 1/2 3 2 1 --- --- --- N n/a Uncommon CC (2), Jammer Exo-
(1) Armor
Mentor w/ JAF 1 2/2 3 3 2 --- --- --- N n/a Rare CC (2), Jammer Exo-
Additional Beam (1) Armor
Cannon
Mentor w/Railgun JAF 1 2/2 3 3 1 --- --- --- N n/a Rare CC (2), Jammer Exo-
(1) Armor
Mentor w/Railgun JAF 2 4/2 3 4 2 --- --- --- N n/a Very Rare CC (2), Jammer Exo-
& Beam Cannon (1) Armor
Pathfinder JAF 1/2 1/6 3 3 1 --- --- --- N n/a Common CC(2), Jammer Exo-
(1) Armor
Pathfinder w/ JAF 3/5 1/2 3 3 2 --- --- --- N n/a Uncommon CC(2), Jammer Exo-
Railgun (1) Armor
Pathfinder JAF 1/2 1/2 3 3 1 --- --- --- N n/a Uncommon CC (2), Jammer Exo-
Command (1) Armor
Pathfinder CMD JAF 3/5 2/2 3 3 2 --- --- --- N n/a Rare CC (2), Jammer Exo-
w/Railgun (1) Armor
Pathfinder CMD JAF 3/4 2/2 3 3 2 --- --- --- N n/a Rare CC (2), Jammer Exo-
w/Massdriver (1) Armor
Pathfinder CMD JAF 4/5 2/2 3 4 2 --- --- --- N n/a Rare CC (2), Jammer Exo-
w/Sniper Railgun (1) Armor
Pathfinder Sniper JAF 3/4 2/3 3 4 3 --- --- --- N n/a Rare CC (2) Exo-
Armor
Prometheus Prime JAF 6 4 6 9 5 --- --- --- N n/a Unique CC (2), no extra Exo-
weapons Armor

00144
 APPENDICES
Name Faction Cost Maint DV AS AF CR CC BC Atm FM Avail Notes Type
Prometheus Tetra JAF 7 6 6 6 3 --- --- --- N n/a Unique CC (2), Scout Exo-
(1), Stealth (1), Armor
Drones III (4)
[4], no extra
weapons
Retaliator JAF 1/2 1/8 3 3 2 --- --- --- N n/a Common CC (2) Exo-
Armor
Retaliator w/ JAF 1/2 1/4 3 2 2 --- --- --- N n/a Uncommon CC (2) Exo-
Particle Cannon Armor
Retaliator w/ JAF 2/3 1/4 3 3 2 --- --- --- N n/a Uncommon CC (2) Exo-
Massdriver Armor
Retaliator w/Heavy JAF 1/2 1/4 3 2 2 --- --- --- N n/a Uncommon CC (2) Exo-
Particle Cannon Armor
Stormrider JAF 2 2/2 4 6 3 --- --- --- N n/a Rare CC (2), Large, Exo-
no extra Armor
weapons
Vindicator JAF 1 1/4 4 4 2 --- --- --- N n/a Uncommon CC (2), may Exo-
have two extra Armor
weapons
Vindicator w/ JAF 1 2/3 4 3 2 --- --- --- N n/a Rare CC (2), may Exo-
Heavy Particle have two extra Armor
Cannon weapons
Vindicator w/ JAF 1 2/3 4 4 2 --- --- --- N n/a Rare CC (2), may Exo-
Railgun have two extra Armor
weapons
Vindicator w/ JAF 2 2/3 4 5 2 --- --- --- N n/a Rare CC (2), may Exo-
Sniper Railgun have two extra Armor
weapons
Vindicator w/ JAF 4/5 2/3 4 3 1 --- --- --- N n/a Rare CC (2), may Exo-
Particle Cannon have two extra Armor
weapons
Decker JAF 1/3 1/8 3 1 1 --- --- --- N n/a Common CC (2) Exo-
Suit
Falconer JAF 1/2 1/8 2 0 1 --- --- --- N n/a Common CC (1) Exo-
Suit

00145


APPENDICES
Name Faction Cost Maint DV AS AF CR CC BC Atm FM Avail Notes Type
Archer JAF 1 1/8 4 2 2 --- --- --- N n/a Common Drones I-III (2) Fighter
[2], one extra
weapon allowed
Intruder JAF 1 2/3 3 5 3 --- --- --- N n/a Rare Stealth (2), one Fighter
extra weapon
allowed
Lancer Plus JAF 3/5 1/8 4 5 3 --- --- --- N n/a Common Jammer (1) Fighter
Lancer JAF 2/5 1/12 4 5 3 --- --- --- N n/a Common Fighter
Peacekeeper JAF 1 1/12 4 4 3 --- --- --- Y n/a Common one extra Fighter
weapon allowed
Peacekeeper w/ JAF 4/5 1/6 4 3 3 --- --- --- Y n/a Uncommon one extra Fighter
Particle Cannon weapon allowed
Pilum Lancer JAF 3/5 1/12 4 5 3 --- --- --- N n/a Common Fighter
Mars Free Republic Ships
Corsair Frigate MFR 2 1/4 9 5 4 4 2 0 N 2 Common Ballistic, Drones
I (2) [2]
Martian HLV MFR 2 1/4 7 1 2 3 2 0 Y -1 Uncommon Supply (2)
Thunderbolt MFR 4 1/4 9 3 3 6 3 0 N 2 Uncommon
Cruiser
Troy Monitor MFR 8 1/4 9 1 1 5 4 0 N -1 Uncommon 24 Hardpoints
Zulu Frigate MFR 4 1/8 8 1 1 5 4 0 N -1 Common 8 Hardpoints
Mars Free Republic Units
Defender MFR 1/3 1/8 3 2 1 --- --- --- N n/a Common CC (2) Exo-
Armor
Defender w/ MFR 2/5 1/4 3 2 1 --- --- --- N n/a Uncommon CC (2) Exo-
Railgun Armor
Explorer MFR 1/3 1/8 2 2 1 --- --- --- N n/a Common CC (2) Exo-
Armor
Explorer w/Railgun MFR 1/2 1/4 2 2 1 --- --- --- N n/a Uncommon CC (2) Exo-
Armor

00146
 APPENDICES
Name Faction Cost Maint DV AS AF CR CC BC Atm FM Avail Notes Type
Explorer w/Beam MFR 1/3 1/4 2 2 1 --- --- --- N n/a Uncommon CC (2) Exo-
Cannon Armor
Pathfinder MFR 1/2 1/2 3 3 1 --- --- --- N n/a Uncommon CC(2), Jammer Exo-
(1) Armor
Pathfinder Sniper MFR 3/4 2/3 3 4 3 --- --- --- N n/a Rare CC (2) Exo-
Armor
Vindicator MFR 1 2/3 4 4 2 --- --- --- N n/a Rare CC (2), may Exo-
have two extra Armor
weapons
Sabertooth MFR 1/4 1/4 2 0 1 --- --- --- Y n/a Uncommon CC (2) Exo-
Suit
Sky Stalker MFR 1/4 1/8 2 0 1 --- --- --- Y n/a Common CC (2) Exo-
Suit
Lancer MFR 2/5 1/12 4 5 3 --- --- --- N n/a Common Fighter
Peacekeeper MFR 1 1/6 4 4 3 --- --- --- Y n/a Uncommon one extra Fighter
weapon allowed
Pilum Lancer MFR 3/5 1/6 4 5 3 --- --- --- N n/a Uncommon Fighter

Martian Warship Hardpoints


Laser Turret MFR n/a Spec --- 2 1 --- --- --- --- n/a --- 1 Hardpoint
Missile Pod MFR n/a Spec --- 1 1 --- --- --- --- n/a --- 1 Hardpoint
KKC MFR n/a Spec --- 1 2 --- --- --- --- n/a --- 1 Hardpoint
Massdriver Turret MFR n/a Spec --- 2 1 --- --- --- --- n/a --- 1 Hardpoint
Particle Cannon MFR n/a Spec --- 4 2 --- --- --- --- n/a --- 1 Hardpoint
ECM Pod MFR n/a Spec --- --- --- --- --- --- --- n/a --- 1 Hardpoint,
Limit 4, If all 4
present, Scout
1, Jammer (1)
Cargo Pod MFR n/a Spec --- --- --- --- --- --- --- n/a --- 1 Hardpoint,
Supply (.2)
Exo-Crate MFR n/a Spec --- --- --- --- --- 1 --- n/a --- 1 Hardpoint
Missile Bay MFR n/a Spec --- 4 2 --- --- --- --- n/a --- 2 Hardpoints,
Ballistic

00147


APPENDICES
Name Faction Cost Maint DV AS AF CR CC BC Atm FM Avail Notes Type
Exo-Bay MFR n/a Spec --- --- --- --- --- 2 --- n/a --- 2 Hardpoints,
Carrier
Thrusters MFR n/a Spec --- --- --- --- --- --- --- n/a --- 2 Hardpoints,
Thrust +5
Fuel MFR n/a Spec --- --- --- --- --- --- --- 1 --- 4 Hardpoints
Railgun MFR n/a Spec --- 2 1 --- --- --- --- n/a --- 4 Hardpoints,
Gunship
Martian Federation Ships
Bricriu Corvette MF 2 1/8 8 5 3 3 3 0 N 1 Common
Hachiman MF 5 1/6 8 15 9 5 4 0 N 2 Common Ballistic
Destroyer
Tengu Escort MF 3 2/3 8 11 7 5 2 4 N 2 Uncommon Ballistic, Carrier
Carrier
Troy Monitor MF 8 1/8 9 1 1 5 4 0 N -1 Common 24 Hardpoints
Zulu Frigate MF 4 1/4 8 1 1 5 4 0 N -1 Uncommon 8 Hardpoints
Martian Federation Units
Defender MF 1/3 1/8 3 2 1 --- --- --- N n/a Common CC (2) Exo-
Armor
Defender w/ MF 2/5 1/4 3 2 1 --- --- --- N n/a Uncommon CC (2) Exo-
Railgun Armor
Explorer MF 1/3 1/8 2 2 1 --- --- --- N n/a Common CC (2) Exo-
Armor
Explorer w/Railgun MF 1/2 1/4 2 2 1 --- --- --- N n/a Uncommon CC (2) Exo-
Armor
Explorer w/Beam MF 1/3 1/4 2 2 1 --- --- --- N n/a Uncommon CC (2) Exo-
Cannon Armor
Syreen MF 2/5 1/8 3 3 2 --- --- --- N n/a Common CC (1) Exo-
Armor
Wyvern MF 1 1/4 4 2 1 --- --- --- Y n/a Uncommon CC (2) Exo-
Armor

00148
 APPENDICES
Name Faction Cost Maint DV AS AF CR CC BC Atm FM Avail Notes Type
Wyvern Command MF 1 2/3 4 2 1 --- --- --- Y n/a Rare CC (2) Exo-
Armor
Sabertooth MF 1/4 1/8 2 0 1 --- --- --- Y n/a Common CC (2) Exo-
Suit
Sky Stalker MF 1/4 1/4 2 0 1 --- --- --- Y n/a Uncommon CC (2) Exo-
Suit
Wraith MF 4/5 1/12 4 4 2 --- --- --- Y n/a Common Fighter
Wraith-SI MF 1 1/8 5 5 3 --- --- --- Y n/a Uncommon one extra Fighter
weapon allowed

Mercury Merchant Guild Ships


Bricriu Corvette Mercury 2 1/6 8 5 3 3 3 0 N 1 Common
Erel Sword Mercury 2 1/6 8 3 3 3 3 4 N -1 Common Carrier
Erel Wing Mercury 1 1/6 5 1 1 2 2 0 N 1 Common Magsail, can
carry 1 Erel
Sword
Nephil Battleship Mercury 11 5/2 8 6 5 9 3 12 N 2 Uncommon Ballistic,
Carrier, Supply
(1), Drones
I-III (2) [1],
Solar/Magsail,
Jammer (1)
Ophan Magsail Mercury 1 1/4 4 0 1 5 1 4 N 1 Common Supply (16),
Magsail
Seraph Solar Sail Mercury 1 1/4 4 0 1 5 1 4 N 1 Common Supply (16),
Solar Sail

Mercury Merchant Guild Units


Bael Mercury 1 2/3 5 7 4 --- --- --- N n/a Rare CC (2) Exo-
Armor
Brimstone Mercury 4/5 1/8 4 3 2 --- --- --- N n/a Common CC (2) Exo-
Armor
Defender Mercury 1/3 1/8 3 2 1 --- --- --- N n/a Common CC (2) Exo-
Armor

00149


APPENDICES
Name Faction Cost Maint DV AS AF CR CC BC Atm FM Avail Notes Type
Defender w/ Mercury 2/5 1/4 3 2 1 --- --- --- N n/a Uncommon CC (2) Exo-
Railgun Armor
Explorer Mercury 1/3 1/8 2 2 1 --- --- --- N n/a Common CC (2) Exo-
Armor
Explorer w/Railgun Mercury 1/2 1/4 2 2 1 --- --- --- N n/a Uncommon CC (2) Exo-
Armor
Explorer w/Beam Mercury 1/3 1/4 2 2 1 --- --- --- N n/a Uncommon CC (2) Exo-
Cannon Armor
Hector Mercury 4/5 2/2 4 3 2 --- --- --- N n/a Rare CC (2), Jammer Exo-
(1) Armor
Vindicator Mercury 1 2/3 4 4 2 --- --- --- N n/a Rare CC (2), may Exo-
have two extra Armor
weapons
Hellhound Mercury 1/3 1/8 2 0 1 --- --- --- N n/a Common CC (2) Exo-
Suit
Agares Mercury 1 1/12 4 5 3 --- --- --- N n/a Common Fighter
Titan Ships
Alexander Titan 7 1/6 10 11 8 5 4 0 N 3 Common Ballistic
Destroyer
Alexander w/KKCs Titan 7 1/2 10 10 8 5 4 0 N 3 Uncommon Ballistic
Athena Destroyer Titan 6 1/6 9 8 8 5 4 0 N 2 Common Ballistic
Corsair Frigate Titan 2 1/4 9 5 4 4 2 0 N 2 Common Ballistic, Drones
I (2) [2]
Corsair w/Laser Titan 3 1/2 9 11 6 4 2 0 N 2 Uncommon Ballistic
Forge Patrol Titan 5 1/2 8 4 5 5 4 6 N 2 Common Ballistic, Carrier,
Carrier Gunship
Forge w/Particle Titan 6 1/2 8 9 7 5 4 6 N 2 Uncommon Ballistic, Carrier
Beam
Intrepid Transport Titan 4 1/6 9 6 5 4 3 8 N 2 Common Ballistic
Javelin Missile Titan 4 1/4 9 5 5 5 4 0 N 2 Common Ballistic, Drones
Cruiser I (2) [2]

00150
 APPENDICES
Name Faction Cost Maint DV AS AF CR CC BC Atm FM Avail Notes Type
Javelin Drone Titan 5 2/3 9 1 3 5 4 0 N 2 Uncommon Drones I (2)
Cruiser [2], Drones I-III
(3) [3]
Lennox Cargo Ship Titan 4 1/6 7 1 2 5 3 3 N 2 Common Supply (3)
Thunderbolt Titan 4 1/8 9 3 3 6 3 0 N 2 Common
Cruiser
Thunderbolt w/ Titan 5 1/4 9 5 5 6 3 0 N 2 Uncommon
Railgun

Titan Units
Hector Titan 4/5 1/2 4 3 2 --- --- --- N n/a Uncommon CC (2), Jammer Exo-
(1) Armor
Hector w/Heavy Titan 1 2/2 4 4 2 --- --- --- N n/a Rare CC (2), Jammer Exo-
Particle Cannon (1) Armor
Hector w/Railgun Titan 1 2/2 4 4 2 --- --- --- N n/a Rare CC (2), Jammer Exo-
(1) Armor
Hector w/ Titan 1 2/2 4 4 2 --- --- --- N n/a Rare CC (2), Jammer Exo-
Massdriver (1) Armor
Hector w/Sniper Titan 1 2/2 4 5 2 --- --- --- N n/a Rare CC (2), Jammer Exo-
Railgun (1) Armor
Mentor Titan 4/5 2/2 3 2 1 --- --- --- N n/a Rare CC (2), Jammer Exo-
(1) Armor
Mentor w/ Titan 1 4/2 3 3 2 --- --- --- N n/a Very Rare CC (2), Jammer Exo-
Additional Beam (1) Armor
Cannon
Mentor w/Railgun Titan 1 4/2 3 3 1 --- --- --- N n/a Very Rare CC (2), Jammer Exo-
(1) Armor
Mentor w/Railgun Titan 2 4/2 3 4 2 --- --- --- N n/a Very Rare CC (2), Jammer Exo-
& Beam Cannon (1) Armor
Pathfinder Titan 1/2 1/6 3 3 1 --- --- --- N n/a Common CC(2), Jammer Exo-
(1) Armor
Pathfinder w/ Titan 3/5 1/2 3 3 2 --- --- --- N n/a Uncommon CC(2), Jammer Exo-
Railgun (1) Armor

00151


APPENDICES
Name Faction Cost Maint DV AS AF CR CC BC Atm FM Avail Notes Type
Pathfinder Titan 1/2 1/2 3 3 1 --- --- --- N n/a Uncommon CC (2), Jammer Exo-
Command (1) Armor
Pathfinder CMD Titan 3/5 2/2 3 3 2 --- --- --- N n/a Rare CC (2), Jammer Exo-
w/Railgun (1) Armor
Pathfinder CMD Titan 3/4 2/2 3 3 2 --- --- --- N n/a Rare CC (2), Jammer Exo-
w/Massdriver (1) Armor
Pathfinder CMD Titan 4/5 2/2 3 4 2 --- --- --- N n/a Rare CC (2), Jammer Exo-
w/Sniper Railgun (1) Armor
Pathfinder Sniper Titan 3/4 3/2 3 4 3 --- --- --- N n/a Very Rare CC (2) Exo-
Armor
Retaliator Titan 1/2 1/8 3 3 2 --- --- --- N n/a Common CC (2) Exo-
Armor
Retaliator w/ Titan 1/2 1/4 3 2 2 --- --- --- N n/a Uncommon CC (2) Exo-
Particle Cannon Armor
Retaliator w/ Titan 2/3 1/4 3 3 2 --- --- --- N n/a Uncommon CC (2) Exo-
Massdriver Armor
Retaliator w/Heavy Titan 1/2 1/4 3 2 2 --- --- --- N n/a Uncommon CC (2) Exo-
Particle Cannon Armor
Vindicator Titan 1 2/3 4 4 2 --- --- --- N n/a Rare CC (2), may Exo-
have two extra Armor
weapons
Vindicator w/ Titan 1 3/2 4 3 2 --- --- --- N n/a Very Rare CC (2), may Exo-
Heavy Particle have two extra Armor
Cannon weapons
Vindicator w/ Titan 1 3/2 4 4 2 --- --- --- N n/a Very Rare CC (2), may Exo-
Railgun have two extra Armor
weapons
Vindicator w/ Titan 2 3/2 4 5 2 --- --- --- N n/a Very Rare CC (2), may Exo-
Sniper Railgun have two extra Armor
weapons
Vindicator w/ Titan 4/5 3/2 4 3 1 --- --- --- N n/a Very Rare CC (2), may Exo-
Particle Cannon have two extra Armor
weapons

00152
 APPENDICES
Name Faction Cost Maint DV AS AF CR CC BC Atm FM Avail Notes Type
Decker Titan 1/3 1/8 3 1 1 --- --- --- N n/a Common CC (2) Exo-
Suit
Falconer Titan 1/2 1/8 2 0 1 --- --- --- N n/a Common CC (1) Exo-
Suit
Archer Titan 1 1/8 4 2 2 --- --- --- N n/a Common Drones I-III (2) Fighter
[2], one extra
weapon allowed
Intruder Titan 1 3/2 3 5 3 --- --- --- N n/a Very Rare Stealth (2), one Fighter
extra weapon
allowed
Lancer Plus Titan 3/5 1/8 4 5 3 --- --- --- N n/a Common Jammer (1) Fighter
Lancer Titan 2/5 1/12 4 5 3 --- --- --- N n/a Common Fighter
Peacekeeper Titan 1 1/12 4 4 3 --- --- --- Y n/a Common one extra Fighter
weapon allowed
Peacekeeper w/ Titan 4/5 1/6 4 3 3 --- --- --- Y n/a Uncommon one extra Fighter
Particle Cannon weapon allowed
Pilum Lancer Titan 3/5 1/12 4 5 3 --- --- --- N n/a Common Fighter

Nomad Ships
Bricriu Corvette Nomad 2 1/8 8 5 3 3 3 0 N 1 Common

Nomad Units
Defender Nomad 1/3 1/4 3 2 1 --- --- --- N n/a Uncommon CC (2) Exo-
Armor
Defender w/ Nomad 2/5 2/3 3 2 1 --- --- --- N n/a Rare CC (2) Exo-
Railgun Armor
Explorer Nomad 1/3 1/4 2 2 1 --- --- --- N n/a Uncommon CC (2) Exo-
Armor
Explorer w/Railgun Nomad 1/2 2/3 2 2 1 --- --- --- N n/a Rare CC (2) Exo-
Armor
Explorer w/Beam Nomad 1/3 2/3 2 2 1 --- --- --- N n/a Rare CC (2) Exo-
Cannon Armor
Hellhound Nomad 1/3 1/4 2 0 1 --- --- --- N n/a Uncommon CC (2) Exo-
Suit

00153


APPENDICES
Name Faction Cost Maint DV AS AF CR CC BC Atm FM Avail Notes Type
Sky Stalker Nomad 1/4 1/8 2 0 1 --- --- --- Y n/a Common CC (2) Exo-
Suit
Lancer Nomad 2/5 1/12 4 5 3 --- --- --- N n/a Common Fighter
USN Ships
Bricriu Corvette USN 2 1/8 8 5 3 3 3 0 N 1 Common
Corsair Frigate USN 2 1/4 9 5 4 4 2 0 N 2 Common Ballistic, Drones
I (2) [2]
Geneva Hospital USN 2 1/2 7 1 2 8 3 8 N 3 Common Command,
Ship Hospital,
Jammer (1)
Hachiman USN 5 1/6 8 15 9 5 4 0 N 2 Common Ballistic
Destroyer
Intrepid Transport USN 4 1/4 9 6 5 4 3 8 N 2 Uncommon Ballistic
Poseidon USN 8 5/2 9 11 9 8 4 10 N 2 Very Rare Ballistic, Carrier
Battleship
Senator Corvette USN 3 4/2 7 5 3 4 2 0 1 Very Rare Stealth 1
Tengu Escort USN 3 2/3 8 11 7 5 2 4 N 2 Uncommon Ballistic, Carrier
Carrier
Thunderbolt USN 4 1/8 9 3 3 6 3 0 N 2 Common
Cruiser
USN Units
Defender USN 1/3 1/8 3 2 1 --- --- --- N n/a Common CC (2) Exo-
Armor
Defender w/ USN 2/5 1/4 3 2 1 --- --- --- N n/a Uncommon CC (2) Exo-
Railgun Armor
Explorer USN 1/3 1/8 2 2 1 --- --- --- N n/a Common CC (2) Exo-
Armor
Explorer w/Railgun USN 1/2 1/4 2 2 1 --- --- --- N n/a Uncommon CC (2) Exo-
Armor
Explorer w/Beam USN 1/3 1/4 2 2 1 --- --- --- N n/a Uncommon CC (2) Exo-
Cannon Armor

00154
 APPENDICES
Name Faction Cost Maint DV AS AF CR CC BC Atm FM Avail Notes Type
Oni USN 1 1/4 4 3 1 --- --- --- Y n/a Uncommon CC (2) Exo-
Armor
Pathfinder USN 1/2 1/2 3 3 1 --- --- --- N n/a Uncommon CC(2), Jammer Exo-
(1) Armor
Syreen USN 2/5 1/8 3 3 2 --- --- --- N n/a Common CC (1) Exo-
Armor
Wyvern USN 1 1/4 4 2 1 --- --- --- Y n/a Uncommon CC (2) Exo-
Armor
Decker USN 1/3 1/8 3 1 1 --- --- --- N n/a Common CC (2) Exo-
Suit
Minotaur USN 2/5 1/8 3 0 1 --- --- --- Y n/a Common CC (2) Exo-
Suit
Sabertooth USN 1/4 1/8 2 0 1 --- --- --- Y n/a Common CC (2) Exo-
Suit
Sky Stalker USN 1/4 1/8 2 0 1 --- --- --- Y n/a Common CC (2) Exo-
Suit
Lancer USN 2/5 1/12 4 5 3 --- --- --- N n/a Common Fighter
Wraith USN 4/5 1/12 4 4 2 --- --- --- Y n/a Common Fighter

Venusian Ships
Chieftain Escort Venus 6 1/4 8 6 6 6 3 2 1 Common Carrier, Stealth
Cruiser 1
Gao-Tzu Heavy Venus 6 1/2 9 9 6 6 3 6 1 Common Ballistic, Carrier,
Cruiser Stealth 1
Huang-Ti Observer Venus 3 6/2 6 8 5 6 1 2 1 Rare Stealth 2,
Carrier, Cloak
1, Drones II (5)
[4], Gunship
Imperator Patrol Venus 4 1/2 8 10 7 5 1 0 1 Common Ballistic, Carrier,
Cruiser Stealth 1
Satrap Transport Venus 8 5/2 8 6 5 7 3 12 0 Rare Ballistic, Carrier,
Carrier Stealth 1,
Drones II,III (2)
[1]

00155


APPENDICES
Name Faction Cost Maint DV AS AF CR CC BC Atm FM Avail Notes Type
Senator Corvette Venus 3 1/6 7 5 3 4 2 0 1 Common Stealth 1
Shan-Yu Venus 13 5/2 9 18 12 9 3 6 1 Rare Ballistic, Carrier,
Battlecruiser Stealth 1,
Drones I-III (3)
[1]
Tsar Heavy Cruiser Venus 8 2/2 9 14 9 6 3 4 1 Uncommon Ballistic, Carrier,
Stealth 1
Venusian Units
Bonebreaker Venus 1 1/8 5 3 3 --- --- --- Y n/a Common CC (3) Exo-
Armor
Bonebreaker w/ Venus 1 1/4 5 5 3 --- --- --- Y n/a Uncommon CC (3) Exo-
Beam Cannon Armor
Bonebreaker Venus 1 1/4 5 4 3 --- --- --- Y n/a Uncommon CC (3) Exo-
w/Twin Beam Armor
Cannon
Er-Lang Venus 1 2/3 4 4 3 --- --- --- Y n/a Uncommon CC (2), Scout Exo-
(1), Jammer (1) Armor
Er-Lang w/Twin Venus 1 3/2 4 3 2 --- --- --- Y n/a Rare CC (2), Scout Exo-
Beam Cannon (1), Jammer (1) Armor
Er-Lang w/Beam Venus 1 3/2 4 4 3 --- --- --- Y n/a Rare CC (2), Scout Exo-
Cannon (1), Jammer (1) Armor
Er-Lang w/ Venus 1 3/2 4 2 3 --- --- --- Y n/a Rare CC (2), Scout Exo-
Shotgun (1), Jammer (1) Armor
Guan Gung Venus 1 1/6 5 3 2 --- --- --- Y n/a Common CC (2), carries Exo-
1 Exo-Suit Armor
Squad
Kaminari Venus 2 1/8 5 4 3 --- --- --- Y n/a Common CC (2), no extra Exo-
weapons Armor
Korikaze Venus 3 5/2 4 2 3 --- --- --- Y n/a Very Rare CC (4), Stealth Exo-
(3), Cloak (2) Armor
Oni Venus 1 1/8 4 3 1 --- --- --- Y n/a Common CC (2) Exo-
Armor

00156
 APPENDICES
Name Faction Cost Maint DV AS AF CR CC BC Atm FM Avail Notes Type
Oni w/Beam Venus 1 1/4 4 4 2 --- --- --- Y n/a Uncommon CC (2) Exo-
Cannon Armor
Oni w/Shotgun Venus 1 1/4 4 2 2 --- --- --- Y n/a Uncommon CC (2) Exo-
Armor
Ryu Venus 1 1/8 5 6 3 --- --- --- Y n/a Common CC (2) Exo-
Armor
Ryu w/Twin Beam Venus 1 1/4 5 5 3 --- --- --- Y n/a Uncommon CC (2) Exo-
Cannon Armor
Sakura Venus 3 3/2 4 5 2 --- --- --- N n/a Rare CC (2), Jammer Exo-
(1), Drones I, Armor
III (2) [1], no
extra weapons
Kitsune Venus 2/3 1/2 2 0 1 --- --- --- Y n/a Uncommon CC (3), Stealth Exo-
(1) Suit
Tanuki Venus 3/4 1/8 3 0 2 --- --- --- Y n/a Common CC (2) Exo-
Suit
Alberich Venus 2 2/3 4 3 1 --- --- --- Y n/a Uncommon Scout (1), Fighter
Jammer (1),
Stealth (3), no
extra weapons
Brunnhilde Venus 2 1/12 5 6 3 --- --- --- N n/a Common Fighter
Rienzi Venus 1 1/4 5 4 2 --- --- --- N n/a Uncommon Ship-Killer Fighter
Drones (4) [3]
Siegfried Venus 2 1/12 6 6 3 --- --- --- Y n/a Common one extra Fighter
weapon allowed
(missiles only)

00157


APPENDICES
Name Faction Cost Maint DV AS AF CR CC BC Atm FM Avail Notes Type
Drones
Shipkiller A Common --- --- 1 7 1 --- --- --- --- n/a --- Suicide Unit Drone I
Shipkiller B Common --- --- 1 4 1 --- --- --- --- n/a --- Suicide Unit Drone I
Exokiller Common --- --- 1 1 3 --- --- --- --- n/a --- Suicide Unit Drone I
Minefield Common --- --- 1 3 3 --- --- --- --- n/a --- CSCR: deployed Drone I
in friendly
squadron,
automatically
attacks all
enemy units
assigned to
squadron at
start of flight
vs. flight phase
Sentry Common --- --- 1 2 2 --- --- --- --- n/a --- Drone
II
EW Common --- --- 1 0 0 --- --- --- --- n/a --- Scout (1) Drone
II
Observer Common --- --- 1 0 0 --- --- --- --- n/a --- Stealth (2) Drone
II

00158
 APPENDICES


APPENDICES
7.2.2 Ground Forces
This is the description of the fields in the chart below:

Name: The name of the unit


Faction: What faction is it available to; Common is available to all
factions
Cost: How many Economic Points the unit costs
Maint: The maintenance cost of the unit
ATT: The Attack Factor of the unit
DEF: The Defense Factor of the unit
DFR: The D Factor of the unit
ATR: The Attrition value of the unit
Avail: The Availability of the unit
Notes: Any special abilities or notes related to the unit

Name Faction Cost Maint ATT DEF DFR ATR Avail Notes
Militia Common n/a n/a 1 2 D1 2 Common
(Census)
Infantry Common 1 1/2 3 2 D2 3 Common
Heavy Common 1 1 3 3 D2 3 Uncommon
Infantry
Armor Common 2 2/3 4 4 D3 4 Uncommon
Marines Common 2 2/3 2 2 D4 3 Uncommon Marines, Assault
Security Common 1 1/4 2 2 D2 1 Common Peacekeepers
Forces
Special Forces Common 2 2/3 1 1 D2 2 Rare Special Forces
Exo-Suits Common 3 1 3 4 D3 3 Common
Exo-Armors Common 5 2 5 5 D6 4 Uncommon
Ground
Facilities
Supply Depot Common 15 1 0 1 0 7 --- Supply Depot
Listening Post Common 8 1/2 0 1 0 3 ---
Military Common 25 1 0 3 0 5 ---
Institute
Starport Common 30 1 0 1 0 8 ---
Supply Cache Common 10 n/a 0 1 0 2 ---

00159

APPENDICES
7.3 2214 Scenario System List
This is the description of the fields in the chart below:

Location: Location number as found on the map


Faction: Which faction controls the location at the start of the game
Census: Total census of the location. If the total is divided, the number
on the left of the slash is planet-side, while the number to the right
is orbital. If the total is not divided, then all Census are orbital.
Morale: Starting Morale of the location
RAW: The total available RAW of the location
Prod: The total productivity of the location. If the total is divided,
the number on the left is productivity utilized by Census, while
the number to the right represents that provided by any Orbital
Manufacturing Facilities.
Output: The total output of the Productivity of the location multiplied by
the RAW of the location
Capacity (Cap): For those locations with colonizable planetary objects,
the total capacity of those objects.
Movement Cost (Move Cost): The Strategic Movement Cost of the
location.
Notes: Any special notes on the location, as well as starting facilities
An entry in italics represents a faction’s capital and functions as a
homeworld for all such purposes as presented in the rules.

Move
Location Faction Census Morale RAW Prod Output Cap Cost Notes
Sol None --- --- --- --- --- --- --- Sun
1 Mercury 5/6 9 10 8/3 110 6 1 Valhalla, 2
Large OC,
Large OMF,
Orbital
Shipyard
2 Mercury 1 1 3 1 3 --- 1 Valhalla, Small
OC
3 Mercury 1 1 3 1 3 --- 1 Valhalla, Small
OC
4 Mercury 1 1 3 1 3 --- 1 Valhalla. Small
OC
5 Venus 15/2 14 8 12/2 112 18 2 Valhalla, Med
OC, Med
OMF, Med
OMB, Orbital
Shipyard

00160


APPENDICES
6 Venus 1 1 3 2 6 --- 2 Valhalla, Small
OC, Small OMF
7 Venus 1 1 3 2 6 --- 2 Valhalla, Small
OC, Small OMF
8 Venus 1 1 3 1 3 --- 2 Valhalla, Small
OC
9 CEGA 18/3 18 8 12/3 120 24 2 3 Valhalla,
Large OC,
Large OMF,
Large OMB,
Orbital
Shipyard
10 CEGA 1 1 3 1/3 12 --- 2 Valhalla, Small
OC, Large
OMF, Large
OMB
11 CEGA 1 1 3 1/3 12 --- 2 Valhalla, Small
OC, Large
OMF, Large
OMB
12 CEGA 1 1 3 1/1 6 --- 2 Valhalla, Small
OC, Small
OMF, Small
OMB
13 Federation 7/2 6 7 9/2 77 8 2 2 Valhalla,
Med OC, Med
OMF, Orbital
Shipyard
13 Republic 7/2 8 7 7/2 63 8 2 2 Valhalla,
Med OC, Med
OMF, Orbital
Shipyard
14 Federation 1 1 8 1/1 16 --- 2 Valhalla, Small
OC, Small OMF
15 Republic 1 1 3 1 3 --- 2 Valhalla, Small
OC
16 Unaligned 2 2 3 2 6 --- 2 Valhalla,
Nomad
Asteroid Base
17 Nomad 2 2 2 2 4 --- 2 Valhalla,
Nomad
Asteroid Base
18 Nomad 2 2 2 2 4 --- 2 Valhalla,
Nomad
Asteroid Base
19 Nomad 2 2 2 2 4 --- 2 Valhalla,
Nomad
Asteroid Base
20 Nomad 2 2 2 2 4 --- 2 Valhalla,
Nomad
Asteroid Base

00161

APPENDICES
21 Nomad 2 2 2 2 4 --- 3 Valhalla,
Nomad
Asteroid Base
22 Nomad 2 2 2 2 4 --- 3 Valhalla,
Nomad
Asteroid Base
23 Nomad 2 2 2 2 4 --- 3 Valhalla,
Nomad
Asteroid Base
24 Nomad 2 2 2 2 4 --- 3 Valhalla,
Nomad
Asteroid Base
25 Nomad 2 2 2 2 4 --- 3 Valhalla,
Nomad
Asteroid Base
26 Nomad 2 2 2 2 4 --- 3 Valhalla,
Nomad
Asteroid Base
27 Nomad 2 2 2 2 4 --- 3 Valhalla,
Nomad
Asteroid Base
28 Nomad 2 2 2 2 4 --- 3 Valhalla,
Nomad
Asteroid Base
29 Nomad 2 2 8 2/2 32 --- 2 2 Valhalla,
Nomad
Asteroid
Base, Med
OMF, Orbital
Shipyard
30 Jovian 7 7 11 7/3 110 --- 2 3 Valhalla, 2
NAB, Large
OC, Large
OMF, Large
OMB, Orbital
Shipyard
31 Jovian 2 2 2 2 4 --- 3 Valhalla,
Nomad
Asteroid Base
32 Jovian 2 2 2 2 4 --- 3 Valhalla,
Nomad
Asteroid Base
33 Jovian 7 7 2 7/3 20 --- 2 2 Valhalla,
NAB, Large
OC, Large
OMF, Large
OMB
34 Jovian 2 2 2 2 4 --- 3 Valhalla,
Nomad
Asteroid Base

00162


APPENDICES
35 Jovian 7 7 2 7/3 20 --- 2 2 Valhalla,
NAB, Large
OC, Large
OMF, Large
OMB
36 Jovian 2 2 2 2 4 --- 3 Valhalla,
Nomad
Asteroid Base
37 Jovian 2 2 2 2 4 --- 4 Valhalla,
Nomad
Asteroid Base
38 Titan 5/1 4 13 6/1 91 5 2 3 Valhalla,
Small OC,
Small OMF,
Orbital
Shipyard
39 Uninhabited 2 --- 4
40 Uninhabited 2 --- 4
41 Uninhabited 2 --- 4
42 Uninhabited 2 --- 5
43 Uninhabited 2 --- 5
44 Uninhabited 2 --- 5
45 Uninhabited 2 --- 5

7.4 Open Scenario System List


This is the description of the fields in the chart below:

Location: Location number as found on the map


Faction: Which faction controls the location at the start of the game
Census: Total census of the location. If the total is divided, the number
on the left of the slash is planet-side, while the number to the right
is orbital. If the total is not divided, then all Census are orbital.
Morale: Starting Morale of the location
RAW: The total available RAW of the location
Prod: The total productivity of the location. If the total is divided,
the number on the left is productivity utilized by Census, while
the number to the right represents that provided by any Orbital
Manufacturing Facilities.
Output: The total output of the Productivity of the location multiplied by
the RAW of the location
Capacity (Cap): For those locations with colonizable planetary objects,
the total capacity of those objects.

00163

APPENDICES
Movement Cost (Move Cost): The Strategic Movement Cost of the
location.
Notes: Any special notes on the location, as well as starting facilities
An entry in italics represents a faction’s capital and functions as a
homeworld for all such purposes as presented in the rules.

Move
Location Faction Census Morale RAW Prod Output Cap Cost Notes
Sol None --- --- --- --- --- --- --- Sun
1 Mercury 6 6 10 6 60 6 1
2 Uninhabited 0 0 5 0 0 --- 1
3 Uninhabited 0 0 5 0 0 --- 1
4 Uninhabited 0 0 5 0 0 --- 1
5 Venus 6 6 10 6 60 18 2
6 Uninhabited 0 0 5 0 0 --- 2
7 Uninhabited 0 0 5 0 0 --- 2
8 Uninhabited 0 0 5 0 0 --- 2
9 CEGA 6 6 10 6 60 24 2
10 Uninhabited 0 0 5 0 0 --- 2
11 Uninhabited 0 0 5 0 0 --- 2
12 Uninhabited 0 0 5 0 0 --- 2
13 Federation 6 6 10 6 60 8 2
13 Republic 6 6 10 6 60 8 2
14 Uninhabited 0 0 10 0 0 --- 2
15 Uninhabited 0 0 5 0 0 --- 2
16 Uninhabited 0 0 3 0 0 --- 2
17 Uninhabited 0 0 3 0 0 --- 2
18 Uninhabited 0 0 3 0 0 --- 2
19 Uninhabited 0 0 3 0 0 --- 2
20 Uninhabited 0 0 3 0 0 --- 2
21 Uninhabited 0 0 3 0 0 --- 3
22 Uninhabited 0 0 3 0 0 --- 3
23 Uninhabited 0 0 3 0 0 --- 3
24 Uninhabited 0 0 3 0 0 --- 3
25 Uninhabited 0 0 3 0 0 --- 3
26 Uninhabited 0 0 3 0 0 --- 3
27 Uninhabited 0 0 3 0 0 --- 3
28 Uninhabited 0 0 3 0 0 --- 3
29 Nomad 6 6 10 6 60 --- 2 3 Nomad
Asteroid Bases
30 Jovian 6 6 10 6 60 --- 2 3 Nomad
Asteroid Bases

00164


APPENDICES
31 Uninhabited 0 0 3 0 0 --- 3
32 Uninhabited 0 0 3 0 0 --- 3
33 Uninhabited 0 0 4 0 0 --- 2
34 Uninhabited 0 0 3 0 0 --- 3
35 Uninhabited 0 0 4 0 0 --- 2
36 Uninhabited 0 0 3 0 0 --- 3
37 Uninhabited 0 0 3 0 0 --- 4
38 Titan 6 6 10 6 60 6 2
39 Uninhabited 0 0 2 0 0 --- 4
40 Uninhabited 0 0 2 0 0 --- 4
41 Uninhabited 0 0 2 0 0 --- 4
42 Uninhabited 0 0 2 0 0 --- 5
43 Uninhabited 0 0 2 0 0 --- 5
44 Uninhabited 0 0 2 0 0 --- 5
45 Uninhabited 0 0 2 0 0 --- 5

00165

APPENDICES
OPEN GAME LICENSE Version 1.0a You represent that Your Contributions are Your original
creation and/or You have sufficient rights to grant the
The following text is the property of Wizards of the Coast, rights conveyed by this License.
Inc. and is Copyright 2000 Wizards of the Coast, Inc
(“Wizards”). All Rights Reserved. 6.Notice of License Copyright: You must update the
COPYRIGHT NOTICE portion of this License to include
1. Definitions: (a)”Contributors” means the copyright and/ the exact text of the COPYRIGHT NOTICE of any Open
or trademark owners who have contributed Open Game Game Content You are copying, modifying or distributing,
Content; (b)”Derivative Material” means copyrighted and You must add the title, the copyright date, and the
material including derivative works and translations copyright holder’s name to the COPYRIGHT NOTICE of
(including into other computer languages), potation, any original Open Game Content you Distribute.
modification, correction, addition, extension, upgrade,
improvement, compilation, abridgment or other form in 7. Use of Product Identity: You agree not to Use any Product
which an existing work may be recast, transformed or Identity, including as an indication as to compatibility,
adapted; (c) “Distribute” means to reproduce, license, except as expressly licensed in another, independent
rent, lease, sell, broadcast, publicly display, transmit or Agreement with the owner of each element of that
otherwise distribute; (d)”Open Game Content” means the Product Identity. You agree not to indicate compatibility
game mechanic and includes the methods, procedures, or co-adaptability with any Trademark or Registered
processes and routines to the extent such content does Trademark in conjunction with a work containing Open
not embody the Product Identity and is an enhancement Game Content except as expressly licensed in another,
over the prior art and any additional content clearly independent Agreement with the owner of such Trademark
identified as Open Game Content by the Contributor, or Registered Trademark. The use of any Product Identity
and means any work covered by this License, including in Open Game Content does not constitute a challenge
translations and derivative works under copyright law, to the ownership of that Product Identity. The owner of
but specifically excludes Product Identity. (e) “Product any Product Identity used in Open Game Content shall
Identity” means product and product line names, logos retain all rights, title and interest in and to that Product
and identifying marks including trade dress; artifacts; Identity.
creatures characters; stories, storylines, plots, thematic
elements, dialogue, incidents, language, artwork, 8. Identification: If you distribute Open Game Content
symbols, designs, depictions, likenesses, formats, poses, You must clearly indicate which portions of the work that
concepts, themes and graphic, photographic and other you are distributing are Open Game Content.
visual or audio representations; names and descriptions
of characters, spells, enchantments, personalities, 9. Updating the License: Wizards or its designated Agents
teams, personas, likenesses and special abilities; places, may publish updated versions of this License. You may use
locations, environments, creatures, equipment, magical any authorized version of this License to copy, modify and
or supernatural abilities or effects, logos, symbols, or distribute any Open Game Content originally distributed
graphic designs; and any other trademark or registered under any version of this License.
trademark clearly identified as Product identity by the
owner of the Product Identity, and which specifically 10 Copy of this License: You MUST include a copy of this
excludes the Open Game Content; (f) “Trademark” License with every copy of the Open Game Content You
means the logos, names, mark, sign, motto, designs that Distribute.
are used by a Contributor to identify itself or its products
or the associated products contributed to the Open Game 11. Use of Contributor Credits: You may not market or
License by the Contributor (g) “Use”, “Used” or “Using” advertise the Open Game Content using the name of any
means to use, Distribute, copy, edit, format, modify, Contributor unless You have written permission from the
translate and otherwise create Derivative Material of Open Contributor to do so.
Game Content. (h) “You” or “Your” means the licensee in
terms of this agreement. 12 Inability to Comply: If it is impossible for You to comply
with any of the terms of this License with respect to some
2. The License: This License applies to any Open Game or all of the Open Game Content due to statute, judicial
Content that contains a notice indicating that the Open order, or governmental regulation then You may not Use
Game Content may only be Used under and in terms of any Open Game Material so affected.
this License. You must affix such a notice to any Open
Game Content that you Use. No terms may be added to 13 Termination: This License will terminate automatically
or subtracted from this License except as described by if You fail to comply with all terms herein and fail to cure
the License itself. No other terms or conditions may be such breach within 30 days of becoming aware of the
applied to any Open Game Content distributed using this breach. All sublicenses shall survive the termination of
License. this License.

3.Offer and Acceptance: By Using the Open Game 14 Reformation: If any provision of this License is held to
Content You indicate Your acceptance of the terms of this be unenforceable, such provision shall be reformed only
License. to the extent necessary to make it enforceable.

4. Grant and Consideration: In consideration for agreeing 15 COPYRIGHT NOTICE


to use this License, the Contributors grant You a Open Game License v 1.0 Copyright 2000, Wizards of the
perpetual, worldwide, royalty-free, non-exclusive license Coast, Inc.
with the exact terms of this License to Use, the Open
Game Content.

5.Representation of Authority to Contribute: If You are


contributing original material as Open Game Content,

00166
MINIATURES

DP9-418 DP9-415
BRICRIU THUNDERBOLT
DP9-401
DP9-402 PATHFINDER
WYVERN

DP9-416 DP9-424
TENGU JAVELIN

DP9-425 DP9-417
ULLER GODSFIRE
DP9-406 DP9-405
CERBERUS VINDICATOR

DP9-404
HACHIMAN
DP9-407
VALIANT

DP9-412
DP9-420
SYREEN
HECTOR

DP9-408 DP9-403
POSEIDON ATHENA
DP9-410 DP9-409
WRAITH LANCER

WWW.DP9.COM

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