Battletech - Core Rules - Wardogs (Unofficial)
Battletech - Core Rules - Wardogs (Unofficial)
Battletech - Core Rules - Wardogs (Unofficial)
The Command Staff: James “Mike” Dugan, Matt Curtis, and Christopher TenWolde
Many thanks to Daniel Kast, Brendan Mayhugh, Paul Thompson, and all those others on
the MJXII Games forums for their ideas, comments, and participation in this project.
Playtesting by Todd Pote, Matt Curtis, Christopher TenWolde, Eric Lawson, Charles
Brayley
1
Table of Contents
Introduction Page 4
Movement Page 9
Forward and Turning Page 9
Infantry Transport Page 10
Full Flight Page 10
Jet Assisted & Partial Flight Page 10
Take off & Landing Page 10
Crashing Page 10
Stability Page 11
Falling Page 11
Combat Page 12
Lock-On Page 12
Blocking Terrain Page 12
Hills/ Rock Formations Page 13
Buildings Page 13
Forest Page 13
Occupied Hexes Page 13
Arcs of Fire Page 14
Range Page 14
Hit Resolution Page 15
Damage Application Page 16
Damage to Terrain Page 16
Mines Page 18
Mine Sweeper Array Page 18
Defensive Measures Page 18
2
Table of Contents
Advanced Combat Page 21
Melee & Damage Rules Page 21
Melee To Hit Page 21
Melee Damage Page 21
Punching & Kicking Page 22
Flipping Page 22
Picking up & Throwing Page 22
Ramming Page 23
Multiple Targets Page 23
Fortifications- Infantry Page 24
Pilot/ Gunner/ Crew Skills Page 24
3
INTRODUCTION
Wardogs is a fun filled game of armored combat between infantry, tanks, aircraft, naval ships, forts,
and mecha all in the service of colonies struggling to establish dominance, control resources, and
defending themselves from each other. The included game setting is in the far future but players can
utilize the design system to create combat units for multiple genres spanning time from 1800 AD to
beyond 3200 AD. Not only is the construction system design flexible, but Wardogs uses a battlefield
generation system capable of providing nearly 900 different environments in which to wage war on
one another.
Pencil(s)- Opponent(s)-
One or two pencils with erasers are needed to You'll need at least one living person to play
record battle damage and track ammunition use against of course. Androids, Imaginary Friends,
on the Wardog unit record sheets. and Little Wooden Puppets don't make very
suitable opponents unfortunately.
Copies-
Wardog unit statistics are recorded on copies of Play Time-
the Unit Record Sheet included in the back of You and your opponent(s) will need at least 2-3
this book. You'll need a copy of this sheet for hours of time in which to conduct a battle using 4-
each unit you plan on playing with on which to 6 units per side. If more units are to be used,
keep track of the unit status as the battle then a bit more time may be needed.
progresses.
4
BASIC TRAINING
Well recruits, welcome to your first day in the life of a Wardog! First off, let us review the various unit
types you may be assigned to during your tour with us. These are also the unit types you will be
trying to eliminate when on the battlefield before they can eliminate you!
Infantry-
The lowly foot soldier is designed in 8-
man,squad-sized units and has limited capacity
for equipment, speed, and is almost never
armored. Hard to spot but easy to eliminate,
infantry is cheap and in the right circumstances,
capable of disabling or destroying even the
largest units on the board.
5
Unit Size
Each unit ranges is size from one (1) to ten (10)
for purposes of design and reference. To
establish a more real world scale, simply multiply
the unit size by two (2) for its longest dimension
in meters. Multiply this by 0.4 for its narrowest
dimension. (Thus: a size 4 mecha would be 8
meters tall and 3.2 meters wide.) Weight is
measured in metric tons equal to unit size times
equipment modules times hardpoints.
6
PLAYING THE GAME
Now that you have the basic concept of what a Wardog needs to know recruit, it is time to show you
what a Wardog does when on the battlefield! Pay attention now, because this information can save
your hide when it hits the fan out there.
7
Step 4- Mine Field Attack Resolution Step 8- Damage Resolution
Once all movement has been completed by both Attacking units that have successfully achieved a
sides, units that have moved into an emplaced target lock, may fire all of the weapons they
minefield are subject to attack and damage. assigned to the target. If the target is within the
(This process is explained more fully under weapon's designated range, then damage rolls
“Mines” later on in the Combat section of these are made against the target based on the
rules.) weapon damage rating and rate of fire. (This is
The order of that these attacks occur in is more fully explained in the “Combat” section
unimportant and may be dealt with either later on in these rules.)
alternating between sides or one side at a time.
Targets hit by designated weapons fire make a
Step 5- Stability Checks stability roll at the end of this phase as modified
After any mine field attacks have been made and by the stability table and suffer the effects of
resolved, stability checks are made by all units failure immediately before going to the next
that performed a landing during the movement phase of the turn. (This is more fully explained
phase of the turn or were successfully attacked under “Stability” later on in these rules.)
by a mine field this turn. Units that fail these
checks will suffer the results immediately during Step 9- Update Unit Record Sheets
this phase of the turn. (This process is Once all weapons fire and damage has been
explained more fully under “Stability” later on in resolved, each unit records any damage taken
these rules.) during the turn, knocked out equipment or
weapons, any failed stability roll consequences,
Step 6- Declaration of Fire and all ammunition expended during combat on
During this phase of the turn, any unit still the record sheet for that unit. Once all unit
standing and functional may declare their targets record sheets have been updated, players are
for attempted weapons lock and with what ready to proceed to the next step.
weapons they plan on engaging the target with.
In order for the target to be valid, the attacking Step 10- Next Turn, Start again!
unit must have a clear line of sight (LOS) to the Congratulations, you've made it through the turn.
target or be equipped with indirect fire capable Now you and your opponent(s) get to go back to
weapons. step one and try to make it through the next turn.
Good Luck!!!
Step 7- Roll for Target Lock-on
Once valid targets have been determined and
weapon fire designated, each attacking unit rolls
a single d10 against the target in an attempt to
achieve a target lock. The d10 roll may be
modified by terrain, equipment, battlefield
conditions, and other modifiers present during
the turn. The final result must be less than or
equal to the thermal signature of the target unit
in order for the target lock to be successful.
(This is more fully explained in the “Combat”
section later on in these rules.)
8
Movement
With the exception of structures/ buildings, all units have an assigned number of movement points
that they may spend to negotiate terrain and maneuver across the battlefield. The number of
movement points is influenced by the size of the unit, the technology level, how much armor the unit
has, and the unit type itself. Various equipment also has an effect on how a unit may move and how
fast. A unit may choose to move forward or backwards utilizing the same terrain point cost for each.
However, a unit moving backwards through difficult terrain will suffer a stability penalty to any such
rolls made. TABLE 1 shows the MP Cost per terrain type.
9
Infantry Transport- Full Flight-
Infantry squads may ride in armored vehicles Units in full flight have a different amount of
equipped with Infantry Compartments. Load up movement points based on the flight equipment
may occur when both end their movement in the they have and treat terrain costs as clear/road
same hex as the other at the end of the except for the terrain of the hex they land in. At
movement phase for that turn, the squad marker the start of the movement phase Full Flight is to
is removed from the board while loaded up. begin, the pilot must declare the unit to be 'taking
While loaded onto the armored vehicles, the off' (see below for Take-off and Landing). The
infantry is moved with the vehicle and expends unit must travel a minimum number of hexes
no movement points. equal to 1/3 of its aerial MP value each turn to
avoid stalling and crashing (see below for
Unloading from the vehicles also takes place at crashing). Full Flight mode may continue turn to
the end of the movement phase of the turn and turn until the player has declared a landing. Any
the squad marker is placed on the board at the unit that lands in terrain that is neither clear/ road
rear of the vehicle marker. The infantry squad or deep lake/ ocean must make a stability check
then moves as normal on the following turn. to determine if they have maintained control and
avoided either falling or crashing (see below for
Crashing). Infantry and Close Air Support units
are exempt from the need for a stability check.
10
Stability: Falling:
Stability checks are required when the unit is hit If a unit falls from any height of more than 5
by enemy fire, melee attacks, landing from flight meters, it will suffer a damage roll. Damage dice
mode in non-clear terrain, trying to stand from a from a fall are assigned at a rate of a d4 for
fall, stepping on mines, and when turning while every 5 meters of vertical height fallen. For
moving on ice. every 10 damage dice, increase the die size by
A result of one (1) on the stability roll indicates one class. (ie. The mecha in the previous
stability failure (the mecha falls, vehicle goes ‘out example fails the stability check while landing
of control‘, the aircraft crashes). A new check and falls 10 meters (equal to its height). 2d4 are
may be rolled by the unit (if the aircraft should rolled against its Armor Rating. The same
survive the initial crash) at the cost of 2 MP. mecha falls again later a distance of 55 meters
Once upright or back in control, only one half of for 11 die of damage. Since there are more than
any remaining MP may be used. Flight mode 10 dice, 11d6 are rolled against it’s AR.)
may not be engaged, thus close air support units
may not crash twice. Out of control vehicles Damage from a fall is determined and assigned
may not move or conduct combat until they during the Physical Combat phase of the turn.
recover.
TABLE 2
When a Stability check is required, a d10 is ACTION STABILITY
rolled. This roll is subject to equipment modifiers MODIFIER
and the modifiers listed in Table 2.
Per hit by enemy weapons fire. -1
Jumping off an object more than 5
(ie. Lets assume that a size 5 mecha is landing
from Partial Flight in light forest terrain. This meters tall.
would require the pilot to roll a stability check on When moving backwards through
a d10. Assuming our pilot has been around a non-clear / road terrain.
while and is rated as a regular. He gains no Per melee hit by enemy. -2
Piloting skill modifier for the roll. The mecha Landing in forested terrain from
itself is a biped and has no stability modifier. So
flight mode.
the roll is made and a 4 is the result. We look at
the Stability Modifiers and find that landing in Kicking enemy Unit. -3
forested terrain is a -2 modifier, making the roll
result a 2. The pilot is successful in landing Pushed by enemy mecha or -4
upright…barely. Had our Pilot been rated as rammed by enemy non-mecha unit.
green, his piloting skill would be -1, further Being flipped by enemy mecha. -5
reducing the roll to only a 1 and resulting in the
mecha falling on down amidst the trees.) Being rammed by enemy mecha. -7
11
COMBAT
Inevitably, you will find yourself in the middle of a fight for your life on some forsaken battlefield on
some equally forsaken planet. This section of your training will teach you the skills necessary to at
least make the enemy keep their head down. Who knows, you green recruits might actually take one
or two of them out.
TABLE 3
UNIT STATUS LOCK ON MODIFIER (To Attacker Roll)
Target has used Smoke Dispenser and is positioned in +3
resulting cloud.
Chaff has been deployed in the same hex as target.
Decoy Flare has been deployed: (See Decoy Flare, Page 33 for details)
Attacker or target are in the flare hex. +5 (+3 if flare is deployed under water)
Attacker or target are in the hex adjacent to the flare. +3 (+1 if flare is deployed under water)
Attacker or target are two hexes away from flare. +1 (+0 if flare is deployed under water)
Target is standing in forest terrain. +2 (per forest hex between target and attacker)
Target has moved 13+ hexes in the turn. +3
Target has moved 9-12 hexes in the turn. +2
Target has moved 6-8 hexes in the turn. +1
Target has moved 3-5 hexes in the turn. +0
Target has moved 0-2 hexes in the turn. -1
Target has partial cover (something solid to hide behind) +1
Attacker is using Indirect Fire, Ignore full cover / LOS +2
12
Hills/ Rock Formations- Hills/ Rock Formations Forest- Forest provides some cover and
will hide any unit that is shorter than they are. concealment, having an individual terrain
Thus if a size 4 mecha, which when scaled per modifier to account for this. When more than
page 6 we find to be 8 meters tall, is behind a 10 one (1) hex of forest terrain is between the
meter tall hill, it is effectively hidden from sight. If attacker and target (such as between Unit B and
the hill was only 5 meters tall, then the mecha
Unit C below), then LOS is considered to be
would be considered to have partial cover and
blocked. Should the attacker and/or the target
benefit accordingly.
be in a forested terrain hex (Such as Unit A and
Buildings- Buildings will also block LOS if they Unit B below), this hex is not counted as
are taller than the unit behind them. If the intervening terrain though the terrain modifier for
building is shorter than the unit behind it, then it the hex is still counted.
is considered partial cover. A unit behind a
building that is taller than it is does not have the
choice of partial cover or not. It is considered to
be in total cover, even if at the corner of the
building. Units inside of buildings may declare
partial cover or total cover if the building is taller
than the unit. This declaration is made at the
end of the movement phase for that turn. A new
declaration must be made at the end of the
movement phase of each subsequent turn. If a
unit declares partial cover, it may fire at other
units. If it declares total cover, then it may not
establish LOS to any unit outside of the building
it is in.
Occupied Hexes:
Units may establish LOS and fire at targets
beyond/ through hexes that are occupied by
other units, be they friend or enemy at no penalty.
13
Arcs of Fire:
The next thing to do is to make sure the target is
in the arc of fire for any and all weapons you
wish to use against it. An arc of fire is a portion
of a circle between two lines where the weapon
can physically point. (Another way to look at Fire
Arcs is similar to a baseball diamond with the
weapon as the batter. Anywhere between the
first and third baselines is fair territory for the
shot and anywhere outside of those lines is out
of play.) Display 1
Weapons are mounted in one of three ways as
shown in the diagrams below. The weapon
mounting will be listed on the unit record sheet
next to each weapon recorded. In the case of
custom built units, the designer will have to
record the mounting position of each weapon at
time of unit design.
Display 3
TABLE 4
RANGE RATING RANGE BANDS Range:
(Short/ Medium/ Long) The next thing to do is to make sure that the
target is in range of the weapons being fired at it
1 1/2/3 and if the target is at long, medium, or short
2 2/4/6 range of those weapons. Each weapon has a
range rating of one (1) through six (6) that
3 3/6/9 corresponds to a number set as shown on the
4 4 / 8 / 12 table below. The number set shown for each
Range rating shows the base short/ medium/
5 5 / 10 / 15 long range of the weapon in hexes. These
6 6 / 12 / 18 numbers may be modified by weapon
enhancements and battlefield modifiers.
14
Hit Resolution: TABLE 5
Weapons that successfully lock on to their WEAPON DMG DIE TYPE
targets roll one damage dice per their ROF. The RATING
type of die rolled is based on the DMG rating of
the weapon modified by any applicable weapon 1 d4 (Minimum die size)
enhancements and compare the total to the 2 d6
target Armor Rating. Each weapon has a base
DMG rating of 1-4 and may be modified by 3 d8
weapon enhancements up to a maximum of 5.
4 d10
Each DMG rating corresponds to a die type
which is rolled against the target AR value. The 5 d12 (Maximum die size)
DMG ratings are shown in Table 5.
TABLE 7
DIE ROLL HIT OR MISS ARMOR RATING PENETRATION STABILITY CHECK ROLL
DAMAGE DAMAGE ROLL
15
Damage Application: Buildings/ Structures are affected by damage
There are two types of damage that can be slightly differently than other units due to their
inflicted against the target. The first type of modular nature. Each hex that a building
damage is against the Armor Rating which occupies is treated as if it were an individual unit
reduces the armor of the target. Damage of this in terms of design, damage, and when
type is applied only to the armor and is destroyed. Once a 'section' of the building is
permanent until repaired. If the unit is equipped destroyed, the building sections immediately
with energy shields, then the damage is first adjacent to it are weakened, suffering a -1 to
applied against the shields, eroding their their AR. If this results in the AR value becoming
protection in the same manner as armor hits. zero, these sections will not collapse but are
Unlike armor however, shields are restored to open to penetration damage.
their original rating at the start of each turn as When a building section is destroyed, any
long as there is energy to power them. additional incoming fire may be directed through
When the target Armor Rating is reduced to zero the hex at the sections immediately adjacent and
the target is considered combat ineffective and behind the destroyed section. These sections do
successive hits generate double the penetration not get the benefit of any Armor Rating they may
table rolls against the unit. have, instead being treated as unarmored for
purposes of damage.
The second type of damage is against the
internal components of the unit being protected Damage to Terrain:
by the armor and shields. This is called Weapons fire sometimes will travel through and
Penetration Damage. Penetration hits are rolled into hexes containing terrain that can be affected
on Table 8 or Table 9 per the appropriate target by the attack itself. In such instances the terrain
type and can quickly reduce target units to will be destroyed and/or converted to a differing
smoking wreckage. If a particular internal terrain type as follows;
component is damaged twice without repair, it is
the same as a destroyed result for that Energy Weapons-
component, requiring later replacement. If an Set fire to all forested terrain types if the result of
internal component that has already been a d10 roll is 2 or less. These fires burn for the
destroyed is hit again, the damage is absorbed remainder of the game rendering the hex
without causing any further harm rather than impassable to any unit but mecha or aircraft.
migrating to some other system. The fire may spread to any adjacent forest
hexes at the end phase of each turn after the
Infantry squads are the only unit destroyed initial fire was set. A d10 roll is made during the
automatically if hit by penetration damage. end phase of the next turn, a result of one (1)
indicating the fire has spread. Effects of the fire
add 5 to the thermal signature of any unit
traveling through the flames for 3 turns. Smoke
in the hex is treated exactly as the Smoke
Dispenser Enhancement (see page 35) for
effects.
16
TABLE 8
DIE ROLL EFFECT
3 Equipment destroyed- One undamaged system is blown to dust bunnies. Replacement required.
4 Arm Destroyed / Blown off- Mecha has been dis-armed. Everything on the arm is slagged. *
5 Leg damaged- Movement reduced by (MP divided by number of legs- round to nearest) *
6 Equipment damaged- One surviving system is knocked collywobbles and off-line. Repair needed.
7 Weapon damaged- One surviving weapon is off-line and in need of a mechanic badly.
8 Arm damaged- A bit shot up but still operable at -2 to hit in melee combat. *
9 Leg Destroyed / Blown off- Movement reduced by (MP divided by number of legs)x2. *
10 Weapon destroyed- One surviving system is nothing but inoperable junk. Replacement required.
11 Power Plant damaged- Mecha may move or fire, but not both in the same turn. Shields are down.
* Roll d6: Result is odd = right limb affected. Result is even = left limb affected.
TABLE 9
DIE ROLL EFFECT
2 Equipment destroyed- One undamaged system is blown to dust bunnies. Replacement required.
3 Turret Destroyed**- The unit has popped its top. Everything on it is molten scrap metal.
4 Wheel / Track / Fan / Anti-Grav Generator / Engine damaged- MP reduced by half (round up)
5 Equipment damaged- One surviving system is knocked off-line and out of service. Repair needed.
6 Weapon damaged- One surviving weapon is off-line and in need of a mechanic badly.
7 Turret Damaged**- A bit shot up and limited to the forward arc only. -2 to hit with all turret weapons.
8 Wheel / Track / Fan / Anti-Grav Generator / Engine destroyed. Unit is now a MP zero pillbox.
9 Weapon destroyed- One surviving system is nothing but sparking junk. Replacement required.
10 Power Plant destroyed- Unit goes up in flames. Someone grab the marshmallows!
** If unit has no turret, treat this roll as one less. (ie. a roll of 3 becomes a 2, 7 becomes a 6.)
17
Mines Mine Sweeper Array
Land and Ocean Mines have no friends once Any unit equipped with an active Mine Sweeper
they’ve been placed on the board so be very Array rolls 1d10 when entering into any hex
careful when around them recruit. When used, adjacent to a mined hex. If the die roll result is
the player running the mine laying unit records an odd number then the mine pattern has been
the hex number on that units status sheet. This detected. If the die roll result is even then the
results in a bit of honest play required. (An mine pattern remains undetected.
optional method is to place six marker chits face
down, one per hex, along the route the unit just The mine sweeping unit may then attempt to
traveled that turn. One marker chit is marked detonate the mines by spending a turn inactive
“MINE”. These chits remain face down until a for each attempt. The unit rolls a d6, an odd
mine sweeper array is successful on detection or result (1,3, or 5) means the minefield has been
a unit enters the hex and detonates the mines. successfully and completely cleared. An even
Of course then it’s plain to see which hexes to result means the unit may have missed a few
avoid.) ALL units entering that hex after the mines and the minefield is considered active still.
mine pattern has been placed are subject to Once cleared, the mine marker is removed from
attack. the board.
18
ADVANCED TRAINING
Good job on surviving your first couple weeks as a Wardog soldier. Your commanding officer says you
show some real promise and wants you trained up some more. Sounds to me I may be saluting you
before long. What follows are advanced skills that will increase your ability to survive on the
battlefield and ensure that the enemy won't. So shut your gob and pay attention!
19
Step 4- Mine Field Attack Resolution Step 8- Damage Resolution
Once all movement has been completed by both Attacking units that have successfully achieved a
sides, units that have moved into an emplaced target lock, may fire all of the weapons they
minefield are subject to attack and damage. assigned to the target. If the target is within the
(This process is explained more fully under weapon's designated range, then damage rolls
“Mines” in the Basic Training section of these are made against the target based on the
rules.) weapon damage rating and rate of fire. (This is
The order of that these attacks occur in is more fully explained in the “Combat” in the Basic
unimportant and may be dealt with either Training section of these rules.)
alternating between sides or one side at a time.
Targets hit by designated weapons fire make a
Step 5- Stability Checks stability roll at the end of this phase as modified
After any mine field attacks have been made and by the stability table and suffer the effects of
resolved, stability checks are made by all units failure immediately before going to the next
that performed a landing during the movement phase of the turn. (This is more fully explained
phase of the turn or were successfully attacked under “Stability” in the Basic Training section of
by a mine field this turn. Units that fail these these rules.)
checks will suffer the results immediately during
this phase of the turn. (This process is Step 9- Physical Melee Attacks are made.
explained more fully under “Stability” explained (New!)
previously in these rules.) After all non-melee weapon attacks and damage
have been made, any unit still standing may
Step 6- Declaration of Fire declare either a melee weapon attack against a
During this phase of the turn, any unit still single target in range of their weapon or a single
standing and functional may declare their targets physical attack against a single target in an
for attempted weapons lock and with what adjacent hex. Target lock is not required by the
weapons they plan on engaging the target with. attacker for melee attacks. (This is more fully
In order for the target to be valid, the attacking explained under “Advanced Combat” later on in
unit must have a clear line of sight (LOS) to the these rules.)
target or be equipped with indirect fire capable
weapons. A unit with multiple weapons may Step 10- Physical Melee Damage Resolution
target multiple enemy units for lock-on if desired. (New!)
(See “Multiple Targets” later on in the Advanced After the melee weapon and physical attacks
Combat section of these rules.) have been made for the turn, damage and/or
any special conditions are resolved for each
Step 7- Roll for Target Lock-on successful attack. Stability rolls resulting from
Once valid targets have been determined and any successful attack are made prior to
weapon fire designated, each attacking unit rolls proceeding to the next turn step. (This is more
a single d10 against the target in an attempt to fully explained in both the “Advanced Combat”
achieve a target lock. The d10 roll may be section and under “Stability” in the Basic Training
modified by terrain, equipment, battlefield section of these rules.)
conditions, and other modifiers present during
the turn. The final result must be less than or
equal to the thermal signature of the target unit
in order for the target lock to be successful.
(This is more fully explained in the “Combat” in
the Basic Training section of these rules.)
2 0
Step 11- Update Unit Record Sheets Melee Weapons:
Once all weapons fire and damage has been Melee weapons have a default Range,ROF, and
resolved, each unit records any damage taken DMG rating of one (1) hex. This may be
during the turn, knocked out equipment or modified by weapon enhancements as recorded
weapons, any failed stability roll consequences, on the unit record sheet. Damage inflicted by a
and all ammunition expended during combat on melee weapon attack is resolved exactly as if it
the record sheet for that unit. Once all unit were standard weapons fire as described in the
record sheets have been updated, players are Basic Training section. In addition to listed
ready to proceed to the next step. melee weapons on the unit record sheet, the
pilot may decide to rip up a telephone pole or
Step 12- Next Turn, Start again! tree and use these as weapons against a target
Congratulations, you've made it through the turn. unit. Makeshift weaponry such as this falls into
Now you and your opponent(s) get to go back to two categories, Makeshift metal or Makeshift
step one and try to make it through the next turn. wood. Each is fully explained on page 22.
Good Luck!!!
ADVANCED COMBAT
Melee and Damage Rules:
Mecha may choose to kick, punch, flip over,
push, pick up, or throw, a target enemy unit if in
range during the melee combat phase of the turn
instead of striking with an equipped melee
weapon. Each of these attacks has certain
conditions and criteria that have to be met prior
to execution. All physical (non-weapon) attacks
have a range of 1 hex with the exception of Unit A is conducting melee combat this turn. Unit
ramming and must be against a target in the B is an allowable target, being within the front
front 180-degree arc of the attacking unit. Non- 180-degrees of Unit A (as shown by the green
mecha units are limited to pushing and ramming hexes). Unit C and Unit D are both out of arc
enemy units during this phase. Refer to the and/or out of range as shown.
graphic on the right.
To Hit:
Melee attacks do not use a thermal signature
lock-on roll to engage a target. Instead the to hit
number is based on the target unit size +1. (ie. A
mecha kicks at a size 4 AV. The mecha would
need a 4 (the target size) +1 (the hit modifier)
equals a 5 or less to hit the target.)
2 1
Makeshift, metal- Punching & Kicking:
Weapon is scrap metal, a light pole, a car, or Mecha may choose to attack without weapons,
other metal item that the mecha has picked up or using only fists (if so equipped) and feet. These
ripped from some structure as a weapon of attacks use the same method to hit as explained
desperation. Due to the ad hoc nature of this previously in this section. If such an attack roll is
weapon when damage is rolled, a penalty of -1 successfully made and hits the target then 1d4
to each DMG die roll is applied. A successful hit (DMG 1) is rolled against the target Armor
will still force a stability roll as normal. Rating. This damage roll is modified by the size
Makeshift, metal weapons have a DMG 1 same of the unit making the attack by +1 for every two
as an un-enhanced melee weapon. size ratings larger than the target. (ie. If a size 8
mecha punched a size 3 mecha, then the DMG
Makeshift, wood- roll would be 1d4+3 (size 8- size 3= a difference
Weapon is a tree, stone statue, telephone pole of five, divided by 2 and rounded up for a +3
or other wood/stone item that the mecha has modifier).
picked up or ripped from some structure as a
weapon of desperation. Due to the ad hoc Kicking is the same as punching overall except
nature of this weapon and material it is made that the DMG roll modifier is +1 for each point of
from, it does no damage when it hits enemy size advantage the attacker has over the target.
armor. A successful hit does still force a stability (ie. Using the punching example, if the same
roll be made by the target. When attacking size 8 mecha had kicked the size 3 mecha then
Infantry with this weapon treat it as a DMG 1 the DMG roll would be 1d4+5 against the target
with a modifier of -2 per roll. Armor Rating rather than +3).
22
Throwing Damage Resolution- Multiple Targets
When a mecha throws a unit it has picked up A unit may choose to attack more than one
and successfully hits another unit as indicated enemy unit. A unit may target a number of
previously then both the unit being thrown and enemy units as it has weapons that can
the unit being hit suffer the same damage and establish LOS to each target as long as the
make an immediate stability roll. The thrown unit target is both within the designated weapon's
is treated as having a DMG rating equal to ½ of firing arc and range.
its size rounded down (ie. The size 4 AV being
thrown has a DMG rating of 2). The number of Lock-on Modifiers:
DMG dice rolled against the thrown unit and There is a cumulative +1 penalty to the attacking
target unit is equal to the number of hexes the unit's lock-on rolls for each target beginning with
unit was thrown in the attack. (ie. The size 4 AV the primary (or first) target. So if a unit with a
was thrown one hex, so only 1d6 is rolled Heavy Laser, a short range missile pack, and a
against it and the target. Had the AV been machine gun were to so choose, it could engage
thrown 2 hexes it would roll 2d6 for damage). up to three valid targets. The first target lock-on
modifier would be +1 for the primary target, +2
If the throwing attack was unsuccessful or is for the second target, and +3 for the third target.
simply thrown into another hex, then the thrown If the unit was equipped with a Gunner seat,
unit suffers only DMG 1 rating hits equal to the then the modifiers would be reduced by -1.
number of hexes thrown. (ie. The size 4 AV was
thrown 2 hexes with no particular target so it Targeting multiple Infantry squads results in a
would only suffer a 2d4 DMG roll). special situation in that only one weapon is used
to target all of the squads in the same hex.
The stability roll both the thrown unit and the There are two requirements that must be met in
target unit must make has a modifier of 3 x order to successfully perform this type of attack
thrown unit size x hexes thrown (ie. The size 4 against infantry.
AV was thrown two hexes, so the stability
modifier would be (3x4)x2= -24...certain to cause 1) The designated weapon attacking the
both units to crash). infantry must have a ROF higher than one
(1) to attack multiple infantry squads.
Ramming:
Ramming damage is based on the attacking unit 2) The infantry squads must all be in the
size. The DMG rating of the unit is equal to ½ of same hex as the designated primary infantry
its size (round up). The number of DMG die squad being targeted.
rolled is equal to ½ the number of hexes moved
during the ram attempt minus one (-1) die for Attacking and Damage Resolution:
each hex facing change made. Attacks against each successfully locked target
(ie. A size 6 AV moving 8 hexes to ram an are resolved as described in the in the Basic
enemy mecha would have a DMG 3 rating (½ of Training- Combat section.
size 6), so would roll 4 (½ of the 8 hexes moved) Attacks against multiple Infantry Squads is
d8. If the AV had made two hex face changes resolved a little differently in this instance.
during its ram movement then the DMG rolled Attacks may only occur against Infantry squads
would only be 2d8 instead of 4d8. ) that the attacker has successfully locked-on to.
The attacker decides how the ROF dice are to
be allocated among the locked targets before
rolling. Dice that are left over are wasted for the
turn and ammunition is marked off accordingly.
23
(ie. A mecha designates attacks against three Breastworks and Trenches are a type of
infantry squads at a range of 2 with a 10mm structure suitable for infantry only. A trench will
Chaingun with an Range 1, ROF 5, DMG 1. provide infantry with partial cover.
Assuming the lock-on rolls were successful
against each squad, the pilot designates 2 dice Fortified Breastworks and Trenches will
to Squad 1, 1 die to Squad 2, and 2 dice to provide partial cover to infantry and grant a +1
Squad 3. The first die is rolled against Squad 1 AR bonus to the infantry as long as they remain
resulting in a miss, so the second die is rolled within the trench. These structures are
eliminating the unfortunate squad. With only one considered size 1, with no power, shields, or
die to roll, Squad 2 is attacked and missed armor and are generally created by combat
leaving the lucky squad on the field. The first die engineering units. Trenches for one squad take
of two against Squad 3 is rolled resulting in a hit one turn to build. Fortified trenches for one
and elimination of the squad. The second die squad take two turns to build. Breastworks for
designated for use against the squad is wasted vehicles take three turns to build. Fortified
on the already mangled bodies. It may not be Breastworks for vehicles take five turns to build.
used to attack Squad 2 which was previously This is reduced by -1 turn if an engineering
missed by the designated attack against it.) vehicle is assisting the combat engineering
squad in construction.
If ROF points remain after all attacks have been
resolved, then they are considered expended for
the turn and ammunition is marked off
accordingly.
This is set up in a five level division. The five levels being (no surprise)
Green...Regular...Veteran...Elite...and Legendary (If you have one pilot/gunner survive to reach this
point, he‘s GOT to be a legend). All new pilots/gunners start out as Green level unless otherwise
stated by scenario or agreement between players.
Each of these divisions has a graduating improvement path based on kills made. Breakdown as
follows:
Green Pilot. Initial Pilot (Stability) Mod.: -1 Gunner (To Hit) Mod.: -1
Improve one skill with 3 kills. 6 kills moves Pilot to next level.
Regular Pilot. Initial Pilot (Stability) Mod.:+0 Gunner (To Hit) Mod.: +0
Improve one skill with 4 kills. +8 kills moves Pilot to next level.
Veteran Pilot. Initial Pilot (Stability) Mod.: +1 Gunner (To Hit) Mod.: +1
Improve one skill with 5 kills. +20 kills moves Pilot to next level.
Elite Pilot. Initial Pilot (Stability) Mod.: +3 Gunner (To Hit) Mod.: +3
Improve one skill with 6 kills +24 kills moves Pilot to next level.
2 4
Mecha vs Star Fighters and Repair Capacity-
Starships One (1) Equipment Module is equal to twenty
(Optional Starmada Crossover Rules): (20) cargo units. One (1) Hard Point is equal to
forty (40) cargo units. The cost of repairs is
Mecha vs. Starships: based in the Equipment Module/ Hard Point
Mecha squads attack starships per the equivalent of cargo units available. The capacity
Starmada Fighter rules with the following of each repair facility is based on the availability
exceptions; of cargo supply. Separate cargo storage or
service is required to provide the repair facilities
Mecha must be in the same hex or the with the repair materials and reloads required for
immediate adjacent hex to the target starship in them to perform their function.
order to attack.
Mecha may roll one (1) to hit dice for every two (ie. A size 5 AV needs two points of armor
(2) mecha in the squad. Any result of 5+ on the repaired. Since the cost per point of armor is
to hit dice indicates a successful hit upon the two (2) EM for a medium unit, then 2 x 20= 40
target starship. cargo units per armor point are required to make
For each successful hit, roll one (1) d6 for IMP the repair.
as if the mecha were fighters. If the same AV needed a 4 HP weapon repaired,
For each successful IMP result, roll one (1) d6 then 160 cargo units would be required to repair
for damage as if the mecha were fighters. the weapon.)
2 5
CONSTRUCTION RULES
At some point soldier, the experience you've earned on the battlefield is going to drive you to tinker
with your assigned Wardog unit. Who knows, you may even get the urge to design and construct a
brand new Wardog unit from the ground up. When that happens, there are a few things you need to
know. Some of it you may think you've learned already. It never hurts to refresh the memory however.
Study this information carefully so you don't end up breaking your unit instead of upgrading it.
2 6
Close Air Support (CAS) : Structures/ Buildings :
(For Atmospheric Aircraft Design Only. Sometimes areas will need static defenses in the
Aerospace craft are not covered under these form of bunkers, gun emplacements, missile
rules.) batteries, and the like. These structures are
From time to time, mecha and armored vehicles generally smaller in scale that regular buildings.
will call for close air support to strafe or bomb When a building is required, the designer must
the enemy to soften them up or worse. The determine how many hexes the structure will
guardian angels of the battlefield, these aircraft occupy and its height. For each single hex of
are also the most vulnerable, alone and exposed size, the designer figures statistics for as if it
in the sky with nowhere to hide from enemy fire. were a smaller single structure. So an industrial
factory building may be 4 hexes long by 2 hexes
Surface Naval Unit (SNU) : wide (800m x 400m). This would require the
On some worlds, water is more prevalent than design of eight hexes worth of building. If this
land and armored vehicles, infantry, and even structure was 10 meters tall (since each level is
mecha find themselves at a disadvantage. The roughly 5 meters), then this must be noted on
planetary navies on these worlds are the real the record sheet. Each section (hex) of the
rulers of the oceans, and are the transport and building functions as if it were an individual unit
protectors that must be captured or overcome by from an attack and damage standpoint.
off-world invaders.
These units represent the landing craft, riverine Buildings that are designated as industrial,
patrol ships, small covert submarines, and other manufacturing, warehouses, residential, offices,
vessels around 20 meters long that serve as the or the like use a more abstracted design system
intermediaries between the shore and navy than what is provided for military facilities. This
ships. will be explained at the end of the construction
rules section.
TABLE 10 Infantry :
UNIT NUMBER AND TYPE MP MULTIPLIER Infantry are the ground troops equipped with
light weapons, little to no armor, and have limited
1- Building / Structure * None- Fixed immobile movement on land only unless carried by some
2- Infantry ** / Motorized Infantry None- Fixed Base sort of transport vehicle. Infantry squads are
always size 1 units.
3- Surface Naval Unit (Boat) *** 5
2 7
CHOOSE UNIT SIZE CHOOSE UNIT TECHNOLOGY LEVEL
Unit size ranges from a value of one (1) Not all units are constructed at the same level of
minimum to ten (10) maximum. Choose the technology on every world. Or, you may wish to
desired size of your unit and record this value on play a time period other than far future in which
your worksheet. Table 11 shows the unit size case you would assign a lower technology to
range, size classification, rough scale your units appropriate to the desired genre.
comparison for reference, and the equipment Table 12 represents the 'iconic' time periods
module costs for each point of armor the unit is found in popular fiction. You may of course
equipped with. expand this table as you desire to fit your needs.
TABLE 11
UNIT SIZE SIZE CLASS SCALE REFERENCE (examples) EQUIPMENT MODULE
COST PER ARMOR
6 Medium 2
8 Heavy 3
9 Assault 3
TABLE 12
TECHNOLOGY LEVEL THERMAL MODIFIER TECHNOLOGY
MODIFIER
1- Clockwork +0 0.75
2- Steam +3 0.80
3- Combustion +2 1.0
5- Fission +1 1.75
6- Fusion +3 2.5
Standard Infantry Squads are not affected by the technology level thermal modifiers.
28
Unit Equipment Modules Unit Hardpoints
Each unit may be customized with special Each unit mounts a variety of weaponry that
enhancements/ equipment during the design differs world to world, time period to time period.
process. To determine how many module The design of these weapons determines their
spaces the unit has available for this equipment size and effectiveness. To determine how much
we must use the following formula. room a unit has available for mounting weapons
or rather, how many hard points the unit has, we
Unit size times 1.5 plus the Unit type number use the following formula.
times technology level modifier (rounded up)
Unit size times Tech Level modifier times 1.5
(ie. Thus: A size 5 mecha (type 5) built with at (rounded up)
Tech level 5 would figure its module number like
this; (ie. Thus: A size 5 mecha built at Tech level 5
(5x1.5)+ 5= 12.5 x 1.75= 21.9 (round up) ~22 would figure its hard point number like this;
equipment modules.) (5 x 1.75 (tech lvl mod.))x1.5 = 13.13 (round up)
~ 14 hard points.)
Additional Equipment Modules may be
purchased equal to the unit size armor point cost Additional Hard Points may be purchased at a
for every two (2) MP sacrificed. (ie. A size 5 unit cost in equipment modules equal to the Armor
has an armor point cost of 2 so by sacrificing point cost for each Hard Point added. Hard
2MP it can gain an additional 2EM. If the unit Points may not be used to gain additional
was size 2, the 2MP sacrificed would only net a equipment modules however. (ie. The AP cost
1EM gain.) for the size 5 mecha is 2 per Armor point. If the
unit wanted to add 3 hard points it would cost
3x2= 6 EM.)
Armor
Each unit has a default armor value of one (1)
without reduction of its available Equipment
Modules. The exception to this is infantry which
has a default armor value of zero (0). Each
armor point added to the unit requires the size
cost in equipment modules, making them
unavailable for any other equipment. No unit
may have an armor value of greater than 10 and
infantry may not have an armor value greater
than one (1).
29
Unit Movement Points Determine Unit Thermal Signature
Each unit has a base number of movement Base
points to use for maneuvering across the Each unit generates a thermal signature which is
battlefield. To determine what this base number used by enemy units to locate and target them.
is the following formula must be used by each This base is determined by unit size then
unit except infantry; modified by equipment and technology level. To
determine the unit thermal signature base,
Technology Modifier times Unit MP Multiplier simply multiply the unit size by 0.5. Or, the
plus 10 minus Unit Size minus Armor value thermal signature base is one-half of the unit
(round up) size rounded up.
No unit may have a design thermal signature
Thus if we have a size 5 mecha (MP modifier of less than 1, even if applied modifiers would
4) built at a tech level 5 (1.75 modifier) with an reduce it below this threshold.
armor value of 6 it would be (1.75 x 4) + (10- 5) -
6 = 7 +5 - 6= 6 (round up)= 6 MP Base. To determine the final unit Thermal Signature,
take the base signature then add and subtract all
Infantry- the modifiers for ALL equipment and weapons
Infantry has a default design base MP of three except Hand Carried weapons. If the unit has
(3) which may be modified like any other unit, thermal dampers, then the modifier for this
the exception being that infantry on foot (non- equipment is applied to the total Thermal
mounted) are restricted to a maximum MP of one Signature last. If the unit has a hand carried
(1). The trade off being that infantry ignore weapon, then the thermal modifier for the
terrain costs and facing change costs. weapon is added to the Unit Thermal Signature
Infantry squads may also ride in armored after it has been adjusted by the thermal
vehicles equipped with Infantry Compartments. dampers. Once a hand carried weapon is out of
When loaded onto the vehicles, the infantry is ammunition, the thermal signature modifier for
moved with the AV and expends no movement the weapon is no longer applied to the unit until
points. or unless the hand carried weapon is reloaded.
To simplify;
Additional movement points may be purchased
by expending equipment modules at a cost Unit Base Thermal Signature +/- modifiers for
equal to twice the unit armor point cost for each ALL weapons and equipment (except Hand
additional MP desired. Carried) x thermal damper modifier= Total Unit
(ie. Thus: To increase the base MP value of 7 to Thermal Signature + Hand Carried Weapon
10 of a size 2 AV, six (6) equipment modules modifier (if any) until out of ammo= adjusted
would be used. If this was a size 5 AV then 3 Total Unit Thermal Signature.
(MP increase) x (2x2) (Armor point cost)= 12
equipment modules would be needed for the Infantry-
same increase.) Foot Infantry always has a default thermal
signature base of one (1) which may be modified
30
Add Unit Equipment
Unit equipment come in two types. Defensive and Offensive. Defensive equipment will help the unit
survive in combat. Offensive equipment will improve the unit’s ability to engage and destroy enemy
units. Both are listed below under their respective classifications. More detailed descriptions of
each piece of equipment can be found following the equipment lists and include their effect, their
module cost, and combat rating modifier. Some equipment may not be used on specific types of
units. Some equipment is included with the unit by default such as aircraft having the full aerial
modifications. Table 13 shows all default equipment and prohibited equipment by unit type.
TABLE 13
EQUIPMENT TYPE AV SNU*** CAS Mecha Inf Bldg
Aerial Modification- Full Flight Offensive No No Yes No No No
Aerial Modification- Partial Flight Offensive No No Yes Yes No No
Aerial Modification- Jet Assisted Offensive No No No Yes No No
Afterburners (Jets Only) Offensive No No Yes No No No
A.I. Modification Offensive Yes Yes Yes Yes No Yes
Amphibious Modification Offensive Yes No No Yes No No
Anti-Grav Offensive Yes No No No No No
Anti-Missile (Ballistic) System Defensive Yes Yes Yes Yes No Yes
Aquatic Modification Offensive No Yes No Yes No No
Arm Shield Defensive No No No Yes No No
Arm without hand Offensive No No No Yes No No
Arm with hand Offensive No No No Yes No No
Boosted Reflex Actuators Offensive No No No Yes No No
Bush Gear Offensive No No Yes No No No
C-3 System Offensive Yes Yes Yes Yes Yes Yes
Cargo Compartment Offensive Yes Yes Yes Yes No Yes
Cargo Hook Offensive No No Yes No No No
Ceramic-Composite Armor Defensive Yes Yes Yes Yes No Yes
Chaff Defensive No No Yes No No No
Combat Engineering Package Offensive Yes No No No Yes No
Co-Pilot / Gunner Seat Offensive Yes Yes Yes Yes No No
Cratering Charge Defensive Yes No Yes Yes Yes No
Crystal Reinforced Alloy Defensive Yes Yes Yes Yes No Yes
Decoy Flares Defensive Yes Yes No Yes Yes Yes
Demolitions Offensive No No No No Yes No
Ejection System Defensive Yes Yes Yes Yes No No
Electronic Counter Measures Defensive Yes Yes Yes Yes No Yes
Energy Shields Defensive Yes Yes Yes Yes No Yes*
Enhanced Sensors Offensive Yes Yes Yes Yes Yes Yes
Hangar Bay Offensive Yes Yes No No No Yes
Hostile Environment Modification Defensive Yes Yes Yes Yes Yes Yes
Hovercraft Modification Offensive Yes No No No No No
Hydro-foil Modification Offensive No Yes No No No No
Infantry Compartment Offensive Yes Yes Yes Yes No Yes
* Only if Military or Industrial type Building
31
TABLE 13 Continued
EQUIPMENT TYPE AV SNU*** CAS Mecha Inf Bldg
Jump Pack Offensive No No No No Yes No
Landing Deck Offensive Yes Yes No No No Yes
Landing Floats Offensive No No Yes No No No
Leg Offensive No No No Yes No No
Limpet Mines Offensive No No No No Yes No
Medical Gear Defensive Yes Yes Yes Yes Yes Yes
Mine Laying System Offensive Yes No Yes Yes Yes No
Mine Sweeper System Defensive Yes Yes No Yes Yes No
Ocean Mine Laying System Offensive No Yes Yes Yes No No
Organic Armor Defensive Yes Yes Yes Yes No Yes
Personal Mount Offensive No No No No Yes No
Ram Plate Offensive Yes Yes No Yes No No
Repair Facility Defensive Yes Yes No No Yes Yes
Smoke Dispenser Defensive Yes Yes Yes Yes Yes Yes
Sonar Array Offensive No Yes Yes Yes No No
Stealth Modification Defensive Yes No Yes Yes No Yes*
Submersible Modification Offensive No Yes No Yes Yes No
Superior Alloy Defensive Yes Yes Yes Yes No Yes
T.A.R. (Target Acquisition Array) Offensive Yes Yes Yes Yes Yes Yes
Thermal Dampers Defensive Yes Yes Yes Yes No Yes
VTOL Offensive No No Yes Yes** No No
Weapons Turret Offensive Yes Yes Yes Yes No Yes
Wrecker / Salvage Gear Defensive Yes Yes No Yes No No
No equipment chosen may result in a module cost of less than one (1). If the calculated result is less than one
(1), then this result is automatically rounded up to the minimum value of one (1).
* Only if Military or Industrial type Building.
** If the Mecha is equipped with any Aerial
Defensive Equipment Modification, it gains VTOL at no cost.
***SNU Aquatic Restriction: May not leave water
Anti-Missile (Ballistic Defense) System- The without appropriate equipment.
unit is equipped with a small, very close range,
rapid fire kinetic weapon designed to detect and Arm Shield- A reinforced shield of armor
destroy incoming ballistic weapons. Typically mounted on the forearm portion of a mecha arm.
this is a ball turret type mount located on the Used to add a small portion of added protection
upper main body of the unit with a dedicated to the mecha without degradation of unit
ammunition bay below. performance. May only be equipped if the
Effect: When hit by a ballistic weapon, a d6 is mecha has at least one arm. Arm shields may
rolled by the target pilot for each missile/round. not be mounted on any arm that has a weapon
A result of 5 or 6 indicates that the AMS has mounted on it or has a hand-held weapon.
destroyed the incoming hit and no damage is Effect: Provides a bonus of +1 to Armor Rating.
taken. This bonus is not counted against movement
Cost: This Equipment takes requires 2 Hard when calculating MP of the unit.
Points rather than Equipment Modules. Cost: Requires 1 Equipment Module
Defensive Rating Modifier: +3 Defensive Rating Modifier: +1
32
Ceramic-Composite Armor- The unit armor is Crystal Reinforced Alloy- The unit armor is
composed of a high tensile ceramic-composite composed of a heavy high strength crystalline
with increased thermal resistance at a slight type steel alloy that has a higher resistance to
price in impact protection and space. damage and takes up a bit more space.
Effect: Thermal Signature is reduced by -2. Effect: Reduces damage by -1 per die rolled
Increases damage by +1 per die rolled against it. against the unit equipped with this type armor.
Cost: Requires +1 Equipment Module (If the unit Cost: Requires +20% of Armor value in
has added 4 armor of this type, then 5 Equipment Modules (round up). (ie. If the unit
Equipment Modules are used for the armor.) has 6 armor of this type, then 8 Equipment
Defensive Rating Modifier: +0 Modules are used for the armor. 6 x 0.2=1.2
round up= +2. 6EM +2= 8)
Chaff- Each chaff system consists of three Defensive Rating Modifier: +2
tubes packed with numerous foil strips and small
magnesium thermite flares that will blind and Decoy Flare- This is a small dual tube mount
confuse enemy unit targeting systems. When on the unit that fires one magnesium thermite
launched at the end of the movement phase by flare per tube up to three (3) hexes away from
the aircraft equipped with this chaff, a small the unit. A marker is placed on the target hex for
charge forces the material out and away from the flare. This flare burns hot enough that it can
the aircraft. This material is only good for a temporarily blind enemy thermal sensors to the
single turn and deploys in the same hex as the thermal signature of all units within two hexes of
aircraft launching it. Each use expends a charge the flare marker. Each flare can be used once
on the chaff system and must be reloaded before then is expended and is marked off of the unit
being able to be used again. Chaff may not be control sheet.
used by ground units nor do ground units gain Effect: If attack/defender is in the same hex as
any benefit from being in the same hex as the the flare marker lock-on modifier is +5 (+3
chaff. underwater), If attacker/ defender is in a hex
Effect: Enemy units attempting to target the immediately adjacent to the flare hex lock-on
aircraft have a +3 lock-on modifier penalty. modifier is +3 (+1 underwater), If attacker/
Cost: Requires 1 Equipment Module per 3 chaff defender is within two (2) hexes of the flare
charges. marker lock-on modifier is +1 (no effect
Defensive Rating: +2 underwater).
Decoy flares used at night or in dark
Cratering Charge- This is a shaped explosive environments provide illumination for three turns.
charge that create a foxhole to provide partial The first turn the flare illuminates an area 5
cover for hexes across centered on the target hex. The
one unit. Each charge is packed in an next turn, this reduces to three hexes across,
independent dispenser aimed to fire into the hex and the third turn only the target hex is illuminate
immediately fronting the hex currently occupied and the flare marker is removed at the end of the
by the unit. Once fired, the charge is expended turn. Aircraft do not gain any benefits from a
and is marked off of the unit control sheet. Decoy Flare on the board.
Effect: Create a 1 hex crater ahead of unit deep Cost: Requires 1 Equipment Module per two (2)
enough to provide partial cover defensive bonus. flare tubes.
Cost: Requires 1 Equipment Module per charge Defensive Rating Modifier: +2
Defensive Rating Modifier: +1
33
Electronic Counter Measures- Various white Effect: May absorb 1 hit worth of damage per
noise generators, radar spoofers, emitter arrays, turn per level, preventing armor loss. Increases
and antennae designed to inhibit enemy sensors the unit thermal signature by 1+ the level of
from achieving a solid firing lock on the unit so shield. (ie. A level 2 shield will have a thermal
equipped. This equipment is space and energy signature increase of +3)
intensive and affects only electronic sensors. It Cost: Requires 3 Equipment Modules per level
can do nothing to mask thermal signatures. This of shielding.
system is highly effective against units crewed Defensive Rating Modifier: +4 per level
by an Artificial Intelligence System and will
degrade its lock on ability significantly even if it is Hostile Environment Modification- The unit
not using an enhanced sensor system. has been equipped with additional life support
Special: May be purchased at Level 1 (Basic) or equipment and insulation to improve survivability
2 (Enhanced). and unit performance within a hostile
Effect: Reduces effects of Enhanced Sensors by environment. This will not allow operations in
-1 and modifies A.I. Lock-on rolls by +2 per level. environmental conditions where the unit cannot
Cost: 2 Equipment Modules per level. function or survive to begin with. These
Defensive Rating Modifier: +1 per level. modifications are modular in nature and may be
replaced and adapted for any known hostile
Ejection System- The unit is equipped with an environmental conditions before mission
escape capsule system that is designed to deployment. This equipment comes in two
launch the pilot/ crew clear of the unit in the levels, minor and major.
event of catastrophic damage. Of course, the Effect: Hostile Environment penalties reduced by
system is not fool-proof and sometimes fails. -1 per level. This does not affect weapons
Effect: When a penetration hit damages the ranges or movement points.
cockpit/ crew compartment a d6 is rolled to see if Cost: Requires 2 Equipment Modules per level.
the crew is ejected to safety in time. An odd Defensive Rating Modifier: +1 per level.
number result on the roll indicates success and
the pilot/ crew are not killed. An even number
result on the roll indicates the system failed to
function properly, killing the pilot/ crew.
Cost: Requires 1 Hard Point and 1 Equipment
Module.
Defensive Rating Modifier: +2
34
Medical Gear- The unit is equipped with a whatever repairs are needed, with the exception
triage surgery unit, field grade monitoring and of the actual repair materials. (See page XX for
treatment systems, as well as substantial Repair Rules.) Repair materials must be
medical supplies in order to function as a supplied by means of separately built/supplied
forward field hospital on the battlefield. This cargo capacity. Repair Facilities range in
gear is space intensive and limits the unit so capability from Level 1 to 4 as described below.
equipped to life-saving activities only. This gear Effect: Level 1- May repair armor and reload up
comes in three levels ranging from basic to one (1) unit.
equipment to more modern and advanced gear, Level 2- May repair armor, damaged
each level improving the chances of the troops systems (not destroyed), and reload up to one
whose lives depend on it. (1) unit.
Effect: If pilots, crew, or infantry are eliminated Level 3- May perform all repairs and
during a battle and a unit equipped with Medical reloads for up to one (1) unit.
Gear is present a d10 is rolled at the end of the Level 4- May perform all repairs and
turn such units were 'killed' during. A successful reloads for up to two (2) units.
result per the gear level means that the pilot or Cost: Requires 20% per facility level of starting
crew are saved from death, though they remain Equipment Modules.
out of the remainder of the battle. For infantry, Defensive Rating Modifier: +1 per facility level
not only is the squad saved from death but they
may redeploy to battle three (3) turns later. Smoke Dispenser- A small, multi-tube launcher
Level 1- a result of one (1) on a d10 succeeds. with an internal cassette magazine that fires
Level 2- a result of one (1) or two (2) on a d10 smoke bombs ahead of the unit to inhibit visibility
succeeds. of the unit. The smoke created by the charges is
Level 3- a result of one (1) or two (2) on either specially designed to provide a higher thermal
one of 2d10 rolled succeeds. background than normal to partially mask the
Cost: Requires 50% +15% per gear level of the unit thermal signature from attackers.
unit base Equipment Modules. Effect: Warm Smoke that provides concealment
Defensive Rating Modifier: Gear Level +2 (3 hex effect 180-degrees fronting mecha),
affecting lock on rolls of attackers with a +3
Organic Armor- The unit is equipped with an modification.
advanced bio-armor that resembles and Cost: Requires 1 Equipment Module per 5
functions as a living carapace. Able to heal itself charge magazine.
rapidly it provides a marginal increase to unit Defensive Rating Modifier: +1
survivability. The carapace also is less heat
conductive than standard metal-ceramic armors, Stealth Modification- The unit is outfitted with
having a lower thermal signature. advanced thermal resistant composites and
Effect: Regenerates armor rating one point per directional radiators masking its thrust nozzles
turn, Reduces unit thermal signature by -1. and deflecting betraying thermal and sensor
Cost: Requires +2 Equipment Modules (If the emissions away from the enemy. This may stack
unit has taken Armor 3 of this type, then 5 with Thermal Dampers but may not reduce the
Equipment Modules will be required for the unit signature below one (1).
armor.) Effect: Reduces Thermal and Sensor signature
Defensive Rating Modifier: +2 by -2.
Cost: Requires 5% of the unit base Equipment
Repair Facility- The unit is equipped with a Modules
portable dry dock and/or repair facility with which Defensive Rating Modification: +2
it may repair the battle damage of other units
and/or reload their expended ammunition. This
includes hoists, mobile scaffolding, welders,
machining tools, and such necessary to make
35
Superior Alloy- The armor and frame of the Wrecker/ Salvage Gear- A system of magnetic
unit are made from a denser, stronger rare earth grapples, hooks, cables, wenches, lifting arms,
alloy that is far lighter and just as resistant to and decking necessary to pick up and secure for
damage as armor made from typical metals, transport any battlefield wreckage back to base
composites, and ceramics. This lightness for repair or to the nearest recycling facility.
means that more armor can be added for the Units equipped with this gear may haul up to
same cost in Equipment Modules as standard three times their size class in wreckage at
armor. The strength of the armor reduces the reduced speeds.
ability to provide hard points for weapons Effect: Allows vehicle to tow/ recover destroyed/
however. damaged mecha and vehicles. Movement point
Effect: Increases the unit Armor Rating by x1.25 are halved for a salvage load twice the size of
(round up) (ie. A unit has an AR 5, designates it the unit and quartered for salvage load three
superior alloy and so gains the benefit of 5 x times the size of the unit.
1.25= 6.25 rounded to 7. MP is calculated using Cost: Requires 10 Equipment Modules.
only the AR 5 however.) Defensive Rating Modifier: +1
Cost: Requires a percentage of the unit Hard
Points equal to Armor Rating x 4. (ie. A unit with
20 hard points and an AR 6 would require 6 x
4%= 24% of the unit hard points, or 20 x 0.24=
4.8 rounded up to 5 HP.)
Defensive Rating Modifier: +3
Thermal Dampers- This is bulky equipment Aerial Modification- Full Flight- This
consisting of various radiators, coolant units, modification to the unit consists of streamlining
composite paneling and other components for aerodynamics and adding wings, control
installed as part of the unit frame and armor to surfaces, and thrust nozzles in various locations
help reduce and direct heat away from the unit. to allow for sustainable flight. The unit gains
This equipment makes it harder for the enemy greater mobility on the battlefield to the detriment
to detect and target the unit due to the lower of the enemy. The unit must be designated as a
thermal signature. The effectiveness of Thermal dirigible, propeller, or jet type unit at time of
Dampers is rated in levels of one through four. construction. The unit must travel a minimum
Effect: Level 1- Thermal Signature reduced by number of hexes equal to 1/3 of its aerial MP
x0.25 (round down). value each turn to avoid stalling and crashing (as
Level 2- Thermal Signature reduced by described on page 10).
x0.33 (round down). Effect: Triple unit Movement Points available
Level 3- Thermal Signature reduced by while in flight mode. (If the unit base MP was 6,
x0.50 (round down). then flight MP= 18).
Level 4- Thermal Signature is reduced by Cost: Requires 50% of unit base Equipment
x0.67% (round down). Modules. (If the unit had 16 Equipment Modules,
Cost: Requires 10% +5% per Damper level of then 8 would be required by this equipment.)
the unit base Equipment Modules (round up). Offensive Rating Modifier: Use flight MP for unit
Defensive Rating Modifier: +0 point value calculations.
36
Aerial Modification- Partial Flight- This This computer and control system occupies a
modification to the unit consists of streamlining large volume of space within the unit and
for aerodynamics and adding wings, control requires a constant supply of energy in order to
surfaces, and thrust nozzles in various locations function. It is also more susceptible to electronic
to allow for short duration flight. The unit gains counter measures than a biological crew would
greater mobility on the battlefield to the detriment be.
of the enemy but must land at the end of each Effect: A.I. May be programmed with any pilot/
movement phase. (This is essentially an gunner skill level available to the military it
improved, more powerful version of jet assisted belongs to. (If the highest pilot level in its military
flight.) is veteran +2/+1, then that is the best it can be
Effect: Unit Movement Points are increased by programmed with.)
x1.75% while in flight mode. (If the unit base MP Cost: Requires 20% of unit base Equipment
was 6, then flight MP = 11, 10.5 rounded up.) Modules and a Technology Level 6. (If the unit
Cost: Requires 30% of unit base Equipment had 10 Equipment Modules, then 2 would be
Modules. (If the unit had 16 Equipment Modules, required for this equipment).
then 5 , 4.8 rounded up, would be required by Offensive Rating Modifier: +2
this equipment.)
Offensive Rating Modifier: Use flight MP for unit Amphibious Modification- This modification to
point value calculations. the unit allows it to travel in water and swamp
terrain more efficiently than unmodified units but
Aerial Modification: Jet-assisted Flight- This not as efficiently as surface naval units or on
mecha-only modification consists of adding land if a naval unit. Land-based units may not
several "jump jets" to the unit, giving it a limited submerge, but may travel across Deep Lake/
capability to jump in any direction and then land Ocean terrain they may normally have been
facing any direction at the end of the move. prevented from entering. Water-based units may
Treat landings as if this were the Partial Flight travel across open terrain at double the terrain
modification for purposes of stability rolls. cost in movement points.
Effect: Unit gains a Jump Movement rate equal Effect: Clear Swamp and Deep Lake/ Ocean
to 2/3 of the unit's basic MP's. terrain cost reduced by -1 Movement Point (may
Cost: 10% of the unit's base Equipment not be combined with hover or anti-grav
Modules. +1 Thermal Signature modifications). Allows entry into this terrain by
Offensive Rating Modifier: +4 vehicle even if normally prevented.
Cost: Requires 2 Equipment Modules.
Afterburners- (Jets Only)- The aircraft (jet) is Offensive Rating Modifier: +2
equipped with variable thrust nozzles allowing
greater thrust to be created by the engines Anti-Gravity Modification- This modification
resulting in increased airspeed. Afterburner use allows the unit to float over any clear, water,
must be announced prior to the movement rough, clear swamp, and road terrain as if it were
phase of the turn. all clear/ road terrain. Forested terrain is
Effect: +3 Movement Points to those generated inaccessible unless converted and cleared by an
when in Flight Mode. engineering unit, fire, or other means available.
Cost: Requires 1 Equipment Unit and a This form of travel does increase the thermal
Technology Level 3+. signature of the unit and is available only at tech
Offensive Rating Modifier: +2 level 5 or higher.
Effect: Treat all non-forested terrain as clear/
A.I. Modification- The unit has no pilot or crew. road for movement. +2 Thermal Signature.
Instead the unit is commanded by an extensive Cost: Requires 5 Equipment Modules and a
advanced computer system that may be minimum Technology Level 5.
programmed to imitate the skills of the best pilot/ Offensive Rating Modifier: +1/2 unit MP
gunner its military has living.
37
Arm with Hand- This modification can be taken Boosted Reflex Actuators- The unit is
up to four times by any mecha unit. It allows the equipped with advanced actuators allowing
use of hand carried weapons, melee weapon smoother flowing, more human-like reflexive
attacks by the mecha, and the use of an Arm movement and balance. This gives the unit an
Shield. When this enhancement is taken, the advantage in melee combat since it moves faster
designer must designate which side the arm is on than normally equipped units.
(either left or right). Weapons mounted on the arm Effect: +2 Stability Rolls. +1 ROF to melee
are not considered to be carried but built into the attacks.
overall structure unless the weapon is a melee Cost: Requires 15% of the unit base Equipment
type or specifically designed as a hand-held Modules (rounded up)
weapon. Each hand may use a melee weapon to Offensive Rating Modifier: +2
attack with ( if the mecha has this enhancement
four times, it may make four separate melee Bush Gear- The unit is equipped with heavier
attacks if equipped with adequate weaponry). suspension systems and larger tires for landing
Hand-held weapons need a second arm to in open fields and on unimproved runways in
provide aiming and stabilization when firing (it back country areas without damaging the unit.
takes two arms to fire one hand-held weapon and The unit may also take off from this terrain.
four arms to fire two hand-held weapons). (See page 10 for Take off and Landing rules.)
Effects: Allows hand-held weapons, melee attacks, This may be combined with Landing Floats.
and increased fire arcs (maximum 4 arms). Effect: The unit may land in clear terrain without
Cost: 1 Equipment Module crashing.
Offensive Rating Modifier: +1 per arm. Cost: Requires 1 Equipment Module
Offensive Rating Modifier: +1
Arm only- This modification can be taken up to
four times by any mecha unit. It allows use of arm Cargo Compartment/ Bay- The unit is
mounted weapons but is not equipped with hands equipped with an internal cargo bay to carry
or claws of any sort. Melee weapons and hand- equipment, supplies, un-manned Armored
held weapons may not be used with this Vehicles, Aircraft, and bulk cargo. Cargo doors,
enhancement. However, if the arm is not winches, pallets, tie downs, and other such
equipped with a weapon, it may be equipped with cargo handling equipment are included with the
an arm shield. When this enhancement is taken, bay. Cargo carried within the bay is not subject
the designer must designate which side the arm is to direct attack, however any hit on the bay or
on (either left or right). destruction of the unit will also destroy the cargo.
Effect: Allows arm mounted weapons for increased Cargo is measured in Cargo Units. Each
fire arcs. (Max. 4 arms) Equipment Module spent provides 20 Cargo
Cost: 1 Equipment Module Units of capacity. For Wardogs units, each size
Offensive Rating Modifier: +1 per arm rating of the unit requires 50 cargo units. (ie. A
size 4 AV would require 200 cargo units of
Aquatic Modification- This modification to the space.)
unit consists of streamlining the unit and Effect: The unit may carry cargo equal to twenty
reinforcing the frame for high pressure (20) times the number of Equipment Modules
environments. The unit is able to move through dedicated to the Cargo Bay size. (ie. A 12 EM
the water with less drag and survive deeper cargo bay may carry up to one size 240 cargo
pressures with less negative effects than an units) The unit Movement Points are halved
unmodified unit. when unit is loaded.
Effect: Deep Lake/ Ocean hex movement cost is Cost: One (1) Equipment Modules per 20 cargo
reduced to two (2) per hex. units of carrying capacity.
Cost: Requires 5% of the unit base Equipment Offensive Rating Modifier: +1
Modules.
Offensive Rating Modifier: +2
38
Cargo Hook- The unit is equipped with an equipment allows improved reaction and
external cargo hook and cable winch in order to response by friendly units operating within its
carry equipment, supplies, mecha, vehicles, and influence. By coordinating information and
bulk cargo. Cargo carried on the winch may be communicating it to these friendly units the
targeted independently of the unit by enemy enemy can find themselves outflanked and
units. disadvantaged. The downside is that this
Effect: The unit may carry/ lift cargo, mecha, or equipment is space intensive due to extensive
AVs. The unit Movement Points are halved while electronics and insulation.
carrying cargo on the hook. Effect: A player with more than one unit within
Cost: Requires 1 Equipment Module per 30 twelve (12) hexes of a C-3 unit may choose to
cargo units of carrying capacity (see Cargo delay moving any one (1) unit during the
compartment). movement phase of a turn after moving the first
Offensive Rating Modifier: +1 unit of their forces. (ie. Thus after Player A and
Player B have both moved at least one unit
Co-Pilot/ Gunner Seat- The unit has an already during the movement phase of the turn,
additional seat for either a co-pilot or a gunner. Player A could delay moving his next unit forcing
This frees the primary pilot to concentrate on Player B to move two units at once. Player A
either piloting or on targeting enemy units could then move his last two units at the same
without distraction. Only one modifier may apply time at the end of his movement phase.)
per turn and must be declared at the start of the Cost: Requires 25% of the unit base Equipment
lock-on phase by the owning player. Modules
Effect: +1 Stability roll or -1 to lock-on roll. Offensive Rating Modifier: +4
Cost: Requires 1 Equipment Module
Offensive Rating Modifier: +1 Demolitions- Some squads are equipped with
one purpose in mind…to blow stuff up! The
Combat Engineering Package- This demolitions gear includes things like plastique
equipment consists of cutters, pushing blades, explosives, detonator caps, det-cord, plungers,
rakes, grinders, and digging arms to clear paths wire, and such things that would be necessary to
through difficult terrain for other units. With this demolish bridges, light fortifications, road blocks,
equipment, bridges can be built over rivers or landing strips, ammo dumps, and such. It takes
ravines, roads can be constructed through the squad two turns per hex to set their bombs,
swamp and forest, even rock and destroyed after which they must move a minimum of 1 hex
buildings may be cleared away. All it takes is or a maximum of 4 hexes away before
time and energy. detonating their bomb(s). When detonating the
Effect: The unit may spend 1 turn per hex and bomb, a d6 is rolled for each charge set. On any
lower the terrain costs by 2 for infantry and other roll but 5 or 6, the target is destroyed. Building/
units in rough, forested, and swampy terrain. Structures may not be destroyed in this fashion,
The unit may spend 3 turns per hex to provide instead, their AR is reduced by minus two (-2)
bridging of rivers and ravines (no wider than two regardless of what it was to begin with. Each
hexes) for infantry and other units. demolition charge affects only one hex, changing
Cost: Requires 40% of the unit base Equipment the terrain type to rubble. Demolitions may not
Modules. (If the unit had 12 Equipment Modules be used directly against mobile targets such as
then 5 EM would be required for this equipment). armored vehicles, mecha, and such. If any such
Offensive Rating Modifier: +2 unit is in the same hex as the demolition charge
when it explodes, those units are treated as if
C-3 System- Command, Control, and subject to a minefield attack (see page 18 ).
Communications are essential for effective EM Cost: 3 per charge
tactics and coordination of units operating on the Offensive Modifier: +2
battlefield. Even more-so when these units are
operating far from friendly territory. This
39
Enhanced Sensors- The unit is equipped with not be equipped with aerial, anti-gravity, aquatic,
an improved and expanded tactical sensor submersible, amphibious, or hydro-foil
system designed to filter out much of the modifications.
background interference of the battlefield. Effect: The unit gains +5 Movement Points and
Energy intensive, it can detect and enhance becomes limited to clear/ road, river, deep water/
even the weakest of thermal signatures. This ocean, and clear/rough swamp terrain. +1 to
system is susceptible to electronic Thermal Signature
countermeasures however and may function at a Cost: Requires 30% of unit base Equipment
reduced level when faced with such. Modules.
Special: May be purchased at Level 1 Offensive Rating Modifier: +0
(Enhanced), or 2 (Advanced), or 3 (Superior).
Effect: -1 to Lock-on die roll per level. Hydro-foil Modification- The ship is equipped
Cost: 1 Equipment Module per level. with special struts and wing-like blades that lift
Offensive Rating Modifier: +1 per level. the hull free of the water, thereby reducing hull
drag and allowing the ship to move faster at
Hangar Bay- The unit is equipped with an flank speed than conventional hulls. May not be
internal hangar bay where mecha or aircraft can equipped with amphibious, aerial, anti-gravity,
be stored for transport until deployed into battle submersible, or hovercraft modifications.
via the Landing Deck. Deployed units are Effect: The unit doubles its Movement Points in
considered combat ready and may attack and water.
defend independently of their 'carrier'. The Cost: Requires 2 Equipment Modules.
hangar bay includes maintenance equipment, Offensive Rating Modifier: +0
hoists, tie downs, fueling equipment (if
necessary), and ordinance loaders. Mecha and Infantry Compartment- This modifies the unit
aircraft within the hangar bay may not be to function as an armored personnel carrier for
targeted by enemy units, however any hit on the one (1) squad of non-motorized infantry per
hangar bay or the destruction of the hanger bay compartment. The infantry carried in this
equipped unit will result in the destruction of all compartment may not be directly attacked by
units within the hangar bay. enemy units. If the compartment is hit or the unit
Effect: The unit may carry combat units equal to is destroyed as a result of battle damage, the
50 cargo units per size class. The number of infantry within is likewise destroyed. (See
cargo unit equivalent capacity is equal to 20 Infantry Transport, page 10 of these rules for
times the equipment modules dedicated to the Loading and Unloading of Infantry.)
Hangar Bay size. (ie. A 12 Equipment Module Effect: Unit can carry 1 squad of infantry.
hangar bay may carry up to 240 cargo units of Cost: Requires 4 Equipment Modules
combat units such as; 3 size 1 units or 2 size 2 Offensive Rating Modifier: +1 per compartment
units.) If used to carry standard cargo, the
hangar bay capacity is halved due to necessary Jump Pack- This ‘rocket-in-a-backpack’ allows
jury rigging. Thus instead of 240 cargo units the unit to make short flights resembling
worth of combat units, the hangar bay may carry extended jumps. When jumping, the unit may
only 120 units of supplies or cargo. (Refer to ignore terrain modifiers (and in the case of
Cargo Compartment) infantry, ignore stability rolls on landing)
Cost: Requires 1 Equipment Module per 20 increasing the unit mobility. The pack does
cargo units of combat unit capacity. increase the thermal signature of the equipped
Offensive Rating Modifier: +1 per 10 EM unit slightly.
Effect: Unit may make a 4 MP ’jump’ ignoring
Hovercraft Modification- The unit is equipped terrain costs.
with an air cushion and blowers allowing it to Cost: Requires 1 Equipment Module. +1 to
move faster over water and land both. On land Thermal Signature.
the unit is limited to clear terrain or roads. May Offensive Rating Modifier: +1
4 0
Landing Floats- The unit is equipped with
pontoon landing gear enabling it to land and single leg thereafter.
float on water and in clear swamps without Offensive Rating Modifier: +1
sinking. The unit may also take off from this
terrain. (See page 10 for Take off and Landing Limpet Mine- This mine is carried by individual
rules.) This may be combined with Bush Gear. troopers and attaches to its target by means of
Effect: Allows the unit equipped to land in River, glue pods or magnetics. Once attached to the
Swamp (clear), and Deep Lake/ Ocean terrain target, the mine explodes soon after (usually on
safely. the next turn). The mine itself is a shaped anti-
Cost: Requires 1 Equipment Module armor charge that acts the same as armor
Offensive Rating Modifier: +1 piercing shells, halving the effective AR of the
target when doing damage.
Landing Deck- The unit is equipped with a Infantry trying to attach a limpet mine to a target
landing deck allowing the launching and landing treat the attempt as a melee type attack (see
of VTOL equipped mecha and aircraft. The page 21 for melee to hit rules). Once a limpet
landing deck equipment includes lights, tie mine is used, it is marked off the record sheet as
downs, elevators, and hoists necessary for unit expended.
recovery and launch of a single air-capable unit Range: Squad must be in the same hex as the
equal to one-half of the size of the Landing target when making their attack attempt.
Deck equipped unit (ie. If a size 8 crawler was DMG: 2 (d6) [Armor Piercing]
equipped with a landing deck, mecha and EM Cost: 2 each mine
aircraft up to size 4 could use it. Aircraft or Offensive Modifier: +3
mecha size 5 and larger would find the landing
area inadequate for use). It is possible for Mine Laying System- A unit equipped with a
multiple units equipped with landing decks to mine laying system may disperse a pattern of
line up in a row of hexes to create a landing mines within the same hex that it is currently in
strip for non-VTOL aircraft to use, functioning as during the weapons fire phase of the turn. The
a segmental mobile runway. Mecha and system is a combination of extremely short
Aircraft size limits are increased by +2 for every range ballistic tubes in a vertically oriented
additional landing deck equipped unit used to mounting on the unit. Each tube carries a single
form a landing strip or area. canister that fires several meters straight above
Aircraft and mecha on the landing deck may be from the launch system with an extremely high
independently targeted and may return fire as rotation rate. The multiple warheads of the
appropriate if in an operational state. canister are flung about in a dispersed mine field
Effect: Aircraft and Flight Mode Mecha may covering a 150 meter radius. After 45 seconds,
take-off and land on the deck of the unit, one each mine arms itself and will explode if anything
per turn. Landing deck equipped unit may not enters the hex thereafter. (See “Mines” on page
be equipped with turreted weapons. 18 of these rules for attack and damage rules.)
Cost: Requires 40% of unit base Equipment Effect: Lays down a mine pattern within a hex.
Modules. Any unit entering hex is attacked by mines.
Offensive Rating Modifier: +3 Cost: Requires 3 Equipment Module per mine
pattern.
Legs- This equipment consists of two legs Offensive Rating Modifier: +3
when taken the first time and a single leg each
time thereafter. No unit may have more than 8
legs equipped. Each pair of legs increases the
stability of the unit so equipped.
Effect: Unit has a +1 Stability Modifier for every
two legs equipped.
Cost: Requires 1 Equipment Module for the first
pair of legs and 1 Equipment Module for each
4 1
Mine Sweeper Array- The unit is equipped with EM Cost: 1
a sensitive ground radar and chemical trace Offensive Modifier: +1
analyzer combination that uses a large amount
of energy. The sensors and receiver arrays are Mechanical Mount
usually mounted low in the unit for the best MP x5
reception and have a two hex range. When Thermal Signature +2
active, it gives the unit a chance to detect active Terrain Limitations: Ocean/ Deep water,
mine fields on the battlefield and appraise other Heavy Forest, River, and Any Swamp or Any
friendly units of the danger. (See “Mine Sweeper Land
Array” on page 18 of these rules for detection EM Cost: 2
rules.) Offensive Modifier: +2
Effects: Detects mines in adjacent hexes if
equipped. Ram Plate- The unit is equipped with a
Cost: Requires 2 Equipment Modules. reinforced bumper or plate designed to protect
Offensive Rating Modifier: +1 the unit from damage incurred when crashing
into other units.
Ocean Mine Layer- The unit is equipped with a Effect: Reduces the DMG rating of the collision
series of small catapults that hurl multi-warhead by minus one (-1) for the ramming unit. (ie. If an
canisters to port, starboard, and astern of the armored vehicle were to ram a mecha for a DMG
unit. The canisters separate in flight randomly 3 (d8) rating without a ram plate, the DMG rating
dispersing the buoyant explosive warheads to would be reduced by -1 to DMG 2 (d6) if the AV
create a mine field pattern within the hex. (See was equipped with a ram plate.)
“Mines” on page 18 of these rules for attack and Cost: Requires 1 Hard Point
damage rules.) Offensive Rating Modifier: +1
Effect: Deploys an ocean mine pattern in one
hex. Any unit entering the hex is attacked by Sonar Array- The unit is equipped with a
mines. powerful sonar system designed to detect and
Cost: Requires 1 Equipment Module per mine track submerged enemy units in Deep Lake/
pattern. Ocean terrain.
Offensive Rating Modifier: +2 Effect: -2 to lock on roll against submerged
enemy units.
Personal Mounts- Each trooper in the squad is Cost: Requires 2 Equipment Modules.
issued a personal mount, either organic or Offensive Rating Multiplier: +1
mechanical in nature. Organic mounts can be
horses, giant birds, sea creatures, or the like. Submersible Modification- The unit is able to
Flying creatures are excluded from this due to submerge under water and is able to perform
things like saddles and such interfering with the better than non-submersible units. This
ability of the creatures to fly. Mechanical mounts modification may not be used with the aerial,
can be motorcycles, hover bikes, ski-doos, and amphibious, anti-gravity, or hovercraft
the like. Again, actual flight type vehicles are modifications. Infantry squads so equipped are
excluded since this is covered under separate considered dive teams such as modern day
equipment…and no politician cares to spend that SEALS.
much money just to equip some uneducated Effect: The unit may travel underwater in Deep
grunt. Both types of mounts are listed below Lake/ Ocean terrain. Movement point cost
with their advantages and disadvantages. reduced to 1 MP per hex traveled.
Cost: Requires 2 Equipment Modules.
Organic Mount Offensive Rating Multiplier: +1
MP x3
Thermal Signature +1
Terrain Limitations: Ocean/ Deep water or
4 2
T.A.R. (Target Acquisition Relay)- The unit is
equipped with a sophisticated computer linked to
both the targeting system and communications
systems. All targeting data obtained by the unit
with TAR is automatically updated to all other
friendly units within 12 hexes of the TAR
equipped unit. This is primarily useful for artillery
and missile equipped units that are indirect fire
capable or in conditions where visibility is low to
non-existent.
Effect: Any unit that has TAR equipped reduces
the lock-on roll penalties for indirect fire or
obscured visibility by -1.
Cost: Requires 1 Equipment Module
Offensive Rating Multiplier: +2
4 3
Weapons
Weapon systems are comprised of four main components. Weapon Type, Range, Rate-of-fire, and
Damage Inflicted. The differing combinations of these components cause the weapon to vary in size
and thus requiring a lesser or greater number of the unit’s available hard points to mount. The
following section provides the information needed with which to design the unit weapon systems.
Weapon Type
When designing weapons, first choose the weapon base type from Table 14 and then use the
corresponding modifiers shown. For instance, if desiring a Particle Rifle, then you would use the
ENERGY base type or if desiring a 30mm Vulcan Cannon, then you would use the KINETIC base
type. Only mecha-type units may use MELEE base type weapons. While Melee weapons are hand
held, they are capable of being carried or stored elsewhere on the mecha until needed, taking up
available hard points. INFANTRY weapons have no divisor, their thermal signature, and their ammo
loads are based on the weapon type itself. Only Infantry may be equipped with INFANTRY weapon
types.
TABLE 14
WEAPON BASE TYPE WEAPON TYPE THERMAL BASE AMMUNITION LOAD
DIVISOR SIGNATURE MODIFIER
Ballistic (Missiles, 3.5 +1 1
Grenades, Artillery)
Energy 5 +3 Unlimited
Kinetic (Projectiles) 2 +0 10
Weapon Range
Once the weapon base type has been
established, you must determine the Range
rating. Table 15 shows that each range rating
has a corresponding set of range bands that
determine how many hexes the weapon may
fire. Noted on the far right are the range
limitations of the various weapon base types. In
the instance of minimums, the weapon may not
have a range rating lower than noted at time of
design. In the instance of maximums, the
weapon may not have a range rating higher than
noted at the time of design. These minimums
and maximums may be adjusted by the
application of various weapon enhancements
listed later on in this section.
4 4
TABLE 15
RANGE RATING RANGE BANDS LIMIT NOTES
(Short/ Medium/ Long)
1 1/2/3 1 hex Maximum for Melee type weapons (1/-/-)
2 2/4/6 Minimum base for Ballistic type weapons
3 3/6/9
4 4 / 8 / 12 Maximum base for Kinetic type weapons
5 5 / 10 / 15 Maximum base for Energy type weapons
6 6 / 12 / 18
Weapon Rate of Fire (ROF) DMG (damage) rating. The higher the DMG
After the weapon range has been determined, rating the greater the power of the weapon itself
the rate of fire (ROF) of the weapon is chosen. as shown on Table 17. Each DMG rating has an
This ROF determines how many DMG dice per associated dice type with it. When rolling to
shot are rolled during combat. At the time of damage a target in combat, this is the type of
design the ROF rating available are noted in the dice that the weapon will use. Noted on the far
table below. The ROF may be increased or right are the DMG rating limitations of the
decreased by the application of various weapon various weapon base types. In the instance of
enhancements listed later on in this section. minimums, the weapon may not have a DMG
This ROF rating does not reflect the actual rating lower than noted at time of design. In the
number of shots fired but a generalized rate of instance of maximums, the weapon may not
fire for the weapon for playability purposes, have a DMG rating higher than noted at the time
Refer to Table 16. of design. These minimums and maximums may
be adjusted by the application of various weapon
Weapon Damage (DMG) enhancements listed later on in this section.
After the Range rating and ROF have been
chosen for the weapon it is time to determine the
TABLE 16
RATE OF FIRE
1 Low (Melee weapon base)
2 Medium
3 High
TABLE 17
DMG RATING DICE TYPE LIMIT NOTES
1 d4 (four sided) Melee weapon base
2 d6 (six sided)
3 d8 (eight sided) Max. base for Energy and Kinetic type weapons
4 d10 (ten sided) Maximum base for Ballistic type weapons
5 d12 (twelve sided)
4 5
Determine Hard Point Cost This may be further modified by the multiplier
Now that we have chosen the weapon base cost associated with the various weapon
type, range rating, ROF, and DMG rating it is enhancements listed and described below.
time to put that information together and No weapon may have a hard point cost of less
determine how many Hard Points the weapon than one (1), with or without enhancements. If
will require on the unit. To figure this hard point the weapon cost is less than one and
cost use the following formula for each weapon. enhancements are added, then use the base
number. If the weapon cost is less than one and
(Range Rating x ROF x DMG rating) divided by no enhancements are to be added, then round
the weapon base type divisor the hard point cost to one (1).
4 6
GENERAL WEAPON ENHANCEMENTS Extra Magazine (hand carried weapon)-
The mecha has an extra magazine for the hand-
Anti-Aircraft- carried weapon it is equipped with, allowing
The weapon is specialized for use against three more shots. The mecha takes one (1) turn
aircraft and ignores all lock-on roll modifiers to switch magazines. During this turn it may
generated by the target aircraft as a result of move but may not perform any offensive actions.
movement. A weapon designated as Anti-aircraft If it does perform an offensive action, the
with this enhancement is unable to engage magazine will not have been successfully
ground targets since the weapons cannot be changed. This enhancement may be taken no
depressed enough to be effective. more than two (2) times for the same hand-
Hard Point Modifier: x1.25 carried weapon. The initial magazine is part of
the original weapon cost. The new magazine is
Double Range Penetration Modifiers- in dedicated storage as part of the mecha and
The weapon is specialized for close range fire contributes to the point value as if it were
resulting in double normal penetration modifiers. equipment.
Short range is +2 and long range is -2. This Cost: Requires 1 Equipment Module per
cannot be used with No Penetration Modifiers or Magazine
Inverted Penetration Modifiers. Offensive Rating Modifier: +5 per magazine
Hard Point Multiplier: x0.75
Durable Weapon-
The weapon has been reinforced and/or
equipped with back-up components that enable
it to survive the rigors of combat and damage
much better than standard weapons. Such
durable weapons are able to shrug off most
damage short of total destruction when hit by
enemy fire. May not be used with External
Launcher or Hand Carried enhancements.
Hard Point Multiplier: x1.75
Extended Range-
The weapon or its ammunition have been
modified to shoot farther than standard
ammunition or weapons. The effect is to
increase only the weapon’s long range band
values by +2. When figuring space units
required and energy point costs, the original
design range of the weapon is used. This
extended range comes at a price however in
energy necessary and rate-of-fire. ROF is limited
to 1. (ie. A weapon taking this enhancement
has an original RNG of 2 broken down into range
band values of 2/4/6. The long range band
value of 6 would be increased to 8 so the range
band values would read 2/4/8.) This
enhancement may not be used with Reduced
Range, Rapid Fire, Chain Gun, or Magnetic
Hyper-Velocity enhancements..
Hard Point Multiplier: x1.8
4 7
Hand Carried- weapon. May not be used with Double Range
The mecha is equipped with an independently Penetration Modifiers or Inverted Range
carried weapon system with its own power/ Penetration Modifiers.
ammunition supply in the form of a magazine. Hard Point Multiplier: x1.5
The magazine is limited to 3 shots (turns use).
This enhancement may be taken by mecha only. Re-Roll to Hit-
The mecha is limited to one hand-carried This weapon has a very crude and inaccurate
weapon per two hand equipped arms. While targeting and/or delivery system. When rolling
taking up less room than an internally equipped DMG dice any successful hit result must be re-
weapon carrying it in hand leaves the weapon rolled. If the second roll results in a miss, then
vulnerable to damage by enemy fire. Whenever the weapon has failed to hit the target.
the unit suffers damage from incoming fire, a d6
is rolled by the target unit's pilot. A result of one Hard Point Multiplier: x0.5
(1) indicates that the weapon has suffered a
disabling hit. A second damage result to the Reduced Damage-
weapon completely destroys it. Weapon focus or ammunition is sub-standard
The thermal signature produced by this weapon and results in under powered impacts. When
is not affected by Thermal Damper systems for rolling DMG dice to determine a weapon hit,
purposes of calculation. Hand Carried Weapons each roll is at a -1 penalty.
may take up no more than 2 Hard Points (1 per Hard Point Multiplier: x0.9
arm). The hard point multiplier is still used when
sizing the weapon. (ie. A unit is equipped with a Reduced Range-
range 2, ROF 2, DMG 3 hand carried weapon. The weapon or its ammunition are sub-standard
Normally this would require 12 hard points, but manufacture limiting the effective weapon or
since it is hand carried, the multiplier is applied ammunition range to less than standard
to the 12 for 1.2 hard points, rounded up to 2. ammunition or weapons. The effect is to reduce
This weapon would be okay as a hand carried the effective weapon range for purposes of
weapon. If it were a range 4, ROF 2, DMG 3 modifiers by -2. When figuring space units
weapon 24 times 0.10 = 2.4 hard points would required and energy point costs, the original
be required, prohibiting the weapon from being design range of the weapon is used. (ie. A
hand carried.) weapon taking this enhancement has an original
This man not be combined with the Durable RNG of 2 broken down into range band values of
Weapon enhancement. 2/4/6. When attacking, the -2 penalty would
Hard Point Multiplier: x0.10 mean the range band looks like 2/4/- and the
weapon treats any range of 4+ as long range for
Inverted Range Penetration Modifiers- modifiers. The weapon would still use the RNG 2
The weapon is designed primarily for long range value for computing hard point costs.) This
fire and is less powerful the closer the target is. enhancement may not be used with Enhanced
The range penetration modifiers are reversed so Range or No Range Modifiers.
that Short Range is -1 and Long Range is +1. Hard Point Multiplier: x0.7
May not be used with Double Range Penetration
Modifiers or No Range Penetration
Modifiers.
Hard Point Multiplier: x1.25
4 8
BALLISTIC WEAPON ENHANCEMENTS same secondary die is rolled again to see if
damage continues to occur. This is repeated
Airburst Warhead- until the secondary die fails to successfully
This warhead is designed to explode over the damage the target armor for that damage string.
target spraying the entire hex with dangerous Hard Point Multiplier: x2.5
shrapnel. This of course reduces the DMG rating
of the weapon by -2 (or in the case of a DMG 1 EMP Warhead-
weapon, to a d4-2 roll). Damage is rolled The warhead for this weapon is designed to
against all targets within the hex, both friendly deliver a highly focused EMP blast against the
and enemy alike. Unlike other weapons, a lock- target unit and all units in the immediately
on roll is not made against a target within the adjacent hexes surrounding it. The EMP blast
hex, but rather against the hex. A lock-on almost entirely ignores armor but is fully affected
against the hex has a base 5 for success by energy shields and may be absorbed by the
modified by indirect fire penalties and the like. shield as if it were actual damage. For each unit
Hard Point Multiplier: x1.8 within the area of effect of the EMP blast the
attacker rolls the DMG rating dice vs. half of the
Artillery- unit’s armor rating. Any roll that would result in
This weapon does not fire missiles but instead damage to the target, instead causes the unit to
fires large shells in an arcing trajectory with a completely shut down for 1 turn while the
GPS guidance system and minimal self- onboard systems scrambled by the EMP blast
correction ability. Unlike missile tubes, an reset. The unit thermal signature is immediately
artillery piece is capable of firing more than one reduced to one (1) and it is unable to defend
round per tube, yet still does not have the against melee attacks, resulting in automatic
ammunition capacity that kinetic weapons do. hits. This enhancement may only combine with
An artillery piece has an ammunition load of 5 Extra Launch Tube/ Barrel, Indirect Fire
shells. Each reload will add an additional 5 Capable, and Reload.
shells when taken instead of the one that Hard Point Multiplier: x3
missiles gain. Due to the arcing trajectory of its
shells, Artillery weapons are able to utilize Entangling-
indirect fire by default. The weapon is designed to ensnare the target in
Hard Point Multiplier: x3.2 addition to causing damage. Each successful hit
with this weapon requires the target mecha to
Bomb Rack- make a stability roll with a -3 modifier applied. If
The weapon is unpowered and merely dropped the mecha fails its stability roll, it falls to the
from the air with only the speed of the delivery ground for one turn.
vehicle and gravity propelling it. As a result, it is Hard Point Multiplier: x1.5
limited to Range 1 and negates the ballistic
weapon type thermal penalty. Unless combined
with external tubes, this enhancement assumes
that the weapon is internal to the unit.
Hard Point Modifier: None
Continuing Damage-
The warhead is designed to deliver a caustic
agent that continues to dissolve armor and
components even after the initial impact for
variable period of time. After a successful hit is
rolled against the target Armor, roll a second
damage die rated at one less than the primary
damage die. If this roll successfully does
4 9
External Tube/ Barrel- reducing the target unit’s MP by half for two
The missile/rocket/artillery tube/barrel is turns. This may not be used with Multiple
mounted on the outside of the unit. This Warheads.
mounting takes up fewer hard points but leaves Hard Point Multiplier: x1.5
the weapon(s) vulnerable to damage by enemy
fire. Whenever the unit suffers damage from Immobilizing (major)-
incoming fire, a d6 is rolled by the target unit's The missile/ rocket/ artillery round is equipped
pilot. A result of one (1) indicates that the with a binding substance that immobilizes the
weapon has suffered a disabling hit. A second target unit for a short time. A successful hit by
damage result to the weapon completely this type of round literally glues the target in
destroys it. Any unfired ordinance left in the place unable to make any movement for two
weapon when damaged or destroyed will not turns. This may not be used with Multiple
explode due to the inert nature of the warheads Warheads.
until armed in flight. Hard Point Multiplier: x2.5
Hard Point Multiplier: x0.25
Indirect Fire capable-
Heat Seeking- The weapon is equipped to super-elevate the
The missiles/ rockets/ artillery smart round is launch tubes/ barrels and has a modified
equipped with a heat seeking sensor and small targeting array allowing the unit to fire over
fins for changing trajectory. The heat sensor is intervening terrain with little loss of accuracy.
very sensitive, able to detect even infantry This weapons ignores LOS blocking terrain
sources. Of course the higher the thermal when it fires. Indirect fire attacks are conducted
signature of the target, the more accurate the with only a +2 lock-on modifier.
round becomes. When fired at a target, this Hard Point Multiplier: x1.6
round gains a +1 bonus to DMG die rolls for
every four (4) points of the target thermal Incendiary Warhead-
signature, rounded up. This may not be used The missile/ rocket/ artillery round is fitted with a
with Multiple Warheads. warhead that does little damage when it hits the
Hard Point Multiplier: x1.8 target. Instead it douses the target with a
flaming gel that burns for 2 turns, raising the
High Yield Warhead- target’s thermal signature by +2 which lasts for
The missile/ rocket/ artillery shell is equipped an additional 2 turns (4 turns total). This may not
with a high yield explosive warhead capable of be used with any Immobilizing, Multiple
inflicting substantial damage against the target. Warhead, Heat Seeking, Entangling, or
A successful hit by this type of round increases Continuous Damage enhancements. Damage to
the DMG rating of the weapon by +1 and grants the target occurs only if the DMG die roll
each +2 modifier to each DMG die rolled. In exceeds the target’s AR.
addition the hit causes an automatic stability roll Hard Point Multiplier: x2.5
failure by the target unit. May not combine with
Continuing Damage, EMP Warhead, Entangling, Linked Tube/ Barrel-
Heat Seeking, Immobilization, Incendiary, The missile/ rocket/ artillery tubes are hard-
Reduced Damage, or Multiple Warhead linked together prohibiting individual fire. Thus,
enhancements. the ballistic weapon equipped with this linkage
Hard Point Multiplier: x4 becomes an all or nothing affair. (ie. A 3-tube
missile launcher with the tubes linked fires all
Immobilizing (minor)- three tubes at once or it may not fire at all.)
The missile/ rocket/ artillery round is equipped Hard Point Multiplier: x0.75
with a binding substance that slows the target
unit for a short time. A successful hit by this type
of round inhibits target unit movement by
50
Multiple Launch Tubes- ENERGY WEAPON ENHANCEMENTS
The weapon is a cluster of several launch tubes/
artillery barrels capable of firing either Electro-Magnetic Pulse (EMP)-
individually or in multiples as desired. Each tube This energy weapon fires a blast of energy that
is only able to fire once before needing to be is capable of disrupting the onboard electrical
reloaded. (ie. A 6 tube missile launcher may fire systems of the target unit incapacitating it,
a single tube at a time up to six times or two instead of doing damage. The EMP blast almost
tubes at a time up to 3 times, or four tubes once entirely ignores armor but is fully affected by
then the remaining two tubes, and so forth until energy shields and may be absorbed by the
each tube has fired once total.) shield as if it were actual damage. For each unit
Hard Point Multiplier: 1+0.20 x the number extra within the area of effect of the EMP blast the
of tubes desired (ie. The 6 tube launcher in the attacker rolls the DMG rating dice vs. half of the
above example would have a multiplier of 1+ unit’s armor rating. Any roll that would result in
0.2x5 for a total of x2.0) damage to the target, instead causes the unit to
completely shut down for 1 turn while the
Multiple Warheads- onboard systems scrambled by the EMP blast
The missile/ rocket/ artillery round is fitted with a reset. The unit thermal signature is immediately
warhead that separates into multiple bombs that reduced to one (1) and it is unable to defend
spread out in an umbrella of destruction over the against melee attacks, resulting in automatic
target. These bombs attack not only the target, hits.
but also any unit currently in the surrounding Hard Point Multiplier: x3
hexes immediately adjacent to the target. These
attacks are all at full strength and resolved Extra Damage-
separately. No lock-on roll is needed against This weapon is built with superior components
units in the adjacent hexes since they are not resulting in less attenuation of the energy
being directly targeted and suffer damage due to discharge before it reaches the target. Weapon
area of effect proximity. fire gains a +1 to DMG rating.
Hard Point Multiplier: x3 Hard Point Multiplier: x2
Reload- Flamer-
The unit is equipped with an internal magazine This weapon fires an energy burst that does little
compartment containing one additional shot per damage to the armor of the target but instead
ballistic weapon tube/barrel the weapon has. raises the target’s thermal signature by +2
Once the initial ammunition is fired by the through the end of the next turn. Damage to the
weapon, the reloading process takes one turn target’s armor occurs only if the DMG die roll
during which the weapon may not fire. exceeds the target’s AR. This enhancement
Hard Point Multiplier: Special. The cost for the may not be combined with any other Energy
reload is equal to x0.65 of the initial cost of the Weapon Enhancement except Slow Firing.
weapon. (ie. A 10 tube launcher has an initial Hard Point Multiplier: x1.75
Hard Point cost of 12. The reload would
therefore cost 7.8, rounded up…8.) Ignores Shields-
When used as a reload for a hand-carried The weapon has a variable frequency tuner that
weapon, then the cost of the reload is figured per automatically adjusts the discharge wavelength
the extra magazine enhancement rules. to match that of the target unit shields. Shields
possessed by the target will not absorb incoming
fire and damage is rolled for as normal.
Hard Point Multiplier: x1.5
51
Rapid Firing- BIG Gun-
The weapon has been modified to emit pulses of The cannon with this enhancement is huge,
energy rather than a continuous beam or blast. firing larger shells than regular kinetic weapons.
This effectively increases the rate of fire on the This increase in size allows the cannon to fire
weapon by +1 though at the cost of an increased farther and hit harder though at a cost of firing
thermal signature of +1. only once per turn, having less ammunition
Hard Point Multiplier: x2 available, and producing a slight increase in the
unit thermal signature. This increase equates to
Shield Resonant- a +2 RNG and +2 DMG with a ROF restricted to
The weapon has a variable frequency tuner that 1/2 and +1 Thermal Signature modifier. The
automatically adjusts the discharge wavelength ammunition load for this weapon is only half of
sufficiently enough to induce a massive feedback standard, being 5 shots instead of 10.
in the target units shields. This induced This enhancement may not be combined with
feedback from the weapon causes the target Armor Piercing Shells, Chaingun, Hyper-Velocity,
unit’s shields to implode adding the shield level Continuing Damage, or Sniper Scope
rating to the weapon DMG rating rolled for that enhancements.
shot (maximum DMG rating of 5). This prevents Hard Point Multiplier: x3
the shields from intercepting incoming fire.
Hard Point Multiplier: x2.5 Chaingun-
The weapon is equipped with multiple rotating
Slow Firing- barrels and an accelerated feed mechanism
The weapon must build up a charge before it can allowing extreme rates of fire. Weapons with this
fire, slowing the rate of fire by -1. If the weapon enhancement automatically gain an ROF 5 with
already fires at an ROF 1, then it may fire only only a slight increase in thermal signature of +1.
every other turn…or a ROF of 1/2. This also This weapon also burns through ammunition far
lowers the thermal signature of the weapon by -1. more rapidly than standard weapons, marking off
Hard Point Multiplier: x0.75 an ammunition unit for each ROF die. This
enhancement may only be combined with Armor
Sniper Scope- Piercing Shells, Extra Ammunition, and HE
The weapon is equipped with an advanced Ammunition.
targeting system allowing more accurate fire Hard Point Multiplier: x3
against the enemy unit, bypassing some of its
defenses. The attacker may adjust Penetration Continuing Damage-
hit rolls up or down by one. The pilot must The ammunition is designed to deliver a caustic
choose which adjustment they are taking before agent that continues to dissolve armor and
making their penetration damage roll. components even after the initial impact for
Hard Point Multiplier: x1.2 variable period of time. After a successful hit is
rolled against the target Armor, roll a second
damage die rated at one less than the primary
damage die. If this roll successfully does
KINETIC WEAPON ENHANCEMENTS
damage against the target armor rating, then the
same secondary die is rolled again to see if
Armor Piercing Shells-
damage continues to occur. This is repeated
The weapon ammunition is specially designed
until the secondary die fails to successfully
and made of a dense alloy capable of punching
damage the target armor for that damage string.
through most armor with ease. The weapon
Hard Point Multiplier: x2.5
halves the target armor rating when rolling dice
for DMG.
Hard Point Multiplier: x1.8
52
Extra Ammunition- MELEE WEAPON ENHANCEMENTS
The weapon is equipped with an extra large (Note: Melee enhancements may not be taken
internal magazine, doubling the amount of multiple times on the same weapon.)
ammunition carried for the weapon. The weapon
has an additional 10 turns as a result. Energy Blade-
Hard Point Multiplier: x1.25 The weapon is equipped with a blade formed of
focused energy capable of cutting through most
HE Ammunition- objects, including enemy armor doing greater
The weapon ammunition is tipped with high damage than normal weapons. This weapon
explosives designed to blast large, deep chunks functions only as long as energy is supplied to it.
out of enemy armor. Successful hits do 2 points Damage Rating for the weapon is increased by
AR damage. (This may also be used for +1 with an increase in thermal signature of +1.
exploding cannon shells for low tech settings) Hard Point Multiplier: x1.8
Hard Point Multiplier: x1.6
Entangling-
Hyper-Velocity- The weapon is designed to ensnare the target in
The weapon is capable of accelerating its addition to causing damage. Each successful hit
ammunition to incredible velocities though it with this weapon requires the target unit to make
reduces the rate of fire to 1 and slightly higher a stability roll with a -3 modifier applied or fall
thermal signatures. However, the velocity of the down for one turn. In the case of aircraft, it
projectile increases the weapon range its ability causes them to crash on a failed stability check.
to punch through armor and shields significantly Hard Point Multiplier: x1.25
making it worth the costs involved. The weapon
modifiers are +1 Range, +2 DMG, +1 Thermal Huge Weapon-
Signature and restricts ROF to 1. It may not be This weapon is almost triple the size of a
combined with HE Ammunition, Extended standard issue mecha melee weapon. Very
Range, Reduced Range, Reduced Damage, Light and Light mecha may not use this weapon.
Double Range Penetration Modifiers, or Medium mecha require two hands available to
Continuing Damage Enhancements. use the weapon and may not use it as a
Hard Point Multiplier: x4 throwing weapon. Heavy mecha may use the
weapon normally. DMG rating for the weapon is
Reduced Ammunition- increased by +2. May not be combined with
The weapon only carries half of the ammunition Super Heavy, Piercing, or Polearm
carried by other weapons, making it slightly enhancements.
smaller and lighter. The weapon only has 5 Hard Point Multiplier: x2
turns of use as a result.
Hard Point Multiplier: x0.7 Large Weapon-
This weapon is much bigger than a standard
Sniper Scope- issue mecha melee weapon. Very Light mecha
The weapon is equipped with an advanced may not use this weapon. Light mecha must
targeting system allowing more accurate fire have two hands available to use it and may not
against the enemy unit, bypassing some of its use it as a throwing weapon. Medium and
defenses. The attacker may adjust penetration Heavy mecha may use it normally. DMG rating
damage rolls up or down by one. The pilot must for the weapon is increased by +1. May not be
choose which adjustment they are taking before combined with Super Heavy, Piercing, or
making their damage roll. Polearm enhancements.
Hard Point Multiplier: x1.2 Hard Point Multiplier: x1.65
53
Monofiliment Edge- INFANTRY WEAPONS
This weapon has an edge composed of a single
molecule enabling the weapon to cut through Infantry Personal Arms-
any material with frightening ease. When used Small caliber hand weapons such as matchlock
against enemy armor, only half of the target pistols, derringers, revolvers, automatic
armor value is used for the target AR value. If handguns, and the like that are issued to the
the target has shields, then the damage may be individual trooper. Usually not very useful, these
absorbed as if it were a standard weapon hit. weapons are better than nothing to even veteran
Hard Point Multiplier: x1.75 soldiers. Personal Arms are rated in three (3)
levels shown below;
Piercing-
The sharp, stabbing point of this weapon Level 1 Range: 1(1/0/0) ROF: 1
focuses the force of the attack in such a small DMG: 1 (d4-3) [reduced range, reduced damage]
area that shields cannot resist it. If the unit has Ammo: 10 HP Cost: 1
shields, their effects are ignored when inflicting
damage to the target. The target armor rating is Level 2 Range: 1(1/ 2/0) ROF: 1
applied as normal when rolling for damage. DMG: 1 (d4-3) [reduced range, reduced damage]
Hard Point Multiplier: x1.9 Ammo: 10 HP Cost: 2
54
Infantry Heavy Weapons- NON MILITARY STRUCTURE BUILDING QUICK
The big guns used by the infantry such as heavy CONSTRUCTION
machine guns, light field cannon, mortars, anti- When not needing to construct a military
armor missiles, small particle cannon, and the structure such as a bunker, defense post,
like. These weapons are broken into sections by weapon tower, and the like the following
base type, each with their advantages and guidelines should be used in the given order.
disadvantages for use. Each base type is rated
in 1-4 levels as shown below; First, designate the building type such as
industrial, residential, office, manufacturing,
Kinetic processing, storage, warehouse, etc..
Level 1 Range: 1 (1/ 2/3) ROF: 2
DMG: 1 (d4) Ammo: 5 HP Cost: 3 If the building is planned to be multiple hexes in
size, then it is automatically size 10. If the
Level 2 Range: 2 (2/4/6) ROF: 2 building is less than 200 meters long and wide,
DMG: 2 (d6) Ammo: 5 HP Cost: 4 designate the size class desired 1-10.
Level 3 Range: 3 (3/6/9) ROF: 2 Non-military buildings are typically not armored,
DMG: 2 (d6) Ammo: 5 HP Cost: 6 but most do have thick structural walls which
provide a minor amount of equivalent armoring.
Ballistic- Thermal Signature +1 Designate the Armor Rating of the building
Level 1 Range: 2 (2/4/6) ROF: 1 between 1 and 3.
DMG: 2 (d6) [indirect fire]
Ammo: 4 HP Cost: 4 Non-military buildings will not have hard points
and have very little equipment outside of that
Level 2 Range: 3 (3/6/9) ROF: 1 necessary for them to fulfill their designated
DMG: 3 (d8) [indirect fire] purpose. Each building has four internal
Ammo: 4 HP Cost: 5 equipment bays that will be labeled according to
the building designation. (ie. A chemical
Level 3 Range: 3 (3/6/9) ROF: 1 manufacturing facility will have four spaces
DMG: 4 (d10) [indirect fire] assigned Chem Lab 1, Chem Lab 2, Chem Lab
Ammo: 3 HP Cost: 6 3, Chem Lab 4 or Storage or Shipping or
Personnel Area as desired. A residential building
Level 4 Range: 4 (4/8/12) ROF: 1 such as apartments or condos will have four
DMG: 4 (d10) HP Cost: 7 spaces assigned Living Area 1, Living Area 2,
Living Area 3, Living Area 4 or Parking Garage,
Energy- Thermal Signature +3 or Lobby as desired.) These internal equipment
Level 1 Range: 3 (3/6/9) ROF: 1 bays are destroyed by hits that penetrate the
DMG: 2 (d6) [EMP] HP Cost: 4 external 'armor' of the building one per such hit.
If all four are destroyed, the building is gutted
Level 2 Range: 4 (4/8/12) ROF: 1 and destroyed.
DMG: 3 (d8) HP Cost: 6
Such buildings do not cost points to place on the
Level 3 Range: 4 (4/8/12) ROF: 2 board and award points only as designated by
DMG: 3 (d8) HP Cost: 7 the current scenario or mission.
55
FILL IN UNIT RECORD SHEET
Simply take the information from the scratch paper we recorded our unit information on and fill in the
appropriate spaces on the Unit Record Sheet form included at the back of this rulebook.
Offensive Rating:
Weapon Hard Point Cost x (Weapon Range plus the unit MP). Add the offensive rating modifier for
each enhancement. Repeat for each weapon and then add the individual weapon values for the unit
Offensive Rating. (Ballistic weapon External Tubes and Hand carried weapon offensive rating values
are added at double their computed value.)
Defensive Rating:
Armor Rating x unit MP divided by the unit Thermal Signature (after any mods.). Add the defensive
rating modifier of each defensive enhancement and the stability modifier to the total. Multiply result by
unit size and total for the unit Defensive Rating.
Points Cost:
Offensive Rating x Defensive Rating. Final Point cost of the unit equals the square root of the result.
56
APPENDIX A
HOSTILE ENVIRONMENTS
Not all battlefields will be on a temperate or earth-like world. In those instances the environment can
be as much of a deadly enemy as your opponent. The following rules attempt to provide rules to deal
with such environments and some variations of the environment itself. Hostile environments are
classified into a numbered range for easy reference to the variation and type. These environmental
classifications may also be combined for even further variation of the battlefield.
Class 1: All units have a -1 modifier to their Thermal Signature. Infantry is in protective suits.
Class 2: Infantry cannot survive in this environment. All Mecha and Vehicles have a -3 modifier
to their Thermal Signature.
Class 3: This is a Mecha only environment. All mecha have a -5 modifier to their Thermal
Signature.
Class 4: All units have a +1 modifier to their Thermal Signature. Infantry is in protective suits.
Class 5: Infantry cannot survive in this environment. All Mecha and Vehicles have a +2 to their
Thermal Signature.
Class 6: This is a Mecha only environment. All mecha have a +4 modifier to their Thermal
Signature.
*Surface Naval Units must be equipped with submersible modification when in Deep Ocean.
5 7
Type D- Vacuum
A very thin atmosphere or its absence on a planet or out in space is referred to by this environment. (It
really sucks.) This lack of atmosphere means no drag or refraction on projectiles and energy
discharges. May only Combine with Very Hot, Very Cold, Desert, High Gravity, Low Gravity, and
Tectonically Active.
Class 10: All weapon ranges are increased by +2.Infantry must be in protective suits.
Class 11: All weapon ranges are increased by +4. Infantry must be in protective suits.
Type E- Corrosive
Planetary atmospheres are often times composed of rare and exotic gases, the mixture of which can
result in substances that are corrosive in nature. These corrosive atmospheres can be damaging to
unprotected substances exposed to them. Infantry may not survive in these environments. Damage
rolls are applied against the unit AR as normal. May not combine with Vacuum.
Class 12: All units suffer a DMG 1 (1d4) attack against their AR per turn.
Class 13: All units suffer a DMG 2 (1d6) attack against their AR per turn
Class 14: All units suffer a DMG 3 (1d8) attack against their AR per turn
Class 17: All energy weapons have a +1 to the DMG dice result rolled. (ie. A DMG 1 (d4) is rolled
resulting in a 3. This is modified to a result of 4.)
Class 18: All units roll 1d10 prior to moving. A result of “1” indicates the unit has suffered a
lightening strike (DMG 2 attack against the unit AR).
All energy weapons have a +1 to the DMG dice result rolled.
Class 19: All units roll 1d10 prior to moving. An odd result indicates the unit has suffered a
lightening strike (DMG 2 attack against the unit AR).
All energy weapons have a +1 to the DMG dice result rolled.
58
Type H- Light Gravity
Some worlds have a lesser density than earth, resulting in less gravity. Combat on these worlds can
be tricky at times and require care in movement.
Class 20: All units suffer a -2 to their stability modifiers and their MP is increased by 25%. (Infantry
gain a +1 MP)
Class 21: All units suffer a -3 to their stability modifiers and their MP is increased by 50%. Flight
movement and Close Air Support units are prohibited. (Infantry gain a +2 to MP)
Class 22: All units suffer a -4 to their stability modifiers and their MP is increased by 50%. Maximum
unit speed is 6 MP. Flight movement and Close Air Support units are prohibited. (Infantry
gain a +2 to MP)
Class 23: All units get a +1 to their stability modifier and their MP is reduced by 25%.
Class 24: Infantry and Close Air Support will not survive in this environment. All units get a +1
Stability Modifier and their MP is reduced by 50%.
Class 25: Mecha only environment. All units get a +2 to Stability Modifier and their MP is reduced by
75%.
Type J- Desert
This is actually a terrain that lacks water, but due to its nature and composition, it also classifies as an
environment. The constant sand works its way into machinery causing all sorts of problems and
failures. Hidden sinkholes can trap even mecha moving through them. Deserts may also be very hot,
very cold, and so forth.
Class 26: All units roll 1d10 prior to their movement. A result of “10” indicates that an equipment
failure has occurred. Equipment failure is determined by rolling on the penetration hit table.
Crew Compartment and Power Plant hits are ignored and are ‘freebies’, not re-rolled.
Class 27: All units roll 1d10 prior to their movement. A result of 6+ indicates that an equipment
failure has occurred. Equipment failure is determined by rolling on the penetration hit table.
Crew Compartment and Power Plant hits are ignored and are ‘freebies’, not re-rolled.
Class 28: All non-flying, hover, or anti-grav units suffer a -2 penalty to their stability modifier.
Class 29: All non-flying, hover, or anti-grav units suffer a -4 penalty to their stability modifier and
terrain costs are increased by +1 for ground units.
Class 30: All non-flying, hover, or anti-grav units suffer a -6 penalty to their stability modifier and
all terrain costs are increased by +3 for ground units. Such units also suffer a -2 penalty to
their DMG die roll result.
59
Type L- Volcanic
To simulate volcanic terrain, simply combine a Very Hot environment with a Tectonically Active
environment. Surface Naval Units may not deploy in these environments. All water and magma pools/
streams use the corrosive Class 14 environment for effects in a volcanic environment.
May not combine with Vacuum or Very Cold.
APPENDIX B
THE HISTORY OF MAN
PRELUDE
Life on Earth had remained the same for several millennia. Millennia filled with the struggles of
survival and amongst ourselves, the threads of our advances woven amongst them. Throughout all
these millennia humanity has gazed to the stars and dreamed of traveling amongst them. In the latter
years of the 1940s, during one of the worst wars of that millennium, humanity placed its first foot upon
the doorstep to the stars with the discovery of rocket powered flight.
6 0
The advent of the ‘Space Age’ should have been called the ‘Aeronautical Age’. While it’s true that
humanity had built orbital facilities and walked upon the moon during this time, we were still
dependent on constant resupply from Earth. The failure of almost any system aboard those facilities
or the crude chemical rockets traveling between them meant, more often that not, evacuation of those
aboard and periodically…death. These were the tethers holding us to the world of our birth and it was
almost a full millennium before humanity gained enough knowledge to cast them off.
Humanity had been on the verge of discovering the secret to Faster-Than-Light travel for centuries,
but the level of control needed for manipulation of subatomic structures had evaded us. The slipping
from one dimension to the next needed a level of control that was several orders of magnitude more
energy intensive than anything we had attempted before. In comparison, the two century long pursuit
of fusion power was child’s play.
All of that changed in 2937 AD when a team of the Earth’s top scientists led by Dr. Alex Duncan
cracked the secret. Humanity finally had the means necessary to break free of Earth and travel out
into the heavens.
The news that FTL travel was now possible spread across the world and through the orbital colonies
in less than a day via the Planetary News and computer networks. In those days, if you were isolated
from knowledge, it was your choice to be. For those who were not isolated, the stunned silence did
not last long. The centuries of bitter hopelessness at our confinement changed from apathetic self-
destruction to hopeful jubilation. Dr. Duncan and his team were the heroes of the century.
Almost immediately, national resources were dedicated to exploit this new ability. Exploration ships
were constructed first, their brave crews volunteers all. As quickly as construction and training
permitted, these early exploration craft sped away from the Earth and the tens of billions upon her
seeking new homes. How many died in the lonely dark between the stars only the heavens
themselves can tell us. Behind them, those nations funding these ’new frontiersmen’ began the
construction of colony barges. The Planetary News dubbed the huge block-like ships the ’Cattle Cars
to the Stars’ since they were built to move as many people and as much equipment as possible.
Those who could afford to leave Earth were almost ready when the exploration ships began returning
several years later… to a world changed from what they had left behind.
6 1
THE IMMIGRATION WARS
Tensions began rising between nations on Earth soon after the first exploration ships began
construction. Many of the most overpopulated countries were also the poorest and least able to afford
financing any sort of colonial ventures into space. This, they felt, was grossly unfair since they were
the countries in greatest need of population relief. Or, as the more blunt of U.S. Congressmen stated,
“the most in need of shipping their problems somewhere else.”
Riots began breaking out around the globe in the poorest of those troubled countries, most times
covertly instigated by their governments. The embassies of the United States, Britain, China, Russia,
Germany, Japan, Saudi Arabia, and Israel were the typical focus for the majority of the riots.
Coincidentally, these were also the primary governments sponsoring the exploration and colonization
efforts. The rioting led to the withdrawal of their embassies both as a means of trying to quell the
number of violent protests and as a protest in itself against the governments of those nations
abandoned for failing to police their citizens.
In 2942, almost two years after the first of the exploration ships left Earth, the United Nations
collapsed. By 2943 tempers had flared and diplomatic relations between the first world countries and
the rest of the world were all but non-existent. The only communications traveling between heads of
state were accusations and criticisms. After a thousand years, the nations of Earth were poised on
the precipice of another world war.
Tibet Province, China- June 29, 2943 approximately 280 kilometers south of Bowo an army of angry
and desperate civilians pour out of India. Within 2 hours of the first reported crossing, the Chinese
Army mobilized two armored battalions to contain the ‘invasion’ and force the mob back into India. By
the end of the week, the entire military of both nations were mobilized and at war.
It was the spark that ignited the powder keg. Old hatreds, new resentments, and years of bile from
petty disputes ignited between nations world wide. Within three months wars had broken out between
the nations of Africa against Egypt, Spain, Portugal, France, Italy, and Greece. Germany and Russia
found themselves being assaulted by the Balkan States, Georgia, Armenia, and Kazakhstan. In an
act of self-preservation, Jordan, Saudi Arabia, and Israel banded together to become a military
fortress while defending themselves from the radical Arab nations. South Asia allied with India in
turning against China while the United States came under siege from the Caribbean nations, Central,
and South America. Canada and Australia provided support with Britain in defending Europe. The
wars lasted almost three years.
Only the orbiting colonies, Japan and the Baltic Sea countries managed to remain unscathed by the
war, both being isolated by oceans or space. The lesser countries involved in the fighting that did
survive were shattered economically and militarily. Almost two billion dead littered the planet. The
burned out shells of buildings and armored vehicles could be found wherever anyone traveled.
Though they were hard pressed by numerically superior forces, all of the leading world countries came
through intact. Construction on the colonial transports resumed quickly. American and Japanese-built
power suits could be spotted everywhere salvaging the military wreckage. This material was quickly
recycled for ‘cattle barge’ construction materials.
Ironically, the first passengers to board these ships were the surviving populace from the losing
countries.
The first seeds men sow are usually those of their own destruction…
6 2
THE FIRST COLONIES
The first of the explorer ships, the HMS Argyle, returned to Earth in May of 2947 AD. A habitable
planet had been discovered in the Beta Virginis system a mere 35.5 light years from Sol. The crew
had named this desert world ‘Brightsun’ while exploring it under the harsh glare of its ‘F‘ class star.
Though not exactly earthlike, water and the other necessary components for supporting terran life
were present in the polar regions and that was enough for the powers of Earth.
Six months later, the first colony barge loaded ’involuntary’ colonists made up of the war survivors from
Africa left Earth orbit for Brightsun. Five more colony barges followed over the course of seven
months time.
During the Brightsun expedition load-out and departures, two more explorer ships returned home.
The PRCS Xi arrived in September 2947 with the USS Robert E. Lee arriving in December. Both had
found habitable worlds in roughly the opposite direction from each other.
The Xi’s discovery occurred in the 82 Eridani system. There the crew had found a world covered in
shallow forested seas and rich with indigenous fauna. ‘Colonists’ from India and southeast Asia found
themselves headed towards this world named Li Tian1 Roughly translated as “Gift of Heaven”.
The Lee bore news of a warm, semi-tropical moon orbiting a super gas giant in the Pi Ursae Majoris
system. This tectonically active moon was dubbed ‘Farside’ by the explorers and found to be wholly
suitable for colonization. The quakes, gravitationally induced, tended to be infrequent and relatively
mild. The war survivors from the southern America’s were quickly loaded onto the first available
colony barges and sent off to their new homes. And so it went…
Eventually, the return of explorer ships slowed…and eventually stopped. The last to return, the DNS
Sucher in November of 2949 AD, marked the end of the rapid colonization from Earth. In all, twenty
habitable worlds had been reported within the 50 light years surrounding humanity’s home system.
6 3
Hundreds of thousands of colonists had been sent out to these worlds, a good percentage of them
involuntarily, yet many billions still remained behind on Earth. Explorer ships and colony barges still
went out infrequently, but the Earth had already shipped her problems elsewhere.
In 3014, the Global National Parliament was formed to act as a unifying world government. Individual
nations functioned similarly those states left in the United States of America. World peace was
declared and the economy and standard of living jumped globally. As the standard of living increased
fewer people worked to actually earn what they received. With each new generation maturing into
adulthood, the expectation for more and more luxuries as a right rather than a reward for effort
became a cancer in the heart of civilization. In order to supply the ever increasing demands of its
people the GNP turned to the colonies.
The colonies were well established by 3027 AD. Even the involuntary colonies were beginning to
move beyond basic survival needs. Raw materials, food stuffs, and other goods were shipped to
Earth in exchange for equipment and finished goods more advanced than what the colonies could
provide themselves and Earth wanted all the colonies could provide. Unfortunately, the only ships
capable of interstellar travel were controlled by the GNP of Earth. A monopoly that they began to
exploit ruthlessly as their internal problems became more and more insoluble. Over the next sixty-or-
so years this stranglehold on the colonies went from exploitive to tyrannical.
6 4
The politicians and corporate heads began to interfere and dominate the colony world governments,
blackmailing them by means of trade embargoes and sanctions. Prices for finished goods tripled or
quadrupled prohibiting some colonies from being able to import the more expensive necessities. By
3094, the anger of the colonies was explosive.
On February 13, 3094, colonists of ’Empty Promise’ seized the freighter “Puget Sound” and
confiscated the entire cargo in protest of the unfair and criminal practices of the Earth and its people.
Improved versions of the old power-suits used in the clean up of the Immigration Wars were used
widely amongst the colonies. With materials seized from the Puget, the suits of ’Empty Promise’ were
armored and armed. The ship herself was flown off planet and hidden on a large planetoid of one of
the system asteroid belts. From every world humanity called home, the people watched with held
breath.
The GNP erupted in outrage at the temerity of their colonial servants. Orders were given to the Terran
Navy to dispatch forces to recover the Puget and capture those terrorists responsible for the incident
using whatever force necessary. The fast frigate Ares and two battalion-class troopships were sent to
the 26 Draconis system, arriving April 8, 3094. The TNS Ares held orbit with the troopships,
broadcasting a planet-wide surrender order to the terrorists on ‘Empty Promise’. The response the
Terran ships received from the planet was two words long and over a thousand years old. The
troopships launched landing shuttles within the hour.
The landing was virtually unopposed. The light armor vehicles and trained infantry of the Terran
Interstellar Army quickly secured a beachhead outside of the ‘Empty Promise’ star port complex. The
few security men and armed colonists that resisted didn’t last five minutes. Reports were made to the
ships above that the Puget was not at the star port and only token resistance had been encountered.
The army commander, Colonel G.W. Kluster, was told to move into and occupy Resolute, the
planetary capital. Confident his forces could deal with a few backwards farmers, Colonel Kluster left
his light armor at the space port to secure his rear. Ten kilometers outside of Resolute, the army met
the real defenders of Empty Promise.
The first colonial attack was an ambush on the Terran point. The colonial volunteer infantry was
arrayed across the front of the terran advance in well dug trenches interlaced with mine fields. Colonel
Kluster ordered two companies to try to flank the colonial positions. The tactic may have worked
against just infantry. Unfortunately for the army troops, they ran straight into the arms of the first
colonial combat walker platoon. The Terrans were slaughtered. Survivors broke and ran back to the
main body with the walkers close behind. The Terrans tried to adjust, but then the second combat
walker platoon rose out of the colonial trenches and joined the fight. The surviving terrans routed
back to the space port only to find yet a third combat walker platoon and colonial infantry mopping up
their light armor and surviving landing shuttles.
It is thought that Colonel Kluster managed to make it to one of the surviving shuttles just prior to it
being destroyed. Opinions differed about what happened afterwards and about whom actually gave
the command, but there is no doubt at all of the result. Resolute, with everyone in and around it for
two kilometers, was wiped out when the Ares bombed it from orbit with a Mk III Fusion Warhead. The
fallout poisoned and killed everything within a 200 kilometer radius around the blast zone, including
the Terran Army troops. Earth tried to suppress the news but acted too late to keep it off of the nets.
6 5
RETRIBUTION
Rebel survivors of the strike against ‘Empty Promise’ made their way off planet to the hiding place of
the Puget. Re-christening her the Payback, they proceeded to engage in a game of hide and seek
with the Earth military amongst the other colonies. Most of the colonies wanted nothing to do with the
crew of the Payback and their plans. However, memories are long and five other colonies were more
than eager to see their oppressors humbled. The colony worlds of Farside, Brightsun, Li Tian, Kismet,
and Felsenmeer were all involuntarily settled by the survivors of the Immigration Wars. Their hatred of
the earth had been nursed for more than one-hundred years with recent events merely honing it to
perfection. What resources and manpower they had, they made available to the Payback.
Most of the Terran Navy was out in the colonies trying to keep order and hunting for the rebels instead
of maintaining security of their home system. They were looking in the wrong place. The Payback slid
into Sol system un-noticed by the few patrol vessels remaining, making its way to the asteroid belt.
Masquerading as a mining ship, the Payback moved from asteroid to asteroid, prospecting for
precious metals. On every asteroid she left behind her, the rebels had fitted a robust shuttle drive and
pre-programmed guidance system. Within a month, over a dozen asteroids were fitted out, ready for
their mission.
August 30, 3094 15 asteroids boosted out of their orbits upon receipt of a low powered broadcast sent
from the Payback. Their mission accomplished, the rebels left the Sol system, returning to their
homes without a backwards glance or regret.
Two months later…the colonies on Mars, Luna, and every major city on Earth vanished in multi-
gigaton explosions as the asteroids hit their targets at speeds of tens of thousands of kilometers per
hour. The devastation was total. All of the terran ships returned to Earth as fast as possible trying to
rescue the survivors. They needed not to have bothered. Not one person out of the 63.2 billion
people inhabiting the earth survived. The bio-sphere of the earth had been nearly obliterated. The
mantle was cracked, oceans of lava boiling away the seas. Steam and dust filling the air and blocking
the life giving light of Sol caused temperatures to drop and all vegetation that had survived the tidal
waves and plasma storms to die in a matter of weeks. Earth became a planet of poison gases and
ruined wastelands. Nothing survived.
6 6
Mars and Luna were luckier, especially with the Europa colony having been spared from attack. Only
one strike against the naval ship yards on the moon occurred and only two strikes on Mars. Mars
would bear the scars for centuries, but still remained a life sustaining world. Both sides, horrified by
the destruction of the Earth and the apparent ease with which it was done, sued for peace. Those left
in the Sol system now depended upon the colonies for their support. Trade issues evaporated and
while hard feelings were harbored for the next two hundred years by all, a sense of equality and
freedom established itself. Shipping between the colonies became the norm with each planet having
its own trade fleet. It was a time of prosperity.
BALKANIZATION
The colonies and Sol spend the centuries improving technology and began to resume exploration of
the stars beyond those they called home. Chief among these improvements was the perfection of the
combat walker. Much like the warhorses of the feudal age, these machines carried their warrior elite
into combat. Infantry, armored vehicles, and atmospheric aircraft began to be replaced by these
creations throughout the human worlds. Whenever a dispute arose that required a show of force, the
generals in charge would trot out their combat walkers to intimidate the opposition. People began to
refer to the walkers as the government’s war dogs on many planets.
It started with trade issues. Several of the outlying planets felt that the inner systems were getting an
unfair trade rate due to their proximity to Sol and each other. The governments and corporations
composing these trade unions eventually became political entities on their own over the next fifteen
years. The United Stellar Nations was the largest of these newly political entities consisting of the
worlds Farside, Liberty, New Dover, and Brightsun. The second largest was the Iron Pagoda,
composed of Li Tian, Mei Long, and Felsenmeer. The hostile trading practices of these two
governments forced the formation of the Free Stars Alliance consisting of Victoria and Senryu and the
6 7
Outworld Consortium consisting of Yerusha and Glick. The remaining worlds remained stubbornly
independent, though Sol and Torii maintained an alliance of convenience.
The formation of stellar nations led inevitably to the build up of military arsenals on all worlds. The
independents felt threatened by these new, domineering governments who had been bullying their
way around the trade routes for the last two decades. The new governments felt that they needed
armed forces to defend against pirates and the ‘nervous reactionaries’ of the independent worlds.
Differences of opinions became arguments…arguments became animosities…and animosities
became wars.
It is now 3329...raids against each other are common among the worlds of man. Earth still serves as
a reminder to all of total, unrestrained warfare. But that has not deterred the many short wars or
skirmishes cropping up wherever the angry governments of humanity choose to send their Wardogs.
6 8
APPENDIX C
THE WORLDS OF HUMANITY
6 9
Chi Orionis solve nearly any problem and has the second
Star Type: G0V+M1II (binary) largest standing army in the human spheres.
Distance from Sol: 28.26 Light Years For outsiders, the Pagoda philosophy is to treat
Settled Worlds: (Chi Orionis Alpha) them as spies and subversives. Felsenmeer is
Senryu- population 714 million the main industrial center of the Pagoda and
Orbit 4, no moons home to the majority of lower castes.
Foggy jungle (F15)
Political Status: Free Stars Alliance Overall, the Iron Pagoda styles itself the only
Primary Colonial Origin: Japan true successor to the rule of humanity among the
stars and is not shy about aggressively pursuing
Notes: Senryu (Poem) is a warm world with a this policy. Since even the Pagoda is hesitant
perpetually foggy atmosphere that limits sight to about waging all out war with the spectre of
a kilometer or two. The only danger on this Earth still bright in memory, it has no
world is a carnivorous form of tree. Ironically, compunction with conducting the greatest
this same plant creature is also the most number of raids against others than anyone else.
valuable resource on the planet. Carefully
harvested, the sap-blood of this creature forms
the base for half a dozen life-saving medicines, Alpha Mensae
including a cure for all cancers and blood Star Type: G5V
diseases. Senryu is also the capitol world of the Distance from Sol: 33.10 Light Years
Free Stars Alliance. Settled Worlds: Mei Long-
population 2.8 billion
Orbit 3, 2 moons (lunar colonies present on both)
Garden world
Political Status: Iron Pagoda
Primary Colonial Origin: China
Beta Hydri
THE IRON PAGODA Star Type: G1IV
Distance from Sol: 24.38 Light Years
Settled Worlds:
The Iron Pagoda is a dictatorship styled between Felsenmeer- population 181 million in
facism and the worst of communism. Freedoms underground cities
are restricted and few, personal independence Orbit 3, 2 small moonlets
and free thought are ruthlessly crushed and Rock wastes, no surface vegetation
expunged. A nearly inflexible caste system is in Political Status: Iron Pagoda
place throughout the worlds within the Pagoda. Prime Colonial Origin: Involuntary. Balkan and
Fortunately, this has left the Pagoda with a Slavic survivors of the Immigration Wars.
lagging tech base and a more brute force
application of the tech base they do have. The
Pagoda is prone to use militaristic solutions to
70
Notes: Felsenmeer (Sea of Rocks) is an
unfriendly world with a surface of broken rock
despite its oxygen rich atmosphere. Travel in
any sort of tracked or wheeled vehicle is nearly
impossible across its surface. The population
lives in caverns below the surface because that
is where water and a sort of fungal vegetation
similar to earth mushrooms exists. The only
other form of plant life on the planet is a dozen
varieties of lichen. The planet is very high in raw
metals and rare earths however and despite its
squalid conditions, allows for a high standard of
THE OUTWORLDS CONSORTIUM
living from this wealth.
The Consortium is unique among the colonial
governments in that it is both a unified multi-
82 Eridani system government and actually predates the
Star Type: G5V other multi-system powers. Colonized almost
Distance from Sol: 19.76 Light Years exclusively by Israel, the government was largely
Settled Worlds: unaffected by the loss of Earth with only two
Li Tian- population 751 million exceptions. The first being that people of the
Orbit 4, 3 moons Consortium no longer feared being blown-up by
Shallow forested ocean (swamp) some hate-twisted nutjob with explosives and a
Political Status: Iron Pagoda martyr complex. This freedom from fear coupled
Prime Colonial Origin: Involuntary. Southeast with governmental unification has allowed the
Asian and East Indian survivors of the Consortium's economy to grow into the richest
Immigration Wars. one of the human worlds and their society into
one of the most stable. The second exception to
Notes: Li Tian (Gift from Heaven) is a world the loss of Earth is more religious in nature. The
covered by a single densely forested shallow loss of the holy city of Jerusalem was felt deeply
sea. Vicious carnivorous aquatic life native to by the citizens of the Consortium resulting in a
this world have forced the colonists to build their greater focus on their religion than before.
cities among the trees. Fishing and mining are
the two most dangerous professions of this This was both a good thing and a bad thing
otherwise earth-like world. depending on perspective. It was good in that
this religious introspection has made the
Consortium far less likely to initiate raids against
their neighbors, though the retaliatory raids they
do initiate are pretty thorough. The bad part is
that it also made them feel more defensive about
their society and religion, causing them to over-
react to perceived threats to or persecution of
either. Their strong economy and defensiveness
led the Consortium to build the strongest Star
Navy and largest standing army of any human
world. Their one and only mission is to ensure
that the words "Never again" are inviolate.
7 1
HR6998 “Petra”
Star Type: G5V
Distance from Sol: 42.35 Light Years
Settled Worlds:
Glick- population 412 million
Orbit 5, two moons (lunar colonies present)
Tectonic (K28)
Political Status: Outworlds Consortium
Primary Colonial Origin: Israel
7 2
Pi Ursae Majoris Political Status: United Stellar Nations
Star Type: G1V Primary Colonial Origin: United States of America
Distance from Sol: 46.55 Light Years
Settled Worlds: Notes: A cooler world with large polar ice caps
Farside- population 529 million and extensive equatorial temperate forests,
Moon 5, orbit 3 Liberty was the new west for the frustrated
Tectonic semi-tropical forest (K28) American frontiersman. When the colonists
Political Status: United Stellar Nations arrived on this world, they found exactly what
Primary Colonial Origin: Involuntary. Hispanic, they were after…and a little bit more. The
American Indian, Caribbean, South American Liberty razor bear and quill tiger were as fond of
human flesh as the humans were of tree rabbits.
Notes: Farside is a moon orbiting a super gas Though their numbers are significantly reduced,
giant, suffering minor quakes due to gravitic tidal no Liberty inhabitant goes unarmed into the
shifts of the planet. A warm, semi-tropical rain wilds.
forest with a host of dangerous life forms and
plant life, the colonists here have adapted
amazingly well. Most settlements tend to be Beta Virginis “Zavijava”
along rivers or the coastal plains where there are Star Type: F8V
fewer dangers from the native flora and fauna. Distance from Sol: 35.55 Light Years
Settled Worlds:
Brightsun- population 215 million
Rho Cancri Orbit 6, no moons
Star Type: G8V+M3.5V (binary) Very Hot Desert (A1+J26)
Distance from Sol: 40.87 Light Years Political Status: United Stellar Nations
Settled Worlds: (Rho Cancri Alpha) Primary Colonial Origin: Involuntary. Arabic and
New Dover- population 1.1 billion African Immigration War survivors.
Orbit 4, two moons (lunar colonies present)
Earth-like Notes: The only portions of this world are along
Political Status: United Stellar Nations the shores of its small polar oceans. Narrow
Primary Colonial Origins: United Kingdom vegetative strips provide shade from the burning
bright furnace of its sun to the few indigenous
Notes: New Dover is amazingly earth-like with insect-like creatures found. The harsh
great white cliffs along its ocean shores similar to conditions of this planet are reflected in its small
those of Dover in Britain. This is where it gains population. This was the first colony established
its name obviously, though its namesake is by humanity in the stars.
nothing more than a sea of molten rock now.
New Dover is the capitol of the United Stellar
Nations.
11 Leonis Minoris
Star Type: G8V+M5V (binary)
Distance from Sol: 36.46 Light Years
Settled Worlds: (11 Leo Alpha)
Liberty- population 810 million
Orbit 5, 4 moons (two moons with lunar colonies)
Polar forests with small equatorial deserts and
oceans.
7 3
Sol System
Star Type: G2V
Settled Worlds:
7 4
26 Draconis 36 Ophiuchi
Star Type: G1V+K3V+M1V (trinary) Star Type: K1V+K1V+K5V (trinary)
Distance from Sol: 45.95 Light Years Distance from Sol: 19.52 Light Years
Settled Worlds: (26 Dra Alpha) Settled Worlds: (36 Oph Beta) Gletcher-
Empty Promise- population 387 million population 629 million in domed subsurface
Orbit 3, two moons (lunar mining colonies cities.
present) Orbit 2,
Light gravity, no mineral resources no moons
Political Status: Independent Very Cold
Primary Colonial Origin: United States of (B4)
America (Southern Midwest) Political Status: Independent
Prime Colonial Origin: Russian
Notes: This world looked to be a dream come Notes: Gletcher (Glacier) is a frozen world
true for the crew of the exploration ship that covered by vast glaciers and small equatorial
found it, so they named it Promise. Light gravity, forests. The highly mineralized ice is melted for
but vast open prairies, low hills, forests, and water and to recover the suspended minerals.
plenty of water. Unfortunately, once the colonists Mining operations near the equatorial regions
got there they discovered that there wasn’t a recover additional mineral resources.
trace of metals or other mineral resources to be
found on the planet. They changed the name of
the planet from Promise to Empty Promise as a
result. The people are fiercely independent and H209 “Neues Vaterland”
their industry is agricultural. Ranching of terran Star Type: G5V
longhorn and mustangs is the main occupation Distance from Sol: 48.74 Light Years
for export to other worlds. Surprisingly, both Settled Worlds:
species have done exceedingly well on their new Hinterland- population 713 million
world. Empty Promise is also noted as being the Orbit 4, one moon (lunar colonies present)
home of the rebel colonists that destroyed the Cool, earth-like.
biosphere of Earth. Political Status: Independent
Primary Colonial Origin: Germany
7 5
Xi Bootis Mu Arae
Star Type: G8V+K4V (binary) Star Type: G5V
Distance from Sol: 21.85 Light Years Distance from Sol: 49.83 Light Years
Settled Worlds: (Xi Bootis Alpha) Settled Worlds:
Kismet- population 372 million in domed Lebensraum- population 961 million
cities Orbit 2, no moon
Orbit 5, 1 moon (lunar colony present) Warm, few oceans
Very Hot Desert (A1+J26) Political Status: Independent
Political status: Independent Primary Colonial Origin: Germany, Holland,
Prime Colonial Origin: Involuntary. Arabic and Denmark
African survivors of the Immigration Wars.
Notes: Lebensraum (Living Space) is a warm
Notes: Kismet (Portion) is a desert world that is world with wide plains and few, small oceans.
very hot in the equatorial zones, cooling towards The few forests on the planet tend to be along
semi-tropical near the poles. Small oceans are the rivers and shores of these oceans. Huge
scattered across a unified landmass and move carnivorous gazelle-like creatures live in or near
slowly across the face of the planet as they are these forests in small herds, preying on the vast
displaced by the desert sands. Severe mobs of creatures resembling a cross between a
sandstorms force the population to live in domed sheep and six-legged rabbit that graze on the
cities for protection. prairie grasses. This is the most distant of the
worlds of humanity.
76
Eta Bootis “Murphid” Zeta Doradus
Star Type: G0IV Star Type: F7V+K7V (binary)
Distance from Sol: 36.99 Light Years Distance from Sol: 38.00 Light Years
Settled Worlds: Settled Worlds: (Zeta Doradus Beta)
Masha’allah- population 424 million Shen Shui- population 518 million on floating
Orbit 3, one moon cities
Scattered great lakes and jungles Orbit 7, one moon
Political Status: Independent Deep water world with few scattered Islands
Primary Colonial Origin: Saudi Arabia/ Jordan/ (C7)
Egypt Political Status: Independent
Primary Colonial Origin: China/ Korea
Notes: Masha’allah (God’s Will) is a warm world
of jungles and scattered great lakes. Many Notes: Shen Shui (Deep Water) is a water world
varieties of bird-like fauna inhabit the jungles and with vast and deep seas. A few scattered
produce what are called ‘amber gems’. These islands of floating coral-like rock drift with the
gems start out as sap from the jungle trees and winds and tides. Several of the original cities
are ingested by the birds with insects. During were built on these floating islands. The
the digestive process, they harden and crystalize colonists learned how to force grow their own
then are excreted. When cut and polished, they islands to build additional cities with more
shine with an inner flame of blue, green and, stability and strength. The seas contain a great
though rarely, purple. deal of life forms, the most dangerous of which is
the dragon shark, a vicious predator that lurks
near the cities attacking anything and anyone
that falls into the oceans without adequate safe
guards. These creatures have been known to
even attack and damage submersible mecha.
77
Mu Cassiopeiae 61 Virginis
Star Type: G5V+M5V (binary) Star Type: G6V
Distance from Sol: 24.63 Light Years Distance from Sol: 27.81 Light Years
Settled Worlds: (Mu Cassiopeiae Alpha) Settled Worlds:
Torii- population 1.3 billion Malinki Doma- population 487 million
Orbit 3, one moon (lunar colony present) Orbit 5, one moon (lunar colony present)
Super Ionized atmosphere and tectonically Light Gravity (H20)
active (G17+K28) Political Status: Independent
Political Status: Independent Prime Colonial Origin: Russian
Treaty of convenience with Sol
Prime Colonial Origin: Japanese. Notes: Malinki Doma (small home) is a small,
earth-like world that many Russians flocked to. A
Notes: Torii (Temple Gate) is a garden-like world single freshwater ocean and vast plains
that is mountainous with vast valleys of semi- appealed to many. A native herbivorous herd
tropical jungles that are covered by morning animal that resembles a cross between goat and
mists. Occasional earthquakes rumble through armadillo was quickly domesticated by the early
the earth and lightening storms are quite colonists for transportation and food.
frequent. The early colonists who practiced a
lifestyle closer to that of their ancestors believed
that this world was the doorstep into the
heavens. The sign of this was in the speech
between the dragons of earth and air. The
architecture in most of the cities on this world
wouldn’t seem out of place in the ancient Japan
of the samurai. Ironically, one of the most
practiced art forms is that of crafting lightening
rods for buildings in ornate figures of dragons,
birds, tigers, and the like.
7 8
APPENDIX D
INTRODUCTION SCENARIO
Set-Up:
Jinxi Island is a small island about ten kilometers off the mainland of the Pagoda's capitol world. It is
restricted to civilians due to the numerous live fire exercises that the military conducts over the 40
square kilometers of various terrain. It even boasts a 'combat village' for urban warfare training.
Recently, the island has been outfitted to run a live fire exercise for the graduating pilot trainees of
Jongwu Base. Several dummy mecha and armored units have been taken to the island and out fitted
with remote gunnery units and paint round ammunition. These dummy units have been placed
between the south end of the island and the urban combat village by Pagoda Training Command in a
simulated defense of the village itself.
The Iron Pagoda player(s) set their units up within three hexes of the south edge of the map board.
The Pagoda player then receives six dummy units. During the initiative phase of each turn, the
Pagoda player may attempt to 'activate' one of the remote units. To do this, a d6 is rolled. An even
result on the die indicates success and the dummy unit is placed in any board hex outside of the set-
up areas for each player. The dummy unit will fire on any unit that comes within six hexes of it with
kinetic or ballistic paint rounds. If the die roll result is an odd number, then the dummy unit does not
activate for that turn.
The Mercenary player(s) set their units up within three hexes of the north edge of the map board.
7 9
The Map Board:
The map board should be a play surface marked out in hexagons approximately 4' x 6', though a
minimum size of 4' x 4' will work. If a hex map is not available, then a simple conversion of one hex
equals 1 inch will be sufficient to play.
Pagoda Goals:
Avoid being shot too much by the dummy units.
Eliminate the invading mercenaries.
Mercenary Goals:
The presence of the Pagoda mecha is an unpleasant surprise for the mercenaries. Even worse is the
discovery that the parts and supplies they are after aren't there...it's all part of a big war game which
they realize the moment the first paint rounds start flying at them.
See Appendix F- Unit Recognition Manual for mecha statistics and abilities.
8 0
APPENDIX E
INFANTRY UNITS
INFANTRY SQUADS
While Mecha and Armored Vehicles may take and defend territory it is the duty of the lowly infantry to
secure the people in the territory. Infantry committed against armored vehicles suffer badly. Going
against mecha is a death sentence for all but the best equipped infantry squads. And still these brave
men and women make their stands. Usually since running doesn’t help.
8 1
Heavy Weapons Squad (Ballistic): PV: 8
WEAPON- Infantry Heavy Weapons (L2) Range: 3 (3/6/9) ROF: 1DMG: 3 (d8)
Thermal Sig.: 2 MP: 3 AR: 0 Ammunition: OOOO
Indirect Fire
82
APPENDIX F
UNIT RECOGNITION MANUAL
You will find the descriptions organized in alphabetical order to make things easier to find. The first half
of this section is a short description of each unit. The second half contains all of the unit record sheets
for the described units. At the very end of the section are two blank unit record sheets which you may
copy for creating your own unit designs.
AFV-4
The AFV-4 is a simple, robust light armored
vehicle manufactured and used by the Caliph's
Guard on Kismet. Capable of speeds up to
105 kph in open terrain and modified
especially for the harsh desert environment of
Kismet, this vehicle makes an excellent
infantry transport and support unit. The
Ako Combat Surgical Unit
120mm of armor plate protects the single
squad of infantry and vehicle crew from hostile The Ako is a rapid deployment unit equipped
fire while advancing. A smoke charge with the latest medical equipment available.
launcher mounted to the side of the vehicles Heavily armored with 210mm of advanced
light turret provides additional defense. alloy the unit can survive even on the front
lines of a combat zone, giving the wounded
Offensively, the AFV-4 mounts a light machine brought to it the best chances for survival.
gun in a ball turret above the drivers hatch for
close range suppressive fire. The 75mm short Once this unit has reached its assigned
barrel main gun in the vehicle turret provides station, special modular components extend
the main anti-armor firepower of the unit. With
out to create a small field hospital with a self-
a maximum range of 1.8 kilometers this
weapon can provide excellent fire support for contained environmental support system.
friendly infantry. Only the most severe of environmental
conditions can compromise this containment.
The AFV-4 may be found on a variety of worlds
The Ako is intended only as a support unit, not
83
a combat vehicle. However, not everyone on systems and is designed to eject as a life pod
the battlefield respects the sanctity of medical should the unit take catastrophic damage
professionals. Two 15mm heavy machine during combat.
guns provide limited defensive capabilities to
the Ako if it is unable to disengage and bug out Pilots of the Apache have been known to paint
of the danger zone. odd designs on their assigned mecha or shout
an ancient earth battle cry that they insist is
Knowing that an Ako is nearby is a morale historically famous. Most senior officers agree
booster for OC troops and should an enemy that the only pilots more wild than Apache
fire up it, they soon find themselves the choice pilots are the flyboys themselves.
target for any OC unit around.
The Mars Planetary Militia has developed a The Armadillo is one of those rarities within the
fast, mobile anti-air mecha capable of downing United Stellar Nations military. That is to say
almost any atmospheric combat vehicle and its design parameters successfully fulfill every
even some space capable landing craft. The mission parameter assigned to this vehicle.
AAM-2v Apache serves as a rapid deployment, The USN needed a durable, light combat
mobile anti-aircraft battery in many of the MPM vehicle capable of transporting infantry into a
formations. With a top speed of over 130 kph combat zone. The vehicle also had to be able
and an AC-7 Advanced Gyro, the Apache fills to stay near the infantry troops once they
its designated role perfectly. disembarked to provide covering fire as
needed. This engineering marvel from Christi
The Apache is also capable of performing as Motors Military Division literally blew the
an advanced scout or raider as needed. Its competition away.
Olympian M2 Autocannon shreds even heavy
armor quickly and decisively. The Kennedy Designed around an all terrain drive system
Electronics Superior Sensor package provides with six independently powered solid rubber
a lethal edge to its weapon accuracy. The tires equipped with armor hub plates. The
cockpit maintains its own environmental troop bay of the vehicle is just behind the driver
and gunner positions all of which are protected
8 4
by 180mm of premium Krysteel plating. A drop among the tank crews of their armed forces
ramp at the rear of the vehicle allows both due to its durability, speed, and ability to
infantry squads to deploy rapidly. A forward survive in all but the most severe hostile
ram plate allows the Armadillo to literally plow environments, the Bobcat has become a
through rubble and debris on the battlefield staple of the USN armor corps.
with ease. Rounding out the heavy defenses
of the vehicle is a T&K Smoke Launcher. Produced by General Products Inc., this
vehicle has a top speed of nearly 100 kph,
Offensively, the Armadillo is equipped with a sports an impressive 180mm of armor and
forward 30mm autocannon with 180-degree mounts two Wellington Industries 90mm short
traverse just behind the ram plate, allowing the barrel cannon in a turret. The unique turret
vehicle to fire around corners with only limited design allows these cannon to elevate
exposure to enemy fire. The main punch of independently of each other. The only
this Infantry Fighting Vehicle is in the two weakness offensively, is the lack of anti-
Havoc-III Missiles mounted on a dorsal turret. infantry weaponry. Still, its speed does allow it
Able to rain destruction on targets almost 2- to break away from unfavorable engagements
1/2 kilometers distant with incredible accuracy, in most cases.
even main battle tanks need to tread carefully.
The Bobcat does not rely on many defensive
Should all else fail, the Armadillo can reach a systems either. A smoke dispenser system
maximum speed of 70 kph on a straight road and single cratering charge are all that protect
in a bid to break contact. Christi Motors has the tank beyond its thick armor. Designers did
also sold several Armadillos to various install an improved environmental system in
independent worlds where they've been the tank to allow it to operate in most
similarly successful in their service. environments. With its speed and low thermal
emissions, the Bobcat is a proven success.
8 5
mounted autocannon typically loaded with high
explosive shells. For close in melee combat,
the unit is armed with a high energy plasma
spear. Pilots skilled with this weapon can
make multiple attacks against their opponent
resulting in a quick victory.
Ch'iang
8 6
discipline, or as the older pilots say, unit to be both feared and respected. An
implementing their darwinian pilot extensive electronics system provides boosted
improvement program. The Cobra is a defensive capabilities seen on the best units of
common sight in any battle with the Iron other powers while its heavy cannon and
Pagoda Army as a result. significant missile armament can make even
an OC Masada wince with worry.
For armament, the Cobra carries the HO-Mod.
88 Rifle Cannon. Though the hand carried 88 Most IP Pilots actually duel for the prestige of
has only limited ammunition, it provides the piloting one of these premier units in battle
Cobra long range hitting power the equal of since a successful tour is almost certain to
most larger units. For close in combat, the 88 result in medals and glory.
also has a retractable bayonet so the Cobra is
not completely unarmed once its munitions
have been depleted. Backing up the hand
carried rifle cannon is the ANC B-9a Missile
System. This system has four launch tubes
loaded with a heavy hitting medium ranged
missile capable of punching through even the
toughest armors known to man.
Firehawk
8 7
extreme damage to multiple units in the area satisfaction of its 6 person crew.
of impact.
Offensively, the Hannibal is limited.
Consideration is in the works for alternate Possessing a pair of heavy long range Hades
payloads for the Firehawk though designers class missiles mounted in the vehicle's turret, it
are torn between replacing the bombs with can discourage pursuit or provide long range
missiles or additional gun armaments. USN fire support in an emergency. Since firing its
Command is anxious to have the issue weapons would give away its position, the
resolved soon in anticipation of the additional Hannibal does so only after making sure the
mission flexibility such changes might produce. enemy is not in a position to retaliate or
pursue. Against enemy infantry, the vehicle
and crew have only the armor and speed to
protect them since the Hannibal has no small
arms mounted.
88
corporate black list. The Hawkwood M-35 quite appropriately looks
like a machine that was designed by
Offensively, the Harpy is only marginally better committee. the machine only grew as it passed
off than defensively. A pair of 40mm grenade through the various corporate departments, so
launchers provide ground suppression fire that the machine hardly resembled its original
against even medium armor. These launchers specifications. One team added a weapon
are also able to zero point their targets through here, while another one added armor there,
optical relays to the pilots helmet making the until the whole thing ended up almost twice as
Harpy an excellent anti-infantry platform. large as it had orginally been designed for.
However, considering the size and armament
The Harpy can be found on most colony of some of the other machines used by Post-
worlds in both military and civilian roles. With Terran governments, the final result was
its advanced sensor package, many rescue approved by the board of directors.
units utilize this aircraft as a low altitude
search unit. Not surprisingly, the civilian What had originally began as a nimble, small
purchases of the Harpy are greater than the design armed with a basic particle rifle had
military purchases. risen to the upper edge of what was
considered medium. The particle beam stayed;
Despite the fact that it made the machine show
up on thermal scopes like a neon sign was of
little consequence, being a correctable
problem. The chassis itself has an advanced
set of thermal dampeners to cut down on the
tremendous signature caused by the energy
weapon and fission reactor used to power the
machine. The other weapons are quite
standard fare from the KTI weapons factories.
89
Hurikan
90
can lay down a high volume of support fire.
Jackhammer
Offensively, the Jackhammer eschews hands The L-17 itself is a prime example of the
thereby limiting its abilities as a melee uninspired creative abilities of the IP industrial
combatant if needed. However, the arm sector. Starkly utilitarian, the 180mm of armor
mounted Convair 40mm Cannon in the place is complimented only by a single decoy flare
of each hand provides adequate ranged launcher and a thermal damper system. The
capability though a minor flaw in the gas recoil vehicle is capable of no more than 45 kph at
exchange system results in less punch than its top speed. Should the L-17's position be
anticipated. For longer ranged fire, the AGM-6 overran by enemy troops, it has little hope of
launcher systems mounted in the shoulders escape.
91
For armament, the L-17 is equipped with six most smaller units can easily out maneuver
Monsoon missiles fired from a pair of A34 the Masada.
Launch Systems. With a range of nearly 4
kilometers, the Monsoon missile makes a solid Fortunately, the Masada mounts enough long
distant strike weapon for the IP Army. With the and mid-ranged weaponry to eliminate these
addition of an Overlord Sensor Suite, the L-17 threats before they can reach their own
has fearsome accuracy. engagement range. The twenty Herald
rockets mounted in rear launchers give the
The A34 Launch system has the added Masada a staggering offensive punch. In
advantage of being able to depress for direct addition to the rockets, a forward turret allows
fire if needed by the tank. A Xao Industries the pair of 120mm cannon mounted in it a 360-
10mm Machine gun in a ball turret forward of degree traverse of fire against targets nearly
the commanders position provides some anti- two kilometers distant.
infantry capability for close in combat.
If not for their slow speed and the cost of
construction as well as deployment, the
Masada could have very easily become a
main battle line unit instead of a mere
support vehicle.
92
The Yossi NB-4 Neutron Cannon allows the
Merkava to strike hard at enemy units up to 2.4
kilometers away. Only the most hardened
target has a chance to withstand a direct hit
from this powerful energy mount. A Kosher
Industries AMG-9b Heavy Machinegun
provides close in fire capability against smaller
targets such as infantry.
93
Mite
94
Parmenion
95
Pashhur Rocket Tank Polizei
The Pashhur BR-III Rocket Tank is designed While it is inevitable that larger corporations
as a long range support unit. Typical of most would use times of chaos in order to
Consortium units, this heavy vehicle is slow consolidate their own economic territories into
and well armored with 150mm of premium political territories, the monopoly on goods and
crystal reinforced alloy giving it excellent service will have a natural side effect- The rise
survivability on the field. Additional defensive of black markets, and the organized criminal
capabilities include advanced electronic structures that support them. While SWAT
counter measures and a self-contained teams and other paramilitary security forces
environmental system. An extensive thermal can form an effective way to root out said
dampening system helps reduce the signature cartels, the fact remains that some jobs are too
of the unit by about half of normal to make it big for men alone: After all, criminals don't
an even harder target. exactly use legal channels to get their own
heavy firepower. This was best illustrated
Offensively, the Pashhur is equipped with an during a battle between forces of KTI security
improved sensor package increasing the and smuggler base that handled contraband in
accuracy of its ten Herald long range heavy between KTI's home of Europa and other
rockets. Once the initial ten rockets have been moons of Jupiter: The security teams were
fired, the Pashhur can reload all ten tubes utterly unprepared for the onslaught brought
simultaneously by means of an automatic ram down by rapid fire field guns and crew-served
system built into the rear of the carrier. anti-personnel weapons used by the operators
This allows the Pashhur to fire a total of of the complex, thus preventing KTI's own
twenty heavy rockets at targets over 3.2 heavy weapons teams from properly setting
kilometers distant before having to withdraw up. While the combat was decisively resolved
for resupply. when KTI dispatched several newly-
constructed Parmenion V-40 tanks to the
While not a prestigious assignment, the
scene of the combat, the toll was
Pashhur plays an important role in
Consortium tactics. unacceptable: Fully 14 security members were
killed, and dozens more were wounded in
various degrees, rendering even more unfit for
service. Europa, being a moon and not a full
96
planet with an appropiately large population and the speed derived from its fission reactor
base, meant that KTI immediately searched for means that it can "scoot and shoot" with
a solution to make its security teams more relative ease in its home environment. Overall,
survivable. the UL-130 is a small machine, but one that is
fairly capable at its given role of infantry
The inspiration came from a light transport support.
walker designed by S-Pat industries, built for
delivering materials into areas too rough for
landing strips, or even V/STOL aircraft. After a
clever bit of industrial espionage, the basic
design specs fell into the hands of KTI
engineers. Their concern was to militarize it,
and militarize it they did. Part of the materials
bay was now equipped with weapons racks
and harnessed seating for the combatants it
would now carry into battle. The secondary
seat was equipped with a new gunnery station,
and advanced shocks had to be intoduced into
the basic structure of the machine:
Considering this walker was actually armed
and armored instead of being a simple Salamander
transport, it needed all of the help it could get.
The chin-mounted machinegun had its fire rate The United Stellar Nations were looking for a
jacked up to the maximum its stresses and fast, reliable light scout vehicle able to evade
cooling system would allow, allowing it to enemy units while gathering data. It also
unleash a vast hail of lethal antipersonnel needed to operate in a covert mode remaining
suppresive fire. The real centerpiece, however, undetected by any enemy taken under its
was the cannon: A large caliber projectile gun survelliance. Several corporations presented
designed to demolish barricades and other their take on the needed vehicle, but thanks to
obstacles, and if authorized, buildings as well. a generous bribe to several members of the
While being relatively short-ranged, and not procurement committee, the Ares Armaments'
built as a true penetrator, the brute trauma a Light Hover Scout Model 19 was selected.
direct hit from this weapon can incur can
potentially knock out even medium-armored Its detractors questioned its lack of offensive
military vehicles. armament, light armor, and lack of any covert
capabilities when other units presented more
The defensive systems are largely passive in suitably met the criteria. Counter-arguments
nature, as it wasn't truly meant to go up were made by its proponents that this was a
against opponents with sophisticated targeting path-finding vehicle, not a combat unit and that
arrays. The armor on the vehicle is enough to its dual role as a fast APC was just as valuable
turn away fire from just about any type of small as better armaments and stealth capability.
arms or anti-personnel weapon, and ejection Reflecting their suspicions of why the vehicle
seats are provided for the pilots of the was chosen, the opposition dubbed it the
machine. Its low thermal signature due to its Salamander.
small size still make it a fairly difficult mark,
As strictly a path-finder and scout, the
97
Salamander has few equals. Able to achieve The Sandstorm light hover tank is a prime
speeds of nearly 200kph few other ground example of taking advantage of these
units can catch it in an open run. This allows planetary conditions. Used by the Mars
the vehicle to close quickly on its objective, Planetary Militia as a heavy scout and fast
use its sensors and detection arrays to gather reaction unit, the Sandstorm can deal with
intelligence and withdraw before enemy units most intruders it encounters easily. With a top
can respond. The addition of an Ares speed of almost 160 kph, what the Sandstorm
Cleansweep Minesweeper Array allows it to cannot outfight, it can usually outrun.
quickly identify enemy minefields and
neutralize them before friendly troops reach Defensively, the Sandstorm is outfitted with
the area. 120mm of standard armor, M24 smoke
mortars, and the ever popular Nightsun-2 flare
In its dual role as an APC, with capacity for launcher. Designers managed to pack a GF-7
only a single squad of infantry it is very limited. thermal dampening system into the Sandstorm
The infantry is usually sent in to gather any as well to provide protection to the crew from
covert intelligence data when the dust and the heat produced by the tanks main weapon.
engine noise of the Salamander would give it
away. The Detroit Dynamics P-5 Electron Cannon
may be relatively standard in range and
The Salamander is not intended for any sort of damage for energy weapons, but it has double
combat operations beyond scouting. Attempts the rate of fire making it well worth the price
to stand and fight instead of snoop and scoot tag associated with it. This weapon is
usually end with the rapid total destruction of mounted the small turret of the Sandstorm
the Salamander. It is not the best ground exposing the crew to the heat it radiates.
vehicle in the USN inventory, but it is definitely Backing the P-5 up is a Miller Arms 0.50
the fastest. caliber heavy machine gun mounted at the
tank commanders hatch for close in support.
98
Shang Spectre
The Shang is one of the newest units The P-19 Spectre is ISEC's first attempt at
produced by the Iron Pagoda military and designing a forward deployment aircraft, the
almost exclusively piloted by their officer second being the popular HF-2 Wraith.
corps. Sporting the latest technological Smaller, faster, and with a lower thermal
advances available to the IP, this mecha is profile, the Spectre sacrifices a degree of
both easily recognized and justifiably feared by firepower and protection enjoyed by its larger
enemy forces throughout the colonies. sibling. Unlike the Wraith however, the
Spectre is equipped with a chaff system and
This medium mecha is primarily a close range advanced sensors increasing the reliability of
combatant. Armed with a pair of Zang Corp. its performance in combat. The same stealth
Mono-blade sabers, this unit can be totally system protects this two man aircraft as used
devastating in melee combat. For ranged by the Wraith.
combat the Shang depends on two shoulder
mounted medium range Storm-IX missile Where the Wraith is a heavy attack craft, the
launchers and the thirty-two missiles within. Spectre is intended as a target specific unit. In
particular, enemy aircraft. Though the
Typical tactics for a Shang pilot are to saturate machine guns in its nose and tail are suitable
the target with missile fire while rapidly closing only for light armor or infantry suppression, the
in order to apply the deathblow with the four heavy missiles it carries are more than
sabers. Enhanced sensors help insure that adequate against most armor or fortifications.
the majority of fire hits the target even at long As with the Wraith, the Spectre is enjoying
range. With a top speed of over 70 kph and strong sales and a reputation as a solid
150mm of armor, pilots of the Shang find little combat unit.
difficulty in executing their favored tactics.
99
T-137 Main Battle Tank
1 0 0
Toad
Warhound
The MD-3 Toad is a well armed Heavy Mecha
unit from the factories of Felsenmeer designed The GDF-L4 Warhound is the preferred light
to deal with some of the more dangerous mecha for the Gletcher Defense Force. While
predators of Li Tian around the tree cities. only 11.8 meters tall and 9 meters wide, the
This unit is sometimes seen in heavy support Warhound has good speed, decent armor, and
formations and defensively positioned around a devastating armament once it is in range.
key production facilities and generally
assigned to less prominent pilots. This unit works in groups of three to five,
sweeping its assigned patrol zone or using
Able to deliver heavy fire against enemy pack tactics to herd its quarry into a chosen kill
targets up to 2.4 kilometers away with its zone. The four Rasputin 20mm electric
missiles, the Toad can provide even more fire cannon loaded with armor piercing shells,
support at close range with its 60mm cannon make short work of almost any opponent. In
and two 18mm electric cannon. Though those cases where the Warhound is
capable of only 60kph the Toad relies upon its outclassed, twin smoke dispensers can
180mm of armor to defend itself on the provide enough cover to allow the mecha to
battlefield. safely disengage with its superior speed.
The Toad is also much more stable than it
appears at first glance thanks to the Verber GDF-L4 Warhounds are not sold on the open
Uni-gyro included as part of its control market, being produced exclusively for the use
systems. What really attracts pilots to this of Gletcher's small military. Units destroyed
older style unit is the sealed life support during combat operations are usually retrieved
systems allowing the pilot to survive all but the when and where possible. Sometimes those
most hostile of environments. Warhounds unable to be retrieved by GDF
teams are found by others and repaired in an
ad hoc fashion and sold on the arms market
for a quick buck.
1 0 1
Wolfspider Wraith Close Support Bomber
The Free Stars Alliance military procures its ISEC engineers were given the task by the
units from various suppliers throughout the Vice President of Armaments to design a solid,
colonies. The Wolfspider is one of the few hard hitting, close ground support aircraft that
home grown designs that has achieved any could be deployed in forward areas at need.
sort of distinction on the battlefield. The HF-2 Wraith is the second aircraft off the
design tables. Capable of vertical take-off and
This quadrupedal mecha is able to literally hug landing and carrying 120mm of armor, this
the ground, springing up to ambush targets stout aircraft can survive near the front lines
then escape quickly. The FSA military and allows its two man crew to dish out pain to
categorizes the Wolfspider as a heavy scout the enemy up close and personal.
and raider. Those whom have faced off with
the unit or fallen victim to its ambush tactics Armed with a 30mm mini-gun in the nose and
call it a pain in the...neck. external heat seeking rockets, the Wraith can
suppress all but heavily armored targets
Carrying only 120mm of standard armor, this readily. To deal with the heavier targets and
unit is capable of speeds over 100 kph. fortified positions, the Wraith carries four 1500
Advanced electronic counter measures, pound 'bunker buster' bombs capable of
smoke mortars, and the best thermal destroying even hardened positions.
suppression system on the open market help Unfortunately, despite a stealth system, the
make it an almost impossible target to lock up. Wraith provides a higher thermal signature
Pilot survivability is increased by the inclusion than intended despite its capabilities. The VP
of a reliable ejection system in case of severe decided to go ahead and market this aircraft
damage to the unit. anyway, calling it a forward heavy bomber. So
far, sales have supported this
The Wolfspider is lightly armed with a pair of decision...fortunately.
Hammer Anti-tank missiles in a turret mount
providing the heaviest punch. Backing up the
missiles are a pair of 30mm Autocannon
mounted below the unit's chin. The light
weaons of this mecha force it to hide or flee
against heavily armored foes.
10 2
felt this to be inconsequential since any target
attempting to close with the Yishai for such an
attack would likely be destroyed by massive
cannon fire first.
Yishai
1 0 3
AFV-4 Kismet
68
AV-W
Light (3) +0
Fission (5) 9
Light MG 10 shots
Kinetic Fwd Hull
1 3 1
Light (4) +0
Fission (5) 7
Light (3) +4
Fission (5) 11
Light (4) +0
Fission (5) 6
Light (4) +0
Fission (5) 6
Medium(6) +4
3/6
1. Ejection System
2. Superior Gyroscope
3. Thermal Dampers (L3)
4. Hostile Environment Modification (L2)
5. Aerial Modification- Jet Assisted Flight
6. VTOL
S-3 Cobra Iron Pagoda
93
Mecha
V. Light (2) +1
2/6
Bayonet N/A
Melee Lt Arm
1 1 1
Heavy (8) +2
Fission (5) 5
5/7
Light (3) +0
Fission (5) 45
3/4
1000 lb Bomb 1
Ballistic Lt Wing
1 1 4
External Tubes; Bomb Rack; Multiple Warhead
1000 lb Bomb 1
Ballistic Rt Wing
1 1 4
External Tubes; Bomb Rack; Multiple Warhead
1. Ejection System
2. Aerial Modification- Full Flight
3. Thermal Dampers (L2)
Hannibal Command Car Free Stars Alliance
79
AV-W
Light (4) +0
Fission (5) 5
Light (3) +0
Fission (5) 48
Medium(6) +1
Fission (5) 5
4/
V. Light (2) +1
Fission (5) 11
4/8
1. Ejection System
2. Thermal Dampers (L3)
3. Minesweeper Array
Hurikan Outworlds Consortium
280
CAS-Jet
Light (4) +0
Fission (5) 33
4/6
Heavy (7) +1
Fission (5) 4
4/7
Medium(6) +0
Fission (5) 4
3/6
Assault(10) +0
Fission (5) 3
3/7
Heavy (7) +0
Fission (5) 4
3/9
V Light (3) +0
Fission (5) 11
2/5
1. Anti-Gravity Modifications
2. Enhanced Sensors (L1)
3. Thermal Dampers (L4)
4. T.A.R.
ML-4 Mite Luna
73
Mecha
Light (3) +2
Fission (5) 11
6/12
Medium(6) +1
Fission (5) 5
3/8
Mace N/A
Melee Rt Arm
1 1 2
Super Dense
Light (3) +4
Fission (5) 10
15mm Cannon 10
Kinetic Lt Arm
3 1 2
Armor Piercing Shells
Medium(6) +0
Fission (5) 5
1. Ejection System
2. Weapon Turret
3. Smoke Dispenser (OOOOO)
4. Decoy Flares (OO)
Pashhur BR III Rocket Tank Outworld Consortium
182
AV-T
Heavy (7) +0
Fission (5) 4
3/6
Light (3) +2
Fission (5) 10
Demolition 10 Shots
Kinetic Turret
2 1 3
1. Gunner
2. Infantry Compartment (1 squad)
3. Ejection system
4. Weapon Turret
Salamander United Stellar Nations
60
AV-H
V Light (2) +0
Fission (5) 16
1. Hovercraft Modification
2. Infantry Compartment (1 squad)
3. Enhanced Sensors (L1)
4. Minesweeper Array
Mk V-FA Sandstorm Ares Corporation
99
AV-H
Light (4) +0
Fission (5) 13
5/7
1. Hovercraft Modification
2. Thermal Dampers (L2)
3. Weapon Turret
4. Smoke Dispenser (OOOOO)
5. Decoy Flare (OO)
Shang Iron Pagoda
122
Mecha
Medium(6) +4
Fission (5) 6
3/6
1. Ejection System
2. Thermal Dampers (L3)
3. Superior Gyroscope
4. Enhanced Sensors (L2)
5. Anti-Missile (Ballistic) System
P-19 Spectre ISEC
232
CAS-J
Light (4) +0
Fission (5) 30
4/6
1. Ejection System
2. Aerial Modification- Full Flight
3. Gunner
4.Stealth Modification
5. Enhanced Sensors (L1)
6. Chaff (OO)
T-137 MBT Iron Pagoda
90
AV-T
Medium(6) +0
Fission (5) 4
Medium(6) +4
Fission (5) 6
4/8
Heavy (7) +4
Fission (5) 5
Light (4) +1
Fission (5) 7
Light (4) +2
Fission (5) 9
2/4
1. Ejection System
2. Electronic Countermeasures (L2)
3. Enhanced Sensors (L1)
4.Thermal Dampers (L4)
5. Weapon Turret
6. Smoke Dispenser (OOOOO)
HF-2 Wraith ISEC
313
CAS-J
Medium(6) +0
Fission (5) 27
5/7
1. Ejection System
2. Aerial Modification- Full Flight
3. Gunner
4. Stealth Modification
5. VTOL
Yishai Outworlds Consortium
115
Mecha
Heavy (8) +1
Fission (5) 3
4/6