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Hamken CAV Maintenance Facility and defeated, a superior Rach force in the Trax
Meeting Room 3 Local Time: 0315 Pilots and wizzos sporadically shufed into the poorly lit meeting room. Captain Sampson sat in his chair watching each of them enter, and he wondered what had made each of them join up. He sarcastically chuckled to himself as he thought back to his rst day in the United Federal Force. Was he the only kid that believed the stupid recruiting slogan, or had the news of the rst Galaxy War helped him want to believe it? See the galaxy, and become a hero! After the war, Sampson left the UFF and went independent. Hiring on with WilPat initially as an Advisor/Instructor, he had been stationed here on Sinpall for 5 years. Sampson watched the last crew in his platoon shufe in while thinking to himself. There sure isnt a whole heck of a lot of the galaxy to see on this middle of nowhere planet, much less any action to make me a hero. But, by that same token, its really not that bad to be stationed at such a quiet post. Couple more years of garrisoning this backwater base from the occasional rogue pirate band, and I could retire back home with a nice life. Attention! echoed through the halls as the men of 2nd Platoon, Baker Company 43rd Battalion of WilPat Security Force Bravo snapped to attention. A haggard looking, but steely eyed Major briskly walked into the room and took a position behind the podium. Tapping the microphone to make sure it was live, Major Dixon looked across the room as he spoke. At ease. The room lled with the noise of men shufing as they relaxed, made there way to chairs, and sat down. Major Dixon cleared his throat before he spoke. I have some news here before we get started. I just received a communication that several hours ago Templar forces engaged, i system. The room lled with hushed discussion as he continued. Unlike the Rach, WilPat will not be on the receiving end of any Templar aggression. I have just left a brieng in which our diplomatic corps outlined the articles of a non-aggression treaty between WilPat and the Templars. All WilPat Identication Friend or Foe transceivers have already been encoded with Templar IFF codes, and the Templars are updating their IFF systems as well. Next, I have some exciting news for all of you lucky WilPat shareholders; apparently the Templars want to buy you out. As the room lled with excited cheers and whistles Sampson stood quietly and ran his hand through his hair - a nervous habit. He started to think an early retirement from WilPat was looking good. Major Dixon raised his hands and motioned them to quiet down as he continued. Now before everyone starts spending their ill-gotten T-Reds, I have to tell you that the negotiations are currently stalemated. Never fear though, as our very own CFO William Dew is working with Representatives from Vice Marshall Carpenters ofce to get this deal closed. Now, this situation will bring about changes. So, if anyone has a situation or history that will prevent them from working for the Templar, please convey your concerns to your immediate CO. The room echoed with hushed whispers as Major Dixon continued. Pressing a button on the podium, a slowly rotating hologram of a CAV cockpit appeared above everyone in the center of the room. As even you people might actually remember, this morning you turned in your CAVs for scheduled depot level maintenance. As part of this maintenance, your CAVs will receive Block 3 updates that will implement dramatic improvements in various mission and equipment systems throughout

your CAV - specically M25b Targeting and Series 18.a3 ECM computers. Pointing to specic locations inside the hologram cockpit, Major Dixon continued. Block 3 updates will replace targeting interface connections in these four locations. Command and control interface connections in these two locations and the installation of three new weapon interface control systems here, here, and here. With Block 3 updates, you will nally be able to fully utilize the P3N connections in your interfaces harnesses. Major Dixon turned the hologram off. Block 3 updates require level one transition training. With the heightened security level we are operating under, we will be using depot replacement CAVs to conduct this training. This will ensure that you will be ready for immediate deployment when this upgrade is complete. Major Dixon turned to leave as he said, Report to your ready rooms. Dismissed!

Hamken CAV Farm


Ready Room 8 Local Time: 0400 Graphics on a ickering holo-screen illustrated the exercise for the day as an audio track with a synthetic female voice repeatedly droned on with instructions. Exercise 163 is a strike exercise. Your platoon will be screening the left ank of the 2nd Armored Battalion. You must be in your assigned assembly area by 0500. You will be briefed with additional instructions once in your assembly area. A list of the units, elements, and equipment involved in this exercise has been downloaded into your mission pad. Captain Reanko walked in and held a handful of CAV power key cards over his head. Alright gentleman, front and center, Ive got your ride keys here. Reanko began tossing the key cards as he called out the name of the CAV. Sampson, Beall, you two are riding Dirty Dora today. Reanko chuckled to himself. Biggs and Schulman, Ive got the perfect CAV for you two knuckleheads, Second Stringer. Franks and Carrell, you get Embreago and Carter and I will take the Angel Wing. Weve got some fancy new equipment to get all intimate with, so lets look sharp ladies. Captain Sampson walked over to his locker and handed the key card to his wizzo Lieutenant Beall. Sampson had been paired up with Beall for the last year, ever since his previous wizzo, Garrison, had retired. Garrison had been a nononsense, feet on the ground guy, who would have been a perfect drill sergeant. In stark contrast, Beall was an excitable kid made up of equal parts nervous chatter and wild theories and opinions about anything and everything. If someone took the time to print it, Beall took the time to believe it. Reading the back of the power key card, Beall turned to Sampson. Cap we cant take this one out; we need a different one. Im not kidding here sir; we have to get another one from the depot master. ii

Captain Sampson closed his data-pad and turned to Captain Franks as he spoke, About damn time. This upgrade is long overdue. Franks chuckled sarcastically as he replied, Hell, at this rate, they might even install a place for us to plug in our high-tech ZL thingies. After all, they were invented only 10 years ago. Sampson rolled his eyes as he replied, Dont remind me. You are supposed to be cheering me up here, not depressing me. Anyway, I have to swing back by my quarters. Tell Beall I will catch up with him at the ready room.

Climbing into his battle suit Sampson paused and thought. Oh great, it was going to be one of those days. Pausing, and carefully choosing words that would not encourage a reply or comment, he answered in an exasperated tone, If you have to, just trade keys with someone. This is really nothing more than a quick ride through the countryside. Agitated, Beall pointed to the chassis number on the key card. I cant Cap. This chassis number is the death number. You remember, I told you about the death number. Exasperated, Sampson stopped getting dressed as he replied to Beall, You have told me about a lot of superstitious crap since we paired up, and I am not going to make a fool of myself by telling Reanko I need another CAV because my wizzo says the chassis number is bad luck. Anyway, if its chassis number is such bad luck, why is the CAV still around after all these years? So get ready, and stop wasting time. Sounding sincerely frightened, Beall pointed again at the chassis number on the back of the card. Cap, you know thats not how it works. I know its the death number 120050; we cant take this one out. To be anywhere near or around the number is sure death for us. Taking an aggressive stance, Sampson spoke slow and with emphasis. Beall, if you know what is good for you, get suited up and in that machine. Or, I will punch your death number. You got that mister? Looking down at the oor, Beall turned to face his locker as he replied, Yes sir. Sampson turned back to his locker as he continued, Trust me Beall, I wont let anything happen to you.

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Spinner Road, in route to Forward Training Assembly Area Red 11 Local Time: 0430 Captain Sampsons com crackled to life as Bealls voice shattered the silence. Cap, those tanks are drifting a little close to us, you want me to shoo them away? Ill take care of it Beall. You get all the navigation points downloaded yet? Last one nishing up. Hey Cap, I have some aircraft inbound that are not listed as part of this exercise. Sampson punched up a screen and looked at the target track. No idea Beall, probably another exercise. Anyway, Im going to track south of here and The hypersonic urry of gatling gauss rounds tore into several tanks in the armor column, destroying the lead tank and bringing the column to a halt. Appearing to shoot wildly into the air, the defensive re computers of the stricken tanks attempted to acquire their target. Sampson looked up and caught a glimpse of two Ghasts in the predawn night, as they pulled up from their strang run. All four Specters in Sampsons section were already locking targets as their automatic defensive AA red several Type 77h missiles skyward. The Specters salvos made short work of one of the Ghasts while the other turned away heavily damaged. Suddenly the bright light of several massive bomb explosions illuminated the predawn night. Sampson and Beall watched in horror as a tank, lifted by one of the explosions, landed on top of Angel Wing and crushed its cockpit. Sampson swung his CAV around and moved off the road as Beall and the wizzos of Embreago and Second Stringer simultaneously began jamming their electronic signatures. Breaking the eerie post blast silence, Bealls excited voice lled Sampsons headset. Cap,

youre our section commander now. That armor to our left is forming up on us and wants to know what we are going to do. I have a drop ship and two transport signatures in our area. We have a total of twenty-four target tracks and four have been identied. We have eight unknown target tracks inbound. No IFF emissions.

Beall, tell them to form up behind us and provide ECM support. Also, get me on the Company and Battalion communication Nets, I cant bring them up. Beall reacted instinctively in his electronic world tapping and looked for a positive connection. No luck Cap; we are alone here. I now also show two recovery vehicles on their way, but

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theres still no IFF response on those eight target tracks. If they do not stand down or break away in a few seconds, Im painting them hostile.

targets. Sampson maneuvered his three CAVs on an intercept course with the eight targets. The section communication net crackled with Sampsons voice. Second Stringer, slow down. You are closing too fast. Lets pull up behind that ridge line. Each CAV took up a ring position. Cap, I have an IFF on those eight inbound tracks, and its not good. Four are Butcher CAVs, four are Banshee tanks, and all are Malvernis. The com link was silent only a few seconds before Bealls excited voice continued. Cap, theyre not backing down. Embreago is reporting that the enemy has them painted with a target lock. Sampson punched up Sec-Net, his voice sounded dry but strong. Fire as targets bare. Excitedly Beall called out. Cap, we got a big problem here. I have signatures on several infantry hidden in the river down there. They are probably attempting to ank us. Roger that, Sampson punched up Sec-Net. Ok, lets slowly back up into our armor and see if they take the bait. The three Specters began slowly backing up towards the woods behind them. Cap, they blinked rst. It looks like we have two Butchers moving up after us.

Sampson turned the Specter CAV on an intercept course with the unidentied CAVs and punched up Sec-Net. Section, our communication is blacked out at the moment. I consider this a hostile situation and not an exercise. Weapons are hot, I repeat hot. I am punching up formation and target track information. Good hunting. Sampson thought to himself. Crap, this is no pirate raid, who the hell is attacking this useless rock? Cap, that armored platoon has fallen in behind us and popped their ECM pod bubble around us. Following Sampsons previous instructions, the tanks spread out and took up defensive positions along a tree line facing in the direction of the

Beall, Butchers and Specters are not a fun ght when you have the Specters. We are going to need some help here. Have you been able to contact the Co or Batt Nets yet? No sir, they are black as night to me. Before moving into the light cover of the trees, the three Specters Chain-red and emptied their Shriek missile tubes onto two of the advancing Butchers. Cap, looks like we got a lucky hit on one. Its cooking-off, but little damage was done to the other. By the way, I think they know were here. His tone of voice was both incredulous and sarcastic as he replied, Beall, somehow I think they already knew that. Sampson punched up Sec-Net. Gentlemen, its show time. Second Stringer red as the rst Butcher broke out of a tree line. One missile hit the left knee and one hit the right shoulder causing little damage to the Butcher. The Butcher quickly returned re and sent several rounds from its

R3 gauss gatling into the canopy and center torso of Second Stringer. Smoking, repair foam began oozing out between the armor plates of Second Stringer as it backed up deeper into the woods. Both Embreago and Dirty Dora red at the Butcher. Before Dirty Doras missiles found their mark, the Butcher rocked with explosions and began falling backwards. The crippled Butchers ejection pods popped, but it was too late for the crew. They impacted with the trees and disintegrated. Maybe lucks just on our side today Sampson thought to himself. As a second Butcher broke out of the tree line and quickly put several rounds into Embreago, Sampson nished his thought. Then again, maybe not. Before either Dirty Dora or Embreago could react, another Butcher advanced and red several rounds into the right kneecap of Embreago. Finding their mark, the right knee buckled, and the leg compressed, immobilizing Embreago. A fourth Butcher advanced and red on Embreago. Sampson watched as Embreagos crew punched out and miraculously cleared the forest canopy.

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Tower of Mason
Floor 100 Templar Chief Marshal Carpenters Ofce With a spectacular view of the entire southern skyline of Viper, Chief Marshall Carpenters ofce was the second largest ofce on the prestigious 100th oor. In charge of the Acquisitions and Holdings department of the Templar banking system, Chief Marshall Carpenter was easily one of the most respected and powerful Knights in the brotherhood.

Several holo-screens situated in the center of his main ofce played the live feeds recorded during the WilPat-Vesta operation. Sitting in two large chairs that faced the holo-screens, Chief Marshal Carpenter turned to Marshall Bryce as he spoke, Yes, you did have a solution to the stalemate. I do believe negotiations with WilPat are indeed now concluded. When the recording stopped playing, both men rose. Carpenter escorted Bryce to the ofce door. Carpenter shook Bryces hand rmly as he said, Thank you again Marshall. I really appreciate the Malvernis touch. Oh, and please give Margaret my regards will you.

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Project Team Patrick Haughton Michael L. Hoehne Ed Pugh Matt Ragan Kevin Litch Williams Graphic Layout David Y.G.T.B.F.K.M. Pugh Bryan Stiltz Contributing Authors Thane Barnier Christopher Carlson Rob Davis Patrick Haughton Eric Kelley Matt Ragan Shaun Rice Lanse Tryon Art Tim Talin Collier Chris Lewis Neil Nowatzki Roman Papsuev Editing Alyscia Clark CAV, Infantry, and Equipment Designs James Burrell Bobby Jackson John Bear Ross James Van Schaik Neil Nowatzki

CAV Miniature C.A.D. & Proto Type Work John Bear Ross Neil Nowatzki Jon Walker and Talon Games Playtesters Joel Agee Jeremy Barnhill Steve Buck Thane Barnier Chris Carlson Jim Graham Jeff Hoffman Keith Johnson Keith Lauritzen Don Lindsey Jeff Logan Shane Magill Stephan Nagel Jason Pape Tim Peaslee Tim Puryear Shaun Rice Cheryl Storm Pete Storm Craig Taylor Bruce Windsor ReaperGames.com Patrick Haughton Gus Landt Kit Pierce

Special Thanks To:


The Black Lightning Program for introducing CAV into every corner of the world.

Mil-Net.net The foremost and staunchest group of fans a game could ever ask for.
Reapermini.com Forums Community For creating a place where we can all have fun.

While last, but not the least, a very special thanks to all of our fans around the galaxy! See you on the battleeld! From Rob Davis to Michelle Davis: Thanks for telling me to go for it.
All artwork in all Reaper Miniatures Incorporated products and the images contained therein are the exclusive copyright and property of Reaper Miniatures Incorporated. All intellectual property contained herein was created by the staff of Reaper Miniatures Incorporated or as work for hire.

Copyright Reaper Miniatures, 2006. All rights reserved.

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Table of Contents Introduction IntraGalactic Survey Galactic Map Universal Intragalactic Communication Command Technology Adon Malvernis Rach Empire Ritterlich Templar Terran Mercenaries Other Galactic Organizations Galaxy Wars United Corporate Organized Republics Appendix A Appendix B Core Rules The RAGE system Declare, then Measure Roll Dice in the Open Give Data Card Information Tokens and Lying Models Down Time Scale and Model Scale Bases Model Facing Metric and Hexes Materials Needed Task Force Creation Name Afliation Points Model Type Model Role Designation Movement Class SA DT Mov Exp CCV TC Rpr DV Weapon Systems 2 3 5 6 7 14 18 22 26 30 34 38 40 42 48 56 58 60 61 61 61 61 61 61 61 61 62 63 63 63 63 64 65 65 65 66 66 66 66 66 66 66 66

Task Force Creation (Continued) Rng 67 RAV 67 Type of Weapon 67 Name of the Weapon 67 The Section Section Type Primary Section Types Secondary Section Types A Galaxy At War Faction Afliation The First Turn Of The Game Battle Setup Independent Factions Deployment Zone Creating a Draw Deck Conducting Deployment Game Turns After The First Pre-Battle Action Phase Initiative Phase Action Phase Types of Actions Declaring Actions Resolving Actions End Phase Movement 68 68 68 69 71 72 72 73 73 73 Turn 74 74 74 75 75 76 77

Taking Damage while Transporting Infantry 81 Transporting Infantry (Continued) Shooting from Inside the Transport 81 Line Of Sight Establishing Line of Sight (LOS) 83 The Line of Sight Corridor (Ground Level) 83 The Line of Sight Corridor (Eye Level) 83 Eye Level and Base Height 84 Infantry and Gunship 84

Cover Light Cover 85 Heavy Cover 85 Determining Cover Types 85 Ranged Attacks Direct Fire and Indirect Fire Ranged Attacks 86 Conducting Ranged Attacks 86 Declare Your Attacks and Targets 86 Lost Ranged Attacks 87 Ranged Attacks While Performing Movement 87 Determine Range Point Blank Zone No Fire Zone Short Range Medium Range Long Range Beyond Long Range 87 88 88 88 88 88

Moving Through or Between Other Models and 79 Obstructions


Air Friendly Infantry

79 79

Base To Base Contact Contact with Enemy Models Based and Unbased Models Leaving Base-to-Base Contact

80 80 80

Infantry Charge Bonus Transporting Infantry Hitching a Ride Getting on a Transport

Gunship and Base-to-Base Contact with Ground 80 Models

80

Attack Type & Number of Weapons

Using a Transport that is Part of a Different Section 81


Getting Off a Transport

81 81

Ranged Attack Resolution Determining When a Model Can Conduct Defensive Fire 90 Quantity of Defensive Fire Attacks 90 Defensive Fire Attacks and Range Bands 90 Critical HIts Salvo Strike Fire Run N Gun 91 91 91

81

Close Combat Close Combat Resolution Target Lock Jamming Repair Repair Action Lingering Damage Critical Success Regrouping Sections Regroup Action Specialty Actions

96 96 98 98 99 99 99 99 100

Appendix D: Battleeld Assets Use and Lose 109 Mineelds 109 Mineeld, Air 109 Mineeld, Ground 109 Mineeld, Removal 110 Armored Nano-Barrier 110 Un-Armored Nano-Barrier 110 Repair Module 110 Repair Module, Advanced 110 Satchel Charge 110 Appendix E: Battleeld Support Strike 111 Battleeld Support Strikes Limit 111 Use and Lose 111 Artillery Strike 111 Artillery Barrage 111 Artillery Bombardment 111 Cruise Missile 111 Cruise Missile, Atomic WMD 112 MOAB - Massive Ordnance Air Blast Bomb 112 Orbital Strike 113 Orbital Pinpoint Strike 113 Air Strike 113 Smoke Strike 113 Appendix F: Task Force Upgrades 114 Bonuses Do Not Stack 114 Task Force Upgrade Scaled Costs 114 /# Costs 114 Adjustable Munitions 114 Avenger/# 115 Chain-Fire Pod (CFP) 115 ECM Pod 115 EST Pod 115 Engineer 115 FiST 115 FRS/# 115 Increased Transport Capacity 115 Infantry, Airborne Training 115 Infantry, Drop 115 Infantry, Shock Training116 Infantry, Jet Pack Training 116 Infantry, Weapon Upgrades 116

Appendix C: Special Abilities Adjustable Munitions SA 103 Anti Gunship (AA) SA 103 Avenger/# SA 103 AOE/# SA 103 Assault SA 104 Blaster SA 104 Bulky SA 105 Chain-Fire Pod SA (CFP) 105 Counter-Battery SA 105 Dropship/# SA 105 ECM Pod SA 105 Electronic Source Targeting (EST) SA 106 Engineer SA 106 FiST SA 106 Flamer SA 106 FRS/# SA 106 Gunport SA 106 Hauler SA 106 Hauler, Cruise SA 106 Increased Mobility SA 107 Infantry, Airborne SA 107 Infantry, Shock SA 107 Infantry, Jet Pack SA 107 Linked SA 107 NRF SA 107 Overdrive SA 107 Piercing/# SA 107 Pop-Up SA 107 Rat SA 108 Rugged SA 108 Shielding/# SA 108 Shredder/# SA 108 Smart SA 108 Soft SA 108 Specialist SA 108 Transport/# SA 108 Upgrade (Name) SA 108

Appendix F: Task Force Upgrades (Continued) FA 45 MG 116 AA-52 Direct Fire Missile Pack 116 1a2 Automatic Grenade Launcher 116 AT-23 Direct Fire Missile Pack 116 Improved Maintenance 117 Orbital Gunship Insertion117 Piercing/# 117 Reactive Armor 117 Rugged 117 Shielding/# 117 Shredder/# 117 Upgraded Weaponry 117 Appendix G: Faction Doctrines 118

Adon Fire and Fury Warfare Doctrine 118 Hyrwyda Dyrnel Doctrine 118 Malvernis Fanaticism Doctrine Conscription Doctrine Rach Empire Children of the Storm Doctrine No-Mercy Close Combat Doctrine 118 119

119 119

Ritterlich Superior Tactics Doctrine 120 Lightning Warfare Doctrine120 Templar Elite Training Doctrine Superior Equipment Doctrine Terran Air Superiority Doctrine Artillery Superiority Doctrine Independents Spoils Of War Doctrine Free-Form Organization Doctrine 120 120 120 120 120 120

Combat Assault Vehicle (CAV) rst debuted at Origins in 2000. It was a game for a new generation and new millennium of war gamers. CAV was created with Combined Arms futuristic combat as the central theme the ability of a player to command forces composed of infantry, gunships, tanks, and especially giant mecha. The game system was based on the principles of player control, smooth play, and simplicity where possible. The Damage Track engine was created, the concept that most of a Models game-related information would degrade as the Model took damage.

What CAV Is Not


CAV is not bogged down by endlessly complex rules that have you counting every little point, bullet, or bubble. While the game is simple, it is not oversimplied. Tactics and smart play will decide the outcome of the battle. Commanders that can react quickly and effectively marshal their resources will win.

What CAV Is
Its fast, fun, easy to learn, dynamic, futuristic, high-tech warfare brought home to your dining room table. CAV is about getting together with your friends and spending an hour or two rolling dice, pushing around some technologically advanced war machinery, and maybe even making sound effects as things get blown up. Youll have hours of enjoyment trying to gure out new ways to outfox your opponents. If you already know how to play Warlord, youll nd that you already know the basics of playing CAV.

The Reaper Adventure Game Engine (R.A.G.E.)


In preparation for Reapers return to the fantasy miniature war game market with Warlord, we took a closer look at the Damage Track system and realized that there were a few renements that could be made. This led to a two-year development process that resulted in the Reaper Adventure Game Engine (R.A.G.E.); a common game rule architecture and engine for miniatures war games with Damage Track fully incorporated as the central feature. Warlord was released in the fall of 2004. It was time to take these renements and R.A.G.E. back to CAV. The game where it all started would now get a new look featuring fantastic new art, a rened rule set, and have its ctional game universe updated with the events of the past 4-5 years.

Returning CAV Veteran?


This book expands the CAV universe and advances the time line to 2274. The UCOR war erupted and the seeds of discord it planted bore a bitter fruit, the Second Galaxy War. This book will give you new glimpses into the politics of this era and the factions struggling for dominance. You, like the characters of the CAV Universe itself, are old veterans of the free-wheeling years in between the Galaxy Wars.

New to CAV?
If youre new to CAV, new to science ction war games, or even new to miniatures games in general, we welcome you. Allow us to take a moment to describe what CAV is and what CAV isnt.

and used by the IGS long before regular travel between these systems was possible. For over a hundred and fty years, the IGS has been providing these services and charting the stars regardless of wars, recessions, or galactic turmoil. Generating all of its revenue from tolls collected by its jump buoys, they have become the very backbone of the galaxy.
Interesting Facts & Figures on the IGS
Began as the Ofce of Charting and Survey, founded in 2127 Averages 250 new mining and colony operations charted each year. The IGS regularly contracts private citizens, scientists, adventurers, and explorers as part of an IGS auxiliary program known as the Galactic Ranger Corps. Maintains 397 public and private jump stations covering the known galaxy with more being surveyed and built each year.

Organization: IntraGalactic Survey Headquarters: Eoan, Arveni, Avalorr Anyone that travels outside of their home star system knows about the IGS. The IGS provides four major services to the galaxy. First, it travels the universe seeking out new inhabitable worlds, charting new star systems, and surveying potential colony worlds. Second, it builds, maintains, and patrols commercial jump stations throughout the quadrant that remain strictly neutral and available to all. Third, the IGS maintains the network of Galactic Relative Time (GRT) pulse buoys throughout the civilized parts of the galaxy. Fourth, it charts, les, and maintains mining claims that are universally recognized. The IGS is the largest, most powerful, and inuential UCOR in the Galaxy. The star system name and numbering system that allocates a 0 to Avalorr, 17 to Capella, 21 to Tor-Nor, 31 to Mohr, and 120 to Sol was created, codied,

Current IGS Census estimates place the population of our galactic quadrant at 760 billion. Expanded in power with the nationalization of the now defunct Adonese private corporation formerly known as Galactic Transport Services founded in 2154. IGS pioneered the development and use of the Dynamic Stream jump station. The pride of the IGS cold navy, the Vanguard Class explorer ships, are 917 meters long from its forward observation deck to the back of its engine shrouds. These politically neutral explorer vessels feature components from 3 major UCORs (RMI, Borsig-Spline, and Hughes-Marietta) and 17 minor corps. They can support their full crew of 2000 scientists, researchers, technicians, explorers, and their families indenitely, assuming their hydroponics systems are fully functional (six months on stored supplies alone). However, three years is the practical limit for a single voyage. For defense, the Vanguard class ships mount 32 defense turrets and a small ight deck with two ghters and six shuttlecraft as well as docking ports for up to 4 additional small craft. Several modular components of the Vanguards can be jettisoned and atmospherically dropped to a planets surface to establish a community or primaforming colony in the event of an emergency. The IGS maintains its neutrality in the current Galaxy War and continues to conduct exploration operations in the Galactic Frontier. By several treaties, the location of any military deserter is to be transmitted to the proper authorities. However, it is well known that the IGS doesnt actively look for deserters in its own ranks, and if a deserter keeps a low prole, they are effectively safe.

Galactic Rings
Two circles appear on nearly every published version of the known galaxy map. These circles are known as the Galactic Rings and are a descriptive concept that the IGS has used in internal communications for about 30 years. Any system that is very close to Avalorr, or inside the area of the rst circle, is called a Core System. Any system that is inside the area between the two circles is called an Inner Ring System. A system that is outside the two circles, but has a public jump station, is called an Outer Ring System. Every unexplored, unmapped, or undocumented star system is considered part of the Galactic Frontier. A Galactic Frontier system becomes an Outer Ring system as soon as a jump gate has been established.

for the nal hyperspace jump into a combat theater. The constant patrolling and sweeping of government cold naval forces ensure that space around the various home worlds are free of covertly built private jump stations or even surveying ships seeking to establish a temporary jump station.

Jump Station Construction


Large vessels like the IGS Vanguard class explorer ships carry the necessary equipment to conduct more conventional hyperspace travel to far systems and establish temporary jump points. Due to the nature of the dynamic stream jump system, jump routes cannot be established between any random two points. A vessel that seeks to establish a jump point must travel to the place where a jump point is desired and conduct extensive surveys of the surrounding space-time fabric. This process can take months or years. Even when successful, the surveys might yield a jump point that is several score and even sometimes hundreds of Astronomical Units from the systems star. There are many stars that are inaccessible from what appear to be close stars. They may only be reached by going through a farther star system because no suitable jump station could be established. Vanguard class ships are designed to stay out in space for periods of 2-3 years, but the IGSES Silver Spear set a record when it took 5 years and 2 months to nd and establish jump station 152 in the JC1602 system. Once a suitable jump station location is established, the survey ship will deploy the jump point satellites and equipment that allows the heavy construction equipment and supply ships to jump directly into the new location. Usually the survey ship stays on station until jump station construction is complete. Construction of a new jump station is a process that will take several more months and the temporary jump station remains open throughout the process.

Jump Stations
Most of us are well familiar with the Primary Lanes that provide our worlds with goods brought from all over the civilized galaxy. Currently there are 197 public jump stations that form the Primary Lanes of the IGS Public Jump Network. Each IGS Jump Station is a fortress of weaponry, satellites, equipment, and patrol craft dedicated to defending itself. Strict neutrality has kept the IGS uninvolved with the two Galaxy Wars. Stations accept transmitted tolls, assist with jumps, monitor trafc, and relay information. However, the IGS Public Jump Network is not the only jump station network in the galaxy.

Private Jump Networks


Private Jump Networks have been around for a long time. However, since the Second Galaxy War broke out, they have become a topic seen regularly on the news networks. Each major government and several of the UCORs maintain a network of private jump stations. These jump stations are masked and, due to the vigilance of the owners, are very hard to nd. It is through the Private Jump Networks that war supplies and reinforcements can be gathered in staging areas

Great UCOR war, this policy has actually helped the UICC maintain its positive public image. Security, reliability, and availability are the three operating criteria of the UICC - in that order. No other secular and independent organization in known space places such a high standard on personal integrity, honesty, and responsibility. High personnel standards and state of the art proprietary security systems ensure the protection of any encrypted transmission sent across the UICC network. Methodical maintenance and regular contracting of mercenaries to supplement their own security forces to defend communications relay stations ensure reliability. Each year, the UICC works with the IGS local and galactic governments to establish new UICC stations in even the most remote places of the galaxy. Organization: Universal Intragalactic Communication Command Headquarters: Tharsa, Haldor, Avalorr If you ever had to look anything up for reference, wanted to watch a holovid, check the news and local weather, nd the jump gate status in your system, or check the latest classied advertisements, you were probably using the UICC Net. The UICC maintains the largest, most stable, most robust, and longest reaching communications network in the known galaxy. Though it is not a UCOR, it functions and operates like one. Additionally, it is accorded the same level of autonomy reserved to UCORs by the various galactic governments. The UICC specically avoids ofcial UCOR status since it would require a government charter, and this might be perceived as bias towards one government. Additionally, since the end of the Kept in the shadowy depths of the UICC, but extremely well known by the public throughout the galaxy, is the UICCs DIS (Department of Information Security). The DIS force hunts down, prosecutes - and in Rach, Adonese, and Ritterlich space terminates with prejudice several thousand self-styled net pirates each year. Independent systems have varied levels of punishment authorization for the DIS. However, few worlds are willing to suffer an information blackout and will usually comply with requests to extradite suspects for execution outside of its own space. The Malvernis Empire, Terran Federal Government, and Ofce of the First Knight of the Templar Order all work with UICC DIS to prosecute and punish net pirates, but they do not give the DIS permission to operate independently in areas under their control.

Power
Without electrical power, the universe stops functioning. There are multiple methods of providing electrical energy to the masses, but were going to focus on the primary three. Fusion Fusion systems provide starships, space stations, urbmon cities, (Urban Monoliths, the vertical super-cities common on heavily developed worlds), and odi cities (the oating super-cities common to water worlds), with power. Fusion systems are huge and extremely complex. At its most basic level, a nuclear fusion system takes light nuclei and combines them to create energy. As an energy source, fusion has several advantages since light nuclei are plentiful and the end products of fusion are light stable nuclei rather than heavy radioactive nuclei. While the principle of fusion is simple, the actual machinery and technologies involved are not. Fusion systems are too cumbersome in terms of size, cost, and maintenance for anything less massive than a city or starship. For these large power consumers, nothing less than fusion power provides sufcient levels of energy to meet demands.

Breeders Breeders are the workhorse energy source for anything smaller than a starship or city and larger than personal electronics. The smallest breeders require an area roughly 30cm by 10cm by 10cm (not including the T-Gel cells). Such small breeders provide barely more energy than some HCC batteries, but lifespan is the advantage. With even a mere st sized T-Gel cell, a small breeder can run for days. The largest breeders are, of course, used in industrial or military hardware like CAVs, large civilian transports, and small atmospheric ying craft. T-Gel is inert, and Breeders are considered very safe. Nevertheless, it has been documented that, if a breeder is severely damaged or ruptured mid-cycle, the damage can result in a very large instantaneous electrical discharge. The principal of a breeder is fairly simple even though, like fusion, the actual technology involved is quite advanced. A breeder has two storage tanks (called cells) that are attached. One cell is empty, and the other cell is lled with T-Gel (a substance primarily derived from Tyburinium ore). For safety and handling purposes, T-Gel is dyed a bright, almost phosphorescent blue and scented with an additive that makes it stink. The breeder requires an initial electrical charge, provided by a battery, to start the chemical process. Once begun, T-Gel is cycled through the Breeder as it is converted to Z-Gel in a process that creates electrical energy. Z-Gel is then converted back into T-Gel and the process continues. The energy created by the breeder during this conversion process is used to provide power to any attached devices. Very little matter is actually lost during a Breeders conversion cycle, but after roughly 20 cycles the T-Gel cell needs to be replaced.

Breeder cycle times vary based on the size of the Breeder, but generally a cycle is about an hour for small portable breeders and a day or more for the larger Breeders. Recent advancements in molecular renement are helping to increase TGel conversion efciency and dramatically boost breeder output. HCC Batteries High Capacity Chemical (HCC) batteries vary in size from nano applications to extremely large space ship applications. They are rechargeable, and we use them in nearly every personal electronic device we own. Most personal weapons use HCC batteries where needed. Additionally, HCC batteries are used to initiate breeder reactions and provide us with electrical backup power in the event of a problem. Depending on how quickly electrical energy is being used, an HCC device can last an entire day of regular usage or mere seconds of intense discharge.

Core Battleeld Technologies


Bellar Joints Chances are you use Bellar Joints every day, even if you dont realize it. These frictionless, computer controlled electromagnetic joints are found in everything from cargo doors and wheels to articial limbs. While we may take them for granted, the military certainly does not. If it were not for Bellar Joints, the massive war machines known as CAV would not exist. With the average CAV using over 1,400 Bellar Joints, they have almost the same range of motion and the dexterity of a humanoid body. Bellar Joints give CAV speed and mobility unparalleled on the diverse battleelds found throughout the galaxy. Bellar Joints also give CAV the ability to rotate shoulders and elbows to bring their weapons to bear in the blink of an eye without imposing any unnecessary G-forces on their crew.

When You Start Something, Finish It In Style!

Robotic Micro Engineers (RME) Youve probably seen a vid-feed of a damaged CAV covered in a foamy substance. That foam is the lifeblood of a CAVs automated repair system. It is used to transport the Robotic Micro Engineers (RMEs), which are the incredibly small nanobots that do the actual repairs, to the damaged area of the CAV. Reserve tanks along the CAVs internal skeleton ensure that all major locations have instant access to RMEs, while a network of hoses allow the wizzo to transfer foam from tank to tank as needed in the eld. While the system is mostly automated and knows which vital systems to repair rst, the wizzo can pull up a 3-D model of his CAV and view the details of any damage. He can then give specic directions to the RMEs or their cousins, Electronic MicroEngineers, which are used to repair internal damage to the CAVs electronics. Infantry Protection The mandates of survivability and functionality have driven the latest technology of individual infantry protection to a standard only dreamed of during the rst Galaxy War. Known as the Valdak Armor Protection System (VAPS), VAPS was developed by the SyRam Kendric Labs division during the First Galaxy War. Widespread deployment of VAPS into Terran military units began in 2165 and as with any truly innovative idea, reverse engineered copies soon found their way into several large and small military forces across the galaxy. Infringement lawsuits brought by SyRam earned minor nancial results and, by 2269, SyRam had completely stopped pursuing violators. VAPS provide protection against several threats by incorporating drastically different solutions that overlay and support each other to form a workable material that can be universally used. Two components of VAPS provide excellent kinetic protection. First, there are nano layers of woven base material that dissipate and absorb the energy of the impact and spread it

over a wide enough area, so that the projectiles forward momentum will be stopped. Second, is a solid exible coating around each stand of the weave that is composed of sub nano-particles of silica and ceramic suspended in a gel. This combination of soft and hard components results in a material with unusual properties. During normal handling, the gel coating is very exible. However, once a high-speed projectiles impact with it, it transforms into a rigid armorlike material. These two properties give the VAPS user an incredible level of protection against kinetic attacks. The gel used in VAPS has two additional, and extremely important, properties as well. First, there is the automatic seal created when pieces of VAPS come into contact with each other. This seal achieves instant protection from almost every known biological attack and allows the soldier to function for short times in most hostile atmospheric worlds. The second benet is due to the fact that the non-conductivity of the gel provides excellent protection against all types of energy attacks by simply grounding or deecting the attack. VAPS achieves stealth and camouage by the smart color change of the suspended sub nanoparticles of silica and ceramic. These nanoparticles can accept commands to change color and project a logical, passive illusion of the soldiers surrounding environment. VAPS stealth technology avoids electronic detection by not emitting light or heat; they simply change their external color. Powered Infantry Battle Armor A man in a suit of Powered Battle Armor is an awe-inspiring sight. The average battle suit stands roughly two and a half meters tall and can weigh as much as 200 pounds depending on its weapons and equipment load-out. Every suit comes with atmosphere scrubbers to deal with noxious atmospheres and its own internal

supply of oxygen for truly poisonous or lowoxygen environments. Bellar Joints throughout the suit amplify the users own abilities and allow for increased strength and movement. Climbing and rappelling gear are built into most suits and enable powered troopers to go almost anywhere. The most common options seen on Powered Armor is gyro-balanced weapon mounts and integrated ammo bins which allow a single soldier to use crew-served heavy weapons. CAV and Vehicle Armor The most effective armors are not single component systems, but rather multi-component armors that combine layers of dissimilar materials. Multi-component armor systems are designed to provide protection by controlling the disintegration of the armor itself as it stops the incoming attack. The structure of modern CAV armor usually includes an outer ceramic layer which acts to blunt and wear down the projectile of a kinetic attack or, with its amorphous structure reect, deect, and resist energy based attacks. A more exible, yet stronger, layer of liquid steel supports the armors ceramic layer and traps the slowing pieces of a kinetic projectile or absorbs the heat created from an energy attack. The third layer is made up of woven ber designed to consume the remaining energy of a kinetic attack as it catches any remaining pieces of a kinetic attack. The forth layer consists of an antispalling layer designed to keep pieces of the armor from breaking off and becoming internal projectiles. Immersive Fire Control Systems (IFC) The IFC consists of a full-face helmet, a pair of sensor gloves that can interpret the smallest of hand movements and a score of cables that feed from both helmet and gloves into the vehicles re control computer. While In Deep, the term wizzos use to denote an active IFC, they are completely cut off from the real world. For the wizzo, the IFC generates a view of the computer-

generated battleeld. Sensors in the helmet follow the wizzos head movements along all 3 axes, rotating his viewpoint and allowing him to effortlessly track targets regardless of what direction the CAVs torso and weapons systems are pointed. Special gloves are used to handle the multitude of tasks he has to perform during combat. Tasks are completed by a series of rapid and precise hand movements with targeting tied to the primary hand and weapon and communication controls made with the off-hand. The wizzos gloves also enable him to bring up a series of windows and simulated control panels that give him full access to his CAVs electronics and computer systems, as well as its repair systems, without ever having to deactivate the IFC. Thaurix Patent Interface Harness Weve all seen CAV pilots on the recruiting vids looking dashing in their combat suits. Commonly referred to as Nolads, the most common brand of military-spec suits, CAV crew suits are part Gsuit, part environmental suit, and they provide their wearer with resistance to inertial pull and extreme cold and heat out of the box. Nanites embedded in the collar and cuffs allow the suit to form airtight seals with gloves, boots, and a full-face helmet to add protection during exposure to vacuum, neurotoxins, and all but the highest levels of radiation. Finally, a builtin harness attaches to the wearers chair, using an arrangement of straps and buckles, and keeps him securely fastened during combat maneuvers. While the cockpit provides the pilot with his primary view of the battleeld, his helmets visor is capable of providing video feeds from all points around the CAV in either large, line drawn overlays or in smaller, full-color windows. In instances where the wizzo or Defensive Fire Computer turns the CAVs torso to deal with a target, the helmet automatically displays the CAVs current vector. This allows the pilot an uninterrupted view of where he is

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going. Topographical information is available at all times, and the ground directly in front of the CAVs current path is displayed along the bottom of the visor with potential trouble spots such as boulders and holes highlighted. Sensors in the helmet keep constant tab on the pilots inner ear to help maintain the CAVs gyros and monitor his pulse and other vitals. The wizzo is alerted of any problems that may arise. Computers handle most of a CAVs normal movement, but in combat, the pilot relies on paired ergonomic joysticks and foot pedals to give him total control. The joysticks are used to control the CAVs legs that enable them to walk forwards or backwards, step up or down, crouch, and side step. Each joystick has a wide array of triggers, buttons, and switches that allows instant access to most data the pilot requires as well as a back-up IFC system in case he needs to take over for the wizzo. The foot pedals magnetically latch onto the pilots boots and control the CAVs feet which allows for the same range of motion that the human ankle employs to maintain balance. The

pedals also permit the pilot to turn the CAVs torso if he chooses to override the wizzos controls or the Defensive Fire Computer. Gollinel Patent Interface Harness In 2262 Borsig-Spline introduced the Scorpion CAV, and with it, came a radical change in the way a CAVs crew was housed. Most CAVs seat their crew in single le, with the pilot in front of the wizzo, but the Scorpions short height required major changes to the cockpit in order to retain the design teams original design and prole. After half a dozen prototypes were tested and scrapped, it was the design from a junior engineer named Meirim Gollinel that nally set production back on track. Instead of seating the crew one in front of the other, Gollinel took advantage of the Scorpions wide body and placed the crew side by side. To reduce as much height as possible, she replaced the standard seats with specially designed frames that the crewmembers actually straddle and sit upon. This leaves them in an extremely forward leaning position, which is much like that of any modern-day magnabike.

Wherever the battlefield takes you, the Scorpion gets you there!

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The pilot still relies on the same paired sticks that all CAV pilots do to control their machines, but nger buttons on the Scorpions sticks allow for precision control of each individual leg when required. Instead of the standard array of buttons, gauges, and switches in front of him, his controls are laid out to the outsides of his sticks and along a center console underneath his head. His foot clamps function slightly differently as well. They allow him to make the Scorpion crouch down, extend its legs to increase height, or widen them out to maintain a steady stance. On the wizzos side, things look pretty much the same, although the backup control sticks are slid out of the way which allows the wizzo the range of hand motion required to accomplish his job. The Scorpion had one last special requirement that necessitated attention: its ejection system. A standard ejection seat would have launched the crew straight up into the CAVs massive gauss cannon with dire consequences, so a new system needed to be devised. Borsig-Splines nal solution was to eject the entire cockpit area in a sled-type assembly. When the eject command is given, rocket boosters launch the entire center section of the Scorpions head and separate it from the Fire 12 DFMs attached to its sides and the rest of the body and drive the sled to a safe distance away from the CAV. While the unique seating positions require special Nolad suits for Scorpion crews, the entire Gollinel conguration has worked so well that Borsig-Spline opted to utilize it in both their Spider and Ogre CAVs as well.

Laser bolt guns re beams of energy focused at a single point. Collecting charged particles into a condenser, the LBG res a small compressed blast, or bolt, of the particles. Particle bolt guns superheat subatomic particles and then propel them downrange in a supercharged blast of plasma. Most particle bolt weapons can switch between neutral particle or charged particle depending on whether or not theyre being used in atmosphere (charged) or vacuum (neutral). Information concerning the performance of Psyro Plasma Guns is not something UCORs or Galactic Governments want to share and is undoubtedly the focal point of new technology research. What is commonly known is that they appear to be a wide beam version of the Partial Bolt Gun that creates a eld of plasma splatter that makes them very destructive against unarmored or civilian targets. Gauss Weapons Gauss technology hasnt changed much in several centuries other than renements here or there. A ballistically stable shape made of molecule-sized, negatively charged, ferrous pellets suspended in a ceramic material that makes up the bulk of the round is propelled down a barrel via linear magnetic acceleration. Hypersonic velocity gauss slugs can easily puncture buildings and armored vehicles. When ghting in cities, the blast pressure of gauss weapons ring has been known to shatter windows and blow over light structures. Rail and Gauss Guns Generally speaking, a rail gun is used by a planet or space station to launch payloads. Usually a sled or conveyance is placed over, on, or in between two or three long rails, and then a payload is placed on the sled to be accelerated by a magnetic pulse traveling down the rails. Gauss technology uniformly accelerates the projectile by pushing/pulling it via electromagnetic coils. Basically, if it has a barrel around the projectile its Gauss. If you can see the projectile its a rail gun. 12

Weapon Technologies
Energy Weapons There are three basic energy types in use today on the battleeld: laser bolt gun (LBG), the particle bolt gun (PBG), and what is now being ofcially referred to as the Psyro Plasma Gun (PPG).

Propellant Weapons Efcient in all environments, combustible propellant is used in everything from pistols to large artillery. Named after the engineer and the lab that developed the rst deployable propellant system, the Harkon-Lucet Propellant system (HLP) is todays battleeld standard. The HLP system is a disposable magazine that contains three components: a case-less projectile, unmixed gel in two separate chambers, and a battery. When the weapon is red, a piston in the magazine mixes the two-stage propellant. Once mixed, an electrical current ignites the mixture creating an explosive chemical reaction that ejects the round. HLP weapons also do well in the rate of re category. Single barrel systems are capable of maintaining rates of re around 500-650 rounds per minute. Multiple rotary barrel and multiple ring chamber systems can reach rates of re upwards of 5000 rounds per minute.

Missile Systems Modern day missile systems fall into three general categories: direct, indirect, and cruise. Direct-re missiles, such as the systems found on most CAVs, are small but deadly. They sacrice a large warhead in exchange for speed and targeting capabilities. When a wizzo gives the missile its launch order, he simply designates the target and deploys the missile. The missiles internal targeting system evaluates terrain and other threats to determine the best path to the target and the point where the target is most vulnerable. Indirect-re missiles are much larger than their direct-re brothers and require constant control by their wizzo to ensure an accurate on-target delivery. Their size allows for multi-warhead delivery systems to rain shrapnel and concussive force down on everything in their blast radius. Cruise missiles are easily the biggest threat facing any force on the modern battleeld. Capable of delivering a wide array of munitions including atomic bombs, cruise missiles are a very high priority target. Cruise missiles are capable of sustained nap of the Earth ight and are agile enough to take advantage of most terrain to cover their approach. Their targeting systems are on par with those of any CAV and allow them to avoid enemy units until they have acquired their target.

The Warlord Superior Firepower


Superior Technology Superior Price

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ADON Government: Adon Economic Community (AEC) Star Systems Home: Avalorr (0) Major: Baten (1), Janoch (63), Mig (85), Procyon (19), Sar (71), Suhail (30) Total: 19 Census Estimate: 98 billion Racial Composition: 97% Adonese, 1% Terran, 2% Other

Avalorr Prime is a garden world with two major landmasses. Adon is far larger and lies mostly in the northern and western hemispheres. Ritter is mostly in the far southern and eastern hemispheres. Avalorrs climate ranges from temperate forest to desert and varies widely between tropical jungle and frozen ice cap. As the Prime world of a binary star system, (Avalorr and Dantilorr), Avalorr Prime suffers severe climate changes in 14-year cycles. Many large coastal cities are huge arcologies that are several kilometers tall and a few kilometers wide at the base. The oldest cities on Avalorr are located centrally on the continent as well as in the mountains and highlands. These cities have the luxury of being able to spread over larger areas with no risk of cyclic ooding when the ice caps melt, and they usually enjoy cooler climates due to their higher elevations. Modern science, architecture, and engineering have rendered the earthquake and volcanic activity of Avalorr more of a nuisance than a threat though, during the years of Dantilorrs proximity, they are still a hazard to be respected.

Amphibians and incredibly adaptive low vegetation are common and very active during the Years of Water. Mammals and resilient high vegetation, such as trees, are more commonly seen during the Years of Ice when the stars are at their furthest points. Avalorr also sees widely varying tidal action due to the interplay of Avalorr Primes two small moons (Pendarr and Lonarr). Non-Native visitors are often surprised by the beauty and abundance of ora and fauna present on a world with such extreme climate and gravity. This is especially true in the many Wildlife Refuges that dot the continent and serve as living zoos or museums. Though the Adonese people are renowned throughout the Galaxy for their culture, dance, acrobatics, martial arts, arts festivals, and achievements in the tech and economic worlds, they tenaciously maintain their more naturalistic and primal ties to the world of their origin. Excerpt from Eleanors Notes in Sydes Guide to the Galaxy: Just spend one week wandering the Okuran Grand Reserve on foot during a winter. The memories of the broad vistas and fragrance of

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the wild blue frost blossoms will stay with you all your life. Simply stand and observe the beauty and power of a white seven-tined Okuran stag in a snowfall with hot geysers behind causing steam to drift by and bejewel your clothing with ice crystals. Friends, Ive been to a lot of

worlds but it is in places like this that youll experience rsthand the source of Adonese inner tranquility, strength, and condence - what they call Tangenel. The Adonese have a saying, Only the strongest roots grow the tallest trees.

The Adonese refer to themselves as, and in many ways have a rightful claim to the title, Eldest of the Sapient Races. Sometimes they refer to themselves as Gwur Hona, or the rst. They were the rst race to reach the stars (followed closely by the Ritterlich) and the rst race to colonize a star system light years away from their own. The Adonese were the rst to observe the Grand Harmonies of the major races such as the planets of Avalorr Prime, Capella Prime, Mohr Prime, and Sol Prime (Earth) which all have stars directly over their northern pole axis. The leading Grand Harmony theory is that this allowed the races from those worlds to develop global exploration far faster than on worlds without a pole star which eventually led to their prominence in the galaxy. Perhaps due to their self-perception as the Eldest race, the Adonese have taken for themselves the responsibility of maintaining peace and safeguarding civilized governments. They send diplomats to settle disputes all over the quadrant. Though they did not discover the Terrans, the AEC negotiated the terms of the peace that ended the RachTerran war and introduced the peoples of Earth to the other Galactic Core cultures. Cynics are quick to point out that the terms of any such settlements are usually economically benecial to the AEC (the Vela Peace Accord included). Several such

diplomatic actions have even produced a violent backlash. The Terrans, in particular, seem to resent being treated as an erring younger brother. Economic prosperity, security, individual freedom, and ne culture are hallmarks of Adonese controlled space. For example, Adonese martial training begins in the lower schools during childhood. By the time a young Adonese becomes an adult, he or she is usually procient in several forms of dance, unarmed martial arts, traditional broadsword fencing, and gymnastics. Education is not purely physical either. The state schools ensure that a new citizen is fully versed in both the cultural and military history of his or her state as well as the basic needs of modern education (math, technology, law, civic duty, etc.). Adonese ofcers are drawn from the nest military academies that integrate cutting edge technologies with solid military doctrine. Military academies, like the Universities, are state-assisted meritocracies where only the best and brightest do well. In addition, Adon has no separation between civilian police, and the armed forces and cities are well protected from internal criminal threats and external attacks. This cultural blending of the policeman and soldier roles has created an entire army that is very procient in urban situations and - disturbingly - in restoring social order after a successful NADO invasion.

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The AEC (Adon Economic Community) is the current government of the Adonese people. For 250 years the democratic member states of the Adon continent - Arveni (Arviniel), Breonne (Breounnel), Hakir (Hakeerel), Haldor (Haldourel), Heimdall (Hymdalanel), Highlands (Ynadenn Uka), Kjord (Keeourdel), Okura (Oukurel), Racheau (Rashoudel), Telluria (Telureeanel), Vestonia (Vestouneeanel)- have worked together to direct the future of their people. Every 14 years, the executive power of the AEC is passed to a new member state

by a vote. No member state can govern two consecutive spans, though they may be elected again after only one interval. The current Chairstate is Breonne, elected a second time after an interval period governed by their political twin Racheau. Breonnes term ends in 2275. Experts predict that the ruling Freetrade Conservative Party may be replaced by the more militant Galactic Union Party headquartered in Arveni, which has been gaining power since the end of the rst Galaxy War and has become a dominate voice since the outbreak of the second.

The Adonese are considered the vanguard in all matters of galactic high culture. Their open and inclusive society allows them to pick and choose the best from any race or people with which they come in contact. Bredalee gwur Gorel is the term in the Adonese language that best exemplies their view on most matters, Always the Best. Visitors to Adonese worlds are often surprised to nd iconic elements and aspects of their own culture expressed somewhere or somehow. For instance, when the Terrans joined the galaxy, their history was mercilessly picked through for any interesting or new ideas. It was the same for the Rach, Malvernis, Yedarians, etc. The Adonese seem to consider the Galaxy and all life as being there for them and for their own enjoyment. This does, occasionally, cause friction. The other races have been known to discount the Adonese with phrases like theyre dancers, not ghters or theyre too busy learning new ways to grow owers, but the Adonese consider such terms compliments and expressions of envy. After all, Adons military history speaks for itself. NADO ensured galactic security long before anyone else, and Adon did ght key battles and secure key objectives to ensure a Coalition victory in the rst Galaxy War. The Ritterlich, Rach, and

Terrans have learned at great cost that when the helpful Adonese hand makes a st, it strikes hard.

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The military arm of the AEC is the North Adon Defense Organization, or NADO for short (even though everybody still calls them the Adonese or AEC). Each of the AEC member states and colony worlds contribute military forces. Currently, NADO admits to 21 full strength divisions. However, based on past NADO history and current trends in disinformation ow this is more than likely a low number. The current Galaxy War has resulted in many things, not the least of which is that the major governments are masking their military capabilities. Long gone are the innocent years of the 40s when information was freely available to all. Behind the pearly smiles and angelic faces, the Adonese are here to win. The AEC Security Quorum dictates overall civilian policy. The Supreme Military Executive answers directly to the Security Quorum and is the highest-ranking military ofcer in the NADO. The civilian Defense Ministry and military Combined Forces Command control the various Armies and Army Groups scattered throughout the many theaters and AEC zones of control in the Galaxy. Headquarters AEC Central Headquarters Westinhall, Breonne, Adon, Avalorr Legendary Units: 1st Leska Rannad Raniadel Nickname(s): Red Spear Headquarters: Breonne, Avalorr Commander: AtUtaran Arnos JorDanel Battle Honors: Loki, Hades, Medea, Lir, Procyon Notes: The Red Spear is one of the premier military units in the Adonese army. The 17

1st L.R.R. (Rapid Deployment Division) is rst to ght, rst to glory and takes great pride in a distinguished service record crowned with military victories. Torfel 55 Nickname(s): Double Trouble Headquarters: Okura, Avalorr Commander: AtUtaran Arana HanMel Battle Honors: Hades, Cesair, Lir, Procyon Notes: The 55th is not only a highly decorated military unit, it is also something of a celebrity in the Adonese army. Recently, a series of highly successful movies have been made about Avar MaxGar, an ace CAV Pilot and his WSO. MaxGars unit is the 55th. Due to the popularity of the show and availability of mechandise, the bullethole riddled yellow smiling face has been adopted as the ofcial unit patch. The shows theme, The Gauss Lullabye has also been adopted as the ofcial unit march. Torfel 72 Nickname(s): Stormwind Headquarters: Okura, Avalorr Commander: AtUtaran Omaro RazNel Battle Honors: Hades, Lir, Procyon Notes: The warriors of Stormwind have earned a reputation of dependability and ferocity under re. When the storm winds blow, the wise seek cover or must face the consequences of their choice.

MALVERNIS Government: Empire of Malvernis Star Systems Home: Capella Prime (17) Major: Hydra (65), Syrma (165), Priam (14), Tania (108) Total: 19 Census Estimate: 78 billion Racial Composition: 88% Malvernian, 6% Terran, 4% Adonese, 2% Other

Capella Prime, known as Malvernis (Onyx Throne) to its natives, is a water world shrouded in ever present clouds. What little land there is rarely sees the light of the pair of nearby stars. The twin yellow binary stars give off intense heat, and the proximity of two red dwarf stars both less than 1/6 of a light year away make arrivals to Capella via the Jump Point very rough. As a result of the intensity of the twin stars, there are no ice caps on Malvernis, and the heat evaporates the surface layer at an increased rate in midsummer creating violent storms. Visitors and pilgrims to the heart of the Khardullan Religion that wish to travel to make planet fall must plan their arrival during low atmospheric volatility to reduce the risk of crashing. The Khardullan religion teaches that Capella was created as a haven and fortress for the faithful. When one considers the difculties of simply reaching the system, there may be some merit to this claim. The population of Malvernix dwells in three types of structures. First, are the Rockhomes which are the most ancient cities of the Malvernis. Alaghax, the capital city, is the oldest Rockhome on Malvernix. Rockhomes dot the leeward rock cliffs and surfaces of landmasses to avoid being blasted by the wind and stormy

seas. The early inhabitants and ancestors of modern Malvernis tunneled through solid rock to create additional living spaces and Rockhomes sprawl for thousands of kilometers. Second are the Aquapoli; these are enormous oating citadels that ride the seas like gargantuan mechanical Siphonophora (jellysh). The storms of Malvernix require the tops of Aquapoli to be designed as aerodynamically as possible. Giant drive systems keep the Aquapoli on station and sonic turrets protect them from the giant aggressive sea life. The third type of Malvernian dwellings are the ubiquitous Urbmons. These are similar to the ones found everywhere except on Malvernix. They are fully submerged, anchored to solid rock, and are usually connected via magtube highways to a parent Rockhome. Perhaps the most unique feature of this water world is the water itself. High in mineral content, the black water of Malvernis is undrinkable by most races in the galaxy. The Malvernian physiology has evolved in such a way that their bodies naturally lter out these minerals along with other bodily wastes. These minerals also produce large deposits of Onyx along the ocean oor which are of a quality so ne it is prized by artisans all across the galaxy. 18

Malvernis is a capitalistic theocracy. Tithes and taxes are both used to support the organization and needs of the Khardullan church and faithful. All government ofcials are Khardullan and laws are designed to promote and enforce religious laws and doctrine. Punishments are harsher for violators or criminals that are outside of the Faith, and this double standard is both normal and common. The governing body is the Dark Brotherhood, an all male legislative council of over 700 High Inquisitors. The Dark Brotherhood sees to the religious and operational needs of the Empire, establishing bureaus, quorums, or missions as needed, as well as choosing or dismissing ofcials to carry out their wishes. Normal Inquisitors (sometimes called Low Inquisitors), both male and female, serve in roles as varied as tithe collection, religious police, or military liaisons. Subservient to the Inquisitors are the legions of Prelates of the various

Holy Orders that maintain the bureaucracy. All Malvernians answer to the Grand Inquisitor, the Empires supreme and absolute dictator. The Grand Inquisitor is protected by the dreaded Onyx Fist which is his Battalion-sized military guard. He is served by the Brides of Khardullis; they are his female servants, personal bodyguards, and consorts. Additionally, both groups serve as assassins or special envoys when needed. The Grand Inquisitor has the ability to propose or overturn any law or decision of the Dark Brotherhood. Finally, though technically no longer a member of the Clergy itself since he is above it, he dictates Khardullan religion. To the faithful, this is only logical since the Grand Inquisitor rules with the favor and guidance of the Creator until the return of the Prophet. There is no doubt that the Grand Inquisitor is the one who sits on the Onyx Throne until The Creator sees t to send another Prophet.

The origins of the worship of Khardullis began in 1176 and are based on the teachings of the Prophet Khardullis. Followers of Khardullis identied themselves by carrying a crooked staff. Marston the First, the rst Grand Inquisitor, established the ofce in 1262 and laid the foundations for the theocracy that governs the Empire today. Marston also commissioned the Onyx Throne that stands as the very symbol of Malvernis power today. For those unfamiliar with Malvernian culture, it is easy to think that there is nothing outside the Khardullan religion. This could not be further from the truth! The Malvernis live; work; ght; and pursue intellectual, technological, and social desires just like anyone else. The difference is

simply that the government and religion are one and the same. An old Malvernian proverb states, A tax to some is a tithe to others. Relations between the Onyx Throne and the other Core Culture Governments have not always been smooth. Conicts periodically erupt between the Rach and Malvernis (especially near Spica), and more recently between the Terrans and Malvernis, even before the outbreak of open hostilities. Recently Terran terrorists were able to heavily damage the Black Needle on Tania which is Capellas primary Orbital Lift Elevator. This event led to the execution of a formally declared Holy War against the Terran indels by the Dark Brotherhood and the delivery of a formal declaration of war. 19

Malvernian life centers around two things: the betterment of the Empire and the worship of Khardullis. The religion of Khardullis teaches solidarity and community strength as the path to enlightenment. The Inquisitors and Prelates make sure that the faithful rigidly adhere to the tenets of the church and complete the daily requirements of their religion. Those not of the Faith are treated as second class citizens, and the Inquisitors watch them closely for signs of heresy. The most radical difference (to non-Malvernians) of Malvernian culture is the absence of the family unit. The rst Grand Inquisitor decreed that the church would take over the rearing of children so that, relieved of their parental responsibilities, the faithful might devote more time to worshipping the Creator and stewarding their community. The Shining Sisterhood is a galaxy wide organization that exists outside the jurisdiction of all save the Grand Inquisitor and their own hierarchy. The Sisterhood is tasked with maintaining the hatcheries, nurseries, and education centers (both secular and military) where the leathery mammalian eggs are incubated and Malvernian children are raised and educated. All female Malvernians have a religious duty to provide fertilized eggs to the Hatcheries at least twice during their lifecycle. The Sisterhood keeps extensive records of these donations which are as much practical as spiritual. Some females feel it is their duty to perpetuate the species and thus deliver eggs to the Hatcheries with alarming regularity. The Sisterhood uses the aforementioned records to ensure the stability of the gene pool. The Shining Sisterhood has the option to dispose of any fertilized eggs for any reason. Genetic testing on all eggs ensures that no one from the Dark Brotherhoods list of heretics is allowed to slip their seed into the gene pool. The Sisterhood also supervises all executions of criminals and traitors as an extension of their duty to purge awed eggs and, therefore, has a close working relationship with the police

forces. Most high-ranking civilian police are female and members of the Sisterhood. Most Malvernian communities of any size have local chapters of the Shining Sisterhood. Larger communities will have their own hatcheries, while smaller worlds will send the eggs offworld to be cared for and educated. On nonMalvernian controlled worlds with smaller populations, many Malvernians have readopted the family unit, and the young are hatched and raised naturally. The Church and the Sisterhood frown upon this practice, as it puts these Malvernians outside their sphere of control. The Shining Sisterhood has produced an indoctrination program geared toward nonMalvernian converts. This involves months of hypnotherapy and somnolent indoctrination into the Khardullian religion. The experience of non-Malvernian converts is less intense, but it often has a greater psychological effect upon them. Still, there are converts who do not respond to indoctrination and give up, leaving the faith behind.

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The Grand Inquisitor guides the Military Forces of the Empire. The Inquisitor is the supreme high commander though he will appoint Seraphim. The Seraphim Council governs the actual progress of all military operations. Each Targulla (Regiment) marches guratively (but sometimes literally) into battle with a crooked staff (the symbol of the Khardullan Religion) blessed by the hand of the Grand Inquisitor himself. The regimental Targulla Hook exemplies the Malvernian soldier. He or she marches into battle against the foes of Malvernis with the blessings of the Grand Inquisitor, and therefore the Prophet, and therefore The Creator. Most Malvernian units also include a number of Inquisitors. The Inquisitors spur the troops onto greater glory for the good of Khardullis and the Empire, watch the troops for acts of heresy, and stamp out those whose loyalty to the Onyx Throne may be called into question. While most of these Inquisitors also hold rank as ofcers, it is rare to see an Inquisitor leading a unit above Company size.

role. Only the most faithful Khardullans are allowed to serve in this targulla, and many High Inquisitors have risen from their ranks. 77th Targulla Nickname(s): Ice Lightning Headquarters: Petard, Priam (14) Commander: Genarix Karras Kothmore Battle Honors: 34 Honors of the Faithful, 39 Orders of the Black Onyx Fist, 74 Orders of the Red Fist Notes: Fast, decisive, this unit is renowned for its quick strike abilities. Relying on the most manueverable combat assets available, this targulla can tie an enemy unit in knots before sliding the noose closed and locking them in a strangle hold. 165th Assault Targulla Nickname(s): Heavy Mag Headquarters: Beltar, Syrma (165) Commander: High Genarix Lorac Geng Battle Honors: 28 Honors of the Faithful, 58 Orders of the Black Onyx Fist, 96 Orders of the Red Fist Notes: Easily the heaviest unit in the galaxy, the Heavy Mag is comprised primarily of heavy CAV and main battle tanks. This unit is known for its simple yet effective tactic of breaking the enemy: sheer weight and brute force. 21

Legendary Units:
1st Targulla Nickname(s): High Guard Headquarters: Capella Prime Commander: High Genarix Mangu Timar Battle Honors: 35 Honors of the Faithful, 42 Orders of the Black Onyx Fist, 96 Orders of the Red Fist Notes: The High Guard is the prize of the Empires army. Comprised of the most experienced warriors and the best equipment, it is suited for any

RACH EMPIRE Government: Empire of The Rach Star Systems Home: Mohr (31) Major: Aeneas (46) Total: 22 Census Estimate: 91 billion Racial Composition: 97% Rach, 3% Other

Mohr is orbited by twin moons, Vhas and Mydean, whose gravitational pulls cause frequent earthquakes and volcanic eruptions making Mohr a violent and temperamental world. The huge equatorial jungles of Mohr teem with predators, diseases, and plant life hostile to everything. Mohr has no oceans but many large, deep seas that ebb and surge with the twin moons pull. High and jagged mountain ranges separate the jungles from the vast deserts that eventually transform to broad steppes. The atmosphere of Mohr seethes and crackles with electrical storms bathing large areas in truly spectacular lightning discharges for a good portion of the planetary year. It is from these very storms that the Rach derive their creation story in their primary religious text the Tharett-Ka or Book of Omens. They see themselves as having been created in the Progenitor Storm from

the stones, rivers, wind, and lightning of Mohr. The single largest arable stretch of land is the Monglash Steppes, on the northern continent, which is home to most of Mohrs population. The main economic centers are Sua-Khresh and Mygar. The Kaharach resides in his palace in Mygar on the northern continent; while the UCOR Koda Works is headquartered in Sua-Khresh on the less populous southern continent. Excerpt from Eleanors Notes in Sydes Guide to the Galaxy: Visitors to Mohr should take the opportunity to visit the Rach Imperial Museum. Within this wing to the Kaharachs sprawling palace complex are the collected racial works of Mohrs greatest painters, poets, and sculptors. You will no doubt, as I was, be moved to deep displays of emotion by the beauty of traditional Rach art.

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The Rach have a caste system of government known as the Takrorah, meaning expansion method. The rst Emperor, or Kaharach, Konta, laid the foundation for the Rach Empire that we know today. All facets of life are regimented by the caste system. This system dictates daily activity within a given caste according to an individuals growth, both physically and mentally, from birth. There are six major castes, each with an untold amount of sub castes and careers. They are, in order of prestige: Imperial, Warrior, Educator, Food Creator, Diplomat and Merchant. The Imperial Caste is the governing body of the Rach with the Kaharach at its head. The Kaharach

dictates law and is advised by councilors from each Tribe. Originally the Rach were divided into a thousand tribes, but the early days of the Season of Storms took their toll and dramatically reduced the actual number of tribes. Today there are ofcially 612 tribes and, while reduced in numbers, it still equates to a large number of councilors attending the Imperial Council. With all of the tribes nominating a member of the Diplomat caste as their representatives, debates in the Imperial Council are often lengthy and may become heated or occasionally violent because the councilors often disagree on the best courses of action. The Kaharach has the nal say over all matters.

The Rach descended from bipedal catlike beasts of the Kor Mountains. A carnivorous pack animal, they eventually hunted their homeland dry of food sources and the great pack was split by its Alphas and sent in four directions to nd more food sources and new lands for the pack. These beasts quickly moved to the top of the food chain with their outstanding ability to adapt to even the harshest environments within only a few generations. Eventually they could be found everywhere on Mohr and became the Tribes of the Rach we know today. Conict is a large part of Rach society, and they have fought too many wars to count over the centuries. Since before the time of the rst Kaharach, physical confrontation has been a mainstay of their lives. Rach tribes fought war after war attempting to fulll the prophecy of the Kaharach laid down by their ancestors until, nally, one Rach united the tribes by conquering them all, fullling the prophecy of Kaharach. His name was Konta of the Dakan tribe and his legacy lives on through

the actions and deeds of the current Kaharach. Over the next several centuries the Rach ourished under the Kaharachs. Advances in science, medicine, and culture allowed the Rach to live longer and more peaceful lives to the point that some began to believe they were becoming dull and losing their warrior spirit. To reverse this trend, the 42nd Kaharach, Yonga, set aside one thousand tracts of land encompassing all the varied terrain types of Mohr and decreed that no less than ten percent of the Rach should be at war at all times. One hundred of the thousand tribes were called to the Tobach Rik, or Fields of Glory, where they were given an opponent, a date, a battleeld, and told they had one year to prepare for battle. Thus began The Season of Storms. Countless thousands of Rach perished over the next decade as all of the thousand tribes took their turns and were blooded in battle. The 51st Kaharach, Gharl the Evenhanded deemed that tribes need not send their entire population and should instead send a tenth composed of their nest warriors as determined by martial contests within each tribe. This

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ensured that no tribe would perish if they didnt fare well. Gharl also expanded the Season of Storms to be fought until only one tribe stood victorious. The winning tribe of the Season of Storms is declared the Ongban (the Talon of the Empire) and given a share of the taxes and tribute

paid by the other ninety-nine ghting tribes that year. The winning of the title Ongban is the highest honor that can be achieved in the Rach culture. This drives the Rach to keep their bodies, or temples of war, amazing examples of tness and strength.

At the conclusion of the years battles, a great festival is held lasting almost a month. During this time, one hundred of the greatest warriors from that years ghting tribes, fty male and fty female, enter into the temple of Keteesa at dusk and spend the night hunting each other in total darkness. The Rachs acute senses of hearing and smell allow them to nd a member of the opposite sex and mate. At dawn, the warriors leave the temple often not knowing who their nights mate was. The children produced from these unions are referred to as war-born and are held in high esteem by their tribes throughout their lives. This ceremony aids in keeping the gene pool of each tribe from stagnating and also ensures the genetics of the greatest warriors thrive. Not all Rach children come into the galaxy in this way, however. The Rach hold no cultural taboo against crossing castes; there is only guilt and peer pressure brought on by approving/disapproving parents or friends. In any instances of caste crossing, the Rach performs the Lahva Brai ritual, or the Passing Ordeal, to renounce their former castes privileges and responsibilities and take on the ones of their new caste. Once done, acceptance into the new caste is dependent on the individual Rachs own merits. It is all but impossible to renounce into the Warrior Caste, but it has been done. This usually involves a great deal of ghting, duels, bloodshed, and injuries. Membership in the Imperial caste is based on bloodlines, thus an Imperial can pass out of the Imperial caste at will, but only the Emperor, who must be present at the Lahva Brai, may accept someone into the Imperial Caste. No Emperor, in over 4000 years, has accepted anyone into

the Imperial Caste unless they rst came from the Warrior Caste. A visitor to Mohr will nd the cities much different from cities elsewhere. The severe weather conditions of Mohr keep the Rach from building the enormous, soaring buildings found so commonly on other worlds. Rach cities tend to sprawl for many dozens of kilometers in every direction with no more than three to four story buildings being typical. Rach architecture runs toward the utilitarian as opposed to the aesthetic. A common building material is a volcanic hardened, clay-like material that is formed into slabs or bricks and extremely resistant to Mohrs harsh environment. NonRach are well-served by purchasing a lter-mask before leaving the spaceport as dust storms are frequent, and this ne, ochre colored sand tends to accumulate in even the smallest opening. Crime on the Rach home world is practically unknown, as the Rach consider any crime an

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offense against the Emperor and, therefore, treasonous. The Rach judicial system is harsh and draconian by most of the galaxies standards, and the sentence of death is commonplace. When or if the death sentence is imposed, the criminal is often given the opportunity to take their own life thereby salvaging their honor and wiping the stain of their transgression from their family, tribe, and caste. The Dakan Kharl unit is infamous in the pop

culture of the Rach due to an interesting quirk of the entertainment industry. Whenever an evil Rach character is needed, it will invariably carry the markings and blood red uniform of the Dakan Kharl. Whenever a noble Rach is required, the Kharlong black and silver uniform is used along with the ying Kharl emblem. The most famous Dakan Kharl villain is Tchaikoan Korakh. He is the brutal and cunning archnemesis of the hero, Avar MaxGar.

The size of the Rach military uctuates depending on the Emperors needs. During times of peace, approximately a tenth of the population is devoted to the Imperial Army. A time of war can see these numbers jump to as much as a quarter or even a third of the population in uniform as was seen during the last Galaxy War.

The Ong Moguk Rann The Moguk tribe has produced exemplary warriors since their rst win during the Season of Storms. Since then, they have produced the Ong Ban 34 times. They hold a competition each year to accept more tribe members and they are the only tribe which allows other tribes members to join. The bulk of their tribe is made of warriors, and their record in the Season of Storms reects this. Dakan Kharl The Dakan Kharl is the Imperial bloodline tribe. This tribe enjoys 21 wins during the Season of Storms and possesses the unique distinction of maintaining seven Bokh comprised of tribe members, which is three Bokh more than any other tribe. Their infantry members are feared even amongst the Rach themselves for their brutality and bloodlust.

Legendary Units
The Kharlong The Kharlong is the Kaharachs personal bodyguard and oversees the security of the Imperial Palace. The force is primarily composed of former Ong Bak winners who pledge themselves to the protection of the Emperor. Since they have resided in the palace, an insurgency has not taken place. They are primarily composed of specialty infantry, armored, and CAV units along with their support.

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RITTERLICH Government: The Ritterlich Confederacy Star Systems Home: Avalorr (0) (Ofcial), Neuritter (189) (Unofcial) Major: Crater (35), Neuritter (aka Cygni) (189), Gladatores (29), Rigel (32) Total: 18 Census Estimate: 90 billion Racial Composition: 96% Ritterlich, 2% Adonese, 1% Terran, 1% Other

Avalorrs second continent, Ritter, is comprised of four states with each offering a unique destination for travelers. Schwarzenwald offers the largest forests on the planet which are home to some of the best hunting in the galaxy. In Nebensee, your evenings can be spent in comfort at any number of ocean-side resorts, enjoying the best seafood Ritter has to offer,

while passing the days exploring ancient desert ruins or nearby jungle wildlife. Weisburg offers varying terrain for the seasoned traveler, as its southern deserts give way to jungle rain forests and forested mountain ranges before reaching Ritters northern shores. Dornheims prairies and rolling hills provide a relaxing alternative to the commotion of everyday life and is a popular getaway for the Ritterlich themselves.

Ritterlich is led by the Chancellor of the Confederacy, an ofce currently held by Margrave Commodore Ulan Albresch, who rose to popularity after the First Galaxy War. Selected by popular election every eight years, it is the Chancellors duty to oversee the day-to-

day operations of the government and ensure that all of the vast holdings of the Confederacy are working together smoothly. His actions are supervised by Parliament, whose members are elected every four years to represent their native states both on and off planet.

The warrior-king Klaus Goetter said, Ritterlich is a people, not a place, and scholars have been debating what he meant ever since. Most

believe that it is the warrior spirit that lives within a Ritterlich citizen, regardless of location, that spawned the statement.

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The Ritterlich Confederacy was originally formed from four member states: Dornheim, Nebensee, Schwarzenwald, and Weisburg, which split the Ritterlich continent of the planet Avalorr. In 443, King Goetter of Dornheim formed an alliance with the two main tribes from Schwarzenwald and swept the continent with an unstoppable might. The Great Peace of King of Kings Goetter lasted for ve hundred years, but

divisions inside the kingdom eventually eroded the power of the throne and the kingdom fell into chaos. In 897, Graustein was sacked by a faction army from Weisburg, and the king, then King of Kings Neimechech, was beheaded. Oden Blackthorne, war leader and charismatic warrior of the Weisburg army, claimed the throne. Today, the Confederacy is run by Chancellor William M. Albrecht.

Travelers should rst be aware of the Ritterlich dining customs. The Ritterlich are carnivores and, for the most part, prefer their meals raw. Most traditional restaurants maintain their own livestock pens on the grounds to provide their patrons with a fresh meal. Being carnivores, they rarely eat grains, breads, and vegetables, so when choosing a dining establishment, the wise tourist will look for menus featuring nonRitterlich entrees as well. This is not to say that all Ritterlich dishes should be avoided! In fact, when cooked to normal Terran standards, the Razorhorn ank steak is a delicacy that no one should miss. Be sure, however, to politely refuse the blood-wine if your waiter suggests it. Animal blood is a staple of the Ritterlich diet and they enjoy it as most races do alcoholic beverages. The smell is usually too much for the average Adonese or Terran and it requires an incredible amount of intestinal fortitude to dine among the Ritterlich. Those who choose to dine in a traditional establishment will most likely nd a group gathered around a table, making polite conversation, and simply enjoying a glass of blood. The Ritterlichs slow metabolism requires them to eat full meals only once every few days, and the protein provided in a goblet or two of blood is more than enough to sustain them between meals. Depending on the quality of the establishment you patronize, you might nd yourself lucky enough to rub elbows with royalty. While Ritterlich hasnt had a King of Kings for twelve hundred years,

it still has many families that can trace their ancestry back to the nobles of that time. These families comprise the Aristocracy that forms Ritterlichs upper crust in society, government, and the military. A man could be the richest businessman, the highest-ranking ofcer, or the biggest movie star in the galaxy, but without a title, he would not be anything in Ritterlich. Roughly one in ten Ritterlich can count themselves among the Aristocracy, with the majority of them being in the Gentry. These men and women can trace their familial lines back to nobility in ancient Ritterlich but have not received a title of their own. The Gentry would still be considered upper class by most societies, but on Ritterlich, they nd themselves on the outside looking in. Thus, they are always searching for ways to prove themselves worthy of entitlement. Military service is the most common means of earning a title, although service to the Confederacy through other disciplines is possible too. A factor in the perceived coldness of Ritterlich is their Empathic abilities, which allow them to sense another beings mood and intent, regardless of race or species. It is this empathy that has forced the Ritterlich to take on such a cool demeanor in public, lest they broadcast their personal feelings to every other Ritterlich in sight. This often leads foreigners to the false opinion that all Ritterlich are cold and heartless, when in reality they are simply preventing their countrymen from being inundated by countless waves of emotions.

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Ritterlich claims to have the best hunting in the galaxy, and weve been hard pressed to prove them wrong. Their empathic sense gives the hunter a connection with his prey that no other race can manage. In order for their empathy to work, the Ritterlich have to actually be able to see the individual theyre attempting to read. The ancient tradition of Blooding, which involves

the Ritterlich actually consuming another individuals blood, heightens the awareness to a point where the hunter can track his prey through their bond even when miles separate the two. On most hunts, as part of the Blooding, a hunters rst shot will actually be aimed to only wound the animal. The individual hunter will then part from his hunting party and track down his prey alone in order to better savor its nal emotions.

Noble Ranks Prince honorary only, as the Chancellor is an elected ofcial Duke Margrave exists only off Avalorr Count Viscount Baron Knight Esquire Gentry (descended from a titled family, but no title of their own)

The Ritterlich are perhaps the most patriotic of the known races. A full eighty percent of the Confederacys population has served at least a two-year term in one of the armed forces, even though service is required by nothing more strict than societys approval. Most of these people serve a few years in the enlisted ranks and then move on to common life. But, a select few will work their way through the many military academies found throughout Ritterlich space and join the commissioned ranks. In Ritterlich culture, only one station in life is held in higher regard than being among the ranks of the Aristocracy, and that is being an ofcer in the military. With rank, comes entitlement, so when a Training Lieutenant or Midshipman

receives his commission to Lieutenant, he also receives the title of Esquire for his service to the Confederacy. As one moves up the ranks of the military during his career, he also moves up the ranks of the Aristocracy ensuring that his social station is always equal to his military station. Naturally, Ritterlich military academies are ooded every year with applications. The application committees narrow the applicants down to the top echelon, and the rst physical years of war college weed out even more. Those who graduate ten years later are some of the best trained and educated leaders in existence. There is an alternate way into the ranks of the military select; there is a small loophole that

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tradition has kept open since medieval times. Any individual with enough money to eld and maintain his own company is granted full rank in the Ritterlich military in accordance with the size of the unit he commands. Luckily for the Ritterlich, the cost of buying and supplying a modern-day military unit is so astronomical that less than a score have bothered to do so in the past century. Those who did mostly mustered infantry divisions, earning themselves the rank of Lieutenant or Captain. The Second Galaxy War has caused a drastic increase in the number of men and women seeking to purchase commissions. Many First Galaxy War veterans made good money while serving with mercenary companies like Kolditz and General Drake after the war. Now theyre using that money to buy their way into the ofcers corps, rather than waiting to be recalled to active duty in the enlisted ranks.

1st Nebunzee Abdeilusch Nickname(s): Huntsmen, The Way is Forward Headquarters: Classied Commander: SdahlGruklein-Liche, Kaavine Vilhelmz Battle Honors: Eagle Assault Badge, Ruby Star, Silver Dagger Notes: The Huntsmen are hand chosen from a pool of volunteers taken from other Groups in the Confederacy. After additional training, they earn the right to wear the crowned skull badge.The soldiers of this unit specialize in pinpoint strike missions deep behind enemy lines as well as psychological warfare operations. Many of them became Kolditz mercs after the 1st war and have now returned. 2nd Grauzdeine Abdeilusch Nickname(s): The Watchers, Eyes of the Just Headquarters: Classied Commander: PfaahnRich-Alzan Vaarnern fos Krell Battle Honors: Golden Eagle, Blood Eagle, Platinum Star Notes: The Watchers are famous for heavily mechanized CAV and tank operations. They also have the distinction of being one of the last units to evacuate from Avalorr prior to the Adonese occupation. It was their heroic sacrice that allowed the last refugee ships to leave orbit.

Legendary Units
1st Schvarzenvaalt Abdeilusch Nickname(s): Protectors of Honor Headquarters: Classied Commander: PfaahnRich-Haaz Madaius fos Yaamarin Battle Honors: Golden Eagle, Blood Eagle, Silver Dagger Notes: The 1st Schvarzenvaalt is a unit that became especially famous among its foes during the Galaxy War. Several major surrenders (including many of the defeated Alliance troops at Procyon) were handled by the 1st. Their honorable treatment of defeated earned them high praise in the civilian world and laurels for the Ritterlich government - solidifying the Ritterlich reputation as warrior professionals.

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GRAND TEMPLE OF THE ETERNAL CHRONICLE

Government: Grand Temple of the Eternal Chronicle Star Systems Home: Tor-Nor (21) Major: Carina (22), Ceti (149), Merak (49), Pelles (80) Total: 23 Census Estimate: 115 billion* Racial Composition: 52% Adonese, 34% Terran, 12% Ritterlich, 1% Malvernian, 1% Other * Templar census estimates only deal with the actual populations of Templar controlled worlds, not necessarily of adherents to the edicts of the Temple of the Chronicle

The similarities between Tor-Nor and Avalorr are striking and bear testament to the ancient origins of the Holy Order of the Knights of the Temple. Adonese elements abound, serving more as a foundation upon which the Templars own cultural has evolved. The Templars fully embrace the marvels of the modern world which only wealth and economic prosperity can buy, and their cities wear these modern amenities as a testament to the strength of the Templar nation. The capital city of Viper is a strange mix of structures from different cultures throughout the galaxy. The Tower of Mason, the Templar capital building, is a mammoth tower of polished marble, clearly based on Adonese architecture, yet combining elements of Terran engineering. Around the building is a massive wall of marblesheathed, reinforced concrete, complete with point defense turrets and ramparts, which is distinctly Ritterlich in origin.

Perhaps the most striking feature of the Tower of Mason is the garden of heroes. This arboretum is lled with lush vegetation and statues representing First Knights, heroic warriors, and inuential politicians. Each statue is crafted from material, and by artisans, native to the honorees home world. Excerpt from Eleanors Notes in Sydes Guide to the Galaxy: One of the most intriguing of these statues is that of Knight 1st Rank Gorghen Klaux, who was a rare Malvernian member of the Templars. Klaux sacriced himself while protecting First Knight Vax Spiro from an assassination attempt by members of the dreaded Onyx Fist at the end of the rst Galaxy War. The statue is carved of Capellan onyx and is set in a pool of black water imported from Capella Prime. Upon the pool oat three different kinds of water orchids, native to equatorial Tor-Nor, which are said to represent the three ranks of knighthood.

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Current First Knight Vax Spiro was installed in 2252. The First Knight has nal say in all matters of state, though the Council of Lords advises him. This group of 20 advisers Is made up of Knights 1st Rank from all aspects of the Templar nation. Though the First Knight does not have dominion over matters of religion, he does exert a great deal of inuence. It is worth noting that the

current High Chaplain, Clorus Terhur, is a vocal dissenter to many of Vax Spiros expansionistic policies, and the two are often at odds. As of late, this disagreement has spilled over into the Council of Lords, though no one has dared to challenge First Knight Spiros policy, no doubt because of its effectiveness in bringing stability to the region.

The Templars originated on Adon over two thousand years ago. The rst leader of the Knights of the Temple was a man named Mason. He and his knights were charged with protecting the Chroniclers as they traveled across Avalorr. Though the Chroniclers faded into obscurity, the Knights Templar stood ever ready to answer a call for help from the weak and oppressed. They required no payment for their aid, for they subsisted instead on the generous donations of wealthy patrons who held their honor and sacrice in high esteem. With the coming of the space age, the Templars took their mission of protection to the stars, protecting travelers from the pirates who prowled the jump lanes. The Templars were recognized as the most trustworthy organization in the galaxy, and many people began to put themselves and their wealth under the protection of the Knights. The Templar Bank has grown into the most trusted banking institution in the galaxy. It serves both commoner and galactic empire alike. As Templars became a common sight around the galaxy, they soon began to attract members of other races. The Order continued to grow and soon was charged with the protection of

IGS representatives as they explored the outer reaches of the galaxy. Through the IGS, the Templars purchased the two worlds in the TorNor system in 2248. Nearby worlds and colonies gladly tithed and swore fealty to the First Knight of the Templars in exchange for their protection. The Templars constantly answer calls for help from oppressed worlds across the galaxy. This practice sometimes put them at odds with their banking clientele. True to the tenets of their religion, they almost always chose to do what was right rather than what was protable. Though they have never overtly used their economic power to hinder another nation, the Templars leveraged their power to steadily expand their inuence throughout the galaxy. Citing what he sees as the corruption of many of the other major galactic powers and the need for peace, First Knight Vax Spiro has enacted a policy of preemptive action. The Templars have moved against a number of worlds, absorbing most without conict, and bringing them under the Templars banner. Vax Spiro has justied his actions as being the only way to protect the Templar nation and its heritage, along with bringing a new era of stability to the galaxy.

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What makes the Templar Nation unique is that all citizens are Knights of the Order. At the age of 14, all those who wish to pursue citizenship and knighthood are assigned a sponsor and given the rank of Squire. These mentors are usually family friends or relatives not in their immediate family. These Squires learn how the Knights contribute to their society and the requirements of citizenship and social responsibility.

Should the Squire be deemed worthy and willing, at age 18 he is presented to the regional Knight Governor for the Ceremony of Inception. The young person undergoes a long, elaborate ceremony that dates back to the times of ancient Avalorr. This ceremony has changed very little over the centuries and culminates with the knighting of the candidate, who then swears the Oath of Fealty to the First Knight and is presented with the sword with which he was knighted. The new Knight is given the title of Sir and is considered a Knight 3rd Rank. Over time, a knight may be recommended for promotion. Such a recommendation must come from a Knight of the 1st rank. Recommendation for promotion of a Knight 2nd Rank to 1st Rank must come from three separate Knights of the 1st Rank. Upon achieving the 1st Rank, the Knight is now awarded the title of Lord Knight. Not all Squires become Knights. These folks are given the title of Esquire and, though they are free to participate in most aspects of Templar society, are unable to hold elected ofce on anything but a local level, vote in national elections, or serve in the military except for local militia units.

The First Knight is the Supreme Commander of all the Templar forces. Beneath him are the Knight Archons, his chief military planners; followed by the Knight Marshals, who are in charge of the various Divisions of Templar forces; and so on down the chain of command. Conserving material and controlling expenditures is a primary concern for eld commanders and a byproduct of the Templars interest in intergalactic banking. This is one reason the Templars have historically been one of the largest employers of mercenary

units. Because of these relationships, as the great nations began to recall reservists, many Mercenary units opted to join the Templars rather than watch their units break apart and scatter to their former nations. Currently the Templars are rumored to have 16 Divisions under arms, but it is hard to measure accurately with the addition of mercenary units into their fold. This also does not count recently acquired members of the Hughes-Marietta Security Forces.

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Warmaster Tournament Gets a New Home

Through the centuries, the Templar Warmaster Tournament has been held at locations throughout the galaxy. Today it has a permanent home on the planet Predator in the Tor-Nor system. Predators abandoned cities and varied terrain have proven to be an excellent location. The two planets in the Tor-Nor system, Predator and Viper, were originally developed and colonized by ASTA, a small UCOR chartered by the Terrans. The atmospheres of both planets were stabilized simultaneously, and their settlement began in 2218. By 2239 an alarming rate of unexplainable deaths were occurring throughout the original settlers of Predator. Several investigations led to the discovery of large Black Mercury deposits in the upper mantle regions of the inner planet. Only hazardous when ingested in large quantities, the Black Mercury in Predator had become present in all levels of the planets food chain. Predator was completely abandoned by its inhabitants, and the disaster sent ASTA into bankruptcy. All ASTA assets were purchased from the IGS by the Templars in 2241. The Warmaster tournament is the premier showcase for ghting forces throughout the galaxy, and it is often used by Mercenary units to increase their stock amongst prospective employers. Current war clouds have put this tournament at risk, the Templars have voiced their commitment to keep the Warmaster functioning, but there are sure to be signicant changes.

spearhead of every major Templar offensive in the last century and is the unit that Vax Spiro commanded before assuming the mantel of the First Knight. 2nd Regiment of Mason Nickname(s): Shield of the Temple Headquarters: Pelles, Pelles Commander: Knight Archon Wallace Timure Battle Honors: True Cross of the Knight, Regimental Star of Tor-Nor, Regimental Gold Cross, Order of the Cross History: The Shield of the Temple is no mere garrison unit; this regiment is sent in to stop enemy advances and turn back the most ferocious of attacks. It is they who successfully repelled the Rach Empire during the Second Spica War. 1st Knight Protectors Regiment Nickname(s): Guardians of the Order Headquarters: Viper, Tor-Nor Commander: Knight Archon Celeste Kivar Battle Honors: True Cross of the Knight, Regimental Gold Cross, and Order of the Cross History: This unit is charged with the protection of Templar ambassadors and the safety of visiting dignitaries from other nations. This unit also supplies the First Knights personal bodyguard, a heavy unit of battalion size made up entirely of promising elite Knights of the 2nd Rank.

Legendary Units
1st Regiment of Mason Nickname(s): Hammer of the Temple Headquarters: Viper, Tor-Nor Commander: Knight Archon Terence Lorthar Battle Honors: Regimental Star of Pelles, True Cross of the Knight, Regimental Star of Tor-Nor, Regimental Gold Cross, Order of the Cross History: The Hammers have formed the

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THE UNITED TERRAN FEDERATION Government: United Terran Federation Star Systems Home: Sol (120) Major: Acrux (165), Alpha Centauri (149), Cursa (2) El Dorado (130), JB89D (8) Lacerta (144) Total: 18 Census Estimate: 99 billion Racial Composition: 98% Terran, 1% Adonese, 1% Other

The Terran home world, Earth, suffered a horrible plasma bombing during the Terrans war with the Rach a hundred years ago. The tenacity of the Terrans and the love they have for their home world have served to practically erase the scars caused by the bombing, and once again, Earth stands as an example of natural beauty in our Galaxy. As the Terrans rebuilt their cities and monuments, they looked to the past for inspiration as they did for their new style of government. Many of their newly rebuilt cities reect a style of architecture referred to by them as Romanesque. This style is typied by many large columns soaring majestically upward at the entrance of buildings combined with an abundant use of Terran white marble as the exterior covering. Thats not to say that the entire planet was leveled however. Many centuries-old buildings and monuments still adorn Earths cities. Earths capital city, Rome, was the site of the nal battle between the Terrans and the invading Rach and was all but turned to rubble during the ghting. As a result, it has been almost completely rebuilt to its splendor of centuries ago when it was the capital of one of Earths most powerful empires.

A visitor to Earth will nd the streets of its major cities clean and easy to navigate. The use of mass transit and the closing of many areas to vehicle trafc make a walking tour a truly enjoyable experience. Terran National Police are friendly and courteous but have little sense of humor or tolerance when it comes to violating Terran law. A visitor would be well served by reading a primer on local and Federal law before making their trip to Earth. Earths scenic vistas are not to be missed either. From its large oceans, to continent spanning mountain ranges and deserts, any visitor will nd remarkable beauty in the landscape. Excerpt from Eleanors Notes in Sydes Guide to the Galaxy: One of the most striking things the Terrans have built in the last century is the enormous monument just outside Rome dedicated to its Legios Alpha or First Legion. All Terran soldiers that have fallen in battle since the Rach war have their names inscribed at this site and are considered forever members of Terras First Federal Legion.

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Terran Supreme Councilor William Breckenridge was elected in 2260. Breckenridge gained fame during the Imperial Wars of 2221-2229 as a CAV pilot in the Terran 43rd Legion. After his service, he returned home and was easily elected to the Plebeian Council, the lower of the two representative houses of the Terran government. After several years of sterling service, Breckenridge was elected to Primus of the Plebeian Council and not long after to Supreme Councilor. All Terran Supreme Councilors are elected by popular vote from current members of the Plebeian Council, and no Terran may serve as a national ofcial without having served a term of service in the Federal Forces or Civil Service. The Terrans rmly believe that no one truly values their citizenship without having

sacriced and earned the rights associated with it. The Senate is the other house of the Terran legislature, and the Consul, or president of the Senate, wields great political inuence. Senators are elected or appointed by each member state depending on their preference. The Supreme Councilor is advised by a cabinet of advisors called the Consistory made up of experts in their individual eld, be it science, education or transportation. Lastly, the judiciary branch, or the World Court, decides matters of constitutionality and is enabled to overturn the decisions of a lower member state court or Magistrate.

Unable to come to terms, early in their history, with their secular and religious positions on life and government, the Terrans suffered through what they call the Era of Strife. This era occurred about two hundred and fty years ago and brought their planet to the edge of global war several times. Divided into nation states, the nations of Earth waged war between each other in a vein attempt to impose their will and beliefs on each other. One of the largest nations, the United States of America, was savagely attacked and drawn into a protracted war with the nations of the connected continent to their south. With little support from the United Nations, the primary planet peacekeeping organization, the U.S. found its resources stretched to the limit. U.N. conicts with the U.S. led to the U.S. withdrawal from the U.N., and without the resources of the U.S., the U.N. quickly became ineffectual. Its death knell was sounded by a terrorist attack that destroyed its headquarters and no effort was ever made to reconvene.

The next two centuries witnessed great accomplishments as the emerging nations of the world once more turned their gaze toward the stars. Creating a joint venture organization, the nations of the planet formed the Terran Exploration and Research Administration. (TERA) TERA was a politically independent organization dedicated to rebuilding the permanent space station that once orbited Earth. It succeeded tremendously. TERA also was able to establish research colonies under both of Earths major oceans, on its moon, and on Mars, the fourth planet in their system. Utilizing primitive propulsion and cryofreezing technology, TERA was able to establish colonies on Alpha Centauri, Dorado, JOC 45, and later on, Cestus and Vela. They were soon to learn they were not alone in the galaxy. In 2176, an alien race attacked the small Terran colony on Vela. It was the Rach, one of the most militaristic and aggressive races in the galaxy, that made this attack. The Terrans couldnt know the Rach already had a small military outpost

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on Vela. Rather than negotiate or warn the colonists, the Rach assumed the Terran colonists were from an upstart UCOR and destroyed all the structures and killed every colonist. Word of the attack soon reached Earth, and the nations involved in the destroyed colony declared war on the unknown attackers. The production capacity of all the involved parties quickly turned to building space warships. Troops were mustered by the thousands and pressed quickly into service. The First Terran Fleet engaged the Rach patrols in the Vela system, and only through incredible bravery on the Terrans part, were they able to claim victory. The cost in life was high, however, and several starships looted and towed the wreckage of the Rach ships back to Earth to be studied and reverse engineered. New weapons and ships were ready by the time the Rach fought their way to Earth in 2181. Upon entering the Earth star system, the Rach immediately unleashed their fury on a planet that was ill prepared to repel such an attack. The plasma bombardment of Earth caused massive storms that killed millions, as the Rach targeted military and industrial areas. The Terrans defended their home world with equal fury and pushed the Rach out of the system after eleven bloody days of ghting climaxing around the seven hills of the ancient city of Rome. The horrors wrought on Earth gave rise to the current form of government, as the largest nations banded together to combine their efforts to forestall their seemingly impending extinction. The new central government annexed the smaller nations willingly or dissolved them by force. Their rst act was to reorganize the

Terran military into the ghting force it is today and carry the war back to the Rach. At the Battle of Orion the Terrans engaged and destroyed a large Rach eet but again suffered heavy losses. As the technology between the Terrans and the Rach began to balance out, the war brought rising casualties to each side. After the Battle of Orion, the AEC stepped in and began the slow process of negotiating a peace to the bloodbath the war had become. The Terrans had shown themselves to be adaptable and a more than capable foe for the Rach. The Terrans agreed to most of the terms of the treaty but atly refused to join the AEC. They had developed, by this time, a deep-seated and well-earned distrust of non-Terrans that continues to this day.

What makes the Terrans unique in our galaxy is their adaptability and tenacity. The Terrans believe that no being is predestined and all may rise above the station of their birth through hard

work and sacrice. Terrans repeatedly prove this and its not uncommon for citizens to be born into poverty and later become immensely wealthy or powerful.

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To become a citizen of the Terran Federation is an honor bestowed only on those who earn it. Upon reaching adulthood, a Terran may opt to enlist in either the military or governmental civil service for a period of not less than two years.

Upon successful completion of this service, the person is considered to have earned their right to participate in the government by voting and is then a citizen.

The Terran military, headquartered near the rebuilt city of Dallas, Texas, is divided into Legions and Fleets with its overall commander being the Terran Supreme Councilor. Beneath him are the individual branch commanders of the wet navy, the ground forces, and the space navy. Terran law dictates that no fewer than one hundred Legions will be maintained at ghting strength along with their support and transport assets. As the First Legion is purely memorial, the actual ghting Legions are the Second through the One Hundred and First. The Second through Ninth Legions are headquartered on Earth permanently as a sort of Praetorian Guard as well as where the newest Terran soldiers learn their craft before being assigned to the line Legions. Each member state of the Terran Federation also maintains reserve Legions that can be pressed into service in time of need. This gives the Terran military a total ghting strength of almost three hundred legions.

for the Legions desperate defense of Alpha Centauri in 2223 during the Imperial Wars. 43rd Legion Nickname(s): The White Knights Headquarters: Fort Shukov, Landing City, Asimov, Alpha Centauri Commander: Consular General Aleksandra Shura Fedorov Honors: Sixteen silver battle stars, ten platinum assault stars. Three time winner of the Order of the Eagle for actions on Setanta, Alpha Centauri, and Aeneas. 101st Legion Nickname(s): The Silver Eagles Headquarters: Fort Leonidas, Sparta, Greece, Earth, Sol Commander: Consular General Gregor Mittman Honors: Twelve silver battle stars, eleven platinum assault stars. Only Legion ever awarded the Order of the Wolf as a whole for their assault on Setanta during the rst Galaxy War.

Legendary Units
42nd Legion Nickname(s): The Blackwatch Headquarters: Balhousie Castle, Perth, Scotland, Earth, Sol Commander: Consular General Gordon Wallace Honors: Fourteen silver battle stars, nine platinum assault stars, Order of the Wounded Lion and Order of the Eagle awarded

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During the post-Galaxy War years, life as a mercenary was hard, but very protable. That all changed during the UCOR Wars, when, in April of 2274, the Templars declared that any mercenary force working for a UCOR was an extension of that UCOR and thus, an extension of the UCORs sponsoring government. The Templars further decreed that the parent government was responsible for any and all damages inicted by a mercenary force under their direct or indirect employment. If a mercenary unit or UCOR failed to pay for its own damages, the Templars would hold the government itself responsible for the rebuilding costs and freeze the Templar Bank accounts of the parties involved. This left mercenary commanders worrying about their futures, as they quickly realized that a few stray shots on the battleeld could cost them their contract payments or worse. The Ofce of Galactic Services liability insurance premiums skyrocketed overnight, and the cost of being bonded steadily increased over the following months, until dozens of smaller units could no longer maintain acceptable prot margins and began to fold. Even the largest of mercenary companies

felt the affects as their budgets tightened, and they found the lists of available sub-contractors ever shortening. When the Second Galaxy War broke out, life as a mercenary became almost impossible. With war declared against the Malvernis Empire, the Terrans recalled all of their reservist mercenaries to active military duty. The Slayers (51st Legion), Yellow Jackets (72nd Legion), and the Steel Dragons (86th Legion) were all combined into the 1st Fulminarius (Regimental Task Force). As the Terrans used their newly acquired forces to success again and again, the other governments began to recall their reservists as well. The Black Cobras were absorbed into NADOs 2nd RADD, and the Red Spades become the Templars 1st Knights Guard Regiment. In perhaps the most surprising event of the nationalization movement, and what can only be seen as proof of the regard that all Ritterlich place upon serving their homelands military, Kolditz voluntarily reformed itself into the Ritterlich 1st Kolditz Brigade Group. It should be noted that Kolditz was one of the most successful cold war era mercenary

Slayers

Yellow Jackets

Steel Dragons

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companies and had made many a Galaxy War veteran wealthy. Most of those men and women chose to use that wealth to purchase eld commissions in the Ritterlich military rather than being recalled from reserve status and having to serve at their previous rank and station. For the most part, only a few mercenary commands managed to survive the nationalistic recall and maintain their independence. The Blade stationed in Kaitos (2) and General Drake stationed in Setanta (9) each took contracts with independent worlds that sought protection from Malvernian and Templar expansionism. MercNet maintained the status quo and continues to offer security contracts for the highest bidder, while The Steel Grifns took a lucrative contract with IGS guarding their many survey teams now that Templar forces are engaged in the war. Others did not fare as well though, and The Furies became the rst of the Class A companies to liquefy its assets and disband. Consisting of a diverse staff recruited from all of the major races, The Furies commander had to watch what he had once considered his units greatest strength become its Achilles Heel, as his men were recalled to their respective service branches. The Polar Bears were the next of the large companies

Red Spades

Kolditz

to call it quits and dissolved in June of 2274 selling the units assets, including its cruiser, The North Star, to the Terrans. Several groups of investors and self-made entrepreneurs saw the recent death of the mercenary unit as a chance to make a quick buck and prot off of the chaos that was enveloping the galaxy. All were short lived and disastrous attempts, as the realities of doing business as a mercenary in the current market place made themselves quite clear and costly. New CAVs and vehicles were nonexistent as UCORs sent everything off of their assembly lines straight to the frontlines. Trained personnel were a rarity since anyone with any real combat experience had either been recalled or signed on with an established mercenary unit who had holes of their own to ll. The few startups that managed to work past these huge hurdles found themselves in a marketplace that did not want them. The Big 11 UCORs no longer had need of mercenaries; they could simply call on military units if needed. Smaller UCORs opted to rely on their own internal forces rather than hire unproven amateurs to protect their holdings. The few units that actually found a foothold did so by signing on with larger units as reserves and training cadres.

Polar Bear

Furies

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Pirates The turmoil caused by the Second Galaxy War hasnt been detrimental to everyone. The past few months have seen increased reports of pirate and scavenger activity as far core ward as Tarpur. The Rock Rovers have been especially aggressive and even went so far as to recently engage a Templar salvage team that was performing clean up actions after a battle on Regor IIs second moon. While the salvage team worked the battle site the Rovers swept Rock Rovers in unimpeded. Their CAVs and armor made short work of the Hughes-Marietta security force attached to the recovery team and the pirates made off with an estimated 125 million T-Reds worth of spoils, not to mention all of the H-M salvage vehicles. In a twist of events that may never be accurately told, the infamous pirate band known as the Sir Hawkins Social Society has a new leader. The new leader, Sir Patrick Haughton, has a rm grasp of the reigns of command and the absence of Mr. Hawkins has, in no small way, conrmed Sir Haughtons claim to the position. A recent press release from the pirate band of Sir Haughtons Social Society quoted Sir Haughton as claiming his group was a band of yachting enthusiasts and not pirates. Widely covered

by the media, authorities were not amused by the statement. Rumors abound in security communities that Richard Worley and his Black Rose pirates may be planning something big involving one of the major star shipyards in the near future. Corporations Not every big company is a UCOR. There are several massive corporations that have never been granted (in some cases even requested) a UCOR charter. UCOR charters are expensive, usually equal to 20 years of the expected income tax revenue of the UCOR personnel that will now becomes citizens of the new UCOR. Most corporations simply dont consider a charter worth the effort. Labor Unions There are several major unions in the galaxy. They are very powerful and can get the attention of just about any corporation. Several unions hire and maintain large security forces of their own. Free Traders The free traders travel the galaxy buying low and selling high. Sometimes they organize themselves into trade cartels and move goods

Black Rose

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in convoys, other times they simply use fast ships to deliver small and highly valuable cargo. Pirates prey on the free traders and in desperate times many free traders become pirates. Some free traders are notorious for smuggling illegal goods for criminal organizations or simply to make a prot. It is a shady industry full of colorful characters. Breakers Breakers are found in just about every settled star system in the galaxy. Breaker communities (sometimes called Hives) can usually be found in asteroid belts or orbiting a key planet in the form of an impromptu space station created from the hulks of derelict space craft. Breakers take old ships and cut them up for scrap, converting old and useless ships into money for themselves and the derelict ships owners. Some of the more afuent hives nd clients and travel to the derelict ship, performing breaker duties far away from their home hive, which can also include cleaning out any alien life forms that have taken up residence in the hulk. Salvagers Salvagers travel the space lanes looking for abandoned (or depending on the moral code of the salvager group, mostly abandoned) space ships to loot. Salvager teams cut-up and take any and all valuables from the ship. They usually concentrate on small but valuable key components that have good resale value on the black market. During wars, the salvagers arrive on battleelds in force to scavenge from what remains. Some salvagers move with the breaker communities but for the most part, the two are different.

Slipsiders and Starsiders In any urban development, the area where the less fortunate, homeless and derelict reside and try to scratch out a living is called the Slipside from the term slipped through the cracks. Slipsiders can be found throughout the galaxy and are the backbone of the black market on every habitable world. Starsiders are those rare beings that are not bound to a single world and travel the galaxy like free gypsies nding work or adventure wherever they can nd it. Many Starsiders nd work as free traders, salvagers, breakers, hired muscle, or mercenaries. Bugs This is really a catch-all term for the various forms of hostile alien life that can be found in the galaxy. Not all bugs are actually insectoid, not all are hive-like, and not all are stupid. However, there is one thing that all of the lifeforms classed as bugs have in common - they are hostile. There is a great deal of variety in the bugs that deep spacers encounter. The I.G.S. has recorded rst contact with both silicone and ammonia based entities, quasi sentient cloud creatures, energy based life forms (including a few rare plasma based life forms), and of course the myriad other carbon based organisms that we are so familiar with (other anthropomorphs, some barely bipedal, a few cephalopodic, and billions of microbiotic life forms). There has even been some data gathered that supports a few theories of primitive forms of radiopanspermia (life spores pushed along by the force of radiated energy) at the fringes of our frontier. Its a great big universe out there and not everything you meet is willing to discuss matters calmly. When in doubt, the stereotypical Terran rst reaction of shoot rst! may not be so wrong after all. Its better to be tried in a court of law than eaten for dinner by a hive of carnivorous bugs.

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Vela Wars (2176-2183) This was the war that introduced the Terrans to the rest of the galaxy. It resulted in the death, by plasma bombardment, of no less than 20% of the population of the planet Earth. This war also witnessed the complete destruction of an entire Rach space squadron via the largest nuclear torpedo launch in the history of galactic warfare. This war began when the Terrans colonized a world that the Rach had already claimed. Unaware of any alien race in the galaxy, much less proper colonization etiquette, the Terrans provoked the Rach. The Rach, in turn, took it upon themselves to punish these upstart squatters. The Terrans responded, quickly reverse engineered Rach technology, and took the ght back to the Rach. After the Battle of Orion, the AEC stepped in and negotiated a peace agreement. It should also be noted that only the Terrans call this a war, the Rach refer to it merely as the Vela Incident. Spica Wars (2201-2210) In the Spica War, we once again see the Rach Empire involved in a dispute with their neighbors regarding the ownership of a few choice star systems. This time, the opponent is the Malvernis Empire. After a few stunning initial victories, the Rach were poised to sweep all of the contested worlds when the Malvernis counterattack landed. The Onyx Fist would strike so hard that for the space of three months, the Rach home world of Mohr was under the threat of actual invasion. Gallant defenses and stunning reversals ended the crisis, and the war settled into protracted battle for various worlds. After nine years, the AEC helped negotiate the Treaty of Regor.

Cygnus System War (2210 2213) This unusual war lasted three years and was fought, not by galactic governments, but rather between the Ritterlich UCOR KDM and the Terran UCOR Mitso-Ta. The one lasting and unique event of this war was the debut, by KDM of the rst CAV. Second Spica War (2214-2217) Without any real enforcement of the Treaty of Regor it was quickly deemed worthless. The Rach and the Malvernis were soon up to their old tricks in the same part of space. This time, however, the Malvernis Empire had spent four years building up its presence in the culture and religious tapestry of Spica. When the Rach occupied Spica and declared the Regor treaty void, they discovered a sea of hostile religious fanatics and Khardullian converts that made the occupation much more costly than anticipated. The Templars joined with Malvernis. After three years of war, the occupation was broken and independence was restored to Spica. The Imperial Wars (2221-2229) In 2221, the Terrans assaulted a handful of worlds in a surprise invasion that was brilliantly orchestrated and carried out with nearly awless precision. Millions of Terran troops swarmed the Ritterlich and Rach forces defending the systems of Setanta (9), Tula (Tu-190) (20), Saruma (L-45F) (27), and Aeneas (46). By the time the Rach and Ritterlich armies could react effectively, the Terrans had already dug in. The war ground on for eight years with the Terrans never budging. Finally the AEC negotiated a treaty where all sides would remove themselves from these worlds, establishing a buffer zone.

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Boreas Accord Wars (2232-2236) In 2232, the AEC and the Ritterlich Confederacy went to war. This conict spread throughout many sectors and even caught up the Malvernis Empire in its tendrils. The Boreas Accord War is actually more famous for what stopped it rather than what started it. In 2235, the Psyros were discovered in the Hades (8) system. In two days, at the Battle of Maibaum, a Psyro hive wrought such destruction in that sector of space that the combatants agreed to a cease-re and met to make a plan to deal with the new threat. By the fourth day, severe losses compelled the forces to evacuate the entire system when the Psyros simply vanished without a trace. Within months, the cease-re grew into the Boreas Peace Accord, and diplomats nally settled the matter. Pictor-UCOR War (2242-2247) The second UCOR war would nd KDM, KODA Works, and Mark IV involved in scattered skirmishes throughout all settled space. There was never any period of intense military conict,

so the best way to describe this war would be an age of high piracy. The warring UCORs issued Letters of Marque authorizing attacks on enemy UCOR vessels in neutral space, guarantees of purchase for any captured star ships and military forces, as well as ransom for captured corporate executives. It took the AEC ve years, a massive effort by their space navy, and a powerful trade embargo to nally bring the pirates and their patron UCORs to the peace table. First Galaxy War (2254-2263) It all started with Vax Spiro, who incidentally is still the First Knight of the Templar Order. He started this war with the forcible annexation of a pair of star systems (one from Malvernis and one from the Adonese) that didnt really belong to the Templars to begin with. While the diplomats were still arguing the point, the Templars annexed two more systems (one from SyRaM, a Terran UCOR and the other an independent). About this time, some deteriorating relations with the Ritterlich led to a Coalition being formed by

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the Ritterlich, Adonese, and Malvernian armed forces (The RAM Coalition). The Templars were doing quite well against three-versus-one odds for a long time. However, eventually things started going poorly. It was at that point that the Rach Empire stepped in with the Templars, and the war changed again. Everything was going well for the Alliance (Templar and Rach) until the Battle of Procyon. There, the RAM Coalition destroyed hundreds of starships and nearly destroyed the lift capabilities of the Templar forces. For reasons still not fully understood, after Procyon, the Terrans joined the Alliance, and the Templars were back in the ght. For nine years, the war raged until all sides were exhausted. In 2163, the Templars agreed to negotiate a peace with the Adonese. Their allies accepted the terms of the agreement, and the galaxy entered an uneasy peace dominated by pirates and freelance mercenary forces soldiers not yet ready to return to civilian life. The UCOR War (2272-2274) In 2272, there were two major mercenary hotspots in the galaxy. Politically speaking, they were primarily independent worlds with no particular national ties. Local thugs, petty kings, dictators, and gangs all struggled for control on these planets colonized by the Adonese, Ritterlich, and Malvernis long ago (with younger colonies of Rach and, of course, Terrans). The rst hotspot was in the Di triple star systems Di (101), Di Lith (102), Di Sar (103). The second was along the Vesta (153), JJA (154), Kaus (146) jump fan. These six star systems are major producers of several key elements required by industries throughout the galaxy. Tyburinum (used in the manufacture of T-Gel), Kaliarum (used in the manufacture of active-stealth technologies), Maorion (used in the manufacture of bellar joints), and Tantalum (used in the manufacture of extremely efcient circuitry used in all modern electronics).

After the First Galaxy War, these worlds fell into violent, but fairly low intensity civil wars, and mercenary battleelds covered these six systems. The combatants on these worlds each struggled for control of their planetary mining and rening facilities, since control of these facilities was of paramount importance to their largest customers and suppliers of military hardware, the UCORs. Those that have studied the start of this conict point to rumors that started circulating approximately six months prior to the start of the UCOR War pertaining to a merger between Hughes-Marietta and SyRaM. This rumor, if proved true, would have created the galaxys rst super UCOR that would be larger and more powerful than any government or UCOR in the galaxy. Reacting to this rumor, other UCORs began marshalling their resources in preparation for an economic war against the HughesMarietta-SyRam juggernaut. Several factors, including paranoia and panic, raced across these six-systems causing the actual intervention of the UCORs. Mercenaries were hired by several UCORs to take control of any and every facility that could be reached quickly in these six systems and they attacked with orders to squash local militaries and security forces. If necessary, they were to eliminate the competition. Hughes-Marietta, unfortunately, stood to lose the most in these regions, as they were the single largest supplier of goods and materials in both of these sectors of space. The largest mistake, and most disturbing event, was that the galactic governments did not step in and stop this war when they had the chance. Presented with several opportunities to end hostilities, they were too preoccupied with their own problems and chose to ignore the alarms, as no one believed a Second Galaxy War was really possible. Grinding inevitably on, the UCOR War never really ended; it just exploded into something much worse.

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One of the problems about a new and young war is that we are not in possession of all the facts that have led to this era of strife. Most historians will no doubt look at this war and label it simply a continuation of the rst Galaxy War. In some ways these historians will be correct, since old foes squared off once again in an attempt to settle old scores and set things right. In any case, the victor writes history, and at this time we have no victor. The best we can do is quickly review the events and leave it to you to watch the news vidcasts each night.

Setting the stage for this war was the outright purchase of Hughes-Marietta by the Templars. The loss of assets, sales, distribution, and several key battles during the UCOR War had driven the value of Hughes through the oor. Hughes appeared to be going to the breakers, and no merger or reorganization would save them in the 11th hour. That is, until the Templars stepped in, and in a daring nancial coup, picked up all assets of the collapsing UCOR. Initially, executives from Hughes-Marietta were used to run the UCOR, but quickly the UCOR evolved into a successful symbol of Templar organization and management culminating in the 2273 public

RULING THE SKIES!

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debut of Viper, a wholly owned, recharged, and aggressive Templar UCOR. The rst war-triggering event that everyone will agree on occurred when the Templars, as a galactic government, ofcially stepped into the UCOR war claiming to stop attacks being conducted against Templar citizens and Templar property throughout the galaxy. This Templar move fooled few, but all watched as they blatantly seized the star systems of the Di and Vesta jump fans for themselves. Infuriated by the arrogance of the Templars, the galactic governments, in a completely uncoordinated assault, moved forces into the area in a vain attempt to engage and force the Templars to back down and restore the independence of the occupied star systems. One by one, the Templars decimated the hastily organized forces thrown against them. First to fall was Malvernis, when a

large Templar eet discovered and attacked their assembly and staging area near the star system Z11 (84). Next were the Rach, who without negotiation or permission attempted to establish several forward operation bases in the Trax (79) star system. Once there, the Rach became embroiled with the sizable local forces. So when the Templars moved in, they simply squeezed the Rach out. On the heels of the Rach defeat, the AEC attempted to move in and seize several Viper installations across all of the star systems claiming that they were AEC property leased to Hughes-Marietta. While there is actually some truth to the AEC claims, Templar military forces choose to eject them and turn the matter over to corporate to sort out. The Templars were ghting the entire galaxy and winning! This was big news, and as it swept across the galaxy, popular Templar support sprang up everywhere. It was during this time that events spiraled into the oblivion of complete galactic war.

Got A Problem? Well Solve It!

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Beginning with the rst formal declaration of total war being issued by the Malvernis Government against Earth, the course to war was now set. The Malvernis declaration of war was in retaliation for a series of religiously motivated attacks and massacres suffered upon its citizens by the MPS, a xenophobic Terran extremists organization led by Mals Ilqa Cindrem. Unable and unwilling to pursue the MPS, the Terran United Federal Government openly provided support to the MPS and other organizations it deemed were covered under the Roubar Law. The Roubar law, from the name of the conservative Senior Councilor who promoted it, makes it mandatory to support any organization that advances the culture, ideals, and goals of the human race in the galaxy. As Terran and Malvernis diplomats sat down to resolve the matter, the Black Needle, the primary orbital lift on Tania in Capella, was targeted by the MPS, and this was the last straw. Within weeks of the Malvernis declaration of war, diplomatic relations between Ritterlich and Adon reduced to unabated open hostility throughout the galaxy. Blamed on a series of mishandled diplomatic communications, the proud Ritterlich broke all communications with Adon and moved against Adonese installations across the galaxy. While formal declarations of war have not yet been exchanged, these ancient rivals have overlooked such formalities in the past and apparently consider this situation to be a full war. The Rach did not sit idly by during the chaos erupting in the galaxy and have used the Malvernis-Terrain war to seize several star systems lost during the Spica Wars. Declaring

their occupation to be one designed to protect the Rach citizens of the star systems from outside aggression, the Rach have declared they would return control of the star systems to Malvernis at the conclusion of their war with the Terrans. Malvernis has since delivered a declaration of war to the Rach. At the present time, hostilities across the galaxy are escalating at an alarming rate. You cannot tune into a vidcast without seeing the calls for enlistment or the ery rhetoric of patriots espousing the virtues of their cause. Currently, the IGS is still guaranteeing the safety of the public jump lanes and major home worlds are, for the most part, safe havens for their citizens. However, in a galaxy at war, is any place truly safe? In closing, I will leave you with a quote of First Knight Vax Spiro excerpted from a speech before the Templar Grand Assembly: This Galaxy War has broken out with such elemental violence, and with all sides resorting to all means for leading or misleading public opinion, that no time was ever made available for reection and consideration. I have no doubt that in this conict we call the Second Galaxy War, the victor will never be asked if they told the truth. But it is Truth! Yes truth, the cornerstone I stand on before you, allows me to address the inequities between the governments that wage war and the citizens that suffer war. Now, more than at any other time in our history, the Templars are actively seeking to become an effective instrument for peace and make the peace of the galaxy our primary and utmost priority.

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As the UCOR WAR grinds into the Second Galaxy War, the glory days of the UCOR are coming to pass. Many people, and with good cause, blame the Second Galaxy War on the UCORs. This blame centers on the reality that UCORs were the primary employers of the mercenaries that waged war across a galaxy attempting to create a lasting peace from the ashes of the First Galaxy War. It is also widely believed that in the years that followed the First Galaxy War the skyrocketing growth in piracy and lawlessness throughout the galaxy was due in large part to the unchecked actions of negligent, power hungry UCORs. Regardless of who is to blame, UCORs acting as powerful quasi-national entities and wielding the powers and rights of a galactic-

based government have no doubt pushed the patience of the galaxy to the breaking point. Today, one thing is now very certain: the UCORs in the future will be kept on a much tighter leash by their parent governments than they were before. Some experts are speculating this is temporary, and that once this new Galaxy War is over the UCORs will be back to their old tricks. Only time will tell. Regardless of your political leaning on this topic, we present here a quick overview of the major UCORs providing military hardware in the current conict. Each UCOR is unique with different corporate attitudes and environments.

In 2124 Doctor Adrienn Borsig, a doctor of both medicine as well as engineering, founded Borsig Incorporated in Breonne on Avalorr. In the early days the company concentrated on optics for precision medical equipment. Borsig was the inventor of the Gargoyle 600-W Optic Cylinder, a patent was awarded in 2036 and the Optic Cylinder is still in use today. Over the years Dr. Borsig continued to develop new products including industrial and military

optics. Another company that proved to be signicant to the future of Borsig-Spline was Spline Flow Optics, a major developer of computer systems and networks. In 2179 Dr. Borsig purchased a 75% interest in Spline Flow and merged the two companies together to form Borsig-Spline Optics. The new company focused on high-end optics and high-speed computer technologies that incorporated optical technologies. The company was granted its UCOR Charter by the Adonese government in 2187 and by that time had already branched out into targeting and weapons electronic systems. Lucrative contracts with the Adonese government would lead Borsig-Spline down a road of military hardware that would culminate in 2253 with the dedication of a modern CAV Factory in Westinhall. By 2266, when the company changed its name for the last time to Borsig-

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Spline Equipment (BSE) the company was one of the galaxys top makers of optics, computers, jump buoys, communications equipment, jump station technologies, military hardware, and

especially CAVs. BSE owns or is involved with over 400 manufacturing facilities throughout the galaxy and employs millions of workers.

During the POD Conict between the state of Breonne and the Ritterlich Confederacy, the demand for the DH 2000 increased. By 2096 the Johnsons youngest brother, Robert Junior, brought his business, sales, and nancial skills to the family partnership. For the next two decades Johnson Brothers continued to grow under Roberts skilled leadership. By 2121, the Johnson Brothers were the premier makers of weapons (both civilian and military) in the state of Breonne. It was in 2121 that the Johnson Brothers facility was purchased by the state and renamed Royal Military Industry. In 2198, RMI was returned to the private sector along with a UCOR charter. RMI aggressively expanded into other military hardware elds and met with critical acclaim and success. RMI is one of the largest military UCORs in the galaxy.

At a small factory in Breonne in 2083, two of the four sons of the famous Engineer Robert Johnson, Fredrick and Alfred, established a partnership, the Johnson Brothers, for the manufacture of towed and man-portable weapons. Five years later their oldest brother, Henry, joined them and within the year the DH 2000 hand-held infantry weapon system (direct ancestor to the ubiquitous G-11) was unveiled.

Stone and is used in personal rites of passage for young Malvernian males prior to joining the Khardullite church In spite of the religious overtones in the name and logo, Scenna had a mind more closely aligned with money than with the teachings of Khardullis. The Grand Inquisitor and Scenna privately clashed many times and if the company had not been successful, there might have been more dire consequences. However, Mark IV

Forsten Scenna founded Mark IV in 2025. The name of the company was a tribute to his home world, Capella IV, otherwise known as Capella Prime, or Malvernix to its natives. Mark is a Khardullian word meaning a Carved Ritual

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was not just successful, it was, and is, extremely successful. The Grand Inquisitor, not wanting to potentially damage a good thing enacted a separation of the church and the company. This was a proto-UCOR and many consider it to be the rst instance of such a thing in galactic history. Mark IV made, sold, and resold anything it could get its hands on. If it made money, Mark IV would dabble in it. If it made a lot of money, Mark IV would jump in with both feet.

These days, Mark IV is much closer to the Onyx Throne than it was during its early years. Tood Baanta, the current CEO, is much less likely to do things to upset the Grand Inquisitor. There is no doubting the loyalty of Mark IV, the majority of the UCORs sales are to the Malvernian Government and well over two-thirds of the company is staffed by Malvernians. There are 64 Mark IV factories in Malvernian space and they hold Khardullite ceremonies prior to the start of each workday.

However, these initial designs were rened over time to produce several descendants that are much more famous. Grundor House really came to the galactic forefront in 2263, the last year of the rst Galaxy War, with the unveiling of the Assassin. The Assassin is a CAV that appeared to be all but an exact copy of the 2260 Koda Works Dictator. As a unique promotion that in no doubt boosted sales several Mercenary companies that were known to be involved with operations against other mercenary companies that elded Dictators received free Assassins and a media crew to record the battles. Grundor House has a reputation for recklessness that continues to this day: the UCOR war was in large part a result of Grundor Houses overreaction. Perhaps if the Grand Inquisitor had not been a member of the UCORs board of directors it would be less unpredictable, but then it wouldnt be the explosive UCOR that weve come to know and love.

Until recently, Grundor House was the newcomer to the UCOR scene. First formed in 2227 as a spin-off from Mark IV the main focus of the company was to develop, extract, and transport resources from colony worlds to the factories and facilities that needed them. The company ofcially began in the small home in the Grundor Rockhome on Capella Prime where the rst investors and ofcers met. From these fairly humble beginnings Grundor House has grown into a powerful galactic UCOR. For 40 years, resources were the eld in which Grundor House excelled. Beginning roughly 25 years ago, Grundor House began to dabble in other products to support, protect, and better satisfy the demands of its customer base. The rst such product line was a series of unsuccessful escort star ghters.

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Established as a UCOR in 2184, Koda Works is one of the largest UCORs in the galaxy and without a doubt, one of the most famous. Completely and totally loyal to the Rach Empire, this UCOR is the sole manufacturer of military hardware used by the imperial forces of Mohr. From clothing, boots, knives, guns, and battle armor to vehicles, gunships, CAVs, dropships, starships, and jump stations, Koda Works provides the empire with a total warfare package.

Koda Works traces its beginnings back to Kangs Workshop in the little town of Katch. Kang originally produced weapons for the leaders and ofcers of the Dakan Kharl tribe during the Season of Storms. In time, orders grew beyond his ability to produce alone. Kangs workshop grew as partners were added, rst Okanza then Diensh. In 2178, controlling interest in Kang Okanza Diensh was purchased by Anghkur Guntan, a merchant of the Guntan Tribe. However, rather than force drastic changes, Anghkur simply changed the name to Raan Koda or Koda Workshop and helped the company expand their customer and client base. By 2182, Raan Koda was an exclusive supplier to the Dakan, Guntan, and Moguk tribes. Within 20 years, Raan Koda supplied nearly all of the tribes with their hardware. Today Koda Works manufactures and supplies everything from dining ware to starships to customers across the galaxy.

In 2011, the small manufacturing company of Kruger and Dalton incorporated. KDM, under Dalton, set out with a dream to be the nest manufacturer of starships in the galaxy. 51

Few would dispute that the dream has indeed become true. The core philosophy of KDM is that the clients success is the companys success. One of the most basic advantages that KDM provided to its clients was a single solutions package, similar to the Koda Works model. The KDM edge was in its personalized customer service, tweaking solutions to the needs of a particular customer. Few can instinctively know what a customer wants like a Ritterlich. Other UCORs are cheaper, but few can match KDMs dedication to client satisfaction. Even during the height of the cold war years between the Galaxy

Wars, it was not especially unusual to nd KDM representatives working with mercenary company owner-operators, or with the UICC and IGS on their long missions. KDM has not always known a peaceful business environment. As a leader in CAV production, armaments, starships, breeders, and logistical planning, KDM is often involved in disputes and small actions. It has even been involved in

a few major conicts. KDM defeated the MitsoTa UCOR in the Cygnus System War, creating a situation that would indirectly lead to the Terran Imperial Wars. KDM was also involved in the Pictor UCOR war, the precursor to the more recent UCOR War. In the current galactic conict, as per the KDM UCOR charter, the full industrial might of KDM has voluntarily returned to Ritterlich control.

Taubern, and Vilhems fos Grausch brought with them all of the contacts, friendships, and favors that they had gathered as KDM employees. This allowed NTG to bid and gain contracts that other companies could not. In fact, with the exception of KDM itself, there are few companies in the Ritterlich Confederacy that have as intimate a relationship with the Ritterlich High Command as the one NTG enjoys. Regardless of its beginnings, if the company did not make excellent equipment, it would not have been a successful venture. Battleeld commanders during the opening months of the Second Galaxy War have discovered that the large, some say ugly war machines of NTG are just as effective as anything the Ritterlich have ever elded. Some experts credit Haaz Vilhems fos Grausch, a retired SdahlGruklein of the 2nd Schvarzenvaalt, with NTGs grasp of the needs of the modern battleeld. An old, distinguished, and highly decorated veteran of several wars, Grausch personally tests and gives nal approval to all new prototypes before they are sent to Ritterlich High Command for further evaluation. NTG makes equipment that soldiers can rely on and the future of this UCOR seems assured.

NTG is the youngest UCOR to be recognized as a major manufacturer in the galaxy. NTG was organized as a UCOR in 2272 and quietly unveiled its line of CAVs, power armor, gunships, and military vehicles. NTG only exists to create military hardware and has not yet expanded into any civilian markets. Ritterlich equipment has always had a reputation for function over form NTGs beginnings are chaotic. Several KDM executives, frustrated with the decisions of the parent UCOR, resigned and started their own company with their own personal wealth. The three senior partners, Klaus Naresch, Viktor

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high end robotics. In 2196, Hughes purchased majority interest in Adanenn Mariytes company Mariyte Aulenel (Marietta Optics) and the new company of Hughes-Marietta was born. In 2189 a Terran electromachinist named Walter Scott Hughes set out to see the universe. Running out of money while exploring Adon, he started a business in Racheau building and selling computer systems. Soon his computers had become famous. Instead of folding the company when his cash reserves were replenished and continue his travels, Hughes stayed in Racheau and began to redesign and alter key components to increase the performance of his products. Great success came quickly with the Star series of central processors. The Star II was unique enough that one is still on display at the technology museum in Sevres. Lacking the funds to hire employees in the early years of his company, Hughes built and relied heavily on robotics. This same tinkering spirit would led Hughes down a road that had his company expanding into the breeder market, optics, and In 2203, Hughes-Marietta was awarded a contract to create the IT network for all new AEC installations for a period of 10 years. The wealth and contacts formed in this time would skyrocketed Hughes company to the elite of large corporations and ultimately led to a UCOR charter. The stellar rise of H-M came to a crashing halt in the UCOR war. In the unfortunate position of having to ght in both theaters, Hughes took a nancial and literal beating. Rescue came in the form of the Templar Bank, which purchased and forgave many of the UCORs debts in exchange for voting stock. The ofce of the First Knight now owns controlling interest in Hughes-Marietta. In 2273, the UCOR relocated to the Tor-Nor system and its UCOR charter was reafrmed by the Templar government. Prepare to be blown away...

THE LONGBOW
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Templars. They point to facts like the focus of the corporation was the development, rebuilding, overhauling, updating, and altering HughesMarietta hardware. As a UCOR, Viper only appeared on the galactic stage in the last few months of 2273. The new boss of Hughes-Marietta, Vax Spiro, ordered its executives to help Viper establish itself as a UCOR. As a corporation Viper has been around for decades. Viper was an experiment by the Templar leaders in native military hardware production. Viper was, in many ways, a Hughes-Marietta clone even before the UCOR war. It is wildly speculated by conspiracy theorists that Vax Spiro got involved in the UCOR war simply to acquire Hughes-Marietta for the Viper presently has very few clients outside of Templar space. Only a few mercenary companies, usually those that came to the Warmaster events, have ever seen Viper equipment. While it is too early to tell if Viper equipment will prove as battle worthy as Hughes-Marietta equipment, Viper is proving to be a highly competitive UCOR.

Not all Terrans reacted to the Vela Wars with the same xenophobic hatred of aliens that has become commonplace on Earth. Doctor Ichizaemon Morimura of Hokkaido University in Japan (Sapporo campus) was one of the lead engineers involved in the reverse engineering that took place on captured Rach ships. Even before the AEC appeared to negotiate a peace, Dr. Morimura speculated that there must be less aggressive aliens in the universe. As an outspoken public gure, he gained a lot of press and media attention. Needless to say, his view was somewhat unpopular with the then brand-

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new United Terran government that was putting maximum effort behind demonizing aliens as a whole to drive up recruitment numbers for the new federal armed forces. When the Adonese appeared, Morimuras view seemed to have been vindicated. Dr. Morimura was part of the original diplomatic team that met with the Adonese on their ship. After the diplomacy was concluded, Dr. Morimura spent months with the Adonese envoys. He discovered many things, including a list of several technological innovations common on Earth that had not yet been widely distributed in the galaxy at large. With the AECs help,

Dr. Morimuras family business, Morimura Electronics, was introduced to the galaxy. The company changed its name, adopting MitsoTa (named for Morimuras children, Mitsuko and Takara) as its operating identity. Within a few years, the sale and distribution of various Mitso-Ta gadgets had created a fortune for Dr. Morimura and his Adonese investors. In 2203, Mitso-Ta became the rst Terran UCOR. For 70 years the Morimura family has led MitsoTa down its own course in the galaxy. All this came to a crashing halt with the UCOR war. The Terran government has cracked down on its wayward corporate children.

In 2076 a Terran entrepreneur named Thomas Duscott incorporated his moderately successful engineering and robotics company. The new entity was named Systmes Robotiques et Machines or SyRaM. The company was dedicated to the idea that any product could be created from concept, to mass production, to sales and distribution with automated systems. While the company was successful, it did not make signicant prots until the management staff began a process to purchase smaller companies that could augment SyRaMs already widespread network. SyRaM was

wanting to create itself as a major corporation with everything anyone could ask for, from concept to distribution and from bottom to top level production capabilities. During this era of rapid growth, SyRaM codied its I3 Process (Intelligence, Integration, and Impact) and published the Manufacturers Manual. Now in its 3rd edition, the book is considered standard reference material for any major corporation or UCOR executive. SyRaM also helped create and establish IPREX, a galactic partnership of major independent agencies in 60 major markets. There has never been a doubt that the company started by Thomas Duscott is fully Terran and dedicated to Terran ideals and goals. However, ethno-centrism aside, SyRaM is well respected in the galaxy in its own right and has earned over 200 awards from trade organizations, professional organizations, and the media. The only black mark on its illustrious career is its suspected involvement in the starting of the UCOR war.

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Time and Space from Sydes Guide to the Galaxy


Every few months we get netmail from our fans and subscribers asking for a primer article with information about the galaxy in which we live. We decided that this edition would cover some basics, and we will elaborate on more material as needed.

GRT Value

Composition

Adonese Word

1 second 1 minute 1 hour 1 day 1 week 1 month 1 year

baseline unit 100 seconds 100 minutes 10 hours 10 days 10 weeks 10 months

Ailnostel Audnostel Ridnostel Hednostel Sautnostel Prydnostel Sawarnostel

GRT
Ever wonder, forget, or get confused on exactly how that GRT button or feature on your wrist chronograph, or PED (Personal Electronic Device), actually works? For us non-deep space travelers, every once in a while, we need the grits (the Terran spacer slang for GRT) spelled out. We gured that we should take a few paragraphs to explain it in depth, even if nobody ever uses it except bankers, computers, or the cold navy sailors and ground soldiers deployed deep. Regardless of which world youre on, a second is pretty much a second no matter which mineral your race or culture uses as its measure. Luckily, most everyone in the galaxy, and certainly everyone with any kind of political and cultural clout, either used Cesium or Rubidium in their past, so it wasnt very difcult to get everyone on the same standardized isotope. In Adonese, the word for second is Ailnostel. Remember from your Adonese language classes in school that when youre talking about time in context, you can usually drop the nostel sufx.

GRT Month Names


The following list features the standardized names for the GRT months in Adonese. For those of you that have studied Adonese, you know that these words are completely different from the names of the months of the Adon calendar. These words are reserved for the months of the GRT system and are commonly used by all. Literally, they translate to rst month second month and so on.

Month Number 1 2 3 4 5 6 7 8 9 10

Name Honprydel Dalprydel Samprydel Karprydel Kegprydel Dekprydel Jenprydel Panprydel Kouprydel Junprydel

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Terran Edition Sydes Guide Reference Point

The current year in GRT is tracked from the Kyntafel Supernova, the rst well documented supernova recorded by ancient Adonese astronomers.

Time Buoys
Theres a saying deep spacers use, Civilization and Time Buoys no longer function in all the same places. The IGS maintains a vast network of pulsing Time Buoys that work in conjunction with the Jump Stations. These Time Buoys are synchronized with each other, and the network is maintained continually. When a ship enters normal space after a jump, one of the rst things it does is sync up with normal space-time. The various powerful governments maintain their own Time Buoys in their own space, but civilians usually have no access to their coded transmissions and rely on the IGS. Dates Confused yet? Like we mentioned before, hardly anybody except bankers, deep spacers, and soldiers use the GRT system. All dates and references in this book are provided in local time and year references and are counted by your local time system. Use Only Genuine KDM Parts

Method Written Terran Standard Local 2274, January 01, 00:00:00 Galactic Relative 1764, Kouprydel 22, 1:21:17

Chronograph Notation 2272:001:00:00:00 1764:922:1:21:17

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Malvernis and the Religion of Khardullis Religion has been called the opiate of the masses, and never has this been a truer statement than when discussing the Malvernian obsession with the Khardullite religion. Nowhere in the known galaxy will you nd a more devout people, pious in their beliefs, and inexible to all who differ in viewpoint, than those who worship Khardullis. Their pursuit of religious perfection is engrained into the Malvernians very being from their hatching, and the education they receive in their formative years creates a devotion which is nearly unbreakable. Touched by the Hand of Khardullis Devoted Khardullists describe the euphoric feeling they get from performing the rituals of the Church as the Touch of Khardullis. The more complicated the ritual performed, the greater the endorphin release, and the greater the euphoria which results. Whenever a Malvernian begins to feel the stresses of everyday life, a quick prayer to Khardullis for mercy can provide a subtle lift to bolster their spirits and carry them on through their day. Likewise, warriors of the Faith commonly pray before battle. They ask that their God heighten their reexes and clear their minds. Scientic studies have proven that this is more than just a delusion. The worship of Khardullis and the rites practiced by the Khardullian church have the effect of inducing a natural euphoria upon the worshipper. Scientists say that centuries of social engineering have led to a psychosomatic response to these rites which causes the brain to release endorphins, adrenalines, and other hormones which produce this sense of euphoria. The Malvernians decry this as rubbish and heresy set to destroy the Church and the Empire. The Dark Brotherhood has reacted viciously to such reports, and this argument adds fuel to the ever-smoldering res of the Crusade. The Lost Sadly, there are also Malvernians who never feel the Touch of Khardullis. Most Malvernians respond with cynical anger; if Khardullis has rejected them, then they will reject him. This is what leads to the

uncommon non-Khardullist Malvernian. Many feel rejection or fear and self-loathing. Most will take the course of hiding their inadequacy and believe that they have somehow offended Khardullis or have been deemed unworthy. These can prove to be the most devoted zealots, as they are fanatic in their desire to redeem themselves and prove themselves worthy of Khardullis touch. Most unfortunate individuals go through the motions in a neverending quest to achieve that state of euphoria that eludes them. While many of the clergy look with pity on these unfortunates, the Inquisitors are less forgiving and are often loath to fully trust those who Khardullis has deemed unworthy to touch. (Editors Note: It is also worth noting that on many outlying worlds, or worlds not heavily populated with Malvernians, no Shining Sisterhood hatcheries are present. This means that Malvernians are deprived of the education and indoctrination which produces the psychosomatic response. While many are still devoted Khardullians, the Touch of Khardullis is a totally alien concept to them). Religion is so central to the Malvernians that an attack upon the Empire is an attack upon the Grand Inquisitor and, thus, upon Khardullis. For this reason, the Malvernians are always quick to declare holy war, or Muhktahk, against any and all who would belittle their way of life and their god. There is also an ambiguous passage in the writings of Khardullis often interpreted to mean that it is the duty of all Malvernians to convert as many souls as possible by whatever means. Some Grand Inquisitors have determined this to indicate that they should forcefully convert whole worlds to their god, and, thus, the history of Crusades. This attitude has often brought the Dark Brotherhood into direct conict with the Templars, who view the forced conversions and indoctrination of Malvernian and alien alike, to be an unconscionable affront to personal liberty. Templar Religion Though the Templars are not a theocracy, like the Malvernian Empire, their religion is central to the way they live their lives. The Templars religion

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is different in that they do not worship a deity. Instead, they follow the tenets set down to them by the First Knight, Mason, so many centuries ago. The tenets are all about living the right way, pursuing a life of service and charity, and basically just being a good person. The Tenets say that a person is measured by their good deeds, and they should take pride in their accomplishments and good actions. Because of this pride, many outsiders view the Templars as braggarts with large egos, but it is just their way of showing the lengths to which they go to live a good life in the service of their Nation and others. The Tenets are organized as the Eight Points of the Templar Cross. They are: 1. The Highest Goal and purpose in life is to live a life free of regrets and be remembered as a good person. Not all will achieve this goal, but it is the attempt that is worthy. 2. The Greatest Goals in the life of a good person are Loyalty, Love, Sacrice, and Liberty. 3. The Duty of a good person is to learn, think, grow, adapt, and ever become better than the creature you were the day before. 4. It is also the Duty of a good person to assist others in achieving their own personal growth. A good person is both teacher and student, and he or she is quick to show gratitude as well as generosity to those who require it. Children always require knowledge, generosity, and gratitude. 5. After careful thought, a good person makes plans, pushes forward with those plans, is persistent with those plans, and achieves those plans. Regardless of what they might be. 6. A good person is a power in the universe that affects change for the betterment of many. Affecting change is not to win or lose but to improve and make better. 7. A good person is always vigilant against ignorance, chaos, and selsh desire. Discord, oppression, and tyranny are the enemies of all life. 8. A good person does not judge another person. However, discernment is necessarily for life and society. Judge actions as being good or evil,

do not judge people, though all people must be held responsible for their actions and suffer the consequences of their actions. Knights of the Holy Orders are the teachers and the spiritual advisers to the Knights of the Temple. The lowest members of the Ordained are the Knight Chaplains, who are charged with leading evening meditations and maintain the chapels scattered across the galaxy. Overseeing a group of Chaplains are the Knight Vicars, who must be of at least 2nd Rank. Above them are the Knight Prelates, who are Knights of the 1st Rank. Some small worlds have but a single Knight Prelate, while larger systems, such as Tor-Nor and Pelles, have as many as three Knight Prelates. At the top of the hierarchy, is the Arch Knight Prelate, who is elected by the other Knight Prelates to serve a term of 5 years and is a member of the Council of Lords. The Knight Chaplains are quick to explain that the Tenets of the Temple are compatible with most faiths in the galaxy. There are many Knights who practice their native religions as well as their devotion to the Tenets. There is even a sect of Khardullians, obviously primarily Malvernians, within the Templars. This is amazing to some, given the outspoken criticism of First Knight, Vax Spiro, against the Malvernian Empire and what he terms their oppressive theocracy. The Malvernians are, by nature, quick to jump to defend any affront to their religion and their way of life. They have, at numerous times throughout their history, been known to convert worlds to their religion by force. It is such expansionism in the name of religion that the Templars oppose with great conviction. While true that the Templars force no one to follow their religion, it is worth noting that unless a member of the knighthood also swears to follow the Tenets of the Temple, they are unable to fully participate in certain aspects of Templar citizenship.

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Taking its name from the 30-foot tall war machines that walk the battleelds of the galaxy, CAV is a game of combined arms in a sci- setting. The year is 2274, and the fragile peace the galaxy has known for the last 11 years has been shattered. The second Galaxy War has begun, and every galactic government is looking out for number one. The rst Galaxy War raged across known space for 9 years with two great alliances hammering each other to the edge of total collapse. Unable to set aside their differences and work toward a lasting peace, the Governments have rearmed, poised to again plunge the galaxy into war.

Fueled by a decade of clandestine wars and secret agendas, the racial, religious, and nationalistic governments across the galaxy have begun grabbing resources. United Corporate Organized Republics (UCOR), Mercenaries, and Corporations have been nationalized and folded into vast war machines capable of intergalactic domination and destruction. Past the point of no return, it is now the time of reckoning for the galaxy, and if you hope to survive this conict you must choose a side. In this part of the rules, we will cover: Game Overview Playing a Game of CAV

Imagine a game without dened borders. Imagine a game where you can move where you want to and choose your own fate. This type of game does exist and is called a tabletop wargame. In CAV you will be able to design and construct the size of your force and choose what assets your force will contain. CAV allows you to not only design the types of battles you ght, but also to choose exactly how you ght each battle. Every battle in CAV is a different experience, as players bring their own unique personality, army, and tactics to the game.

The RAGE system


RAGE stands for Reaper Adventure Game Engine. RAGE is a single master system of game mechanics and rules used to play tabletop wargames. RAGE is a master system because you can simply learn one basic set of game mechanics and rules yet play many games in several different game-world settings.

There are a few good habits to develop when playing CAV that help everyone enjoy the hobby and reduce arguments. The following

good habits are not rules; they are commonly accepted miniatures game courtesies.

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Declare, then Measure


Tape measures are used during play in CAV, but you should not measure until after your Models Actions have been declared out loud. Other games may encourage pre-measurement, but, unless the scenario rules or your opponent states that it is ok, assume it is not in CAV. If, after you declare your action, you discover that you dont have enough Range/Movement/Distance to complete your declared action, make the best of it but do not change your declared action.

Time Scale and Model Scale


CAV uses N-Scale (1/160) for Models, buildings, and battleelds. A game Turn represents approximately 4 seconds of real time.

Bases
CAV Models come with bases to help provide strength and add to its visual presence on the tabletop battleeld. Bases assist players when measuring range, movement, and conducting Close Combat. However, they are not strictly integral to game play. If a Model lacks a base, conduct all measurement from the center of the Model (when looking down at it from above). If attempting Close Combat with or against a Model without a base, base contact is determined by bringing any point of the Model without a base into contact with any at side of the base belonging to the target Model. Whenever possible, measurements are conducted from center of base to center of base. Some Models have pieces that prevent the movement of models into actual contact. When this occurs, make sure your opponent knows what your intention is concerning base contact, and simply move the models as close as possible.

Roll Dice in the Open


Roll your dice where all the players can see the results, rather than hidden behind terrain or out of sight.

Give Data Card Information


When your opponent asks you for a piece of information that is printed on one of your Data Cards (such as Defensive Value) give a truthful answer so that they can decide how to conduct their actions.

Tokens and Lying Models Down


CAV uses Tokens to mark several important events or pieces of information that occur during play. One such piece of information is when a Model is killed. Typically, it is preferable to remove the Model and replace it with a token because it leaves less clutter. A penny works great for a token! Some players prefer to use an old broken Model, cut up and glued to a hex base, since it creates a very cool visual effect. However, some players prefer to lay the killed Model over on its side or back to represent the fallen body. Either one is acceptable if it is agreed upon by all players.

Model Facing
The at base side closest to the front of the Model is considered to be the Models Front Facing. For a Model without a base, the front of the Model is considered to be the Models Front Facing.

Metric and Hexes


CAV measurements are listed in inches. However, for purposes of play, conversion is simple if you choose to use a metric measurement device or a hex map and substitute centimeters or hexes for inches. While the conversion may not be precise, it is more than sufcient for play.

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Materials Needed Ten-sided dice (D10) Six-sided dice (D6) (For damage tracking purposes only) Eight-sided dice (D8) (For damage tracking purposes only) Various CAV Miniatures (Models) Measuring devices (exible tape measures are best) A deck of standard playing cards Pennies, beads, or other small items to use as tokens.

The group of Models under a players control is called a Task Force. A players Task Force represents a group of armed forces participating in a battle during the Second Galaxy War. Several types of battles can occur as opposing Task Forces struggle for control of the galaxy. Anything from the capture of strategic objectives to simply a chance meeting engagement is possible. A Task Force is made up of smaller units called Sections. Sections are made up of the individual Models

in your force. Organizational rules govern how to assemble Sections and form your Task Force.

In

this part of the rules, we will cover: The Game Size The Data Card The Section A Galaxy At War

Before you can put together your Task Force, you and your opponents have to agree on a Game Size. The Game Size is the maximum amount of points you can spend on Models, options, and upgrades. Players are allowed to spend less

than or equal to the Game Size maximum, but never over it. It is recommended that games be limited from 2,000 to 4,000 points total on the tabletop until players become familiar with the rules and the play of the game.

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Before we discuss how to assemble the Sections of your Task Force, you need to know what a Model is capable of, so you can determine the strengths and weaknesses a Model brings to your Task Force. All information concerning a Model is shown on the Models Data Card and each Model has its own unique Data Card. By understanding and learning the Data Card of a particular Model, you will understand the capabilities of that Model and, in turn, deploy and use the Model to its utmost potential on the battleeld.

1) Name
The Model designation.

2) Afliation
Afliation represents which galactic Faction may eld this Model. Most Models will have Open listed as their afliation. This means that any Faction may eld it. If a Faction is listed, only a Task Force of that Faction can eld this Model.

3) Points
This shows how many points this Model will cost a player to be part of their Task Force. Remember, players are allowed to spend less than or equal to the Game Size maximum, but never over it.

4) Model Type
Model type represents what exactly the Model is. The Four Model Types are: CAV Gunship Infantry Vehicle CAV The rst Model Type is the CAV or Combat Assault Vehicle. CAV are the power base of the 23rd century battleeld. Towering above their opponents, they carry tremendous armor, repower, and are far more agile. They are the culmination of centuries of warfare. Gunship Gunships provide close air support and fast striking power. Advances in open shaft drive, ducted-fan, and other vertical take-off and landing technologies allow a Gunship to be 63

close at hand while retaining the ability to move quickly as the battle evolves. For Gunships present on the battleeld, this maneuverability has come at the expense of other capabilities such as supersonic ight and the easy transition from atmospheric to orbital altitudes. Infantry Terrans refer to the Infantry as The Queen of Battle. This is a reference to the role of the most powerful piece in a game of chess. Infantry, while seemingly fragile compared with CAVs, are nevertheless the heart and soul of any true military operation. Infantry take objectives and keep those objectives from falling back into enemy hands. Infantry are relatively inexpensive to equip and eld but are lethal in numbers. Only a foolish commander discounts the devastatingly real threat that infantry still present on the battleelds of the 23rd century. In CAV, an Infantry Model always refers to a single base with at least three, and up to ve, individual infantry gures glued to it. For ease of recognition during play, we suggest that players afx four infantry gures to a standard base to represent combat troops and three infantry gures to a standard base to represent specialized Infantry like Engineers and FiST. Five infantry gures should be reserved for advanced Models such as Infantry that have gained Experience (mainly for campaign play). Vehicle Vehicles are everywhere. Vehicles serve in multiple roles ranging from armored personnel carriers, to tanks, to supply transportation. While the CAVs often get more media attention, the Vehicles of an army are its mechanical backbone.

5) Model Role Designation


As part of a Task Force, each Model has a role to play in helping win the battle. To represent this, and make Task Force creation easier, each Model in CAV has a Model Role designation. The Model Role will tell you what the Model is designed to do and determine in which Section Types the Model may be included. Some Models have been assigned dual roles because they can be used in more than one fashion. These Models will have both Model Roles with a slash between them (e.g. Attack/Fire Support).

The Five Model Roles are: Attack Fire Support Recon Transport Support Attack The workhorse of the battleeld, an Attack Model is sent forward to strike an enemy. Fire Support An attacker cannot be everywhere at once, and it takes time to move across a battleeld when reacting to the enemy. A Fire Support Model helps keep an aggressive enemy at bay, since they are able to rain re down all over a battleeld from a stationary position. Recon Recon Models are not meant to go straight up the middle, towards the enemy, like an Attack Model would. Instead, they use their abilities to work through and around enemy strengths. Exposing and exploiting enemy weaknesses are their specialties.

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Transport Infantry may be the key to taking and holding the battleeld, but they still need to get there rst. Transport Models are essential to getting your infantry close to the objective or quickly out of harms way. Support Support units make up the vital backbone of any force. Allowing the combatants to take the battle to the enemy, the support units continue to keep the supplies owing and the forces ready for action.

or modify values present on the Models Data Card when certain conditions are met. Each SA is different. Specic instructions on its use and purpose can be found in Appendix C.

8) DT
Damage Track (DT) is a representation of how much Damage the Model may sustain before it is destroyed or rendered non-functional. Damage Tracks also determine the Models current abilities. As the Model takes Damage, effectiveness will actually degrade. A Model starts the game undamaged at DT 0. When it receives Damage, its new stats correspond to its damaged condition. When performing any Action, use the value listed on the Models current DT line. A Models current DT is equal to how many points of Damage it currently has. When the Model receives more Damage than it has DTs, the Model is destroyed.

6) Movement Class
The Movement Class (MClass) of a Model determines how well it will negotiate terrain and obstacles on the battleeld. The Movement Classes are: Foot, Tracked, Wheeled, Air, Hover, and Walker.

7) SA
Special Abilities (SA) represent abilities, equipment, or actions a Model may possess that make it unique in the game. These Special Abilities will either be a new type of action not already represented on the Models Data Card,

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12) TC
Example: Example: Jimmy has a Model with 4 Damage Tracks (0 through 3). In a single turn, the Model takes 3 points of Damage. During Jimmys following Action Phase, he wants to move and shoot with his Model. He would use the values listed for moving and shooting under DT 3, since his Model now has 3 points of Damage. Once Jimmys Model takes 1 more point of Damage (assuming it is not repaired rst,) it is destroyed and removed from play. Targeting Computer (TC) represents the Models ability to electronically target other Models. Targeting computers are used on Models that have special functions. The higher the TC, the more likely these functions are to succeed.

13) Rpr
Repair (Rpr) value represents how good a Model is at repairing itself when conducting a Repair Action. The higher the number, the more likely a Repair Action will succeed.

14) DV
Defense Value (DV) represents how hard it is to inict Damage to a Model. The higher the DV, the harder it is for a Model to be damaged during combat. To inict Damage, an Attack Roll must equal or exceed a Models DV.

15) Weapon Systems


Weapon Systems are used to conduct Ranged Attacks against opponents.

9) Mov
Movement Value (Mov) is how far, in inches, a Model may move during a single Movement Action. The terrain a Model moves through may affect the nal distance a Model will move.

10) Exp
Expertise (Exp) represents how well trained a Model is and how well it can accomplish certain special tasks. The higher a Models Exp, the more likely it is to succeed.

15a) Attack Type & Number of Weapons


The weapons Attack Type determines how a weapon can be used. It will either be a Direct Attack (DA) or an Indirect Attack (IA). A DA weapon can only be red when a Model has Line of Sight (LOS) to an opponent. An IA weapon can be red at an opponent, even without LOS. The number after the x represents how many of these weapons a Model has. For example, if a Data Card read x2 that would mean that it has 2 of these weapons, each of which can be red separately at different targets.

11) CCV
Close Combat Value (CCV) is how well a Model ghts the enemy at extremely short range. Close Combat in CAV is not hand-to-hand combat but rather the attempt to outmaneuver and outshoot an opponent in close quarters. The higher a Models CCV, the more likely it is to inict Damage during Close Combat.

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15b) Rng
Range (Rng) determines how far a weapon can shoot effectively. Range is broken down and measured with Range Bands. The amount listed here is the amount, in inches, for each Range Band.

15d) Type of Weapon


These are abbreviations of the type of weapon this Weapon System is. It has no in game effect, however it allows you to get a better feel for the model, as each type of weapon shares similar properties. The abbreviations stand for: GC Gauss Cannon GRC Gauss Rotary Cannon GGC Gatling Gauss Cannon PBG Particle Bolt Gun LBG Laser Bolt Gun DFM Direct Fire Missile IFM Indirect Fire Missile MG Machine Gun FL Flamer FAS Field Artillery System

15c) RAV
Ranged Attack Value (RAV) represents a weapons ability to inict Damage on an opponent. Several factors can determine the RAV of a Model. Hard-hitting rounds, explosive munitions, smart munitions, or advanced targeting systems are all factors that affect a Models RAV. Whatever the reason, the higher this value is, the more likely a weapon is to inict Damage upon an opponent when conducting a Ranged Attack.

15e) Name of the Weapon


This section also has no in-game relevance, it just gives you the name of the weapon.

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In CAV, the Section is the basic unit of play and organization, and is made up of different types of Models depending on the Sections Type. The Sections Type determines what Model Types and Model Roles may be present in the Section. A Task Force is made up of one or more Primary Sections and a variable number of Secondary Sections.

An Armor Section is made up of the following elements: 4-6 CAV and/or Vehicle Models. At least 3 of the models must be the Model Role of Attack. The balance may be the Model Role of Recon or Fire Support.

Section Type
The rst thing that must be determined when creating a Section in CAV is to decide which Section Type is to be built. The Section Type chosen will dictate the type and number of Models that may be elded in a given Section. Primary and Secondary are the two categories of Section Types. A Task Force cannot have more Secondary Sections than it has Primary Sections. Primary Sections are: Armor Mechanized Infantry Rie Specialist Secondary Sections are: Fire Support Flight Mortar Recon Transport

Primary Section Types


Armor Section The Armor Section is the most basic unit in CAV. It is typically where all the repower and ability to sustain damage are concentrated. An Armor Section must begin play with a minimum of four Models and a maximum of 6 Models. These Models must be CAVs and/or Vehicles.

Mechanized Infantry Section The Mechanized Infantry are the primary Infantry force used in the Second Galaxy War. The 23rd century battleeld relies heavily on repower, maneuverability, and speed. Mechanized Infantry Sections rarely ll their Transports to maximum capacity which makes room for extra ammunition, equipment, and wounded. A Mechanized Infantry Section is made up of the following elements: 4-8 Infantry Models with the Model Role of Attack. Transport Models of any Model Type sufcient to carry all the Infantry Models, but no more than one Transport per Infantry Model. Models with the Bulky SA count as two Models when determining both Section size and transport capacity.

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Rie Section Rie Sections are the footslogging infantry. Referred to as grunts, noigung, kharuk, and other affectionate terms throughout the Galaxy, the Rie Sections are the classic image of the infantry soldier. Rie Sections may be slow, but they are capable of devastating repower once they arrive. A Rie Infantry Section is made up of the following elements: 6-10 Infantry Models with the Model Role of Attack. Secondary Section Types Models with the Bulky SA count as two Models when determining Section size. Fire Support Section A Fire Support Section provides close, indirect re capability on the battleeld. Fire Support Sections are different from true artillery, which is represented by Strike Assets. A Fire Support Section is made up of the following elements: 4-6 CAV and/or Vehicle Models At least 3 of the models must have the Model Role of Fire Support. The balance may have the Model Role of Recon or Attack.

Specialist Section Specialist Sections are the catch-all. Models in the Specialist Section may perform any odd duties or roles that may be needed to complete a mission. Specialist Sections may begin play with as few as one and as many as four Models of any Model Type and Model Role. All Models in a Task Force with the Specialist SA must be part of this Section. If Infantry Models are taken, then transports may also be taken for them. These Transports do not count against the Section Model limit, but Transports taken cannot exceed the number of Infantry Model stands. A Task Force may only eld one Specialist Section. A Specialist Section is made up of the following elements: 1-4 Models of any Model Type and Model Role. Transport Models of any Model Type sufcient to carry all the Infantry Models, but no more than one Transport per Infantry Model. Models with the Bulky SA count as two Models when determining both Section size and transport capacity.

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4-6 Infantry Models. At least 4 of the models must have the Model Role of Fire Support. The balance may have the Model Role of Recon or Attack. Transport Models of any Model Type sufcient to carry all the Infantry Models, but no more than one Transport per Infantry Model. Models with the Bulky SA count as two Models when determining both Section size and transport capacity.

Flight A Flight Section provides close air support for ground forces. A Flight Section is made up of the following elements: 2 Gunship Models of any Model Role. If both of the Gunships in the Section have the Model Role of Recon, then the Flight Section also gains the abilities of a Recon Section during the Deployment Phase. Recon Section Recon Sections are the sneakers and peekers of the ground forces. They are often given the duty of arriving rst and retreating last. They are also usually tasked with anking and penetration missions around or behind enemy lines. A Recon Section is made up of the following elements: 4-6 CAV and/or Vehicle Models with the Model Role of Recon. Transport Section Transport Sections are available to move units not normally equipped with their own Transports like a Rie Section. 4-6 Models with the Model Role of Transport.

Mortar Section A Mortar Section is the Infantry way of reaching out to touch someone. A Mortar Section is made up of the following elements:

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From Appendix C -Special Abilities (SA) that concern: Task Force Creation

Specialist SA A Model with the Specialist SA may only be elded in the Specialist Section of a Task Force.

In the months preceding the start of war, it became clear that the goals of the major and minor galactic powers had become too different to amicably support continued friendly relations. Major media outlets suggested that Ritterlich and Adon were at each others throats, old wounds between the Terrans and the Rach had reopened, and the Malvernis and Templar religions had entered aggressive expansionist stages making them intolerable to the other governments and their citizens. Independent reports from nonMedia sources, like the Mercenary community, conrmed a decline in relationships between former allies. The Governments said nothing, suggesting that diplomatic solutions were still in process. Cynics observed that almost all the various governments were in economic decline and needed access to cheap resources primarily available on worlds that had become independent in the intervening years since the First Galaxy War. Within weeks, alliances had collapsed. Today, galactic member states that were former allies are now independent, ghting for control of their own territories and expanding into other sectors to secure buffer zones and resources. In the Second Galaxy War, planetary resources and military or political objectives are far more important than any sense of duty or responsibility to so called friendly nations. At this time, both the Grand Coalition and the Alliance of the rst Galaxy War are nothing more than memories.

Models and Faction Doctrines that are available to you.

The Six Largest Galactic Military Forces are:

Adon Malvernis Ritterlich Rach Templar Terran

Faction Doctrines Players elding a Task Force that consists entirely of Models that all have the same Government Faction Afliation (UCOR doesnt matter) on their Data Cards may choose one of that factions Faction Doctrines for their Task Force. Faction Doctrines may be found in Appendix E. Open Market Models The end of the First Galaxy War instantly created vast stockpiles of modern weapons across the galaxy. In an attempt to avoid reductions and cutbacks, the Corporations offered Mercenaries and security forces across the galaxy deep discounts and lucrative terms of purchase. This allowed them to expand in an unprecedented way. As the Second Galaxy War quickly heats up and Factions are activating old units, modern, ready to roll, equipment is in short supply. Compounding this situation is the fact that most of the weapons or inventories a faction currently uses were probably made by a UCOR that is now aligned with a potential enemy.

Faction Afliation
Six galactic empires, each with its own view and goals, are ghting in the Second Galaxy War. Your Task Force is just a part of one of these vast armed forces. The Faction you play is an important choice, as it will determine both the 71

Some factions have chosen to ret and upgrade certain weapon platforms to ll gaps in specic mission requirements important to their military planners. Others are simply pressing older equipment into service as they retool and reconstitute a new manufacturing base for modern weapon platforms. These CAVs, Vehicles, and Gunships are called Open Market Models. Open Market Models are available for use by any faction. Open Market Models, when elded in a pure Faction Afliation Task Force, are treated as Models of that Faction for purposes of Faction Special Abilities. If a Task Force is constructed solely of Open Market Models, it is an Independent Faction.

Independent Factions
Players may also choose to eld a Task Force that is not aligned with any major faction. Such a force is considered an Independent Task Force. The Independent Task Forces represent independent soldiers, mercenaries, pirates, local planetary defense forces, corporate security troops, etc. Independent Task Forces are composed of only Models with the Open Market designation on their Data Card. Independent Task Forces have the advantage of exibility by not being limited to the Models of one Faction. Independent Task Forces have the disadvantage of not being able to employ any of the major factions Doctrines.

The modern battleeld can be described as organized chaos in motion. Despite that appearance, there exists a highly evolved system of maneuver, engagement, and exploitation. The ability to outmaneuver your opponent and bring decisive forces to bear has always been the key to victory. In CAV, this factor is just as important.

In this part of the rules, we will cover: The First Turn of the Game Game Turns after the First Turn

The rst turn in a CAV game consists of the six phases listed below. All subsequent turns consist of the last three phases: Initiative, Action and End. Battle Setup Deployment Zone Pre-Battle Action Phase Initiative Phase Action Phase End Phase

Battle Setup
To play a game of CAV, you rst need a place in which to play it. Since the earliest days of the hobby, war games have been played on just about any available surface, from kitchen and dining room tables to dedicated game tables in the den. Players take miniature versions of buildings, trees, hills, rivers, and more and place them on the battleeld to simulate the effects of terrain when they are playing. For CAVs purposes, we suggest scattering terrain pieces to 72

represent urban ruins, walls, vegetation, forests, bracken, and hills or rivers in a manner suitable to the scenario being played. We suggest that a good CAV play area is either a 4 by 6 rectangle for most games, or a 4 by 4 square surface for smaller games of 2000 points or less. Players should always discuss and agree upon terrain and cover types before play begins.

Creating a Draw Deck


A Draw Deck is formed using a simple deck of playing cards. Each player is assigned a suit, and one card from each players suit is put into the Draw Deck for every Section they have in their Task Force. After each player has put the appropriate number of their assigned suit cards into the deck, shufe the cards. Once the cards have been shufed, it is a simple matter of turning over the top card to see who gets to go. During the course of the game, it is often helpful for each of the players to keep a card of their suit nearby as a reminder of the suit that belongs to them. Bonus Cards Some Scenarios, events, or Special Abilities (SA) will grant the option of adding extra or bonus cards to the Draw Deck. Each time Players form the Draw Deck for either Deployment or Initiative, players with Bonus Cards may choose whether or not to include some or all of their Bonus Cards in the Draw Deck.

Deployment Zone
After the battleeld has been set up, players determine their Deployment Zone (DZ). The DZ is the area in which players will place their Task Forces at the start of the game. Deployment Zones will often be determined by scenario rules. If a scenario lacks a dened DZ, the default DZ is the width of the table and up to 6 from the table edge.

Objective

Buildings
4 Feet

Road

DEPLOYMENT ZONE
4 F e e t
16"

Conducting Deployment
C

13

11" 19" Building 2A

Building 4A

Building 3A

5" Building 1 1"


16"
A 8"

Building 4B
5"
B

Building 2B

Building 3B

4"

After you have assembled and shufed the Draw Deck, ip the top card over. The player whose suit is drawn must now place one of their Sections within the Deployment Zone. After placing the Section into the Deployment Zone, the next card in the Draw Deck is ipped over, and the process is repeated until every Section is deployed. During the Deployment Phase, players that have Recon Sections in their Task Force have the ability to Bury a card of the suit assigned to their Task Force. Burying a card is a simple matter of taking the card that was just ipped over and putting it face down on the bottom of the Draw Deck. Players may Bury drawn cards only once for each Recon Section in their Task Force. This ability only allows players to bury their own cards, not the cards of other players.
Recon Sections in the Deployment Phase

18"

12

DEPLOYMENT ZONE

Factory Complex - 6 Scenario Points - 4 Elimination Points Each side has ve (5) turns Building 1 - 12 Diameter Building 2 A & B - 4 X 5 Objective B & C - 4 Diameter Building 3 A & B - 4 X 4 Objective A - 6 Diameter Building 4 A & B - 4 X 10 Deployment Zone- 6 X 48

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Delayed Deployment Certain scenarios, Section types, or SAs will involve delaying deployment of some or all of your Sections at the beginning of the game. In these cases, Sections or Models that are not Deployed add no cards to the Deployment Deck. They also do not add cards to the Initiative Deck until the Turn they enter the board. Sections that delay deployment are placed on the board according to the instructions of the scenario or by the instructions of the Section type or SA. In the absence of delayed deployment instructions, the Section or Models deploy inside the Deployment Zone. Model States Model States, or effects that normally require an Action during play, may be considered performed at the time of initial deployment unless otherwise described in the Scenario notes. For example, Infantry may deploy either Mounted in their Transports or Dismounted with their Transports nearby.

Pre-Battle Action Phase


Some Models may take actions before anyone else in the Task Force. This extra Action might represent the result of good reconnaissance, extraordinary abilities, equipment, or just plain good luck. Create a Draw Deck, shufe it, and draw a card. The player whose suit is drawn may conduct Pre-Battle Actions with any and all Models that may do so. Players conduct all of the Pre-Battle Actions they are entitled to, at once, when their card is drawn. In a game with more than two players, continue to draw cards until all players have had a chance to conduct their Pre-Battle Actions. Recon Models Models that are the Model Role Recon may make a single Movement Action during the PreBattle Action Phase.

Initiative Phase Action Phase End Phase

Action Phase
After you have assembled and shufed the Draw Deck, ip the top card over. The player whose suit is drawn must now Activate one of the players Sections. Players may not choose to Activate a Section that has already been Activated this Turn. To Activate a Section again, a player must wait until the following Turn. If a player has already Activated all of the players Sections, simply ignore any extra cards as they are ipped over. Once all Sections have been Activated for this Turn, proceed to the End Phase.

Initiative Phase
To keep a game from being a hectic, confusing mess, games have a system for determining who goes rst or next. In CAV this is called Initiative, and the Initiative of each player is determined by the draw of cards from the Draw Deck. Initiative is an important element of the game and will dictate the ebb and ow of the battle. Create a Draw Deck as described in the Deployment Phase.

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Taking Action Once a Section has been Activated, its Models can conduct a move, attack other Models, or conduct any Action they are allowed to take. Each Model in an Activated Section may perform two Actions. To help you keep track of which Sections have already been Activated during this turn, place tokens next to the Models of previously Activated Sections. You can also ip over the Data Cards of Sections that have already been Activated.

twice in the same turn. You can execute the same Repeatable Action twice during your turn. You may perform your Actions in any order you desire.

Types of Actions
In CAV there are three types of Actions: NonRepeatable Actions, Repeatable Actions, and Free Actions. Each type is fairly self-explanatory. Sometimes a Model may not want to do anything at all, or it may want to perform only one Action. If this is the case, the extra Action is lost and may not be saved or transferred to other Models. An Activated Model may perform up to two Actions in a turn. Non-Repeatable Actions are just that, a Model can only use them once during the Models turn. You can execute two different Non-Repeatable Actions in the same turn. You cannot execute the same Non-Repeatable Action Non-Repeatable Actions: Ranged Attack Standard Ranged Attack Run N Gun (Uses both Actions) Salvo Strike Fire Close Combat Regroup Specialty Target Lock Jamming Repeatable Actions: Movement Mount/Dismount Repair

The combinations of Actions you use can be very important to achieving a victory. As an example: A Section of four Specters need to keep moving and still provide devastating Fire Support. To do this, the rst Specter would use the Action Target Lock and, with its Chain-Fire Pod, ensure attacking re was as deadly as possible. For its second Action, it would use its Movement to keep advancing. The remaining three Specters would each conduct a Ranged Attack Action to tap into the Chain-Fire and follow it up with a Movement Action.

Free Actions Sometimes in the course of reading a description of an Ability, you may run across Actions that are referred to as Free Actions. These are Actions that may be taken by Models without using either of the two Actions you are allowed to take when Activated. Unless the Actions description states otherwise, Free Actions resolve instantly. Each Free Actions description will give you instructions on how to resolve it.

Declaring Actions
The rst step in performing an Action is to tell your opponent what Action the Model is going to attempt. This is called Declaring an Action. Once you have Declared your Actions, you may

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begin to Resolve them as allowed by the rules. You are not allowed to premeasure any Distances on the board until you have Declared an Action. If you have Declared an Action and cannot perform it as Declared because you do not have enough Range, Movement, or are unable to fully complete it as desired, you must still perform the Action to the best of your ability. In the worst case, you will forfeit the Action you declared. Once a player has begun resolving a Declared Action they cannot stop and change their Declaration. Order of Performing Actions CAV, like other R.A.G.E. games, is fairly freeform in the sense that you have a wide choice of Actions to choose from, and there is no set order in which a players must perform their Actions. Some of their Models may perform a Repeatable Action and then a Non-Repeatable Action, and then the rest of the Section may perform NonRepeatable Actions and then a Repeatable Action. Any combination of Actions is valid, and each Model may perform Actions irrespective of the other Models in its Section. Declaring and Conducting NonRepeatable Actions There is one very important rule about performing Non-Repeatable Actions. When conducting a Non-Repeatable Action of any type, all Models in the Active Section that are conducting the same type of Non-Repeatable Action must perform it at the same time. That means all Models in the Active Section that are conducting the same type of Non-Repeatable Action must Declare that they will be performing it BEFORE any of them may begin Resolving it. Different Types of Ranged Attacks A Model may conduct only one type of Ranged Attack Action in a single turn. All Ranged Attack Actions, regardless of type, must be declared and resolved at the same time.

Example: Todd has an Armor Section with two CAV and two Vehicles in it. If he wanted one of his CAV to perform a Ranged Combat Attack Action, any other Models in the Section that he also wanted to perform a Ranged Combat Attack Action must do so at the same time. He would Declare all of the Models that are performing a Ranged Combat Action before beginning to resolve any of the Ranged Attacks.

Conducting a Specialty Action A Specialty Action is a unique Non-Repeatable Action made by a Model. An example of a Specialty Action would be a Model with the FiST SA calling in an airstrike. When a Specialty Action is called for, the instructions to resolve it, if any, will be included in the text.

Resolving Actions
Once you have Declared a Models Action, nd out if the Models Action is successful. How you determine success depends on the Action you There are 4 ways an Action may be Resolved. Automatic Success 10 Or Better Roll (10+ Roll) Target Value Or Better Roll (TV+ Roll) Opposed Roll are taking. Automatic Success With some things there is just no chance of failure. No die roll is required by this type of Action; they merely succeed.

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10 or better roll (10+ Roll) A 10 or better roll (10+) requires players to roll a D10 and add an appropriate (Exp or Rpr) stat from the Models Data Card. If this 10+ Roll is greater than or equal to a 10, the Action is successful. Target Value or better (TV+ Roll) A Target Value or better (TV+ Roll) occurs when an Action directly affects another Model, either an enemy or a friendly one, caught at the wrong place at the wrong time. TV+ Rolls require a player to roll a D10, add an applicable stat from their own Models Data Card, and meet or beat a stat on the Data Card of the Target Model. Opposed Roll Opposed Rolls require both the player controlling the acting Model and the player controlling the Model acted upon to roll a d10 and add applicable stats from their Models own Data Cards. The player with the highest result is the winner. In the case of ties, the Model taking the Action wins. Auto 10 The Auto 10 rule represents that there is always a chance to succeed, even if it is a small one. If a player rolls a natural 10 (the D10 has the 10 side facing up), the Action is considered to be a success regardless of what number the player was required to roll in order to meet or beat the target. Sometimes rolling an Auto 10 will give the Action better results! Rolling a 1 does not indicate an automatic failure. Concerning Ranged Attacks, the Auto 10 die roll does not apply beyond Long Range.

End Phase
After every Section on the battleeld has been Activated once during a game turn, it is time to wrap up the loose ends and prepare for a new Turn. This part of a Turn is called the End Phase. To end a Turn, the players must quickly review the progress of the game, determine if the battle is to continue, and adjust the Initiative Deck as needed. Special Rules Any Special Rules or effects awaiting the End Phase now take effect. Players establish if any Scenario Objectives have been met that trigger other events or possibly even end the game. Victory or Continue Players determine if one of the Sides has won the battle or scenario. If The Game Ends If the conditions for ending the game have been met, then determine the winner of the game. Review the victory conditions of the game or scenario and calculate any victory points. If the Game Continues If it is determined that the conditions for ending the game have not been met a new Turn begins.
Prepare the Initiative Phase and Remove Cards

Remove one Initiative Card of the corresponding suit from the Initiative Deck for each Section that was completely eliminated from play by destruction or Regrouping during the Turn. Also remove any extra Initiative Cards for each destroyed Model that possessed a SA that granted an extra Initiative Card. Begin the next turn.

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So youve brought your army to the battleeld, now its time to move across, engage, and dispatch the enemy force that opposes you.

In

this part of the rules we will cover: Movement Base-to-Base Contact Transporting Infantry

The distance a Model may move is the Movement Value (Mov) listed on the Models Data Card. Different types of Terrain (such as hills, trees, or water) may adversely affect the distance a Model may move during a Movement Action. Sometimes other things, like buildings or other Models, may slow down or impede your movement. Movement Action To move, a player declares that one of their Activated Models is performing a Movement Action. A Movement Action is a Repeatable Action. The Model performing the Movement Action may now move from zero to a number of inches equal to the current Movement Value (Mov) shown on the Models Data Card. Measuring Movement To avoid moving too far, or worse, shorting you some vital movement distance, all measurements should be measured from the same point on the Model each time, usually the center of the Model. Facing Facing is the way a Model is oriented on the tabletop battleeld, i.e. which side the front of the Model is turned to face. In some situations how a Model may react will depend upon the

Models Facing. A Model may freely turn to face any direction while conducting a Movement Action.

Terrain

Imagine what you might encounter as you walked from the north side of your hometown to the south side. Fields, streets, cars, walls, buildings, hills, and rivers would all be types of Terrain you might encounter. Terrain is a term to describe obstacles that compose your tabletop battleeld.

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Terrain Modiers As a Model moves across the battleeld, certain types of Terrain may modify a Models Mov by speeding up or slowing down the Model while the Model negotiates the terrain. Terrain Modiers apply when a Model enters that particular type of Terrain (or negotiates a listed obstacle). Terrain Modiers stop when a Model exits that particular type of Terrain. When crossing Terrain, if any part of the Models base touches another type of Terrain, the Model must use the Terrain Modier value for the least favorable Terrain Type being traversed. To compute the cost in movement to negotiate a specic type of Terrain, multiply the type of movement by the Terrain Modier listed below. Models Move Class (MClass) Foot Tracked Wheeled Air Hover Walker Road Bonus x.5 x1 x.5 x1 x1 x1 Open Terrain x1 x1 x1 x1 x1 x1 Rough Terrain x2 x2 x3 x1 x1 x2 Light Woods x1 x2 x2 x4 x2 x2 Heavy Woods x2 x4 NA NA x4 x3 Marsh, Swamp, Shallow Water x3 x3 NA x1 x1 x2 Under Water NA x4 Vertical Obstacles, Field Works x2 x3 Urban Debris x2 x2 N/A = Impassable to Models with this MClass NA NA x4 NA x2 x1 NA x3 x3 x3 x2 x2

may a Models base overlap another Models base. In the event a Model does not have a base, the gap between the un-based Model and any other Model or obstruction must be the width of the un-based Model plus on either side. There are two exceptions to this rule:

Air
Models with MClass Air do not act as an Model or obstruction for purposes of blocking another Models movement. Any Model may move through any Model with this MClass as long as it does not end its Movement overlapping the Models base.

Moving Through or Between Other Models and Obstructions


Generally a Model can only move next to or between Models and objects where the base of the moving Model physically ts. At no time

Friendly Infantry
Friendly Infantry Models do not block another Models movement. A Model may move through friendly Infantry as long as it does not end its movement overlapping the Infantrys base.

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Base-to-Base Contact (B2B) indicates that two Models are touching each other. Only Models in B2B can conduct a Close Combat Action. Opposing Models in B2B do not have to conduct a Close Combat Action simply because they are in B2B. Models moving into B2B contact and not conducting a Close Combat Action must declare they are not conducting a Close Combat Action. Models in B2B and not involved in a Close Combat Action may conduct a Ranged Attack.

valid B2B. A Model without a base is considered to be in valid B2B with a Model mounted on a base when any part of the unbased Model is in contact with any at side of the base of the target Model. Two unbased Models are in valid B2B when in contact with each other.

Leaving Base-to-Base Contact


A Model already in B2B with an enemy Model may declare a Movement Action to leave B2B. A Model may not leave B2B during the same Activation that it has conducted a Close Combat Action.

Contact with Enemy Models


Any B2B with an enemy Model immediately ends a Models Movement Action. This rule is ignored if the opposing Model involved in the B2B is a Model with MClass Air.

Gunship and Base-to-Base Contact with ground Models


Gunship do not operate on the same vertical level as ground Models, therefore, they are never considered to be in B2B with any Model unless a special rule or situation states otherwise.

Infantry Charge Bonus


Infantry gain 2 of Straight-Line Movement (Mov) when conducting a Movement Action if this additional Movement will bring them into B2B with an enemy Model. If the Charge Bonus does not allow the Infantry to come into B2B with an enemy Model, then the charging Infantry is moved back to where it was before the Charge Bonus was applied. Infantry may only gain a Charge Bonus once in a single Activation. Straight-Line Movement means that any bonus Move gained by the Charge must be in a straight line with no Facing changes or turns allowed. Terrain modiers still apply. The Charge attempt must be Declared when Movement is Declared and prior to any measurement.

Based and Unbased Models


For Models mounted on a base, valid B2B is very simple to determine. Valid B2B has been achieved when the two Models involved have at base sides touching. Corner only contact is not

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Infantry are slow when compared against the speeds that Vehicles or Gunships are able to attain. To solve this problem on the uid battleelds of the 23rd century, equipment and training has been developed to get soldiers into and out of transports very quickly. In CAV, the Mount/Dismount Action governs this type of activity.

Using a Transport that is Part of a Different Section

A Transport does not have to be part of the same Section to transport Models.

Getting Off a Transport


Infantry Models perform a Mount/Dismount Action to get into or out of a Transport. A Mount/ Dismount Action is a Repeatable Action. Dismounting Infantry are placed anywhere within B2B with the Transport. If no space is available for dismounting Infantry to be in B2B with the Transport, the dismount is cancelled and the Action lost. Infantry Models may dismount directly into B2B with an enemy Model.

Taking Damage while Transporting Infantry


Anytime a Transport takes Critical Hit Damage, any Infantry Models it is currently transporting takes a single point of Damage. A destroyed Transport also destroys any Infantry it was transporting.

Hitching a Ride
The easiest way for Infantry to get somewhere faster is to get a ride inside a Transport. While they are inside, the Transport simply moves to wherever they need to be. Once the Transport gets there, they jump out and take the ght to the enemy.

Shooting from Inside the Transport


While Transports are good at getting Infantry where they need to go, Infantry generally cannot perform any Ranged Attack Actions inside the Transport unless a SA special rule or situation states otherwise.

Getting on a Transport
Infantry Models perform a Mount/Dismount Action to get into or out of a Transport they are in B2B with. A Mount/Dismount Action is a Repeatable Action. The Transport must have available Transport Space for the Infantry Models.

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Bulky SA A Model with the Bulky SA counts as being two Models for the purpose of Transport. The Bulky SA also affects what type of Sections the Model may be a part of and how many may be a part of that Section. Dropship/# SA The Model is capable of carrying CAV, Gunship, & Vehicle Models. The indicated number is the amount of Transport Space the Model has to carry Models. A Dropship may only carry Models equivalent to its Transport Space. Dropships may also be used to carry Infantry Models. Four Infantry Models count as one Model. Infantry Models with the Bulky SA count as two Infantry Models for this purpose. Gunport SA If a Transport has the Gunport SA and is transporting Infantry, one of the Infantry Models inside may conduct a single Direct Ranged Attack. Infantry loaded into a Transport that belongs to a different Section can only conduct this SA during the Action Phase of the Transport. Hauler SA A Model with the Hauler SA is a Logistics Transport. Haulers are by default empty if purchased for use in regular games of CAV. Empty Haulers function as if they had the Transport/3 and the Gunport SA. Hauler, Cruise SA A Model with the Hauler Cruise SA is a Cruise Missile Transport truck. Cruise Haulers are by default empty if purchased for use in a regular game of CAV. Empty Cruise Haulers function as if they had the Transport/2 and the Gunport SA. Optionally, a Cruise Hauler Model may add any single Cruise Missile Strike as an Upgrade Asset. The point cost of the Strike is added to the cost of the Model. When a Cruise Missile Strike is added to the Model, the Model loses the Transport/2

and Gunport SA. The Cruise Hauler may now be used as the point of deployment for the Cruise Missile Strike instead of the Deployment Zone table edge. Increased Mobility SA A Model with the Increased Mobility SA treats the following Terrain as Open Terrain: Rough Terrain Vertical Obstacles Field Works Urban Debris Infantry, Airborne SA An Infantry Model with the Infantry, Airborne SA may leave any Transport at any point during either its own Action Phase or the Transports Action Phase. This SA allows the Infantry Models to dismount, or jump, anywhere along the movement path of the Transport. The Mount/ Dismount Action of Infantry with the Airborne SA is a Free Action and does not cost an Action Point to conduct. Infantry, Shock SA The Mount/Dismount Action of Infantry with the Infantry, Shock SA is a Free Action and does not cost an Action Point to conduct. Infantry, Jet Pack SA An Infantry Model with the Infantry, Jet Pack SA uses the MClass of Air to conduct movement around the battleeld and also adds +2 to the Models Mov. Transport/# SA A Model with the Transport SA is the fastest way to move Infantry Models around the battleeld. The indicated number is the amount of Transport Space the Model has to carry Infantry Models. A Transport may only carry Infantry Models equivalent to its Transport Space. Infantry Models with the Bulky SA count as being two Models for Transport Space purposes.

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A battleeld is an extremely cluttered place. Walls, towers, destroyed equipment, structures, terrain, and fortications all add up to make the job of seeing the enemy that much harder. In playing CAV you will need to be able to understand how the battleeld affects what you can and cannot see and, in turn, what you can and cannot shoot.

In

this part of the rules, we will cover: Line of Sight Infantry & Gunship Cover

LOS is very important in CAV. The successful completion of several Actions in CAV requires you to be able to see your opponent. Unfortunately for you, most times there will be intervening Models or terrain that will be between you and your opponent. In this section, we will discuss how to determine LOS to your opponent, and the effects of any intervening Models. Checking for LOS is only required if there is a chance that something might be blocking a Models LOS path.

The Line of Sight Corridor (Ground Level)


With this option, the line is drawn at ground level from the center of your Model to any part of the target Models base. If there is anything within the Corridor, such as another model or building edge, there is no LOS. Therefore, your Model may not conduct a ranged attack or do anything else that requires LOS.

Establishing Line of Sight (LOS)


To have a valid LOS from your Model to your opponents Model, you must create a LOS Corridor that is wide between the two Models. To construct this Corridor you rst draw a line between the two Models and then add 1/8 to each side of the line. If there is anything within the Corridor, such as another models base or a building edge, there is no LOS. There are two ways you can check for LOS. If either way establishes a valid LOS, then you have LOS to the target

The Line of Sight Corridor (Eye Level)


With this option, the line is drawn at eye level from the center of your Model to any part of the target Models upper area. If there is anything within the Corridor, such as another model or building edge, there is no LOS. Therefore, your Model may not conduct a ranged attack or do anything else that requires LOS. Eye Level is considered to be the top of the models head or cockpit. This is more of a visual rather than mechanical way of establishing LOS. In the event players disagree as to where the head of a model is, consult your Tournament Organizer or roll a die.

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Eye Level and Base Height


Eye Level assumes that no modications or buildups have been made to a Models base. In the event a Models base has been altered, the location of the Models Eye Level is changed to reect where Eye Level would have been had the Models base never been modied. As an Example: A Model on a base that has had a high rock ledge added would have its Eye Level lowered .

Always remember the golden rule for Line of Sight (LOS): If it can see you, you can see it!

Two Model types are special when it comes to blocking Line of Sight. The rst Model type, Infantry, is fairly well spread out when moving and hardly impedes modern weaponry or targeting systems. The second Model type on the tabletop battleeld, a Gunship in Flight (a Gunship is always considered to be In Flight), is considered to be in a stationary place for only a brief moment in time. Even when a Gunship

is stationary, it will move slightly as it hovers in position. Infantry and Gunship Models do not block Line of Sight for anything except Models of the same Model Type. In other words, Infantry only block LOS for other Infantry, regardless of what they are shooting at, and Gunship only block the LOS of other Gunships regardless of what they are shooting at.

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Cover is a function of surrounding terrain and should not be confused with LOS. The benet of being in cover, or the detriment of shooting at a Model in cover, is that the Ranged Attack suffers penalties. There are two types of Cover: Light Cover and Heavy Cover.

Determining Cover Types


Before play begins, players should determine which terrain pieces on their battleeld provide cover and whether it is Light Cover or Heavy Cover.

Light Cover
Light Cover includes light and medium woods, rough terrain, and unarmored structures. Ranged Attacks against a Model in Light Cover suffer a Light Cover Penalty (-1).

Appropriate Use

Cover Penalties apply only if the direction of the Ranged Attack is such that the Cover would help the defender. The direction of the Ranged Attack is the LOS Corridor used to establish LOS. For a Model to gain the benet of Cover, the Cover must obscure at least 25% of the Models mass. In the event players disagree as to whether Cover applies to the situation, consult your Tournament Organizer or roll a die.

Heavy Cover
Heavy Cover includes heavy woods and armored structures. Ranged Attacks against a Model in Heavy Cover suffer a Heavy Cover Penalty (-2).

Pop-Up SA As a Specialty Action, a Model with the Pop-Up SA may rise up to re and then immediately drop back down. This Pop-Up ability is usually used from defensive positions to deny an enemy Direct Fire Ranged Attack by denying the enemy a LOS Corridor. To represent this, a Model with this SA would make its Eye Level LOS Corridor check at a point 1 above the actual model cockpit. This

means that the ability to immediately drop back down may prevent a Model from conducting a Defensive Fire due to lack of LOS. Rat SA Models with the Rat SA treat No Cover as Light Cover and Light Cover as if it were Heavy Cover.

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Your opponent has fallen into your trap, and it is now time to start shooting and send him back home crying. In this part of the rules, we will cover: Ranged Attacks Determining Range Ranged Attack Situation Modiers Ranged Attack Resolution

Defensive Fire Defensive Fire Attack Resolution Critical Hits Salvo Strike Fire Run n Gun

In CAV, Ranged Attacks are conducted by a player at the Section level. Once you have activated a Section you can choose to conduct a Ranged Attack with some, all, or none of the Models in the Section.

Direct Fire and Indirect Fire Ranged Attacks


In CAV, there are two basic ways to shoot at your enemy. You can shoot straight at a target your Model has LOS to with a Direct Fire Attack (DA), or you can shoot up and over an obstacle so your shot will come down on someone you cannot see with an Indirect Fire Attack (IA). When Activated, a Model may choose to re all of their DA Weapon Systems or re all of their IA Weapon Systems, but an individual Model cannot re both a DA and an IA Weapon System during a single Activation. Different Models in the same Section may choose to re different types of attacks.

Whether DA or IA, all Ranged Attacks are conducted using a simple process. To begin, Declare all Models that will conduct a Ranged Attack. Next, determine any Situation Modiers that might apply. After that, Resolve the Ranged Attacks. If a target is destroyed, remove it from play.

Conducting Ranged Attacks

Declare Your Attacks and Targets


Before you begin resolving your Ranged Attacks, you must rst let your opponent know: a) which of your Models are shooting, b) what weapons they are using to shoot, and c) which Models you are shooting at. This is referred to as Declaring Targets. You must declare all targets for the Active Section before you can begin to resolve any Ranged Attacks for that Section.

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Lost Ranged Attacks


If a Model is destroyed and removed from play before all Ranged Attacks that have been Declared against it have been resolved, unresolved Ranged Attacks are lost. Those Ranged Attacks cannot be redirected against new targets.

When performing the Ranged Attack at any point other than the beginning or the end of the Movement, mark where the Model will end its Movement and actually place the Model where it will be when the Ranged Attack is conducted. Once both the Ranged Attack and any Defensive Fire attacks are resolved, move the Model to the end of its Movement. If the active Model has taken any Damage from a Defensive Fire, it must now take into consideration its newly lowered Mov. Rather than completing the anticipated movement, the Model will simply move in the same direction as planned and end its Movement when it runs out of Mov. If the newly lowered Mov is lower than the distance it has already moved this Activation, it simply does not move any further this Activation. This maneuver costs both Actions for the conducting Model.

Ranged Attacks While Performing Movement


A Model may perform both a Movement and a Ranged Attack simultaneously in CAV. To do this the active player must declare both the Movement Action and the intended Ranged Attack Action at the same time. The Ranged Attack may be conducted at any point along the movement path.

The chance that something might occur that will cause the Ranged Attack to do less damage than expected or intended increases the farther any Ranged Attack has to travel to its intended target. The modern battleeld is full of Ranged Attack hazards intended to foil attackers. Electronic counter measures, electronic targeting misinformation, chaff, thermal smoke, electronic ghosts, ares, IFF, and network hacking are some of the things working against you as you conduct a Ranged Attack. Range Bands are used to represent these hazards on the CAV battleeld. Each Range Band between a Model and a target will add penalties to any Ranged Attack. Each weapon listed on a Models Data Card has a Range Value (Rng). The number shown for the weapons Rng is the distance (in inches) for each Range Band.

DA weapons have: Point Blank Zone Short Range Medium Range Long Range Beyond Long Range IA weapons have: No Fire Zone Short Range Medium Range Long Range Beyond Long Range

Point Blank Zone


DA weapons are most effective at extremely close ranges. The rst 12 for DA weapons is the Point Blank Zone. DA weapons red at targets within this zone add +1 to their Attack Rolls. Weapon Systems with Rng less than 12 still receive this bonus regardless of Range Band.

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No Fire Zone
By the very nature of their design, IA weapons are not functional at extremely close ranges. The rst 12 for IA weapons is the No Fire Zone. IA weapons cannot conduct a Ranged Attack against targets inside their No Fire Zone.

of (-2) per Range Band past the Long Range Band. Certain Actions, such as Defensive Fire, may not be conducted Beyond Long Range. Additionally, the Auto 10 die roll does not apply beyond Long Range.
LONG
RANGE BAND

Short Range
The rst Range Band a weapon can re inside and conduct a Ranged Attack against a target is the Short Range Band. No penalties are taken for ring inside a weapon Short Range Band.
ME

M RANGE BAN DIU D

SH

R A NG E B RT A
IA

NO FIR

ND
54

36

12
-P OINT BLA
N K

18

DA

Medium Range
The second Range Band a weapon can re inside and conduct a Ranged Attack against a target is the Medium Range Band. Ranged Attacks conducted inside the Medium Range Band suffer the Medium Range Penalty of (-2).

Long Range
At the outside of a weapons ability to shoot effectively is the Long Range Band. Ranged Attacks conducted inside the Long Range Band suffer the Long Range Penalty of (-4).

Ranged Attack Situation Modiers


-2 For each Range Band past the Short Range Band -1 Target in Light Cover -2 Target in Heavy Cover + Each Weapon used in a Salvo Fire Strike - Each Weapon red in a Run N Gun Action + Piercing/# SA versus Models without the Soft SA + Shredder/# SA versus Models with the Soft SA + TC Attacker in the AOE of a Model that has activated the Target Lock SA - TC Defender in the AOE of a Model that has activated the ECM SA

Beyond Long Range


Most weapons have the ability to shoot much farther than their Long Range, but targeting accuracy and kinetic damage dramatically drop to a point that makes any attack all but useless. Any Ranged Attack conducted past the Long Range Band is considered Beyond Long Range and will suffer the Beyond Long Range Penalty Examples: A DA weapon has a Rng of 18, Its Range Bands would be: Point Blank Zone 0-12 Short 0-18 Medium (-2) 18.01-36 Long (-4) 36.01-54 Beyond Long Range (-2 per each 18)

A IA weapon has a Rng of 18, Its Range Bands would be: Safety No Fire Zone 0-12 Short 12.01-18 Medium (-2) 18.01-36 Long (-4) 36.01-54 Beyond Long Range (-2 per each 18)

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Resolving Ranged Attacks is a multi-step process. The following are the steps required to resolve a Ranged Attack. The player who controls the Model(s) conducting the Ranged Attack is the attacker, and the player that controls the target

Model(s) is the defender. Ranged Attacks and Defensive Fire are considered simultaneous, and all damage takes affect after all Ranged Attacks and Defensive Fire have been resolved.

Ranged Attack Resolution 1) Attacker Declares all Ranged Attacks and checks LOS for any DAs. 2) Attacker chooses which of the Ranged Attacks to resolve rst. Once Ranged Attack resolution against a target has begun, all Ranged Attacks against a particular target are resolved before proceeding to the next target. 3) Determine which, if any, Situation Modiers apply to the Ranged Attack. 4) Locate the attacking Weapons RAV on the Models Data Card. For each weapon being red, a separate roll must be made. Roll a D10 and add the Weapons RAV as well as add or subtract any Situation Modiers to the Ranged Attack D10 roll. The result of this formula is called the Attack Roll. If a Natural 10 is rolled when making an Attack Roll, the attack is considered a Critical Hit, and the possible addition of extra damage to the defender may occur. 5) Compare the Attack Roll result to the defending Models DV. If the result is equal to or greater than the defending Models DV, a point of Damage has been dealt to the defenders Model. If a target is destroyed before all Ranged Attacks declared against it have been resolved, the unresolved Ranged Attacks are ignored and cannot be reassigned to other targets. 6) After all Ranged Attacks against the defenders Model have been resolved, the defender marks any Damage inicted with a D6, or other marker, next to the Model.

Repeat this process from Step 2 until all of the defenders targeted Models have had the Declared Ranged Attacks against them resolved. Once all of the attackers Ranged Attacks have

been resolved, the defender conducts any Defensive Fire they are eligible for. All damage takes affect after all Ranged Attacks and Defensive Fire have been resolved.

Models in CAV dont sit idly by while they are under attack. Whenever possible, they give as good, if not better, than they get. When a Model is the target of a Ranged Attack, it checks to see if it is eligible to shoot back at an attacking Model.

Defensive Fire is a Free Action, and is performed anytime a defending Model subjected to Ranged Attack is eligible to conduct it.

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Determining When a Model Can attacker, the defender can only choose one target to conduct the Defensive Fire attack against and Conduct Defensive Fire
Any defending Model attacked by an enemy DA or IA may check to see if they are eligible to conduct a Defensive Fire attack. Only a Model that has both LOS to an attacking Model and a DA weapon can actually conduct Defensive Fire. Unless allowed by a specic SA, IA weapons cannot be used in Defensive Fire. Defending Models conducting a Defensive Fire can only do so against enemy Models that attacked them. Defensive Fire is conducted immediately after the attacks that initiated it are resolved.

use only one weapon in the Defensive Fire attack against the target. A defending Model is eligible to conduct one Defensive Fire against one target of each activated enemy Section during the course of a complete game turn.

Defensive Fire Attacks and Range Bands


No Defensive Fire of any type can be conducted beyond Long Range. If the target of the IA Defensive Fire attack is inside the Close Range Band of the weapon, the IA Defensive Fire attack for that weapon automatically fails.

Quantity of Defensive Fire Attacks


No matter how many Defensive Fire attacks a defending Model might be eligible to conduct against the Models in the Section of an activated

Defensive Fire Attack Resolution 1) The defender Declares all of his Defensive Fire attacks and checks the LOS for DAs. If the defender does not have LOS to a target Model, it may not conduct a Defensive Fire against it. 2) The defender chooses which of the Models that is being targeted by Defensive Fire they want to resolve the Defensive Fire attack against rst. Once Defensive Fire resolution against a target has begun, all Defensive Fire attacks against a particular target are resolved before proceeding to the next target. 3) Determine which, if any, Situation Modiers apply to the Defensive Fire attack. 4) Locate the attacking Weapons RAV on the Models Data Card. For the weapon being red, roll a D10 and add the Weapons RAV as well as add or subtract any Situation Modiers to the Ranged Attack D10 roll. The result of this formula is called the Attack Roll. If a Natural 10 is rolled when making an Attack Roll, the attack is considered a Critical Hit and the possible addition of extra damage to the defender may occur. 5) Compare the Defensive Fire Attack Roll result to the defending Models DV. If the result is equal to or greater than the defending Models DV, a point of Damage has been dealt to the defender. If a target is destroyed before all Defensive Fire declared against it have been resolved, the unresolved Defensive Fire Attacks are ignored and cannot be reassigned to other targets. 6) After all Defensive Fire Ranged Attacks against the defenders Model have been resolved, the defender marks any Damage inicted with a D6, or other marker, next to the Model.

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Repeat this process from Step 2 until all of the defenders targeted Models have had the Defensive Fire attacks against them resolved.

All damage takes affect after all Ranged Attacks and Defensive Fire have been resolved.

Anytime you roll a natural or Auto 10 on any Attack Roll, you have a chance of doing extra Damage. To see what, if any, extra damage you might have inicted, you need to roll a second new Attack Roll. Add the same Situation Modiers to this roll as you did in the original Attack Roll. Next, subtract the target Models DV from the result of your second Attack Roll. If the difference is a positive number, the amount of the difference is the additional points of Damage you have inicted on the target Model. If the difference is equal to zero or a negative

number, then no additional points of Damage have been inicted. Please note that to certain circumstances it is possible that a weapon will have no chance in inict extra Damage, as the Attack Roll required the player to roll more than a 10. The Auto 10 rule does not apply to Critical Hit Attack Rolls, as you must have a positive result to achieve additional Critical Hit damage.

Take that for your time n trouble is a phrase often heard over Tactical Section Communication Nets throughout the galaxy. Hearing this in your headset means only one thing, someone has locked the re of ranged weapons together and made a single massive attack. Against a single target, in an attempt to have a better chance of inicting damage on that target, a Model with multiple Weapon Systems that have the same type of Ranged Attack Type (DA or IA) may re them all in unison in a single Salvo Strike Fire Action. A player executing a Salvo Strike Fire Action makes a single Attack Roll for the entire attack and not a separate Attack Roll for each weapon. A player chooses which Weapon System will be the primary one used in this attack. The primary Weapon Systems RAV and SAs (such as

Piercing/#) will be used for this attack. All other weapons will simply add +1 to the attack. In a Salvo Strike, no weapon can be used if the target is Beyond Long Range. All Situational Modiers for the Ranged Attack are added only once into a Salvo Strike Fire Action Ranged Attack, and they are not added or subtracted for each same-type Weapon System used in the attack. A Salvo Strike Fire Action cannot be used for a Defensive Fire attack. A Salvo Strike Fire Action uses the shortest Rng of all the Weapon Systems used in the attack.

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As an Example: An Assassin is ring a Salvo Strike at a hard target model that is 40 away. The Assassin has two Gauss cannons with a RAV 1, Piercing/4, Rng 24 and one DFM with RAV 2, Rng 32. The Salvo Strike would use the Gauss cannon to be the primary weapon used in this attack. The Range Band would be 24, as this is the shortest Rng of all the Weapon Systems used in the attack. The nal RAV would be 1+4 for the rst weapon and +1 to that for the second Gauss cannon and +1 for the DFM and 2 for the target being in the second Range Band, for a total RAV of +5. This +5 is added to the single Attack Roll and, if successful, will cause a single point of damage. If a Critical Hit occurs, only one die is rolled.

Sometimes you really need to get where youre going fast, but you still need to lay down re. The Run NGun Action is similar to the Ranged Attack While Moving; however, you are able to perform two Movement Actions and a Ranged Combat Action by using both Actions. The penalty

for performing a Run NGun is 2 of Movement from the Models Mov stat on the Data Card and a -1 Ranged Situational Modier for each Weapon System used in the Run NGun.

Adjustable Munitions SA A Weapon System with this SA may variate slightly the RAV and AOE of an attack. The player has two choices: 1) Trade a - 1 RAV penalty for an additional 1 to the AOE of the attack up to a maximum of 2 steps. The Model cannot lower your RAV below 0.

Anti Gunship (AA) SA A Weapon System with the AA SA may be used when attacking re from a Model with the Model Type of Gunship falls within 6 inches of the defending Model with the AA SA weapon. If the attack has an AOE, the center of the AOE must be within 6 inches of the defending Model with the AA SA weapon, after computing any Drift. Only Weapon Systems with the AA SA may be red defensively in this manner. A Model with an AA SA weapon may conduct Defensive Fire regardless of whether or not the attacking enemy Model has inicted any damage on any defending Model. If the model with the AA SA is the target of the attack they do not get multiple Defensive Fire attacks.

Or 2) Trade a - 1 AOE penalty for an additional +1 to the RAV of the attack up to a maximum of 2 steps. The Model cannot lower your AOE below 0.

If the AOE is lowered to 0, then the attack only needs to touch any part of the target Models base.

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AOE/# SA A Weapon System with this SA does not target and attack a single Model as in a normal Ranged Attack. Instead, it targets and attacks all Models inside the Area Of Effect (AOE) of its attack. The size of an AOE is listed as a number in the SA. The number is the radius of the AOE measured outward from the target point. AOE/2 would target and attack all friendly and enemy Models that have at least the center of their model base area within the circular 2 radius (or 4 diameter). AOE Target Point Roll You have double-checked your GPS location, the target GPS coordinates have been conrmed, and the computer has a valid ring solution. Its time to let the attack y. A Weapon System with the AOE SA must check to make sure that the attack hits the intended Target Point. To do this, the controlling player makes a 10+ Roll by adding the Models TC to a D10 die roll. If the sum is less than 10 the attack will Drift. AOE Drift Roll When an attack with the AOE SA fails to hit the originally intended Target Point, it still comes down somewhere. To determine where an attack that Drifts comes down, simply roll a ten sided die (D10). This is called the Drift Roll. This one roll will indicate a random direction and a random distance from the original Target Point

to the new Target Point. The shape of the visible surface of the ten-sided die determines the direction of Drift. The narrow point of the top facet indicates the direction. The number visible indicates the number of inches that the attack drifts away from the target point. AOE and Range Bands For Ranged Attacks with the AOE/# SA, Range Band penalties are not applied to an Attack Roll. Instead Range Band penalties are applied to both the AOE Target Point Roll and the AOE Drift Roll. This makes it both harder to hit the target point and increases the drift of an attack that misses its target point. For the AOE Target Point Roll any range band penalty is subtracted from the roll. For the AOE Drift Roll any range band penalty is added to the number of inches the attack drifts away from the target point. Assault SA A Model with the Assault SA reduces the Situation Modier penalty caused by the Model conducting a Run N Gun Action by up to 2 points. The Assault SA does not provide a bonus to a Models Attack Roll but only reduces the penalty for the Run N Gun Action. Blaster SA The DA Weapon System with the Blaster SA has an improved chance to land a Critical Hit. If the attack hits, and the Attack Roll is a natural 9 or 10, the attack is automatically considered a Critical Hit. Roll for Critical Hit Damage. Blaster does not stack with any other SA unless it specically states that it stacks with Blaster. Chain-Fire Pod SA (CFP) A Model with the CFP SA has the ability to coordinate the AOE attacks of friendly Models. The Range (Rng) of the CFP is 24 and suffers Range Band penalties as normal attacks. To do this, the Model rst must declare and conduct a Target Lock Action against the target. Next, the

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Model with the CFP makes its Target Point Roll (adding their Target Lock bonus) and resolves, if required, any AOE Drift Roll. Once this is completed, any Activated Model within 6 of the CFA model may choose to use the Target Point determined above for their AOE attacks. This effect expires when the model ends its Activation. Only Models that have not already attempted to make their Target Point Roll may Chain-In and use this Target Point. The Model that determined the Target Point may also re at the Target Point. Models without the CFP SA may Chain-In and use the Target Point. Counter-Battery SA A Model may not conduct Defensive Fire with an Indirect Attack weapon. The exception to this rule is Models with the Weapon System CounterBattery SA. Weapons with the Counter-Battery SA may conduct Indirect Attack Defensive Fire with one of their IA weapons instead of normal Defensive Fire. The Counter-Battery SA may be used when attacking IA re falls within 6 inches of the defending Model with the Counter-Battery SA. If the attacking IA has an AOE, the center of the AOE must be within 6 inches of the defending Model with the Counter-Battery SA, after computing any Drift. A Model with the Weapon System CounterBattery SA may conduct IA Defensive Fire regardless of whether or not the attacking enemy Model has inicted any damage on any defending Model. Remember, if the target of the IA Defensive Fire attack is inside the No Fire Zone, the IA Defensive Fire attack for that weapon automatically fails. Flamer SA Flamethrowers are a unique weapon type. A Weapon System with this SA does not target and

attack a single Model as in a normal Ranged Attack. Instead, it targets and attacks all Models inside the Area Of Effect of this attack. The Flamer AOE is a 2 wide rectangle starting at the edge of the Models base and stretching out to the end of the weapons Long Range Band. FRS/# SA A Model with FRS has several additional Fire Resolution Systems linked together on board. This allows the Model to deliver a more precise AOE attack. When a Model with the FRS/# SA fails its Target Point Roll, the model receives a minus to the Drift Roll equal to the numeric value of the SA. FRS/2 would subtract 2 inches from the Drift Roll. Any sum less than zero results in the attack hitting the original Target Point. Linked SA A Weapon System with the Linked SA may reroll any missed Attack Roll once. The re-rolled Attack Roll can be from either conducting a Ranged Attack or conducting Defensive Fire. The Linked SA does not grant the ability to roll twice and keep the preferred result. The Linked SA does not grant the ability to re-roll a Critical Hit die roll.

For example, a Model with two DA Weapon Systems with the Linked SA could re-roll each Weapon Systems Direct Attack once.

NRF SA NRF stands for No Rear Fire. A Weapon System with the NRF SA may not conduct a Ranged Attack or Defensive Fire attack against any target inside the Models rear 180-degree arc. The line for this arc runs from left to right through the center of the Models base.

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Overdrive SA A Weapon System with this SA gains the option to inict one additional point of damage when a successful Ranged Attack has been made. The player must declare the use of an Overdrive SA shot before resolving it. If the attack is successful, the defender takes an additional point of damage, and the attacker takes a point of damage. If the attack is unsuccessful, the attacker still takes a point of damage. A Model with multiple weapons with this SA may Overdrive each attack. Due to onboard safety protocols, this SA cannot be used if the damage received by using this SA would destroy the Model. The Overdrive SA cannot be used in any Defensive Fire. Piercing/# SA A Weapon System with this SA gains a Situational Modier equal to the numeric value of the SA. Piercing/2 would add a +2 to the Attack Roll against all Models that do not have the Soft SA.

Shielding/# SA Models with the Shielding/# SA are less affected by Critical Hits. A Critical Hit does less points of extra damage to a Model equal to the numeric value of the Shielding/# SA. The Shielding/# SA does not affect the normal damage inicted by any attack and reduces only Critical Hit damage. Shredder/# SA A Weapon System with this SA gains a Situational Modier that is equal to the numeric value of the SA. Shredder/2 would add a +2 to the Attack Roll against all Models that have the Soft SA. Smart SA Munitions with the built-in ability to choose, track, and guide themselves to a target are called Smart Weapons. Weapon Systems with the Smart SA reduce from 2 to -1 the Situation Modier penalties of Range Bands. Soft SA The Model is considered a Soft Target for all rules and effects.

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Whether dug-in, shot up, or in need of some friends to help carry the day, you have the tools at hand to lead your Task Force to victory! In this part of the rules, we will cover: Close Combat Close Combat Resolution Target Lock Jamminig

Repair Regrouping Sections Specialty Actions

So the enemy is over there and dug into that ruined building. Shooting and bombing them is just not working because they have too much cover. Its time for a Close Combat assault! Close Combat assault is not hand-to-hand combat, but rather the attempt to outmaneuver and outshoot your opponent in close quarters. Factories, trenches, and city ghting scenarios will see extensive use of Close Combat assault. To perform a Close Combat Action against an

enemy Model, an attacking Model must be in B2B with the defender. Close Combat Situation Modiers
+1 to the Attackers Attack Roll for every Supporting Attack Model involved in the Close Combat Action. +/# Avenger/# SA versus Infantry in Close Combat +4 Satchel Charge versus Non-Infantry

Resolving Close Combat Attacks is a multi-step process. Below are the steps required to resolve a Close Combat Attack. The player who controls the Model(s) conducting the Close Combat Attack is the attacker, and the player that controls the target Model(s) is the defender. A Close Combat Attack and Defense is considered simultaneous, and all damage takes affect after the Close Combat has been resolved. Repeat from step 3 until either the defending

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Close Combat Resolution 1) The Attacker Declares all Close Combat Attacks. 2) The Attacker chooses which of the Close Combat Attacks he wants to resolve rst. For Close Combats that involve more than one attacking Model, choose one of the attacking Models to be the Primary Attacker. All other attacking Models are called Supporting Attackers. Only roll once using the Primary Attackers CCV and DV for calculating Close Combat results. So choose a Model that gives you the best numbers. 3) Determine which, if any, Situation Modiers apply to the Close Combat Attack. ATTACKER: Locate the attacking Models CCV on the Models Data Card. Roll a D10 and add the Models CCV and add or subtract any Situation Modiers to the attack D10 roll. The result of this formula is a called the Attack Roll. If an Auto 10 is rolled when making an Attack Roll, the attack is considered a Critical Hit, and the possible addition of extra damage to the defender may occur. 4) Compare the Attack Roll result to the defending Models DV. If the result is equal to or greater than the defending Models DV, a point of Damage has been dealt to the defender. DEFENDER: Locate the defending Models CCV on the Models Data Card. Roll a D10 and add the Models CCV to the attack D10 die roll. The result of this formula is called the Attack Roll. If an Auto 10 is rolled when making an Attack Roll, the attack is considered a Critical Hit, and the possible addition of extra damage to the attacker may occur. 5) Compare the Attack Roll result to the Primary attacking Models DV. If the result is equal to or greater than the Primary attacking Models DV, a point of Damage has been dealt to the Primary Attacker. 6) Apply all damage. Model is destroyed, or all of the attacking Models are destroyed. A different Primary Attacker may be chosen each time. Close Combats last until one side or the other is destroyed.

Avenger/# SA Models with the Avenger SA are specically equipped to attack Infantry in Close Combat. The Avenger SA can only be used: a) When a Model with the Avenger SA is the Primary Attacker against a defender that is an Infantry Model. Or

b) When a Model with the Avenger SA is the defender in a Close Combat Attack where any Attacker is an Infantry Model. The Model with the Avenger SA receives a Situational Modier, equal to the numeric value of the SA, to its Attack Roll. If the Model with the Avenger SA is only a Supporting Attacker, or there are no Infantry Models attacking it, NO bonus is given. Avenger/2 would add a +2 to the Attack Roll against all Infantry Models.

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The Model spends an action to Target Lock an enemy Model and adds a Target Lock bonus equal to its TC to all of its Attack Rolls versus that model. If the attack is an AOE attack, the

bonuses are instead added to AOE Target Point roll. Multiple Target Lock bonuses (such as multiple EST bubbles) do not stack.

The Model spends an action Jamming the enemy and adds a Jamming Bonus against Ranged Attacks, equal to its TC to its DV. Jamming lasts until the Models next Activation.

If the attack is an AOE attack, the bonuses are subtracted from the AOE Target Point roll. Multiple Jamming bonuses (such as multiple ECM pod bubbles) do not stack.

ECM Pod SA A Model with the ECM SA conducts a Jamming Action to add a Jamming bonus against Ranged Attacks, equal to its TC, to the DV of all friendly Models within the AOE. The AOE lasts until the models next Activation. The number value of the Models TC is also the radius of the AOE measured outward from the center of the Model with this SA. A TC of 2 would affect the DV of all friendly Models in a circular area with a 2 radius (or 4 diameter). If the attack is an AOE attack, the bonuses are instead subtracted from the AOE Target Point roll. Multiple Jamming Bonuses do not stack. For a Model to benet from this SA, it must be within the AOE when it is attacked. Electronic Source Targeting (EST) SA A Model with the EST SA that conducts a Target Lock Action will add its Target Lock bonus equal to its TC to all of its Attack Rolls versus any model. It will also add this bonus to all friendly

Models within an AOE, and the AOE lasts until the models next Activation. The number value of the Models TC is also the radius of the AOE measured outward from the center of the Model with this SA. A TC of 2 would affect the Attack Rolls of all friendly Models in a circular area with a 2 radius (or 4 diameter). If the attack is an AOE attack, the bonuses are instead added to the AOE Target Point roll. Multiple Target Lock Bonuses do not stack. For a Model to benet from this SA, it must be within the AOE when it attacks.

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So, you just got issued this brand new Emperor CAV, and now it has a big smoking hole in it. Better get some repairs going. All types of Models in CAV have the ability to remove Damage from themselves. This might entail microscopic repair nanites for a huge CAV or maybe a buddy with a rst aid kit.

Lingering Damage
While eld repairs are better than no repairs, the Model will still not be as good as new. Repair Actions cannot repair a Model back to the undamaged state of Damage Track 0. Once a Model has been damaged, it will always have at least one point of damage for the rest of the battle. This is why Models that do not have at least 3 Damage Tracks do not have the ability to Repair (Rpr). Models without a Repair value may not perform a Repair Action.

Repair Action
A Repair Action requires a 10+ Roll. The Model conducting the Repair Action simply rolls a D10 and adds its Repair (RpR) to it. If the modied result is 10 or better, a point of Damage is removed.

Critical Success
On the roll of a Natural 10, the Repair Action removes an additional point of damage. Lingering Damage may still not be removed.

Rugged SA When a Model with the Rugged SA conducts a successful Repair Action it is always considered to be a Critical Success, and an additional point of

Damage for a total of 2 DTs is repaired. Rolling a Natural 10 provides no further benet to Models with the Rugged SA. Lingering Damage may still not be removed.

During a battle, Sections can take casualties to a point that will make them ineffective for the rest of the battle. By performing a Regroup Action, players can take two Sections that have suffered heavy casualties and make one stronger Section out of them.

Regroup Action

To perform a Regroup Action, both Sections must have fewer Models in them than the maximum allowed for their Section. The Active Section may only regroup with a Section that has not already been Activated during this Turn.

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All Models in the Active Section perform a simultaneous Regroup Action, and both Sections are combined into one Section. If the Sections being combined contain vastly different Model Types and Model Roles, the Section will become a Specialist Section. While prohibited by Task Force Creation rules, a player may eld more than one Specialist Section in their Task Force

when this Regroup Action has formed them. Any extra Models that will not t into the newly formed Section are removed from play immediately, and your opponent(s) receive points for the removed Models as if they had been Destroyed. Once the new Section has been formed, Models from the unactivated Section have one remaining Action.

A Specialty Action is a Action that allows a Model to perform Special Actions granted to them by an SA, Model type, or purchased upgrade.

Example: Example: A Model with the Engineer SA may use a Specialty Action in an attempt to remove a mineeld.

Engineer SA A Model with the Engineer SA may use Battleeld Assets that require this SA. Engineers may also conduct any required scenario Specialty Action such as clear roads or blow a bridge. Scenario Specialty Actions are usually resolved by making a 10+ Roll. FiST FiST stands for Fire Support Team. An Infantry Model with the FiST SA may call in Strikes from the Task Forces Strike Pool using a Specialty Action.

Upgrade (Name) SA This Model comes with an Upgrade or Asset as standard equipment. The Upgrade or Asset cannot be purchased a second time. If the gained Upgrade or Asset is normally a single use item (such as a Battleeld Asset), Models with this SA have unlimited uses of that particular Upgrade or Asset.

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This concludes the basic core rules section of the CAV rulebook. At this time, we would like to take a moment to thank you for supporting our company by purchasing and reading this book. All of us involved with the creation and development of CAV and the Reaper Adventure Game Engine (R.A.G.E.) hope it lives up to your expectations, but, alas, as with all games there can be questions. To help you answer any questions you have please check the CAV discussion boards located on our website www. reapermini.com or the errata and update pages located at fan community website: www.reapergames.com

No web access? Never fear, mail your questions to:


Reaper Miniatures Attention: CAV Questions P.O. Box 293175 Lewisville, Texas 75029-3175 Please format your questions so that they can be answered by a single yes or no. Please allow 4-6 weeks for a written reply.

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Special Abilities help dene and highlight the differences between similar Models in CAV. Some Special Abilities improve Model performance while other Special Abilities limit the abilities of a Model to better reect the design of the equipment.

A Model with an AA SA weapon may conduct Defensive Fire regardless of whether or not the attacking enemy Model has inicted any damage on any defending Model. If the model with the AA SA is the target of the attack they do not get multiple Defensive Fire attacks.

Adjustable Munitions SA
A Weapon System with this SA may variate slightly the RAV and AOE of an attack. The player has two choices: 1) Trade a - 1 RAV penalty for an additional 1 to the AOE of the attack up to a maximum of 2 steps. The model cannot lower your RAV below 0. Or 2) Trade a - 1 AOE penalty for an additional +1 to the RAV of the attack up to a maximum of 2 steps. The model cannot lower your AOE below 0. If the AOE is lowered to 0, then the attack only needs to touch any part of the target Models base.

Avenger/# SA
Models with the Avenger SA are specically equipped to attack Infantry in Close Combat. The Avenger SA can only be used: a) When a Model with the Avenger SA is the Primary Attacker against a defender that is an Infantry Model. Or b) When a Model with the Avenger SA is the defender in a Close Combat Attack where any Attacker is an Infantry Model. The Model with the Avenger SA receives a Situational Modier, equal to the numeric value of the SA, to its Attack Roll. If the Model with the Avenger SA is only a Supporting Attacker, or there are no Infantry Models attacking it, NO bonus is given. Avenger/2 would add a +2 to the Attack Roll against all Infantry Models.

Anti Gunship (AA) SA


A Weapon System with the AA SA may be used when attacking re from a Model with the Model Type of Gunship falls within 6 inches of the defending Model with the AA SA weapon. If the attack has an AOE, the center of the AOE must be within 6 inches of the defending Model with the AA SA weapon, after computing any Drift. Only Weapon Systems with the AA SA may be red defensively in this manner.

AOE/# SA
A Weapon System with this SA does not target and attack a single Model as in a normal Ranged Attack, but instead targets and attacks all Models inside the Area Of Effect (AOE) of its attack. The size of an AOE is listed as a number in the SA. The number is the radius of the AOE measured outward from the target point. AOE/2

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would target and attack all friendly and enemy Models that have at least the center of their model base area within the circular 2 radius (or 4 diameter). AOE Target Point Roll You have double-checked your GPS location, the target GPS coordinates have been conrmed and the computer has a valid ring solution. Its time to let the attack y. A Weapon System with the AOE SA must check to make sure that the attack hits the intended Target Point. To do this, the controlling player makes a 10+ Roll by adding the Models TC to a D10 die roll. If the sum is less than 10 the attack will Drift. AOE Drift Roll When an attack with the AOE SA fails to hit the originally intended Target Point, it still comes down somewhere. To determine where an attack that Drifts comes down, simply roll a ten sided die (D10). This is called the Drift Roll. This one roll will indicate a random direction and a random distance from the original Target Point to the new Target Point. The shape of the visible surface of the ten-sided die determines the direction of Drift. The narrow point of the top facet indicates the direction. The number visible indicates the number of inches that the attack

drifts away from the target point. AOE and Range Bands For Ranged Attacks with the AOE/# SA, Range Band penalties are not applied to an Attack Roll. Instead Range Band penalties are applied to both the AOE Target Point Roll and the AOE Drift Roll. This makes it both harder to hit the target point and increases the drift of an attack that misses its target point. For the AOE Target Point Roll any range band penalty is subtracted from the roll. For the AOE Drift Roll any range band penalty is added to the number of inches the attack drifts away from the target point.

Assault SA
A Model with the Assault SA reduces the Situation Modier penalty caused by the Model conducting a Run N Gun Action by up to 2 points. The Assault SA does not provide a bonus to a Models Attack Roll but only reduces the penalty for the Run N Gun Action.

Blaster SA
The DA Weapon System with the Blaster SA has an improved chance to land a Critical Hit. If the attack hits, and the Attack Roll is a natural 9

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or 10, the attack is automatically considered a Critical Hit. Roll for Critical Hit Damage. Blaster does not stack with any other SA unless it specically states that it stacks with Blaster.

Bulky SA
A Model with the Bulky SA counts as being two Models for the purpose of Transport. The Bulky SA also affects what type of Sections the Model may be a part of and how many may be a part of that Section.

defending Model with the Counter-Battery SA. If the attacking IA has an AOE, the center of the AOE must be within 6 inches of the defending Model with the Counter-Battery SA, after computing any Drift. A Model with the Weapon System CounterBattery SA may conduct IA Defensive Fire regardless of whether or not the attacking enemy Model has inicted any damage on any defending Model. Remember, if the target of the IA Defensive Fire attack is inside the No Fire Zone, the IA Defensive Fire attack for that weapon automatically fails.

Chain-Fire Pod SA (CFP)


A Model with the CFP SA has the ability to coordinate the AOE attacks of friendly Models. The Range (Rng) of the CFP is 24. To do this the Model rst must declare and conduct a Target Lock Action against the target. Next the Model with the CFP makes its Target Point Roll (adding its Target Lock bonus) and resolves, if required, any AOE Drift Roll. Once this is completed, any Activated Model within 6 may choose to use the Target Point determined above for their AOE attacks. This effect expires when the model ends its Activation. Only Models that have not already attempted to make their Target Point Roll may Chain-In and use this Target Point. The Model that determined the Target Point may also re at the Target Point. Models without the CFP SA may Chain-In and use the Target Point.

Dropship/# SA
The Model is capable of carrying CAV, Gunship, & Vehicle Models. The indicated number is the amount of Transport Space the Model has to carry Models. A Dropship may not have more Models inside of it than it has Transport Space. Dropships may also be used to carry Infantry Models. Four Infantry Models count as one Model. Infantry Models with the Bulky SA count as being two Infantry Models for this purpose.

ECM Pod SA
A Model with the ECM SA conducts a Jamming Action to add a Jamming bonus against Ranged Attacks, equal to its TC, to the DV of all friendly Models within the AOE, and the AOE lasts until the models next Activation. The number value of the Models TC is also the radius of the AOE measured outward from the center of the Model with this SA. A TC of 2 would affect the DV of all friendly Models in a circular area with a 2 radius (or 4 diameter). If the attack is an AOE attack, the bonuses are instead subtracted from the AOE Target Point roll. Multiple Jamming Bonuses do not stack. For a Model to benet from this SA, it must be within the AOE when it is attacked.

Counter-Battery SA
A Model may not conduct Defensive Fire with an Indirect Attack weapon. The exception to this rule is Models with the Weapon System CounterBattery SA. Weapons with the Counter-Battery SA may conduct Indirect Attack Defensive Fire with one of their IA weapons instead of normal Defensive Fire. The Counter-Battery SA may be used when attacking IA re falls within 6 inches of the

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Electronic Source Targeting (EST) SA

A Model with the EST SA that conducts a Target Lock Action will not only add its Target Lock bonus equal to its TC to all of its Attack Rolls versus any model, it will also add this bonus to all friendly Models within an AOE. The AOE lasts until the models next Activation. The number value of the Models TC is also the radius of the AOE measured outward from the center of the Model with this SA. A TC of 2 would affect the Attack Rolls of all friendly Models in a circular area with a 2 radius (or 4 diameter). If the attack is an AOE attack, the bonuses are instead added to AOE Target Point roll. Multiple Target Lock Bonuses do not stack.

FRS/# SA
A Model with FRS has several additional Fire Resolution Systems linked together on board. This allows the Model to deliver a more precise AOE attack. When a Model with the FRS/# SA fails its Target Point Roll the model receives a minus to the Drift Roll equal to the numeric value of the SA. FRS/2 would subtract 2 inches from the Drift Roll. Any sum less than zero results in the attack hitting the original Target Point.

Gunport SA
If a Transport has the Gunport SA and is transporting Infantry, one of the Infantry Models inside may conduct a single Direct Ranged Attack. Infantry loaded into a Transport that belong to a different Section can only conduct this SA during the Action Phase of the Transport.

Engineer SA
A Model with the Engineer SA may use Battleeld Assets that require this SA. Engineers may also conduct any required scenario Specialty Action such as clear roads or blow a bridge. Scenario Specialty Actions are usually resolved by making a 10+ Roll.

Hauler SA
A Model with the Hauler SA is a Logistics Transport. Haulers are by default empty if purchased for use in regular games of CAV. Empty Haulers function as if they had the Transport/3 and the Gunport SA.

FiST SA
FiST stands for Fire Support Team. An Infantry Model with the FiST SA may call in Strikes from the Task Forces Strike Pool using a Specialty Action.

Hauler, Cruise SA
A Model with the Hauler Cruise SA is a Cruise Missile Transport truck. Cruise Haulers are by default empty if purchased for use in a regular game of CAV. Empty Cruise Haulers function as if they had the Transport/2 and the Gunport SA. Optionally, a Cruise Hauler Model may add any single Cruise Missile Strike as an Upgrade Asset. The point cost of the Strike is added to the cost of the Model. When a Cruise Missile Strike is added to the Model, the Model loses the Transport/2 and Gunport SA. The Cruise Hauler may now be used as the point of deployment for the Cruise Missile Strike instead of the Deployment Zone table edge.

Flamer SA
Flamethrowers are a unique weapon type. A Weapon System with this SA does not target and attack a single Model as in a normal Ranged Attack, but instead targets, and attacks, all Models inside the Area Of Effect of this attack. The Flamer AOE is a 2 wide rectangle starting at the edge of the Models base and stretching out to the end of the weapons Long Range Band.

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Increased Mobility SA
A Model with the Increased Mobility SA treats the following Terrain as Open Terrain: Rough Terrain Vertical Obstacles Field Works Urban Debris

For example, a Model with two DA Weapon Systems with the Linked SA could re-roll each Weapon Systems Direct Attack once.

NRF SA
NRF stands for No Rear Fire. A Weapon System with the NRF SA may not conduct a Ranged Attack or Defensive Fire attack against any target inside the Models rear 180-degree arc. The line for this arc runs from left to right through the center of the Models base.

Infantry, Airborne SA
An Infantry Model with the Infantry, Airborne SA may leave any Transport at any point during either its own Action Phase or the Transports Action Phase. This SA allows the Infantry Models to dismount, or jump, anywhere along the movement path of the Transport. The Mount/ Dismount Action of Infantry with the Airborne SA is a Free Action and does not cost an Action Point to conduct.

Overdrive SA
A Weapon System with this SA gains the option to inict one additional point of damage when a successful Ranged Attack has been made. The player must declare the use of an Overdrive SA shot before resolving it. If the attack is successful the defender takes an additional point of damage and the attacker takes a point of damage. If the attack is unsuccessful the attacker still takes a point of damage. A Model with multiple weapons with this SA may Overdrive each attack. Due to onboard safety protocols this SA cannot be used if the damage received by using this SA would destroy the Model. The Overdrive SA cannot be used in any Defensive Fire.

Infantry, Shock SA
The Mount/Dismount Action of Infantry, with the Infantry Shock SA is a Free Action and does not cost an Action Point to conduct.

Infantry, Jet Pack SA


An Infantry Model with the Infantry, Jet Pack SA uses the MClass of Air to conduct movement around the battleeld and also adds +2 to the Models Mov.

Piercing/# SA Linked SA
A Weapon System with the Linked SA may reroll any missed Attack Roll once. The re-rolled Attack Roll can be from either conducting a Ranged Attack or when conducting Defensive Fire. The Linked SA does not grant the ability to roll twice and keep the preferred result. The Linked SA does not grant the ability to re-roll a Critical Hit die roll. A Weapon System with this SA gains a Situational Modier equal to the numeric value of the SA. Piercing/2 would add a +2, to the Attack Roll against all Models that do not have the Soft SA.

Pop-Up SA
As a Specialty Action a Model with the Pop-Up SA may rise up to re and then immediately drop back down. This Pop-Up ability is usually used from defensive positions to deny an enemy Direct

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Fire Ranged Attack by denying the enemy a LOS Corridor. To represent this a Model with this SA would make its Eye Level LOS Corridor check at a point 1 above the actual model cockpit. This means that the ability to immediately drop back down may prevent a Model from conducting a Defensive Fire due to lack of LOS.

Soft SA

The Model is considered a Soft Target for all rules and effects.

Specialist SA
A Model with the Specialist SA may only be elded in the Specialist Section of a Task Force.

Rat SA
Models with the Rat SA treat No Cover as Light Cover and Light Cover as if it were Heavy Cover.

Transport/# SA
A Model with the Transport SA is the fastest way to move Infantry Models around the battleeld. The indicated number is the amount of Transport Space the Model has to carry Infantry Models. A Transport may not have more Infantry Models inside of it than it has Transport Space. Infantry Models with the Bulky SA count as being two Models for Transport Space purposes.

Rugged SA
When a Model with the Rugged SA conducts a successful Repair Action it is always considered to be a Critical Success and an additional point of Damage for a total of 2 DTs is repaired. Rolling a Natural 10 provides no further benet to Models with the Rugged SA. Lingering Damage may still not be removed.

Upgrade (Name) SA
This Model comes with an Upgrade or Asset as standard equipment. The Upgrade or Asset cannot be purchased a second time. If the gained Upgrade or Asset is normally a single use item (such as a Battleeld Asset), Models with this SA have unlimited uses of that particular Upgrade or Asset.

Shielding/# SA
Models with the Shielding/# SA are less affected by Critical Hits. A Critical Hit does less points of extra damage to a Model equal to the numeric value of the Shielding/# SA. The Shielding/# SA does not affect the normal damage inicted by any attack and reduces only Critical Hit damage.

Shredder/# SA
A Weapon System with this SA gains a Situational Modier, equal to the numeric value of the SA. Shredder/2 would add a +2, to the Attack Roll against all Models that have the Soft SA.

Smart SA
Munitions with the built-in ability to choose, track, and guide themselves to a target are called Smart Weapons. Weapon Systems with the Smart SA reduce from 2 to -1 the Situation Modier penalties of Range Bands.

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Battleeld Assets help you as a commander to dene your battleeld and help you force the enemy to ght on your terms. The following Battleeld Assets may be purchased by any Task Force. Note that some Battleeld Assets require the use of a Model with the Engineer SA to deploy, use, or construct.

When a Mineeld is deployed during a players turn it is done at the beginning of a turn by adding an Initiative Card to the Initiative Deck. Instead of Activating a Section they simply deploy the Mineeld anywhere on the table but not within 12 of any enemy Model. Important note! Mineelds have NO friends. Any Model coming into B2B contact with a mineeld will be attacked.

Use and Lose


If the Model uses an Asset that requires a roll, there is a chance for failure. Should the Asset fail, it is still used up.

Mineeld, Air
Point Cost: 50 per mineeld Range: B2B Resolution: 1D10+6 versus DV Effect: The controlling player may set down a 3 radius (6 diameter) circle template anywhere. The Air Mineeld is active immediately. If a Gunship comes into contact with Air Mineeld, it suffers an Attack Roll versus its current DV. Air Mineelds are capable of Critical Hit Damage.

Mineelds
Modern mineelds are self-redistributing. When a mine detonates, the software of the other nearby mines will cause them to redeploy in order to help plug the gap. However, eventually enough mines are detonated that movement through the mineeld is effectively risk free. To represent this, a mineeld has a limited duration based on the number of times it has been breached. Place a six-sided die (D6) on the template with the 1 facing up/visible. Every time that the mineeld is breached by a Model it attacks increase the die. When the die reads 6, remove the mineeld from the battleeld. Players may deploy a Mineeld either during the Deployment Phase or during their turn. When a mineeld is deployed during the Deployment Phase it can be placed anywhere on the battleeld, but not within 24 of an enemy Deployment Zone or within 12 of any enemy Model.

Mineeld, Ground
Point Cost: 75 per mineeld Range: B2B Resolution: 1D10+6 versus DV Effect: The controlling player may set down a 3 radius (6 diameter) circle template anywhere. The Mineeld is active immediately. If any Models other than a Gunship come into contact with the Mineeld, it suffers an Attack Roll versus its current DV. Mineelds are capable of Critical Hit Damage.

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Mineeld, Removal
Point Cost: No Cost Range: B2B Resolution: 10+ Roll adding the Models Exp Effect: A Model with the Engineer SA may attempt to disable, destroy, and remove mineelds. To do this the Model with the Engineer SA must move into B2B with the mineeld. Before the mineeld makes its attack the engineering Model will attempt to remove it by making a successful 10+ Roll adding Exp to the die roll. If the 10+ Roll is successful, the mineeld is immediately removed from play. If the 10+ Roll is unsuccessful, the engineering Model suffers an Attack Roll from the mineeld versus its current DV. Mineeld removal is a free action. And will occur anytime a Model with the Engineer SA comes into B2B contact with a mineeld.

Repair Module
Point Cost: 25 Range: B2B Resolution: Automatic Success Effect: This Battleeld Asset may be used once each turn. As a Specialty Action, a Model with the Engineer SA may Repair a single point of Damage to any non-Infantry Model that is in B2B. Lingering Damage may not be removed with a Repair Module. This Battleeld Asset is never used up and may be used once each turn.

Repair Module, Advanced


Point Cost: 50 Range: B2B Resolution: Automatic Success Effect: This Battleeld Asset is never used up and may be used once each turn. As a Specialty Action, a Model with the Engineer SA may: Repair two points of Damage from a nonInfantry Model in B2B, but not remove Lingering Damage. Or Repair a single point of Lingering Damage from a non-Infantry Model in B2B. The engineer may only perform this option if there is no other Damage on the Model.

Armored Nano-Barrier
Point Cost: 50 Range: B2B Resolution: Automatic Success Effect: A Model with the Engineer SA may set down a 2 to 3 long wall that is to 1 tall with one end of it in B2B with the Engineer. This wall functions as Heavy Cover. This Battleeld Asset is never used up and may be used once each turn.

Un-Armored Nano-Barrier
Point Cost: 25 Range: B2B Resolution: Automatic Success Effect: A Model with the Engineer SA may set down a 2 to 3 long wall that is to 1 tall with one end of it in B2B with the Engineer. This wall functions as Light Cover. This Battleeld Asset is never used up and may be used once each turn.

Satchel Charge
Point Cost: 20 per Satchel Charge Range: B2B Resolution: Added Bonus Damage Effect: Satchels are purchased for an Infantry Section rather than any single Infantry Model. All Satchels purchased for use in a Section should be marked or noted with tokens or cards. Whenever an Infantry Model from that Section is the Primary Attacker in a Close Combat Attack, and the defender is a Non-Infantry Model, it may choose to use a Satchel Charge to gain a +4 bonus to its Attack Roll. This bonus also applies to Critical Hit Rolls.

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No battle plan survives contact with the enemy, but Battleeld Support Strikes can help you take care of problems on the battleeld as well as help the enemy see things your way. The following Strikes may be purchased by any Task Force. Only Models in your Task Force with the FiST SA may call in Strikes for your Task Force. Purchased Strikes go into your Task Force Strike Pool and may be called by any Model in your Task Force with the FiST SA using a Specialty Action. All stated Support Strike ranges are measured from the center of the FiST Model that has called it in. Support Strikes do not have Range Bands. The FiST Model must have LOS to the target point.

Artillery Barrage
Point Cost: 100 per attack Resolution: 1D10+4 versus DV for Attack Roll Range: 48 AOE: 5 Effect: Determine a Target Point and this attack automatically Drifts. Roll for Drift as normal but subtract 2 from the Drift Distance. Distance cannot be reduced below 0. All Models in the AOE suffer an attack.

Artillery Bombardment
Point Cost: 150 per attack Resolution: 1D10+6 versus DV for Attack Roll Range: 48 AOE: 5 Effect: Determine a Target Point and this attack automatically Drifts. Roll for Drift as normal but subtract 4 from the Drift Distance. Distance cannot be reduced below 0. All Models in the AOE suffer an attack.

Battleeld Support Strikes Limit


No Task Force may have more than 20% of its total points invested in Strikes. Therefore in a game where each player brings 2000 points, no player may have more than 400 points invested in Strikes.

Use and Lose


If the Model uses an Asset that requires a roll, there is a chance for failure. Should the Asset fail, it is still used up.

Cruise Missile
Point Cost: 50 per attack Resolution: 1D10+6 versus DV for Attack Roll Range: N/A Effect: When this Strike is called in, place a Cruise Missile Model on your own sides Deployment Zone table edge. The Cruise Missile immediately receives 2 Movement Actions. When the Cruise Missile comes into B2B with an enemy Model it will make an Attack Roll versus the target Models DV as a Free Action and is removed from play. If the roll is successful, the target Model suffers two points of Damage. Cruise Missiles may be targeted by other Models, and therefore may be destroyed if enough Damage is inicted upon them. Cruise Missiles remain on the board until they nd a target or are destroyed.

Artillery Strike
Point Cost: 50 per attack Resolution: 1D10+4 versus DV for Attack Roll Range: 48 AOE: 3 Effect: Determine a Target Point and this attack automatically Drifts. Roll for Drift as normal but subtract 2 from the Drift Distance. Distance cannot be reduced below 0. All Models in the AOE suffer an attack.

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In turns after the rst the Cruise missile activates when the FIST Model that called it is activated. When activated the Cruise Missile gets 2 Movement Actions and may again use these 2 Movement Actions to attempt B2B contact with an enemy Model.

In turns after the rst the Cruise missile activates when the FIST Model that called it is activated. When activated the Cruise Missile gets 2 Movement Actions and may again use these 2 Movement Actions to move to the desired Detonation Point.

Cruise Missile, Atomic WMD


Point Cost: 600 per attack Resolution: 1D10+6 versus DV for Attack Roll Range: N/A AOE 12 (No Drift Roll) Effect: When this Strike is called in, place a Cruise Missile Model on your own sides Deployment Zone table edge. The Cruise Missile immediately receives 2 Movement Actions. Once moved to the desired target detonation point the controlling player detonates the WMD using a Free Action and it is removed from play. All Models in the Area of Effect suffer an attack. Make an Attack Roll versus the target Models DV. If the roll is successful, the Target Model suffers a point of damage. If the target Model has the Soft SA, and suffers any damage it is removed from play. Cruise Missiles may be targeted by other Models, and therefore may be destroyed if enough Damage is inicted upon them. Cruise Missiles remain on the board until they nd a target or are destroyed.

MOAB - Massive Ordnance Air Blast Bomb Point Cost: 300 per attack Resolution: 1D10+4 versus DV for Attack Roll Range: N/A AOE 6 (No Drift Roll) Effect: When this Strike is called in the impact and detonation will cause all structures including fortications to be damaged or destroyed. Models inside a structure that is destroyed instantly take one point of damage. In addition to this all Models in the Area of Effect, including those in destroyed structures, suffer an attack. Make an Attack Roll versus the target Models DV. If the roll is successful, the Target Model suffers a point of damage. If the target Model has the Soft SA, the attack does one additional point of damage. Models inside a structure that is not destroyed do not suffer the attack.

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Orbital Strike
Points Cost: 150 per attack Resolution: 1D10+4 versus DV for Attack Roll Range: 48 AOE: 4 (No Drift Roll) Effect: All successful attacks in the AOE inict 1 point of Damage.

Air Strike
Point Cost: 50 per attack Resolution: 1D10+4 versus DV Range: 48 Effect: Creates a 2 wide 12 long straight line AOE. All successful attacks in the AOE inict 1 point of Damage.

Orbital Pinpoint Strike


Points Cost: 100 per attack Resolution: 1D10+4 versus DV Range: 48 (No Drift Roll) Effect: If Strike is successful, target Model suffers 3 Attack Rolls. Each successful Attack Roll inicts 1 point of damage.

Smoke Strike
Point Cost: 10 per attack Resolution: Automatic Success Range: 48 Effect: Creates a 2 wide, 12 long, 3 tall straight line AOE that blocks all LOS for one full turn.

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Soldiers are experts in their eld and, as with any highly trained and intelligent individual given machines, they will play and tinker with them. Making modications to issued military hardware is an ancient and time-honored tradition and the 23rd century is no exception. A Model may purchase any Upgrade that is listed as being available for that Model type. Upgrades cost points. The cost of the Upgrade is added to the total point value of the Model that purchases the Upgrade. If the Upgraded Model is destroyed it is worth any victory points equal to its total point value at the beginning of play, including all Upgrades. Upgrades cannot be purchased for Battleeld Support Strikes or Battleeld Assets. An Upgrade that affects a weapon must be purchased for each one of the same type Weapon System. As an example: To Upgrade the Dictator 60s Gkw 12y Gauss Cannons with Upgraded Weaponry (+1 RAV) would require the purchase of two Upgraded Weaponry Upgrades for a total of 40 Points per DT.

Task Force Upgrade Scaled Costs


Unless noted, all upgrades cost a variable amount of points based on the number of damage tracks the Model possesses. The points listed are per DT the Model possesses, including the zero DT.

/# Costs
The costs of installing or upgrading can get expensive, but, depending on the mission at hand, could be more than worth it. Computations of Upgrade costs are easy. If you want to purchase a /# upgrade for a Model or Weapon System, you purchase each level individually up to the desired level. You cannot increase a /# beyond the limits listed for the Upgrade. A Model or Weapon System with an /#SA may be upgraded to the maximum level listed.

As an example: the cost of Avenger/3 for a Model that does not have the Avenger/# SA would cost 3 Points per damage track. 1 Point per DT for Avenger/1 plus 1 Point per DT for Avenger/2 plus 1 Point per DT for Avenger/3.

Bonuses Do Not Stack


Bonuses gained by Upgrades do not stack. This means that if two upgrades grant a bonus to the same thing, use the higher of the two instead of adding them together.

Adjustable Munitions
Availability: Any Weapon System with an AOE Point Cost: 50 Points Effect: Grants the Weapon System the benets of the Adjustable Munitions SA.

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Avenger/#
Availability: Models with a CCV Point Cost: Avenger/1 = 1 Point - Per DT Avenger/2 = 1 Point - Per DT Avenger/3 = 1 Point - Per DT Effect: Grants the Model the benets of the Avenger/# SA.

FRS/#
Availability: Any Model with a weapon that has the AOE SA Point Cost: FRS/1 = 20 Points FRS/2 = 20 Points FRS/3 = 20 Points Effect: Grants the Model the benets of the FRS/# SA. A Weapon System that already has the FRS SA may be upgraded to a maximum of FRS/3.

Chain-Fire Pod (CFP)


Availability: Any Model Point Cost: 50 Points Effect: Grants the Model the benets of the CFP SA.

Increased Transport Capacity


Availability: Models with Transport/# SA Point Cost: 10 Points Effect: A Models Transport capacity is increased by 1 space and the Models Mov is reduced by 2.

ECM Pod
Availability: Any Model Point Cost: 40 Points Effect: Grants the Model the benets of the ECM Pod SA.

Infantry, Airborne Training


Availability: Infantry only Point Cost: 40 Points Effect: Grants the Model the benets of the Infantry, Airborne SA.

EST Pod
Availability: Any Model Point Cost: 40 Points Effect: Grants the Model the benets of the EST SA.

Infantry, Drop
Availability: Any Infantry stand with the Airborne SA Point Cost: 25 per stand in a Section. All stands must be upgraded. Effect: Grants the abilities detailed below: There are times when its important to drop Infantry behind enemy lines, and a Hedgehog is a bit too noticeable. Drop Infantry jump out of highying spacecraft in the upper atmosphere (or what would be the upper atmosphere in the case of planetoids without atmosphere). They then use a variety of devices (such as singleuse jetpacks) to slow their descent once closer to the ground (or aid their descent in the case

Engineer
Availability: Infantry only Point Cost: 20 Points Effect: Grants the Model the benets of the Engineer SA.

FiST
Availability: Infantry only Point Cost: 10 Points Effect: Grants the Model the benets of the FiST SA.

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of low or zero gravity planetoids). Once on the ground, they move in on their Objective, often times before the enemy is even aware of their presence. Models with the Drop Infantry Upgrade do not initially deploy with the Task Force during the Deployment Phase. At the beginning of any game Turn, a player with a Drop Infantry Section in their Task Force may add one Initiative Card to the Initiative Deck for each Drop Infantry Section. When one of their Initiative Cards is turned over, they may choose to Activate the Drop Infantry Section. When Activating the Drop Infantry Section, the controlling player simply places the Models anywhere on the table but not within 12 of any enemy Model. If there is no available location on the tabletop for the Drop Infantry to deploy, deployment is delayed until the following turn.

Infantry, Weapon Upgrades

Infantry may replace a single equipped weapon with a single weapon listed below.

FA 45 MG
Availability: Infantry only Point Cost: 5 Points - Per DT

AA-52 Direct Fire Missile Pack


Availability: Infantry only Point Cost: 15 Points - Per DT

Infantry, Shock Training


Availability: Infantry only Point Cost: 20 Points Effect: Grants the Model the benets of the Infantry, Shock SA.

1a2 Automatic Grenade Launcher


Availability: Infantry only Point Cost: 5 Points - Per DT

Infantry, Jet Pack Training


Availability: Infantry only Point Cost: 15 Points Effect: Grants the Model the benets of the Infantry, Jet Pack SA.

AT-23 Direct Fire Missile Pack


Availability: Infantry only Point Cost: 15 Points - Per DT

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Improved Maintenance
Availability: All except Infantry Point Cost: 10 Points - Per DT Effect: +1 Mov.

Rugged
Availability: All Point Cost: 5 Points Per DT Effect: Grants the Model the benets of the Rugged SA.

Orbital Gunship Insertion


Availability: Flight Section Point Cost: 50 Points Effect: Before the Deployment Phase players may set aside all Gunship Model Sections with this upgrade. When a player wishes to deploy Models with this upgrade they do so by adding an Initiative Card to the Initiative Deck for each Section at the beginning of the turn. Instead of Activating a Section they simply deploy the Gunship Section anywhere on the table, but not within 12 of any enemy Model.

Shielding/#
Availability: All except Infantry Point Cost: Shielding/1 = 5 Points - Per DT Shielding/2 = 5 Points - Per DT Shielding/3 = 5 Points - Per DT Effect: Grants the Model the benets of the Shielding/# SA. A Weapon System that already has the Shielding/# SA may be upgraded to a maximum of Shielding/3.

Piercing/#
Availability: Only a Weapon System with Piercing SA Point Cost: Piercing/1 = Unavailable Piercing /2 = 10 Points - Per DT Piercing /3 = 10 Points - Per DT Effect: Increases the Weapon System benets of the Piercing/# SA. Weapon Systems with the Piercing/# SA may be upgraded to a maximum of Piercing /3.

Shredder/#
Availability: Only a Weapon System with Shredder SA Point Cost: Shredder/1 = Unavailable Shredder /2 = 10 Points - Per DT Shredder /3 = 10 Points - Per DT Effect: Increases the Weapon System benets of the Shredder/# SA. Weapon Systems with the Shredder/# SA may be upgraded to a maximum of Shredder /3.

Reactive Armor
Availability: All Point Cost: 25 Points Per DT Effect: +1 DV.

Upgraded Weaponry
Availability: Any Weapon System Point Cost: 20 Points - Per DT Effect: +1 RAV to the Weapon System.

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Each Faction in CAV brings its unique combat prowess to the battleeld. Some Factions have multiple Doctrines to choose from. A player may choose only one of the available Faction Doctrines to use during the game. The Faction

Doctrine must be chosen and declared to all opponents before deploying any of the Models in a Task Force. When a Faction Doctrine is chosen, ALL elements of the Faction Doctrine must be applied to the entire Task Force.

Fire and Fury Warfare Doctrine


Aggressive Electronic Warfare All Models with the ECM Pod SA or the Electronic Source Targeting (EST) SA receive a larger AOE. This larger AOE is equal (in inches) to the Models current TC multiplied by 2.

Hyrwyda Dyrnel Doctrine


Adaptive Camouage All Infantry Models Receive Rat SA. And Martial Arts All Infantry Models receive +2 to their CCV versus other Infantry Models. This bonus will stack with the Avenger/# SA.

Fanaticism Doctrine
Hammer of Khardullis (HoK) When pushed into a corner, or worked up into a frenzy from the heat of battle, followers of Khardullis have been known to make the ultimate sacrice. In a HoK attack, a non-Infantry Model sacrices itself (is removed from play) in a last ditch attack that may inict massive damage against a target. When performing a HoK the attacking Model res all of its DA Weapon Systems in unison in a variation of the Salvo Strike Fire Action.

A player executing a HoK attack makes a number of Attack Rolls equal to the number of weapons used in the attack. The player chooses which Weapon System will be the primary one used in this attack. The primary Weapon Systems RAV and SAs (such as Piercing/#) will be used for this attack. All other weapons will add +1 to these attacks. In a HoK attack, no weapon can be used if the target is Beyond Long Range.

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All Situational Modiers for the Ranged Attack are added only once into the HoK attack and they are not added or subtracted for each sametype Weapon System used in the attack. A HoK attack cannot be used for a Defensive Fire attack. In a HoK attack, use the shortest Rng of all the Weapon Systems used in the attack.

Conscription Doctrine
Civilian Militia Each Rie and/or Mechanized Infantry Section may receive 1 free Rie Team Infantry stand. The inclusion of this free stand is optional. Optional upgrades and transport must be purchased normally. This extra stand is added to the Section and may bring it over the Section maximum limit of stands.

As an Example: An Assassin is performing a HoK attack against a hard target model that is 40 away. The Assassin has two Gauss cannons with a RAV 1, Piercing/4, Rng 24 and one DFM with RAV 2, Rng 32. The HoK attack will use the Gauss cannon to be the primary weapon used in this attack. The Range Band would be 24, as this is the shortest Rng of all the Weapon Systems used in the attack. The nal RAV for each attack would be 1+4 for the rst weapon and +1 to that for the second Gauss cannon and +1 for the DFM and 2 for the target being in the second Range Band, for a total RAV of +5 for each attack. This +5 is added to each of the three Attack Rolls and each successful attack will cause a single point of damage. If multiple Critical Hits occur, only one die is rolled for each one. After all attacks are resolved the Assassin is removed from play.

Children of the Storm Doctrine


Storm Strike Non-Infantry Models ring a DA Ranged Attack at a target inside the Point Blank Zone receive the Blaster SA for these attacks. And Built For Speed Non-Infantry Models DVs are reduced by 1. However, their Mov is increased by 2.

No-Mercy Close Combat Doctrine


Berserker A Infantry Models do an additional point of damage in Close Combat. When attacking, the Model must be the Primary Attacker in the Close Combat to gain the extra damage.

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Superior Tactics Doctrine


Hunters Edge Once per turn, you may bury the initiative card that was just turned over.

Lightning Warfare Doctrine


Rascher Streik All Non-Infantry Models gain the Assault SA

Elite Training Doctrine


Bonds of Knighthood The following Section Types have their minimum number of Models reduced by one: Armor, Fire Support, Flight, and Recon.

Superior Equipment Doctrine


Cutting Edge (pimped out rides) You receive free Upgrade points that can be spent on non-Infantry Models. The amount of free Upgrade points is equal to ten percent (10%) of your Force size.

Air Superiority Doctrine


Dedicated Air Support You receive one free Air Strike per game turn for each full 2,000 points of a players Task Force size (Min1). All normal rules apply. If not used by the end of the turn, it is lost. And Air Power You may take up to two Secondary Flight Sections per Primary Section.

Artillery Superiority Doctrine


Dedicated Artillery Support You receive one free Artillery Strike per game turn for each full 2,000 points of a players Task Force size (Min1). All normal rules apply. If not used by the end of the turn, it is lost. And Networked All Infantry Models receive the FiST SA.

Spoils Of War Doctrine


Pressed Into Service Up to 25% of your Force size may be used to purchase Faction Specic Models of any afliation.

Free-Form Organization Doctrine


Irregulars You may have any number of Specialist Sections in your Force. However, you can have only one Specialist Section with less than 4 Models.

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