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By Dagger

or Talon
Enhanced Special Forces and
Deadly Aliens in Tomorrow’s War

A Tomorrow’s War
Supplement by

Alan Davies (order #9239409)


By Dagger or Talon
A Tomorrow’s War Supplement
© 2013 Ambush Alley Games LLC
First published in the US in 2013 by Ambush Alley Games
2025 West Broadway Avenue, Enid, OK 73703, USA
E-mail: info@ambushalleygames.com
www.ambushalleygames.com
All Rights Reserved. Apart from fair use for the purpose of private study, research, criticism or review, as permitted under Title 7,
Chapter 1, § 107, no part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any
means, electronic, electrical, chemical, mechanical, optical, photocopying, recording or otherwise, without the prior written permission of
Ambush Alley Games LLC.
Authors: Shawn Carpenter, Robby Carpenter, Peggy Carpenter, Jim Roots
Key Consultant: Ken Gordhamer (Ken contributed the majority of the Conceptualizing an Alien Race article – Thanks, Ken!)
AAG Editors: Peggy Carpenter, Shawn Carpenter
Additional Editing: Kathy Murphy and Nathaniel Weber
Play-Testers: Alex Gluck, Andrew Brown, Brian Simmons, Charlie Decker, Chris Arnold, Chris Mihlan, David Baker, Donogh McCarthy,
Eric Emerson, Mark “Indy” Kochte, JW van der Pijl, Jake Rose, Jason Weiser, Jay Arnold, Jim Keats, Jim Klein, John Hovey, Jon Tuffley,
Jonathan Bowen, Keith Armstrong, Ken Gordhamer, Lea Davidson, Lee Barnes, Les & Alex Shorey, Michael Moore, Mike Wikan,
Nathaniel Weber, Omar Bailey, Rene Raap, Richard Spas, Rob Adams, Scott Wadyko, Sean Kotch, Shane Hill, Tim Spakowski
And to anyone we’ve omitted – our heartfelt thanks and apologies for the oversight!
Thanks to Antoine Bouché for his up-to-date information on current French army platoon organization,
which forms the basis of the FSA and RANGSOF TO&Es!
The following companies have miniatures displayed in this book:
➤➤ Ground Zero Games (www.groundzerogames.net) – Producer of licensed Tomorrow’s War 15mm figures and vehicles
➤➤ GameCraft Miniatures (www.gamecraftminiatures.com) – Producer of licensed Tomorrow’s War 15mm buildings and terrain accessories
➤➤ Combat Wombat Miniatures (www.combatwombatminiatures.com) – 15mm vehicles, vehicle accessories, and terrain accessories
➤➤ Pig Iron Productions (www.pig-iron-productions.com) – 28mm figures, vehicles, and accessories
➤➤ Khurasan Miniatures (khurasanminiatures.tripod.com) – 15mm & 28mm figures and vehicles
➤➤ Blue Moon Miniatures (www.bluemoonmanufacturing.com) – 15mm & 28mm scenery and figures
➤➤ Critical Mass Games (www.criticalmassgames.com) – 15mm figures, vehicles, & scenery

Cover Art & Interior Art by Tom Symonds


Miniatures Photos by Shawn Carpenter
Maps by Shawn Carpenter and Dixie McCartney
Layout and Book Design by Dixie McCartney
ISBN (digital PDF): 978-0-9895657-1-4
ISBN (print): 978-0-9895657-0-7

ii By Dagger or Talon Ambush Alley Games Tomorrow’s War

Alan Davies (order #9239409)


n Contents n

Contents�����������������������������������������������������iii Nannies (Nanite Augmentation)���������������������������� 24


Genies (Genetically Engineered)���������������������������� 24
Introduction��������������������������������������������� 1 Cyborgs�������������������������������������������������������������� 25
Synthetics���������������������������������������������������������� 26
A Short History Of the
Telepresence Synthetics (T-Synths)���������������������� 26
Post-Contact Period�������������������������������3
Autonomous Synthetics (A-Synths)���������������������� 26
Timeline for the Opening of Human Space����� 4 Hybrids�������������������������������������������������������������� 26
First Encounters on Glory���������������������������������� 5 Example of ESOF Unit Design:
Contact at the Joy of Light Power Facility��������������� 5 Designing Detachment Zulu��������������������������� 27
The Darghaur Incursion�������������������������������������� 6
Puppets Pulling the Strings������������������������������� 7 Xeno |Augmented
Attributes�������������������������������������������������29
The First Darghaur War ������������������������������������ 8 Active Trauma Treatment (Powered Armor)������������� 29
The Initial Defense���������������������������������������������� 9 Active Trauma Treatment Nanites ������������������������� 29
The War for Glory����������������������������������������������� 9 Adapted to Hostile Environment����������������������������� 29
Breaking the Stranglehold�����������������������������������10 Advanced Life Saving Capabilities��������������������������� 29
No Surrender���������������������������������������������������� 11 Advanced Sensors������������������������������������������������ 29
The Aftermath���������������������������������������������������12 Animosity����������������������������������������������������������� 29
Augmented Senses���������������������������������������������� 29
Xenobiology�������������������������������������������� 13 Berserkers (Involuntary)���������������������������������������� 29
Berserkers (Voluntary)������������������������������������������ 30
Conceptualizing an Alien Race������������������������14
Bloody Minded���������������������������������������������������� 30
The Human Advantage�������������������������������������16 Borged Up���������������������������������������������������������� 30
Alien Archetypes�����������������������������������������������16 Burst Movement�������������������������������������������������� 30
Anthromorphic Aliens – Here Kitty, Kitty, Kitty!������16 Cannibal��������������������������������������������������������������31
Human Variants: We Have Met the Enemy, Close Assault Monsters������������������������������������������31
and They Are US ����������������������������������������������17 Cavemen CASEVAC�����������������������������������������������31
Damage Projectors������������������������������������������������31
Humanoid Aliens – Why Reinvent the Wheel?��������17
Despised������������������������������������������������������������ 32
Intangible Aliens – These Guys are a Gas!�������������17
Dominator���������������������������������������������������������� 32
Man-Eating Monsters – Dreadful������������������������������������������������������������� 32
Can You Blame Them? We Taste Like Pork!����������17 Elusive �������������������������������������������������������������� 32
Robots & Mechanical Menaces – Fearless�������������������������������������������������������������� 32
First Law, Schmirst Law!�������������������������������������17 Group Entity������������������������������������������������������� 32
Utterly Alien Life-Forms – Hard to Kill �������������������������������������������������������� 32
That Polyp Just Ate Jones!����������������������������������18 Big Guns and Hard to Kill Units���������������������������� 32
Example of Alien Design����������������������������������18 Heightened Situational Awareness/Reflexes������������� 33
Hive Mind����������������������������������������������������������� 33
Enhanced Special operations Human Spirit������������������������������������������������������� 33
Forces [ESOF]�������������������������������������������� 19 Hungry��������������������������������������������������������������� 33
Conceptualizing Enhanced Inspiring������������������������������������������������������������� 33
Intangible����������������������������������������������������������� 33
Special Operations Forces�������������������������������� 20
Intimidating��������������������������������������������������������� 33
ESOF Archetypes���������������������������������������������� 22 Jump Troops������������������������������������������������������� 33
Paragons������������������������������������������������������������ 22 Killer Instinct ������������������������������������������������������ 33
Powered Armored SOF����������������������������������������� 22 Natural or Augmented Armor�������������������������������� 34
Basic Advantages of Powered Armor�������������������� 22 Natural or Augmented Weapons���������������������������� 34
Powered Armor and Infantry Weapons����������������� 22 Old School���������������������������������������������������������� 34
Powered Armor and Slaved Secondary Weapons��� 23 Pain Resistant����������������������������������������������������� 34
Slaved Weapons����������������������������������������������� 23 Pointman����������������������������������������������������������� 34
Types of Powered Armor������������������������������������ 23 Poor Initiative������������������������������������������������������ 34

Tomorrow’s War ambushalleygames.com By Dagger or Talon iii


Alan Davies (order #9239409)
Psionic��������������������������������������������������������������� 34 French Forces����������������������������������������������������� 54
Psionic Levels�������������������������������������������������� 34 1er Régiment de Forces Spéciales Améliorées
Psionic Attacks������������������������������������������������ 35 (Les Marteaux de Dieu)������������������������������������� 54
Psionic Effects������������������������������������������������� 35 FFL Weaponry������������������������������������������������� 54
Battles of Will������������������������������������������������� 35 Typical FSA Ratings������������������������������������������� 54
Psionic Duels��������������������������������������������������� 35 Republic of Arden������������������������������������������������ 55
Psionic Resistance������������������������������������������������ 36 Republic of Arden
Pyrrhic Attacks���������������������������������������������������� 36 National Guard Special Operations Force
Remote Controlled����������������������������������������������� 36 (RANGSOF)������������������������������������������������������ 55
Savant (US Army Only)����������������������������������������� 36 RANGSOF Weaponry����������������������������������������� 55
Shared Senses����������������������������������������������������� 36 Typical RANGSOF Ratings����������������������������������� 56
Skeletal Augmentation������������������������������������������ 36
US Forces����������������������������������������������������������� 57
Stealthy�������������������������������������������������������������� 37
Detachment Zulu (Genies)���������������������������������� 57
Small Target�������������������������������������������������������� 37
Typical Detachment Zulu Unit Ratings�������������������� 57
Subject to Shrinkage�������������������������������������������� 37
Super Soldier������������������������������������������������������ 37 US Army Special Operational Detachments
Teleportation (Strategic)���������������������������������������� 37 (Paragons)������������������������������������������������������� 58
US SOF Weaponry�������������������������������������������� 58
Teleportation (Tactical)����������������������������������������� 38
Typical US Army Special Forces Ratings������������������ 58
Tyrant���������������������������������������������������������������� 38
Typical Marine Force Special Operations
Unpredictable������������������������������������������������������ 38
(FSOC) Ratings������������������������������������������������ 58
Very Large���������������������������������������������������������� 38
USMC Force Special Operations Command
Vulnerability�������������������������������������������������������� 38
(Nannies)��������������������������������������������������������� 59
Sample forces����������������������������������������� 39 US Weaponry��������������������������������������������������� 59
The Darghaur�������������������������������������������������������41
Typical Darghaur Troop Ratings����������������������������� 42
Vehicle Descriptions�������������������������� 61
The Darghaur in Game Terms����������������������������� 42 Weapon Locker�������������������������������������� 63
Darghaur Specialists������������������������������������������ 42
Darghaur Unit Organizations�������������������������������� 44 Scenarios���������������������������������������������������65
Darghaur “War Paint”�������������������������������������� 44
Operation Vortex���������������������������������������������� 66
Typical Darghaur Weapons���������������������������������� 45
Darghaur Slave Races������������������������������������������� 45
Battle for the Joy of Light������������������������������� 70
Slave Soldier Revolt Checks��������������������������������� 45 Zero Palms�������������������������������������������������������� 73
Typical Urraug or Virraug Troop Ratings������������������ 46 Devil Take the Hindmost��������������������������������� 76
A Sample Slave Race: Lake of Blood���������������������������������������������������� 80
The Urraug (& Virraug)�������������������������������������� 46
Urraug/Virraug Weaponry����������������������������������� 46 Taking the Taken���������������������������������������������� 84
The Marshborn Confederacy���������������������������������� 47 The Glorious Victory at The People’s
Blood Claws����������������������������������������������������� 47 Triumphal Redoubt #31����������������������������������� 87
Typical Marshborn Blood Claw Ratings�������������������� 47 Each Step Sold with Blood������������������������������ 90
Dust Brothers��������������������������������������������������� 48 Operations Thunderbolt and Lightning���������� 94
The Dust Brother Clans�������������������������������������� 49
Typical Dust Brother Clan House Ratings����������������� 49 Miniatures Guide������������������������������������ 103
Marshborn Weaponry���������������������������������������� 50
Democratic People’s Republic of Glory
(DPRG) Forces����������������������������������������������������� 52
DPRG Special Reconnaissance Platoon
(Cyborg Special Operations)�������������������������������� 52
DPRG Victorious People’s Guard
(Powered Armor SOF)��������������������������������������� 52
DPRG Troop Ratings������������������������������������������ 53

iv By Dagger or Talon Ambush Alley Games Tomorrow’s War

Alan Davies (order #9239409)


n Introduction n

“We only have to look at ourselves to see how


intelligent life might develop into something we
wouldn’t want to meet. I imagine they might exist
in massive ships, having used up all the resources
from their home planet. Such advanced aliens
would perhaps become nomads, looking to conquer
and colonize whatever planets they can reach.”
Stephen Hawking, 2010

So what are you going to find in this book? or genetically engineered super-troops of John
Scalzi’s Old Man’s War. Some of the SOF soldiers
Aliens! Science fiction fans love ‘em. And why
described in military science fiction vary so far
not? Aliens can embody any ideal, positive or
from the human norm that they might as well be
negative, that human imagination can encompass.
aliens  – and all of them would be as up for a
They can be diabolic or angelic, unimaginably
“bug hunt” as a stand-up fight, so it only seemed
advanced or piteously primitive. Their form might
natural to include the special rules for special
be seductively similar to our own or eye-achingly
operators right alongside those for aliens!
different. Their intellect, morality, and motivation
may be remarkably human or may take a form More Tomorrowverse (T-Verse) Material! While
that is completely, well, alien. There is no larger, this book is intended as just another drawer in
blanker canvas for the science fiction author (or the generic SF toolbox that is Tomorrow’s War,
gamer) than an alien race! In this book we’re we also wanted to include some alien and SOF
handing you a lifetime supply of paints and brushes action from our own “future history.” Humanity is
with which to fill that canvas up with any alien about to have his first meeting with an alien intel-
you can conceive. ligence – and nobody involved is likely to make a
great first impression!
Special Forces! Who doesn’t get a thrill reading
about high-speed, low-drag operators getting We’re covering a lot of ground in this book, but
things done under the worst conditions with the hey, it’s our first Tomorrow’s War companion
least support? Military science fiction is bursting at book and it just seemed like a good idea to pull
the seams with all manner of SOF troops, ranging out the stops and shoot for the moon – or Alpha
from the power-armored grunts of Heinlein’s Centauri, even!
Starship Troopers to the cybernetic legion- Best wishes,
naires of William Dietz’s Legion Of The Damned The Crew at Ambush Alley Games

Tomorrow’s War ambushalleygames.com By Dagger or Talon 1


Alan Davies (order #9239409)
“There have been rumors that one government or
another had made contact with ETs for centuries. Some
of our more credulous ancestors from the late 20th
century, for instance, believed that the sudden
technological advances of that era arose from the
reverse engineering of “flying saucers” that the
government kept hidden away in Area 51 (not today’s
Area 51, of course, but one located on Earth in a desert
region of the USA). So, there were very few skeptics
when the PRC denied tales leaking out of Zhuang
regarding contact between Chinese colonists and
“crab-men from outer-space.” Most of us believed that
there might be alien intelligence out there somewhere,
but none of us truly believed Humanity would
ever come face to face with it.”
Karl Dega, 2315: Solitude’s End

2 By Dagger or Talon Ambush Alley Games Tomorrow’s War

Alan Davies (order #9239409)


A Short History Of
the Post-Contact
n Period n

Despite vigorous denials by the People’s Republic of China, Chun Lai’s “Killer Crab Men” made too
it is now universally agreed that first human contact with good a story for even the PRA to keep
intelligent alien life forms occurred in 2310 under wraps, but most of the world
on Zhǎozé, an unpleasantly warm and found the story too incredible
humid marginal colony world. A PRA to believe. A chain of events
reconnaissance squad scouting would occur in 2315 that
ahead of a survey team apparently would not only confirm the
blundered upon a group of armed ill-fated Lieutenant’s story
aliens and opened fire. The aliens but also decisively prove that
retaliated, killing all of the PRA Humanity is not alone
soldiers but one – the infamous in the universe.
Lt. Chun Lai, who was executed
for running amok and killing his
squad mates, an explanation
that the PRC found more
palatable than a violent
encounter with bipedal
crustaceans.

Tomorrow’s War ambushalleygames.com By Dagger or Talon 3


Alan Davies (order #9239409)
A Short History of the
Post-Contact Period

Timeline for
the Opening of A Few Words
on the March of History
Human Space Many science fiction and fantasy settings have a starting
point at which all the history described in their background
Contact! material culminates – “And so things stand in 1111 (by
2315 Refugees from the Marshborn Confederation fleeing the Ardain Reckoning)…” The course of history up to that
the Darghaur arrive on Glory. They have hostile contact with starting point is described in loving detail, but once the
DPRG forces at the Joy of Light Power facility and receive a
beginning is reached history falls silent. The logic is that
cautious but friendly greeting from the Republic of Arden.
once history passes into the players’ hands it becomes
Representatives of the Marshborn Confederation establish utterly unpredictable and is best left for them to develop.
diplomatic relations with the Republic of Arden and the RA
This approach is great for those of us who like to tinker
sets aside part of its territory in the Foix Gap for use as the
with fictional histories, but, in the hands of those who
Marshborn Canton.
don’t, it often results in The End of History as the world
Marionette ambassadors from the A’Li’Ari Protectorate arrive
continues to march forward virtually unchanged.
on Earth. Earth becomes a Prospective Member of the
Protectorate and establishes trade and diplomatic bonds with We’ve decided to take a different route and treat
that organization. Tomorrow’s War as a historical game, at least as far as its
2316 USMC Special Operations units on a deep-space background goes. Rather than halt history in 2309 (the last
exercise make contact with a Darghaur Recon force. year referred to in the Timeline presented in Tomorrow’s
The resulting firefight is brief, bloody, and constitutes an War), we’ll continue to move the timeline forward and you
expensive victory for Humanity. The Darghaur fleet continues are free to place your games anywhere within it. The fact
its slow approach towards Human Space. that we’re describing events that occurred in 2315 and later
in this book doesn’t prevent you from setting your games
The Hush during the First Glory War of 2159 on one day and then
2317 to 2320 Human/A’Li’Ari Protectorate relations jumping ahead to play a game set in the Second Glory War
solidify, despite friction created by Humanity’s rapacious in the 2290s – just as you might play an Early War WWII
appetite for new worlds to settle. Some colonies are estab- game set in 1939 one night and play a Late War game set
lished as joint efforts between Humans and A’Li’Ari clients. in 1945 the next.
Intermittent “border reaving” becomes more common as a
Darghaur Horde Fleet nears Human Space. Don’t feel constrained to “keep up” with our timeline. In
fact, please don’t feel constrained by our timeline in any
The Storm way! Don’t let our version of history tie you down! Add to
it, subtract from it, adjust the order of events, or ignore it
2321 A Darghaur attack fleet arrives at Glory. Alien
altogether in favor of a background of your own invention.
dropships descend on the Foix Gap. The Darghaur Wars begin.
Our main goal is for you to have fun with Tomorrow’s War
2322 Task Force Assassin, launched from Grissom, drives and its supplements. We’re not even vaguely interested in
off the Darghaur fleet at Glory. Darghaur ground forces are forcing you to adhere to some tightly managed canon.
marooned planetside. A costly mopping up action ensues.
USMC Powered Armored troops on an
excersize on Zero Palms, circa 2314.
Figures by Ground Zero Games.
Painting by Shawn Carpenter.

4 By Dagger or Talon Ambush Alley Games Tomorrow’s War

Alan Davies (order #9239409)


A Short History of the
Post-Contact Period

First Encounters Crusty soldiers. The Crusty team-leader was able to hold a limited
conversation with the surveyors thanks to an expert program loaded
on Glory with a basic French and Korean vocabulary gathered by monitoring
planetary communications and entertainment broadcasts.
In 2315, two colonies on the garden planet of Glory played host
to Humanity’s first acknowledged visitors from the stars. Refugees The humans contacted a Republic of Arden National Guard (RANG)
from the Marshborn Confederation landed in the Foix Gap, a region unit and arranged a hasty airlift to ferry the wounded aliens back
to their hidden encampment and their own medical personnel.
of contention between the Republic of Arden (RA), the Democratic
The arrival of the human VTOLs in the Marshborn camp was a
People’s Republic of Glory (DPRG), and the theocracy of Eden.
tense moment for both sides, but in the end the humane intent
The highly advanced stealth technology of the Marshborn starships
of the RANG troops resonated with the aliens, whose warrior ethic
allowed them to land undetected and it was later determined that
contained a strong imperative to aid fallen soldiers, be they friend
a sizeable body of civilian refugees and their warrior guardians had
or foe. Once the Marshborn leaders explained the reason for the
been dirt-side for over a week before their scouting teams made
presence of their people on Glory, the RANG officers immediately
contact with human authorities. The nature of those contacts
contacted their superiors, who passed the intelligence up-channel
would set the stage for further conflict on the already contentious
to the Republic’s civilian authorities. A civilian liaison was on-site
world of Glory.
before nightfall. Within a week, the Republic of Arden and the
Many Reeds enclave had entered into formal relations that would
Contact at the Joy of later extend to the full Marshborn Confederacy and pave the way
Light Power Facility for negotiations for the Confederacy to enter the Organization of
Progressive States.
One contingent of Marshborn Confederacy refugees landed near a
cluster of DPRG settlements just inside the Foix Gap. The settle-
ments received their power from a multi-source generation facility, Fall-Out on Glory
named “Joy of Light Combined Source Power Facility” in the typically The disparate first contact experiences of the RA and DPRG led
roseate fashion of the DPRG, located several kilometers from the those nations to completely different stances on the Marshborn
nearest village (a common practice due to the marginal quality of Confederacy refugees from Many Reeds. The Kingdom of Eden
DPRG fusion generators). With their own generating equipment responded to the alien presence according to its own religious
damaged or destroyed in the flight from Many Reeds (see The dogma, of course.
Darghaur Incursion), Marshborn refugees, or “Crusties,” as they The RA entered into a cordial but firm diplomatic relationship with
would come to be known, were in desperate need of power. Based the aliens and offered them a large tract of unsettled land in the
on their violent first encounter with Humanity (which involved an Foix Gap which they dubbed “The Many Reeds Canton” but which
unprovoked attack by Chinese troops on Zhǎozé), the Crusties the rest of Glory (and humanity in general) referred to as “The
decided that a lightning raid to seize control of the power facility Crusty Rez.” They extended all the legal protections and many of
long enough to secure material to repair their own equipment and the benefits available to RA citizens to the refugees and provided
charge emergency power cells would be less dangerous than simply assistance in developing settlements and infrastructure within the
asking for assistance. Canton. The RA military (and French and US militaries through
The Joy of Light plant was seized bloodlessly by elements of the auspices of the French Foreign Legion and US SOF) began
a Marshborn Recon Group and held for a night and most of a an exchange of technologies and joint operations training to help
day before DPRG authorities became suspicious. Suspecting an ensure the Canton’s security.
attack by the Republic of Arden when the plant failed to make its The DPRG took a much less sanguine approach to the refugees,
scheduled communications checks, local authorities dispatched a declaring them “illegal aliens” with no apparent hint of irony.
People’s Republican Guard Scout section to investigate. The inevi- DPRG troops and civilian militia were encouraged to kill or capture
table firefight that followed left most of the DPRG Scouts dead or Crusties who stray into the DPRG or DPRG controlled territory in
severely wounded and the Joy of Light plant seriously damaged. the Foix Gap. The DPRG ambassador to the RA has demanded in
No Marshborn casualties or damaged vehicles were left behind, but the strongest terms that the Republic evict the alien refugees and
extensive footage of the aliens in action was captured on Scout cease aid and military cooperation with the “invaders” immediately.
helmet cameras. There could be no doubt that human troops had They also accused the RA of using the aliens as mercenaries or
encountered alien adversaries and been soundly bested. The news a proxy military force, a claim that carries some weight if one
would take weeks to filter out of the DPRG, however, as their considers that the Many Reeds Canton’s position was astride key
media commissariat required some time to edit the helmet cam overland routes to both the DPRG and the Kingdom of Eden.
footage to show the DPRG Scouts triumphing over a slavering,
chitin-covered foe. The Kingdom of Eden held an even charier view of the Marshborn
alien presence on Glory. According to their religious doctrine, Glory
is the birthplace of Humanity and is sacred to both Man and God.
Contact on Archenault Trail #24 No race but Humanity should be allowed to breathe the holy air
At roughly the same time, a civilian survey crew from the Republic of Glory or touch the soil of a world specifically set aside for Man
of Arden (RA) encountered a patrol of Marshborn Recon troops who by the grace of God Himself. Like the DPRG, the Kingdom of Eden
had blundered into a trail-side booby-trap left over from the last demanded that the RA “cast out the unclean” in their midst. Rumors
war with the DPRG. A surveyor with medical training immediately out of Eden suggested that the Kingdom trained “militia” cells to
set about providing what aid he could to several severely injured conduct terroristic attacks against both the Canton and the RA

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A Short History of the
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itself if the refugees were not expelled from Glory. If these rumors
were true, Eden’s return to sponsored terrorism was unlikely to go The Darghaur
unanswered by the US and its nearby colony of Grissom, for whom
the horrors of the Saint’s War remained fresh.
Incursion
Through the communications channels opened up with the
Many believe that the RA’s open-handed approach to the Many Marshborn Confederacy by the Republic of Arden, humanity learned
Reeds Refugees led directly to the crucial contact with the that it faced a new and terrible external threat: The Darghaur
Marionettes later in 2315. Just as many believe that the Crusty incursion into our sector of the galaxy.
presence in the Foix Gap will provide the DPRG with the casus
belli for the DPRG’s next war against the RA, potentially with the The Marshborn Refugees that arrived on Glory were only a small
Kingdom of Eden as an ally. part of a larger stream of displaced aliens fleeing before an
unknown but vast number of Darghaur invasion fleets. Most of
the refugees were bound for the perceived safety of the A’Li’Ari
Protectorate, but many of the refugee ships from the Marshborn
“We have never faced an enemy solely Confederacy sought out worlds on which they could hide and refit
motivated by a rancor-free desire to see to launch guerrilla (and suicide) attacks against the approaching
Darghaur. Glory was one such world.
our entire species destroyed or enslaved.
Descriptions of the Darghaur, whose name ominously rhymed
The very dispassion with which they with “dark hour,” painted a horrifying picture of bloodthirsty
pursue our doom elevates their atrocities aliens that, despite their hunched posture, stood taller than most
men. The creatures’ backs were protected by a thick, horny shell
against us beyond anything we have ever that was reinforced through genetic and nano-engineering to be
experienced. In them we do not face the strong enough to blunt or even defeat kinetic and energy based
small-arms. Their small heads were featureless save for a pair of
savage hatred of a jealous or wronged antlers whose size and complexity apparently to indicated rank or
foe, but rather the impartial blank stare prestige. Eye-less, ear-less, and nose-less, the Darghaur were still
acutely aware of their surroundings according to the Marshborn
of the plow before it cuts the worm. To who’d survived contact with them, suggesting some combination
the rational mind, this must be more of sensory organs unknown to man or, more incredibly, psychic
awareness.
fearsome than a legion of capering, blood-
Crusty troops on patrol in one of the marshy jungle
thirsty Satans.” regions common to the Marshborn Cantonment.
US Ambassador Erika McNeary, from her speech Figures by Ground Zero Games. Painting & Photo by John C. Barker.

before the Combined Council of the OPS

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A Short History of the
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The Darghaurs’ motives for conquest are utterly unknown.


Historically, they spread across the galaxy in irregular surges, Puppets Pulling
focusing their attention on planets with intelligent life, which
they either exterminate or assimilate as slave soldiers. Why some
the Strings
species are eradicated and others enslaved is unknown. Planets Humanity’s last shock in 2315 came in the form of delegates from
denuded of intelligent adversaries are inevitably abandoned by the the A’Li’Ari Protectorate. The A’Li’Ari, for whom the Protectorate is
Darghaur, while the home-worlds of the species they enslave are named, are an extremely xenophobic race with a highly developed
kept as colonies and breeding grounds for slave labor and soldiers. sense of social responsibility. As the most technologically and, in
After a variable number of planets have been taken under their their own eyes, socially advanced species in the galaxy, A’Li’Ari see
dark wing, the Darghaur cease their wars of expansion for years or the protection of lesser, developing species as their moral burden.
even decades. But now, in 2315, they were on the move again and No matter how disgusting and fearsome the A’Li’Ari may find an
human space seemed to be planted firmly in their path. alien species, their culture binds them to assist in its develop-
ment and ward it from danger as much as possible – assuming
When news of the approaching threat reached Earth, world govern-
the species is willing to accept membership in the Protectorate.
ments were skeptical at first but grew more concerned as reliable
The A’Li’Ari have never appeared before any of the species that
data from the Marshborn became available. Still, the Marshborn
belong to their Protectorate – instead they send telepresence
were unable to verify the exact axis of the Darghaur approach or
driven “avatars” which shield them from direct contact with the
confirm whether Earth might truly be a target or how soon they
loathsome creatures they are bound to nurture.
might arrive. The Marshborn’s best estimates indicated that the
Darghaur might arrive in human space in somewhere between the A delegation of these avatars arrived on Earth late in 2315. The
next few months and the next several years. Humanity naturally mechanism of their arrival was unknown – some believe they
banked on the longer estimate and took a gradual approach to arrived in heavily stealthed vessels and some have even posited
increasing planetary defenses. Some nations preferred to ignore the use of teleportation. The A’Li’Ari delegates simply appeared
the problem altogether, hoping the threat would go away or that unannounced outside the headquarters of all the major treaty orga-
the efforts of their neighbors would save them the expense of nizations and the capital buildings of Earth’s major nations and
protecting themselves. requested permission to begin negotiations for Earth’s entry into
The nations of Earth should have been deeply concerned that the the Protectorate.
Darghaur threat was even in their cosmic neighborhood. Marshborn Images of the delegates were soon all over the news media and
military technology was more advanced than that of most Earth people were shocked by what they saw: Tall, thin beings who
nations and the Crusties themselves were slightly more robust than looked like particularly attractive humans while at rest – in motion,
and at least as aggressive as humans – and yet the Darghaur had however, all illusion of their humanity was dispelled. The A’Li’Ari
brushed aside their resistance at Many Reeds with little or no effort. delegates moved like poorly controlled puppets on a string. Their
World attention to the problem was finally galvanized when US forces motions were jerky, exaggerated and often anatomically impossible
contacted a Darghaur advance force during a deep space deploy- for a true human. Within moments of being broadcast, “Marionette”
ment exercise. The contact confirmed that the Darghaur were a became the accepted human word for the A’Li’Ari delegates.
deadly enemy and that their path of advance took them through the
edge of human space, putting Grissom, Glory, and several marginal The Marionettes’ off-putting appearance and the frankly stated
colonies in direct peril – and the Marshborn diplomats made it clear explanation for their use – “Our minds might not survive actual
that the Darghaur would probably find Earth too tasty and dangerous contact with the horrors of other species” – had a chilling effect
a prize to ignore forever. on the reception their offer of alliance received. Apparently
humans found being an object of revulsion more off-putting
Defense budgets expanded overnight and member states of than other species with whom the A’Li’Ari had dealt. Additionally,
treaty organizations such as the OPS and NEU tightened their bonds the OPS (and its member states) took exception at the idea of
with one another. Programs that had seemed too expensive or losing sovereignty to an alien “league of planets,” no matter how
risky before the Darghaur revelation seemed perfectly reasonable advanced and benevolent the members of that league might be.
afterwards. Earth scientists, technicians and strategists spent every In the end, far less than the simple majority of Earth governments
available minute wringing as much information as possible from the were willing to sign up for membership in the Protectorate, thus
Marshborn. They strove to improve on the aliens’ successes and disqualifying Earth for membership. A large majority of govern-
avoid their failures. In one key area, Humanity failed; despite the ments did however commit to becoming “Prospective Members,”
Marshborn’s earnest warnings and entreaties, Humanity would not thus gaining access to Protectorate space for trade and diplomatic
face the Darghaur threat as a unified force. relations.
Armed with a graphic description of how the Marshborn’s own Within months, the OPS began construction of a multi-national
refusal to put their national jealousies and resentments aside to space port near Grissom and the NEU followed suit with a port of
face the incoming Darghaur fleet, representatives the Organization their own near Zhuang, thus marking Humanity’s entry into a true
of Progressive States (OPS) proposed that Earth’s defense should
age of interstellar trade.
be a joint effort between all of its nations, led by a council of dig-
nitaries drawn from the OPS, NEU, and non-aligned nations. The The A’Li’Ari were not pleased with Humanity’s rebuff of their
effort to organize the “Earth Defense Force” drug on for months generous offer and made the fact well known. Still, they agreed
and ended in acrimony and ill-will. Like the Marshborn before to establish embassies in Earth’s major nations and established
them, humans would face the Darghaur threat as the separate, envoys to the OPS and NEU. Marionettes became a common sight
squabbling tribes they were. in the news media and were often consulted for their opinions

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on breaking news or current events. It soon became clear that


the A’Li’Ari believed that Earth would profit from a single world The First
government and organizations and politicians who supported such
a move benefited greatly from A’Li’Ari investment in their careers.
Darghaur War
Many fringe political groups grew rapidly due to the influx of alien In 2321, the Darghaur made a sudden and concerted grab for
money and the Marionettes were soon explaining away accusations Glory. When the first assault ships arrived, they struck at the
of bribery, graft, and election fixing. Marshborn Cantons in the Foix Gap, leading the hopeful to believe
the invasion was nothing more than a punitive raid against the
recalcitrant Crusties. The DPRG’s Frontier Armies actually withdrew
from the area to give the Darghaur a free hand in exterminat-
“It took a while to get it through the ing the Marshborn refugees, while the Kingdom of Eden mobilized
its armed forces for a defense of Foix Gap’s northern march. The
Crusties’ heads that if they were going to Republic of Arden, on the other hand, cooperated with the so-called
fight alongside humans, they had to get “Marshborn Militias” (actually Marshborn regular military units in the
guise of civilian militia to placate the paranoid DPRG and Kingdom
over their fatalistic outlook on warfare. of Eden) to evacuate the Cantons and mount a defense against the
The Crusties will fight like hell, but once first Darghaur probe.
they feel the war is lost, they just give The human nations on Glory had very little time to plan and execute
up. We had to break them of that, mostly their reactions to the incoming threat. The Darghaur were already
well into the system when they were finally detected. Indeed,
through leading by example. We had to they would not have been detected at all had it not been for the
teach them to be stubborn and irrational Marshborn sensors and sensor technology they’d shared with the
Republic of Arden. As ground forces rushed to finish their prepara-
and angry enough to pull back from a tions for the coming storm, emergency message drones to Grissom,
defeat, re-group, and hit the enemy again Eureka, and Earth were launched and the planet’s limited orbital
defenses put on high alert. The van of the Darghaur Horde Fleet
even if there was no chance of winning. would arrive before aid from nearby Grissom could be hoped for
Turns out that the ability to pursue a lost and long before any help from distant Earth.
cause is an almost uniquely Human trait – A message received from the approaching Darghaur fleet stated
simply, “Surrender and die. Only through resistance may some of
but it can be taught.” you live to serve as slaves.” Although the message was couched in
SSgt. George S. Barfleur, US SF perfect Mandarin Chinese, a language not used by any of Glory’s
nations, it was quickly translated. The Marshborn ambassador to the
Republic of Arden reported that his people had received the same

Marshborn
civilians evacuate
a village under the
watchful eye of
Blood Claws.
Figures by Ground
Zero Games. Buildings
by Gamecraft
Miniatures. Painting by
Impoverished Lackey
& Shawn Carpenter.

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A Short History of the
Post-Contact Period

message roughly three days before the Darghaur assault on their The Republic of Arden’s investment in “stay-behind” troops paid
planet began. War had come again to Glory. dividends for all the nations of Glory. The Darghaur advance was
slowed by a campaign of sabotage and rear-area raids that kicked
The Initial Defense off with the complete destruction of a large landing craft with
the command detonation of buried Marshborn munitions. It was later
In the short time available to them, Glory’s defenders did what
estimated that several hundred Darghaur soldiers were killed in that
they could to prepare for the coming onslaught. The Darghaur had
opening flash of the war. Each stay-behinder attack was met with an
already launched large landing ships, all of which seemed aimed
overwhelming Darghaur counter-attack, however, and inevitably the
directly for the Marshborn Cantons in the Foix Gap. Perhaps they
human and Marshborn forces involved were either rendered combat
intended to punish the Marshborn refugees or perhaps they thought
ineffective, forced to withdraw to friendly territory, or completely
they were the most dangerous threat. Regardless of the Darghaur
wiped out. Still, their sacrifice slowed the Darghaur offensive and
motive, the Republic of Arden’s National Guard and frontier militia
gave humanity more time to bolster its defenses.
units joined forces with the Marshborn militias to evacuate the
Canton’s civilian population. The veterans of “The Stay-Behind War” also bought the Republic
of Arden hard intelligence about the Darghaur and their tactics. The
Glory’s three nations set about the defense of their planet inde-
Republic eventually shared this information with the DPRG and KOE
pendently. A last minute appeal for an alliance against the aliens
to optimize the overall defense of Glory. Much of this intelligence
by Prime Minister Gisboneaux of the Republic of Arden (RA)
was sobering but there were some bright spots, such as the brittle
was refused. The Democratic People’s Republic of Glory (DPRG)
nature of the slave forces and the Darghaur’s sluggish reaction to
suspected treachery and, despite all reason, were confident they
quick, hit and run attacks. More importantly, the stay-behinders
could negotiate a better alliance with the Darghaur. The Kingdom
discovered that the Darghaur seemed tactically nonplussed by an
of Eden (KOE) was adamant that God was on their side and with
enemy that refused to admit it was beaten, let alone stay beaten.
such an ally, who needs more?
The initial strategies of the DPRG and the KOE were simple – The War for Glory
they dug their forces in along their borders with the Foix Gap
Although the Stay-Behind War slowed the Darghaur’s breakout
and redoubled their air defense resources there. They established
from their beachhead on Glory, it could not hope to prevent it
reserve areas and mobilized every military unit on the books.
altogether. The alien invasion force was large, well-supplied, and
Neither nation was quite ready to start arming its citizens, however,
held the high-ground in orbital space. The human defenders were
even in the face of an alien peril.
puzzled by the Darghaur’s failure to exploit their orbital superiority
The RA’s defensive strategy involved strengthening a strategic by landing attack forces in rear areas or bombarding human combat
border as well, but it also featured a bold plan to leave special units positions and logistical areas with orbit to planet missiles or kinetic
in the Foix Gap, near or even in the projected Darghaur landing weapons, but were grateful for it.
zone. These units would provide much needed intelligence on the
As the Darghaur began to break free, the Republic of Arden mounted
aliens to the RA military command and could also disrupt enemy
a defense in depth in which forward units fell back to regroup while
operations if the opportunity presented itself. The RA had excellent
the units behind them took up the fight. Civilian populations were
resources for this task in the form of the various militia groups with
evacuated as the front moved out of the Foix Gap and into the
years of guerilla experience, an FSA (Forces Spéciales Améliorées
Republic proper. The Ardenois, bolstered by Marshborn warriors,
–cybernetically augmented commandos), and a company of US
made the Darghaur and their slave soldiers pay dearly for every foot
Special Forces.
closer to the capital, hoping against hope to hold out long enough for
When the Darghaur fist finally fell, it fell hard and decisively. The relief forces to arrive from Grissom and Earth.
various system defense ships orbiting Glory were snuffed out
The Democratic People’s Republic of Glory, on the other hand,
with ease, as were all the planet’s orbital defense platforms. The
waged a war that seemed plucked from some dark and distant
Darghaur dropships belched fire and missiles as they sank ominously
past. DPRG analysts determined that the Darghaur were reluctant
through the atmosphere, destroying any interface craft that dared
to bypass enemy strongpoints in their grinding advance. “Dear
to approach them. The high ground belonged to the Darghaur and
Leader,” the DPRG’s hereditary dictator, ordered the construction
they obliterated anything that sought to dislodge them. Darghaur
of heavily fortified “Martyr Holds” in advance of the DPRG border.
pursuit ships dogged the heels of human vessels fleeing the belea-
These Holds were manned by the most fiercely loyal (and heavily
guered world. Only ships that turned tail within minutes of the
indoctrinated) troops in the People’s Army. The commanders of
Horde Fleet’s arrival managed to escape.
the Holds were directed to die in place rather than retreat an inch
At first the invaders met with the same success on the ground. towards the sacred soil of the People’s Paradise.
Darghaur combat formations quickly established a formidable
In addition to the Martyr Holds, a hastily erected but formidable
perimeter around their landing craft, securing an area that covered
system of trenches and bunkers was thrown up at the DPRG’s
nearly a hundred square miles and most of the Marshborn’s
border with the Foix gap. Literally the entire work-force of the
abandoned Canton. Human recon troops and hold-outs in the
nation was thrown into the construction of these defenses, which
area who survived the initial assault were astounded to see the
were manned with every available soldier. The Darghaur would be
Darghaur and their slave soldiers instantly segue from establishing
stopped at the DPRG border – or they would not be stopped at all.
a bridgehead to mounting a three-way assault. Substantial forces
began rolling slowly towards the borders of the RA, KOE and DPRG, The Kingdom of Eden took yet another approach to the Darghaur
destroying every human structure (and human being) in their path. problem. They launched a guerrilla resistance stiffened by regular

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Darghaur small arms,


especially when used
from ambush, are lethally
effective against armored
vehicles – as this DPRG
column is about to
discover.
Figures/vehicles by Ground
Zero Games. Painting
by Shawn Carpenter.

forces where possible. The KOE’s standing military forces were Member states of both organizations scrambled to strengthen their
understrength and poorly led, having not yet recovered from their cold navies and train troops for an assault from orbit. Even as they
severe losses during the Saint’s War, and the political/religious labored to create military juggernauts to relieve Glory, they kept a
purging of their officer class after that defeat. careful eye on each other, each side fearful that the other might
turn their newly expanded military might against enemies on Earth
In the end, the KOE put its fate in the hands of God and zealous
rather than Glory. In the end, though, the armadas raised by the
civilian militias willing to sacrifice themselves to shape a battle in
OPS and NEU would be mere footnotes in the history of the First
which their professional forces could prevail. Despite the fanati-
cism with which the militia fought, the Darghaur penetrated deeply Darghaur War.
into the Kingdom and were only slowed when the KOE detonated In the great naval yard orbiting Grissom’s neighboring world, an
buried fission weapons during the battles for Jedediah and Caleb. unfriendly Venus-like planet named Armstrong, a number of
The militias triggered the weapons after leading Darghaur troops starships had been under development since before the Marshborn
into position—killing themselves in the process. refugees’ arrival on Glory. Marshborn engineers freely shared their
The nuclear blasts triggered the only sizeable orbital attacks advanced stealth and drive engineering with their human counter-
launched by the Darghaur, who struck the KOE sub-capital of Joshua parts on Grissom. Human engineers brought a new perspective to
and a major refugee camp in Arden with hyper-kinetic rods fired Marshborn designs, with the happy side effect that the resulting
from space. Both targets were utterly obliterated. Casualties were technology was superior to anything previously manufactured by
estimated in the hundreds of thousands. The Darghaur message human or Marshborn.
was clear: The use of weapons of mass destruction would result in When news reached Grissom of the Darghaur invasion of Glory,
the rapid extinction of humanity on Glory. work on the ships in the Armstrong yards was doubled and re-
Each of Glory’s major powers settled in for a long fight. Their only doubled. Day in and day out, highly motivated teams of zero-gee
option was to attempt to hold off the Darghaur until a relief force shipwrights worked around Grissom’s long clock to complete
could arrive – if such a force could arrive at all. the ships. When three of the heaviest warships and four lighter
warships were completed, they were rapidly crewed and combined
Breaking the Stranglehold to form Task Force Assassin.

On Earth, the OPS and the NEU reeled under the implications TF: Assassin was placed under the command of Admiral James
of the Darghaur assault on Glory – none of their colonies were Tulley and was tasked with the relief of Glory. Tulley’s command
safe from these rapacious aliens! Not even Earth itself was safe. consisted of seven untried ships using virtually untested drive,
The USA was particularly concerned due to Grissom’s proximity to weapon, and stealth technology and command crews composed
Glory. The OPS again reached out to the NEU with an offer to put of both human and Marshborn officers. Many believed that a raid
traditional differences aside and ally against a common threat – but by TF: Assassin against the Darghaur’s fleet, which was superior in
old dogma was far too deeply ingrained to be overcome by even so numbers and possibly quality as well, would be suicide. Tulley kept
grave an external threat as extinction at the hands of the Darghaur. his assessment of the task force’s fleet to himself.

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A Short History of the
Post-Contact Period

When TF: Assassin arrived at Glory, Tulley revealed his simple plan blast radius of the explosion and their drives added to the nuclear
to the captains under him. He would put his complete trust in the firestorm above Glory. Others were struck by debris and left
improved Marshborn/Human stealth systems and aim the entire damaged or disabled. As the Darghaur fleet staggered under the
fleet at the largest ship in the Darghaur’s Horde Fleet. If they could loss of its flagship and the related mayhem, TF: Assassin returned
damage it enough to withdraw, that might make the fight facing for a second pass.
the OPS fleet currently in transit much easier. In his private log he
Only five of the original seven ships remained (the Chosin and
admitted to himself that he doubted they could do much more than
Normandy were lost on the initial pass), but they caught the
damage the Darghaur flagship and he had no confidence that any of
Darghaur fleet in complete disorder. Several more Darghaur ships
the TF: Assassin vessels would survive the attack.
were destroyed or so severely damaged that they were forced to
With minimal course adjustments, TF: Assassin began a high speed withdraw. One Darghaur vessel was captured by boarding action.
attack run against the Darghaur’s largest Horde ship. The task force’s By the end of the battle, TF: Assassin had lost four of its seven
hybrid stealth technology proved remarkably effective, allowing it ships, but three Darghaur vessels had been destroyed and several
to slip past the Horde’s sentry ships and take the Darghaur flagship more were damaged and forced to flee Glory’s system, abandoning
under heavy fire. The Marshborn/Human weapon systems also their ground forces planetside.
showed a decided jump in effectiveness and TF: Assassin’s first
slashing pass through the Darghaur Horde Fleet inflicted massive No Surrender
damage on the Horde Leader’s flagship. The massive command
In the days following the rout of their Horde fleet, the Darghaur on
vessel attempted to retreat as its escort ships closed in to protect
Glory fought a massive rear-guard action as their forces retreated
it, but as it began to power out of Glory’s gravity well it was
into the Kingdom of Eden, where they’d found the least effective
consumed by a massive explosion.
human resistance. They showed no sign of surrendering and
The flagship’s death paroxysm spread chaos and destruction were clearly consolidating their position to hold out indefinitely.
among its consorts. Some Darghaur ships were caught within the Communication with the Darghaur themselves was impossible,

After the rout of the


Darghaur fleet, human
dropship operations became
practical but remained risky.
Figures & Vehicles by Khurasan
Miniatures. Photo by Jim Klein.

KOE regulars executing an ambush


in Caleb weeks before the city was
virtually destroyed by a suicidal
nuclear blast.
Figures by Ground Zero Games. Terrain
by Gamecraft Miniatures. Painting by
Eric Emerson & Shawn Carpenter

Tomorrow’s War ambushalleygames.com By Dagger or Talon 11


Alan Davies (order #9239409)
A Short History of the
Post-Contact Period

RANGSOF Search & Destroy


parties scoured the abandoned
farmsteads of the Foix Gap for
Darghaur hold-outs.
Figures by Ground Zero games.
Buildings by Shawn Carpenter.
Figures painted by Impoverished
Lackey and Eric Emerson.

of course, but human emissaries were able to parlay with some repaid in kind in an attempt to learn more about the Darghaur and
of their slave soldiers. The slaves rebuffed offers to accept their their slave races.
surrender and claimed that the loss of their fleet was insignificant.
Awareness of Earth and her far-flung colonies has also led some
The Darghaur would simply hold the lands they’d taken from the members of the A’Li’Ari Protectorate to take a jaundiced view of
KOE, and amass human slave forces until a relief force arrived. If Humanity’s expansion towards their territories, especially after
no relief force arrived, the remaining Darghaur would simply wait Earth’s refusal to join the Protectorate. Many alien races that held
patiently until they could take the planet themselves. territory along the Earth Space/Protectorate border zone began to
The commander of the OPS fleet, which arrived shortly after garrison vacant worlds that might interest humans. This inevitably
Assassin’s victory, suggested that Darghaur strongpoints in the KOE resulted in armed conflict, as did alien attempts to re-claim human
should be struck by RFGs (Rods from God) – kinetic weapons similar colonies based on old claims. Members of the Protectorate could
spout any number of Protectorate laws, but Humanity found a
to those that the Darghaur had used in retaliation for the nuclear
single human truism more evident: Possession is nine-tenths of
detonations at Jedidiah and Caleb. The KOE strongly resisted this
the law.
suggestion, as the Darghaur had established their main bases in
close proximity to their industrial centers. In the end, their protests Not all alien/human interactions over colony worlds are so overtly
were overridden and the rods dropped. contentious, however. On several occasions, human and alien
interests have agreed to jointly colonize a planet, normally with
Small, independent units of Darghaur and their slave soldiers humans settling in one area of the world’s surface and aliens in
remain in and around the devastated areas of the KOE and within another. This multi-species “balkanization” has led to some friction
the northern verge of the Foix Gap. The DPRG also report “orphan” between human and alien settlers, but thus far nothing more serious
Darghaur units operating near their borders, but in too small a than a little feuding and the occasional short-lived bush-war.
number to be a significant threat.
“Little wars” and one-off raids pepper the margins of Human Space
The Darghaur war on Glory is virtually over – for the time being, and the A’Li’Ari /Protectorate while more serious border incursions
at least. occur at infrequent intervals along the stretch of space now known
as the “Darghaur March.” Humanity continues to expand into unex-

The Aftermath plored space, much to the concern of the A’Li’Ari Protectorate’s
border states, who are apt to suddenly find that interstellar real
The attack on Glory has thus far been the Darghaurs’ only concerted estate that was of little interest to them has suddenly become a
assault on a human world. The Darghaur seem to be concentrating human enclave hard on their border. Marionette delegates from
their efforts on seizing Glory while consolidating their forces in the the Protectorate continue to remonstrate with Earth’s govern-
Deep Slough sector of the Marshborn Confederation. Human confi- ments to put aside their differences and accept a position within
dence has been boosted by success in holding the Darghaur at bay the interstellar league, but some of their methods have led some
in the Foix Gap, but the ongoing war is such a near thing that the Earth pundits to refer to the A’Li’Ari Protectorate as the “A’Li’Ari
nations of Earth continue to bolster their defenses, sometimes at the Protection Racket.”
expense of resisting the Darghaur at Glory. Sporadic and unpredict- All the while, Earth’s nations are expanding their cold navies and
able raids against other human-held installations by the Darghaur only military strength in preparation for a larger Darghaur invasion … or
underline the profound threat they pose to Humanity. These raids are perhaps for use against the Protectorate, if push comes to shove!

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Alan Davies (order #9239409)


n Xenobiology n

“I don’t believe that there are aliens.


I believe there are very different people.”
Orson Scott Card

If you’ve bought this book, it’s a safe assumption by Unit Attributes in the same way as human
you already own Tomorrow’s War and have read variations from the norm
our chapter on designing aliens. If you missed it, ❚❚ Alien weaponry and armor is described in the
it’s on pages 150 through 154 of the original book. same manner as that of humans
We don’t intend to reinvent the wheel here, but
If this all seems a bit humanity-centric to you,
this seems to be a good place to hit some of the
that’s natural. It is. This game was designed by
original article’s high points in review:
humans for humans to play. As humans, any aliens
❚❚ Aliens are described using the same basic we imagine will be defined by their differences
mechanisms as human troops: Troop Quality, from us. If the aliens we imagine are at war with
Morale, Confidence and Supply Level humanity, we must believe that they’re at least
❚❚ Aliens obey the same rules in combat as similar enough to us that they’re willing to fight for
human troops some of the same real estate or resources that we
❚❚ Alien differences from the norm are represented are. Otherwise, why the dustup?

Tomorrow’s War ambushalleygames.com By Dagger or Talon 13


Alan Davies (order #9239409)
Xenobiology

Conceptualizing physical weakness. Once you have a general idea in mind, start
examining the figures carefully. What kind of equipment do they
an Alien Race carry? If there are no or few personal weapons, perhaps they have
a fear or taboo against close combat. Conversely, if they have no or
We’re making a basic assumption from the get-go, here: We’re all few long range weapons, perhaps they feel that killing at a distance
playing a miniature game, not an RPG. is cowardly and will only fight in close. You must determine why
In an RPG, there’s really no limit to what you might come up for an they are equipped the way they are.
alien race – if you want to invent a race of giant half cat, half hippo,
elephant riding super warriors with 92 different warrior castes, each How does it move?
represented by its own distinctive hat, there’s nothing to stop you. Does it crawl? Fly? Two legs? Four legs? Twenty? Generally speaking,
Anything you can imagine can be put into play as you and your more legs will mean faster movement, but not necessarily (centi-
group sit around the table spinning your shared epic. pedes for example). Perhaps they feel that running, even toward
Miniature games, on the other hand, are played with miniatures. the enemy, is cowardly. In that case they might move faster than
Your opponent generally expects the army you field on the table a human at patrol speed, but not be able to move any faster. If
to have some similarity to what he’s actually fighting. Proxies are it flies, you can treat them like jump troops, or even helicopters.
possible, of course, but they’re just not as satisfying as models that Remember though that in order to fly a creature needs an atmo-
actually represent, well, the things they represent. Soooo … we sphere similar to the one it is used to. There are atmospheres on
assume that when you sit down to conceptualize a new alien race, Earth and Mars, but I would imagine a dragonfly would have a tough
you probably have a cool new alien figure sitting in front of you. time of it on Mars! Even a creature that glides will have trouble in
an atmosphere different from its own, at least for a while. This
Statting a figure is subjective at best. What to one eye is a blaster question will determine movement speed and mode.
pistol will be a plasma rifle to another. Still, until each figure comes
with its own rules, it must be done. Ask yourself:
❚❚ Does the Alien move faster, slower or at the same speed as
One thing to consider is that the more exotic the alien, the less likely
humans? (We suggest that most aliens’ movement speed shouldn’t
humans are to be in conflict with them. The more human-like they
differ more than plus or minus 50% from human movement.)
are, the more likely we are to compete with them for resources
and living space. This does not mean they have to look human! ❚❚ Do any special movement rules apply to the alien? (Can it only
Humans and worms share the same environment, but they are move at tactical speed? Can it fly?)
obviously very different physically. Not everything, but something,
about your aliens should be human-like (breathing the same atmo- What is its tech level?
sphere, requiring the same proteins for sustenance, liking the same Does every figure have a plasma rifle? The more common the
temperature, etc). You do not have to generate a human in a weapon, the more run-of-the-mill that technology will be. If every
rubber suit, but you do have to generate something that wants the figure has a melee weapon then their tech level is probably less
same thing as a human, or else why are they fighting? Humans than current human levels. If every figure has limb augmenta-
and vampire squids might consider each other horrible, but they tion and a shoulder mounted missile launcher, their tech level is
do not require the same resources, so each ignores the other (now probably higher than current human levels. Remember, tech level
intelligent vampire squids, on the other hand…). is relative, not absolute. This question will determine tech level and
First, you must study the figure, along with others of the same can affect any or all other questions.
line. Everything starts with the figure – it contains the only facts
Ask yourself:
you have. You can usually bet that the sculptor put some thought
❚❚ Is the alien’s overall tech level TL1, TL2, or TL3?
into why the things that are on the figure are there. Why does
this one carry a pistol in a belt, but that one has one grafted to ❚❚ Do the aliens have a tech level advantage or disadvantage
his arm? Can you buy hordes of grunt-like creatures, 10 to a box, regarding a specific area of development? Perhaps their overall
but the leader is bought individually? This way of thinking should tech level is TL2, but they have TL3 sensors.
direct you, even as you get down to hard numbers like armor and
movement speed. To be sure, the sculptor did not need to know What type of weapons do they use?
that these creatures will, say, touch feelers together to transmit If most figures have some kind of rifle, a few of them larger than
orders, but you sure need to know that in order to know how the the others, then those are assault rifles and support weapons.
troops will act in battle.
Don’t waste a lot of brain power on this! Different cultures develop
Throughout this process remember to ask: why? You do not need weapons with very different looks, but they all have the same
to know everything about the alien culture whose figures you purpose. Rifles are designed to kill their targets.
are commanding on the table, but you do need to know how they
Think about why these aliens are using these weapons. Were they
fight, and their culture will determine much of it.
designed specifically to kill humans or were they designed to kill
Before getting down to hard numbers, you should get a general creatures like themselves? Most likely the latter, so look at the
feel for your aliens. What general culture comes to mind when you aliens themselves to determine how powerful their weapons are.
examine the available figures? Do the individuals appear particu- If every figure is armored like a tank, then perhaps their weapons
larly strong or weak? If strong, perhaps they are a warrior caste. will ignore human body armor. I know it’s hard to stat your favorite
If weak, perhaps they have technology that makes up for their aliens negatively, but if they are thin skinned and one foot tall, their

14 By Dagger or Talon Ambush Alley Games Tomorrow’s War

Alan Davies (order #9239409)


Xenobiology

standard weapons will probably have a forms whose hard outer crust is highly
reduced effect on humans (it doesn’t
have to be drastic though – minus 1 die
A Note on resistant to kinetic and energy weapons.
The Natural Armor Attribute might be
per unit would be sufficient). “the Human Norm” applied to both aliens, even though the
Why do we refer to “human normal” as the rationale for the Attribute is significantly
Does the figure have claws or other
default condition? Simply because we are different for each race.
natural weapons? They may have a
bonus to close combat. This question human! Let the tri-laterally symmetrical
will determine any special weapon bivalves of Ceti Omicron Six consider tri- How would these things
effects and attack dice. lateral symmetry as normal. We know better! organize their armies?
Ask yourself: Do they have a hive-mind? Every
figure on the table might act as a single unit, but with much larger
❚❚ Is the alien’s overall tech level TL1, TL2, or TL3?
cohesion distances. If the figure is slopping over with weapons,
Are certain weapons in the alien arsenal measurably better (or perhaps they prefer to fight alone. If they come five to a box, each
worse)? Perhaps their standard weapons are regular laser guns with a slightly different load-out but with the same main weapon,
(TL2), but their SAWs are deadly plasma weapons (TL3). they probably organize much like humans do, into squads. This
question will determine unit size and cohesion.
How are their bodies different
from humans? What would their Troop Quality, Morale,
If the figure looks like a big beetle with heavy plates of chitin, Confidence and Supply Quality look like?
they most likely would have a defense die bonus. If they have Do the figures in question look like they’d have military training or
natural weapons, they may or may not use them in close combat. more like disorganized irregulars? Are they eager to fight, or would
If they are very small and fast, they may be more difficult to spot. they rather be back in the barracks? Are they fire-eaters or feet-
Don’t overwork this question though; remember, the more exotic beaters? Are they well supplied or living off the land?
the alien, the less likely humans are to compete with them. This
question affects attack dice, defense dice and movement. Does this thing make sense?
It’s sanity check time! Take a moment to review the assumptions
What is the alien’s psychology like? you’ve made about your alien’s tech level, organization, attributes,
It doesn’t come any tougher than this question, and of course it etc. Do they make sense? Have you applied any contradictory
flavors every other decision you’ve made about your figures. You attributes or attributes that seem out of place for the figure (an
will answer several questions in this category. What kind of losses ogre sized figure with the Small Target attribute would seem silly,
can your aliens take before it breaks? Will a figure or unit act without for instance). If everything seems copacetic, it’s probably a good
a leader telling it what to do? Are your aliens mindless drones that idea to have another member of your gaming group review your
attack to the last drop of blood? If they are, then they probably have design as well – they may see something you missed or point out
very little initiative and react slowly to changing battlefield condi- something that seems wrong. You can bet they’ll let you know if
tions. If you are at all in doubt as to how, and why, your aliens fight they feel like your creation is overpowered.
the way they do, then leave them at human norm. This doesn’t
In answering all of these questions, remember that small changes
mean that they are human! It just means that they fight the same
can have large and unforeseen affects in the game. If an alien is
way, and feel the same way about killing and dying as humans do.
determined to be too powerful, either adjust its stats or handicap it
This question affects leaders, morale and quality dice.
by shifting the victory points that determine the winner. You don’t
have to hold the ground to win the battle! Humans might consider
What Attributes should be applied to this alien? it a victory to bring down just one of your Flying Juggernauts of
The key to designing aliens for Tomorrow’s War is to visualize how Flaming Death.
the aliens compare to the human norm and focus on how any dif-
In conclusion, remember that statting figures, alien or otherwise,
ferences would affect their performance on the battlefield (it might
is often more of a philosophical exercise than a technical one, and
be interesting to know that the Porniacs require the participation of
should be done with the full knowledge of your opponent. There is
a least five adults of any mixture of genders to reproduce, but it is
nothing wrong with setting up a scenario in which the human force
unlikely that this will affect the outcome of a battle).
is unaware of some special ability the aliens have, but outside of
Tomorrow’s War, like all AAG games, is outcome oriented. In a scenario gimmick, we highly recommend that you inform your
other words, our rules are concentrated on producing outcomes opponent of anything out of the ordinary about your force to avoid
that mimic real-life or projected results rather than focused on hard feelings later. That way something may still come as a surprise
the step-by-step process to achieve those results. When dealing to your opponent, but it won’t be your fault! Likewise, if something
with aliens, this outcome-based approach allows us (and you) to is left off of the list, then the aliens can’t have it. Treat that item as
develop attributes that may be applicable to more than one alien human norm for the duration of the scenario.
race for entirely different reasons.
The most important thing to do is simply to remember that this is
For instance, The Blobulons might be large, blob-like organisms a game! If you and/or your opponent aren’t having fun, reconsider
who are difficult to injure due to their distributed and massively your alien and change its stats or, if the problem is on the other
redundant organ system. The Rockizoids may be mineral based life side of the table, consider changing your opponent.

Tomorrow’s War ambushalleygames.com By Dagger or Talon 15


Alan Davies (order #9239409)
Xenobiology

The Human Advantage Alien Archetypes


In Ambush Alley Games’ own Tomorrowverse (or T-Verse), The following archetype descriptions describe some of the
Humanity has three distinct advantages over the majority of more common alien concepts seen in science fiction. The list isn’t
non-human species he encounters: meant to be comprehensive, but should make a handy reference
for players who are inventing their own alien races or trying to find
Human Spirit  a starting place from which to stat out one of their favorite alien
Whether founded on patriotism, group loyalty, religious inspiration, miniatures.
or sheer bloody-mindedness, Humanity as a whole simply refuses
to allow the sparks of hope and ambition to die no matter how dire
the circumstances. In fact, the worse things get, the more likely
Anthromorphic Aliens –
Humanity is to dig in his heels, grit his teeth, and swear to see Here Kitty, Kitty, Kitty!
things through to the bitter end. Anthromorphs are aliens who blend humanoid and animal char-
In game terms, this species level resolve is represented by a higher acteristics – think Cat-People or Fish-Men. They tend to behave
morale cap than most other species. Human Morale ranges from and organize in a manner that reflects their animal influence. Dog-
D6 to D12, while alien Morale normally ranges from D6 to D10 People, for instance, might run in small packs led by a powerful
(as in all things, there can be exceptions). leader – if that leader is killed, the next most dominant member
of the pack takes his place. They might be extremely loyal to their
This same inherent pluck makes humans more resistant to various allies, even if such loyalty might put them in harm’s way.
forms of mind control or empathic/telepathic manipulation, so
Human troops receive a Positive Die Shift when making checks or Anthromorphs will most likely have at least one attribute that
tests to resist psychic domination. reflects their animal nature. Any additional attributes can be drawn
from the normal Unit Attribute list or the Xeno list, unless otherwise
Killer Instincts  noted in the advantage itself.
The primitive part of Man’s brain still exults in showers of warm, red
blood (or even cooler, blue or green blood). No matter how many
blankets of sophistication and enlightenment Humanity covers itself
with, there’s still a red-handed savage under the pile, sweating and
eager to run naked across the battlefield. Humanity has a natural
gift for mayhem that is equal parts gleeful psychopath, noble hero,
and deep-studied sage.
Human troops are capable of achieving Troop Qualities of D10
and D12 without augmentation of any sort. While most alien
warriors of D10 quality are the product of some specialized caste
or have been genetically or cybernetically augmented to increase
their capabilities, all but the poorest of human soldiers will reach
that quality with enough experience and training.
In game terms, natural human Troop Quality runs the entire
gamut from D6 to D12, with most soldiers rating at least D8. Most
alien races have a range of Troop Quality spanning D6 to D10,
with D10 troops being far less common than D8 (there are a few Nothing says “anthropomorphic” like heavily armed cat people.
notable exceptions, of course, such as the Darghaur). Figures by Khurasan Miniatures. From the collection of Jim Roots.

Unpredictable 
Just when it seems logical for a human unit to fall back, it rushes
forward. Just when it seems they must surrender, they vanish
like smoke from the battlefield to fight another day. Humanity’s
mercurial nature makes him a difficult opponent for aliens who
are used to more predictable foes and makes many alien generals
more than a little uneasy. Even the Marshborn, who are remark-
ably culturally similar to humans, view them as slightly mad. One
of their historians has even posited the theory that Humanity is a
bio-weapon that achieved true self-awareness and destroyed its
former master.
This Attribute is described in detail later.

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Xenobiology

Human Variants: We Have Met Intangible beings have a Basic Defense linked to their size.
Small Intangible creatures (man-sized or smaller) have 2D of Basic
the Enemy, and They Are US Defense, those of medium size (APC sized) have 4D, and large
creatures (house sized or bigger) have 6D. Intangible creatures can
“Knavery seems to be so much the striking feature
benefit from cover that intercedes between themselves and an
of its inhabitants that it may not in the end be an attacker, but they cannot use the In Cover modifier – they’re just
evil that they will become aliens to this kingdom.” not “body aware” enough to take full advantage of cover.
➤ King George III, referring to the North American colonists Intangibles could have virtually any attributes, although
they obviously can’t have any Attributes that require a
As Humanity spreads out among the stars, he may become the
physical component.
very aliens that dominated his imagination during millennia spent
trapped on Earth. Faced with entirely new environments and chal- If you want to pay homage to a venerable science fiction trope,
lenges, colonists may develop cultures that differ starkly from the you should apply the Vulnerability attribute to your Intangible
terrestrial norm. Their self-interest will almost certainly differ from troops – this isn’t a requirement, however.
that of the home-world and, judging by history on Earth, they are
highly likely to find themselves at odds with “The Old World.” Man-Eating Monsters – Can You
Additionally, some human colonists may actively modify their Blame Them? We Taste Like Pork!
bodies and minds to more effectively adapt to an extra-terrestrial
Giant bugs, bug-eyed monsters, flesh-eating plants – anthro-
environment. Genetic engineering, cybernetics, or even a form of
phages come in a myriad of forms. Most “monsters” are more
permanent telepresence might give modified-humans a leg-up in a
cunning than cerebral and tend to act alone or in loosely organized
hostile environment, but they might also produce men and women
packs. They generally rely on Stealth and Natural Weapons to
whose human character has changed in pace with the modifica-
secure their sentient snacks. Other Unit and Xeno Attributes can
tions to their bodies and brains.
be applied to Man-Eating Monsters, but they tend to be those that
Normal Unit and Xeno Attributes can be applied to Human represent natural traits or instincts and aren’t based on true intel-
Variants to reflect their differences from mainstream humanity. ligence. Some Man-Eating Monsters might possess a Hive Mind,
Typical Attributes for Human Variants include: Adapted to Hostile however, or be under the control of a Tyrant.
Environment and Unpredictable.
Robots & Mechanical Menaces –
Humanoid Aliens – First Law, Schmirst Law!
Why Reinvent the Wheel? Whether relics from a lost civilization or doom of our own engi-
Many aliens don’t differ that much from humans in shape and neering, science fiction is chock full of murderous robots bent on
function. They have two legs and two arms (they’re bi-laterally Humanity’s destruction. These treacherous tools can take any form
symmetrical) and some kind of head, all joined together by a from enormous, self-aware tanks to microscopic nano-machines.
torso. Of course, all those components may be covered with slime, One thing they all have in common is a single-minded, unshake-
razor sharp scales, transparent skin, or what-have-you, and their able imperative to do whatever they were programmed to do: Rid
behavior may be entirely inhuman. the universe of intelligent organic life!
Any logical Unit or Xeno Attribute can be applied to a humanoid Robotic aliens obey the normal rules for robots as laid out in
alien unless otherwise noted in the attribute itself. Tomorrow’s War. They are normally self-aware and autonomous,
but may sometimes be controlled by the electronic version of a
Intangible Aliens – Hive Mind or Tyrant.

These Guys are a Gas!


Some alien intelligences reside in intangible or nearly intangible
forms, such as energy fields or gaseous clouds. Aliens of this type
generally don’t interact much with humanity – after all, if you’re
an energy field, do you really have enough in common with a meat
bag full of water for conflicts to arise? These guys also aren’t the Robots can
most interesting looking figures on the table (“See those bases with be dangerous
nothing on them but brown grass? Those are my Energy Empire adversaries,
Commandos!), so they probably won’t get a lot of play with most especially if
groups. Still, they’re a staple of science fiction, so we can’t really they’ve never
leave them out, can we? heard of the
Alien troops of this type generally act as individuals rather than First Law of
units (instead of a fireteam of five gaseous clouds, there’s a single, Robotics!
large gaseous cloud). We suggest you make each Intangible entity Figures and
Hard to Kill to reflect the fact that it’s difficult to hurt something Photograph
you can’t really touch. courtesy of Critical
Mass Games.

Tomorrow’s War ambushalleygames.com By Dagger or Talon 17


Alan Davies (order #9239409)
Xenobiology

Utterly Alien Life-Forms – Now, let’s go through the questions outlined above:

That Polyp Just Ate Jones! How do they move? Shank’s mare, unless a vehicle is available.
There’s nothing on the figures to indicate anything special about
Some aliens are really, truly Alien. There are creatures out there how they move – so they move like ordinary human troops.
that aren’t humanoid and don’t share any obvious similarities to
any Terran life-form. Their motives are inexplicable and the sight What’s their tech level? Their gear and armor doesn’t look
of them is unnerving. Still, some of them share enough similarities like bleeding edge tech, but I imagine space-faring mercenaries
with Humanity that we find ourselves competing with them for the wouldn’t be lugging around antiques to fight with, either. I’m going
same resources. to split the difference and call these guys TL2.
Utterly Alien Life Forms are almost always Unpredictable to humans. What type of weapons do they use? They’ve got a pretty good
They can have any other attributes from the Unit or Xeno attributes mix of pistols, carbines, and support weapons. There are magazines
that seem logical unless otherwise noted in the attribute itself. visible on most of the weapons. I think I’m going to say that they’ve
got Advanced Ballistic Weapons for small arms and laser based

Example of weapons for their support weapons. That’s a good mix of mid-tech
gear, I think, and the sort of stable, reliable tech a mercenary outfit

Alien Design would value. I’m going to call it all TL2.


Their armor looks heavy, but it’s also applied in pieces. I’m going
GZG Alien Mercenaries to call it TL2 standard body armor (1D).

(The Urraug & Virraug) How are their bodies different from Humans? These guys look
tough. They look pretty human, but they definitely give the
Okay, we’ve talked about it, now let’s give it a whirl. Let’s take a
impression of being able to take a few knocks and smile while they
look at GZG’s “Alien Mercenaries.” They shouldn’t be too tough,
continue to hand out licks of their own. To reflect this in game
since they’re basically humanoid looking figures with pretty
terms, I’m going to say that they have the attribute Resistant to
standard looking weaponry.
Pain.
So, let’s take a look at ‘em and see what stands out:
What’s their psychology like? Judging from their appearance,
❚❚ These mercs look larger than humans and they have a pretty these guys like to fight. I suspect that if they weren’t being paid to
brutal looking bone structure. fight, they’d pick a fight for free. They don’t look particularly bright,
❚❚ Their guns look big and don’t exactly scream “high-tech though, and seem the type to argue among themselves unless a
uber-weapon.” strong leader was present to keep them in line. I think I’m going to
give them the attributes Berserker (Involuntary) and Poor Initiative
❚❚ They have armor, but it’s a heavy looking pieced to show these aspects of their personality in game play.
plate affair – again, not the sort of stuff that
screams super-fibers and ceramics. What Attributes do these guys have? We’ve already answered
this going through the previous questions. They’ve got Resistant to
❚❚ These guys look aggressive and mean, but they Pain, Berserker (Involuntary), and Poor Initiative.
don’t look particularly smart.
How would they organize their army? I think these guys would
❚❚ They’re described as have a very basic unit organization. They come twelve to a pack
mercenaries, so they from GZG, so I think I’ll keep it simple and divide them into three
must have some level four-man fireteams, dividing the support weapons up among them
of military experience/ as evenly as possible.
training.
What do their Troop Quality, Morale , Confidence, and Supply
Level look like? As stated before, these guys are mercs and
presumably have some training. I’m going to call them TQ D8
and assume they might have a team or two of TQ D10 veterans
available, too. I think these guys like to fight, so I’m going to give
them a decent Morale and Confidence Level (Morale D10 and high
confidence. They’re mercs, so they probably experts at using as
little as possible to get the job done – I think I’ll call their supply
level “Normal.”
So there you have it – an alien race ready for play in Tomorrow’s
War! That wasn’t so hard, was it? See the Sample Forces chapter
for more details on the Urraug and Virraug!

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operations Forces
n [ ESOF ] n

“If an Operator wants to make the step from


conventional special ops into the world of
seriously black, covert, completely off the
chart insane special ops, she has three choices:
Suit up, borg up, or shut up and go home!”
Capt. Sheryl MacNeily,
author of the best-selling memoir
Who’s Your Momma Now?

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Conceptualizing disciplines that can be utilized to improve a local population’s


quality of life. They often put these skills to use, along with
Enhanced Special a facility for relating to the needs of the local population, to
provide an effective liaison between the ESOF organization’s
Operations Forces military/political leadership and the local population.

The same general process used to define aliens is used to define


❚❚ Unconventional Warfare (UW) Missions SOF & ESOF are
human (or alien) Enhanced Special Operations Forces units. You’ll often tasked with organizing, training, equipping, advising and
have a little more latitude with ESOF units, though, because the even fighting beside indigenous forces in a combat zone for an
source of many of their capabilities won’t be visible on a miniature extended period of time.
representing them. Any figure on the table might have Active ❚❚ Information Warfare (IW) Missions SOF & ESOF organiza-
Trauma Treating Nanites or Heightened Senses, for instance. tions are often called upon to assist in achieving information
superiority over opposing forces through the use of disinforma-
When creating your own ESOF organizations, we suggest you ask
tion, direct or indirect attacks on the information infrastructure,
yourself the following questions:
or the disruption of communication nodes.
What kind of mission(s) was this ESOF
A number of “Collateral Activities” also fall under the purview of
organization created to undertake?
SOF & ESOF organizations. These include Support of Allied Nations,
Different SOF organizations exist to perform different, highly special- Humanitarian Assistance, Security Assistance, Combat Search and
ized operations. The same is true of their ESOF descendants. Typical Rescue (CSAR), Countermining, Counter Drug activities, and Peace
missions undertaken by various ESOF organizations include: Operations. They also include the innocuous sounding “Special
❚❚ Direct Action (DA) Missions Direct Action, or “DA,” Activities,” covert or black operations that require the permission
missions are exactly what they say: Direct actions against the of a nation’s top executive to carry out.
enemy. They represent attacks against installations, equipment, What ESOF archetype best suits this ESOF organization?
units or individuals utilizing any means necessary, from conven-
tional small arms to demolitions. These actions may be carried If you had to pick just one of the ESOF archetypes listed in this
out with conventional forces or independently. These types chapter to describe your organization, which would it be? The
of missions may include raids, ambushes, targeting (designa- answer to this one is influenced by what missions the unit is
tion/illumination for precision-guided munitions), sabotage, or normally called on to undertake – outfits that specialize in UW
standoff attacks using air, ground or orbital platforms. might want to avoid visible cybernetic or genetic augmentation
to avoid offending the indigenous forces they work with, while
❚❚ Psychological Operations (PSYOP) Special Operations hard-core DA specialists might be completely “borged out.”
forces are trained to conduct operations designed to manipulate
the local population’s opinion and emotional responses to the Your personal preference also comes into play here. If you want
benefit of the organizations home nation or a host nation’s legit- your organization to consist of highly trained powered armor
imate government. Psyops may target the population of a given troopers whose suits boost their stealth and speed because they
region, particular social groups, or even specific individuals. perform lightning fast black ops, that’s fine. Someone else might
opt to build a Genie force to perform the same function – and
❚❚ Civil Affairs (CA) Missions Derring-do and deadly marks- that’s fine, too. Mixing it up is fun, after all!
manship aren’t the only things that make an operational force
“special.” Many SpecOps forces are also highly trained in What is the organization’s Tech Level?
This decision will be influenced by the overall military tech level of
the nation the organization hales from. It’s not at all unusual for a
nation’s SOF or ESOF organizations to boast better tech than their
army’s line units. It’s also not unheard of for SOF or ESOF units to
use local weaponry while involved in UW operations, and this gear
may be lower tech than the equipment they’d normally use.
What are the typical Troop Quality, Morale, Confidence,
and Supply Rating of the Organization?
Most SOF & ESOF units receive higher levels of training than
ordinary line units. Some SOF & ESOF units act as a “graduate
school” for talented soldiers whose greater talent sets them apart
from their fellows. In general, it’s to be expected that SOF & ESOF

A figure without a lot of gizmos attached isn’t necessarily “low


tech.” At Tech Level 3, many sensors, commo, and targeting
devices are integrated within the soldier himself and an unas-
suming set of combat fatigues might be virtually impervious to
anything but a direct hit from kinetic or light energy weapons.
Figure by Pig Iron Productions.

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ESOF units tend to have a strong presence of Special


Teams – particularly Sniper Teams. It is not uncommon
for every member of an elite unit to have enough
special training to serve in a specialist role or team.
Figure by Pig Iron Productions

units will have Troop Quality ratings ranging from D8 to D12, with How is this ESOF organization, well, organized?
D10 being the norm. We suggest you build your organization from the bottom up – start
Intensive training and indoctrination also build Confidence and by deciding how your ESOF fire teams are organized. How many
Morale – most SOF/ESOF units will have High Confidence and figures are in a fire team and what mixture of weapons do they
Morale with a rating of D10 or D12. use? Generally, the more technically advanced the force, the less
SOF/ESOF units are generally equipped with the best gear available men and greater the weapon variety in a fire team. We suggest
and are kept well supplied in order to respond quickly and with you keep your fire teams in the three to six figure range. It’s also
overwhelming force when required – in other words, they generally a good idea to provide a few support weapons as force multipliers,
have Abundant Supplies. especially for smaller fire teams.

All of the guidelines above assume a fresh unit with a smooth Once you’ve determined what your ESOF’s fire teams will look like,
running logistical train. SOF/ESOF units in the field for an extensive it’s time to assemble them into a squad. You’ll need to decide how
period of time, cut off from supplies, or fighting a doomed rearguard many fire teams make up a squad, with the normal range being
action might have considerably lower Morale, Confidence, and somewhere between two and four. You’ll also want to consider
Supply ratings. Remember this when statting SOF/ESOF units (or whether your squad leader is an extra figure or whether he does
any other units, for that matter) for a scenario. double duty leading one of the squad’s fire teams.
What type of weapons and armor does The next step up the design process is the platoon. How many
this organization typically deploy? squads does your ESOF platoon contain? Three or four squads is
Does your ESOF unit have the same basic gear as the line units the norm. You’ll also want to decide if your platoon has an HQ
in the military they belong to? Or are they armed with higher squad. HQ squads generally consist of a platoon leader, a platoon
tech weapons and armor? Or lower tech (common for ESOF units sergeant, a few specialists (maybe a medic and a grid tech), and
deployed on UW operations)? Bear in mind that SOF/ESOF units occasionally some special assets like a sniper or AT team.
tend to have access to the most mission suitable weapons and gear
available, so their weapons and armor may vary significantly from Speaking of special assets, some platoons have a number of normal
mission to mission. “rifle” squads and one or more special squads – such as “weapons”
squads that contain MG or AT teams , a recon squad, or even a
What attributes would best suit this orga-
nization’s mission tasking? robotic squad. You’ll want to decide whether your platoon features
one or more of these special squads.
Think about the general character of the ESOF unit you’re designing
and determine what unit Attributes would best apply to it. Does You may want to continue up the ladder and consider what your
your ESOF organization spend a lot of time playing ninja on black ESOF company organization looks like. It will probably contain three
ops? Then Stealthy would probably be a good choice. Are they or four platoons, including a Company HQ platoon and perhaps
used to operating far afield with no Grid support? You probably one or more specialist platoons (such as a weapons platoon, AT
want to say they’re Old School, then. Are they borged up with platoon, etc.).
integrated armor plates and fingers with retractable, razor-sharp
claws? Then you might want to consider Natural or Augmented/ Do my answers to the questions above make sense?
Armor and Weapons. Once you’ve sorted all this out, you’ll want to go through it again
A lot of this step is subjective. Try not to get too carried away with and make sure everything makes as much sense to you as it did in
it. As a rule of thumb, most units shouldn’t have more than five the heat of playing general! It’s a good idea to run your organization
or six Attributes (not counting default attributes, like Human Spirit, past your fellow players, too, to ensure that your design fits the
Killer Instinct, or Unpredictable. general consensus of your group’s concept of futuristic warfare.

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ESOF Archetypes Typical attributes for a Paragon (or a unit containing a Paragon) are
Old School, Inspiring, Medic, Special Teams, Stealthy, Heightened
Most Special “Operators” fall into one of several categories, Situational Awareness, etc.
described below. Among humans, most national armies fixate on
It should be noted that while a Paragon can reach TQ D12 without
two or three variations of Operator types publicly, but may covertly
augmentation, that doesn’t mean that they cannot be augmented.
embrace some of the less culturally palatable options. In most Some augmentations – Skeletal Augmentation, for instance – might
western nations, for instance, Paragons, PA troops, ‘Borgs, and boost an Operator’s resistance to damage but do not influence
even moderately altered Genies are seen as acceptable responses their actual combat skills. Augment the skeleton of a goat, and you
to meet specialized military requirements – but Synthetics are have a goat that takes couple more shots to take down than the
virtually taboo. In contrast, many eastern nations abhor any sig- non-augmented members of his herd. What you don’t have is an
nificant alteration of the human body, either at a mechanical or elite TQ D12 goat Operator.
cellular level, but view Synthetics as little more than advanced
robotics – relatively cheap to manufacture and absolutely expend-
able in battle.
Powered Armored SOF
If Powered Armor (PA) transforms a normal trooper into a man-sized
Alien cultures encountered thus far seem to rely predominately on light AFV, it transforms Special Operators into man-sized light AFVs
Paragons, Powered Armor, and moderate genetic manipulation to piloted by man-eating sharks. Humanity fields few things on the
meet their special mission needs. It seems likely that contact with battlefield as terrifyingly effective as a SOF PA unit. Most SOF
Humanity may lead to more experimentation with cybernetics and troopers receive training in operating PA and some specialize in it.
synthetics.
Basic Advantages of Powered Armor
Paragons Powered Armor (PA) comes in many forms, ranging from clunky,
“
A lot of so-called ‘Military Experts’ say the Green first-generation “Ape Suits” to the bleeding-edge “Skin Suits” used
by some elite special operators and corporate “troubleshooters.”
Berets are an anachronism – a so-called SpecOps unit
PA behaves differently depending on its tech level and the purpose
with no real augmentation. They say that an operator for which it was designed, but most suits impart the following
who relies entirely on his own speed, strength, skill advantages to those who wear them:
and experience is doomed to fail. I have four words for ❚❚ PA troops have double the normal Optimum Range for
those experts: Tell that to Batman!” their Troop Quality (i.e., TQ D8 PA troopers would have an
Optimum Range of 16”).
Jack Madigan, On Silver Wings ❚❚ The protection and firepower of PA Suits tends to make their
One person out of thousands, perhaps tens of thousands, is users feel invulnerable – PA troopers generally have High
a natural-born operator. Fate only rarely contrives to put those Confidence.
gifted few in a position that allows their talents to be recognized ❚❚ PA troops are Intimidating to non-PA human troops – unless
and exploited. When the born operator finds his calling, though, a scenario says otherwise, it should be assumed that human PA
they stand out like a combat knife in a box of spoons – and any units are also intimidating to non-human troops.
military organization worth its salt will stop at nothing to hone ❚❚ Enhanced strength is a basic facet of all PA design and the same
that blade to a razor’s edge. In game terms, we refer to such born strength that lets a PA trooper wield a light machinegun like an
operators as “Paragons.” assault rifle (see Powered Armor and Infantry Weapons).
Paragons exceed the human norm in a specific skill set without
❚❚ This same strength makes PA Troopers brutal opponents in hand-
the need for augmentation – they’re naturally faster, more aware, to-hand combat. All PA figures are treated as if they possess
and tougher minded than the mass of humanity. Only a Paragon Close Assault weapons when engaged in Close Assault.
can reach the exalted Troop Quality of D12 without some sort ❚❚ PA Troops automatically receive the Close Assault Monster
of augmentation – and very few human troops can reach TQ D12 Attribute.
with augmentation. ❚❚ PA Troops are not subject to the Survival TQ check for suit
breaches in a hostile environment (see pg. 95, Tomorrow’s War).
While the intense training and conditioning required to coax a
Paragon to his or her peak potential puts as much or more drain
❚❚ Movement of PA troops is not affected by non-earthlike
on a defense budget as cybernetics or bio-engineering, their gravities.
ability to act independently of cutting edge technology makes ❚❚ Each PA unit contributes a full Initiative Die to its force, just
units containing such men virtually priceless. The fact that they as an armored vehicle would.
are purely human, with no cybernetic or genetic adjustments, also
makes them more palatable to members of cultures with prejudices Powered Armor and
against such advances. Infantry Weapons
In game terms, Paragons are Troop Quality D10 or D12 figures. Powered Armor is designed to allow troops to use powerful support
As has been stated before TQ D12 troops are very rare and are weapons the way a normal trooper might wield a pistol or carbine.
generally found as individuals in a unit of lower TQ troops rather The following table describes how the penalties and advantages
than part of a unit that is TQ D12 overall. associated with weapons are modified when in use by PA troops:

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Normal Infantry Weapon Modified Weapon Movement &


Class of Weapon Performance Fire Penalties “We were happy as hell to be tasked with
Pistol or Shotgun No Change No Penalty boarding the Darghaur ship. We were ready
Small Arms Treat as SMG in No Penalty to take it to those turtle-looking SOBs. We
(Rifle, Carbine, etc.) Close Combat
Light & Medium Support N/A No Penalty all knew that if we didn’t stop ‘em on Glory,
Weapons their next stop would be home: Grissom.
Heavy Support Weapon N/A -1 FP Die for
Move & Fire
We entered their ship through a breach
Gun with AT Rating of N/A No Move & Fire made by a close range rail gun hit that tore
Medium or Heavy (other than Permitted
missiles, rockets, or grenades)
through the ship’s outer shell and deep into
its bowels. We encountered Dargs almost
Powered Armor and immediately. If we expected them to be
Slaved Secondary Weapons surprised by humans who could shrug off
It is common for fire-support PA suits (suits with powerful support the big slugs their shoulder cannons threw,
weapons attached) to carry “small arms” to fall back on when we were wrong. Nothing seemed to surprise
use of their “big guns” would be inappropriate. These weapons
are often “slaved” to the suit’s main gun so that both weapons them – not even the way our power armor
will automatically fire at the same target. Larger weapons are allowed us to get to grips with them and
sometimes slaved together as well.
tear off their heads and limbs like a socio-
Slaved Weapons pathic kid prunes a bug.”
Some PA suits include Fire Control solutions that allow two or more
Lance Cpl. Scott (Scotty) Miller, USMC,
weapons to be “slaved,” allowing them to pool their firepower
against a single target, in effect allowing a figure to fire multiple describing his part in TF: Assassin’s victory
weapons in a single Activation, as long as they are all aimed at over the Darghaur fleet at Glory
the same target.
Slaved Weapons have the following restrictions:
❚❚ Slaved Weapons are available to PA suits at all Tech Levels. Types of Powered Armor
❚❚ The number of weapons that can be Slaved is determined by The various types of Powered Armor are described on pg. 72 of the
the Tech Level of the suit. Tomorrow’s War rule-book. We’re including the summary of PA
➤➤ TL 1 & TL 2: Two weapons can be Slaved. capabilities below for your convenience.
➤➤ TL 3: Three Weapons can be Slaved.
➤➤ Slaved Weapons suffer a -1 Firepower Die Penalty.

Powered Armor Capabilities by Type


Tech Armor Active Trauma Advanced Grid Chameleon Number of Possible
Type Level Movement Dice Treatment? Sensors? Capable? Suit? Slaved Weapons
Early 1 6” (No Rapid Move Rate) +3D Maybe No Maybe No 2
Standard 2 6”/12” +3D Yes Yes Yes No 2
Recon 2 8”/16” +2D Yes Yes Yes Maybe 2
Advanced 3 8”/16” +3D Yes Yes Yes Maybe 3
Standard Traits Treat Infantry Weapons as next lower class (See Powered Armor and Infantry Weapons)
2x Optimum Range
High Confidence
Always treated as equipped with Close Assault Weapons
Not subject to Hostile Environment survival saves (suit self-seals)
Movement unaffected by high or low gravity
PA units contribute a full die to Initiative
Common Intimidating to non-PA troops
Attributes Close Assault Monster
Active Trauma Treatment (Powered Armor) – TL1 suits may or may not have this Attribute
Advanced Sensors – TL2 and higher
Suits designed by different major powers may possess additional Attributes

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Nannies Genies
(Nanite Augmentation) (Genetically Engineered)
“
Some guys don’t like the idea of bugs crawling Humanity has been tinkering around with its genetic structure for
over two centuries. These efforts have produced concrete results
around under their skin and weaving titanium webs that most of humanity, or at least first and second world humanity,
around their bones or widening their blood vessels. take for granted: Humans are now more resistant to diseases,
Me? I don’t think about it. Thinking has only ever and they are less likely to contract cancer or suffer from genetic
gotten me in trouble.” disorders. In the last century, however, some nations have begun
to take a more radical approach to genetic engineering and have
“Johnny-O,” an unidentified member of produced genetically altered humans who are so extensively altered
Marine Special Operation Forces during an interview from the norm that many consider them humans in name only. In
on Grissom’s Colonial News Network fact, these highly modified humans are often referred to as Human
Variants or “Genies” rather than simply “human.”
Many nations turn to nano-technology to give their special
operators an edge. Nano-augmentation has the advantage of being Development of Genies was originally driven by two separate goals,
inconspicuous and reversible. This allows “Nannies” (troops who and as a result they can be divided into two rough groups, Colonists
have undergone nanite augmentation) to pass for un-augmented and Soldiers.
humans in areas where meddling with the human norm is frowned
Faced with a relative scarcity of planets capable of supporting
upon. It also allows retired soldiers to be “de-milled” before
human life and the overwhelming cost and unpredictable results
returning to civilian life.
of terraforming, some genetic engineers proposed that it would be
Nano-tech can produce results similar to genetic engineering far more effective (and cheaper) to modify colonists rather than
and cybernetics. The most common nano-tech Attributes are planets. Very few nations or corporations accepted this approach,
Active Trauma Treatment Nanites, Advanced Sensors, Heightened but those that did embraced it zealously. Eventually human variants
Senses, Heightened Situational Awareness, Natural or Augmented were produced that were physically customized and augmented
Weapons, Pain Resistant, Skeletal Augmentation, and Stealthy. to thrive in exotic environments ranging from the confinement of
remote space stations to planets with noxious atmospheres and
extremes in temperature or gravity. Most of these “Colonist” Genies
were modified before birth and cannot be returned to the human
Troops in Powered Armor are at home in urban,
rural, and even non-Earthlike environments – and
each trooper packs as much firepower and coun-
termeasures as some regular fire teams.
Figures by Ground Zero Games. Painting by Shawn Carpenter.

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norm. These highly specialized human variants would find Earth a Soldier Genies are often modified as young adults and some of
hostile planet to visit – and not simply due to its atmosphere and the processes employed can be reversed. Other Soldier Genies are
gravity. Colonist genies are subject to extreme prejudice in many engineered from birth (or before). It is not uncommon for Soldier
places and sections of Earth society. Genies to be cloned, as some nations and corporations believe that
Soldier Genies, on the other hand, were developed to increase clones are not “real” humans and denying them the liberty of self-
innate human combat capabilities. Since they were intended to determination is not immoral.
be deployed against and among human soldiers, their physical
The modifications made to Soldier Genies can be represented by
form wasn’t normally modified enough to significantly change
any Unit Attribute. Typical Unit Attributes for Soldier Genies might
their physical appearance from that of the human norm (although
some nations require that Soldier Genies have an easily identifiable include: Adapted to Hostile Environment, Heightened Senses,
physical attribute, such as an unnatural skin, eye, or hair color so Elusive, Despised, Heightened Situational Awareness/Reflexes,
that they cannot “pass” as normal humans). Natural or Augmented Armor or Weapons, Pain Resistant, Skeletal
Augmentation.

“I’m a Genie myself. Let’s get that out in Cyborgs


the open right up front. I volunteered for “Zeiss Peregrine IIs: When 10x in three spectrums
Detachment Zulu and all the genetic modi- just isn’t enough!”
fications that go along with it shortly after Advertisement for cybernetic “eyes”
making E-5 in the Rangers. I’m used to from the 2315.04.13 issue of Defense Weekly
having ‘norms’ turn their nose up at me or Sometimes even the best of the best aren’t good enough. The
stare at me like I might suddenly grow an only answer, of course, is to make them better. This is the basic
extra head. I’ve always thought I was above philosophy behind cybernetic soldiers, also called “cyborgs” or
just “borgs.” As the line between technology and biology blurs,
that kind of prejudice, but then we made a
it becomes increasingly effective to replace or augment human
stop-over at Deep Space Terminal Delta and I capabilities with cybernetic implants. In the ESOF community, the
saw my first heavily modified Genie. most common “customizations” are hard-wired modifications to
the nervous system, sensory augmentation, and musculoskeletal
“The guy’s body was roughly orb shaped augmentation.
and sprouted limbs at odd intervals. Each In the early days of cybernetic development, most augmentations
limb ended in long, sturdy looking fingers. took the form of surgically implanted devices, and this approach is
Through some skeletal trick he was able still common in Tech Level 1 nations. In more technically advanced
countries, however, nanotechnology has replaced surgical implants
to slide his head around his body so that for most augmentations. Rather than surgically replacing a soldier’s
he could orient it in his direction of travel eyes to increase their acuity, visual spectrum, etc., he can be
without actually rotating his body. The guy injected with nanobots that carry with them the needed material
to modify his eyes to augment their natural capabilities.
was perfectly made for life in microgravity
within the complex of narrow, twisting tubes Regardless of the methods used, many of the more useful augmen-
tations are readily visible and change a borg’s appearance. Some
that made up DST Delta, but he looked like a may just seem slightly bulky, while others may be transformed into
monster to me. His eyes were his only truly walking suits of combat armor with very little of their organic shell
human looking features – and judging from left in place.
what I saw in them when our eyes met, he “Borged up” units have received cybernetic enhancements that
was looking at a monster, too. make them faster and more aware. They often seem to react
before a threat is even obvious. Such units receive a Positive Die
“I know he’s as human as I am inside, Shift to their Troop Quality when making Reaction Tests (D12
but there’s still no way I’d let the guy maximum) and a +1 die roll modifier (as described by the Borged
Up Attribute).
date my sister.”
Typical attributes for Cyborgs include: Borged Up, Active Trauma
SSGT. James Burke, Det. Zulu, Treatment Nanites, Adapted to Hostile Environment, Heightened
during an interview by Jack Madigan Senses, Natural or Augmented Armor & Weapons, Skeletal
Augmentation, Despised.

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Synthetics
“Today’s norm is yesterday’s high-tech
“Synthetics blur the line between robotics and genetic
engineering and, more tellingly, between humanity
wonder. Only a century or so ago, most
and human artifice. The most basic synthetic is little people still carried external phones and had
more than a remote control simulacrum – it may to rely on goggles to see safely at night.
boast human tissue wrapped around its carbon fiber Now most Americans take instant, device-
skeleton, but without a human at the controls it less communications for granted and would
is as inert and soulless as a parked car. Inarguably, panic if their vision didn’t automatically
however, that same simulacrum could be raised shift to the proper visible spectrum for the
to the same level of self-awareness as its more
lighting conditions.”
advanced autonomous brethren. The potential for
ONE PART AT A TIME: The Cybernetic Revolution,
“life” is there, they have simply been given short by Janis Milner
shrift by their creators.
“And what of those true automatons, the synthetics With proper maintenance and upgrades, an A-Synth has an indefi-
that walk among us performing the tasks we do not nite field life. In most militaries that employ them, A-Synth soldiers
are generally only retired when they are destroyed or de-activated
choose to sully ourselves with – enforcing our laws,
because they are too damaged for repairs to be cost-effective. This
fighting our wars, even keeping company with us? has engendered a very fatalistic outlook among the A-Synths (who
We dismiss them as advanced expert programs, yet are, after all, self-aware). This fatalism is balanced by a certain
it has been known for our synthetic companions to pride in their capabilities. As a result, A-Synth units tend to fight
very well, but are unlikely to make any heroic last stands or suicidal
mourn our passing as a child mourns the passing of a
charges, no matter what their human “masters” might decree. To
parent, no matter how cruel and self-interested that reflect this, an A-Synth unit has a maximum Morale of D8, but
parent may have been.” receives a +1 Die Roll Modifier to all Morale Checks.
Hideo Takagi, Our Silver Sunset Autonomous Synthetic units may possess any Unit Attribute, but
no Attribute can ever raise their Morale above D8. Autonomous
Telepresence Synthetics (T-Synths) Synthetics do not receive the advantageous human Attributes
(Human Spirit, Killer Instinct, and Unpredictable).
The most basic form of Synthetic is a humanoid construct that can
be controlled from a great distance via telepresense. Its operator
sees what it sees and feels what it feels, as long as those feelings Hybrids
are not distracting or counterproductive – feeling a change in wind It is not unusual for an ESOF Unit to fall into more than one of the
direction is useful, being paralyzed from the pain of a shattered limb categories listed above. Paragon units are often fielded in Powered
is not. The Japanese were early adopters of Telepresense Synthetics Armor, for instance, and it is equally common to find a Genie who
(T-Synths) and still use them in situations they feel require human also benefits from cybernetic enhancements.
judgment. As the capabilities of Autonomous Synthetics (A-Synths) Any negative effects or modifiers associated with a single
increases, however, the use of T-Synths declines. archetype will remain in play for a hybrid. A Borged up T-Synth,
T-Synths can have any Unit Attribute, but they always receive a for example, would still receive a -1 to all Reaction Rolls, even
-1 Die Roll Modifier to Reaction Checks regardless of Attributes though the Cyborg archetype receives a +1 to Reaction Rolls. The
that state otherwise. two modifiers don’t cancel each other out: The negative modifier
is used and the positive modifier is excluded.
Autonomous Synthetics (A-Synths)
Autonomous Synthetics (A-Synths) were pioneered by the Japanese,
initially for use in dangerous situations that required faster reactions
than a T-Synth could provide, such as fire-fighting and law enforce-
ment. With Japan’s ever declining population, risking human life in
such occupations became culturally unacceptable. It took less than
a decade for Japan’s military to adopt the use of T-Synths and
A-Synths in all roles that might put human life at direct risk. Much
of the ground-breaking research and development of A-Synths has
been driven by the Japanese military and most combat units are
now comprised entirely of A-Synths, with T-Synths forming reserve
or support units.

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Enhanced Special Operations Forces

Example of ESOF Unit Design:


Designing Detachment Zulu
So, let’s design an ESOF organization! We’ll use the design How is this ESOF organization, well, organized?
questions from earlier in this chapter to come up with an all new I’ve decided to organize these guys similar to the current
ESOF organization: “paper” organization of the modern day “Delta Force” and SAS –
What kind of mission(s) was this ESOF historical organizations provide great guidelines for your own unit
organization created to undertake? designs. You might also decide to draw inspiration from military
science fiction, movies, or TVs – or you might just decide to cut
I want an ESOF organization that specializes in direct action and something entirely new out of whole cloth. Whatever works for
covert black ops. In my mind, I see these guys working undercover you, works for us!
in other nations or behind enemy lines in everything from lightning
raids to long term intelligence gathering operations. To do this they So, after answering all the questions above, I sat down and
need to be able to operate independently and blend into the local wrote a quick description of my new ESOF organization, which
populace if necessary. I’ll call “Detachment Zulu” and drew an organizational chart. Now
Detachment Zulu is ready to make an appearance on the game
What ESOF archetype best suits this ESOF organization? table  – once I paint up some miniatures to represent them, of
I’m opting for Genies, who can benefit from genetic augmenta- course! You can check them out in detail in the Sample Forces
tion which won’t be as obvious or easy to detect as cybernetic chapter.
appliances but still provides advantages over unaltered humans –
even Paragons. Xeno and augmented human units can have any of the normal Unit
Attributes from the Tomorrow’s War core rule-book, but those
What is the organization’s Tech Level? listed here are especially common. We’ve also added a few new
I want these guys to be a US ESOF unit, so they’re going to be Attributes.
working from a TL2+ to TL3 baseline – so I’m going to call ‘em We’ve included full descriptions of all the new Attributes and
TL3. for any of the original Attributes that we thought needed some
What are the typical Troop Quality, Morale, tweaking or clarification (the descriptions in this book should take
Confidence, and Supply Rating of the Organization? precedent over the earlier descriptions). If nothing has changed or
needs additional explanation, existing Attributes will simply refer
These guys are top-notch operators, so I’m going to put their TQ
to the page number they are found on in the Tomorrow’s War
in the D10 to D12 range and put their Morale in the same (elite)
rule-book.
neighborhood. They’re a high-speed, low-drag outfit, so their
Confidence is High. They get all the goodies they can ask for from Remember – these Attributes and their descriptions are sugges-
a grateful Uncle Sam, so they have Abundant Supplies. tions. If they don’t work in your vision of the future, don’t use
‘em! If they need adjustment or restrictions, adjust and restrict
What type of weapons and armor does away! If you need an Attribute that we haven’t thought of yet,
this organization typically deploy? make it up (and share it with us on our forum at www.ambushal-
I think an organization like this would have all the latest firepower leygames.com/forum)! This is your game – hack it as necessary!
in their armory but would also have access to lower tech stuff in
order to blend in while behind enemy lines. They’re not built to
fight a stand-up battle against a combined arms force, so they’ll be
light on AT and AA capabilities. They’ll be enhanced so that they
can do without armor if necessary, but they’ll also be trained to use
hard and powered armor for those DA missions that require a steel
wrecking ball rather than a ceramic scalpel.
What attributes would best suit this orga-
nization’s mission tasking?
For starters, these guys will get the three basic human attributes:
Human Spirit, Killer Instinct, and Unpredictable (which will only
be applicable vs. alien forces). I want them to be able to operate
effectively on or off the Grid, so Old School is an obvious choice.
Since they’ll be far away from medical support and CASEVAC
won’t always be an option, I’ll assume that all the team members
have received Advanced Life Saving (ALS) Capabilities Training.
Now  – for the high-speed stuff: Operators in this organization
undergo a genetic modification regimen to boost their senses
(Heightened Senses) and increase their physical toughness (Skeletal
Augmentation and Pain Resistance).

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Alan Davies (order #9239409)
US Marines dirtside on Glory.
Figures by Ground Zero Games. Painting by Shawn Carpenter and Piers Brand

“USMC Hunter/Killer Teams (HKTs) saw regular and intense action during
the mopping up phase of the First Darghaur Incursion. These teams, often
consisting of no more than a squad, would locate Darghaur hold-outs in
the northern range of the Foix Gap, track them long enough to discover if
they were part of a larger concentration, and then call in air strikes and
even ortillery salvos to destroy the aliens. This was a deadly game for the
HKTs, who often found themselves hunted by Darghaur squads pulling trail
behind a larger Darghaur force.”
HKT’s in Action: Glory, 2322 -2323 by Russell McDermott

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Xeno |Augmented
n Attributes n

Active Trauma Treatment ❚❚ A unit with Animosity fails a Morale Check and rolls multiple
“1”s. In this event, the unit becomes very embarrassed and
(Powered Armor) must make an Animosity test to avoid sniping at the nearest
See Tomorrow’s War, pg. 190. unit it has Animosity towards (assuming one is within LOS).
➤ In this instance, the Animosity Check is performed after the
round of fire that triggered it is completely resolved.
Active Trauma Treatment Nanites To perform an Animosity Check, the affected unit must make a
See Tomorrow’s War, pg. 193. Troop Quality Check.
❚❚ If the unit passes the check, nothing untoward occurs.
Adapted to Hostile Environment ❚❚ If they fail the check, surreptitious sniping breaks out between
Adaptive attributes generally apply to Human Variants and represent the two units. They engage each other in a round of fire with
evolutionary, genetically engineered or cybernetic adjustments AP:2 Firepower.
that allow human beings to function in environments that would Overwatch/Reaction Fire is not permitted against units sniping at
normally be too hostile to survive. each other due to Animosity.
Human Variants with this Attribute have been modified to allow
them to function in a particular hostile environment without Augmented Senses
protective gear. Within that environment, they are not subject to
any gravity effects or additional Hazardous Atmosphere Casualty The sensory organs of some aliens and most augmented troopers
checks. exceed the human norm. Many aliens and augmented humans
are able to see in different light spectrums and/or have boosted
Some aliens also engineer troops to adapt them to hostile environ- auditory and olfactory capabilities.
ments, or are naturally adapted to such environments.
Units or figures with this Attribute can attempt to detect hidden
or stealthy units at twice their Optimum Range (this additional
Advanced Life Saving Capabilities spotting range does not stack with that granted by other attributes).
See Tomorrow’s War, pg. 190. These units also receive a +1 to their Spotting die roll.

Advanced Sensors Berserkers (Involuntary)


Some units benefit from technologically or naturally advanced Some units are so highly strung that a blow to their morale that
sensors that give them an advantage in spotting the enemy. Such would have sent another unit skulking for cover has the opposite
units benefit from the following advantages: effect. Instead of backing away from the enemy to nurse their
❚❚ Units with advanced sensors receive a Positive Die Shift when bloody nose, Involuntary Berserkers go for the enemy’s throat!
attempting to spot or detect enemy units. ❚❚ If a unit with the Berserkers (Involuntary) attribute fails a
❚❚ Their optimum range is doubled for the purposes of detecting morale check and rolls at least one die with a score of “1,” it
stealthy or hidden units (this additional spotting range does goes berserk.
not stack with that granted by other attributes). ❚❚ Berserk units charge the nearest enemy unit to engage it in
❚❚ They are also considered to have night vision and can “see” Close Assault, moving up to a full Rapid Move to gain contact,
normally despite darkness or adverse weather/atmospheric even if they have already moved in a previous activation.
conditions and are not subject to Night Fighting penalties. ❚❚ Berserk units can opt to attack the nearest infantry unit
rather than the nearest enemy AFV.
Animosity ❚❚ Berserk units need not make a Troop Quality check to “get up
Units subject to Animosity are very sensitive to perceived slights, the nerve to charge.”
particularly those that involve one unit behaving as if it were ❚❚ If they are unable to get into Close Assault range with the
superior to another. On the battlefield, this sensitivity sometimes nearest enemy unit this turn, they will charge towards the
leads to sniping between units. nearest enemy unit in the following turn, again performing
up to a full Rapid Move to get into Close Assault range.
Animosity checks must be made when:
❚❚ A nearby friendly unit gains a Victory Point (other than
❚❚ Once engaged in Close Assault, the Berserk unit receives a
those gained for causing an enemy casualty) - the nearest Positive Die Shift to its Troop Quality and is immune to all
unit with Animosity to a unit that wins a Victory point must Morale Checks for the duration of the combat.
take an Animosity test to avoid sniping at that unit. ❚❚ Berserk units will not surrender or accept an enemy’s
➤ In this instance, the Animosity Check is performed immedi- surrender, so both sides in a Close Assault involving
ately after the Victory point is attained. If the Victory point is Berserkers will fight until all figures are down. If berserk-
earned through combat, the check occurs after that combat ers defeat an enemy unit in Close Assault, they regain their
is resolved. senses.

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Xeno |Augmented Attributes

❚❚ Roll for the fate of Close Assault casualties normally, unless TQ the first time it goes berserk, but will suffer a Negative
the victorious unit wouldn’t take prisoners or care for POWs. In Die Shift to its TQ each time thereafter. If the unit’s TQ is
that case, count all enemy casualties as KIA. reduced below D6, it is spent for the turn and will begin the
❚❚ Once the Close Assault has been resolved, the Berserk unit following turn Pinned.
returns to normal – assuming it survived. It can become ❚❚ At the end of that turn, it will return to its standard Troop
berserk again, if the situation dictates, but will suffer a Quality.
Negative Die Shift to its TQ in subsequent Berserk episodes. If
the unit’s TQ is reduced below D6, it is spent for the turn and
will begin the following turn Pinned.
Bloody Minded
❚❚ At the end of that turn, it will return to its standard Troop Some units become so determined to accomplish a given mission
Quality. that they refuse to give up even an inch of forward progress and
will stubbornly press forward despite casualties or obstacles. Such
Bloody Minded units can be Pinned, but they’ll never Fall Back or
Berserkers (Voluntary) suffer Fall Back penalties.
Some units are able to work themselves up into a killing frenzy
that can only be quenched through hand-to-hand (or claw,
tentacle, etc.) combat. Such units can declare that they’re “going
Borged Up
Berserk” when activated and may attack the nearest enemy unit Units that have been “borged up” have received cybernetic enhance-
as described for Berserkers (Involuntary). They receive the same ments that make them faster and more aware. They often seem
benefits as Involuntary Berserkers in Close Assault. to react before a threat is even obvious. Such units benefit from:
❚❚ A unit with this Attribute automatically succeeds the first time ❚❚ A Positive Die Shift to their Troop Quality when making
it declares it is going Berserk. Reaction Tests (D12 maximum)
❚❚ Voluntary Berserkers must pass a TQ test to go Berserk on ❚❚ A +1 die roll modifier to all Reaction Tests (this bonus is
subsequent attempts. cumulative with the Overwatch bonus)
❚❚ If a unit fails to go Berserk, it must remain in place and can
only React to fire or Close Assault attacks directed against it. Burst Movement
❚❚ Once a Close Assault has been resolved, the Berserk unit Some creatures or suped-up humans can move so fast during
returns to normal – assuming it survived. short bursts of speed that they’re a virtually invisible blur while in
❚❚ The unit can attempt to go Berserk any time it engages motion. Units comprised of such creatures are difficult to hit with
or is engaged in Close Assault. The unit will use its basic gunfire while on the move.

Republic of Arden troopers fire frantically to


break the impetus of an Urraug berserker charge!
Figures by Ground Zero Games. Painting by Eric Emerson.

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Xeno |Augmented Attributes

Close Combat Specialists can be extremely effective in close terrain with limited lines of sight and fire.
Figures and Photo courtesy of Critical Mass Games.

❚❚ A unit with the Burst Movement Attribute can move up to 12” ❚❚ Close Assault Monsters never have to test to enter a Close
in an Activation or as a Reaction Move (including movement to Assault. They are assumed to automatically pass the “gut
avoid a Close Assault). check” to charge into grips with the enemy.
❚❚ The unit can only move to a spot that was in its LOS at the ❚❚ Close Assault Monster units receive an extra die of Firepower
beginning of its movement (“running blind” at these speeds can and Defense in Close Assault (this is per unit, not per figure,
be fatal, after all). and reflects their familiarity with fighting together in close
❚❚ Enemy units attempting to React to a unit using Burst quarters).
Movement receive a Negative Die Shift to their Troop Quality ❚❚ Close Assault Monsters receive a Positive Die Shift to all
die type to represent the difficulty in targeting an indistinct blur.
Morale tests taken as a result of a Close Assault.
❚❚ Units firing at an enemy making a Burst Move lose two dice of
Firepower.
❚❚ The above modifiers are also applied if a unit is attempt-
Cavemen CASEVAC
ing final defensive fire against a unit that has used Burst See Tomorrow’s War, pg. 190.
Movement to close assault them. Once both units are engaged

❚❚
in close assault, the modifier is discarded.
Units using Burst Movement cannot React by fire and cannot
Damage Projectors
return fire if fired upon while making a Burst Move. Some aliens or profoundly modified humans possess an innate
capability to perform a limited ranged attack against enemy units.
Cannibal These attacks might take the form of an acid spray, a gaseous
cloud, hurled quills, energy blasts, etc.
See Tomorrow’s War, pg. 190.
❚❚ Such attacks have a maximum range equal to the creature’s
Optimum Range and are considered TL1 attacks (unless they
Close Assault Monsters are the product of some higher TL implant, genetic modifica-
Some aliens and human units are notorious for their lethality in tion, etc.).
close quarters – these units receive the following benefits ❚❚ These attacks are treated as normal Small Arms fire.

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Xeno |Augmented Attributes

Despised Attribute, units who have it are immune to Intimidation, Dread,


or other fear related Attributes possessed by other units, vehicles,
See Tomorrow’s War, pg. 191. or weapons (this includes the intimidating effect of weapons with
a basic Firepower of 3D or higher).
Dominator
Dominators exert psionic control over enemy units, effectively Group Entity
taking control of them and adding them to the Dominator’s force. Aliens with this Attribute bond together to form a single
❚❚ A Dominator must be within 8” to attempt to dominate an entity comprised of 2 to 6 individuals. They possess the ability to
enemy unit. pool their intellect to increase their combat capabilities. The more
❚❚ To resolve the Domination attempt, the Dominator rolls 6D8 aliens in a pod, the more effective it is in combat:
and the unit it is trying to dominate rolls their Morale Dice.
➤➤ If the Dominator rolls more successes (dice with a score Number of Aliens TQ/Morale Dice
of 4+), the unit is dominated. 1 Combat Ineffective (Treat as Wiped Out)
➤➤ If the unit rolls more successes, the domination attempt 2 D6
fails and the Dominator’s unit must immediately make a 3 D8
Morale Check. 4+ D10
❚❚ If it passes the Morale Check, the Dominator’s unit
suffers no ill effects.
❚❚ If it fails the Morale Check, the Dominator and its unit
are Pinned.
Hard to Kill
➤➤ Pinned Dominators cannot use their Domination Some units are composed of “troops” that are very hard to kill.
Power or any other Psionic power. Examples might include large creatures, cyborgs, or certain aliens.
❚❚ Dominated units are immediately activated and can move ❚❚ When such a unit takes potential casualties, a Survival Roll is
and/or shoot as the Dominator’s player directs, even if the unit immediately made for each casualty.
has already been activated earlier in the turn. ❚❚ If the casualty rolls a 4+ on their survival die, they are
❚❚ Dominated units can take no further actions or reactions unhurt – they are not counted as casualties for purposes of
(other than return fire in a Round of Fire, if appropriate) for morale or casualty penalties and are not required to make a
the duration of the turn. First Aid Check.
❚❚ Domination ceases at the end of the turn. ❚❚ If their roll is less than a 4, they make a First Aid check as
❚❚ A Dominator can only make one Domination attempt per turn. normal.
❚❚ A Hard to Kill figure’s Survival die is usually a D6, but some
Dreadful figures may use a different die type, up to a maximum of D12.
❚❚ Hard to Kill units/figures follow the normal rules for allo-
Some creatures are so dreadful that they practically freeze the cating hits and hits in excess of their unit size – they are
blood in their enemy’s veins. ignored (i.e., a Hard to Kill unit consisting of three figures takes
❚❚ Any enemy units within 6” of a Dreadful unit or figure are five hits in fire combat that they cannot match with Defense
filled with a deep, confidence-shaking dread. Dice – all three figures in the unit are tipped on their side
❚❚ Their Morale suffers a Negative Die Shift and they must and each figure makes one Hard to Kill Survival roll – the two
immediately take a Morale Check. excess hits are ignored.
❚❚ Units suffering from dread lose one die of Firepower in both
ranged combat and Close Assault. Big Guns and Hard to Kill Units
❚❚ Any time a Hard to Kill unit suffers a Firepower attack that
❚❚ Dreadful effects are negated (Morale and Firepower return to
includes a weapon with an unmodified Firepower of 3D or
normal) the moment the unit is more than 6” from the dread-
higher, its Hard to Kill Survival die shifts down by one type
inspiring unit or figure.
(i.e., from D8 to D6).
❚❚ Each die of Firepower over 3D from a single weapon will
Elusive cause an additional Negative Die Shift (a weapon with a FP
See Tomorrow’s War, pg. 191. of 5 would cause a Hard to Kill unit’s survival die to be reduced
by three die types – from D12 to D6, for example).

Fearless ❚❚ If the shift reduces the figure’s survival die below a D6, the
figure may not make a Survival roll.
Some units just aren’t bothered by nine-foot tall killing machines
with mouths full of armor-piercing teeth and fists full of fusion
guns. Things that would shake other units to their core are just
another day in the office to them. Maybe it’s because they’re ultra-
professional or their fear centers have been genetically altered
or cybernetically re-wired. Or maybe they’re just the biggest,
baddest dudes in the Valley of Death. Whatever the reason for the

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Xeno |Augmented Attributes

Heightened Situational Hungry


Awareness/Reflexes Hungry units enjoy the taste of their enemy’s flesh.

A combination of keen senses, deep tactical training and highly


❚❚ Such units must take a Troop Quality test any time they
developed observational skills grant some aliens and enhanced defeat an enemy unit in Close Assault or come within
humans a level of situational awareness that borders on the cohesion with unattended enemy wounded.
supernatural. ❚❚ If the unit passes the test, they can disregard the tasty feast.
❚❚ If they fail the test, however, they must eat the enemy
Units/figures with Heightened Situational Awareness receive a
wounded (no victory points for POWs). They can take no
Positive Die Shift to Troop Quality when making Reaction Tests.
further actions during the turn other than return fire if fired
upon or engaged in Close Assault. In those instances, they
Hive Mind suffer a negative Die Shift to their Troop Quality as they are
distracted.
Aliens under the direction of a Hive Mind receive the same
benefits as Grid Enabled units with one exception – they do not
negate Out of Contact Movement. If the Hive Mind is directed by Inspiring
a “Queen” or some other dominant individual and that individual See Tomorrow’s War, pg. 192.
is killed or seriously wounded, all the units its force are treated as
if they were TL3 units who have lost the Grid.
Intangible
See Intangible Aliens in the Alien Archetypes section of this book
for guidelines.

Intimidating
See Tomorrow’s War, pg. 192.

Jump Troops
See Tomorrow’s War, pg. 192.

It is not uncommon for sentient insect species to have a Hive


Mind – according to the holovids, at least.
From the collection of Jim Roots.

Human Spirit
Whether founded on patriotism, group loyalty, religious inspiration,
or sheer bloody-mindedness, Humanity as a whole simply refuses
to allow the sparks of hope and ambition to die no matter how dire
the circumstances. In fact, the worse things get, the more likely Jump capable troops can take full advantage of a three dimen-
Humanity is to dig in his heels, grit his teeth, and swear to see things sional battle space.
through to the bitter end. To reflect this, all human units receive Figures and photo courtesy of Critical Mass Games.
the following advantages when combatting alien forces:
❚❚ A +1 die roll modifier to all Morale Check dice. Killer Instinct
❚❚ This same inherent pluck makes humans more resistant to Thus far, only Human and Darghaur troops are capable of
various forms of mind control or empathic/telepathic manipu- achieving Troop Qualities of D10 and D12 without augmenta-
lation, so Human troops receive a Positive Die Shift when tion of any sort. While most alien warriors of D10 quality are the
making checks or tests to resist psionic Domination. product of some specialized caste or have been genetically or
❚❚ They also receive an extra die of Defense against Psionic cybernetically augmented to increase their capabilities, all but the
attacks. poorest of Human and Darghaur soldiers will reach that quality

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Alan Davies (order #9239409)
Xeno |Augmented Attributes

with enough experience and training. This observation led the


Marshborn xenobiologist Kithri Deepslough to develop her contro-
Psionic
versial Relict Theory, which states that both Humanity and the Some alien forces field battlefield psychics who are capable of
Darghaur are genetically engineered artifacts from some ancient, wielding their psionic powers offensively. Psionic attacks are
galaxy-wide war. typically passive in nature, focused more on discouraging an enemy
or disrupting their operations than in causing outright casualties.
In game terms, natural human Troop Quality runs the entire
Psychics fill their victims with dread of some unspecified peril,
gamut from D6 to D12, with most soldiers rating at least D8. Most
plant doubts in their opponents’ minds, and confuse their mental
alien races have a range of Troop Quality spanning D6 to D10,
processes. While not as flashy as the flame-throwing, brain-burst-
with D10 troops being far less common than D8.
ing psychics of the holo-vids, battlefield psychics are very effective,
especially in the theater of special operations.
Natural or Augmented Armor Psychics are extremely rare in human forces (their existence is
Units with this attribute have naturally tough hides/carapaces, denied outright in the T-Verse, but rumors persist of black ops
either naturally or through genetic engineering. research labs and the Savants fielded by the US are often accused
❚❚ Natural armor is limited to 1D strength and is cumulative with of using “second sight”), but may be more commonplace in some
other armor dice. alien forces.
❚❚ Truly Natural Armor is considered to be TL1. Augmented ❚❚ A Psychic must always be attached to the unit of soldiers for
Armor can be TL1 through 3. whom he acts as support.
❚❚ Psychics attached to a unit do not add to its Firepower (they
Natural or Augmented Weapons are too busy going about their arcane business to send ordinary
Units with this attribute have formidable teeth, claws, tentacles, or rounds down range), but they are counted towards its Defense.
what-have-you which are highly effective in Close Assault.
❚❚ Units with this Attribute are treated as if they are equipped
with close assault weapons – in other words, each figure
in a unit with this Attribute throws an extra die in Close
Assault (see SMGs, Shotguns, Pistols, & Other Close Assault
Weapons, pg. 77, Tomorrow’s War).
❚❚ Natural weapons are limited to 1D strength and are cumula-
tive with other Close Assault Firepower dice.
❚❚ Truly Natural Weapons are considered to be TL1.
Technologically Augmented Weapons can be TL1 through 3.

Old School
See Tomorrow’s War, pg. 193.

Pain Resistant
Whether due to a physical or psychological toughness, some
creatures are highly resistant to pain and are able to shrug off all
but the worst injuries. Figures/units with this Attribute ignore any
First Aid result other than Serious Wound or Dead. All other
Psionic? Seems likely! (And check out that saucer! It took brains
results are treated as an OK result.
to build that! You know it took brains!)
Figures painted by Impoverished Lackey. Photo by Jim Roots.
Pointman
See Tomorrow’s War, pg. 193. Psionic Levels
All battlefield psychics are categorized by Psionic Level. There are
Poor Initiative three Psionic Levels. Psionic Level 1 psychics are the most commonly
encountered psychic on the battlefield, with Psionic Level 2 being
See Tomorrow’s War, pg. 193. extremely rare. Psionic Level 3 psychics are practically unheard of.
The effects of the Psionic Attacks peculiar to each level of Psychic
are described below. Note that neither Overwatch nor Defensive
Reactions are triggered by any of these Psionic Attacks, although
the movement or fire of the unit to which a Psychic is attached
may trigger Overwatch or Defensive Reactions in their own right.

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Xeno |Augmented Attributes

Psionic Attacks Quality die type for the duration of the turn – i.e., a unit with
Troop Quality of D8 would make Reaction Tests with a D6.
A psionic figure can make psionic attacks that have the potential to
❚❚ This effect “wears off” at the end of the turn.
injure or kill non-psionic figures (psionics can only injure each other
via a Psionic Duel, described later). These attacks may manifest Psionic Level 3 Effects
themselves as a telekinetic onslaught, forces suicide, or outright Level 3 Psychics are rare and potent assets. They have all the
damage to the target’s brain. abilities of Psionic Level 1 and 2 Psychics and also emanate an aura
Psionic attacks are restricted by the rules below: of dread that saps the confidence of nearby enemy units, even
those units that are not within the Psychic’s line of sight.
❚❚ Only one Psionic Attack can be made per turn.
❚❚ All enemy units within 8” of a Level 3 Psychic at the
❚❚ Psionic Attacks cannot be made on the same turn that the beginning of a turn must make a Morale check.
psion manifested a Psionic Effect ( see below)
❚❚ Units that pass the check are unaffected.
❚❚ Psionic attacks have a range in inches equal to 6x the figure’s ❚❚ Units that fail the check become Suppressed for the duration
Psionic Level.
of the turn.
❚❚ Psionic attacks are resolved separately from Fire Combat or ❚❚ Worse yet, any unit that fails the above Morale Check with
Close Assault attacks.
a roll that includes more than one “1” result, suffers an
❚❚ Psionic attacks throw a number of “Firepower” dice equal to immediate reduction in Confidence Level, i.e., a High
the level of the Psion making the attack. The Die Type used Confidence unit is reduced to Confident, a Confident unit is
is the same as the Will Die Type for the psychic’s Psionic Level. reduced to Low Confidence.
❚❚ If the unit being attacked contains a Psion of its own, he can ❚❚ A unit whose Confidence is reduced below Low Confidence
attempt to defend the unit by engaging the attacker in a Battle becomes combat ineffective and is removed from play.
of Wills (see below).
❚❚ If no Psion is present in the defending unit, the unit rolls a Battles of Will
single die Defense die of the same type as its current Troop If Psychics are present in both forces in a scenario, they are likely
Quality. Human units may roll one extra Defense die to reflect to come into conflict, each trying to negate the other’s effect on
their psionic resistance (see Human Spirit). their comrades.
❚❚ No cover or armor dice apply to the Psionic Attack. A Battle of Wills occurs when a unit with a Psychic suffers a
❚❚ Resolve the attack in the same manner as a normal Psionic attack or effect. The defending Psychic attempts to ward
Firepower attack, including First Aid checks to determine the off his opponent’s mental onslaught and protect his unit from its
extent of injuries sustained by casualties. effects.
To resolve a Battle of Wills, the Psychics involved must make an
Psionic Effects opposed Will roll.
A psionic figure can choose to utilize any one of the following
❚❚ The type of die a Psychic uses in a Battle of Wills is deter-
effects per turn, assuming it has not made any Psionic Attacks in
mined by their Psionic Level.
that turn. Level Effects cease after a psionic figure engages in a
Battle of Wills or a Psionic Duel.
❚❚ Both Psychics roll their Will die and compare scores:
➤➤ If the defending Psychic rolled highest, he and his units
Psionic Level 1 Effects are unaffected by the opponent’s Psionic attack/effect.
Level 1 Psychics are able to magnify the perceived threat their unit ➤➤ If the defending unit rolls lowest, he and his units suffer
poses to the enemy. the effects of their opponent’s Psionic attack/effect.
➤➤ If the roll is tied, treat the highest level Psychic in the
❚❚ A unit with a Level 1 Psychic attached forces any unit it fires
Battle of Wills as the winner. If the Psychics are the same
on or which fires at it to take a Morale check even if no
level, treat the defender in the Battle of Wills as its victor.
casualties resulted from their fire.
❚❚ This Effect is limited to enemy units within 12” from the Psychic Will Die Types
Psychic himself.
Psionic Level Will Die Type
Psionic Level 2 Effects Level 1 D6
Level 2 Psychics have the same ability as a Level 1 Psychic, but are Level 2 D8
also able to project a wave of ennui and self-doubt nearby enemy
Level 3 D10
units.
❚❚ All enemy units within 12” and within LOS of the unit con-
taining the Level 2 Psychic are affected.
Psionic Duels
❚❚ Units struck by the wave of doubt must make a Morale
At the beginning of each turn, Psychics from either force may
check.
announce they’re entering into a Psionic Duel with any enemy
❚❚ If a unit passes its Morale check, it suffers no ill effects. Psychic within 8”, regardless of whether they are within line of
❚❚ If a unit fails its Morale check, it becomes hesitant and makes sight. A Psionic Duel is a fight to the death and rages on until only
all Reaction Tests with a Negative Die Shift to their Troop one Psychic is left standing. Although such duels are over within

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Xeno |Augmented Attributes

seconds, they are very draining to the survivor, who may take ❚❚ Any morale results are applied immediately.
some time to recover to a combat ready condition. Example: The Air Sharks of Glory often burst violently when they
To resolve a Psionic Duel: suffer lethal trauma. A group of four Arden militiamen are attacked
by Air Sharks. In the first round of Close Assault, the Sharks fail
❚❚ Make a Reaction Test using the involved Psychic’s Will die
to injure any of the militia. When the soldiers return the attack
type rather than their Troop Quality die.
they cause two Shark casualties. Since the Sharks have the Pyrrhic
❚❚ The winner attacks first in the duel. Attack Attribute, the militiamen immediately receive an attack
❚❚ In the case of a tie, or if both sides fail to roll a 4+, the equal to half the shark casualties (two divided by two equals one)
Psychic with the highest Psionic Level attacks first. If there with a strength of D6. The Sharks roll 1D6 against the militiamen
is no difference in levels, the Psychic with Initiative wins. who defend as normal.
❚❚ To perform a Psychic Attack during Psionic Duel, the Psychic
rolls a number of Will dice equal to his Psionic Level. The
defender does the same. All rolls lower than 4 are discarded
Remote Controlled
and the defender matches his dice against the attacker’s. Telepresense controlled Synthetics, non-autonomous robots,
❚❚ If the defender is able to place a die of equal or higher value telepathically controlled possessees, and any other unit on the bat-
against each of the attacker’s successes, he has survived and tlefield that is basically a puppet with someone else’s hand shoved
becomes the attacker and the process is repeated. into its head suffer from the Remote Controlled Attribute.
❚❚ If the defender is unable to match or exceed all of the ❚❚ Units with the Remote Controlled Attribute suffer a -1 Die Roll
attacker’s dice, he is removed from play and his unit acquires Modifier to all Reaction Tests.
the Casualties penalty. ❚❚ They are immune to Morale results and need not take Morale
❚❚ For victory conditions, a Psychic defeated in this manner is Checks and ignore the Casualty Penalty.
treated as a KIA. ❚❚ Remote controlled units only contribute half an Initiative Die
Life isn’t a bowl of cherries for the winner, either: per unit fielded.
❚❚ The victor’s effective Psionic Level is reduced by one for the
duration of the game. Savant (US Army Only)
❚❚ If this reduction takes the Psychic below Psionic Level 1, the The US Army is unique in its use of Savants. Savants are special
Psychic has fallen into a temporary coma and is removed from individuals who are capable of absorbing, retaining, and synthesiz-
play. His unit acquires the Casualties penalty, but the opposing ing combat data. In the event of a Grid outage, a Savant can take
force gains no victory points for his incapacitation. on many of its capabilities via conventional communications.
If a scenario or US Army force description indicates the presence of
Psionic Resistance a Savant at company level or lower, all US units in the force are
Some aliens are resistant to psionic attacks or influence and receive immune to the effects of Grid Loss with the exceptions of the
the following benefits against them: inability to utilize BLOS, SFAD, or SFAT.
❚❚ Troops who have Psionic Resistance receive a Positive
Die Shift when making checks or tests to resist psionic Shared Senses
Domination. Creatures with this attribute function as if they were in Grid com-
❚❚ They also receive an extra die of Defense against Psionic munication with others of their kind. They therefore receive the
attacks. advantages of being “On Grid” without possessing an actual Grid. 
❚❚ Note that this Attribute does not stack with the Human Spirit
Some creatures are able to share their senses more effectively than
Attribute – a Human unit cannot receive the Psionic Resistance
others, so some creatures with this attribute may be able to share
Attribute.
their senses with any other creature of their species on the table,
while others may only be able to share senses with fellow creatures
Pyrrhic Attacks who are within 6”, 9” or 12” (the range should be clearly stated in
Nature, and perhaps the odd genetic engineer, has granted some the creature or race’s description).
creatures the ability to perform one last attack before succumbing Creatures with shared senses aren’t necessarily technologically
to death. This attack might take the form of acidic blood, a sonic or tactically astute enough to effectively use Synchronized Fire.
blast, a burst of radiation, or even violent death throes. The creature’s description should indicate whether it receives this
❚❚ Pyrrhic Attacks only occur in Close Assault. advantage or not.
❚❚ When a unit with this Attribute receives casualties in a
Close Assault, the unit that caused those casualties receives Skeletal Augmentation
a D6 strength attack equal to half the number of casualties
See Tomorrow’s War, pg. 193.
(rounded up) it caused. The unit suffering the Pyrrhic Attack
defends against it as it would against a normal Firepower attack.
❚❚ This attack is resolved immediately before proceeding to the
next round of Close Assault.

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Stealthy Teleportation (Strategic)


Some units are extremely proficient at moving unnoticed through Only Humanity’s most technologically advanced nations have had
enemy territory. Stealthy units rely on darkness and/or careful any success with teleportation, but it is more common among
movement to infiltrate a target area, fulfill their mission objectives, some alien races. At the moment, Humanity’s ability to teleport
and, if all goes well, exfiltrate without the enemy knowing they troops and material is somewhat limited.
were ever there. ❚❚ The target zone (TZ)
Stealth may be the result of natural abilities and intimate knowledge for a teleporting unit Excerpts from Military
of the area or technological capabilities, such as chameleon suits must be either pre- Jargon of the 24th Century
and/or sound dampers. registered beforehand regarding Teleportation:
or pin-pointed and T-Bagged: A casualty due to
❚❚ Naturally stealthy units are treated as TL1 for purposes of
transmitted (“fixed”) by teleportation mishap is said
spotting. Units relying on gadgets for their stealth can have
a spotter. to be have been “T-Bagged.”
Tech Level ranging from TL1 to TL3.
❚❚ If TZs have been
❚❚ Stealthy units are almost always armed with suppressed T-Party: An advance party
pre-registered, their
weapons and equipped with night vision devices. They are sent to fix the coordinates for
location will be noted
highly trained in infiltration tactics and silent killing techniques. a teleportation Target Zone.
in a scenario.
❚❚ Night operations are the bread and butter of stealthy units. T-Port: To teleport.
❚❚ Teleporting units are
Most scenarios involving them will be night missions.
held off table and can TZ: Target Zone – usually
❚❚ Stealthy units are very good at moving without being seen arrive at these TZs used in conjunction with
or heard. To represent this, they must be “spotted” before when Activated by teleportation.
another unit can interrupt or react to their movement. See the Initiative player or
Spotting Hidden & Stealthy Units, pg. 81 of the Tomorrow’s during the End Phase
War rule-book. for non-initiative units with this capability.
❚❚ Some stealthy units utilize technology like stealth suits, ❚❚ Units teleporting onto the table at a pre-registered TZ auto-
chameleon suits, noise dampers, etc., to get the edge over matically arrive safely (unless they have been jammed).
their opponents. ❚❚ Units who are not teleporting onto a pre-registered TZ must
have their TZ “Fixed” by a ground unit (normally a recon or
Small Target pioneer team).
➤➤ The fixing unit must have a clear LOS to desired TZ and
Some aliens are much smaller than humans and are very adept at
using their size to their advantage. They always receive +1 Cover must pass a TQ test to successfully capture and send the
Dice and are not subject to the Exposed rule. TZ data to the teleporter.
➤➤ If the unit passes the test, the data was sent properly and
the teleporting unit can be placed on the designated TZ.
Subject to Shrinkage ➤➤ If the unit fails the test, the teleportation is “waved off”
Units with this Attribute are subject to the Shrink Morale effect and the teleporting unit is left off table.
described on page 167 of the Tomorrow’s War core rulebook. ➤➤ Only one attempt to teleport on to the table can be
made per unit in the same turn.
Super Soldier ➤➤ A single spotting unit can fix TZs for up to three
teleporting units.
Any non-Paragon human unit with a Troop Quality of D12 has ➤➤ No two TZs can be within 6” of one another, as
undergone significant modification, usually involving alterations measured from center point to center point.
to the nervous system (hard wired reflexes, neural gap reduction, ❚❚ Due to the mental confusion caused by teleportation, units
etc.), the use of hardware or wetware based expert programs, and/ that teleport onto the table suffer a negative die shift to
or auto-injections of designer drugs to fine tune fight or flight reflex their Troop Quality for the duration of the turn on which they
control, boost situational awareness, etc. arrive.
The processes involved in creating a non-Paragon, TQ D12 Super ❚❚ On the turn a teleported unit arrives it must establish a
Soldier are expensive and often dangerous – Russian and Brazilian perimeter, count heads, and recover from teleportation stress.
programs are estimated to involve a 28% mortality rate. They As a result, they cannot move and can only fire if returning
are also usually irreversible, which makes the integration of Super fire or to fend off a Close Assault.
Soldiers back into normal human society after military service prob- ❚❚ Troops that teleport onto the table are subject to Reaction or
lematic. The United States is rumored to maintain a large resort area Overwatch fire.
on Grissom specifically for highly augmented retirees. ➤➤ If the Reacting or Overwatch units are “On the Grid,”

Any TQ D12 human unit that is not comprised of Paragons is they will receive a positive die shift to their Reaction
assumed to have the Super Soldier attribute. Some aliens, such as die to represent the Grid’s ability to use the sensor net to
the Marshborn, also have the capability of creating Super Soldiers. detect the energy of incoming troop teleports.

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Xeno |Augmented Attributes

❚❚ If a scenario states that a force has teleportation jamming


capabilities, a test must be made to see if each teleport
Tyrant
attempt was jammed. Aliens with the Tyrant attribute exert mental control over other,
➤➤ Each player rolls a D12. less powerful members of their species.
➤➤ If the teleporting player’s roll is equal to or higher than ❚❚ Any units of the Tyrant’s species that are within 10” (from the
the jamming player’s roll, his troops arrive on table Tyrant to the nearest figure in the unit) of it can be activated
without mishap.
normally and use their normal Troop Quality and Morale.
➤➤ If the jamming player rolls highest, each figure in the
teleporting unit must make a Troop Quality check.
❚❚ Units beyond 10” suffer a Negative Die Shift to their TQ and
➤➤ Any figures that fail are considered KIA. Morale and must pass a Troop Quality Test before they can
be activated or react.
Teleportation (Tactical) ❚❚ Units outside of a Tyrant’s control can only fire in one Round
of Fire per turn until they are restored to the Tyrant’s control.
Some advanced alien races, such as the Darghaur, some Marshborn
clans, and the A’Li’Ari, are capable of tactical teleportation – that is ❚❚ If a force has more than one Tyrant, all units in the force
to say, making short teleport jumps while under fire on the battle- must be divided evenly between them.
field. Humanity has not yet reached this level of technology, but its ❚❚ Units can only benefit from the proximity of the Tyrant under
exposure to Marshborn tech may change that in the near future. whom they serve.
❚❚ When Activated (as an Initiative Unit or as a Non-Initiative ❚❚ If a Tyrant is killed or seriously wounded, all units assigned to
Unit in a turn’s End Phase), Units capable of Tactical it suffer a -1 Die Shift to their TQ and Morale and must make
Teleportation can teleport to any location within their LOS.
an immediate Morale Test.
❚❚ If the teleporting unit is on the Grid, it can teleport to any
❚❚ They suffer from Poor Initiative for the duration of the game.
point a friendly unit on the Grid has within LOS.
❚❚ Each time a unit makes a Tactical Teleport, it must make a
Troop Quality test. Unpredictable
❚❚ If the unit passes the test, it arrives at its TZ without mishap. Most non-human aliens find humans to be Unpredictable.
❚❚ If it fails the test, an additional Troop Quality test must be Humans are prone to irrational acts on the battlefield, sometimes
made for each figure in the unit. Figures who fail the test are running from an inconsequential threat while at other times
removed from play and area considered KIA. fighting to the last man in the face of certain death. More reason-
❚❚ Units capable of Tactical Teleportation cannot teleport as a able races find this variable behavior very disconcerting! Humans,
Reaction Move. on the other hand, find most aliens to be fairly predictable on the
❚❚ Some forces have developed the technology to jam Tactical battlefield  – or at least no more unpredictable than any given
Teleportation (generally the same ones who are capable of
human force they might go up against on Earth. As a result, very
using it). If teleportation jamming resources are active on the
few alien species receive this Attribute.
battlefield, Tactical Teleportation becomes riskier with each
successive teleport. Units with this Attribute receive a +1 to all Reaction Test die rolls.
❚❚ If Teleportation Jamming is active during a scenario, tele- If both units involved in a Reaction Test possess this attribute, no
portation becomes a contest between the teleportation device modification is made to their die rolls.
and the jamming technology. To represent this, a test must be
made to see if each teleport attempt is jammed.
❚❚ The first time a unit attempts to teleport in a game, each Very Large
player rolls a D12. On each successive teleport attempt, the Some aliens are significantly larger than the human norm. This
teleporting unit’s die is reduced by a single die type. So, the makes them more intimidating in close combat, but also makes
first time a unit attempts to teleport, it rolls a D12 against the them easier to hit in ranged combat.
jamming player’s D12. The next time it attempts to teleport,
it rolls a D10, the next time a D8, and on the fifth and all ❚❚ Troops in close combat with Very Large opponents (assuming
subsequent attempts, the teleporting player rolls 1D6. they are not Very Large as well) receive a -1 Die Shift to their
❚❚ The Jamming player always rolls a D12. Morale (this shift cannot reduce Morale below D6).
❚❚ If the teleporting player’s roll is equal to or higher than the ❚❚ Very Large creatures suffer a -1 Defense Die when being fired
jamming player’s roll, his troops arrive on table without at with ranged weapons.
mishap. ❚❚ Very Large creatures are frequently Hard to Kill.
❚❚ If the jamming player rolls highest, each figure in the tele-
porting unit must make a Troop Quality check.
❚❚ Any figures that fail are considered KIA.
Vulnerability
❚❚ Units performing a Tactical Teleport suffer the same disorien- Aliens with this attribute are particularly vulnerable to a certain
tation effects and penalties as those performing a Strategic type of attack, such as Energy, Laser, or even Ballistic. Such attacks
Teleport. receive an extra die of Firepower against vulnerable aliens.

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n Sample forces n

“Darghaur” is the name given to The Enemy by his slave races.


We don’t know what The Enemy calls himself. He doesn’t
deign to communicate with other species. The Enemy would
rather push other sentient races around the galaxy like pawns
on a chessboard, all equally expendable in a game whose rules
are brutal and impenetrable. The Enemy eradicates those that
refuse to accept the yoke of slavery. Only a very few races
that have faced The Enemy have avoided slavery or extinction.
The Enemy’s record of conquest and genocide is said to stretch
back thousands of years. The Slave races who serve the Enemy
believe he cannot be defeated. They believe no other race can
match The Enemy’s implacable will and bloody nature. They
do not recognize the doom they court in confronting Man.”
From the propaganda documentary “The Enemy”

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Sample Forces

The organizations of several combatant forces personal Attributes. They may well have additional
are described in the following pages. Each entry Unit Attributes when fielded on the table – such
describes the basic character of the force, covering as Medic, Forward Observer, etc.
such key elements as unit organization, weapons Finally, feel free to fiddle with these forces to
used, and any special rules or attributes that your heart’s content! If you think the Darghaur
might apply to the force. It’s important to realize are too tough, lower their armor rating or take
that these descriptions are general rather than away their Hard to Kill Attribute. If you think
absolute in nature. Military forces worth their salt the DPRG aren’t tough enough, bump up their
will adapt their organizations and capabilities to TQ. These descriptions are just our ideas of how
meet their current operational needs, after all. these units should work – if they don’t work in
It should also be noted that the “typical Attributes” your version of the Tomorrowverse, change ‘em
noted in the Troop Ratings refer to the troop’s as needed!

The command element of a Darghaur Battle,


somewhere in the Foix Gap.
Figures by Ground Zero Games. Painted by
Impoverished Lackey and Shawn Carpenter.

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Alien Forces
in the Incursion at Glory
The Darghaur
Little is known of the Darghaur. Most races that have been exposed “Your enemy is tall, easily topping eight
to them long enough to study them deeply are long dead and their feet even in its normally hunched posture.
research lost. The Darghaur have never truly communicated with
any other race (even the orders they give their slave races take Standing erect, the high point of its
the form of powerful inclinations or urges). They have no known carapace might reach ten feet in height.
art outside the decoration of their carapaces with subtle carvings
or pendants, the purpose of which are unknown. They may be The carapace covering his back is thick and
talismans, expressions of individuality, or they may simply be provides protection from the back of its hips
examples of instinctual behavior. If they have a language, neither
Humanity nor any race before him has succeeded in identifying it. to its shoulders and head. The carapace is
They seem to emit no sounds or odors or evince anything that can normally dark colered, with black and dark
be construed as body language, any combination of which might be
used to construct a language. It is widely believed they are capable gray being the norm. Some carapaces have
of some sort of psychic communication. They have no faces to been seen that are dark blue, dark brown,
convey emotion. It has been theorized that the Darghaur are in fact
empty vessels driven by an instinctual or genetically programmed and even a deep red. Thick horns sprout
imperative that they are utterly unaware of and that is unknowable evenly from this carapace, but are sawn
to Humanity.
off on all but the most senior Darghaur.
Only the Darghaurs’ behavior is apparent:
The stumps of these horns are capped with
❚❚ They are capable of producing extremely advanced technology
on their own and of absorbing and exploiting the technology of steel, apparently to retard further growth.
conquered races.
❚❚ They appear to be divided into several “Hordes,” all of whom “The enemy’s underbelly coloration varies
are advancing in a more or less unified front from the galaxy’s considerably, with dark gray, blue-gray, and
edge towards its center.
mottled brown being the most common
❚❚ They war on any sentient race in their path and either absorb
their defeated opponents as slaves or eradicate them utterly. variations. The head of the enemy is
❚❚ When the Horde moves forward, slaves and Darghaur overlords invariably black and his antlers, where not
are left behind to exploit conquered worlds. Once the Horde is
so distant from a planet that its resources aren’t worth the time painted with unit colors, are generally the
and effort to transport, the Darghaur pack up their slaves, raze color of old bones or age-darkened ivory.”
the world’s major cities and production centers, and re-join the
Horde fleet. From the propaganda documentary, “The Enemy”

Naming the Enemy ❚❚ Darghaur slaves are not poorly treated by most standards.
The Darghaur’s foes use a number of epithets to They are well-fed and are allowed to retain their language
and culture (as far as life in the Horde ships permits). Their
describe them. Here are some of the most commonly
reproduction is limited, but not curtailed. They are fielded as
used during the Darghaur Incursion on Glory: soldiers, but they are not (generally) used as “cannon-fodder.”
That said, entire slave races are sometimes eliminated from the
US troops referred to the Darghaur in general as
Hordes for no apparent reason.
“Dargs” and to their leadership as “Bucks” or “Trophy ❚❚ Some exceptional slaves, often referred to as “Taken,” are able to
Bucks,” depending on the size of their antler rack. receive and understand the Darghaurs’ transmitted impulses better
than others. They are also capable of exerting psychic influence
Republic of Arden troops called the
over other slaves. Taken become increasingly disconnected and
Darghaur “Scarabs” because of their distant from their fellow humans as time passes. Eventually they
passing resemblance to beetles. are never seen out of Darghaur company and many vanish into
the Darghaur clan-ships, never to be seen again.
DPRG soldiers called the Darghaur’s something that ❚❚ While the Darghaur show evidence of being a collective con-
translates roughly into English as “Devil Turtles.” sciousness, they also show signs of individuality, as evidenced
Kingdom of Eden troops referred to the Darghaur by their rank system (indicated by “antler” length) and carapace
decorations which interrogated slaves have identified as “Honor
as “Dungers,” which was apparently derived from the Marks.” These markings are applied by a Darghaur warrior’s
English “Dung Beetle.” most valued slaves and are apparently solely for the edification
of slave soldiers.

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Sample Forces: The Darghaur

The Darghaur in Game Terms ❚❚ Al Darghaur have the following Attributes


(Special Characters have additional Attributes):
The Darghaur’s physiology and psychology has made them an ideal ➤➤ Adapted to Hostile Environment (ALL)
race of soldiers. While their goals are inscrutable, their pursuit of ➤➤ Natural/Augmented Armor
them is logical, methodical, and implacable. They are not appar-
➤➤ Natural/Augmented Weapons
ently suicidal, but they are also willing to sacrifice casualties for
➤➤ Close Assault Monster
mission objectives – however obscure those might be to their
➤➤ Pain Resistant
human foes. They are large, strong, and hardy and are apparently
➤➤ Advanced Sensors (TL3)
able to operate in any environment that would not destroy them
outright. Their technology is deceptively simple and robust, yet has ➤➤ Fearless
capabilities that defy human technology to reproduce. ➤➤ Hard to Kill (D6; more for some Special Characters)

To reflect these strengths, the average Darghaur soldier has the Darghaur Specialists
following innate abilities:
Battlefield observation and intelligence from friendly aliens and
❚❚ Darghaur soldiers receive the Powered Armor advantages captured slave soldiers reveals that the Darghaur rely on several
with regard to weapons (see Powered Armor and Infantry specialists to support their combat operations. Human forces have
Weapons) due to their strength and size. given these specialists the codenames Slavemaster, Ghost Talker,
❚❚ Darghaur treat all targets as if they were in Optimum Range due Battle Leader, and Warlock. A brief description of each of special-
to their unnatural senses and psionic link with their weaponry. ist’s role in a Darghaur force follows.
❚❚ Darghaur are not subject to negative gravity effects.
Honor Marked
❚❚ Darghaur are never required to use environmental suits or gear,
Some Darghaur enter battle with their carapaces decorated with
even in a hard vacuum.
strange sygaldry. The symbols are applied by slave race attendants
❚❚ Darghaur carapaces are reinforced with a combination of using paint made from local materials. Since the Darghaur cannot
advanced bio-composites and micro-pores (TL3 4D Armor). see the symbols, it is assumed that they are of their attendants’
❚❚ The Darghaur are fearsome in Close Assault and receive the design. Captured attendants have stated that they do not know
Close Assault Monster Attribute. what the symbols represent, they only know that one day they
❚❚ Darghaur never surrender in Close Assault, but they will accept experienced a strong impulse to paint them on their Darghaur
the surrender of “lesser species.” master’s carapace.
❚❚ Darghaur never need to test to stand and receive a Close Whatever the purpose of the marks, both Darghaur and slave
Assault, although they must test to see if they’re able to mount soldiers find them Inspirational.
effective defensive fire.

Typical Darghaur Troop Ratings


Troop Supply Body Tech Typical Troop Typical Racial
Troop Type Quality Morale Confidence Quality Armor Level Type Attributes Darghaur Attributes
Darghaur Warrior D8–D12 D10–D12 High Abundant 4D 3 Hard to Kill (D6) ➤➤ Adapted to Hostile
Darghaur D10–D12 D12 High Abundant 4D 3 Hard to Kill (D6); Environment
Slavemaster Inspiring* ➤➤ Natural/Augmented

Darghaur Warlock D10–D12 D12 High Abundant 4D 3 Hard to Kill (D6); Armor
➤➤ Natural/Augmented
Dreadful; Dominator
Weapons
Darghaur Ghost D10–D12 D12 High Abundant 4D 3 Hard to Kill (D6);
➤➤ Close Assault Monster
Talker Shared Senses**
➤➤ Pain Resistant
Darghaur D10 -D12 D12 High Abundant 4D 3 Hard to Kill (D8);
➤➤ Advanced Sensors
Battle Leader or Dreadful; Inspiring***
➤➤ Fearless
Warmaster
Darghaur Mage D12 D12 High Abundant 4D 3 Hard to Kill (D8);
Dreadful; Inspiring***;
Shared Senses**;
Psionic (Level 1 to 3)
Darghaur with D8–D12 D10–D12 High Abundant 4D 3 Hard to Kill (D6);
“Honor Marks” Inspiring***
Taken D6–D10 D8–D10 High Abundant Varies Varies Despised; Fearless Racial Darghaur
Attributes do not apply.
*The Darghaur Slavemaster is only Inspiring to Darghaur slaves – and it’s an “inspiration” that sometimes leads to puddles on the ground!
**If a Darghaur Ghost Talker, Warlock, or Mage is present on the table, the Darghaur force is treated as if it were “on the Grid.”
***Darghaur Battle Leaders, Warmasters, and Darghaurs with Honor Marks are inspiring to both Darghaur and their slave soldiers.

42 By Dagger or Talon Ambush Alley Games Tomorrow’s War

Alan Davies (order #9239409)


Sample Forces: The Darghaur

Warmasters have the same capabilities as Battle Leaders,


The Death of Shame but command a larger formation of Darghaur – the so-called “Two-
If a slave unit is forced to Fall Back within LOS of a Hundred.” There are also Thousand Leaders and Horde Leaders,
Slavemaster, regardless of the distance, every figure in the but these creatures are rarely seen dirtside, preferring to command
unit must make a TQ check. Those that fail die and are their legions from orbit.
removed from play. They count as KIAs for the purpose of Warlocks & Mages
victory conditions.
Darghaur Warlocks are attached to each Battle Leader’s retinue.
If Taken are on the table, slave units of the same race as the They have limited psychic abilities (Domination, Dreadful) that
Taken are immune to this effect. allow them to bend weak-willed enemy units to their own ends or
send them scrambling in fear.
Slavemaster Darghaur Mages are true Psychics. They are not found in all
Slavemasters seem to act as the Darghaur commanders and liaisons Darghaur forces. In fact, they’re rarely encountered at all. Their
to slave formations. They are apparently attached at roughly the existence is kept secret from most non-special operations units
platoon level and higher. They are often accompanied by a Ghost in human militaries and is certainly withheld from the civilian
Talker. Their purpose appears to be to maintain discipline and populace from fear that confirmation of their psionic capabilities
loyalty in slave units. Unless accompanied by a Taken from the would lead to panic and desertion. It is difficult to motivate a man
slave race, this is usually accomplished through summary execu- with a rifle to enter into combat with an opponent who can kill
tions accomplished through the mysterious “Death of Shame.” anything in sight with its mind.

On the plus side, the morale of slave units whose Slavemaster is Taken
on the table is always raised to D10. “Taken” are slaves with whom the Darghaur have established an
unusually strong psychic bond. This bond allows them to impart
Ghost Talker
more complex directives from the Darghaur to their fellow slaves.
Ghost Talkers seem to share a psychic relationship with all other Darghaur forces that are assisted by Taken also seem to gain a
Darghaur on the battlefield. A Darghaur Battle with a Ghost Talker better tactical understanding of their enemy – assuming the Taken
attached is always treated as it is on the Grid. is of the same race.
Battle Leaders & Warmasters In game terms, if a Darghaur force contains a Taken slave
Darghaur Battle Leaders seem to transmit their orders telepathically of the same race as their enemy, the opponent force loses its
to units under their command (a “Battle” or “Fifty”). They tend to Unpredictable Attribute as long as the Taken remains alive.
be the largest Darghaur in a force and always boast an impressive
rack of antlers. Human soldiers from America often refer to them
as “Trophy Bucks.”

Typical Darghaur
“Battle” or “Fifty” battle leader’s ten
1× Battle Leader ASSAULT WEAPON
1× Asst. Battle Leader ASSAULT WEAPON
1× Warlock ASSAULT WEAPON
1× Ghost Talker ASSAULT WEAPON

3× rifle
3× tens
3×rifle
rifle tens
tens 2× Weapon tens
2× Weapon tens
2× bodyguard thirds 1×1×Tensleader 1×1×Tensleader
1×Tensleader TensleaderASSAULT
ASSAULT WEAPON ASSAULTWEAPON
Tensleader ASSAULT
ASSAULTWEAPON
WEAPON WEAPON
1× Elite Thirdleader ASSAULT WEAPON
2× Elite Guard ASSAULT WEAPON

2×2×maneuver
maneuverthirds
thirds 2×
2× Weapon thirds
Weapon thirds

1×Thirdleader
Thirdleader ASSAULT
ASSAULTWEAPON
WEAPON 1×
1×Thirdleader
Thirdleader ASSAULT
ASSAULTWEAPON
WEAPON
1× Darghaur
1× Darghaur ASSAULT
ASSAULT WEAPON
WEAPON 1×
1×Gunner
Gunner GRINDER
GRINDER

1×Gunner
Gunner BOOMER
BOOMER 1×
1×Assistant
AssistantGunner
Gunner ASSAULT WEAPON
ASSAULT WEAPON

1× fire third
1× Thirdleader ASSAULT WEAPON
1× Darghaur ASSAULT WEAPON
1× Gunner GRiNDER

Tomorrow’s War ambushalleygames.com By Dagger or Talon 43


Alan Davies (order #9239409)
Sample Forces: The Darghaur

Darghaur Unit Organizations Rank is indicated by the size of a Darghaur’s antlers or horns (called
a “rack” by US troops). The larger and more intricate the rack, the
The basic building block of the Darghaur war horde is a unit that
higher ranked its bearer. Very high ranking Darghaur commanders
their slave soldiers refer to simply as a “Ten.” A Ten is commanded
sport antlers sprouting from their carapace as well as their head.
by a Tensleader and consists of three “Thirds.” Each Third contains
It is believed that the antler buds on the carapaces of lower status
a Thirdleader and two Darghaur foot-soldiers. Three “rifle” Tens,
Darghaur are capped with a metal alloy to prevent their growth, but
two “weapons” Tens, and a “command” Ten make up a standard
this precaution is not taken for the horns on their heads.
Darghaur “Battle.” This pyramidal organization structure is repeated
throughout a war horde. Unit designation is displayed on a Darghaur’s antlers and carapace.
The unit a Darghaur leader commands is indicated by a color coded
Darghaur “War Paint”
ring painted around its left horn. The units it is subordinate to are
Despite being a sightless race, the Darghaur use a fair amount of identified by rings painted around its right antler. Three dots of
decoration on their horns and carapaces. In some cases this takes the same color arranged in a triangle on the right shoulder area of
the form of intricate geometric carvings, but usually the decora- the Darg’s shell indicate what third he belongs to, while three dots
tions are painted onto the carapace or antlers by slave soldiers. This arranged in a line on the left shoulder of the carapace indicate the
“war paint” either indicates the Darghaur’s rank and unit or it serves
Ten, Two-Hundred, and One-Thousand the Darghaur calls home.
as “honor marks” to identify an outstanding individual Darghaur. It
is believed that all markings are applied by slave soldiers and that Honor marks are always painted on a Darghaur’s carapace and
it is applied for their benefit – without these splashes of paint, the usually take the form of some simple geometric design, normally in
slaves would find one Darghaur indistinguishable from another. the color of the unit to which the Darghaur belongs.

Sketches of Darghaur leadership markings by Sgt. John Woodworker

44 By Dagger or Talon Ambush Alley Games Tomorrow’s War

Alan Davies (order #9239409)


Sample Forces: Darghaur Slave Races

Typical Darghaur Weapons The truth is that many slave races actually love the Darghaur and
look up to them as heroic ideals of a stoic warrior culture. It is
Darghaur Weapons believed that the Darghaur’s practice of bestowing “Honor Marks”
Weapon TL Class Type AP AT Notes on Darghaurs who have distinguished themselves in some way
was originated by members of one of the slave races and is not a
Assault 3 Med. ABW 2 2L Standard Darghaur
Weapon “small arm.”* Darghaur invention. In fact, escaped Darghaur slave soldiers have
confirmed that Slave Soldiers don’t just paint the Honor Marks on,
Boomer 3 Hvy. ABW 3 2M Darghaur Equivalent
they select what Darghaur will receive them!
of SAW.*
Grinder 3 Hvy. ABW 4 2H * Human and Marshborn researchers believe that Slave Soldiers are
Darghaur Lt. 3 Hvy. EWS 4 3H Heavy Hitter bound to the Darghaur War Horde through a combination of psychic
AT Gun manipulation, the subtle introduction of “brain-washing” drugs in
Tri-Barrel 3 Hvy. EWS 6 5H Heavy Hitter the atmosphere of Darghaur Horde Ships, and, in some cases, a
“Destroyer” more or less voluntary loyalty from a weaker race of warriors to
one which is stronger. This combination of techniques works better
*Darghaur handle weapons as if they were in Powered Armor.
on some races than on others. The Urraug, for instance, rarely if
Darghaur “Smart Weapons” ignore one Die of Cover.
ever revolt against their Darghaur masters, while the Slave Soldiers
Darghaur Slug-throwers drawn from conquered Marshborn worlds are prone to revolt as
(Assault Weapon, Boomer, Grinder) soon as their Slavemaster falls on the battlefield.
The Darghaur favor extremely large caliber slug-throwers. While the
weapons themselves appear comparatively primitive, the rounds Slave Soldier Revolt Checks
they fire are anything but. Examination of captured Darghaur Slave Soldier units may revolt under the following circumstances:
munitions has revealed that a typical slug from one of their weapons ❚❚ Their Slavemaster is killed or seriously wounded
possesses a limited ability to change shape and density thanks ❚❚ Their force (not their unit, but their entire force) is reduced
to highly advanced nanites in each round. This allows a round to
below 50%
transform in midflight from a solid, heavy slug to a pattern of shot,
a soft-tipped expansion round, or even a dense kinetic penetrator. To perform a Revolt Check, each affected Slave Unit will make a
Additionally, the rounds contain a strange “circuitry” that leading contested Will Die. If the Darghaur Will Die has a higher score than
exobioligists and exoengineers surmise allows the Darghaur who the Slave Unit, the Slave Unit remains loyal. If not, roll on the Revolt
fired a round to control its flight to target via psychic impulses. table to determine how the Slave Unit revolts against Darghaur rule.

Darghaur Energy Weapons Darghaur always have a D12 Will Die. A Darghaur Slavemaster may
(Darghaur Light AT Gun, Darghaur Tri-Barrel “Destroyer”) throw two Will Dice and keep the one with the highest score. Other
aliens’ Will Die type is determined with the Will Die Table.
The Darghaur also employ energy weapons, especially in an
anti-tank or air defense role. Their energy weapons are normally Will Die Table
crew-served and often mounted on anti-gravitational “sleds.”
Will Description Will Die
Darghaur Indirect Fire Weapons Spineless – Voluntary Slaves N/A
Since their own C-RAM and counter-battery capabilities are so Weak Willed D6
high, the Darghaur use indirect fire weapons infrequently – appar-
Medium Willed D8
ently they assume that their enemy’s capabilities will be similar
to their own. As a result, the two most commonly encountered Strong Willed (Marshborn) D10
forms of indirect fire from the Darghaur take the forms of orbital Humans D12
bombardments and light, low-trajectory mortars.
If a Slave Soldier unit wins the Will Test vs. The Darghaur, roll 1D6
on the Revolt table below to determine what actions they take:
Darghaur Slave Races
Revolt Table
Races enslaved by the Darghaur are generally allowed to retain
their traditional military organizations, assuming the Darghaur find 1D6 Revolting Unit Will:
them to be effective. Darghaur Slavemasters are embedded with 1 Reluctantly continue to fight. Must pass a TQ Check to move
slave forces at the platoon level and higher. or fire.
Darghaur Slavemasters exert a strong and virtually unbreakable 2 Refuse to move if in a covered position. Will only return
influence over their slave soldiers. Most humans believe that enemy fire.
Slavemasters hold sway over their troops by virtue of fear and 3 Will Fall Back from enemy until in cover (or out of LOS) and
intimidation. While this is certainly true, it is far short of the full will refuse to fire at enemy or return enemy fire.
story. Slave soldiers who have been liberated from a Darghaur War 4 Flee the table. Treat as KIA for Victory Conditions.
Horde often attempt to escape and rejoin their oppressors. They 5 Surrender to the opposing force and is removed from play.
are driven by a deep sense of obligation and guilt which no doubt Treat as POWs for Victory Conditions.
represent some sort of psychic manipulation. 6 Change sides and begin fighting for the opposing force!
Humans, Marshborn, & other designated races receive a +1 to their die roll
on this table. All effects are for duration of game.

Tomorrow’s War ambushalleygames.com By Dagger or Talon 45


Alan Davies (order #9239409)
Sample Forces: Darghaur Slave Races

Urraug/Virraug Weaponry
Units with Different Armor
Ratings, Confidence, etc. Weapon TL Class Type AP AT Notes
Some units contain a mix of figures that have varying armor Swatter 2 Med. ABW 2 1L Urraug/Virraug SAW
ratings, confidence values, etc. A unit containing slave
soldiers and a Darghaur Slavemaster is an ideal example. Like their Darghaur masters, the Urraug favor large caliber
slug-throwers.
In such instances, use the value associated with the rating of
Splatter
the majority of figures in the unit. If there is an even split of
values, use the lowest. The Urraug’s basic weapon is a TL2 Advanced Combat Rifle which
they refer to as a Splatter in their own language. It is a robust
Example: A unit containing six Slave Soldiers with an armor weapon of simple but effective manufacture. It throws a larger
rating of 1D8 and a Darghaur Slavemaster with an armor caliber, heavier bullet than most human assault rifles, but its rate
rating of 4D10 would only receive a 1D8 Armor Bonus. of fire and ammunition capacity is far lower. It is classified as an
advanced ballistic small arm.
Swatter
The typical Urraug team contains a single Autocannon, called a
A Sample Slave Race: Swatter in their language. This weapon performs the same general
task as a SAW in a human formation, but fires a much heavier
The Urraug (& Virraug) round.
While we’ve given the Urraug as an example of a Darghaur slave
Crusher (Augmented Weapon)
race (and mentioned previously that some Marshborn worlds were
absorbed as slaves), any alien race figures can be used for Darghaur Urraug commanders wear a power-assisted claw on one fist which
slave soldiers. The Darghaur have ranged all over the galaxy (and augments their close assault capabilities. See the attribute Natural/
perhaps beyond it), so the sky isn’t even the limit for what you Augmented Weapons.
could include as slave elements to a Darghaur force. Have fun
with it!
Urraug/Virraug Warband
According to captured Urraug troopers, their homeworld was
conquered by the Darghaur centuries ago and their race was split
into two groups, the Urraug (Slave Soldiers in their own language) Warleader’s retinue
and the Virraug (Paid Soldiers). The Urraug were enslaved by the 1× Commander COMBAT GLOVE & PISTOL
1× Darghaur Slavemaster* ASSAULT WEAPON
Darghaur and are often found in their War Hordes. The Virraug fled
1× CommTech ACR
before the Darghaur and now support themselves primarily through 1× Bodyguard ACR
mercenary work. 1× Gunner AUTOCANNON
Despite centuries of separation, the culture of the two groups, with * Slavemaster not present in Virraug Warbands.

its emphasis on courage and feats of combat, remains virtually


identical. The only significant difference between typical Urraug and
Virraug Warband organization is the lack of a Darghaur Slavemaster 3×3×
rifle
3× riflegroups
rifle groups
groups
in a Virraug Command Group.


3× rifle teams
3×rifle
rifleteams
teams

1×Groupleader COMBAT GLOVE &&PISTOL
1×Groupleader
Groupleader
1× Gunner
COMBAT
COMBATGLOVE
GLOVE &PISTOL
AUTOCANNON PISTOL
1× Gunner
1×3×Gunner AUTOCANNON
AUTOCANNON
3×Riflemen ACR
3×Riflemen
Riflemen ACR
ACR

Typical Urraug or Virraug Troop Ratings


Troop Supply Body Tech
Troop Type Quality Morale Confidence Quality Armor Level Typical Attributes
Standard Urraug/ D8–D10 D8–D12 High Normal 1D 2 Pain Resistant; Berserker (Involuntary); Poor Initiative
Virraug Trooper
Elite Urraug/ D10 D12 High Abundant 2D 2 Pain Resistant; Berserker (Voluntary)
Virraug Trooper

46 By Dagger or Talon Ambush Alley Games Tomorrow’s War

Alan Davies (order #9239409)


Sample Forces:
The Marshborn Confederacy

The Marshborn Confederacy Marshborn Blood Claw training was reinforced on Glory in the
months before the Darghaur incursion through the efforts of
Standard troop formations for the Marshborn Confederacy are human trainers from the French and American special opera-
described in Tomorrow’s War rule book. Here we will focus on tions communities. This training helped familiarize the Blood Claws
the “Crusty” elite warrior classes, the Blood Claws and the Dust and their commanders with human combat operations and to build
Brothers. The Blood Claws are very similar to a human special a deep trust between the special operators of both races.
operations formation and function quite well beside human troops
or even under the command of humans in a joint human/Marshborn
force. The Dust Brothers are a more traditional formation for which Typical Marshborn Blood Claw Platoon
modern human military forces have no analog and therefore find
difficult to utilize effectively in battle plans. blood Claw troop hQ squad
1× Blood Claw Lt. ARC GUN
Blood Claws 1× Platoon Mentor (Sgt) ARC GUN
1× Gunner HEAVY RAIL GUN
Each Marshborn “battalion” ideally includes a company of powered 1× Gunner HEAVY PLASMA PROJECTOR
armored Blood Claws. Only the highest quality Marshborn troops
are selected for duty in the Blood Claws. These soldiers receive
stringent training focusing on mutually supportive small unit tactics 3× Claws
and are eventually conditioned to think of the Blood Claw Battalion 3×
3× Claws
Claws

1× Claw
Claw Leader
Leader ARC GUN
itself as their “home unit,” which prevents the sort of sniping 1×
1× Claw Leader
Trooper
ARC
ARCGUN
ARC GUN GUN

1× Trooper
Trooper ARC GUN
between units that is so prevalent among Marshborn line units. 1×
1× Gunner
Gunner HEAVY RAILGUN
ARC
HEAVY RAIL
GUN
GUN
1× 1× Gunner
Gunner HEAVY RAIL
HEAVY PLASMA GUN
PROJECTOR

1×Gunner
Gunner HEAVY
HEAVYPLASMA
PLASMAPROJECTOR
PROJECTOR

Typical Marshborn Blood Claw Ratings


Troop Supply Tech
Troop Type Quality Morale Confidence Quality Body Armor Level Typical Attributes
Marshborn D8–D10 D10–D12 High Abundant 3D (TL3 3 TL3 Augmented Senses; TL3 Chameleon
Blood Claws Advanced Armor; Inspiring*; Intimidating; Jump Troops
Powered Armor)
*To other Marshborn units.
Blood Claws, the Marshborn’s renowned
SPECOPS troops, conducting a joint
training operation with USMC FSOC on
Zero Palms during The Hush.
Figures by Ground Zero Games.
Painting by Shawn Carpenter.

Tomorrow’s War ambushalleygames.com By Dagger or Talon 47


Alan Davies (order #9239409)
Sample Forces:
The Marshborn Confederacy

Dust Brothers to make him and his remaining retinue as silent and deadly as the
dreaded Marshdires.
The Dust Brothers are a traditional hold-out from the Marshborn’s
ancient warrior culture, which was defined by a strong strain of At the second house another survivor was found, barely hanging
martial mysticism. to life. He described how the members of his clan had known
they all must die against the Evil Spirits, but could not bear the
The Dust Brothers are based on the legend of three brothers who
disgrace of fleeing from them. So each of them, from the weakest
each ruled over a House (clan compound). One day, while the
to the strongest, tied themselves to the village roots with a length
brothers were deep in the marshlands hunting with their most
of strong cord attached to one of their ankles. With no hope of
trusted retainers, a tribe of evil spirits from the Drylands attacked
retreat they fought desperately and slew many of the Evil Spirits
their Houses and destroyed them, killing all of the remaining men,
before departing for the Great Wetlands. The Shaman named the
women, and children in each clan. When the brothers returned and
brother who ruled this house the Chief of the Bound House and
discovered the devastation, they swore mighty oaths of vengeance.
These oaths seemed futile, however, as the Evil Spirits lived deep vowed that he would create for him a charm that would ensure he
in the Drylands, where no Marshborn warrior could reach alive. and his retinue would stand and die in place rather than flee in the
face of any enemy.
As the brothers wept and raged and scored their carapaces, a
strange shaman appeared in their midst and offered to protect The third house was inhabited by the ghosts of its inhabitants who
them with his magic so that they could cross the Drylands and to told how, once freed from their mortal forms, they had terrified
brew strong potions which would allow them to overcome the Evil the Evil Spirits so thoroughly that their chief vowed never to return
Spirits on their home ground. He took each brother to the ruins of within a day’s travel of this village of the dead. The Shaman was
their shattered houses and worked charms of retribution based on greatly pleased with this story and named the brother who ruled
what they found there. these relentless souls the Chief of the Ghost House. To him the
shaman vowed to give the power of terror that would keep all
At the first house, a single survivor was found. She told how the
enemies at a fearful distance.
people of the House had used their chameleon ability to hide
from the Evil Spirits who were driven mad with frustration as they The story of the Dust Brothers and their epic quest to avenge
searched through the silent village hunting unseen prey that often themselves on the Evil Spirits is one of the Marshborn culture’s
pricked them with poisonous spears. The Shaman named the most beloved tales, but for some Marshborn warriors with a mystic
brother who ruled this house Chief of the Silent House and vowed bent, it has become a way of life – and death.

Marshborn regular army troops on the move through an


evacuated RA town somewhere in the Foix Gap.
Vehicle & Figures by Ground Zero Games. Buildings by Gamecraft
Miniatures. Painting by Impoverished Lackey & Shawn Carpenter.

48 By Dagger or Talon Ambush Alley Games Tomorrow’s War

Alan Davies (order #9239409)


Sample Forces:
The Marshborn Confederacy

“visions” which the Dust Brothers may interpret as a spiritual re-


Marshborn Coloration tasking – it is not uncommon for Dust Brothers to abandon their
The Marshborn present a wide variation in shell coloration, official mission to pursue a vision-induced quest.
ranging from nearly black through all shades of primary The combat drugs used by the three Dust Brother Houses are
colors. Most of this coloration is natural, but it is known that brewed by a Marshborn shaman and are ineffective on non-Marsh-
the individual Marshborn can modify their shell coloration born troops.
through the use of drugs and even through the alteration of
their diet. It is not uncommon for Marshborn with a shared
sense of community – such as a familial clan, members of a
The Dust Brother Clans
corporation, or even youth gangs – to adopt matching shell The Silent House
coloration. Retainers of the Silent House are experts at stealth, infiltration,
This informal practice is formalized in the Marshborn military, and sniping. They utilize top-grade chameleon suits and the Final
where almost all line troopers sport a green carapace. Special Flask (as the combat drug they use before embarking on their
regiments and organizations sometimes adopt a uniform final mission) increases their instinctual stealth capabilities to an
coloration other than green, as witness the bright red and astounding degree. When not sniping from a distance, they are
orange shells of the famous Blood Claws. also masters of silent killing techniques and weaponless combat.
White shells are a special case – they do not appear naturally The Bound House
among the Marshborn (outside albinism) and only individual
Marshborn who have earned the respect and admiration of Retainers of the Bound House are chosen for their resistance to
their fellows through leadership, sanctity or acts of heroism fear and pain – characteristics that are magnified by the Final
are allowed by their community to change their coloration Flask. Their sole purpose in life is to provide a strong base of fire
to white. for their brothers in the clan – and they’ll happily lay down their
lives to do just that.

The Ghost House


After the Darghaur devastation of the Marshborn Confederacy,
Like their brothers in the Silent House, retainers of the Ghost House
many Marshborn warriors chose to form Dust Brother Clans. These
are masters of stealth and infiltration. They are also skilled at
clans are regulated by Marshborn tradition and are obligated to
offer their service to a regular military commander, normally the misdirection and psychological warfare. Using sophisticated tech-
general of a Marshborn division. A given division may have several nology, they terrorize their opponents with “magical” apparitions
Dust Brother Clans attached, each with its own name and symbol and dread. When their enemy’s morale is at its lowest ebb, the
to distinguish it from the others. This name is usually drawn from Ghost House will launch an all-out assault against them, using their
the town, canton, or clan from which the clan hails – such as the razor sharp claws and fighting hatchets to dispatch their foes in as
Red Shell Dust Brothers or Green Stripe Dust Brothers. The Dust gruesome and spectacular a manner as possible. The final flask
Brothers are often used as “fire and forget” special operations units increases their stealth capabilities, physical toughness, and ferocity
as, once members of a Dust Brothers Clan are sent on a mission, in hand-to-hand combat. It also reactivates an atavistic survival
they will not return alive. If the mission itself doesn’t kill them, trait of the ancient Marshborn race – upon death, they release a
the drugs they consume prior to embarking on their main mission cloud of toxic gas that can be lethal for non-Marshborn who come
will within a week or less. These drugs are also known to produce in contact with it.

Typical Dust Brother Clan House Ratings


Troop Supply Tech
Troop Type Quality Morale Confidence Quality Body Armor Level Typical Attributes*
Silent House D10 D12 High Normal 2D (Natural 3 TL3 Chameleon Suits; Stealthy; Elusive; Natural
Armor + Soft or Augmented Body Armor; Natural or Augmented
Armor) Weapons; Weapon Team – Sniper Team; Suppressed
Weapons; Berserkers (Voluntary); Fearless; Bloody
Minded; Inspirational**
Bound House D10 D12 High Normal 3D (Natural 3 Stealthy; Natural or Augmented Body Armor; Natural or
Armor + Hard Augmented Weapons; Resistant to Pain; Fearless; Bloody
Armor) Minded; Inspirational**
Ghost House D10 D12 High Normal 2D (Natural 3 TL3 Chameleon Suits; Stealthy; Elusive; Natural or
Armor + Soft Augmented Body Armor; Natural or Augmented Weapons;
Armor) Pyrrhic Attacks; Dreadful; Suppressed Weapons; Berserkers
(Voluntary); Fearless; Bloody Minded; Inspirational**
*All Attributes listed other than Chameleon Suits, Stealthy, Elusive, and Natural Armor/Weapons are combat drug induced.
**To other Marshborn units.

Tomorrow’s War ambushalleygames.com By Dagger or Talon 49


Alan Davies (order #9239409)
Sample Forces:
The Marshborn Confederacy

Marshborn Weaponry Marshborn Gauss Designated Marksman or Sniper Rifle


The Marshborn DMR is used in a manner consistent with human
Weapon TL Class Type AP AT Notes doctrine, but also seems to be the weapon of choice when Crusties
Plasma 3 Med. EWS 2 1L One full turn without engage in inexplicable bouts of fratricide.
Projector firing to change
(AP Mode) Modes. Marshborn Heavy Arc Gun
Or (AT Mode) 1 2M Marshborn Heavy Arc guns fire an ionized arc down which a
Gauss Sniper 3 Lt. GWS 1 1L
powerful flood of plasma can be directed. The arc can be widened
Rifle to splash a large number of infantry or it can be tightened to
function as an anti-armor weapon. It requires a full turn without
Heavy ARC 3 Lt EWS 4 2M One full turn without
Gun (AP Mode) firing to change firing to switch from one mode to the other.
Modes. Marshborn Arc Gun
Or (AT Mode) 2 4H This is the standard “small arm” for Marshborn Powered Armored
ARC Gun 3 Lt. EWS 1 1L Standard Blood Claw Blood Claws. It is a smaller, lighter version of the HAC crew served
PA Combat Rifle weapon.
Heavy Rail 3 Hvy. GWS 3 2H Standard Blood Claw
Gun Support Weapon Marshborn Heavy Rail Gun
Heavy Plasma 3 Hvy. EWS 3 4H Standard Blood Claw The Marshborn Heavy Rail Gun fires bursts of hyperkinetic rounds
Projector Support Weapon that are very effective against enemy infantry formations and
vehicles. The weapon is too heavy and cumbersome to use as
Marshborn Rifle (TL3) an infantry support weapon unless ground mounted or carried
The Marshborn Rifle is a very compact plasma weapon. It is quite by a Powered Armor trooper. It is the standard “GPMG” of the
effective and experts theorize that it interacts with the Marshborn Marshborn Blood Claws.
sensor antennae to enhance targeting. Marshborn Heavy Plasma Projector
Marshborn Plasma Projector The Marshborn Heavy Plasma Projector is extremely potent against
The Marshborn Plasma projector can be toggled between an anti- both infantry and vehicles. It is the standard AT weapon of the
personnel mode with a large “splash” and anti-tank mode which is Marshborn Blood Claws.
more focused. It requires a full turn without firing to switch from
one mode to the other.

Marshborn Dust Brothers Clans

silent house bound house ghost house

elder hearth elder hearth elder hearth


1× Elder Silent Brother 1× Elder Bound Brother
1× Elder Ghost Brother
SUPPRESSED ASSAULT RIFLE CRUSTY PLASMA PROJECTOR
SUPPRESSED SMG
1× Retainer SUPPRESSED SNIPER RIFLE 1× Gunner HEAVY ARC GUN
4× Retainers SUPPRESSED SMGS
1× Retainer SUPPRESSED ASSAULT RIFLE 1× Asst. Gunner CRUSTY RIFLE

younger hearth younger hearth younger hearth


1× Younger Silent Brother 1× Younger Bound Brother
1× Younger Ghost Brother
SUPPRESSED ASSAULT RIFLE CRUSTY PLASMA PROJECTOR
SUPPRESSED SMG
1× Retainer SUPPRESSED SNIPER RIFLE 1× Gunner HEAVY ARC GUN
4× Retainers SUPPRESSED SMGS
1× Retainer SUPPRESSED ASSAULT RIFLE 1× Asst. Gunner CRUSTY RIFLE

50 By Dagger or Talon Ambush Alley Games Tomorrow’s War

Alan Davies (order #9239409)


Human Special
Operations Forces
in the Incursion at Glory
“These people called Man, Humanity, Mankind … they are like us in many ways:
They value their families and honor their Nations. Most do not hold their Clan in the
same esteem as one of the Marshborn, but some do. They believe that civilization’s
purpose is to erase savagery and put the strong into honorable service protecting
the weak. They are, by the largest measure, more like the Marshborn than any alien
race previously known to us. They recognize this similarity, too, and are pleased
to think of us as their ‘cousins’ in the galactic community. This is fortunate for the
Marshborn, because our entire people would surely perish in the face of two hostile
races engineered solely for the mastery of others through the artifice of war.
“Engineered. Yes, I say it. It has long been accepted that the Darghaur are a form
of relic, an artifact from a previous era: A race of apparently sentient beings bio-
engineered for the single-minded prosecution of a never-ending war. I believe it
is clear that we face a similar artifact in Humanity, although one that was either
engineered more thoughtfully or which has, over the course of the ages, contrived
to adjust the original parameters of its programming. ”
Dr. K. Deepslough, from the introduction to her book, War Made Flesh: The Darghaur and Humankind

Members of one of the DPRG’s


infamous Special Recon Battalions
patrol through a devastated RA
village in the Foix Gap.
Figures by Ground Zero Games.
Buildings by Shawn Carpenter.
Painting by Impoverished Lackey.

Tomorrow’s War ambushalleygames.com By Dagger or Talon 51


Alan Davies (order #9239409)
Sample Forces: DPRG

Democratic People’s Republic of Glory (DPRG) Forces


Brazil’s Special Forces place a great emphasis on genetic engineering, cybernetics, and powered armor. They export this emphasis to their
allied nations, whose troops they often train and supply. The DPRG denies having a genetic engineering program, but has heavily invested
in powered armor and cybernetic augmentation of troops assigned to specialist units. Two of these specialist units are the Powered Armored
Victorious People’s Guard and the borg-based Special Reconnaissance Force (SRF).

DPRG Victorious dPrg guards Powered Armor


People’s Guard Platooon hQ detachment
(Powered 1× Capt. (Commanding) 1× Medic
Armor SOF) 1×

Lieut. (2iC)
Signals Tech
1× PA Tech
2× Asst. PA Techs
Typical Platoon Detachment 1× Platoon Sgt.


4×dPrg
4× dPrg
dPrgguards
guards
guards 1× dPrg guards Powered Armor
Powered Armor
Powered Armor detachments
detachments Close Assault detachment
Powered Armor detachments
Assault Element 1/1Fire Support Element 1/1
Assault Element 1/1 Fire Support Element 1/1 lead Assault Element 1/1
1×Assault Element
Asst. Det. 1/1
Commander TYPE 85 1×Fire Support
Det. ElementTYPE
Commander 1/1 85
1× Asst. Det. Commander TYPE 29 CAWS
1× Asst.
Asst.Det. Commander TYPE 85 1× Det.
Det.Commander TYPE 85
1×1×Gunner Det.
TYPE Commander
3 PLASMA GUN TYPE 85 1×1×Gunner Commander
TYPE 90 CLUSTERTYPE
GUN85
1× Gunner TYPE 3 PLASMA GUN

1× Gunner
Gunner TYPE 33PLASMA GUN 1×
1× Gunner
Gunner TYPE 90 CLUSTER GUN
2× Troopers TYPE 85
TYPE PLASMA GUN 1× Gunner TYPE 7 AT LANCE GUN
TYPE 90 CLUSTER
2× Troopers TYPE 29 CAWS

2×Troopers
Troopers TYPE
TYPE85 1× Gunner TYPE 7 AT LANCE
85 1×1×Trooper
GunnerTYPE
TYPE
857 AT LANCE

1×Trooper
Trooper TYPE
TYPE85
85 Fire Support Element 1/1
1× Det. Commander TYPE 29 CAWS
Note: Only the Platoon and Detachment Leaders can call for Company 1× Gunner TYPE 90 CLUSTER GUN
or Battalion air support or supporting fires. If they become casualties, 2× Troopers TYPE 29 CAWS
air and artillery support are unavailable.

DPRG Special Reconnaissance special recon hQ section


Platoon (Cyborg Special 1× CO (Maj.) AK-400
Operations) 1× XO (Capt.) AK-400
2× Grid Techs AK-400
The SRF’s primary mission is to infiltrate the enemy’s 2× Comms Techs AK-400
rear area and disrupt their operations through sabotage, 3× Corpsmen (Medics) AK-400
surgical air and artillery strikes, raids, and “terror opera-
tions.” They are closely modeled on Brazil’s Special
Operations Brigade with whom they participate in regular

training operations. Like the SOB, they have adopted 3×recon
3× reconPlatoons
recon Platoons
Platoons
the use of black berets and black helmets to distinguish
themselves from “ordinary” recon troops.

Platoon hQ
1× Platoon CO (Lt.) AK-400
1× Platoon Sgt. AK-400
1× Fire Support Specialist AK-400

recon squad Alpha recon squad bravo recon squad Charlie


1× Squad Leader AK-400 1× Squad Leader AK-400 1× Squad Leader AK-400
1× Fire Support Specialist AK-400 1× Fire Support Specialist AK-400 1× Fire Support Specialist AK-400
1× Gunner MODIFIED 78 SAW 1× Gunner MODIFIED 78 SAW 1× Gunner MODIFIED 78 SAW
1× Rifleman AK-400 1× Rifleman AK-400 1× Rifleman AK-400
1× Gunner DESTRUIDOR-3 LAUNCHER 1× Sniper RAIO SNIPER RIFLE 1× Sniper RAIO SNIPER RIFLE
1× Asst. Gunner AK-400 1× Spotter AK-400 1× Spotter AK-400

Squads can break into one four-man team and one two-man Weapon Team
based around the Raio sniper rifle or Destruidor-3 Launcher.

52 By Dagger or Talon Ambush Alley Games Tomorrow’s War

Alan Davies (order #9239409)


Sample Forces: DPRG

DPRG Weapons tripod mounted for regular infantry) and is easily reloaded by simply
slapping a new cluster into the place of a spent cluster.
Weapon TL Class Type AP AT Notes
Type 29 CAWS
Type 85 Assault 2 Lt. ABW 1 - PA Assault
The Type 29 Close Assault Weapon System (CAWS) is a large,
Weapon Weapon
drum-fed selective fire shotgun developed specifically for use by
Type 3 Plasma 2 Med. EWS 2 2M Ground, vehicle, DPRG Close Assault Detachments.
Gun PA mounted
Type 7 AT 2 Hvy. EWS 2 3H Ground, vehicle, DPRG Special Reconnaissance Weaponry
Lance PA mounted Raio Sniper Rifle
Type 90 Cluster 2 Hvy. ABW 3 1L Ground, vehicle, The Raio (Thunderbolt) Sniper Rifle is more accurately classed as
Gun PA mounted
an anti-material rifle. It is considered to be the best heavy sniper
Type 29 CAWS 2 Hvy. ABW 1 - PA Shotgun rifle deployed by the NEU and is a product of Brazil.
Raio Sniper 3 Med. GWS 2 2M Manufactured in
Rifle Brazil Destruidor-3 Launcher
Destruidor-3 3 Med. Support 3 2H Manufactured The Destruidor-3 Launcher is the latest development in Brazil’s
Launcher in Brazil; Deck Destruidor (Destroyer) line shoulder launched assault missiles.
Attack Virtually the same size and configuration as the venerable RPGMP-3,
the weapon incorporates the advanced capability to perform deck
DPRG Elite Guard Weaponry attacks and overhead attacks. These attacks make the weapon
Type 85 Assault Weapon more effective against both infantry and vehicles (treat all missile
attacks against vehicles ad Deck Attacks – the increased lethality
Developed within the DPRG specifically for use by PA troops, the
against infantry is already represented in the weapon’s AP rating).
Type 85 Assault Weapon is a sturdy, reliable weapon with a surpris-
ingly good suite of optics, sensors, and targeting computers attached.
Type 3 Plasma Gun
Originally developed in Brazil, the Type 3 plasma gun is used exten-
sively by the DPRG as Company level asset, vehicle armament, or
Powered Armor support weapon.
Type 7 AT Lance
The Type 7 AT Lance is a heavy laser system that is normally
vehicle mounted or crew served. It is commonly deployed with
DPRG PA units to increase their AT punch.
Type 90 Cluster Gun
The Type 90 Cluster Gun is a recent addition to the DPRG arsenal by
way of Brazil. The “cluster gun” consists of an assortment of dense
balls and penetrator rods packed in a solid wafer of propellant. The
Powered Armor troops from the DPRG’s elite Victorious People’s
gun boasts a cluster of these wafers, one of which is fired with each
Guard pushed deep into territory within the Foix Gap claimed by
pull of the trigger to unleash a mixture of approximately 100 balls
the Republic of Arden, preferring to fight the Darghaur in their
and rods. The weapon is usually shoulder mounted on a PA suit (or
enemy’s backyard.
Figures by Ground Zero Games. Painting by Robby Carpenter.
DPRG Troop Ratings
Troop Supply Tech
Troop Type Quality Morale Confidence Quality Body Armor Level Typical Attributes
DPRG Victorious D10–D12 D10–D12 High Abundant +3D (Assault 2 Active Trauma Treatment; TL2 Advanced Sensors;
People’s Guard Armor) or Close Assault Monster; Intimidating, Inspiring,
(Powered Armor +2D (Recon Super Soldiers (if TQ D12)
Units) Armor) ➤➤ vs. Aliens: Human Spirit; Unpredictable

DPRG Special D10–D12 D10–D12 High Abundant 2D (Standard 2 Borged Up; Nanite Active Trauma Treatment;
Reconnaissance armor + Natural or Augmented Armor; Natural or
Platoon Augmented Augmented Weapons; TL2 Advanced Sensors;
Armor) TL2 Stealth; Elusive; Intimidating, Inspiring; Super
Soldiers (if TQ D12)
➤➤ vs. Aliens: Human Spirit; Unpredictable
Note: Most DPRG PA units are equipped with TL1 Powered Armor. Elite Guard units such as the Victorious People’s Guard are equipped with TL2 Standard
or Recon armor provided by Brazil.

Tomorrow’s War ambushalleygames.com By Dagger or Talon 53


Alan Davies (order #9239409)
Sample Forces: France

French Forces FFL Weaponry


1er Régiment de Forces Weapon TL Class Type AP AT Notes
Carbine La 3 Lt. GWS 1 1L Current issue PA
Spéciales Améliorées Tempête 70 “Storm Rifle”
(Les Marteaux de Dieu) (CT-70)
When it was determined that the Foreign Legion required an ESOF Hecate IX AMR 3 Med. GWS 2 2M Gauss Anti-Material
Rifle
Regiment, the French government opted to develop the organiza-
tion using volunteers willing to undergo extensive and irreversible Nemesis RAC 3 Hvy. ATGM 4 4H Deck Attack
cybernetic enhancement. The resulting “regiment” is rather light Fire & Forget
in manpower due to the expense of the augmentations and the LRAC 98 3 Med. RPG 2 2M
limited pool of acceptable volunteers. The 1e FSA was declared ML-99 GPMG 3 Med GWS 2 1L
operational in 2285 and saw its first action in OPERATION VORTEX
in 2288, during which it earned its nom de guerre, “Les Marteaux Carbine La Tempête 70 (CT-70)
de Dieu,” or “The Hammers of God.” The CT-70 “Storm Rifle” was designed specifically for use by the
The French Foreign Legion’s 1er Régiment de Forces FSA and Powered Armor troops. The weapon is too heavy and its
Spéciales Améliorées (1st Regiment of Enhanced Special Forces or recoil too punishing for ordinary infantry to use it as an assault rifle.
1st Regiment FSA) is headquartered on Earth but maintains the The weapon is a rapid fire gauss assault rifle with a built in 25mm
3e Compagnie d’Infanterie (3e CDI) on Glory, where it conducts grenade launcher.
force training for the Republic of Arden’s non-enhanced special Hecate IX AMR
operations forces.
The Hecate IX AMR is analogous to the US produced M9 GATR
(Gauss Anti-Tank Rifle). Like the M9, the Hecate IX AMR is a man-
portable rail-gun capable of propelling a .40 caliber penetrator
at hyper-velocities. This weapon has been used successfully in a
FFL FSA sniper role, anti-material role, and in defense against light armored
groupe vehicles and Armored Fighting Suits (AFS).
Section de
Commandement Nemesis RAC
Combat 1× Section Commander CT-70
1× 2iC CT-70 This man-portable AT launcher utilizes a launch system with
1× Signals.ECM Tech CT-70 advanced sensors and targeting capabilities. The rocket itself is a
2× Marksmen HECATE IX AMR* fire-and-forget advanced ATGM.
LRAC (Lance-Roquettes Anti-Char) 98
groupe Appui Anti 3×
3× groupe de Combat Standard man-portable light assault missile
3×groupe
groupede
deCombat
Combat system;the LRAC 98 uses dual-purpose
Char (At squad) Fireteam Alpha
Fireteam
FireteamAlpha
Alpha missiles that are effective in both anti-tank
AT Team 1 1× Chef de Combat CT-70

1× Chef
Chef de
deCombat
Combat CT-70
CT-70 and anti-personnel roles.
1× Gunner NEMESIS RAC 1×
1× Gunner
Gunner LRAC-98
LRAC-98
1× Asst. Gunner CT-70 2×1× Gunner
Riflemen LRAC-98
CT-70
1× Rifleman CT-70

2×Riflemen
Riflemen CT-70
CT-70 ML-99 GPMG
Fireteam
Fireteam Bravo
AT Team 2 FireteamBravo
Bravo The ML-99 is France’s standard General

1× Asst.
Asst. Chef de Combat CT-70
1× Gunner NEMESIS RAC 1× Asst.Chef
1×Gunner Chef de
ML-99deCombat
Combat CT-70
CT-70 Purpose Machine Gun. It is an advanced

1× Gunner
Gunner ML-99
ML-99 gauss weapon capable of firing hyper-velocity
1× Asst. Gunner CT-70 1×
1× Gunner
Gunner LRAC-98
LRAC-98
1× Rifleman CT-70 1×1×Rifleman
Gunner LRAC-98
CT-70 penetrators at an impressive cyclic rate. The

1×Rifleman
Rifleman CT-70
CT-70
weapon is used by several other nations,
*The marksmen from the Groupe Comandement are normally deployed as a two man sniper either through outright purchase or via
team, with one trooper armed with a sniper rifle and the other acting as spotter and armed with licensed production.
a CT-70. They can also be attached to Groupes de Combat as Designated marksmen.

Typical FSA Ratings


Troop Supply Tech
Troop Type Quality Morale Confidence Quality Body Armor Level Typical Attributes
FFL FSA D10–D12 D10–D12 High Abundant +3D (Light 3 Augmented Armor (Dermal Plating); Skeletal
Troopers Body Armor Augmentation, TL3 Advanced Sensors; Hard to Kill
plus Dermal (D6); Heightened Situational Awareness; Intimidating;
Plating and TL3 Stealth; Augmented Weaponry; Jump Troops,
Skeletal Super Soldiers (if TQ D12)
Augmentation) ➤➤ vs. Aliens: Killer Instinct; Human Spirit; Unpredictable

54 By Dagger or Talon Ambush Alley Games Tomorrow’s War

Alan Davies (order #9239409)


Sample Forces: Republic of Arden

Republic of Arden FAMAS ACR


Standard assault rifle of the French Army and French Foreign
Republic of Arden Legion. Selective fire, chemically cooled rifle chambered for .30
caliber caseless ammunition. Equipped with advanced optics, HUD
National Guard Special link, gun camera and TAG (Target Acquisition and Guidance – a
Operations Force (RANGSOF) target designator for air, artillery, or orbital strikes) unit.
The Republic of Arden National Guard Special Operations Force Minimi A-SAW (Advanced Squad Automatic Weapon)
(RANGSOF) was born during the Second Glory War and, under
The Minimi A-SAW is a fully-automatic, chemically cooled weapon
the tutelage of the French Foreign Legion and the USMC Special
chambered for .30 dual propellant ammunition. The weapon is
Operations Training Group on Grissom, it has matured into a
factory fitted with an Advanced Combat Sight and Optimizer (ACSO)
capable force that is well respected in the SOF community.
which provides its gunner with sophisticated optics and a basic but
RANGSOF’s ESOF capabilities reside in its extensive training in highly specialized expert program that varies the weapon’s rate of
Powered Armor operations, a capability that it utilized with great fire and propellant charge to maximize suppression and generate
success in the Second Glory War, the Saint’s War, and the more appropriate penetration for the target being engaged.
recent Darghaur Incursion.
Hecate IX AMR
RANGSOF Weaponry The Hecate IX AMR is analogous to the US produced M9 GATR
(Gauss Anti-Tank Rifle). Like the M9 GAT, the Hecate IX AMR is a
Weapon TL Class Type AP AT Notes man-portable rail-gun capable of propelling a .40 caliber at hyper-
velocities. This weapon has been used successfully in a sniper role,
FAMAS ACR 2 Small ABS -- -- Standard issue
Arm French assault rifle
anti-material role, and in defense against light armored vehicles
and Armored Fighting Suits (AFS).
Minimi A-SAW 3 Lt. ABW 1 -- Standard SAW for
French forces Nemesis RAC
Hecate IX AMR 3 Med. GWS 2 2M Gauss Anti-Material This man-portable AT launcher utilizes a launch system with
Rifle advanced sensors and targeting capabilities. The rocket itself is a
Nemesis RAC 3 Hvy. ATGM 4 4H Deck Attack fire-and-forget advanced ATGM.
Fire & Forget
LRAC 98 3 Med. RPG 2 2M
LRAC (Lance-Roquettes Anti-Char) 98
Standard man-portable light assault missile system. The LRAC 98
uses dual-purpose missiles that are effective in both anti-tank and
anti-personnel roles.
RANGSOF operators insert into the Foix Gap by DTV-89 to
conduct raids against the Darghaur flanks.
Vehicles and Figures by Ground Zero Games. Painting by Impoverished Lackey.

Tomorrow’s War ambushalleygames.com By Dagger or Talon 55


Alan Davies (order #9239409)
Sample Forces: Republic of Arden

RANGSOF
Section
groupe Commandement
1× Section Commander FAMAS ACR
de Combat 1× 2iC FAMAS ACR
1× Signals/ECM Tech FAMAS ACR
2× Marksmen HECATE IX AMR*

groupe Appui Anti Char (At squad)** 3×


3× groupe dedeCombat**
3×groupe
groupe
Fireteam
Combat**
Alpha de Combat** Fireteam Bravo
AT Team 1 Fireteam
Fireteam Alpha
Alpha Fireteam
Fireteam Bravo
Bravo

1× Chef
Chef de
deCombat
Combat FAMAS ACR 1×
FAMASACR 1× Asst.
Asst. Chef
Chefde
deCombat FAMAS ACR
1× Gunner NEMESIS RAC deCombat
Combat FAMAS ACR
1×1×Gunner
Chef deLRAC-98
Combat FAMAS ACR 1×1×Gunner
Asst. Chef
A-SAW FAMAS ACR
1× Asst. Gunner FAMAS ACR 1× Gunner LRAC-98 1× Gunner A-SAW
2×1×Riflemen
Gunner LRAC-98
FAMAS ACR 1×1×Gunner
GunnerLRAC-98
A-SAW

1× Rifleman FAMAS ACR 2×Riflemen
Riflemen FAMAS 1× Gunner
ACR
FAMAS ACR 1× Gunner LRAC-98
1×Rifleman LRAC-98
FAMAS ACR

1×Rifleman
Rifleman FAMAS ACR
AT Team 2 FAMAS ACR

1× Gunner NEMESIS RAC


1× Asst. Gunner FAMAS ACR * The marksmen from the Groupe Comandement are normally deployed as a two man
1× Rifleman FAMAS ACR sniper team, with one trooper armed with a sniper rifle and the other acting as spotter
and armed with FAMAS ACR. They can also be attached to Groupes de Combat as
Designated marksmen.
** When deployed in Powered Armor, the Groupe Appui Anti Char is equipped with
Myrmidon IIR Recon Armor and the Groupes de Combat are equipped with Myrmidon IIA
Assault Armor. Both are TL2 Powered Armor.

Typical RANGSOF Ratings


Troop Supply Body Tech
Troop Type Quality Morale Confidence Quality Armor Level Typical Attributes
RANGSOF D8–D10 D10–D12 High Abundant +2D (TL2 2 Advanced Life Saving Capabilities (ALS); Elusive;
Troopers Hard Armor) Forward Observer; Point Man; Old School; Sniper
Teams; Stealthy; Terminal Air Controller (TAC)
➤➤ vs. Aliens: Killer Instinct; Human Spirit; Unpredictable

A RANGSOF Myrmidon APC takes up a covering


position as a convoy of its fellows moves past.
Vehicles by Combat Wombat. Painting by Shawn Carpenter.

56 By Dagger or Talon Ambush Alley Games Tomorrow’s War

Alan Davies (order #9239409)


Sample Forces: US Forces

US Forces The American public refuses to accept the argument that “clones
aren’t real people” and will not stoop to bio-engineering soldiers
Detachment Zulu (Genies) from the womb to the tomb. They do, however, accept the
necessity for special units manned entirely by adult volunteers
The US Army has always been a pioneer in the development
genetically modified to perform their special duties. Genie soldiers
of Special Operations capabilities. Different units within the US
are particularly valuable in Special Operations because they can
Special Operations community have pursued disparate approaches
to Enhanced Special Operations. Army Special Forces (the Green pass as unmodified humans and are not affected by technology
Berets), for instance, eschew most invasive augmentation strate- that might shut-down or impede cybernetic augmentation.
gies other than the use of Powered Armor in order to make their Detachment Zulu is a secretive unit tasked primarily with direct
primary role of working with indigenous forces, some of which action operations, counter-terrorism, and covert operations.
may have insurmountable prejudices against cybernetics or obvious
genetic alteration. The SEALs, on the other hand, have firmly Detachment Zulu’s operational capabilities reside in three squadrons.
embraced cybernetic augmentation and are perhaps one of the Each squadron consists of roughly sixty combat operators who are
most “borged up” military units in human space. American sen- divided into three Troops of roughly twenty men. Each Troop is
sibilities prevent the use of synthetic troops altogether and place broken down into two squads of ten men, which are in turn broken
severe limitations on genetically altered forces. down into two five man fire teams.

Detachment Zulu
detachment zulu
Squadron Organization
1st squadron hQ unit

recon/sniper troop 2×
2× direct
direct Action
Action troops
troops
1× Troop Leader M3 PULSER 1×
1×Troop
TroopLeader
Leader M3M3PULSER
PULSER
1× Troop Sgt. M3 PULSER 1×
1×Troop
TroopSgt.
Sgt. M3
M3PULSER
PULSER

2× recon squads 4×
4×dA

4× dAsquads
dA
dA squads
squads
squads


2×fire
fireteams
teams 2×
2×fire
fireteams
teams

1×Team
TeamLeader 1×
The M9 GATR can be replaced
LeaderM3M3PULSER
PULSER 1×Team
TeamLeader
LeaderM3M3PULSER
PULSER

1×Sniper 1×
with an M300 Laser Sniper
SniperM9M9GATR
GATR 1×Grenadier
GrenadierMPGL
MPGL
Rifle if desired. Sniper/Spotter 1× Spotter M3 PULSER 1× Gunner M313 ESAW
1× Spotter M3 PULSER 1× Gunner M313 ESAW

1×Sniper
pairs can be broken into two 1× Asst. Gunner
SniperM9M9GATR M3 PULSER
GATR 1× Asst. Gunner M3 PULSER
1× Spotter 1×
independent Sniper Teams.
1× SpotterM3M3PULSER
PULSER 1×Operator
OperatorM3M3PULSER
PULSER

Typical Detachment Zulu Unit Ratings


Troop Supply Tech
Troop Type Quality Morale Confidence Quality Body Armor Level Typical Attributes
Det. Zulu D10–D12 D10–D12 High Abundant Unarmored: +1D 3 Advanced Life Saving (ALS); Heightened
Genie Soldiers Light: +2D Senses: Skeletal Augmentation; Stealthy;
Hard: +3D Pain Resistant; Super Soldiers (if TQ D12)
Powered: +4D ➤➤ vs. Aliens: Killer Instinct; Human Spirit;
(Skeletal Augmentation Unpredictable
included above)

Tomorrow’s War ambushalleygames.com By Dagger or Talon 57


Alan Davies (order #9239409)
Sample Forces: US Forces

US Army Special Operational US SOF Operational Detachments


Detachments (Paragons) (Bravo & Alpha),
Following centuries old tradition, ODA’s are 12 man teams organized to
split into two six-man teams as needed. All members are specialized Powered Armor Configuration
in a specific military task, (demolitions, medicine, weapons, etc.), but
extensive cross training (and the use of expert programs when needed)
mean that the loss of a specialist is blunted by redundancy of capability. sfodb (Co. hQ element)
ALL ARMED WITH M14 PACR
ODAs also have team specialties, such as hot drops, zero-gee combat/ 1× Major (Commanding)
vacuum combat, urban warfare, etc. All ODAs are focused on training 1× Captain (XO) 1× Ops. Sgt.
and assisting local populations in support of stabilization and counter- 1× Savant 1× Sgt. 1st Class
insurgency operations. There are typically six ODAs per Special Forces 1× CW3 Tech 1× Medical Sgt.
Company. 1× Co. Sgt. Major 2× Comms Sgts.
A typical ODA split into two teams is presented below. In this example,
the ODA is supported by a pair of TACs. Note that it is not unusual for
Special Forces operators to split into smaller teams of four, three, or two
in order to accomplish specific mission tasks.
6× sfodA
ODAs routinely have access to practically any special weapon or gear ODA Team 1
that might be required for a mission. 1x ODA Asst. Det. Commander M14
PACR
US Army Special Forces operators are trained in Powered Armor opera- 1× Weap. Sgt. M10 “SMOKEY”
tions both in terrestrial and non-terrestrial environments. Every ODA’s 1× Medical Sgt. M14 PACR
armory contains enough top-of-the-line M11 “Ajax” suits to fit out every 1× Engineering Sgt. MAL-13
soldier in the unit.
ODA Team 2
1x ODA Det. Commander M14 PACR
US SOF Weaponry 1× Weap. Sgt. M10 “SMOKEY”
The ODAs and other US SecOps units have a deep weapons locker to 1× Medical Sgt. M14 PACR
draw from. Depending on their current mission, they might be armed 1× Engineering Sgt. PAGL-9 PEACEMAKER
with anything from tuned up colonial assault rifles to experimental 1× Comms Sgt. M14 PACR
weaponry whose existence won’t be acknowledged until several years 1× USAF or Navy CCT M14 PACR
later.

Typical US Army Special Forces Ratings


Troop Supply Tech
Troop Type Quality Morale Confidence Quality Body Armor Level Typical Attributes
US Army D10–D12 D8–D12 High Abundant Unarmored: +1D 3 Old School; Advanced Life Saving; Active
Special Forces Light: +2D Trauma Treatment Nanites; Stealthy,
“Green Berets” Hard: +3D Elusive, Heightened Situational Awareness;
Powered: +4D Inspirational
(Skeletal Augmentation ➤➤ vs. Aliens: Human Spirit; Unpredictable
included above)
Note: The US Army deploys all of its PA units in TL3 Advanced Powered Armor (M11 Ajax armor).

Typical Marine Force Special Operations (FSOC) Ratings


Troop Supply Tech
Troop Type Quality Morale Confidence Quality Body Armor Level Typical Attributes
MSOB (MSOC) D8–D12 D10–D12 High Normal 3D (TL3 Hard Armor – 3 Old School; TL3 Advanced Sensors;
Marines 2D for Hard Armor Stealthy; Pain Resistant; Skeletal
+ 1D for Skeletal Augmentation; Heightened Situational
Augmentation) Awareness; Super Soldiers (if TQ D12)
SOTG D10–D12 D10–D12 High Normal 2D (TL3 Hard Armor) 3 Old School; TL3 Advanced Sensors; Stealthy;
Super Soldiers (if TQ D12)
Marines
Standard D8–D10 D8–D12 High Normal 2D (TL3 Hard Armor) 3
Marine

58 By Dagger or Talon Ambush Alley Games Tomorrow’s War

Alan Davies (order #9239409)


Sample Forces: US Forces

USMC Force Special Operations Typical US Marine Special


Command (Nannies) Operations Company (MSOC)
The United States Marine Corps (USMC) has long been the “red-headed step-
child” of US military forces. Historically, they have been the last to receive the
latest infantry weapons and AFVs, often lagging as much as a decade behind the msoC hQ section
US Army in military technology. Marine Corps wags sum up the USMC approach ALL ARMED WITH M1H ACR/GL
to logistics as in the maxim “Make do with what you have, appropriate what you 1× CO (Major)
can’t do without.” 1× XO (Captain)
Interstellar warfare seemed likely to reverse the fortunes of the Marine Corps, but 2× Grid Techs
2× Armorers
faced with ongoing terrestrial aggression from the NEU and various rogue states,
3× Corpsmen (Medics)
the US Congress continues to pour most of the nation’s military budget into the
2× Fire Support Liasons
mostly earthbound US Army. As a result, Uncle Sam’s Misguided Children continue
to rely more on the tenacity and esprit de corps of the individual Marine than on
cutting edge military technology.
The USMC maintains a large presence on Grissom, the home of the Three Peaks 2×
2× msoC
msoC Platoons
Platoons
Marine base, home of the IV Marine Expeditionary Force Special Operations Capable
(IV MEFSOC) and the 4th Marine Special Operations Battalion (4th MSOB). It also
maintains a semi-permanent base and training facility in the Republic of Arden,
on Glory, as part of the close alliance between the Republic and the US (at least
the Grissom portion of the US) after the Saint’s War. This facility, known as Camp
1st Platoon hQ
West, is manned by the 33rd Marine Expeditionary Unit, one or more companies 1× Platoon CO (Capt.) M1H ACR/GL
of the 4th MSOB, and elements of IV MEFSOC’s Special Operations Training Group 1× Plt. Sgt. M1H ACR/GL
(SOTG) who coordinate joint training operations with the RA National Guard and 1× Corpsman (Medic) M1H ACR/GL
Stability Operations in the Foix Gap.
Members of the 4th MSOB would see extensive action during the Darghaur incursion

3× recon
recon squads
squads
on Glory. The marines involved were up to the task, having recently completed 3× recon squads
1× Squad Leader M1H ACR/GL
rigorous re-qualification training in which they received the latest nanite augmen- 1×
1× 1×Squad
Asst.Squad
Squad
Leader
Leader
Leader
M1H
M1H
M1H
ACR/GL
ACR/GL
ACR/GL
tation treatments. The USMC prefers nanite treatment to cybernetics or genetic 1×
1×Asst.
Asst. Squad
Squad Leader
Leader M1H
M1H
ACR/GL
ACR/GL
manipulation because it can be reversed, allowing marines the opportunity to 1×
1× Gunner
Gunner M233
M233
SAW
SAW
1× 1×
Gunner Gunner
MK.
M233
17 SLAM
SAW
LAUNCHER
return to civilian life without undue difficulty or supervision. 1× Gunner
1×2×Gunner MK.
MK.1717
SLAM
SLAM
LAUNCHER
LAUNCHER
2× Riflemen
Riflemen M1H
M1H
ACR/GL
ACR/GL
2× Riflemen M1H ACR/GL

US Weaponry
M1H ACR/GL the Pulser but fires at a more rapid rate which grants it limited
The M1 ACR is the standard assault rifle of US the USMC. It is being anti-vehicular capabilities.
phased out in the Army in favor of the M3 Pulser. It is a selective Multi-Purpose Grenade Launcher (MPGL)
fire, chemically cooled rifle chambered for .30 caliber caseless
This magazine fed, semi-automatic grenade launcher is the standard
ammunition and is equipped with advanced optics, HUD link, gun
grenade launcher for the US Army. It fires 30mm grenades,
camera and TAG (Target Acquisition and Guidance – a target des-
ignator for air, artillery, or orbital strikes) unit. including anti-personnel flechette rounds, HE rounds, and RAAT
(Rocket Assisted Anti-Tank) rounds.
M3 “Pulser” Pulse Rifle
Mk. 17 SLAM (Shoulder Launched Light Assault Missile)
Adopted in 2315 as the new service rifle for US forces, the M3
Pulse Rifle is a compact plasma rifle. This weapon was purposefully The Mk. 17 is the standard man portable light assault missile
designed to mimic the layout and handling characteristics of the system. It fires anti-personnel HE rounds, thermobaric rounds,
M1H rifle it replaced to flatten the learning curve for troops transi- and advanced HEAT rounds. This weapon is sometimes called a
tioning from the old ballistic rifle to the new plasma rifle. “bazooka” by Marines.

M233 SAW (Squad Automatic Weapon) M300 “Red Eye” Laser Sniper Rifle
Standard Squad Automatic Weapon for the USMC. It is slowly being The standard laser sniper rifle for US forces, the M300 is powerful
replaced by the M313 ESAW. Similar to M1ACR but with heavier and highly accurate. It is often carried by the Assistant Gunner in a
barrel, increased cooling and magazine capacity. sniper team fielding the M9 GATR as its main weapon.

M313 ESAW M9 GATR “Gator” (Gauss Anti-Tank Rifle)


The M313 Energy Squad Automatic Weapon (ESAW) is the standard Gauss Sniper Rifle
SAW of the US Army. It was developed in parallel with the M3 The standard Anti-Tank rifle of US forces, the Gator is a man
Pulse Rifle and entered service in 2316. It is similar in design to -portable rail gun which fires a .40 caliber, super-dense penetrator

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Alan Davies (order #9239409)
Sample Forces: US Forces

at hyper-velocities. It is capable of one shot kills on AFS (Armored PAGL-9 “Peacemaker”


Fighting Suits) and causing combat ineffectiveness for full sized The PAGL-9 “Grand SLAM” fires the same warhead as the MK. 17
AFVs (Armored Fighting Vehicles). It’s sometimes also deployed by SLAM, but utilizes a revolving magazine that allows the weapon to
sniper teams. be fired repeatedly without an assistant gunner. The weapon was
M14 PACR (Powered Armor Combat Rifle) designed specifically for powered armor troops and is a favorite
“Packer” Light Plasma Gun among them.
The M14 Powered Armor Combat Rifle is a sturdy, easy to maintain GAW-4 (Gauss Assault Weapon-4)
weapon that packs a brutal punch. The weapon was designed spe- Like the MAL-13, the GAW-4 was originally designed for the Marine
cifically for use by USMC Powered Armor troops and has developed Corps’ Chesty AFS and was re-purposed for use with Powered
a fearsome reputation for accuracy and lethality. It is one of very Armor. The GAW fires hyper-kinetic penetrators that are highly
few weapons developed for the Corps which has been adopted by effective against infantry and armored vehicles.
the US Army as a standard weapon system (the PACR is the default
“small arm” for Army PA troops), rather than vice versa. ATL-7 (Anti-Tank Laser-7)
The standard “man-portable” (assuming the man is in powered
M10 “Smokey” Medium Plasma Gun
armor) US “laser cannon.” The ATL-7 is a proven tank-killer and
The M10 Medium Plasma Gun was initially developed as a platoon is moderately effective against infantry concentrations as well.
level energy weapon, but Powered Armor units soon saw the Despite its fine track record, it is rumored that it will soon be
benefits of using the “Smokey” as a squad support weapon. It is replaced by a plasma weapon with similar AT and improved AP
now standard issue to most US Powered Armor units. capabilities. This is unsurprising, considering the US military’s
MAL-13 (Micro Assault Launcher-13) distaste for laser weapons.
The MAL-13 was originally designed for use on the Chesty Puller
class AFS (Armored Fighting Suit), but it was soon determined that
it would make an ideal dual purpose launcher for USMC Powered
Armor troops. It’s been a standard PA support weapon for nearly
a decade.

US Weaponry
Weapon TL Class Type AP AT Notes Forces
M1H ACR/GL 3 Lt. ABW 1 - Advanced Combat Rifle/Grenade Launcher – Army/USMC
slowly phased out in favor of M3 Pulser
M3 Pulse Rifle 3 Lt. EWS 1 - Known as the “Pulser” Army/USMC
M313 ESAW 3 Lt. EWS 1 2L Army/USMC
(Energy Squad Automatic Weapon)
M300 Red Eye Laser Sniper Rifle 3 Lt LWS 1 - Army/USMC
M9 GATR (Gauss Anti-Tank Rifle) 3 Med. GWS 2 2M Army/USMC
“Gator”
MPGL 3 Med ABW 2 2M Army/USMC
(Multi-Purpose Grenade Launcher)
M10 “Smokey” Medium Plasma Gun 3 Med. EWS 2 2(L) Ground, vehicle, PA mounted Army/USMC
M233 SAW 3 Lt. ABW 1 - USMC
MK. 17 SLAM 3 Med. Missile 2 2M Army/USMC
(Shoulder Launched Assault Missile)
M14 “Packer” PACR 3 Lt. EWS 1 2L PA mounted Army/USMC
(Power Armor Combat Rifle)
MAL-13 (Micro-Assault Launcher-13) 3 Hvy. Missile 3 3M Ground, vehicle, PA mounted USMC
PAGL-9 “Peacemaker” 3 Med. RPG 2 2M Ground, vehicle, PA mounted Army/USMC
GAW-4 (Gauss Assault Weapon-4) 3 Hvy. GWS 4 3M Ground, vehicle, PA mounted
ATL-7 (Anti-Tank Laser-7) 3 Hvy. LWS 2 3H

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Vehicle
n Descriptions n

Nation of Secondary
Vehicle Name Origin TL Class Type Crew Primary Weapon Weapon MGs Front Side Rear Deck
Type 88 DPRG 2 Light Tracked 3+13 Dual 10mm Rapid Fusion Gun N/A 3D 3D8 2D8 1D6 1D6
Shouting Dragon (Med. EWS, AP:3/AT:3L)
APC Attributes: Amphibious, Detonation Field (TL2)
Type 88 DPRG 2 Light Tracked 3+13 25mm Autocannon (AP:4/AT:2L) N/A 3D 3D8 2D8 1D6 1D6
Shouting Dragon Attributes: Amphibious, Detonation Field (TL2)
Command APC
Type 1 “Crusty Marshborn 3 Light Walker 2+10 27mm Laser Cannon N/A 3D 3D8 2D8 1D6 1D6
Crawler” (Med. LWS, AP:3/AT:4M)
Attributes: Laser Cannon not affected by Low Supplies
DTV-89 “Fan Republic 2 Light Direct 2+10 20mm Autocannon (AP:4/AT:2L) w/ 4D 3D 3D8 2D8 2D6 1D6
Van” of Arden Thrust coaxial 40mm AGL (AP:4/AT:1L)
VTOL 2× Linked 40mm AGLs (AP:5/AT:2L)
Attributes: Advanced Sensors; TL2 Active Point Defense; Countermeasures; TL2 Detonation Field
VABX-7 Republic 2 Light Wheeled 2 + 8 M5 12.5mm Gauss Autocannon N/A N/A 3D8 2D8 2D6 1D6
“Myrmidon” of Arden to 10 (AP:4/AT:3L)
Attributes: Hardened, Amphibious, TL2 Stealth, TL2 Advanced Sensors, TL2 Countermeasures
This version of the Myrmidon is manufactured exclusively for RANGSOF but was finding its way into the hands of regular
RANG motorized units prior to the Darghaur Incursion.
Civilian Truck Many 2 Soft Wheeled 1+12 N/A N/A N/A 2D6 2D6 1D6 1D6
Skin
Attributes: None

Left: One of many models of civilian trucks that were pressed into
duty as troop transports on Glory during the Darghaur Incursion.
Vehicle by Combat Wombat. Building by Gamecraft Miniatures.
Painting by Shawn Carpenter.

Below: A DTV-89 Fan Van in use by the RANGSOF during the


Darghaur Incursion on Glory.
Vehicle by Ground Zero Games. Painting by Impoverished Lackey.

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Alan Davies (order #9239409)
RANGSOF PA troopers embarking aboard DTV-89s in preparation for a joint mission with the FFL FSA.
Vehicles and Figures by Ground Zero Games. Painting by Impoverished Lackey & Shawn Carpenter.

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n Weapon Locker n

Weapon TL Class Type AP AT Notes


Darghaur
Assault Weapon 3 Med. ABW 2 2L Standard Darghaur “small arm”
Darghaur handle weapons as if they were in Powered Armor
Darghaur “Smart Weapons” ignore one Die of Cover
Boomer 3 Hvy. ABW 3 2M Darghaur equivalent of Squad Automatic Weapon (SAW)
Darghaur handle weapons as if they were in Powered Armor
Darghaur “Smart Weapons” ignore one Die of Cover
Grinder 3 Hvy. ABW 4 2H Darghaur handle weapons as if they were in Powered Armor
Darghaur “Smart Weapons” ignore one Die of Cover
Darghaur Lt. AT Gun 3 Hvy. EWS 4 3H Heavy Hitter
Tri-Barrel “Destroyer” 3 Hvy. EWS 6 5H Heavy Hitter
DPRG
Type 85 Assault Weapon 2 Lt. ABW 1 - PA Assault Weapon.
Type 3 Plasma Gun 2 Med. EWS 2 2M Ground, vehicle, PA mounted
Type 7 AT Lance 2 Hvy. EWS 2 3H Ground, vehicle, PA mounted
Type 90 Cluster Gun 2 Hvy. ABW 3 1L Ground, vehicle, PA mounted
Type 29 CAWS 2 Hvy. ABW 1 - PA Shotgun
Raio Sniper Rifle 3 Med. GWS 2 2M Manufactured in Brazil
Destruidor-3 Launcher 3 Med. Support 3 2H Manufactured in Brazil
Deck Attack
Mod 78 SAW 2 Lt. TST 1 -
RPGMP-3 2 Med. 2 2M
Type 88 Gauss HMG 2 Hvy. GWS 3 1L
Type 90 GPMG 2 Med. ABS 2 -
Light Rocket Assisted Mortar 2 Lt. Mortar 3 -
(LTRAM)
France
Carbine La Tempête 65 (CT-65) 2 Lt. GWS 1 1L Outdated PA “Storm Rifle”
Carbine La Tempête 70 (CT-70) 3 Lt. GWS 1 1L Current issue PA “Storm Rifle”
Minimi A-SAW 3 Lt. ABW 1 - Standard infantry SAW
Hecate IX AMR 3 Med. GWS 2 2M Gauss Anti-Material Rifle
Nemesis RAC 3 Hvy. ATGM 4 4H Deck Attack
Fire & Forget
LRAC 98 3 Med. RPG 2 2M
ML-99 GPMG 3 Med GWS 2 1L
Marshborn
Plasma Projector (AP Mode) 3 Med. EWS 2 1L One full turn without firing to change Modes
or (AT Mode) 1 2M
Gauss Sniper Rifle 3 Lt. GWS 1 1L
Heavy ARC Gun (AP Mode) 3 Lt EWS 4 2M One full turn without firing to change Modes
or (AT Mode) 2 4H
ARC Gun 3 Lt. EWS 1 1L Standard Blood Claw PA Combat Rifle
Heavy Rail Gun 3 Hvy. GWS 3 2H Standard Blood Claw Support Weapon
Heavy Plasma Projector 3 Hvy. EWS 3 4H Standard Blood Claw Support Weapon
Urraug/Virraug
Swatter 2 Med. ABW 2 1L Urraugh/Virraug SAW

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Alan Davies (order #9239409)
n Weapon Locker n

Weapon TL Class Type AP AT Notes


USA Force
M1H ACR/GL 3 Lt. ABW 1 - Advanced Combat Rifle/Grenade Launcher – Army/USMC
slowly phased out in favor of M3 Pulser
M3 Pulse Rifle 3 Lt. EWS 1 - Known as the “Pulser” Army/USMC
M313 ESAW 3 Lt. EWS 1 2L Army/USMC
(Energy Squad Automatic Weapon)
M300 Red Eye Laser Sniper Rifle 3 Lt LWS 1 - Army/USMC
M9 GATR (Gauss Anti-Tank Rifle) 3 Med. GWS 2 2M Army/USMC
“Gator”
MPGL 3 Med ABW 2 2M Standard infantry and PA MPGL Army/USMC
(Multi-Purpose Grenade Launcher)
M10 “Smokey” Medium Plasma Gun 3 Med. EWS 2 2(L) Ground, vehicle, PA mounted Army/USMC
M233 SAW 3 Lt. ABW 1 - USMC
MK. 17 SLAM 3 Med. Missile 2 2M Army/USMC
(Shoulder Launched Assault Missile)
M14 “Packer” PACR 3 Lt. EWS 1 2L PA Mounted Army/USMC
(Power Armor Combat Rifle)
MAL-13 (Micro-Assault Launcher-13) 3 Hvy. Missile 3 3M Ground, vehicle, PA mounted USMC
PAGL-9 “Peacemaker” 3 Med. RPG 2 2M Ground, vehicle, PA mounted Army/USMC

GAW-4 (Gauss Assault Weapon-4) 3 Lt. Gun. GWS 4 3M Ground, vehicle, PA mounted
ATL-7 (Anti-Tank Laser-7) 3 Hvy. LWS 2 3H

“The arrival of TF: Assassin turned the tide of the Darghaur Incursion on
Glory, but the fighting on the beleaguered world continued for a number
of years. The so-called ‘mopping up’ phase of the Incursion continued to
produce major engagements for nearly three years after the Darghaur fleet
abandoned the system and the Darghaur troops on the ground. US Marines
from nearby Grissom saw an inordinate amount of action in this phase
of the Incursion, as they filled in for RA troops who were too exhausted
to continue. On the DPRG border with the Foix Gap, the Leathernecks
found themselves conducting limited operations in conjunction with their
arch-rivals, Brazillian Marines. Both forces vied to establish themselves as
premier alien killers, resulting in some of the most aggressive and decisive
actions against the Darghaur hold-outs.”
Devil Dogs & Trophy Bucks by Ed Bishop

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n Scenarios n

The following scenarios involve ESOF and/or aliens of one stripe or another. While
these scenarios are rooted in our TomorrowVerse background, they are generic
enough in form that they could easily be transplanted into the setting of your choice.
The Darghaur Incursion, against which most of these scenarios are set, was a
relatively short conflict, but it was waged across most of the settled surface of
Glory. The few scenarios we present here fall far short of encompassing the
variety of actions witnessed during the Incursion. It is our intent to provide you
with more Incursion scenarios (and historical write-ups, unit organizations, etc.)
on our website, found at www.ambushalleygames.com. Our website is also a
gold mine of playing aids, player contributed material, and news about our various
products. Please pay the site a visit!

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Alan Davies (order #9239409)
n Scenarios n
Operation Vortex
DPRG “Forward Stabilization Base the DPRG that the people of France would have their justice, but his
threat was disdainfully ignored by the DPRG’s Supreme Leader.
Lasting Peace,” Foix Gap, 13 August 2288
France makes an example of a rogue DPRG general. The 3rd Company of the French Foreign Legion’s new ESOF
regiment was on Glory providing training to the Republic of
In the days leading up to the Second Glory War, conditions in Arden’s local special operations forces. Their commander received
the Foix Gap deteriorated much faster than either the Republic encrypted orders from Prime Minister Gosselin himself ordering
of Arden or the French embassy to the Republic foresaw. While the company to plan and undertake a punitive mission against the
most French advisors and government employees fled the DPRG and Major General Bae Dong-Min. The orders directed 3rd
contested area with alacrity, one delegation from the French Company’s operators to strike the General and his bodyguards “like
Ministry of Agriculture wasn’t quick enough and ran afoul of the avenging hammer of God.”
DPRG advance recon forces. The French officials were immedi-
ately “taken into protective custody” and were delivered to the FSB Lasting Peace was too far behind the fluid front lines and
Headquarters of 1st Frontier Army Corps, a hastily erected but too close to the DPRG border to launch a conventional raid, so
well defended installation designated “Forward Stabilization Base 3rd Company planned a precision strike. Working in conjunction
Lasting Peace” in the usual overblown manner of the DPRG. The with 1e Escadron of the Regiment de Débarquement, the 3rd FSA
DPRG leadership immediately put the captured delegates into Company conducted a hot-drop assault of FSB Lasting Peace.
play as bargaining chips on the diplomatic table in an attempt to
barter their prisoners’ safety for the withdrawal of Foreign Legion
troops from the Gap. When France demurred and attempted to
Scenario Information
Duration of Game: 8 Turns
negotiate further, So-Jang (Major General) Bae Dong-Min had the
Initiative: French on Turns 1 through 3. Test
delegates immediately executed as spies.
for Initiative on following turns.
The French people were infuriated and their Prime Minister, Amable Fog of War: Determined normally by Reaction Test rolls
Gosselin, demanded Bae’s removal from command and arrest as a Special Conditions: Night mission.
war criminal. When the DPRG refused to comply, Gosselin warned Both sides have night vision capabilities.

Historical Outcome
TO MAIN CAMP Elements of the French Foreign Legion’s 3rd
FSA Company hot dropped into 1st Corps
rear area and prosecuted a quick and
A1 violent raid on Corps HQ that left General
Bae and most of his senior staff dead and
H3 secured the French hostages with minimal
B1 A2
loss of civilian life. 1st Corps was thrown
B3 A3 into disarray.
The FSA troops and hostages exfiltrated
B2 H2
via heavily stealthed VTOLs. Most of the
C3 assault, including Bae’s violent death, was
H1 captured on their helmet cameras and
broadcast worldwide to circumvent any
C2 DPRG attempts to cover up the assault.
C1 DPRG and Brazilian diplomats filed sternly
worded complaints against France’s uni-
lateral action, but the action had no real
diplomatic repercussions. Many believe that
ENTRY ZONE

the DPRG was happy to see Bae, whose


popularity rivaled that of Dear Leader in
some areas, gone.
ENTRY ZONE

Trees represent average woods.


ENTRY ZONE 3’ × 3’ table

66 By Dagger or Talon Ambush Alley Games Tomorrow’s War

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n Scenarios n
Operation Vortex

DPRG regulars scramble to take up defensive positions during the assault on FSB Lasting Peace.
Figures by Ground Zero Games. Vehicle by Khurasan Models.
Buildings by Ground Zero Games & Gamecraft Miniatures. Painting by Impoverished Lackey & Shawn Carpenter.

DPRG Recon Mission General Bae and His Command Staff (“A1” on Map)
1 × General Bae w/Type 05 Pistol
We are under attack! Defend General Bae and his staff from the 1 × Colonel w/Type 05 Pistol
off-world commandos! 1 × Lt. Major w/Type 05 Pistol
1 × Captain w/Type 05 Pistol
DPRG Victory Points
❚❚ General Bae still alive, uncaptured, and combat General Bae’s Security Detachment “A2” on Map)
effective at the end of Turn 8: 15pts. 1 × Detachment Leader w/AK-200
❚❚ Each FSA Trooper Killed: 2 pts. 1 × Gunner w/Mod 78 SAW (TL2 Lt. TST, AP:1)
1 × Gunner w/RPGMP-3 (TL2, Med. AP:2/AT2(M)
❚❚ Each FSA Trooper Captured: 5 pts.
2 × Riflemen w/AK-200

DPRG Forces (HQ Elements of the 1st Frontier Army Corps)


Troop Supply Tech
Troop Type Initiative Quality Morale Confidence Quality Body Armor Level Grid? Typical Attributes
Bae’s Personal D8 D10 D12 High High 1D (Light Armor) 2 No These are first rate DPRG troops
Security Team that do not suffer from Poor
Initiative.
DPRG Line D8 D8 D12 Normal Average 1D (Light Armor) 2 No These are first rate DPRG troops
Troops that do not suffer from Poor
Initiative.

DPRG Support Weapons


Weapon Name TL Class Type AP AT Nation Notes
Mod 78 SAW 2 Lt. TST 1 - DPRG Standard DPRG SAW
RPGMP-3 2 Med. 2 2M DPRG Standard DPRG Light Assault Weapon

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Alan Davies (order #9239409)
n Scenarios n
Operation Vortex
Type 88C Shouting Dragon Command Vehicle (“A3” on Map) HQ Security Squad C
1 × Commander w/Type 05 Pistol Fireteam One (“C1” on Map)
1 × Driver w/Type Type 11 SMG 1 × Squad Leader w/AK-400
1 × Gunner w/Type 11 SMG 1 × Gunner w/Mod 78 SAW (TL2 Lt. TST, AP:1)
HQ Security Squad B 1 × Comm Tech w/AK400
Fireteam One (“B1” on Map) 2 × Riflemen w/AK-400 
1 × Squad Leader w/AK-400 Fireteam Two (“C2” on Map)
1 × Gunner w/Mod 78 SAW (TL2 Lt. TST, AP:1) 1 × Asst. Squad Ldr w/AK-400
1 × Comm Tech w/AK400 1 × Gunner w/Mod 78 SAW (TL2 Lt. TST, AP:1)
2 × Riflemen w/AK-400  1 × Grenadier w/RPGMP-3 (TL2, Med. AP:2/AT2(M)
Fireteam Two (“B2” on Map) 2 × Riflemen w/AK-400
1 × Asst. Squad Ldr w/AK-400 Type 88 Shouting Dragon APC (“C3” on Map)
1 × Gunner w/Mod 78 SAW (TL2 Lt. TST, AP:1) 1 × Commander w/Type 05 Pistol
1 × Grenadier w/RPGMP-3 (TL2, Med. AP:2/AT2(M) 1 × Driver w/Type Type 11 SMG
2 × Riflemen w/AK-400 1 × Gunner w/Type 11 SMG
Type 88 Shouting Dragon APC (“B3” on Map)
1 × Commander w/Type 05 Pistol
1 × Driver w/Type 11 SMG
1 × Gunner w/Type 11 SMG

FFL FSA Mission FFL FSA Victory Points


❚❚ General Bae killed or seriously
FFL FSA Squad
Fireteam Alpha
The Strike Team will hot drop within a fast wounded: 10 pts. 1 × Chef de Combat w/CT-70
march of Gen. Bae’s encampment. Heavily 1 × Gunner w/LRAC-98
❚❚ General Bae captured alive: 15 pts.
stealthed VTOLs will already be in flight by 2 × Riflemen w/CT-70
❚❚ Each group of Civilian Hostages
the time we enter the atmosphere. These
escorted to exit edge of the board Fireteam Bravo
VTOLs will exfiltrate the Strike Team and
by the end of Turn 8: 5 pts. 1 × Asst. C.de C w/CT-70
hostages to the Republic of Arden.
❚❚ Each Civilian casualty: -1 pt. 1 × Gunner w/ML-99
We will strike Bae’s camp in the dark 2 × Rifleman w/CT-70
hours of the morning. We have two Fireteam Charlie
missions of equal priority: We must 1 × Chef de Combat w/CT-70
rescue our countrymen held hostage 1 × Gunner w/LRAC-98
in Bae’s camp and kill or capture Bae 2 × Riflemen w/CT-70
himself to discourage any further outrages
against the people and dignity of France.

FFL FSA Forces


Troop Troop Supply Tech
Type Initiative Quality Morale Confidence Quality Body Armor Level Grid? Typical Attributes
FSA D12 D12 D12 High Average +3D (Light 3 No Augmented Armor (Dermal Plating);
Operator Body Armor Skeletal Augmentation, TL3 Advanced
plus Dermal Sensors; Hard to Kill (D6); Heightened
Plating and Situational Awareness; Intimidating;
Skeletal TL3 Stealth; Augmented Weaponry;
Augmentation) Jump Troops

French Support Weapons


Weapon Name TL Class Type AP AT Nation Notes
CT-70 3 Lt. GWS 1 1L France Standard “Storm Rifle” of French FSA
ML-99 3 Med. GWS 2 1L France Standard French GPMG
LRAC-98 3 Med. 2 2M France Standard French light assault missile
None of the FSA’s weapons are suppressed.

68 By Dagger or Talon Ambush Alley Games Tomorrow’s War

Alan Davies (order #9239409)


n Scenarios n
Operation Vortex
Special Rules The DPRG cannot purposefully murder the hostages. Even Bae
knows this would be going too far and would bring the combined
FSA Entry Zones wrath of the OPS down on the DPRG – and Dear Leader’s more
FSA units can enter the board via any of the Entry Zones immediate and fatal wrath down on his own head.
marked on the map.
Bae’s Encampment
Rescuing Civilian Hostages General Bae seized a small farming cooperative for his
Some high value civilians are being held at Bae’s headquar- Headquarters encampment. The bulk of his local troops are
ters. Enough VTOLs are inbound to lift them all if their rescue encamped further north and will not be able to respond quickly
seems feasible. The hostages are represented by three stands enough to interfere with the FSA raid – they were positioned in
of civilians, each consisting of five non-combatant figures. this way due to Bae’s paranoia of being assassinated by soldiers
The civilians are held in the structures indicated on the map bribed by his political enemies.
(marked H1, H2, and H3). It is assumed that the DPRG soldiers The buildings of the farming cooperative are strictly average in
guarding these structures flee or are easily put down by any quality and strength. Waist high bulwarks of timber, sandbags,
FSA unit that approaches within 2”. and masonry have been erected between the buildings to make
Once an FSA unit is within 2” of a building holding hostages, the compound marginally defensible. The small copses of woods
the unit can opt to take them into custody. Any FSA unit with on the table are considered “average woods.”
hostages in custody suffers the Dependent penalty. Fire at a
unit with hostages in tow may hit the civilians, so it is subject to
the Fire at Units with Casualties/Dependents rule.
A single FSA unit can escort any number of hostage groups.
FSA units escorting hostages cannot use “jump” movement.
When an FSA unit with rescued hostages moves within 4” of
an entry zone marked on the map, the hostages are removed
from play and are considered to have been escorted to safety
for the purpose of Victory Points.

DPRG troops attempt


to secure the commu-
nications center at FSB
Lasting Peace.
Figures & Buildings by
Ground Zero Games. Painting
by Impoverished Lackey
& Shawn Carpenter.

Tomorrow’s War ambushalleygames.com By Dagger or Talon 69


Alan Davies (order #9239409)
n Scenarios n
Battle for the Joy of Light
Joy of Light Combined Power Plant, The Joy of Light plant was seized bloodlessly by elements of
a Marshborn Recon Group and held for a night and most of a
Foix Gap, 19 June 2315
day before DPRG authorities became suspicious. Suspecting an
The DPRG demonstrates its xeno-diplomatic skills …  attack by the Republic of Arden when the plant failed to make its
scheduled communications checks, local authorities dispatched a
Refugees from the Many Reeds clan of the Marshborn
detachment of People’s Republican Guard Scouts to investigate.
Confederacy landed near a cluster of DPRG settlements just
inside the Foix Gap. With their own generating equipment
damaged or destroyed in the flight from Many Reeds (see The Historical Outcome
Darghaur Incursion), Marshborn refugees (or “Crusties,” as they Despite their numeric advantage, the DPRG troops were tremen-
would come to be known) were in desperate need of power. dously out-classed technologically by the Marshborn and suffered
Based on their violent first encounter with Humanity (which accordingly. The high human casualty rates and the Marshborn’s
involved an unprovoked attack by Chinese troops on Zhǎozé), successful withdrawal under fire from the Joy of Light complex
the Crusties decided that a lightning raid to seize control of the didn’t stop the DPRG from claiming a victory over the aliens.
nearby Joy of Light Combined Source Power Facility long enough
to secure material to repair their own equipment and charge
emergency power cells would be less dangerous than simply Scenario Information
asking for assistance. Duration of Game: 6 Turns
Initiative: DPRG on Turn 1. Test for Initiative on following turns.
Fog of War: Determined normally by Reaction Test rolls
MARSHBORN SET-UP ZONE

MARSHBORN SET-UP ZONE


POWER PLANT
FACILITY

4’ × 4’ table
Trees outside the
hedge-bordered
orchards are
DPRG ENTER ON THIS EDGE Average Woods.

70 By Dagger or Talon Ambush Alley Games Tomorrow’s War

Alan Davies (order #9239409)


n Scenarios n
Battle for the Joy of Light
DPRG Recon Mission DPRG Victory Points
❚❚ Drive all Marshborn from the Power
We have lost contact with The Joy of Light Combined Source Facility by end of Turn 6: 10 pts.
Power Facility. Higher command suspects that the facility has ❚❚ DPRG troops inside the Power Facility by end of Turn 5: 5 pts.
been attacked by criminal elements from the morally and politi- ❚❚ Each Marshborn APC destroyed or immobilized: 5 pts.
cally corrupt Republic of Arden, likely elements of the bandit
❚❚ Capture a live Marshborn soldier: 5 pts.
force known as the 5th Light Horse Militia. We are to identify the
(no matter how many captured)
enemy and strike him with sudden and righteous vigor to restore
Joy of Light to the People!
❚❚ Each Marshborn soldier killed: 3 pts.

DPRG Forces (Elements of a Mechanized Infantry Recon Platoon from the 4th Frontier Army Corps)
Troop Supply Body Tech
Troop Type Initiative Quality Morale Confidence Quality Armor Level Grid? Typical Attributes
DPRG Recon D8 D8 D12 Normal Normal 1D 2 N Poor Initiative; Human Spirit;
Troops & Vehicle Unpredictable
Crews
DPRG Sniper D8 D8 D12 Normal Normal 1D 2 N Human Spirit; Unpredictable; Sniper
Team Team

DPRG Support Weapons


Weapon Name TL Class Type AP AT Nation Notes
Mod 78 SAW 2 Lt. TST 1 - DPRG Standard DPRG SAW
RPGMP-3 2 Med. 2 2M DPRG Standard DPRG Light Assault Weapon

DPRG Recon Platoon HQ Squad Type 88 Shouting Dragon APC


1 × Platoon Leader w/Type 05 Pistol 1 × Commander w/Type 05 Pistol
1 × Platoon Sgt. w/AK-400 1 × Driver w/Type Type 11 SMG
1 × Comm Tech w/AK-400 1 × gunner w/Type 11 SMG
1 × ECM Tech w/AK-400 Scout Squad 2
Sniper Team Fireteam Alpha
1 × Sniper w/Heavy Sniper Rifle 1 × Squad Leader w/AK-400
1 × Spotter w/AK-400 1 × Gunner w/Mod 78 SAW (TL2 Lt. TST, AP:1)
2 × Security/Ammo Bearers w/AK-400 1 × Comm Tech w/AK400
Type 88C Shouting Dragon Command Vehicle 2 × Riflemen w/AK-400 
1 × Commander w/Type 05 Pistol Fireteam Bravo
1 × Driver w/Type Type 11 SMG 1 × Asst. Squad Ldr w/AK-400
1 × gunner w/Type 11 SMG 1 × Gunner w/Mod 78 SAW (TL2 Lt. TST, AP:1)
Scout Squad 1 1 × Grenadier w/RPGMP-3 (TL2, Med. AP:2/AT2(M)
Fireteam Alpha 2 × Riflemen w/AK-400
1 × Squad Leader w/AK-400 Type 88 Shouting Dragon APC
1 × Gunner w/Mod 78 SAW (TL2 Lt. TST, AP:1) 1 × Commander w/Type 05 Pistol
1 × Comm Tech w/AK400 1 × Driver w/Type Type 11 SMG
2 × Riflemen w/AK-400  1 × gunner w/Type 11 SMG
Fireteam Bravo
1 × Asst. Squad Ldr w/AK-400
1 × Gunner w/Mod 78 SAW (TL2 Lt. TST, AP:1)
1 × Grenadier w/RPGMP-3 (TL2, Med. AP:2/AT2(
2 × Riflemen w/AK-400

Tomorrow’s War ambushalleygames.com By Dagger or Talon 71


Alan Davies (order #9239409)
n Scenarios n
Battle for the Joy of Light
Marshborn Mission
The transports carrying usable machinery have departed safely
and the emergency batteries are nearly full. We need only hold
on to this primitive alien hive a little longer. Once the batteries
are full we can depart. If any of the aliens appear to contest our
occupation, we will resist them only as long as it takes for our
technicians to safely withdraw – then we will follow after them.
Do not risk your reed-brothers’ lives without good reason!

Victory Points
❚❚ No DPRG units within the complex before Turn 6: 10 pts.
❚❚ Each Marshborn Unit at half-strength or higher that
exits the board before the end of Turn 6: 4 pts.
A Marshborn recon trooper during the action at the Joy of Light
power installation.
Figure by Ground Zero Games. Buildings by Blue Moon Miniatures.
Painting by Impoverished Lackey & Shawn Carpenter.

Marshborn Forces (Elements of a Marshborn Recon Group)


Troop Supply Tech
Troop Type Initiative Quality Morale Confidence Quality Body Armor Level Grid? Typical Attributes
Marshborn D8 D8 D10 Normal Normal 2D Genetically Enhanced 3 N Elusive, Heightened
Recon Troops Exoskeleton Senses, Animosity

Marshborn Support Weapons


Weapon Name TL Class Type AP AT Nation Notes
Plasma Projector (AP Mode) 3 Med. EWS 2 1L Marshborn One full turn without firing to switch firing modes
Plasma Projector (AT Mode) 3 Med. EWS 1 2M Marshborn One full turn without firing to switch firing modes
Gauss DMR/Sniper Rifle 3 Lt. GWS 1 1L Marshborn
Heavy ARC Gun (AP Mode) 3 Hvy. EWS 3 2M Marshborn One full turn without firing to switch firing modes
Heavy ARC Gun (AP Mode) 3 Hvy. EWS 2 4H Marshborn One full turn without firing to switch firing modes

Marsbhorn Recon Command Team


1 × Group Leader w/Rifle
1 × Gunner w/Plasma Projectors
1 × DMR w/Crusty Gauss DMR
2 × Warriors w/Rifle
Marshborn Recon Team 1
1 × Fireteam Leader w/Rifle
1 × Gunner w/Plasma Projectors
1 × DMR w/Crusty Gauss DMR
2 × Warriors w/Rifle
Marshborn Recon Team 2
1 × Fireteam Leader w/Rifle
1 × Gunner w/Plasma Projectors
1 × DMR w/Crusty Gauss DMR
2 × Warriors w/Rifle
Marshborn Weapon Team
1 × Leader w/Rifle
1 × Gunner w/Heavy Arc Gun
2 × Asst. Gunners w/Rifles Marshborn Heavy Arc guns proved deadly against DPRG forces at Joy of Light.
2 × Marshborn “Crusty Crawler” APCs  Figure by Ground Zero Games. Buildings by Blue Moon Miniatures. Painting by Impoverished Lackey.

72 By Dagger or Talon Ambush Alley Games Tomorrow’s War

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n Scenarios n
Zero Palms
Zero Palms, 12 January 2321 En route to the third waypoint, the Marine Special Operators
were ambushed by a small force of Darghaur who had appar-
Humanity and Darghaur introduce themselves ently established a forward observation post on Zero Palms. The
to one another on a cold, airless rock Marines were caught flatfooted. The few survivors reported that
in a remote corner of space …  the Darghaur were able to operate in Zero Palms’ thin, corrosive
atmosphere without any sort of environment suits or masks and
Zero Palms is a rocky planet roughly the same size as Earth in that they were effectively invisible to their powered armor’s
a solar system along the main approach to Glory (and Grissom sensors as they lay in ambush.
beyond that). The planet’s thin, wispy atmosphere, reasonable
A larger force of US Marines from Grissom was later dispatched
gravity, and stable surface combine with its proximity to Grissom
to Zero Palms, but they found no trace of the Darghaur there. A
to make it an ideal sight for hostile environment, planetary
small, but significantly fortified FOB was established, but there
landing, and hot drop training. The US Marines on Grissom gave
would be no further evidence of the Darghaur on Zero Palms
the barren world its name as homage to a similarly desolate
until the Horde Fleet passed through the system en route to
training base back on Earth. Glory in 2321.
In 2316 Zero Palms was the site of a Marine Special Operations
Company hot drop exercise. Elements of the 1st MSOC of the 4th Scenario Information
Marine Special Operations Battalion would perform a hot drop Duration of Game: 6 Turns
under full stealth and land in a badlands region on the planet’s Initiative: Darghaur in Turn 1 – Roll off in subsequent turns.
southernmost continent. From the drop zone they were to travel Fog of War: Determined normally by Reaction Test rolls
to a number of waypoints, navigating without Grid or satellite Special Conditions: Hazardous Atmosphere
resources, before finally arriving at one of three recovery zones. (pg. 96, Tomorrow’s War)

USMC EXIT

1
Impassable,

NE LOS-blocking ridges

T ZO
EN
LOYM
E P
D
MC 2
US Talus-strewn
slope up to
ridge—offers clear
LOS & solid cover

2’ × 2’ table

Tomorrow’s War ambushalleygames.com By Dagger or Talon 73


Alan Davies (order #9239409)
n Scenarios n
Zero Palms
1st MSOT (Marine Special Darghaur Mission
Operations Team) Mission As always, the motivation of the Darghaur is difficult to interpret.
Debriefing of the surviving ODA members seems to indicate that
Survive! Break out of the kill zone and proceed immediately the Darghaur were attempting to gather intel on human soldiers and
to the emergency recovery zone where immediate dust-off is their gear and made some effort to capture the Green Berets alive.
awaiting you. If the opportunity arises to capture a Darghaur,
do so – but your first priority is to get as many of your men as Darghaur Victory Points
possible to safety off planet! ❚❚ For each human soldier taken alive: 5 pt(s)
❚❚ For each human soldier killed or seriously wounded: 1 pt.
1st MSOT Victory Points ❚❚ For each human soldier still on the table at game’s end: 3 pts.
❚❚ Each marine that exits the board in the
❚❚ All four fireteams captured or unable to leave table: Victory!
designated area by Turn 6: 3 pts.
❚❚ Marines capture a living Darghaur: 10 pts. Darghaur Recon Ten
❚❚ Marines recover a dead Darghaur: 5 pts. 1 × Tensleader w/Assault Weapon
2 × Recon Thirds
Marine Recon Squad Alpha
1st Recon Third (Labeled “1” on map)
Fireteam 1
1 × Thirdleader w/Assault Weapon
1 × Squad Leader w/M14 “Packer” PACR
1 × Darghaur w/Assault Weapons
1 × Gunner w/PAGL-9 “Peacemaker”
1 × Darghaur w/Boomer
1 × Marine w/ M10 “Smokey”
2nd Recon Third (Labeled “2” on map)
Fireteam 2
1 × Thirdleader w/Assault Weapon
1 × Asst. Squad Leader w/M14 “Packer” PACR
1 × Darghaur w/Assault Weapon
1 × Gunner w/MAL-13
1 × Darghaur w/Grinder
1 × Marine w/M14 “Packer” PACR
Fireteam 3
1 × Squad Leader w/M14 “Packer” PACR
1 × Marine w/ M10 “Smokey”
1 × Marine w/M14 “Packer” PACR

MSOT Forces
Troop Supply Tech
Troop Type Initiative Quality Morale Confidence Quality Body Armor Level Grid? Typical Attributes
USMC D10 D10 D12 High Abundant 4D (Powered 3 No Old School; TL3 Advanced Sensors;
Special Armor + Close Assault Monster; Stealthy; Pain
Operators Skeletal Resistant; Skeletal Augmentation;
Augmentation) Heightened Senses; Heightened
Situational Awareness; Human Spirit;
Unpredictable

MSOT Support Weapons


Weapon Name TL Class Type AP AT Nation Notes
M14 “Packer” PACR 3 Lt. EWS 1 2L USA USMC PA Combat Rifle
M10 “Smokey” 3 Med. EWS 2 2L USA US Plasma Support Weapon
PAGL-9 “Peacemaker” 3 Med. RPG 2 2M USA Rotary RPG Launcher
MAL-13 3 Med. Missile 3 3M USA Micro Assault Launcher - Shoulder mounted micro-missiles –
developed for US Powered Armor

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n Scenarios n
Zero Palms
Special Rules Capturing a Living Darghaur
Living Darghaur can be captured through Close Assault. If a
First Encounter human unit wins a Close Assault with a Darghaur unit, make
This was Humanity’s first known violent encounter with the First Aid checks for each defeated Darghaur. Any who do not
Darghaur. Little was known of their physiology or stealth technol- suffer a KIA result have been captured alive.
ogy. As a result, the Darghaur were able to soundly defeat the
Marine’s sensors and spring a point blank ambush. As a result, Recovering a Darghaur Corpse
the Marines receive no chance to spot the Darghaur and each For the purposes of this scenario, Darghaur KIAs are not
Darghaur unit automatically succeeds in Ambushing its target removed from the table but are left tipped on their side.
Marine unit. Alternately, a marker can be placed to mark the location of a
Darghaur corpse.
Treacherous Ground
The Darghaur chose their ambush site well. The ground is To recover a Darghaur corpse, a unit must move within 2” of it
covered with talus and scree, all of which is lies on top of a thick and finish its move there. It is considered to have the corpse
layer of clinging dust. Due to the treacherous ground, both at that point. The Tactical movement of a human unit hauling
forces are restricted to Tactical Movement. a Darghaur corpse around with it is reduced to 4”.

Darghaur Forces
Troop Supply Body Tech
Troop Type Initiative Quality Morale Confidence Quality Armor Level Grid? Typical Attributes
Veteran D10 D10 D12 Confident Abundant 4D 3 No Adapted to Hostile
Darghaur Environment; Natural/
Augmented Armor; Natural/
Augmented Weapons;
Close Assault Monster; Pain
Resistant; Advanced Sensors;
Hard to Kill (D6); Fearless

Darghaur Support Weapons


Weapon Name TL Class Type AP AT Nation Notes
Assault Weapon 3 Med. ABS 2 2L Darghaur Standard Darghaur “Small Arm”
Darghaur handle weapons as if they were in Powered Armor.
Darghaur “Smart Weapons” ignore one Die of Cover.
Boomer 3 Hvy. ABW 3 2M Darghaur Darghaur equivalent of Squad Automatic Weapon (SAW)
Darghaur handle weapons as if they were in Powered Armor.
Darghaur “Smart Weapons” ignore one Die of Cover.
Grinder 3 Hvy. ABW 4 2H Darghaur Darghaur handle weapons as if they were in Powered Armor.
Darghaur “Smart Weapons” ignore one Die of Cover.

Darghaur recon troops


on Zero Palms, 2015
Figures by Ground Zero
Games. Painted by
Shawn Carpenter.

Tomorrow’s War ambushalleygames.com By Dagger or Talon 75


Alan Davies (order #9239409)
n Scenarios n
Devil Take the Hindmost
Warm Waters Settlement, Foix Gap, 19 June 2321
Myth is transformed into history as a Dust Brothers cult awaits a mixed force of
Darghaur and Slave Soldiers in the abandoned settlement of Warm Waters.
The Marshborn refugees who settled the little
village of Warm Waters in the Marshborn
Cantonment were strict traditionalists and
their youngsters were raised with a strong
HUMAN
respect for both the mysticism and pugna- VTOL PORT
cious but fatalist warrior ethic of their people.
When word reached Warm Waters that
the Darghaur fleet was approaching human
space, one of their elders raised the lance
and pennant of the Dust Brothers before his
hall. He found no shortage of volunteers.
When the civilian population of Warm Waters
was evacuated, the Dust Brothers declined
to accompany them. Instead, they composed
their death songs and prepared to meet the
Darghaur in the old way.

Scenario Information
Duration of Game: Play continues until one
side reaches or exceeds 20 victory points.
Initiative: Dust Brothers for first two
turns. Test for Initiative afterwards.
Fog of War: See Dust Brothers
Booby Traps in Special Rules.
DOCKS
Trees represent average woods. LAKE DARGHAUR ENTRY
3’ × 3’ table

Brothers of the Bound House


prepare to take the enemy
under fire.
Figures by Ground Zero Games.
Buildings by Gamecraft Miniatures.
Painting by Impoverished Lackey.

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n Scenarios n
Devil Take the Hindmost
Dust Brothers Mission Historical Outcome
We have lamented for those we have lost. We have sung joyful
songs to cheer those who will lament us. We have drunk deeply There were no Marshborn survivors from the skirmish at
from the Flask of Endings. Go now, each to your own Houses Warm Waters. It is not known how the Dust Brothers fared
and thence to your own Hearths. Prepare to rest in the dust there, but it is known that the Darghaur advance in that
beside our enemy, our differences forgotten in death. sector was slowed by as much as three days.

Dust Brothers Victory Points Bound House


❚❚ Each Darghaur KIA or Seriously Wounded: 2 pts. Weapon Team 1
❚❚ Each Urraug KIA or Seriously Wounded: 1 pt. 1 × Elder Bound Brother w/Plasma Projector
❚❚ Each turn that at least one combat effective Dust Brother 1 × Gunner w/Heavy Arc Gun
remains alive and no more injured than a Light Wound: 2 pts. 1 × Retainer w/Crusty Rifle
Weapon Team 2
Silent House
1 × Younger Bound Brother w/Plasma Projector
Sniper Team 1
1 × Gunner w/Heavy Arc Gun
1 × Elder Silent Brother w/Suppressed Assault Rifle
1 × Retainer w/Crusty Rifle
1 × Sniper w/Suppressed Sniper Rifle
1 × Retainer w/ Suppressed Assault Rifle Ghost House
Assault Team 1
Sniper Team 2
1 × Elder Ghost Brother w/Suppressed SMG
1 × Younger Silent Brother w/Suppressed Assault Rifle
4 × Retainers w/Suppressed SMGs
1 × Sniper w/Suppressed Sniper Rifle
1 × Retainer w/ Suppressed Assault Rifle Assault Team 2
1 × Younger Ghost Brother w/Suppressed SMG
4 × Retainers w/Suppressed SMGs

Dust Brothers Forces


Troop Supply Body Tech
Troop Type Initiative Quality Morale Confidence Quality Armor Level Grid? Typical Attributes
Brothers of D10 D10 D12 High Abundant 2D (Natural 3 No TL3 Chameleon Suits; Stealthy; Elusive;
the Silent Armor + Suppressed Weapons; Natural or Augmented
House Soft Armor) Body Armor; Natural or Augmented
Weapons; Berserkers (Voluntary); Fearless;
Inspirational; Bloody Minded
Brothers of D10 D10 D12 High Abundant 2D (Natural 3 No Stealthy; Bloody Minded; Natural
the Bound Armor + or Augmented Body Armor; Natural
House Soft Armor) or Augmented Weapons; Fearless;
Inspirational; Bloody Minded
Brothers of D10 D10 D12 High Abundant 2D (Natural 3 No TL3 Chameleon Suits; Stealthy;
the Ghost Armor + Elusive; Suppressed Weapons; Natural
House Soft Armor) or Augmented Body Armor; Natural
or Augmented Weapons; Berserkers
(Voluntary); Bloody Minded; Pyrrhic
Attacks; Dreadful; Hungry; Fearless;
Inspirational; Bloody Minded

Dust Brothers Weapons


Weapon Name TL Class Type AP AT Nation Notes
Plasma Projector (AP Mode) 3 Med. EWS 2 1L Marshborn One full turn without firing to switch firing modes
Plasma Projector (AT Mode) 3 Med. EWS 1 2M Marshborn One full turn without firing to switch firing modes
Suppressed Sniper Rifle 3 Lt. ABW 1 - Marshborn
Heavy ARC Gun (AP Mode) 3 Hvy. EWS 3 2M Marshborn One full turn without firing to switch firing modes
Heavy ARC Gun (AP Mode) 3 Hvy. EWS 2 4H Marshborn One full turn without firing to switch firing modes

Tomorrow’s War ambushalleygames.com By Dagger or Talon 77


Alan Davies (order #9239409)
n Scenarios n
Devil Take the Hindmost
Darghaur Mission 2nd Rifle Third
1 × Thirdleader w/Assault Weapon
Clear the village of inferior opposition. 1 × Darghaur w/Assault Weapon
Test to destruction. 1 × Darghaur w/ Boomer

Darghaur Victory Points 3rd Rifle Third


1 × Thirdleader w/Assault Weapon
❚❚ Each Dust Brother killed, seriously
1 × Darghaur w/Assault Weapon
wounded, or captured: 1 pt.
1 × Darghaur w/Grinder
❚❚ Each Elder or Younger Brother killed,
seriously wounded, or captured: 2 pts. Urraug Supporting Force

Darghaur Scout Third Urraug Slave Squad 1


1 × Thirdleader 1 × Team Leader w/Combat Glove & Pistol
1 × Darghaur w/Assault Weapon 1 × Gunner w/Swatter Autocannon
1 × Darghaur w/Boomer 6 × Riflemen w/ACR
Urraug Slave Squad 2
Darghaur Advance Squad
1 × Team Leader w/Combat Glove & Pistol
1 × Slavemaster w/Assault Weapon
1 × Gunner w/Swatter Autocannon
3 × Rifle Thirds
6 × Riflemen w/ACR
1st Rifle Third
Urraug Slave Squad 3
1 × Thirdleader w/Assault Weapon
1 × Team Leader w/Combat Glove & Pistol
1 × Darghaur w/Assault Weapon
1 × Gunner w/Swatter Autocannon
1 × Darghaur w/ Boomer
6 × Riflemen w/ACR

Darghaur Forces
Troop Supply Body Tech
Troop Type Initiative Quality Morale Confidence Quality Armor Level Grid? Typical Attributes
Darghaur D10 D12 D12 High Abundant 4D 3 Yes Adapted to Hostile Environment; Natural/
Slavemaster Augmented Armor; Natural/Augmented
Weapons; Close Assault Monster; Pain
Resistant; Advanced Sensors; Hard to Kill
(D6); Fearless; Inspiring*
Veteran D10 D10 D12 Confident Abundant 4D 3 No Adapted to Hostile Environment;
Darghaur Natural/Augmented Armor; Natural/
Augmented Weapons; Close Assault
Monster; Pain Resistant; Advanced
Sensors; Hard to Kill (D6); Fearless
Urraug Slave D8 D8 D8 Confident Normal 1D 2 No Pain Resistant; Berserker (Involuntary);
Soldiers Poor Initiative
*The Darghaur Slavemaster is only Inspiring to Darghaur slaves.

Darghaur/Urraug Support Weapons


Weapon Name TL Class Type AP AT Nation Notes
Assault Weapon 3 Med. ABS 2 2L Darghaur Standard Darghaur “Small Arm”
Darghaur handle weapons as if they were in Powered Armor.
Darghaur “Smart Weapons” ignore one Die of Cover.
Boomer 3 Hvy. ABW 3 2M Darghaur Darghaur equivalent of Squad Automatic Weapon (SAW)
Darghaur handle weapons as if they were in Powered Armor.
Darghaur “Smart Weapons” ignore one Die of Cover.
Grinder 3 Hvy. ABW 4 2H Darghaur Darghaur handle weapons as if they were in Powered Armor.
Darghaur “Smart Weapons” ignore one Die of Cover.
Urraug Auto 2 Med. ABW 2 1L Urraug/Virraug
Cannon “Swatter”

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n Scenarios n
Devil Take the Hindmost
Special Rules
Dust Brother Set Up
All Dust Brother units can begin the game Hidden. Dust
Brothers can use Ambushes if they desire.
Dust Brothers can begin play anywhere on the table, including
submerged along the edge of the lake. Attempts to detect
submerged Dust Brothers suffer a Negative Die Shift while
submerged. Dust Brothers fighting from the edge of the lake
are considered to be in solid cover.

Hidden Units (Optional Rule)


If you wish to add some additional “mystery” and tension to the
game, write down the location of hidden Dust Brother units on
a sketch map rather than placing the figures on the table itself.

Terrain Values
All buildings and woods (average woods) on the table provide
solid cover, as does the shoreline of the lake for Marshborn who
are sheltering in the water.

Dust Brothers Booby Traps


When a Darghaur or Urraug unit rolls a “1” on a Reaction Test,
make a roll on the Dust Brother’s Booby Trap Table below
A Darghaur Rifle Third moves cautiously through a Marshborn Village. Booby instead of drawing a Fog of War card. If a Dust Brother unit
traps and Dust Brother ambushes were a constant threat to such troops. rolls a “1” on a Reaction Test, do not roll on this table and do
Figures by Ground Zero Games. Buildings by Gamecraft Miniatures. Painting by Shawn Carpenter. not draw a Fog of War card.

1D10 Result
1 False Ground! The unit steps through a thin crust of false ground and into a shallow trench full of ultra-dense, ultra-sharp caltrops.
No units can move faster than Tactical Speed for the duration of the game due to their wariness of similar traps.
2 Deadfall! A random Darghaur or Uraug unit suffers a casualty from a deadfall trap. Roll on the First Aid Table to determine the
severity of the figure’s injury as normal. All Uraug units must make a TQ check to enter wooded areas for the duration of the game.
3 Cloud of Death! A random Darghaur or Uraug unit blunders into a swarm of insects – bio-engineered insects that inject their victims with
lethal toxins and explode in a corrosive mist. The unit suffers a 4D8 attack. It cannot apply any armor or cover dice to defend against the
attack. Uraug units must make a TQ check to move closer than 6” to the edge of the lake, where other insects swarm menacingly.
4 Ghost Wails! A strange, disembodied wail rises into the air. All Uraug units must make a Morale Check. Those that fail suffer an
immediate Fall Back result. Their Morale suffers a Negative Die Shift for the duration of the game.*
5 Remote Gun Attack! A random Darghaur or Uraug unit triggers a disposable remote gun pod. The gun rises from a hole in the
ground and sprays bullets (4D8) at the unit.
6 Dust Wraiths! Strange, swirling clouds of dust begin to writhe between buildings and in the shadows of the trees. They give the
vague impression of mutilated Marshborn warriors (they are in fact holographic images from projectors hidden in the village). All
Uraug units must make a Morale Check. Those that fail suffer an immediate Fall Back result. Their Morale suffers a Negative Die Shift
for the duration of the game.*
7 Remote Gun Attack! A random Darghaur or Uraug unit triggers a disposable remote gun pod. The gun rises from a hole in the
ground and sprays bullets (4D8) at the unit.
8 Halls of Death! A building containing a random Darghaur or Uraug unit or a building within 6” of a random Darghaur or Uraug unit
explodes. Any unit within 6” of the building (or inside the building itself) suffers a 5D10 attack as the building explodes. Uraug units
must make a TQ check to move within 6” or enter a building for the duration of the game.
9 Fearsome Message! A random Uraug unit notices an arrangement of bloody bones and flesh on the ground nearby and recognize it as
a Dust Brother curse! The unit immediately Falls Back and becomes Pinned. Their Morale suffers a Negative Die Shift for the duration
of the game. The same unit cannot suffer this result twice.*
10 Buried IED! The Dust Brothers command detonate a large IED buried directly beneath the unfortunate enemy unit. It and any units
(friend or foe) within 6 inches of its center point suffer a 10D10 attack with no Cover dice applied.
*Any Uraug unit whose Morale is reduced below D6 is removed from play and counts as casualties for the purposes of Victory Conditions.

Tomorrow’s War ambushalleygames.com By Dagger or Talon 79


Alan Davies (order #9239409)
n Scenarios n
Lake of Blood
Foix Gap, Glory, 11 July 2321 of Lake Cormorant. The FSA troops would provide a blocking
force across the road. Once the Darghaur advance was slowed,
Just when the Darghaur thought it the Blood Claws would emerge from Lake Cormorant and assault
was safe to go into the water …  their flank. If all went well, the damage and confusion caused
The Republic of Arden’s “Stay-Behind War” was characterized by the joint Human/Marshborn ambush would slow the Darghaur
by joint operations composed of units from different nationali- down enough for the refugees to reach the relative safety of the
ties and even species. It was very common to see human and Republic’s border.
Marshborn special operations units working together in the field.
The ambush on the shores of Lake Cormorant which earned it Although a relatively small operation, the ambush was fraught
the more bellicose nickname “Lac de Sang” is a prime example of with peril, particularly when one considered that it served no
this sort of cross-species operation. military purpose. It put a significant number of Glory’s most elite
Operators at risk. FSA and Blood Claw casualties were irre-
A large force of Darghaur and Slave Soldiers were in pursuit of a
placeable and would significantly impact Glory’s ability to resist
concentration of human and Marshborn refugees fleeing towards
Darghaur conquest.
the Republic of Arden’s border. Judging by the earlier massacre
at Laguiole, the refugees could expect nothing but death at the
hands of the Darghaur and their lackeys. Scenario Information
FSA Captain Dumont and Blood Claw Commander Murk dis- Duration of Game: 8 Turns
patched a squad or two of Operators to perform a joint ambush Initiative: Human/Marshborn force for first two
at a natural choke point along the refugees’ escape route, where turns – determine by Initiative contests thereafter.
Rural Road 4 passes between a steep butte and the deep waters Fog of War: Determined normally by Reaction Test rolls

The last living perception of many a Darghaur


was the sound of a Blood Claw breaking the
surface of a nearby body of water.
Figures by Ground Zero Games. Painting by Shawn Carpenter.

80 By Dagger or Talon Ambush Alley Games Tomorrow’s War

Alan Davies (order #9239409)


n Scenarios n
Lake of Blood
DPRG EXIT ZONE

FSA SET-UP ZONE


FSA SET-UP ZONE

Historical
Outcome
MA Capt. Dumont’s FSA troops
RS
H were unlucky enough to
be detected by the lead
elements of the Darghaur
pursuit force, but he and his
force stood their ground and
drew the Darghaur into the
killzone. Commander Murk’s
Blood Claws emerged on
the left flank and rear of the
Darghaur force, immediately
throwing the Slave Soldiers
into a panic which intensified
MARSH

as FSA snipers began to pick


off the Darghaur leadership.
Eventually the Slave Soldiers
broke discipline and fled,
forcing the Darghaur to
LAKE CORMORANT

break off from the engage-


DARGHAUR ENTRY ZONE

ment to rally their forces.


The refugees reached the
Republic of Arden safely and
the Blood Claws emerged
from the battle with light
losses. The FSA suffered
more heavily, however.
Despite their reduced
strength, the FSA troops
under Capt. Dumont would
H

later play a major role in the


MARS

relief of Firebase Argent 3.

2’ × 3’ table

Tomorrow’s War ambushalleygames.com By Dagger or Talon 81


Alan Davies (order #9239409)
n Scenarios n
Lake of Blood
FSA/Blood FSA/Blood Claw
Victory Points
Sniper Team 1
1 × Sniper w/Hecate IX AMR
Claw Mission ❚❚ Each Slave Soldier Unit Broken or 1 × Spotter w/CT-70
We must delay the Darghaur pursuit reduced below half-strength by Sniper Team 2
force to give our civilians time to escape KIA or Serious Wounds: 3 pts. 1 × Sniper w/Hecate IX AMR
slaughter at their hands. The FSA will ❚❚ Darghaur Slavemaster Killed: 3 pts. 1 × Spotter w/CT-70
provide the blocking force and draw the ❚❚ Each Darghaur other than the
Darghaur in while the Blood Claws wait Slavemaster Killed: 2 pts. Elements of a Marshborn
beneath the surface of Lake Cormorant ❚❚ Each FSA/Blood Claw Figure off the Blood Claw Company
to assault their flanks. Focus on the Slave table before the end of Turn 8: 1 pt. Blood Claw Troop HQ Squad
Soldiers – if we can. 1 × Blood Claw Lt. w/Arc Gun
Elements of an FSA Section
1 × Platoon Mentor (Sgt) w/Arc gun
It is imperative that we cause enough Fireteam Alpha
1 × Chef de Combat w/CT-70 1 × Tech w/Arc gun
damage and confusion to force the
1 × Gunner w/LRAC-98 1 × Gunner w/Heavy Rail Gun
Darghaur to regroup. Once it’s clear
2 × Riflemen w/CT-70 1 × Gunner w/Heavy Plasma Projector
that we’ve bought enough time for the
refugees to reach safety, it is imperative Fireteam Bravo 1st Claw
that we withdraw with as few casualties 1 × Asst. C.de C w/CT-70 1 × Claw Leader w/Arc Gun
as possible. Our services will be needed 1 × Gunner w/ML-99 2 × Troopers w/Arc Gun
later in the war – and if we fall, there’s 1 × Gunner w/Nemesis RAC 1 × Gunner w/Heavy Rail Gun
nobody to take our place in the line. 1 × Rifleman w/CT-70 1 × Gunner w/Heavy Plasma Projector 

FSA/Blood Claw Forces


Troop Supply Tech
Troop Type Initiative Quality Morale Confidence Quality Body Armor Level Grid? Typical Attributes
FSA D12 D12 D12 High Average +3D (Light 3 No Augmented Armor (Dermal Plating);
Operator Body Armor Skeletal Augmentation, TL3 Advanced
plus Dermal Sensors; Hard to Kill (D6); Heightened
Plating and Situational Awareness; Intimidating; TL3
Skeletal Stealth; Augmented Weaponry; Jump
Augmentation) Troops; Human Spirit; Unpredictable
Blood Claw D10 D10 D10 High Average 3D (TL3 TL3 No TL3 Augmented Senses; TL3 Chameleon
Warrior Advanced Armor; Close Assault Monster; Inspiring*;
Powered Intimidating; Jump Troops
Armor)

French Support Weapons


Weapon Name TL Class Type AP AT Nation Notes
CT-70 3 Lt. GWS 1 1L France Standard “Storm Rifle” of French FSA
ML-99 3 Med. GWS 2 1L France Standard French GPMG
LRAC-98 3 Med. 2 2M France Standard French light assault missile
Nemesis RAC 3 Hvy. ATGM 4 4H France Standard French ATGM – Fire & Forget; Deck Attack
Hecate IX AMR 3 Med. GWS 2 2M France Gauss Anti-Material Rifle

Marshborn Blood Claw Support Weapons


Weapon Name TL Class Type AP AT Nation Notes
Arc Gun 3 Lt. EWS 1 1L Marshborn Standard “small arm” for Marshborn Powered Armored “Blood Claws.”
Heavy Rail Gun 3 Hvy. GWS 3 2H Marshborn Standard “GPMG” of the Marshborn Blood Claws.
Hvy. Plasma 3 Hvy. EWS 3 4H Marshborn Standard AT weapon of the Marshborn Blood Claws.
Projector

82 By Dagger or Talon Ambush Alley Games Tomorrow’s War

Alan Davies (order #9239409)


n Scenarios n
Lake of Blood
Darghaur Darghaur Third 3
1 × Thirdleader w/Assault Weapon
Special Rules
Mission 1 × Darghaur w/Assault Weapon
1 × Darghaur w/ Grinder
Marsh
Test the fleeing enemy to destruction! The area marked “Marsh” on the map is consid-
Urraug Slave Squad 1 ered Extremely Rough Terrain for all forces on
Darghaur Victory Points 1 × Team Leader w/Combat the board except the Blood Claws, who treat it as
❚❚ Each Darghaur or Slave Unit that Glove & Pistol normal ground.
exits the table from the area 1 × Gunner w/Swatter Autocannon
marked on the map: 3 pts. 6 × Riflemen w/ACR Detecting the Blood Claws
Historically, the Blood Claws weren’t detected by
❚❚ Each Blood Claw or FSA Trooper Urraug Slave Squad 2
the Darghaur force until they struck. To reflect
KIA or Seriously Wounded: 1 pt. 1 × Team Leader w/Combat
this, the Blood Claws can move out of the
Glove & Pistol
Slavemaster’s Retinue water and engage the Darghaur with fire or in
1 × Gunner w/Swatter Autocannon
1 × Slavemaster close combat and are assumed to have auto-
6 × Riflemen w/ACR
1 × Attendant w/Assault Weapons matically won any required Reaction tests.
1 × Attendant w/Boomer Urraug Slave Squad 3
1 × Team Leader w/Combat Detecting the FSA
Darghaur Third 1 Glove & Pistol The Darghaur can attempt to spot the hidden
1 × Thirdleader w/Assault Weapon 1 × Gunner w/Swatter Autocannon FSA units as soon as a Darghaur unit is within 24”
1 × Darghaur w/Assault Weapon 6 × Riflemen w/ACR of a Hidden FSA unit. There’s a good chance that
1 × Darghaur w/ Boomer this might be the case at the beginning of Turn 1,
Urraug Slave Squad 4
Darghaur Third 2 1 × Team Leader w/Combat depending on how the Darghaur player has set up his
1 × Thirdleader w/Assault Weapon Glove & Pistol forces. Make the spotting check as normal, bearing
1 × Darghaur w/Assault Weapon 1 × Gunner w/Swatter Autocannon in mind that the Darghaur have TL3 Advanced
1 × Darghaur w/ Boomer 6 × Riflemen w/ACR Sensors and the FSA have TL3 Stealth technology.

Darghaur Forces
Troop Supply Body Tech
Troop Type Initiative Quality Morale Confidence Quality Armor Level Grid? Typical Attributes
Darghaur D10 D12 D12 High Abundant 4D 3 Yes Adapted to Hostile Environment; Natural/
Slavemaster Augmented Armor; Natural/Augmented
Weapons; Close Assault Monster; Pain
Resistant; Advanced Sensors; Hard to Kill
(D6); Fearless; Inspiring*
Urraug Slaves D8 D8 D8 Confident Normal 1D 2 No Pain Resistant; Berserker (Involuntary);
Poor Initiative
All other D12 D10 D12 High Abundant 4D 3 Yes Adapted to Hostile Environment;
Darghaur Natural/Augmented Armor; Natural/
Warriors Augmented Weapons; Close Assault
Monster; Pain Resistant; Advanced
Sensors; Hard to Kill (D6); Fearless
*The Darghaur Slavemaster is only Inspiring to Darghaur slaves.

Darghaur Support Weapons


Weapon Name TL Class Type AP AT Nation Notes*
Assault Weapon 3 Med. ABS 2 2L Darghaur Standard Darghaur “Small Arm”
Boomer 3 Hvy. ABW 3 2M Darghaur Darghaur equivalent of Squad Automatic Weapon (SAW)
Grinder 3 Hvy. ABW 4 2H Darghaur

Darghaur handle weapons as if they were in Powered Armor.


Darghaur “Smart Weapons” ignore one Die of Cover.

Urraug Support Weapons


Weapon Name TL Class Type AP AT Nation Notes
Urraug Auto Cannon 2 Med. ABW 2 1L Urraug/
“Swatter” Virraug

Tomorrow’s War ambushalleygames.com By Dagger or Talon 83


Alan Davies (order #9239409)
n Scenarios n
Taking the Taken
Vallée Verte, Foix Gap, 2 August 2321 Militia scouts in the area identified the Taken’s unit and fixed its
location in a small roadside settlement called Duval. This position
Republic of Arden SOF launch a raid against a Slave was on the northern flank of the Darghaur line of advance,
Soldier encampment to assassinate a Taken human. making the Taken’s force vulnerable to a hit and run attack.
Company C of the 2nd RANGSOF Battalion had recently infiltrated
ESOF weren’t always available when a critical mission called for
into the area and was equipped with Pegasus DTVs (Direct Thrust
talents beyond those of regular line units. Traditional SOF were
Vehicles).
often called on to take the fight behind the Darghaur lines to
gather intel, disrupt their advance and sow chaos among their A RANGSOF “Tiger Team” was quickly assembled and tasked with
slave troops. One such operation called for RANGSOF Operators killing or capturing the Taken. Mounted in DTVs, they planned to
to make a fast penetration to kill or capture a human female sweep over a wide stretch of boggy land to the north of Duval
Taken working with a Darghaur Slave Company in the Foix Gap. and take the Taken before she knew what hit her … 
With the human Taken’s assistance, this particular Slave
Company had racked up an impressive string of victories against Scenario Information
RANG troops in the Gap. Her Company was being moved to Duration of Game: 8 Turns
the van of the Darghaur force pushing inexorably towards the Initiative: RANGSOF throughout game
Republic of Arden’s border. It was believed that her death would Fog of War: Determined normally by Reaction Test rolls
gain Arden’s border units as much as another week to prepare
their defenses.

EXIT ZONE Historical


1A GC S1
Outcome
RANGSOF Tiger Team Gloire’s
departure for Duval was delayed
by the presence of a Darghaur
air patrol in the area. When
1B the patrol finally departed they
took the Team’s plans for a
2A night-time assault with them.
The mission was deemed too
critical to abandon, however, so
U1 Tiger Team Gloire mounted their
Pegasus DTVs and raced off into
U3 2B the night for a dawn encounter
with the Taken’s force.
U2
The team arrived safely on the
outskirts of Duval and infiltrated
T the Slavemaster’s headquar-
ters. The Slavemaster and the
Taken were killed before the
Slave Soldiers could launch an
EG effective counter-attack.

U3

2’ × 2’ table

84 By Dagger or Talon Ambush Alley Games Tomorrow’s War

Alan Davies (order #9239409)


n Scenarios n
Taking the Taken
RANGSOF Mission Groupe de Combat 1
Fireteam Alpha (1A on Map)
Capture or kill the female human Taken. 1 × Chef de Combat w/FAMAS ACR
Exfiltrate with as much of your force intact as possible. 1 × Gunner w/LRAC-98
2 × Riflemen w/FAMAS ACR
RANGSOF Victory Points
❚❚ Capture Taken and exit from marked zone Fireteam Bravo (1B on Map)
before end of Turn 8: 20 pts. 1 × Asst. C.de C w/FAMAS ACR
❚❚ Kill Taken: 15 pts. 1 × Gunner w/Minim A-SAW
1 × Gunner w/LRAC-98
Groupe Commandement (GC on Map) 1 × Riflemen w/FAMAS ACR
1 × Section Commander w/FAMAS ACR
1 × 2IC. w/FAMAS ACR Groupe de Combat 2
1 × Signals/ECM Tech w/FAMAS ACR Fireteam Alpha (2A on Map)
1 × Marksmen w/Hecate IX AMR 1 × Chef de Combat w/FAMAS ACR
Sniper 1 (Sniper Team – S1 on Map) 1 × Gunner w/LRAC-98
1 × Marksmen w/Hecate IX AMR 2 × Riflemen w/FAMAS ACR
1 × Spotter w/FAMAS ACR Fireteam Bravo (2B on Map)
1 × Security w/FAMAS ACR 1 × Asst. C.de C w/FAMAS ACR
1 × Gunner w/Minim A-SAW
1 × Gunner w/LRAC-98
1 × Riflemen w/FAMAS ACR

RANGSOF Forces
Troop Supply Body Tech
Troop Type Initiative Quality Morale Confidence Quality Armor Level Grid? Typical Attributes
RANGSOF D10 D10 D12 High Normal 1D 2 No Unpredictable (negated while Taken is
Tiger Team alive and un-captured); Bloody Minded;
Advanced Life Saving Capabilities; Stealth
(TL2)

RANGSOF Support Weapons


Weapon Name TL Class Type AP AT Nation Notes
Minimi A-SAW 3 Lt. ABW 1 -- France
Hecate IX AMR 3 Med. GWS 2 2M France
LRAC 98 3 Med. RPG 2 2M France

A Darghaur Slavemaster
and his bodyguards escort
a Taken human.
Figures by Ground Zero Games.
Buildings by Gamecraft Miniatures.

Tomorrow’s War ambushalleygames.com By Dagger or Talon 85


Alan Davies (order #9239409)
n Scenarios n
Taking the Taken
Darghaur Mission Urraug Elite Guard (EG on Map)
1 × Team Leader w/Combat Glove & Pistol
Urraug Slave Squad 4 (U4 on Map)
1 × Team Leader w/Combat Glove & Pistol
Protect the Taken. 1 × Gunner w/Swatter Autocannon 1 × Gunner w/Swatter Autocannon
4 × Riflemen w/ACR 4 × Riflemen w/ACR
Darghaur Victory Points
❚❚ Each RANGSOF Operator Seriously Urraug Slave Squad 1 (U1 on Map)
Wounded/KIA/Captured: 1 pt. 1 × Team Leader w/Combat Glove & Pistol Special Rules
1 × Gunner w/Swatter Autocannon
Slavemaster’s Retinue (T on Map) Taking the Taken
4 × Riflemen w/ACR
Slavemaster’s Third The Taken can be captured if the
1 × Slavemaster w/Assault Weapon Urraug Slave Squad 2 (U2 on Map) Slavemaster’s retinue is defeated in a
1 × Taken - Unarmed 1 × Team Leader w/Combat Glove & Pistol Close Assault. She can also be desig-
1 × Attendant w/Assault Weapon 1 × Gunner w/Swatter Autocannon nated as a casualty by the sniper team
1 × Attendant w/Boomer 4 × Riflemen w/ACR (Sniper 1) or the sniper attached to
Slavemaster’s Bodyguards Urraug Slave Squad 3 (U3 on Map) Groupe Commandement (acting as the
1 × Bodyguard Thirdleader w/ 1 × Team Leader w/Combat Glove & Pistol Groupe’s DMR). She can also become
Assault Weapon 1 × Gunner w/Swatter Autocannon a casualty from normal fire combat – if
1 × Bodyguard w/ Assault Weapon 4 × Riflemen w/ACR she suffers ANY wound (Light Wound or
1 × Bodyguard w/Grinder higher) she is considered KIA.

Darghaur Forces
Troop Supply Body Tech
Troop Type Initiative Quality Morale Confidence Quality Armor Level Grid? Typical Attributes
Darghaur D10 D12 D12 High Abundant 4D 3 Yes Adapted to Hostile Environment; Natural/
Slavemaster Augmented Armor; Natural/Augmented
Weapons; Close Assault Monster; Pain
Resistant; Advanced Sensors; Hard to Kill
(D6); Fearless; Inspiring*
Slavemaster’s D10 D10 D12 High Abundant 4D 3 Yes Adapted to Hostile Environment; Natural/
Attendants & Augmented Armor; Natural/Augmented
Bodyguards Weapons; Close Assault Monster; Pain
Resistant; Advanced Sensors; Hard to Kill (D6)
Taken 1D10 1D8 1D10 Normal Normal N/A 2 No Despised; Fearless
Urraug Elite D10 D10 D10 Normal Normal 1D 2 No Pain Resistant; Berserker (Voluntary)
Slave Soldiers
Urraug Slave D10 D8 D10 Normal Normal 1D 2 No Pain Resistant; Berserker (Involuntary)
Soldiers
*The Darghaur Slavemaster is only Inspiring to Darghaur slaves
**If a Darghaur Ghost Talker or Warlock is present on the table, the Darghaur force is treated as if it were “on the Grid.”
***Darghaur Battle Leaders or Darghaurs with Honor Marks are inspiring to both Darghaur and their slave soldiers.

Darghaur Support Weapons


Weapon Name TL Class Type AP AT Nation Notes
Assault Weapon 3 Med. ABS 2 2L Darghaur Standard Darghaur “Small Arm”
Darghaur handle weapons as if they were in Powered Armor.
Darghaur “Smart Weapons” ignore one Die of Cover.
Boomer 3 Hvy. ABW 3 2M Darghaur Darghaur equivalent of Squad Automatic Weapon (SAW)
Darghaur handle weapons as if they were in Powered Armor.
Darghaur “Smart Weapons” ignore one Die of Cover.
Grinder 3 Hvy. ABW 4 2H Darghaur Darghaur handle weapons as if they were in Powered Armor.
Darghaur “Smart Weapons” ignore one Die of Cover.

Urraug Support Weapons


Weapon Name TL Class Type AP AT Nation Notes
Urraug Auto 2 Med. ABW 2 1L Urraug/
Cannon “Swatter” Virraug

86 By Dagger or Talon Ambush Alley Games Tomorrow’s War

Alan Davies (order #9239409)


n Scenarios n
The Glorious Victory at The People’s
Triumphal Redoubt 31
DPRG Border, Redoubt #31, Scenario Information
18 October 2321 Duration of Game: 8 Turns
An old DPRG bandit teaches the Initiative: Darghaur for duration of game
Darghaur some new tricks. Fog of War: Determined normally by Reaction Test rolls

Despite the doubts of the rest of the world, the DPRG’s notorious
Martyr Holds slowed the methodical Darghaur advance. When a
Hold fell, though, desperate measures were required to prevent
Historical Outcome
a full-fledged Darghaur break-through. Any survivors from the Lieutenant Yet-Son learned to fight against the Ardenois at
Hold (often there were none) fled back through a line of more the side of his uncle, who was an un-sanctioned partisan –
ad hoc defenses while reserve troops were rushed forward to also known as a bandit. He spent his summers in the Foix
man fallback fortifications. This process generally meant that a Gap learning the fine art of raid and counter-raid and the
handful of desperate DPRG Border Guard platoons might be left winters in a Province School. He did well enough in school
to hold back the tide until a new line of defense solidified behind to earn a military internship and attained an officer’s billet
them. The resulting engagements were usually one-sided, bloody in the Border Guard shortly before the Darghaur Incursion.
and brief. Occasionally, however, the Darghaur would tangle their He put his experience to good use against the Darghaur,
antlers with a resourceful and ruthless Border Guard commander, hitting them with every trick in his book, from ambushes
as was the case at Redoubt #31. to IEDs (Improvised Explosive Devices). In doing so, he held
back a Darghaur breakthrough at Redoubt #31 until an
Elite Guard Company in Powered Armor was marshaled to
stiffen the fallback fortifica-
DARGHAUR ENTER THIS EDGE tions to his rear. After the
war, he was awarded the
Divine Petals of the Bloom
3 of the People’s Glory by
Dear Leader himself.
N

5
2 4
Trenches
FUEL STATION
Average buildings

1 6
Average woods

Hills

Hedge

# Potential booby
trap location

MORTAR
PIT
4’ × 4’ table
DPRG forces set up in the
REDOUBT 31 shaded area. Darghaur forces
DPRG SET UP IN SHADED AREA enter along the top edge of
the map as marked.

Tomorrow’s War ambushalleygames.com By Dagger or Talon 87


Alan Davies (order #9239409)
n Scenarios n
The Glorious Victory at The People’s
Triumphal Redoubt 31
DPRG Mission 1 × Platoon Sgt. w/AK-400
1 × Comm Tech w/AK-400
1 × Gunner w/Mod. 78 SAW
1 × Comm Tech w/AK-400
Hold Redoubt #31 until an Elite Guard 1 × ECM Tech w/AK-400 2 × Riflemen w/AK-400
Company arrives at Martyr Hold #31-2. Fireteam 2 Bravo
Border Guard Squad 1
Once word is received that the Elite 1 × Asst. Squad Leader w/AK-400
Guards are in place, withdraw your force Fireteam 1 Alpha
1 × Squad Leader w/AK-400 1 × Gunner w/Mod. 78 SAW
from Redoubt #31 and consolidate your 1 × Gunner w/RPGMP-3
forces at Martyr Hold #31-2. Hold the 1 × Gunner w/Mod. 78 SAW
2 × Riflemen w/AK-400
Darghaur back at all costs! 1 × Comm Tech w/AK-400
2 × Riflemen w/AK-400 Border Guard HMG Team
DPRG Victory Points Fireteam 1 Bravo 1 × MG Team Leader w/AK-400
❚❚ At least one DPRG unit at half-strength 1 × Asst. Squad Leader w/AK-400 1 × Gunner w/Type 88 Gauss HMG
or better remains in Redoubt #31 1 × Gunner w/Mod. 78 SAW 2 × Loaders w/AK-400
at the end of Turn 8: VICTORY! 1 × Gunner w/RPGMP-3 Border Guard Low Trajectory Rocket
DPRG Border Guard Platoon 2 × Riflemen w/AK-400 Assisted Mortar (LTRAM) Team
Border Guard Squad 2 1 × Mortar Team Leader w/AK-400
Border Guard HQ Squad 1
1 × Gunner w/LTRAM
1 × Platoon Leader (Lt. Yel-Son) Fireteam 2 Alpha
2 × Loaders w/AK-400
w/AK-400 1 × Squad Leader w/AK-400

DPRG Forces
Troop Supply Body Tech
Troop Type Initiative Quality Morale Confidence Quality Armor Level Grid? Typical Attributes
DPRG Border Guards D8 D8 D12 Normal Normal 1D Soft 2 N Bloody Minded; Unpredictable
Armor
HQ Squad D8 D10 D12 High Normal 1D Soft 2 N Bloody Minded; Inspirational;
Armor Unpredictable

DPRG Support Weapons


Weapon Name TL Class Type AP AT Nation Notes
Mod 78 SAW 2 Lt. TST 1 - DPRG Standard DPRG SAW
RPGMP-3 2 Med. 2 2M DPRG Standard DPRG Light Assault Weapon
Type 88 Gauss HMG 2 Hvy. GWS 3 1L DPRG
Type 90 GPMG 2 Med. ABS 2 - DPRG Standard GPMG of the DPRG
Light Rocket Assisted 2 Lt. Mortar 3 - DPRG 3” blast radius. May not engage enemy units closer than 18”.
Mortar (LTRAM)

Darghaur Mission 2nd Recon Third


1 × Thirdleader w/Assault Weapon
Darghaur Rifle Ten
1 × Tensleader w/Assault Weapon
Neutralize Human defenses. 1 × Darghaur w/Assault Weapon 1st Rifle Third
1 × Darghaur w/ Boomer 1 × Thirdleader w/Assault Weapon
Darghaur Victory Points
3nd Recon Third 1 × Darghaur w/Assault Weapon
❚❚ No DPRG units of half-strength or
1 × Thirdleader w/Assault Weapon 1 × Gunner w/Boomer
stronger remain on Redoubt #31
1 × Darghaur w/Assault Weapon 2nd Rifle Third
by the end of Turn 8: VICTORY!
1 × Darghaur w/ Boomer 1 × Thirdleader w/Assault Weapon
Darghaur Recon Squad 1 × Darghaur w/Assault Weapon
1 × Tensleader w/Assault Weapon 1 × Gunner w/Boomer
1st Recon Third 3rd Rifle Third
1 × Thirdleader w/Assault Weapon 1 × Thirdleader w/Assault Weapon
2 × Darghaur w/Assault Weapons 1 × Darghaur w/Assault Weapon
1 × Gunner w/Grinder

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n Scenarios n
The Glorious Victory at The People’s
Triumphal Redoubt 31
Darghaur Forces
Troop Supply Body Tech
Troop Type Initiative Quality Morale Confidence Quality Armor Level Grid? Typical Attributes
Veteran Darghaur D10 D10 D12 Confident Abundant 4D 3 No Adapted to Hostile Environment;
Recon and Rifle Natural/Augmented Armor; Natural/
Warriors Augmented Weapons; Close Assault
Monster; Pain Resistant; Advanced
Sensors; Hard to Kill (D6); Fearless

Darghaur Support Weapons


Weapon Name TL Class Type AP AT Nation Notes
Assault Weapon 3 Med. ABS 2 2L Darghaur Standard Darghaur “Small Arm”
Darghaur handle weapons as if they were in Powered Armor.
Darghaur “Smart Weapons” ignore one Die of Cover.
Boomer 3 Hvy. ABW 3 2M Darghaur Darghaur equivalent of Squad Automatic Weapon (SAW)
Darghaur handle weapons as if they were in Powered Armor.
Darghaur “Smart Weapons” ignore one Die of Cover.
Grinder 3 Hvy. ABW 4 2H Darghaur Darghaur handle weapons as if they were in Powered Armor.
Darghaur “Smart Weapons” ignore one Die of Cover.

Special Rules Station, striking them with a 6D10 attack. This explosion
counts as a “Big Gun” for the purposes of the Darghaur’s
Yel-Son’s Preparations Hard to Kill Attribute. Additionally, the fuel station buildings
Yel-Son’s force must pick three of the following “booby traps” become a blistering inferno. Any figures within them
to soften up the Darghaur. One each of these diversionary items must evacuate immediately and no figures can approach
and booby traps can be placed at each of the numbered spots within 6” of the buildings for the duration of the game.
on the map. No duplicates can be placed. The DPRG player ❚❚ Suicide MG Team When a Darghaur unit approaches
should make a secret note of which gift is at which location. within 8” of this “booby-trap,” a machine gun team pops
out of a Spider Trap which can be located anywhere within
❚❚ Firecrackers When a Darghaur unit approaches within 8” 12” and within LOS of the triggering unit. The machine gun
of this booby-trap, it triggers a string of firecrackers located team can immediately attack any nearby unit as if it had just
in any direction from them that the DPRG player wishes. successfully Ambushed it (the MG team automatically goes
The Darghaur unit must move 6” towards the sound of first in the Round of Fire). The two man team has a Type 90
the Firecrackers, which it believes are human gunmen. GPMG, TL2 ABW, AP:2 and they are considered as a Weapons
❚❚ IED When a Darghaur unit approaches within 8” of this Team. Assume that the spot they appear from is the entrance
booby-trap, an IED is detonated directly beneath it. The unit to a “spider hole” and it provides them with hard cover.
suffers a 6D10 attack. This explosion counts as a “Big Gun” ❚❚ Pre-Registered Zone for Mortar One of the booby-
for the purposes of the Darghaur’s Hard to Kill Attribute. trap points can be designated as the hub for several
❚❚ Stake Trap When a Darghaur unit approaches within pre-registered beaten zones for Redoubt 31’s mortar. Mortar
8” of this booby trap, each figure in the unit must attacks against any Darghaur within 8” of the designated
pass a Troop Quality test to avoid triggering some sort booby-trap point receive a +2D Firepower bonus.
of pit or mechanical trap. Each figure that triggers a
trap becomes a casualty and must make a Hard to Kill The Mortar
check or automatically suffer a Serious Wound. A large mortar pit forms the centerpiece of Redoubt #3. The
❚❚ Mother of All IEDs (Can only be placed at Fuel Station) mortar cannot engage targets nearer than 24” from the pit.
Any Darghaur unit that approaches within 8” of this booby- The mortar has an attack value of AP:4/AT:2(L) in a 4” radius,
trap detonates a massive improvised fuel-air bomb. The unless striking targets in a Pre-Registered Zone (see Yel-Son’s
bomb affects any unit within 12” of the center of the Fuel Gifts), in which case it receives +2 AP Firepower dice.

Tomorrow’s War ambushalleygames.com By Dagger or Talon 89


Alan Davies (order #9239409)
n Scenarios n
Each Step Sold with Blood
Falaise, Republic of Arden, Defense of a major RA border city – intense city fight with
24 February 2322 lots of Darghaur and mixed quality human defenders.
The nearer the Darghaur horde came to
the Republic of Arden’s proper, the more DARGHAUR EXIT
desperately RA forces fought. When the
coastal town of Falaise, the first true city
within the Republic’s borders, came under
assault, the Darghaur were confronted by
local National Guard Companies recruited
from the surrounding area’s largely French-
Moroccan population. These men and
women had been displaced in the past
and they had no desire to see their people
forced from their homes and businesses
again. Stiffened by a sprinkling of Special
Operations Forces, they established con-
centric layers of defense around Falaise.
They would collapse inward under the
Darghaur assault, gaining volume of fire as
their lines contracted. HUMAN
If Falaise could be held, it would be held. SET-UP
If not, the Darghaur would pay for each ZONE
step into the city with their blood.

Scenario
Information
Duration of Game: 12 Turns
Initiative: Darghaur for first
three turns, test thereafter
Fog of War: See Booby
Traps in Special Rules
Special Assets: See Special Rules

Historical Outcome
Falaise fell after over a week of
fighting. Most of the city’s civilian
population was evacuated before
the fighting began, so civilian losses
were minor in comparison to those
seen in the KOE. Military losses were
significant, but not back-breaking.
The sacrifices made by the city’s
defenders bought the rest of the
Republic time to further strengthen
their defenses. Many historians of
the war believe that the Republic of
Arden may have fallen before the
arrival of TF Assassin if Falaise had
not held out so stubbornly.

2’ × 4’ table DARGHAUR ENTRY ZONE

90 By Dagger or Talon Ambush Alley Games Tomorrow’s War

Alan Davies (order #9239409)


n Scenarios n
Each Step Sold with Blood
Republic of Arden Mission 2 × RANG Groupes de Combat
Fireteam Alpha
Slow the Darghaur assault at all costs! Blunt their advance here in Falaise to buy time for Landfall 1 × Chef de Combat w/FAMAS CR
and the other major population centers to evacuate. Every minute you keep them here, you save 1 × Gunner w/MPRPG
thousands of civilian lives. 2 × Riflemen w/ FAMAS CR
Republic of Arden Victory Points Fireteam Bravo
❚❚ For each turn completed before the Darghaur exit any troops from the table: 3 pts. 1 × Asst. C.de C w/ FAMAS CR
1 × Gunner w/LMSAW
1 × Gunner w/MPRPG
1 × Riflemen w/ FAMAS CR
1 × RANG Weapon Team
1 × Chef de Combat w/FAMAS CR
1 × Gunner w/MAG 90 GPMG
1 × Asst. Gunner w/FAMAS CR
1 × RANGSOF Powered
Armor Squad
Fireteam Alpha
1 × Chef de Combat w/CT-65
2 × Operator w/CT-65
1 × Operator w/Rotary
Plasma Gun
Fireteam Bravo
1 × Asst. Chef de Combat
w/CT-65
1 × Operator w/CT-65
Soldiers of the RA National Guard fought countless rearguard actions against the Darghaur to 2 × Operator w/CT-65
slow their advance into the Republic. 1 × Operator w/CT-65 and
Figures by Ground Zero Games. Buildings by Gamecraft Miniatures. Micro-Missile Launchers
Tank by Khurasan Miniatures. Painting by Impoverished Lackey.

Republic of Arden Forces


Troop Supply Body Tech
Troop Type Initiative Quality Morale Confidence Quality Armor Level Grid? Typical Attributes
National D8 D8 D12 Confident Normal 1D 2 N Unpredictable; Human Spirit;
Guardsmen (RANG) Bloody Minded
RANGSOF in D10 D10 D12 High Normal 3D 2 N Active Trauma Treatment (Powered
Myrmidon IIA Armor); Advance Sensors; Close
Assault Powered Assault Monster; Intimidating;
Armor* Inspiring; Old School; Unpredictable;
Human Spirit;Bloody Minded
*TL 2 Standard Powered Armor

Republic of Arden Support Weapons


Weapon Name TL Class Type AP AT Nation Notes
LMSAW 2 Lt. ABW 1 - French FN Low Maintenance SAW
Colonies
MPRPG 2 Med. 2 2L French Multipurpose Rocket Propelled Grenade
Colonies
MAG-90 GPMG 2 Med. ABW 2 - French General Purpose Machine Gun
Colonies
CT-65 Storm Gun 2 Lt. GWS 1 1L France TL2 version of the CT-70 Storm Gun
Rotary Plasma Gun 2 Med. EWS 2 2M France
Micro-Missiles 2 Hvy. 3 2H France

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Alan Davies (order #9239409)
n Scenarios n
Each Step Sold with Blood
Darghaur Mission Command Third
1 × Battle Leader w/Assault Weapon
2nd Rifle Third
1 × Thirdleader w/Assault Weapon
Break through. Forge a path. Test the 1 × Ghost Talker w/Assault Weapon 1 × Darghaur w/Assault Weapon
enemy to destruction. 1 × Warlock w/Assault Weapon 1 × Darghaur w/ Boomer
3 × Darghaur Rifle Squads 3nd Rifle Third
Darghaur Victory Points 1 × Tensleader w/Assault Weapon 1 × Thirdleader w/Assault Weapon
❚❚ Each Darghaur figure that exits
1st Rifle Third 1 × Darghaur w/Assault Weapon
the table at the designated area
1 × Thirdleader w/Assault Weapon 1 × Darghaur w/ Boomer
before the end of Turn 12: 1 pt.
1 × Darghaur w/Assault Weapon
1 × Darghaur w/Grinder

Darghaur Forces
Troop Supply Body Tech
Troop Type Initiative Quality Morale Confidence Quality Armor Level Grid? Typical Attributes
Darghaur Battle D10 D12 D12 Confident Abundant 4D 3 Yes (As Adapted to Hostile Environment;
Leader long as Natural/Augmented Armor; Natural/
Ghost Augmented Weapons; Close Assault
Talker Monster; Pain Resistant; Advanced
lives) Sensors; Hard to Kill (D6); Fearless;
Dreadful; Inspiring (Darghaur Only)
Darghaur Ghost D10 D10 D12 Confident Abundant 4D 3 Yes (As Adapted to Hostile Environment;
Talker long as Natural/Augmented Armor; Natural/
Ghost Augmented Weapons; Close Assault
Talker Monster; Pain Resistant; Advanced
lives) Sensors; Hard to Kill (D6); Fearless;
Shared Senses**
Darghaur D10 D10 D12 Confident Abundant 4D 3 Yes (As Adapted to Hostile Environment;
Warlock long as Natural/Augmented Armor; Natural/
Ghost Augmented Weapons; Close Assault
Talker Monster; Pain Resistant; Advanced
lives) Sensors; Hard to Kill (D6); Fearless;
Dreadful; Dominator
Veteran Darghaur D10 D10 D12 Confident Abundant 4D 3 Yes (As Adapted to Hostile Environment;
Rifle Warriors long as Natural/Augmented Armor; Natural/
Ghost Augmented Weapons; Close Assault
Talker Monster; Pain Resistant; Advanced
lives) Sensors; Hard to Kill (D6); Fearless

Darghaur Support Weapons


Weapon Name TL Class Type AP AT Nation Notes
Assault Weapon 3 Med. ABS 2 2L Darghaur Standard Darghaur “Small Arm”
Darghaur handle weapons as if they were in Powered Armor.
Darghaur “Smart Weapons” ignore one Die of Cover.
Boomer 3 Hvy. ABW 3 2M Darghaur Darghaur equivalent of Squad Automatic Weapon (SAW)
Darghaur handle weapons as if they were in Powered Armor.
Darghaur “Smart Weapons” ignore one Die of Cover.
Grinder 3 Hvy. ABW 4 2H Darghaur Darghaur handle weapons as if they were in Powered Armor.
Darghaur “Smart Weapons” ignore one Die of Cover.

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n Scenarios n
Each Step Sold with Blood
Special Rules Booby Traps
Any time a “1” is rolled on a Reaction Test, a Darghaur unit has
Battlefield Preparations run afoul of a mine or booby trap. Roll 1D6 on the Booby Trap
❚❚ Arden units can be deployed anywhere in table below instead of drawing a Fog of War card:
the set-up zone indicated on the map.
❚❚ They can begin the game hidden and utilize the Ambush rule. 1D6 Result
❚❚ Their hides incorporate heat and energy masking “blankets” 1 CLICK! A Darghaur triggers a booby-trap which fails to
that provide them with a +2 bonus against being spotted. detonate.
2 A single Darghaur figure in a randomly determined unit
Terrain Values triggers a “toe-popper” style mine. Make a TQ check for the
❚❚ All buildings and walls on the table (other than the fortified figure. If the figure passes the check, it is unharmed. If the
buildings described in Hard Nut to Crack) provide solid cover. figure fails the check, it is Seriously Wounded. No Hard to
Kill save allowed.
❚❚ The cityscape is a mixture of single level buildings
and buildings up to four levels in height - unless 3-5 A randomly determined Darghaur unit triggers a directional
mine. The mine is a TL2 weapon with an AP value of 4D8.
your collection doesn’t cover that much variety, in
It is treated as a Big Gun and disallows any Hard to Kill
which case it’s composed of whatever you’ve got! saving rolls.
❚❚ The walls on the table are a mixture of tall, LOS 6 A randomly determined Darghaur unit triggers a directional
blocking walls and lower, shoulder height walls. mine. The mine was “loaned” to the RA by the USA and is
a TL3 weapon with an AP value of 6D10. It is treated as a
Hard Nut to Crack Big Gun and disallows any Hard to Kill saving rolls.
The Arden player can secretly note three locations on the board If a human unit rolls a 1 on a Reaction Test, no Fog of War card is
that are fortified and provide an extra die of cover. drawn and no roll is made on the table above.

Home Field Advantage


The Arden troops can use Out of Contact Movement.

A Darghaur Battle Leader and his retinue


stride implacably through a RANG ambush.
Figures by Ground Zero Games. Buildings by Gamecraft Miniatures.
Vehicles by Combat Wombat & Khurasan.
Painting by Impoverished Lackey & Shawn Carpenter.

Tomorrow’s War ambushalleygames.com By Dagger or Talon 93


Alan Davies (order #9239409)
n Scenarios n
Operations Thunderbolt and Lightning
Darghaur Strongpoint 9, Operation Lightning would feature the first combat use of new
technology developed by the OPS in conjunction with Marshborn
Kingdom of Eden, 2322
technicians: Strategic Teleportation. A strike-team of US Marine
After TF: Assassin defeated the Horde Fleet above Glory, the
Special Operators in Power Armor would be teleported into
human forces turned to mopping up the Darghaur trapped
Darghaur Strongpoint 9, situated near the mouth of Angelic
planetside. As the costly fighting ground on, it became clear
Cave Complex Three. Their mission was to destroy a Darghaur
that the Darghaur and their slave soldiers had no interest in
structure that captured slave soldiers had identified as the control
surrender and would only be eliminated at great cost to human
center for the aliens’ local air defenses. With that structure
forces. The commander of the OPS fleet, Admiral Agata Soldini,
destroyed and Darghaur air defenses temporarily off line, more
proposed the use of hyper-kinetic RFGs (Rods from God) against
Powered Armored troops could be hot dropped into the area to
Darghaur strongpoints, particularly those in the Kingdom of Eden,
secure a dropship landing zone from which OPS troops could be
which were extensively fortified. The Steward of Eden objected
deployed to secure the Angel Three complex.
to this action as these strongholds were built in or around major
industrial centers which would also be destroyed or heavily Operation Lightning couldn’t even occur without the successful
damaged by the kinetic strikes. Admiral Soldini weighed the execution of Operation Thunderbolt. Thunderbolt involved a
economic damage to the Kingdom of Eden against loss of life second team of USMC Special Operators who had infiltrated the
required to assault the Darghaur strongpoints and decided to Zions a week before in order to find an appropriate location from
pursue her strategy of kinetic strikes. which to fix the site of Lightning’s TZ. If Operation Thunderbolt
failed, there could be no Operation Lighting and Admiral Soldini
One strongpoint in Eden was ruled out for a strike, however:
might be forced to obliterate one of the Kingdom of Eden’s most
Strongpoint 9, located at one of the Angelic Cave complexes in
holy sites with a “Rod from God.”
the Zion mountains. This site was of great religious significance
and its destruction could result in dramatic political upheaval
after the Darghaur threat was neutralized. With this in mind,
Admiral Soldini lent her approval to two special operations
USMC FSOC Operators designating the T-Zone during
missions, codenamed “Thunderbolt” and “Lightning.”
THUNDERBOLT. Note the KOE militia in background, some of
whom mutinied during the operation.
Figures by Ground Zero Games. Painting by Eric Emerson & Shawn Carpenter.

94 By Dagger or Talon Ambush Alley Games Tomorrow’s War

Alan Davies (order #9239409)


n Scenarios n
Operations Thunderbolt and Lightning
Darghaur Strongpoint 9,
Th u n der bolt Kingdom of Eden, 15 July 2322

US Marine Special Operators discover that the enemies of their enemies don’t always make good friends.
Elements of the 4th MSOC were rapidly re- VIEW TO LIGHTNING TZ
deployed to the feet of the Zion Mountains
on the Republic of Arden’s side of the border
with the Kingdom of Eden. They were FTB D
tasked with crossing the mountains on foot FTA
to rendezvous with Kingdom of Eden (KOE) 2
1
resistance fighters in the area of the Angel
Three Cave Complex. The KOE partisans were 3
under orders to direct the MSOC operators
to a secure vantage point from which they
could “fix” the TZ for “Team Lightning.”
Unfortunately, what seemed like a straightfor- C
ward mission was nearly de-railed by paranoia B
born of religious fanaticism.
A
Ernst Vracloc, a chaplain in the partisan group
acting as the Marines’ guides had worked
G E
up a high-level of Anti-American sentiment F
within the partisan force. He had succeeded
in convincing the majority of the partisans
that their commanding officer, Lt. Mitici, was
working with the Americans to destroy the
Angel 3 cave complex rather than liberate it
from the Darghaur invaders. Chaplain Vracloc
incited a mutiny as the Marines began the
process of fixing the TZ, effectively removing
most of the US force from the ensuing
firefight – a firefight which was bound to
attract the attention of a Darghaur patrol at any
moment.
2’ × 2’ table
Light woods
Historical Outcome & brush
Team Thunderbolt, with the determined assistance of Lt. Mitici and his men,
Average Rocky ground/
fixed the Lightning TZ and defeated Vracloc and his mutineers. Unfortunately,
woods boulder field
the mutiny was noisy and time consuming. It attracted a Darghaur patrol and
was only able to disengage after taking significant losses.
Impassable
Vracloc’s mutiny severely jeopardized Operation Thunderbolt and drove a deeper Low hill/rise cliff edge
wedge between the US (and OPS in general) and the Kingdom of Eden. It
was later revealed that his actions were primarily motivated by a hatred for
US Marines, who had been instrumental in the KOE’s defeat in the Saint’s
War. He believed God would lead the KOE to victory, but only if they broke all
contact with heretical Diasporans and hoped that if Operations Thunderbolt and
Lightning failed it would convince his nation’s political leadership that God would Scenario Information
rather see aliens win than see the blessed consort with the damned. Duration of Game: 8 Turns
When news of the treachery broke, military and civilian leadership of OPS Initiative: Mutineers unless Mine is Spotted
forces was aghast at the idea that any human being would put his political (See The Mine special rule, below).
agenda before the defeat of an alien race waging a genocidal war against Initiative is determined by test after the
humanity. A few pragmatists pointed out that the entire operation had been TZ is fixed (assuming it ever is).
politically rather than strategically motivated and that it took more than a Fog of War: Determined normally by
mutual threat to draw two vastly dissimilar cultures together. Reaction Test rolls

Tomorrow’s War ambushalleygames.com By Dagger or Talon 95


Alan Davies (order #9239409)
n Scenarios n
Operations Thunderbolt and Lightning
Th u n der bolt
Marine Special Operations
Team Thunderbolt
MSOT Thunderbolt Mission
Fire Team Alpha (FTA on map) Marine Special Operations Team Thunderbolt must fix the TZ for Team Lightning at any cost.
1 × Team Leader w/M1H ACR/GL Failure is not acceptable and there are no back-up plans.
1 × Marine w/M1H ACR/GL
1 × Corspsman (Medic) w/M1H ACR/GL  Team Thunderbolt Victory Points
Fire Team Bravo (FTB on map)
❚❚ Fix TZ by Turn 3: 15 pts.
1 × Asst. Team Leader w/M1H ACR/GL ❚❚ Fix TZ by Turn 4: 10 pts.
1 × Marine Tech w/SOFGPD (Special ❚❚ Each Marine that exits the west (left) edge of the board before game’s end: 3 pts.
Operations Force Gravitic Positioning ❚❚ Each Loyalist KOE militiaman that exits the west edge
Device) and M1H ACR/AGL of the board before game’s end: 2 pts.
1 × Marine w/M1H ACR/GL
Lt. Mitici’s Loyalist KOE Militia
Lt. Mitici’s Squad (1 on map)
1 × Leader (Lt. Mitici) w/TL2 ACR
1 × Gunner w/SAW
3 × Partisans w/TL2 ACRs
Sgt. Uhric’s Squad (2 on map)
1 × Leader (Sgt. Uhric) w/TL2 ACR
1 × Gunner w/RPG
3 × Partisans w/TL2 ACRs
Sgt. Crucic’s GPMG Team (3 on map)
1 × Leader (Sgt. Crucic) w/TL2 ACR
1 × Gunner w/GPMG
1 × Asst. Gunner w/TL2 ACR
2 × Ammo bearers w/TL2 ACRs

Renegade KOE militia initiated


their ambush at point blank range,
resulting a firefight that one
surviving Marine compared to “the
gunfight at the OK Corral.”
Figures by Ground Zero Games. Painting
by Eric Emerson & Shawn Carpenter.

MSOT Thunderbolt/Militia Forces


Troop Supply Tech
Troop Type Initiative Quality Morale Confidence Quality Body Armor Level Grid? Typical Attributes
USMC D10 D10 D10 High Normal 3D (TL3 3 No Old School; TL3 Advanced Sensors;
Special Hard Armor Stealthy; Pain Resistant; Skeletal
Operator + Skeletal Augmentation; Heightened
Aumentation) Situational Awareness
Mitici’s D8 D8 D10 Normal Normal 1D (Soft Armor) 2 No Bloody Minded
Loyalist KOE
Militiamen

MSOT Thunderbolt Support Weapons KOE Militia Support Weapons


Weapon Name TL Class Type AP AT Nation Weapon Name TL Class Type AP AT Nation
M1H ACR/GL 3 Lt. ABW 1 - USA SAW 2 Lt. ABW 1 - KOE
RPG 2 Med. 2 2M KOE
GPMG 2 Med. ABW 2 - KOE

96 By Dagger or Talon Ambush Alley Games Tomorrow’s War

Alan Davies (order #9239409)


n Scenarios n
Operations Thunderbolt and Lightning
Th u n der bolt
KOE Mutineers’ Mission
Chaplain Vracloc has seen through the heretics’ ruse! What fools they took us for to think Victory Points
that we would believe men could appear out of nowhere like birds out of a magician’s ❚❚ SOFGPD destroyed before
sleeve! These Yankee heretics are painting the entrance of the cave complex to strike it with TZ fixed: Total Victory
a nuclear weapon. They’ll kill Darghaur and destroy God’s Word made manifest in stone! ❚❚ Per US Marine killed or
Surely Mitici has fallen under the spell of the Antichrist to be so taken in by American lies! seriously wounded: 3 pts.
We must kill the Americans and destroy their designation device. Hopefully the mine the
❚❚ Lt. Mitici killed or captured: 5 pts.
scout team planted will do the job for us, but God will guide our bullets if not. Better to ❚❚ Per KOE militiaman loyal to Mitici
die a sanctified martyr than live under the yoke of the Antichrist! Mitici and the men loyal killed or seriously wounded: 2pts
to him must also be made to pay the price for their weak faith … 

Vracloc’s Mutineers Sgt. Arnevic’s Scouts (E on map)


Chaplain Vracloc’s Squad (A on map) 1 × Leader (Sgt. Arnevic) w/TL2 ACR
1 × Leader (Chaplain Vracloc) w/TL2 ACR 1 × Gunner w/RPG
1 × Gunner w/SAW 3 × Partisans w/TL2 ACRs
1 × Gunner w/RPG Sgt. Dubovic’s Scouts (F on map)
2 × Partisans w/TL2 ACRs 1 × Leader (Sgt. Dubovic) w/TL2 ACR
Sgt. Crncevic’s Squad (B on map) 1 × Gunner w/SAW
1 × Leader (Sgt. Crncevic) w/TL2 ACR 3 × Partisans w/TL2 ACRs
1 × Gunner w/SAW Sgt. Radic’s GPMG Team (G on map)
1 × Gunner w/RPG 1 × Leader (Sgt. Radic) w/TL2 ACR
2 × Partisans w/TL2 ACRs 1 × Gunner w/GPMG
Sgt. Lonkar’s Squad (C on map) 1 × Asst. Gunner w/TL2 ACR
1 × Leader (Sgt. Lonkar) w/TL2 ACR 2 × Ammo Bearers w/TL2 ACRs
1 × Gunner w/SAW
1 × Gunner w/RPG
2 × Partisans w/TL2 ACRs
Sgt. Ilic’s Scouts (D on map)
1 × Leader (Sgt. Ilic) w/TL2 ACR
1 × Gunner w/SAW
3 × Partisans w/TL2 ACRs

KOE Mutineer Forces


Troop Supply Tech
Troop Type Initiative Quality Morale Confidence Quality Body Armor Level Grid? Typical Attributes
Vracloc’s Mutineers D8 D8 D10 Normal Normal 1D (Soft Armor) 2 No Bloody Minded

KOE Militia Support Weapons


Weapon Name TL Class Type AP AT Nation Notes
SAW 2 Lt. ABW 1 - KOE
RPG 2 Med. 2 2M KOE
GPMG 2 Med. ABW 2 - KOE
Mine 2 Hvy. 6D10 - KOE

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Alan Davies (order #9239409)
n Scenarios n
Operations Thunderbolt and Lightning
Th u n der bolt
Special Rules Destroying the SOFGPD
The Special Operations Forces Gravitic Positioning Device
The Mine (SOFGPD) is an extremely durable piece of gear. The only way to
Before moving his team to its position on the perimeter, Scout be certain of its destruction is to wipe out the squad carrying it,
Sgt. Ilic will lead the Marine Spotter team (Fire Team Bravo) to a move into their position, and spend a full turn in that position
spot with a perfect view of a good site for Team Lightning’s TZ. dismantling the device.
Hidden in the trees a short distance away is a remote detonated
directional mine. Before the beginning of Turn 1, FT Bravo can
Fixing the TZ
make a Troop Quality Check to spot the mine. Bravo’s Troop Fixing the location of a teleportation Target Zone (TZ) is an
Quality will suffer a negative Die Shift because they are not extremely difficult task, even using as sophisticated a device as the
expecting treachery from the KOE partisans. SOFGPD. Team Bravo can do nothing but work with the SOFGPD
and their data tablets on turns that they attempt to fix the TZ. They
If the Marines spot the mine they call out a warning and destroy cannot “go dark,” move or fire (even to return fire).
the mine with gunfire. Vracloc’s element of surprise is lost: His
men will panic and open fire on the Marines. Make an Initiative Only FT Bravo has been trained to use the SOFGPD.
Test to see which force has Initiative and continue to test each Fireteam Bravo cannot attempt to fix the TZ on the first turn –
turn for the duration of the game. they are setting up the SOFGPD. On subsequent turns, they can
If the Marines do not spot the mine, Vracloc’s mutineers have attempt to fix the TZ.
Initiative and the mine can be detonated when Sgt. Ilic’s squad If FT Bravo sustains a casualty during a turn, it cannot attempt
is activated. The mine has a Firepower of 6D10 and is posi- to fix the TZ.
tioned so that it will only strike Fireteam Bravo.
To fix the TZ, FT Bravo must pass a Troop Quality Check. To
Marine Stealth Tech – “Going Dark” reflect the difficulty of the task, a -2 Die Roll Modifier is applied
The stealth systems in the Marine’s armor has been identified to Bravo’s roll. This check is made at the end of the turn.
as “Friendly” to the KOE troops sensors, so they can easily spot
their allies and avoid blue on blue incidents. Once the mine has
been detonated and/or Vracloc’s mutineers attack, the Marines
can switch off their beacons and go dark. This isn’t a simple
process however, and a Marine unit must spend a turn making
the adjustment. During that turn, they suffer a -1 Firepower
penalty and cannot move. At the end of the turn, the unit must
take a TQ test. If the unit passes the test, it has gone dark and
is considered stealthy to ALL KOE units on the table. If fails, it is
still visible and can try to go dark in the following turn. Marine
units can continue to attempt to go dark until they succeed or
the game ends.

98 By Dagger or Talon Ambush Alley Games Tomorrow’s War

Alan Davies (order #9239409)


n Scenarios n
Operations Thunderbolt and Lightning
Lightnin g
Darghaur Strongpoint 9, Kingdom Historical Outcome
of Eden, 15 July 2322 The assault on “Angelic 7” was the very first of its type. Its intent
A mixture of Human and Marshborn technology was to land a strong, power armored force to neutralize local air
allows a few Human special operators to deliver defenses and disrupt Darghaur command and control to support
a crippling sucker punch to the Darghaur. a major troop landing that would escalate from the teleporta-
tion assault, through a hot drop, and culminate in the drop ship
Operation Thunderbolt was successful despite Chaplain Vracloc’s landing of a full Marine battalion. The fighting was fierce and
treachery, allowing the launch of Operation Lightning. The decisive, with high casualties on both sides. The day’s end saw
human and Marshborn teleportation techs aboard the USS Port the sky above Angelic 7 lit with by the thruster trails of a virtually
Royal, a cruiser detached from TF: Assassin, labored feverishly to unopposed dropship landing operation.
lock on to a fixed TZ before Glory’s rotation and gravitic fluctua-
tion made the sacrifices of Team Thunderbolt and Lt. Mitichi’s
men meaningless. The men and women of Team Lightning
Scenario Information
braced themselves on the teleportation pad, their minds no Duration of Game: 8 Turns
doubt racing with the myriad of minor factors that could make Initiative: Human forces have Initiative for first three
their instantaneous journey to the planet’s surface fatal. turns, test for Initiative from Turn Four on.
Fog of War: Determined normally by Reaction Test rolls
A heartbeat.
Team Lightning is on the surface of Glory, their stomachs
churning, minds reeling, and guns blazing. Humanity’s first
strategic teleportation assault unfolds in front of the entrance to
Angelic Cave Complex 7.

S2

S1 D4
Fortified buildings

Average buildings
USMC
TZ
Shanty town shacks
D2

Hills D1
ANGELIC 7
CAVE COMPLEX D3
Average woods ENTRANCE
S3
DARGHAUR
COMM NODE

3’ × 3’ table

Tomorrow’s War ambushalleygames.com By Dagger or Talon 99


Alan Davies (order #9239409)
n Scenarios n
Operations Thunderbolt and Lightning
Lightnin g
Team Lightning Mission Recon Team Alpha
Fireteam 1
Recon Team Bravo
(Fireteam 2 is equipped with
Destroy the enemy communications node and 1 × Team Leader w/M10 “Smokey” the Demolition Pack)
secure the area for follow-on Hot Drops. Medium Plasma Gun Fireteam 1
1 × Grenadier w/Multi-Purpose 1 × Team Leader w/M10 “Smokey”
MSOT Lightning Victory Points
Grenade Launcher (MPGL) Medium Plasma Gun
❚❚ Destroy Darghaur command node: 10 pts.
1 × Gunner w/MAL-13 (Marine 1 × Grenadier w/Multi-Purpose
❚❚ Kill/Capture Darghaur Warmaster: 7 pts.
Assault Launcher-13) Grenade Launcher (MPGL)
❚❚ Kill/Capture Darghaur Mage: 7 pts.
Fireteam 2 1 × Gunner w/PAGL-9 Peacemaker
❚❚ Kill/Capture Darghaur Ghost Talker: 5 pts.
1 × Asst. Team Leader w/M10 Fireteam 2
❚❚ Kill/Capture Darghaur Slavemaster: 5 pts.
“Smokey” Medium Plasma Gun 1 × Asst. Team Leader w/M10
1 × Grenadier w/Multi-Purpose “Smokey” Medium Plasma Gun
Grenade Launcher (MPGL) 1 × Grenadier w/Multi-Purpose
1 × Gunner w/GAW-4 (Gauss Grenade Launcher (MPGL)
Assault Weapon-4) 1 × Gunner w/PAGL-9 Peacemaker

MSOT Lightning Force Description


Troop Supply Tech
Troop Type Initiative Quality Morale Confidence Quality Body Armor Level Grid? Typical Attributes
USMC Special D10 D10 D10 High Normal 4D (TL3 3 Yes Old School; TL3 Advanced
Operator Advanced Sensors; Stealthy; Pain
Powered Resistant; Skeletal
Armor + Augmentation; Heightened
Skeletal Senses; Heightened Situational
Aumentation) Awareness

MSOT Lightning Weapons


Weapon Name TL Class Type AP AT Nation Notes
M10 “Smokey” Medium Plasma Gun 3 Med. EWS 2 2L USA
Multi-Purpose Grenade Launcher (MPGL) 3 Med. ABW 2 2M USA
Gauss Assault Weapon – 4 (GAW-4) 3 Hvy. GWS 3 3H USA
PAGL-9 “Peacemaker” 3 Med. RPG 2 2M USA
Marine Assault Launcher-13 (MAL-13) 3 Hvy. 3 3H USA

100 By Dagger or Talon Ambush Alley Games Tomorrow’s War

Alan Davies (order #9239409)


n Scenarios n
Operations Thunderbolt and Lightning
Lightnin g
Darghaur Mission Warmaster’s Third (D1 on Map)
1 × Warmaster w/Assault Weapon
Urraug Slave Squad  1 (S1 on Map)
1 × Team Leader w/
Defend the command node. Test the enemy to 1 × Asst. Warmaster w/Assault Weapon Combat Glove & Pistol
destruction. 1 × Mage (Psionic Level 3) w/ 1 × Gunner w/Swatter Autocannon
Assault Weapon 6 × Riflemen w/ACR
Randomly Place the Slavemaster and his 1 × Ghost Talker w/Assault Weapon
retinue with one of the Urraug units after the Urraug Slave Squad  2 (S2 on Map)
Marines are placed on the table. First Bodyguard Third (D2 on Map) 1 × Team Leader w/
1 × Elite Third Leader w/Assault Weapon Combat Glove & Pistol
The Warmaster’s Third and his two Bodyguard 1 × Elite Bodyguard w/Assault Weapon 1 × Gunner w/Swatter Autocannon
Thirds are inside the cave complex at the time 1 × Elite Bodyguard w/Boomer 6 × Riflemen w/ACR
of the raid. They enter the table from the Cave Second Bodyguard Third (D3 on Map) Darghaur Patrol (Also at S2 on Map)
Complex Entrance in the End Phase of Turn 2. 1 × Elite Third Leader w/Assault Weapon 1 × Thirdleader w/Assault Weapon
1 × Elite Bodyguard w/Assault Weapon 1 × Darghaur w/Assault Weapon
Victory Points 1 × Elite Bodyguard w/Grinder 1 × Darghaur w/Grinder
❚❚ Command Node not destroyed
before end of Turn 8: Victory! Slavemaster’s Retinue (D4 on Map) Urraug Slave Squad 3 (S3 on Map)
❚❚ Each Marine killed, captured, or 1 × Slavemaster w/Assault Weapon 1 × Team Leader w/
seriously wounded: 5 pts. 1 × Attendants w/Assault Weapon Combat Glove & Pistol
1 × Attendant w/Boomer 1 × Gunner w/Swatter Autocannon
6 × Riflemen w/ACR
One of the entrances to Angelic 7 during the
Darghaur’s occupation of the holy site.
Figures by Ground Zero Games.
Building by Blue Moon Manufacturing.

Tomorrow’s War ambushalleygames.com By Dagger or Talon 101


Alan Davies (order #9239409)
n Scenarios n
Operations Thunderbolt and Lightning
Lightnin g
Darghaur Forces
Init- Troop Conf- Supply Body Tech
Troop Type iative Quality Morale idence Quality Armor Level Grid? Typical Attributes
Darghaur Warmaster & D10 D12 D12 High Abundant 4D 3 Yes Darghaur Attributes†; Hard to Kill (D8);
Assistant Warmaster Dreadful; Inspiring***
Darghaur Warmaster’s D10 D10 D12 High Abundant 4D 3 Yes Darghaur Attributes†; Hard to Kill (D8)
Elite Bodyguards
Darghaur Mage D10 D12 High Abundant 4D 3 Yes Darghaur Attributes†; Hard to Kill
(D8); Dreadful; Inspiring***; Shared
Senses**; Level 3 Psionic
Darghaur Ghost Talker D10 D12 High Abundant 4D 3 Yes Darghaur Attributes†; Hard to Kill (D6);
Shared Senses**
Darghaur Slavemaster D10 D10 D12 High Abundant 4D 3 Yes Darghaur Attributes†; Hard to Kill (D6);
Inspiring*
Slavemaster’s Attendants D10 D10 D12 High Abundant 4D 3 Yes Darghaur Attributes†; Hard to Kill (D6)
Urraug Elite Slave Soldiers D10 D10 D10 Confident Normal 1D 2 No Pain Resistant; Berserker (Voluntary)
†General Darghaur Attributes: Adapted to Hostile Environment; Natural/Augmented Armor; Natural/Augmented Weapons; Close Assault
Monster; Pain Resistant; Advanced Sensors; Fearless
*The Darghaur Slavemaster is only Inspiring to Darghaur slaves.
**If a Darghaur Ghost Talker or Warlock is present on the table, the Darghaur force is treated as if it were “on the Grid.”
***Darghaur Battle Leaders or Darghaurs with Honor Marks are inspiring to both Darghaur and their slave soldiers.

Darghaur Support Weapons


Weapon Name TL Class Type AP AT Nation Notes†
Assault Weapon 3 Med. ABS 2 2L Darghaur Standard Darghaur “Small Arm”
Boomer 3 Hvy. ABW 3 2M Darghaur Darghaur equivalent of Squad Automatic Weapon (SAW)
Grinder 3 Hvy. ABW 4 2H Darghaur
†Darghaur handle weapons as if they were in Powered Armor, and Darghaur “Smart Weapons” ignore one Die of Cover.

Urraug Support Weapons


Weapon Name TL Class Type AP AT Nation Notes
Urraug Auto 2 Med. ABW 2 1L Urraug/ Urraug/Virraug SAW
Cannon “Swatter” Virraug

Special Rules
Destroying the Command Node
Fireteam Bravo must destroy the Command Node with a
demolition pack. To place the pack, Bravo must begin the turn
within 2” of the Command Node. They must make a Troop
Quality check to properly set the charge. If they pass the check,
Bravo can move away from the Node which will be considered
destroyed at the completion of their movement. If Bravo fails
the check, they can try to set the charge again in the next turn,
assuming they are still within 2” of the Node.

102 By Dagger or Talon Ambush Alley Games Tomorrow’s War

Alan Davies (order #9239409)


n Miniatures Guide n

Ground Zero Games Antenociti’s Workshop


Official Tomorrow’s War 15mm Miniatures 15 & 28mm Infantry, Vehicles & Terrain
shop.groundzerogames.net www.antenocitisworkshop.com
Ground Zero Games (GZG) is one of the original big names in the Antenociti’s Workshop manufactures some great infantry and
15mm science fiction market and we’re very proud that they’ve vehicles in both 15mm and 28mm for use in their Governance of
partnered with us to create an official line of Tomorrow’s War Technology (GOT) background. The sculpting style has a cyber-
figures that represent forces from our Tomorrowverse backdrop! punk edge that differentiates it from many other miniature
GZG produces a large range of 15mm infantry, vehicles, robots, lines. Of particular interest are Antenonciti’s police vehicles and
buildings, and terrain detail accessories. civilian air-cars and cycles. The site is also a great source for
modelling/terrain building tools, materials, and inspiration!
Gamecraft Miniatures
Official Tomorrow’s War 15mm Brigade Models
Buildings & Terrain Accessories 15mm Infantry & Vehicles
www.gamecraftminiatures.com www.brigademodels.co.uk
To truly capture the flavor of battlefields during the 1st Darghaur Brigade Models has a great line of 15mm vehicles and an
Incursion, your best bet is the licensed line of Tomorrow’s War expanding line of infantry figures to accompany them. Great
buildings produced by GameCraft Miniatures. These buildings models from a well-established company – definitely worth
were designed in concert with Ambush Alley Games and checking out!
accurately represent our vision of colonial habitats, Marshborn
buildings and village structures, and landing facilities in the Critical Mass Games
Tomorrowverse. These buildings work just as well in other 15mm Infantry, Vehicles, & Terrain
settings, making GameCraft a go-to supplier for terrain whether
www.criticalmassgames.com
you’re a T-Verse fan or not! GameCraft produces terrain pieces
in 1/285th, 15mm, 20mm, & 28mm and, in addition to our Critical Mass Games, or CMG, is a great source for 15mm aliens
Tomorrow’s War line, they also offer a vast selection of buildings and high tech humanoid troops and vehicles. Their terrain is
and terrain ranging from the Wild West to the far future. also perfectly suited for the battlefields of tomorrow. Their
catalogue features several extensive lines and is constantly
Combat Wombat growing. Check ‘em out!
15mm vehicles and Terrain Accessories
www.combatwombatminiatures.com
Khurasan Miniatures
15mm & 28mm Infantry & Vehicles
Combat Wombat produces a great line of resin cast 15mm
www.khurasanminiatures.tripod.com
science fiction vehicles, vehicle accessories, and terrain acces-
sories. They also carry a fine line of precision turned brass Khurasan Miniatures produces several factions of 15mm &
and aluminium gun barrels that are great for kit-bashing your 28mm infantry and a growing assortment of vehicles to support
15mm AFVs. them. Very characterful sculpts and a good source for anthro-
pomorphic aliens!
Pig Iron Miniatures
28mm Infantry and Vehicles
www.pig-iron-productions.com
Pig Iron sells a great line of 28mm near-future science fiction
figures which would be great for use as Special Operators.
They also have a great selection of OpFor (Kolony Militia and
Rebels) and line troops (System Troopers), not to mention
some very sweet 28mm AFVs and robotic troops. If you prefer
to play with the big toys, Pig Iron’s a great source for figures
suitable for Tomorrow’s War.

Tomorrow’s War ambushalleygames.com By Dagger or Talon 103


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104 By Dagger or Talon Ambush Alley Games llC Tomorrow’s War

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Tomorrow’s War ambushalleygames.com By Dagger or Talon 105
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Ambush Alley Games offers an


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For $15usd, subscribers (or Special
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Tomorrow’s war

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Mini-cAMpAign

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Immerse yourself In the
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Tomorrow’s War
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THE OFFICIAL Tomorrow's War
15mm FIGURE RANGE from

ARMOURED CRUSTIES (pack SG15-X14),


painted by Paul Williams.

We are pleased to present an expanding We also have our HUGE selection of other
range of officially-approved figures in troops, vehicles, buildings and accessories
15mm scale for use in your TW games— already available under the STARGRUNT
so far we have the Republic of Arden banner, many of which have been used
National Guard (RANG) and Democratic in this book to represent other races and
Peoples' Republic of Glory (DPRG) forces in the TW universe, for example
troops, plus the DARGHAUR aliens the Marshborn (our "Crusties" line) and
featured in this volume, and by the time the Darghaur's Urraug subject troops (our
you read this we should also have the US "Alien Mercs" sets).
Army troops and the US Power Armour Check out the 15mm listings at our
figures ready! webstore for the full ranges!

We sell all our products by direct mailorder from the UK, shipping quickly and efficiently to virtually any-
where in the world—please see our webstore for full details and shipping info; Paypal and most major
credit cards are accepted for payment. Customers from outside the EU benefit from an
automatic deduction of the 20% VAT included in our listed prices.

GZG, PO Box 10841, Great Horkesley, Colchester, Essex CO6 4UB, United Kingdom
Email: jon@gzg.com
For full details and secure online shopping:

www.gzg.com
Please note all our products contain LEAD plus small and sharp parts; they are designed for adult gamers and collectors, and are NOT TOYS; they are not suitable
for children or for any person who cannot be trusted to handle them safely and sensibly. For full product details and safety notes please refer to our webstore.
108 AllBy
items are manufactured
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Ambushand someGames
Alley items require
llC assembly—some experience of metal model kits is advised.
Tomorrow’s War

Alan Davies (order #9239409)


When your enemy is seven feet tall, covered in bio-engineered armor, and carries a rifle
that throws a round as big as your fist, you start looking for advantages of your own.
By Dagger or Talon brings inimical aliens and suped-up Special Operators to your
Tomorrow’s War gaming table!
This book provides expanded and up to date rules for creating your own alien menaces
and performance enhanced human Special Ops Units. Example races and organizations
are included along with a half-dozen scenarios to get the action started!
By Dagger or Talon includes:
❚❚ Expanded alien design guidelines

❚❚ Dozens of new Attributes for Alien and Enhanced Special Operators

❚❚ Expanded Powered Armor rules

❚❚ Historical information for the Tomorrowverse, including scenarios,


and force lists for the Darghaur Incursion

ISBN 978-0-9895657-1-4

Ambush Alley Games


By Dagger or Talon is a supplement for Tomorrow’s War. 9 780989 565714

Alan Davies (order #9239409)

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