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Waylon Wyatt (order #5751665)

Introduction

Lussian looked up as the station shook. He heard


what he thought was a familiar voice yell, “Clear” just
before the reinforced door exploded inward.

Men in black armored spacesuits rushed in and


grabbed him. Before he could react, a similar suit
encased him.

As he was rushed out the door, he saw other pris-


oners being rescued. CEF guards floating by, their
blood coalescing into odd globules in the hallway. Up
ahead was a stern looking woman with short green
hair, yelling orders. Floating outside the porthole, he
saw the deadly and graceful silhouette of a Spitting
Cobra Gear, looking as though it was suspended in
the midst of a gymnast’s dismount. — It couldn’t
be! She’s on Terra Nova, waiting for me to rescue
her. Could she have cut her hair? Still, if it was her,
she’d be smiling despite the mission, and she’s no
leader, not like this woman. — As he drew near, her
features soften into a smile. She helped lift him up
and whispered to him, “Don’t worry, dear. Julius and
I will get you out of here.”

He started crying. Miranda had come to save him.

They say good things come to those who wait.


Blitz players have waited a long time for this book.
Heavy Gear fans have waited even longer for the
Storyline to continue. There’s a lot in this book for
both. For Blitz players, we have the Caprice, Colonial
Expeditionary Force and Black Talon army lists, as
well as new rules and options for all armies. For
everyone, we’ve updated the timeline to TN 1950
and given you the beginnings of the Battle for Terra
Nova — a battle that you, the players will have a
chance to help influence.

Older players will note the current timeline is differ-


ent than the one originally presented in the Storyline
books; this is deliberate. We’ve had a great deal of
time to look over the timeline and the way it was
presented. We took this opportunity to revise things
that had grown oddly or away from the focus of the
story. We went through and cleaned up threads,
while putting the emphasis back on Terra Nova. You
can look at it much like a “directors cut” of a movie.
The Storyline as presented in this book is “official”
and will be referenced for all future Heavy Gear
books.

They say good things come to those who wait. The


Blitz team certainly hopes so.

-John Buckmaster and the Blitz team.

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Waylon Wyatt (order #5751665)
Table Of Contents
Introduction..............................................1 Daggers of Deception...............................26
Credits
Caprice Planetary Basics........................................ 26
Project Manager / Senior Editor Table of Contents......................................2
Robert Dubois Gomorrah................................................................. 27
Line Developer Lances Of Destiny......................................4 Liberati Revolts....................................................... 27
John Buckmaster
Blitz! Concept Twilight of the Human Concordat.............................. 4 Prosperity................................................................ 28
Philippe F. LeClerc
Military History of the New Earth Commonwealth.... 5 Invasion................................................................... 28
Silhouette Blitz! Designers
John Buckmaster Isolation and War....................................................... 5 Isolation.................................................................. 29
Nick Pilon
Silhouette System Designers New Earth Commonwealth......................................... 6 Map of Caprice......................................................... 30
Marc-Alexandre Vézina
Gene Marcil Colonial Expeditionary Force.................................... 6 Caprician Overview..................................................31
Stephane l. Matis
The First Wave........................................................... 7 Caprician Installations.............................................31
Writing
John Buckmaster The Second Wave....................................................... 8 Modern Gomorrah..................................................... 32
Paul Nemeth
Nick Pilon Life on Earth.............................................................. 9 Corporations............................................................ 33
Greg Perkins
Military Advisor The Present CEF......................................................... 9 Major Corporations.................................................. 33
Paul Nemeth
Doctrine....................................................................10 Doctrine................................................................... 34
Editing
John Buckmaster CEF Ranks.................................................................10 Liberati and Resistance Forces.............................. 34
Ted Alonso
Brad Bellows, P. Eng Equipment.................................................................11 Corporate Security Forces...................................... 34
Brett Dixon
Craig Engle GRELs........................................................................11 Caprician Equipment............................................... 35
Joseph Johnson
Marcus Lindner FLAILs.......................................................................11 Caprice.................................................................... 37
Greg Perkins
Kai Poh Hovertanks...............................................................12 Conquered................................................................ 37
Jake Staines
Pod Squad Members and Battleframes............................................................13 A Note on Mixed Army Options................................. 37
Playtesters too numerous
to mention. Colonial Expeditionary Force...................................14 Bug Walkers............................................................. 37
Layout, Datacards & Graphics
Daniel Hinds-Bond Humans.....................................................................14 Corporation Forces.................................................. 37
Color Section Conquerors...............................................................14 Corporate Interests................................................. 37
Greg Perkins
Cover Art CEF GRELs..................................................................14 Corporate Power...................................................... 37
Greg Perkins
FLAILS.......................................................................14 Selling Out............................................................... 37
Additional Artwork
Steve Fox Expeditionary Force.................................................15 Corporate Army Commander.................................... 37
Ghislain Barbe
John Nguyen Army Commander......................................................15 Liberati.................................................................... 38
Normand Bilodeau
Jean-François Fortier Mission Packs...........................................................15 Freedom Fighters.................................................... 38
Julian Fong
Charles-E. Ouellette Ambush Masters...................................................... 38
Marc Ouellette CEF Combat Groups...................................16
Pierre Ouellette Wings of Hope, Talons of Steel................................ 38
Greg Perkins Light Hovertank Squad.............................................16
Beth Porter Liberati Army Commanders..................................... 38
Heavy Hovertank Squad............................................17
Miniatures Sculpting/Painting
Philippe F. LeClerc
Alain Gadbois
Interdiction Frame Squad.........................................18 Caprician Combat Groups.........................39
Greg Perkins
Heavy Frame Squad..................................................19 Caprician Infantry Platoon...................................... 39
John Nguyen
Photos & Photo Editing GREL Infantry Platoon.............................................. 20 Commando Squad..................................................... 40
Robert Dubois
John Nguyen Morgana Commando Squad.......................................21 Patrol Squad.............................................................41
Greg Perkins
Beth Porter FLAILs Infantry........................................................ 22 Support Squad......................................................... 42
Matthew Valgardson
Matthew ‘Link’ Shorten Morgana Class FLAILs.............................................. 23 Heavy Mount.............................................................43
AURORA: The Silhouette Magazine CEF Drop Pod Carrier Diagram.................................. 24
Aurora is a free downloadable magazine
providing support for Blitz and our other CEF Drop Pod Diagram.............................................. 25
game lines. dp9forum.com/aurora

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Waylon Wyatt (order #5751665)
Table Of Contents
Spears of Change.....................................44 Rules Updates..........................................65
Robert would like to Thank
Military History of the Talon Program..................... 44 General.................................................................... 65 John Nguyen
Daniel Hinds-Bond
Interplanetary Operatives....................................... 45 Datacards................................................................ 65 Greg Perkins
Phil F. LeClerc
Westphalia Cabinet.................................................. 45 Using Older Models.................................................. 65 John Buckmaster
Because without you, this
Talon One................................................................. 46 General Upgrades available to All Armies............... 66 book would not be here.

Talon One on Caprice................................................47 Options for Post TN 1940 Armies............................. 68 John would like to thank:
Beth for being Beth. Steve for the art,
Raid on Bastille Alpha...............................................47 General Upgrades for all Northern Armies.............. 68 and Daniel for being an awesome layout
guy and getting Version Cue going.
Seasons of Silence.................................................. 48 NAF and Northern Guard........................................... 68 Extra special thanks go to Paul for his
Campaign and rules work and Phil for
Escape From Loki.................................................... 48 UMFA and Northern Guard........................................ 69 making the Caprice designs work in
miniature format. Additional thanks
Return to Cat’s Eye.................................................. 49 WFPA......................................................................... 69 go to Bethesda Softworks for making
games that let me keep my sanity.
The Outer Reaches................................................... 50 SRA, MILICIA............................................................. 69
Honor Guard
Doctrine....................................................................51 SRA........................................................................... 69
Jake Staines for saving the Storyline,
Ranks........................................................................51 Mekong Dominion..................................................... 69 Brad “Gambit” Bellows, P. Eng. for being
a P. Eng., Kai Poh for dedication beyond
Talon Arms and Equipment.......................................51 ESE........................................................................... 70 the call of duty, Joseph Johnson, for
removal of the dreaded comma splice.
Dark Series Gears.................................................... 52 Humanist Alliance.................................................... 70 The entirety of Pod Corps Ottawa and
especially Paul, we salute you.
Liberators................................................................ 54 PRDF......................................................................... 70 Playtesters
The Pod Squad (All of you!)
Advanced Training................................................... 54 PAK........................................................................... 70 The 28th Stone Warriors
Milani’s Lapdogs
Always Outnumbered, Never Outgunned.................. 54 New Battlefield Conditions......................................71 Gambit’s Bandits
The Capital Corps
Claw Series.............................................................. 54 Sample Battlegrounds............................................. 72 Grujav’s Groupies
The Aurora Monkeys
Command and Control (Army-wide)........................ 54 Unbalanced and Historical Games........................... 73 Gareth’s Grenadiers
Jonathan’s Jumpers
Command and Special Units.................................... 54 The York Legion
No Man’s Land..........................................78 And a bunch of people we probably
Strike Force Recon (Army-wide)............................ 55 forgot, we apologize in advance.
Loki System Map...................................................... 78
Terra Nova’s Secret Weapon.................................... 55
The Loki System...................................................... 79 Produced and Published by
General Options for All Talon Teams........................ 55
Space-Based Installations...................................... 79
Black Talon Combat Groups.....................56 The Helios System................................................... 80
5000 Iberville, Suite 328
Infantry Section...................................................... 56 Space-Based Installations...................................... 80 Montréal, Québec, H2H 2S6
CANADA
Sniper / Spotter Team............................................. 57 Helios System Map....................................................81
Heavy Weapons Team............................................... 57 Interstellar Web Map................................................ 82
Forward Observation and Reconnaissance Team.... 58 Art & Designs copyright 2009 DREAM POD 9, INC.
Timeline...................................................84 DREAM POD 9, HEAVY GEAR BLITZ! and other names,
Primary Insertion Team........................................... 59
specific game terms, and logos are copyright 2009,
Tactical Insertion Team........................................... 60 Prelude to War........................................96 DREAM POD 9, INC. All rights reserved. No part of this book
may be reproduced without written permission from the
Operational Assistance Team...................................61
The Battle For Terra Nova.......................99 publisher, except for datacards for game play and short
Tactical Assault Team.............................................. 62 excerpts for review purposes. Any similarities to actual
characters, situations, institutions, corporations, etc.
Mobile Ordinance Elements..................................... 63 Datacards..............................................110 (without satirical intent) are strictly coincidental.
Fury Shuttle Diagram............................................... 64 DREAM POD 9 can be reached online at out web
site: www.dp9.com or the DP9 Forum at
www.dp9forum.com, for game and rules questions.
Legal Deposit: May, 2009
BIBLIOTHÈQUE NATIONALE DU QUÉBEC
NATIONAL LIBRARY OF CANADA
STOCK NUMBER DP9-9034
ISBN 978-1-897460-91-7
PRINTED IN USA
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Waylon Wyatt (order #5751665)
Colonial Expeditionary Force
Lances Of Destiny

Twilight of the Human Concordat


In 5790 AD, Earth was in a global economic recession and hardline conservatives, wishing isolation from the colonies,
won power by promising the people of Earth relief from high taxes introduced to support exploration and the formation of
interstellar colonies. Once in power, they cut subsidies and grants fueling interstellar travel and industry. Panic swept the
colonies, which allowed the Consortium to become more draconian, removing all but a handful of gateships from service.

Many colonists used whatever means possible to return to Earth, fueling chaos amongst the inhabited worlds. Within a year,
all gateships were dry-docked, and communication between the colony worlds and Earth became extremely limited. The
isolation of the colonies did not play well with the voters on the colonies and soon the conservatives were out of office. The
newly elected government sought to reverse the measures, but the damage had been done, leaving a bickering parliament
to call endless meetings and point fingers. In a misguided attempt to give the populace a sense of hope and power, the new
party allowed referendums on any subject the populace wished, but this led to a flood of referendum requests furthering the
quagmire and, eventually, the populace voting to remove the government’s mandate, as the populace’s faith in the system had
already failed.

The next decade consisted of a succession of minority governments and repeated elections. The lack of stability in government
did nothing to fix the economy. Parliament was deadlocked, often repealing legislation that had been passed not but a year
previous in a futile attempt to halt the rising poverty, crumbling social security networks and collapse of industry throughout
the Human Concordat. Thus, the Human Concordat died; not with a roar, but a whimper, as the mighty machine that drove
mankind’s greatest endeavor slowly ground to a halt.

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Waylon Wyatt (order #5751665)
Lances Of Destiny
Military history of the New Earth Commonwealth (NEC)
Isolation and War
The Concordat’s answer to its own slow death was to
effectively declare martial law. Funds for security forces and
the military were increased, but this did nothing to improve
the shattered faith of the populace and further escalated the
situation. Violence spread throughout the planet, with groups
of terrorists forming from people of like minds who wished to
make a point. Most attacks were directed at institutions such as
the government, churches or long-standing industries. Entire
regions became engulfed and even the Concordat’s soldiers
refused to enter without backup.

Entire populations were displaced and turned into refugees.


The most notable single event was started by a terrorist group
from New Moscow issuing threats to “the enemies of mankind”
backed by nuclear arms. The resulting exodus, combined with
already-bad conditions, led the populace to start banding
together in highly “nationalistic” groups to defend themselves
and eventually form their own governments. By the beginning
of 6003, parliament no longer had quorum, and the Human
Concordat was dissolved.

The New Earth Nations (NEN) was an attempt at giving an


image of stability to the war-ravaged civilization. Hundreds of
sovereign nations and city-states became members, but while
the NEN attempted to help those in need and repair the damage,
not all nations were created equal. Some rose to the top of
the dung heap very quickly; particularly the coastal areas of
Europe, who could trade and create alliances easily. Landlocked
areas fared much worse, unable to trade without help from the
coastal nations, and as treaties continually helped those on the
coasts and not the landlocked, resentment grew.

Originally nothing more than border skirmishes, conflicts


soon ballooned into all-out warfare to control the rich coastal
cities and the lush African farmland. Thus the Third World War
began in 6007, and despite its name, eventually engulfed the
entirely of the Sol System. The Siberian forces claimed quick
and decisive victories, lending weight to the nation that would
become the hub of the New Eurasian Commonwealth (NEC).

WWIII was fought by mostly conventional means, likely due


to lack of technological ability at the time. Only near the end
did advanced weapons and weapons of mass destruction get
used. The most notorious of all incidents was on August 8,
6045 as the entirety of the highly urbanized Mexican Peninsula
was vaporized with an antimatter device. This led to other such
strikes and the war ended quickly, but not without cost. Of the
estimated one and a half billion people killed, most casualties
were within the last week of the war. Only through the foresight
of the New Eurasian Commonwealth were most of the survivors
saved from the fallout and resulting ecological damage. During
their expansion, the NEC built many reinforced domed cities
for refugees, and these cities proved their use as larger centers
were wiped from the planet’s surface as dying nations struck
out against each other in impotent rage.

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Waylon Wyatt (order #5751665)
Lances Of Destiny
New Earth Commonwealth
The New Eurasian Commonwealth was formed as a nation from city states in the
Siberian region of Asia, quickly expanding outward to include areas near the Black
Sea and even further west. The capital of the New Eurasian Commonwealth, and
eventually the New Earth Commonwealth, was originally a small settlement built in
eastern Europe, but which went through almost unheard of growth and advancement.
Indeed, the advanced technology of the NEC came as a surprise to many of their
opponents, who fell before legions of Hovertanks and GRELs. Even more surprising
was that the NEC was the one nation on Earth to completely avoid the use of Weapons
of Mass Destruction during WWIII, instead relying on their radiation-hardened
vehicles, trans-orbital fighters, and genetic supermen. This avoidance was later
attributed to an organization at the core of the NEC’s political structure — the Knights
of the Crescent — which requires its members to abide by a strict moral code.

As WWIII screeched to a fiery halt, the NEC was in a clear position of power with the highest remaining population levels and
largest standing army. Most nations surrendered and accepted NEC rule, and the broken few that did not quickly fell to GREL
assaults. Soon, the New Eurasian Commonwealth was the New Earth Commonwealth, united under a single banner for the
first time in nearly four hundred years. New city domes were built to house the population, allowing the citizens, or at least
the wealthy citizens, a chance to live without exposure to the harsh conditions precipitated by the war. To further ensure the
domed cities were capable of sustained existence, a large scale effort was devoted to creating an interconnecting high-speed
rail system between the domes.

Even so, life on Earth is not pleasant. Those fortunate enough to live in the domes live a life of containment. Disease and health
problems are abnormally high in the domes. Those living in areas unserved by domes or the railways often live in squalor and
experience much worse, as they lack even the most basic health care services. The cost of the infrastructure rebuilding also
took its toll, leaving the NEC government no choice but to seek out resources elsewhere. To obtain those resources, Earth
looked toward the stars once again.

Colonial Expeditionary Force


Either through lack of faith or a desire to rule, the NEC
government did not expect the Colonies to willingly accept and
aid the planet that left them to fend for themselves. Plans to
conquer the Colonies were made, using the most advanced
predictive technologies and with a large amount of help from
the Sagan Institute on Mars.

Gateships were refurbished and warships were built as quickly


as possible, based around modular design elements. GRELs
left over from WWIII were hypnotrained for space duties and
the cloning tanks placed at full production for the upcoming
invasion. Initial plans were based on the assumption that Caprice
was vital, and securing it and the next set of colonies would be
paramount, planning for a second wave assault on the outlying
colonies as soon as the initial wave had successfully pacified
their targets. Within three years, the Colonial Expeditionary
Force was on its way toward the colonies; eight fleets carrying
the largest fighting force in the history of mankind.

The fleets first formed around the station at the Portal System,
launching forth toward the Loki System and Caprice once all
fleets had taken place in formation. Caprice proved very easily
taken. With most of the population contained within the Cat’s
Eye Trench, threatening attack with directed massdrivers,
prompted the ruling corporations to capitulate quickly. Once
Caprice was in hand, work turned toward retrofitting the
massive shipyards above the planet into a staging base for
the first wave of colonial repatriation. The CEF was ahead of
schedule and had taken no casualties.

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Waylon Wyatt (order #5751665)
Lances Of Destiny
The First Wave
As the Fleets headed forth from the Loki System, CEF command was in high spirits,
and they had every reason to be. Utopia was quickly taken through subterfuge, the
Fleet allying with a single planetary faction and quickly taking the planet over. The
planet was ravaged by war, leaving most of the inhabitants to live in underground
cities, but the inhabitants had been working on terraforming technologies that looked
promising in helping not only Utopia, but Earth as well. The Utopian fleet yards and
existing ships have been pressed into service to provide more ships for the CEF.

With Utopia easily taken, Botany Bay was chosen as the next colony, as the
planet was thought to be easily conquered and the prison planet was regarded
as a possible necessity given the likelihood of political dissidents on conquered
planets. While the CEF were surprised to see a warrior culture fully developed on
the planet, with limited local asteroid mining performed, the planet was taken as
the inhabitants had few resources with which to fight the oncoming conquerors.
The CEF did, however underestimate the tenacity of the inhabitants, who began
a guerilla war on CEF ground troops and have begun attempting strikes on ships
using asteroid mining equipment to breach hulls. As the fleet required ships in
station above both Utopia and Botany Bay, as well as additional ground troops to
fight the Botany Bay rebels, the invasion of Jotenheim would be put off until the
second wave.

Atlantis, valued for colony space and medical research, was less of a rousing
success. While the planet was secured and the limited landmass was easily taken,
the inhabitants of the vast oceans have been hard to pacify. While the CEF did bring
submarines capable of traversing even the deepest waters, the ‘Atlanteans had much
more expertise in oceanic technologies. CEF submarines were outclassed in speed
and maneuverability, leaving the CEF submarine fleets sitting in shallower areas and
docks as CEF command tried to work out ways to take the planet without ruining the
planet’s biosphere, thus negating the whole point of taking it in the first place.

With Atlantis “secured” and advancement on the planet deadlocked, CEF command
sent two additional fleets out through the Atlantis system toward Home and Eden.
Home was still run by a single corporation and had both a vibrant economy and
culture. Sandrakar-Xia Interworld (SXI) initially resisted the CEF invasion, but
after three months of resistance, internal politics led to a bloody coup within the
hierarchy of the corporation. Jules Sandrakar-Xia, a descendent of the original
company president, overthrew the board of directors and ordered SXI’s troops
to stand down. Jules has since made himself something of a favorite amongst
the NEC and CEF higher ups, in no small part due to SXI’s expertise in genetics,
biomechanical interfaces and botany being freely offered to the NEC and the CEF.
Indeed, an SXI facility has been recently opened on Botany Bay

Terra Nova proved the most troublesome of the first wave of assaults. While the
CEF was surprised at how well the colonies managed on their own, none of them
had been quite so prepared for war as Terra Nova. Preliminary intelligence during
the landing indicated the polar confederacies were more likely to continue fighting
each other than worry about the new threat, but this intelligence proved very
wrong. With both poles joining up to fight the CEF, their supply lines cut off by
space drones and the last-minute arrival of the Peace River Army, the CEFs Eighth
Fleet was forced to withdraw, marking the first time a colony had successfully
repelled the CEF.

Questions regarding where the CEF’s initial intelligence on Terra Nova and
other planets had come from have been raised internally and on the colonies
themselves. While the CEF commanders rarely had an abundance of information,
there were far too many coincidences in regards to having the right equipment at
the right time or being in the right place at the right time. The loss on Terra Nova
sparked a large, if hushed, debate over whether the intelligence was reliable or if
the Fleet Commanders ignored the intelligence that had so far granted the CEF
easy victories.

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Waylon Wyatt (order #5751665)
Lances Of Destiny
The Second Wave
The second wave of invasions was delayed by the loss on Terra
Nova. With the Eighth Fleet returning with major losses in
personnel and equipment, and having left a large contingent
on the planet because they simply could not carry them back,
plans for the remaining colonies were rethought and more
active reconnaissance was ordered. The times involved in
stellar travel and communication left a good five-year gap in
between the Eighth Fleet’s return and the other fleets heading
out for the second wave of assaults.

During the nearly 400 years of isolation, Eden had become


something of a modern feudal society with multiple kingdoms
covering the planet. The CEF’s assault coincided with an
attempt by scientists on the planet to implement a new
gatedrive technology, one that backfired horribly, wiping out
half the invading fleet and approximately one third of the
planets surface. This accident was initially assumed to be
planetary resistance and the Fleet Commanders authorised
orbital bombardments of major cities during the rushed retreat
to save the fleet.

The next months were a confusing muddle of meetings,


betrayals and skirmishes as the kingdoms fell into disarray
and the CEF capitalized on the confusion, allowing the now
crippled fleet to take the planet with little resistance. The planet
is currently occupied, but is not deemed conquered just yet,
as some of the planetary forces formed guerilla militias who
continue to make strikes against the overstretched occupying
forces. The CEF is reluctant to do any major offensives against
these militias as the guerillas have support from local villages
and the planetary biosphere is undergoing exceedingly rapid
cooling after the gate accident. Scientists from Utopia are being
brought in to determine if their terraforming technology can
rescue the planet.

Jotenheim’s resistance to outsiders even during the Concordat made any intelligence from before the invasion very suspect
and initial recon showed only small settlements in the mountain valleys, combined with a relatively high-tech herding culture.
CEF command opted for a tactic similar to the one they used on Utopia, hoping to avoid a major invasion, or at the very
least obtain some indication of planetary politics and military strength. Initial contact was exceedingly curt and while the
Jotenheimers were willing to meet with CEF officers, they appeared very wary, and the questions they asked of the officers
were very pointed. CEF officers were barred from any major settlements and the Jotenheim, and proceedings seemed more
an attempt to delay the CEF than anything else. After five weeks of getting nowhere, and all intelligence pointing to minimal
military capacity on the planet, the CEF launched an assault.

What met them was wholly unexpected. The Settlements on the surface were simply openings to the vast underground
complexes built inside the mountains. Jotenheim fighting vehicles poured forth from hidden entrances, surrounded CEF
troops and with surprising efficiency, destroyed most invaders. Energy weapon batteries from the planet were able to take
down many capital ships and those able to retreat to a safe distance were assaulted by ships seemingly appearing from
nowhere. No ships escaped, although a single encoded message was able to be sent back to Utopian space, warning the rest
of the fleet. Soon after, an unencoded message was sent. It read “Tell your masters we will have nothing of their ways.”

All reports indicated that New Jerusalem was an intentionally non-technological theocratic planet, devoted to pastoral work
and religious worship. The CEF was wary of religion, knowing it could be a potent tool and a potent enemy. So they sent the
Seventh Fleet with a great number of diplomats with instructions to broach a peaceful arrangement if at all possible. Initial
reports indicated things were going well, but it would take time. Then things went quiet, the Fleet missing several check-ins.
This is not unusual, but after the fourth missed check-in, the fleet was listed as officially out of communication and missing
in action. Twenty scouts were sent to find the fleet, but only one returned, and it did not bring good news. The transmission it
was able to receive indicated that the planet was much more dangerous than initially indicated. The Fleet had been destroyed,
mutinied, or both, and the remaining loyalists were conducting guerilla attacks on the planet to keep supplied. The contents
of the transmission have been kept top secret to prevent word from reaching the already antsy troops on Caprice.

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Waylon Wyatt (order #5751665)
Lances Of Destiny
Life on Earth
Life in the domed cities of Earth is not peaceful. As more and more resources
are devoted to retaking the colonies, the domes become more overcrowded, and
sickness is running rampant. The average person has seen no benefit from the
colonial retaking, and the NEC, no stranger to propaganda, has started using
“Terror Warning Levels” and mass news slanting to keep the populace in check.
While this is working currently, the government knows it is only a matter of time
before the populace is no longer able to be placated. While dissenters are arrested
and often disappear, rumors and dissent are rising. Some are beginning to wonder
how the NEC is able to get the resources for such massive armies and why many
higher ups in Government are so often on the conquered colonies.

The reality is that while the NEC would like to start sending people to new colonies
and easing the load on the Earth’s fragile biosphere, most colonies are still too
newly conquered or in flux to mount expeditions. Some in government have
whispered of taking only a select few to the colonies, leaving the rest behind, but
even this is impossible unless the colonies are pacified quickly. The NEC needs
the colonies and needs them soon. Particularly high on the list is Terra Nova, as it
has the most landmass available for colonizing, although some within government
have begun to wonder if that is the whole reason behind members of the Knights
of the Crescent wanting the planet so badly.

The Present CEF


Currently, the CEF is in flux. While it met with success early on, the lack of success
on Terra Nova, New Jerusalem and Jotenheim have left the morale of the force
shaken. Guerillas on Atlantis and Botany Bay are proving to be a nuisance, but
those on Caprice are showing signs of organization and are receiving aid from
Terra Nova, using technology and vehicle designs previously unknown. Troops on
Caprice have become nervous and complacent at the same time.

CEF high command has placed a great deal of emphasis on pacifying the resisting
colonies and subjugating those that have not been taken. The GREL upgrades to
FLAILs have been given high priority and Battleframes have been integrated
into most Fleets to ensure that walkers like those on Terra Nova do not
overwhelm the Hovertank Legions.

A renewed assault on the colonies is coming. The plan at current is to launch


a three-way attack on the resisting Colonies, with a massive fleet being sent
to each webway arm. A bolstered Eighth Fleet will assault Terra Nova, with
plans to take the planet with as little damage to infrastructure as possible.
At the same time, a full out assault on Jotenheim will be launched. New
Jerusalem will also be targeted with extreme force, as the planet has
been judged to be able to withstand a massive bombardment, but
the CEF does not trust the New Jerusalemites and fears any CEF on
the planet may have been compromised. Each Fleet will be between
two and three times the size of the original invasion fleets, while
normal size Fleets will be sent to the resisting planets with
planet-specific equipment to help quell any resistance.

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Waylon Wyatt (order #5751665)
Lances Of Destiny
Doctrine CEF Ranks
Even with the advent of Battleframes, CEF doctrine is very reliant Recruit
on a modified Blitzkrieg model. While the Blitzkrieg was regarded
as only able to work once, the advent of hover technology and very
heavy weaponry has given it new life in the 62nd century. Simply Trooper
put, the original doctrine revolves around a entirely mechanized force
concentrating on a small section of the enemy lines and pushing Corporal
through without regard to its flanks. When backed up properly by air
and artillery, this provided a way to divide enemy lines, strike deep into
enemy territory, and encircle enemy formations. All of which is very Senior Corporal
useful for a conquering army.
Junior Sergeant
However, with modern advances in technology, leaving your flanks
open is far more dangerous, as enemies can outmaneuver a force very
easily, leading to a need to protect flanks while advancing. The CEF Sergeant
solved this by doing multiple shorter advances, doing the Blitzkrieg
on a small scale throughout an advance, the Hovertanks would push
deep and loop around, pinning the enemy between themselves and Senior Sergeant
the advancing GRELs. While effective, particularly with the speed
of the Hovertanks, it was possible to halt the progress and without Junior Sergeant Major
the momentum of the push, the front would stagnate, much as had
happened on the first assault on Terra Nova.
Sergeant Major
Battleframes were introduced to help combat enemy walkers and to
introduce a mobile element capable of protecting flanks while keeping Senior Sergeant Major
up with the main push. This has led to the hammer and anvil tactic
formerly used with GRELs and Hovertanks to be able to be expanded
with different units, keep momentum going forward and allow GRELs Junior Lieutenant
and FLAILs to secure objectives. Modern CEF tactics seen from above
seem very much like a swarm of sparrows taking on crows, while Lieutenant
simultaneously moving toward objectives.

Senior Lieutenant

Captain

Major

Lieutenant Colonel

Colonel

Brigadier, Commodore

Lieutenant General,
Rear Admiral

General

Vice Admiral

Fleet Admiral

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Lances Of Destiny
Equipment
If CEF equipment has a flaw, it is that it is very high-maintenance. This is partly offset by the use of Isaac-Class GRELs who
are hypnotrained during production to be intimately familiar with CEF vehicles and partly through use of standardized parts
and design elements within the equipment. While not enough to make any of the vehicles as easy to repair as the Terranovan
incredibly standardised and easy to modify Hunter Gear, it does make supply and logistics considerably easier.

GRELs
Genetically Recombined Experimental Legionnaires are the CEFs frontline troops
and primary technical corps. The CEF views GRELs as equipment. They lack rank,
and are given only the title of Soldier and an ID name so the commanders may
single one out when giving orders. GRELs are “property,” and are thus unpaid and
are not allowed any personal effects. When focused on their designed role and/or
kept hypnotrained, they operate per spec, and while their inflexibility is sometimes
a liability in battle, the CEF deems it more acceptable than unpredictably. The
desire for individuality or possessions is a sign the GREL has a “personality
imprinting” defect and needs to be retrained immediately. Indeed, the problems
with GRELs as the CEF see them is their annoying tendency to grow personalities
and for human CEF members to start believing the GRELs might be human as
well. Unfortunately, “personality imprinting” will arise when the GRELs are unable
to be retrained on a regular basis. Humans in contact with GRELs are rotated out
of regiments every six months and GRELs are given “retraining” as often as is
practical in the field.

As the pressure on the Eighth Fleet’s ground and space forces was so high during
the War of the Alliance, it was unable to “retrain” its GRELs on any kind of regular
schedule. This is how the CEF learned that personalities are often unable to be
removed if left alone for long enough. If not given enough mental stimulation after
the personality takes root, GRELs often develop extreme mental illnesses related
to their original training. Of the GRELs brought back to Caprice with the fleet, most
were deemed unsalvageable and imprisoned in Bastille Alpha on Caprice to allow
CEF bioscientists to further investigate the phenomenon. The CEF has taken this
experience into account and have implemented exercises officers can implement
to slow the personality development in the field when proper maintenance cycles
are unable to be adhered to. Unfortunately, even when handled properly, Jan-Class
GRELs are particularly vulnerable to megalomania and the number inside Bastille
Alpha is disproportionately high.

FLAILs
Front-Line Augmented Infantry Legionnaires are the CEF’s “upgraded” GRELs. In a distinctly uncharacteristic move, the CEF
started offering veteran GRELs a chance to receive “upgrades” that let them utilize new equipment. Many accepted, some
were forced, and even new GRELs who had not yet been woken up were sent to the Sandrakar-Xia Interworld facility on
Botany Bay. Those that came back had a new designation and were wearing very sophisticated powered armor. After a few
trials, the CEF has implemented mass upgrades, with the goal to have as many FLAILs as possible for the second assault on
the colonies.

Scuttlebutt in the fleet is that these new units are far more obedient, able to react quicker, and are unnaturally aware of their
surroundings. Only the scientists placed in charge of the FLAILs have seen them outside of the armored suits. Officers have
been assured the upgrades have dealt with the personality “problem” and that FLAILs will respond much better on the field
of battle than GRELs. FLAIL tanks are being outfitted and only FLAILs are able to pilot the main line Battleframes. Another
very strange thing about the FLAILs is every unit seems equipped with a self-destruct mechanism that activates in case of
severe damage or capture. While not enough to cause damage to a large area, it will turn the entire powered armor suit to
slag, along with the user.

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Waylon Wyatt (order #5751665)
Lances Of Destiny
Predator-Class Hovertanks
The core of the CEF’s armored strength is the powerful Predator-class Hovertank.
Two models of Predator-class Hovertank are in service with the CEF, the older
HT-68 and the newer HT-72. While the HT-68 was the mainline unit during the
first wave of assaults on the colonies, most divisions have been at least partially
upgraded to the HT-72. HT-72s with FLAIL upgrades have been sent to commanders
as full squads. The trials with these tanks have been rather successful and while
some commanders would like FLAILs to be used in HT-68s, CEF command would
prefer the more advanced tank be upgraded first.

Predator-class Hovertanks are the primary units used by CEF formations. Their
speed allows them to fill a variety of roles, from harassment to fire support to
main battle tank. Their light armor compared to conventional tanks means that
they need to keep moving, which can make them exceptionally vulnerable in urban
or other close-quarters combat.

Prowler-Class Light Hovertanks


Supporting the larger Predator-class tanks are smaller Prowler-class tanks. The
two classes are visually very similar, but the light tanks are much smaller and are
used very differently. As with the heavier tanks, there are two models in service, the
LHT-67 and the LHT-71. The LHT-71 makes up the bulk of current CEF formations,
however the LHT-67 is still quite common in second-line and occupation forces.
Like the HT-72, full squads of HT-71s have been upgraded to FLAIL crews and are
very well liked by commanders.

Prowler-class Hovertanks originally provided support and recon duties for larger
CEF tank formations, but this role has recently been handed over to the Battleframe
squads. Instead, the LHTs have been reassigned to high-speed harassment
roles and are the core of smaller formations. Flanking enemy formations, and
screening against anti-tank units are their primary roles in larger engagements.
Like Predators, their weak armor means that they have to keep moving, but their
smaller size makes them slightly less of a liability in urban combat.

Pacifier-Class Hover APC


The tool of choice for the GREL on the move. A Pacifier-class Hover APC can carry
a fully-armed squad of GREL infantry fast enough to keep up with a Hovertank
advance, and mounts a small anti-vehicle laser to support its troops in the field.
The exact use of Pacifiers varies from commander to commander, and some
have been upgraded to serve as command vehicles. Some commanders prefer
to pull back their transport assets, as GRELs have less need for supplemental
anti-vehicle firepower than other infantry. Others keep them attached to their
GRELs like conventional APCs. Terranovan style cavalry formations without
infantry are virtually unheard of in the CEF, as commanders feel that the APCs are
too vulnerable operating alone.

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Waylon Wyatt (order #5751665)
Lances Of Destiny
F6-16 Battleframe
The F6-16 (Battle)Frame is used exclusively by human
pilots, with the CF6-16 being the command model. The 6-16
was the first Battleframe developed and is patterned from
captured Terranovan Gears as well as some Caprician and
Utopian technology. The 6-16 is less numerous than the
FLAILs Battleframes as the neural nets needed for the 6-16
take a long time to grow and train, while FLAILs seem able
to operate and train their own NNets. The biggest advance
in technology was the hover secondary movement system,
which allows the frames to keep up with the Hovertanks
and provides a frightening amount of mobility for the CEF
forces.

CF6-16s are usually kept as squad leaders, with F6-16s


as second in commands or support units for the FLAILs
machines, as human ingenuity has proven very useful in
utilizing the new units to the best of their abilities.

FLAIL Battleframes
The F2-19 and F2-21 Battleframes were designed expressly
for use with FLAILs and are impossible for human pilots to
handle. Something in the FLAIL upgrades seems to have
granted them even better multitasking capabilities and
piloting abilities, and without these the vehicle is simply
incapable of functioning. The F2-21 is partly based on the
6-16 with higher speed for recon and harassment, while
the F2-19 is a heavier machine, built more for support
purposes. Both machines have the hover SMS for keeping
pace with Hovertanks. Some CEF officers have commented
on the movement of these vehicles being almost organic
and wondering if they are simply larger versions of the
infantry powered armor granted to Mordred and Morgana
FLAILs. Like their smaller cousins, these machines are also
equipped with self-destruct systems, virtually eliminating
any potential for enemy forces capturing or reverse engi-
neering the technology. A great deal of the NNet technology
used in the Battleframes was developed by Sandrakar-Xia
Interworld, and the CEF wishes to preserve its monopoly on
this advanced technology.

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Waylon Wyatt (order #5751665)
Colonial Expeditionary Force
Colonial Expeditionary Force
Earth’s Colonial Expeditionary Force is the largest fighting force in the history of mankind. Built on high technology and
formed primarily of the GREL supersoldiers, the force is perceived as an unstoppable juggernaut.

Humans
Unless otherwise stated, all crews in the CEF are Human and follow normal Blitz rules.

CEF GRELs
In-service CEF GRELs are still hypnotrained and carefully monitored, ensuring
they do not suffer the quirks those left behind in Port Arthur do. Unfortunately,
they are rarely able to take individual action and require strong leaders. As a
result, any GREL Model may only benefit from Command Points if the Combat
Group Leader is on the table. Additionally, if playing with Morale, Attacks that
affect only CEF GRELs do not generate Morale tokens and GRELs do not count
as friendly Models to non-GREL Models for Morale purposes. Double all GREL
upgrade costs if playing with Morale.

FLAILs (Front-Line Augmented Interlinked Legionnaire Systems)


While it is the CEFs goal to upgrade all GRELs to FLAILs this process in not complete. Those that have been upgraded by
the CEF are given specific Models to pilot. These Models do not follow normal GREL Command Point rules, and may receive
Command Points as normal. If playing with Morale, FLAILs count as GRELs and will pay the GREL upgrade price on each
FLAILs Model listed with the Squad (or +15 TV per Model if no GREL upgrade is listed) for this privilege. As an example: an
interdictin Frame Squad would pay an additional 30 TV when playing with morale, while a FLAILS Infantry Platoon would pay
an additional 60 TV (15 for each squad), or 75 if it included a Morgana Squad.

Conquerors
The CEF are conquerors. As such, some Combat Groups outside of the CEF list
may be taken inside a CEF army if you so wish. Combat Groups available to the
CEF in this and future books will have a CEF logo with the Squad availability
(Core, Auxiliary, Specialist, Elite) and have a note within their Force’s Field
Guide with any particular restrictions. All Combat Groups required by your
Priority Level must be taken from the CEF list, and only CEF Combat Groups
may be used as prerequisites for other choices. For example, a Priority Level 2
CEF force must take two Core choice from the CEF list and must take three CEF
Core choices before an Elite of any origin is taken. Finally, non-CEF Combat
Groups may not outnumber CEF Combat Groups in a CEF army.

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Waylon Wyatt (order #5751665)
Colonial Expeditionary Force
Expeditionary Force
While the CEF is occasionally placed on the defensive, their primary goal is as a strike force. As such, they may not spend
more than 1/4 of their Support Points on Defensive Assets (Page 46, Locked and Loaded) during setup.

Army Commander
Choose one Combat Group to be the Command Group. The Combat Group Leader becomes the Army Commander. The Army
Commander must not be a GREL or FLAIL Model, but can include Command APCs in Infantry Combat Groups. The Leader of
the Combat Group must pay 20 TV to upgrade its Defense and Leadership Skills by one level. It may spend an additional 10
TV to upgrade its EW by one level.

Mission Packs
CEF Mission packs are ejectable packs, granting a Frame use of additional weaponry and equipment. They may be ejected at
the cost of one Action, after which the Frame loses all weapons, Perks and Flaws associated with the pack. Only one Mission
pack may be mounted on a Frame. The CEF currently utilizes the following Mission Packs:

◆◆ Command (CMP): Add ECCM 3, Satellite Uplink , Exposed Aux. Add 1 to Auto Comm Radius. Costs +20 TV.
◆◆ Defensive (DMP): Add a Shield (Sturdy Box), Reinforced Front 2 (Rf 2), AP Charges.
Lower Top speed by 1 for both movement modes. Costs +15 TV.
◆◆ Fire Support (FSMP): Add LGM (F, Sniper, no Reloads), Sensor Boom and Exposed Firecon. Costs +15 TV.
◆◆ Mobility (MMP): Add Jump Jets 3. Add 1 to Large Sensor Profile (if the Model did not have it, it gains LSP 1).
Costs +5 TV.
◆◆ Recce (RMP): Add TD 3, ECM 3, Sensor Boom, Exposed Aux. Costs +10 TV.

Each Combat Group will list which Mission Packs are available to the Frames in that Combat group.

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Waylon Wyatt (order #5751665)
CEF Combat Groups
Light Hovertank squad Threat Value: 220

CORE

BASIC UNITS + SKILLS Overview


ALL STANDARD LOADOUT The core of the CEF forces is still its legions of Prowler Hovertanks. While lower-
Combat Group Leader priority squads are still outfitted with LHT-67s, the majority of the CEF Light
1x LHT-71 Hovertank Squads are entirely outfitted with LHT-71s and the elite forces have
Attack 2 been given FLAILs-crewed tanks, allowing them to reach unprecedented levels
Defense 2 of lethality. No-one ever sees the FLAILs crew, something that worries the GREL
EW 1 crews, yet the effectiveness of the elite tanks makes many GRELs wish to be
Ld 1 upgraded as well.

1x LHT-71
Attack 2
Defense 2 OPTIONS
EW 1 ◆◆ Add up to two additional CEF LHT-71s for +110 TV each.
◆◆ If the Priority Level of the Force is 1 or 2, you may downgrade any number of
Additional Light Hovertanks CEF LHT-71s to CEF LHT-67s for -30 TV each.
Attack 2 ◆◆ Any Hovertank may upgrade its crew to a GREL tank crew for +30 TV. GREL
Defense 2 crews have Attack 3, Defense 3, and EW 2. If the Squad Leader tank is
EW 1 upgraded to GREL crew, its Leadership is increased to 2.
◆◆ If the Squad leader’s tank doesn’t have a GREL crew, you may increase the
Leadership of the Squad Leader by 1 (to Level 2) for +10 TV.
◆◆ Any Hovertank may upgrade its LPA to a HGLC (T, no Reloads,Sniper, AA)
for +5 TV.
◆◆ Up to two Hovertanks may add AP Charges for +5 TV.

Veteran OPTIONS
◆◆ A human crew may update their Attack, Defense, and Electronic Warfare by
one level (to a maximum of 3) for +10 TV per skill.
◆◆ Up to two Hovertanks may upgrade their LPA to an LLC (T, no Reloads,
Sniper, AA) for +15 TV each.
◆◆ Any Hovertank may add AP Charges for +5 TV.

Special rules
A Light Tank Squad must have 3 Hovertanks before additional Light Tank Squads
can be purchased. If the Squad consists of 3 or more LHT-71s, you may upgrade
the crews to FLAILs for +40 TV per tank. If you upgrade any crews to FLAILs, you
may not downgrade any Tanks in this squad to LHT-67s. FLAILs have the same
skills as a GREL crew above, but give the Tank the Advanced Neural Net Perk. If
the Squad Leader tank is upgraded as well, its Leadership is increased to 2. The
Squad now counts as a Specialist Squad and may be upgraded to Veteran status
as normal.

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Waylon Wyatt (order #5751665)
CEF Combat Groups
Heavy Hovertank Squad Threat Value: 610

AUX

Overview BASIC UNITS + SKILLS


The Predator-class Hovertank squads form the backbone of the CEF’s assault ALL STANDARD LOADOUT
methodology. While Frames are quite functional, nothing outshines a Predator Combat Group Leader
Hovertank when confronted with heavy resistance or performing a frontal assault. 1x HT-72
These squads work best when supported by lighter tanks in the open, Battleframes Attack 2
in varied terrain and Infantry in enclosed areas. Defense 2
EW 1
Ld 1
OPTIONS 1x HT-72
◆◆ Add up to two additional CEF HT-72s for +305 TV each. Attack 2
◆◆ If the Priority Level of the Force is 1 or 2, you may downgrade any number of Defense 2
CEF HT-72s to CEF HT-68s for -65 TV each. EW 1
◆◆ Any Hovertank may upgrade its crew to a GREL tank crew for +30 TV. GREL
crews have Attack 3, Defense 3, and EW 2. If the Squad Leader tank is Additional Heavy Hovertanks
upgraded to GREL crew, its Leadership is increased to 2. Attack 2
◆◆ If the Squad leader tank doesn’t have a GREL crew, increase the Leadership Defense 2
of the Squad Leader by 1 (to Level 2) for +10 TV. EW 1
◆◆ Any Hovertank may swap its HPA to a LLC (T, no Reloads, Sniper, AA)
for -10 TV.
◆◆ Any Hovertank may add AP Charges for +5 TV.

Veteran OPTIONS
◆◆ A human crew may update their Attack, Defense, and Electronic Warfare by
one level (to a maximum of 3) for +15 TV per skill.
◆◆ Any number of Hovertanks may swap their HPA for a HLC (T, no Reloads,
Sniper, AA) for +0 TV.

Special Rules
A Heavy Hovertank Squad must have 3 Hovertanks before an additional Heavy
Hovertank Squad can be purchased. If the Squad consists of 3 or more HT-72s,
you may upgrade the Crew to FLAILs for +40 TV per tank. You may not downgrade
any Tanks to HT-68s. FLAILs have the same skills as a GREL crew above, but give
the tank the Advanced Neural Net Perk. If the Squad Leader tank is upgraded as
well, its Leadership is increased to 2. The Squad now counts as an Elite Squad and
may be upgraded to Veteran status as normal.

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Waylon Wyatt (order #5751665)
CEF Combat Groups
Interdiction frame Squad Threat Value: 205

AUX

BASIC UNITS + SKILLS Overview


ALL STANDARD LOADOUT Similar to Strike Squads or Dragoons from Terra Nova’s armies, the Interdiction
Combat Group Leader squad is designed for high-speed assault situations. The squad size is variable,
1x CF6-16 numbering six frames if it arrives via first-wave drop capsules or the more normal
Attack 2 four frames when used in field duty. The Mission Packs allowed by CEF doctrine
Defense 2 allow commanders to customize these squads to best fit with their needs during
EW 1 each battle.
Ld 2

1x F6-16
Attack 2 OPTIONS
Defense 2 ◆◆ Add two F6-16 Frames for +70 TV total or a Squad of GREL Infantry and an
EW 1 HPC-64 Hover APC for +95 TV. The Infantry and APC have the same Skills
and effects as those from the GREL Infantry Platoon on page 20, and may be
2x BF2-21 (FLAIL) upgraded with any single-squad upgrade available to Infantry. They may not
Attack 3 be given Hovercycles. The APC may be upgraded to GREL crew for the cost
Defense 3 listed on Page 20.
EW 2 ◆◆ Swap one F6-16 to a BF2-21 with corresponding skill increases for +25 TV.
◆◆ Up to two Frames may add an MRP/18 (F, RoF 3, no Reloads) for +10 TV.
Additional F6-16s ◆◆ One Frame may swap their MRP for AGMs (F, Limited Ammo 6) for +20 TV or
Attack 2 ABMs (F Limited Ammo 3) and HGs (F, Limited Ammo 3) for +5 TV.
Defense 2 ◆◆ Any Frame may swap its SLC for an HGLC (F, no Reloads) for +0 TV each.
EW 1 ◆◆ Any BF2-21 may take a RMP.
◆◆ Up to two Frames may take MMPs.
Additional BF2-21s (FLAIL) ◆◆ One BF2-21 may take a FSMP.
Attack 3 ◆◆ The Combat Group Leader’s Frame may take a CMP.
Defense 3 ◆◆ Two Frames may take a DMP.
EW 2

Veteran OPTIONS
Special rules ◆◆ Up to four Frames may add an MRP/18 (F, RoF 3, no Reloads) for +10 TV.
All Frames must take one Mission ◆◆ Any Frame may swap their MRP for AGMs (F, Limited Ammo 6) for +20 TV or
Pack from those available to them, at ABMs (F, Limited Ammo 3) and HGs (F, Limited Ammo 3) for +5 TV.
the cost listed in the CEF special rules ◆◆ The Combat Group Leader’s Frame may upgrade its Leadership skill by one
on page 15. level (to 3) for +10 TV.
◆◆ The CF6-16 Frame may upgrade its Leadership skill by one level (to 3)
for +10 TV.
◆◆ Swap any F6-16 to a BF2-21 with corresponding skill increases for +25 TV.
◆◆ The CF6-16 and F6-16 may upgrade both their Attack and Defense skills by
one (to 3) for +10 TV per Model.
◆◆ The CF6-16 Frame may upgrade its Electronic Warfare skill by one level
(to Level 2) for +5 TV.
◆◆ Any Frame may take a MMP.
◆◆ Two BF2-21s may take a FSMP.

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Waylon Wyatt (order #5751665)
CEF Combat Groups
Heavy frame squad Threat Value: 235

SPEC

Overview BASIC UNITS + SKILLS


Heavy Frame Squads are used most often as mobile fire support or heavy assault ALL STANDARD LOADOUT
units. Their high speed when compared to similar Colonial squads gives them a Combat Group Leader
distinct advantage in most situations. They work very well in conjunction with 1x CF6-16
Heavy Hovertank squads but, like most vehicles, suffer in urban settings where Attack 2
ground troops are needed. Defense 2
EW 1
Ld 2
OPTIONS 1x F6-16
◆◆ Add two F6-16 Frames for +70 TV total or a Squad of GREL Infantry and an Attack 2
HPC-64 Hover APC for +95 TV. The Infantry and APC have the same Skills Defense 2
and effects as those from the GREL Infantry Platoon on page 20, and may be EW 1
upgraded with any single-squad upgrade available to Infantry. They may not
be given Hovercycles. The APC may be upgraded to GREL crew for the cost 2x BF2-19 (FLAIL)
listed on Page 20. Attack 3
◆◆ Swap one F6-16 to a BF2-19 with corresponding skill increases for +40 TV. Defense 3
◆◆ Two BF2-19s may swap their SLC for an LLC (F, no Reloads) for +10 TV each EW 2
or a HGLC (F, no Reloads)for +0 TV.
◆◆ Any Frame may add an MRP/18 (F, RoF 3, no Reloads) for +10 TV. Additional F6-16s
◆◆ Any Frame may upgrade one of its MRPs to AGMs (F, Limited Ammo 6) Attack 2
for +20 TV. Defense 2
◆◆ One Frame may upgrade its AGMs to ATMs (F, Limited Ammo 2) for +30 TV each. EW 1
◆◆ One Frame may take a RMP.
◆◆ Two Frames may take FSMPs. Additional BF2-19s (FLAIL)
◆◆ The CF6-16 may take a CMP. Attack 3
◆◆ Any Frame may take a DMP. Defense 3
EW 2

Veteran OPTIONS Special rules


◆◆ Swap any F6-16 to a BF2-19 with corresponding skill increases for +40 TV.
◆◆ Any Frame may Swap its SLC for a LLC (F, no Reloads) for +10 TV each or a All Frames must take one Mission
HGLC (F, no Reloads) at no cost. Pack from those available to them, at
◆◆ Two Frames may upgrade their AGMs to ATMs (F, Limited Ammo 2) the cost listed in the CEF special rules
for +30 TV each. on page 15.
◆◆ The CF6-16 Frame may upgrade its Leadership skill by one level (to 3)
for +10 TV.
◆◆ The CF6-16 and F6-16 may upgrade both their Attack and Defense skills by
one (to 3) for +10 TV per Model.
◆◆ The CF6-16 Frame may upgrade its Electronic Warfare skill by one level
(to Level 2) for +5 TV.
◆◆ Any Frame may take a FSMP.
◆◆ Any Frame may take a MMP

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Waylon Wyatt (order #5751665)
CEF Combat Groups
GREL infantry platoon Threat Value: 160

CORE

Composition Overview
An Infantry Platoon consists of 4 Some may say that GRELs make poor infantry, as they are not quick to adapt
Squads of GREL Infantry. While each and need supervision, but this is exactly how the CEF wants it. While there are
Squad may buy equipment separately, drawbacks, these are fairly easily overcome with proper planning. Seeing enemies
the entire Platoon counts as a single break and run when confronted by 2-meter tall fearless purple monsters firing
Combat Group. Each Squad consists heavy weapons on the move tends to override most complaints in any case.
of 3 bases and has 1 Action. All bases
are armed with Assault Rifles.
OPTIONS
Skills ◆◆ Any GREL Infantry Squad may upgrade to Turtleshell Armor (+1 Armor)
for +5 TV.
All Squads have Level 3 Infantry Skill ◆◆ Any Squad may be upgraded to Paratroopers (Airdroppable) for +5 TV.
and Armor 14. Choose one Squad to ◆◆ Any Squad may carry one type of Heavy Weapon at the costs listed
be the Platoon Leader. (All include stabilizers): Light Machine Gun +5 TV, Chaingun +5 TV,
Anti-Gear Rifle +5 TV, Grenade Rifle +10 TV, Rocket Launcher +10 TV,
Light Mortar +15 TV, Target Designator (Rating 2) +10 TV.
Special rules
Up to 4 Infantry Platoons, including
Attached Morgana Commando Squads
may be upgraded to Veteran at the INFANTRY VEHICLE OPTIONS
cost of one Veteran upgrade. ◆◆ A Squad may be mounted in a Pacifier-class HPC-64 Hover APC for +55 TV.
The Hover APC’s crew has Attack and Defense 2, EW 1, and Ld 1. The Squad
GRELs may fire any weapon, including may not have ATVs or Hovercycles, and must be Paratroopers if they are to
weapons with stabilizers, at Combat be Airdropped.
Speed and may fire any regular ◆◆ Upgrade a Pacifier-class Hover APC’s crew to a GREL APC crew for +40 TV.
weapon, but not Heavy Weapons, at GREL crews have Attack 3, Defense 3, EW 2, and Ld 2.
Top Speed. They have a -1 penalty ◆◆ An HPC with Command Upgrade may be attached to the Squad for +75 TV. It
to attacks at Top Speed on foot, and has the same skills as the HPC above, but with Ld 2 . The Command HPC-64
a -2 on ATVs or Hovercycles. Heavy is now the Platoon Commander and Combat Group Leader. The HPC-64 with
Weapons fire at Combat Speed is command upgrade may not take GREL upgrades.
subject to the same modifiers as ◆◆ Any Squad may be given ATVs (Ground 8/16) at +10 TV per Squad.
regular infantry weapons fire. ◆◆ Instead of ATVs, a Veteran Squad, even if Paratroopers, may be mounted on
Hovercycles (Hover 5/10, Jump Jets 2, otherwise as ATV) for +15 TV.

Veteran STATUS
◆◆ Any Human Pacifier crew may upgrade its Attack and Defense to level 3
for +20 TV.

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Waylon Wyatt (order #5751665)
CEF Combat Groups
MORGANA commando Squad Threat Value: 15

Overview Composition
Morgana commando squads consist of 1 to 3 Morgana Commando GRELs 1 base of Infantry
operating as an independent adjunct to a platoon. They are often given the tasks Infantry Skill 3
of assassinating priority targets, running interference or creating a distraction. Armor 13
Stealth R2
Armed with Assault Rifles and
Vibroblades (Melee, DMx4)
OPTIONS
◆◆ Upgrade the Commandos to Paratrooper Commandos (Airdroppable Perk)
for +5 TV.
◆◆ The Commando Squad may take any of the Vehicle options except the
command HPC, on the previous page for the costs listed.

Each Commando Squad may take one of the following (all include Stabilizer):

◆◆ Add an Anti-Gear Rifle for +5 TV.


◆◆ Add a Rocket Launcher for +10 TV.
◆◆ Add a Target Designator (Rating 2) for +10 TV.
◆◆ Add a Sniper Rifle for +5 TV.

Veteran OPTIONS
◆◆ If the Commando Squad has a Sniper Rifle, it may upgrade it to a Laser
Sniper Rifle for +5 TV.

Special rules
For each Platoon of Infantry, you may take one Morgana Commando Squad.
Morgana Commando Squads are GRELs. As such, they may fire any weapon,
including weapons with stabilizers, at Combat Speed and may fire any regular
weapon, but not Heavy Weapons, at Top Speed. They have a -1 penalty to attacks
at Top Speed on foot, and a -2 on ATVs or Hovercycles. Heavy Weapons fire at
Combat Speed is subject to the same modifiers as regular infantry weapons fire.

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Waylon Wyatt (order #5751665)
CEF Combat Groups
FLAILs infantry Threat Value: 250

SPEC

Composition Overview
A FLAILs Infantry Platoon consists of FLAILs infantry have begun to take the place of GRELs in the more elite
4 Squads of Mordred-class Infantry battle forces of the CEF. While regular GRELs are frightening, the upgraded
FLAILs. While each Squad may buy FLAILs take this to the next level with their powered exoskeletons and
equipment separately, the entire uncanny unified movements.
Platoon counts as a single Combat
Group. Each Squad consists of 3
bases and has 1 Action. All bases are OPTIONS
armed with Chainguns. ◆◆ Any Squad may have one base carry one type of Heavy Weapon in addition
to their Chaingun at the costs listed: Light Machine Gun +5 TV, Grenade
Skills Rifle +10 TV, Rocket Launcher +10 TV, Light Mortar +15 TV, Target Designator
(Rating 2) +10 TV. This works as per normal infantry heavy weapons, meaning
All Squads have Level 3 Infantry Skill they may fire their Chainguns and the additional weapon as a single action.
and Armor 17. They have standard ◆◆ Any Squad may be upgraded to Paratroopers (Airdroppable) for +5 TV.
infantry Walker movement and a
secondary movement of Hover 5/10.
Choose one Squad to be the Platoon Infantry Vehicle Options
Leader. ◆◆ A Squad may be mounted in a FLAILs-upgraded Pacifier-class HPC-64 Hover
APC for +95 TV. The Hover APC’s crew has Attack and Defense 3, EW 2,
Ld 2, and the Advanced Neural Net Perk. If the Squad Leader HPC is upgraded
as well, its Leadership is increased to 2. The Squad may not have ATVs or
Hovercycles, and must be Paratroopers if they are to be Airdropped.
◆◆ Any Squad may be given ATVs (Ground 8/16) at +10 TV per Squad.

Special rules
Mordred FLAILs may fire Chainguns with RoF bonus for extra Bases, in addi-
tion to a single Heavy Weapon shot (all Bases have chauiinguns, one Base has
the heavy weapon). FLAILs may fire any weapon, including Heavy Weapons, at
Combat Speed and may fire any regular weapon, but not Heavy Weapons, at Top
Speed. They have a -1 penalty to attacks at Top Speed on foot, and a -2 when using
non-walker movement. Heavy Weapons fire at Combat Speed is subject to the
same modifiers as regular infantry weapons fire.

22
Waylon Wyatt (order #5751665)
CEF Combat Groups
Morgana class FLAILs Threat Value: 50

Overview Composition
Morgana-Class FLAILs also receive a powered exoskeleton, but unlike the 1x base of Infantry
Mordred Class, these exoskeletons are designed to allow the obviously enhanced Infantry Skill 3
Morgana’s flexibility and movement to be unhindered. Unlike normal Commando Armor 15
Squads, Morgan FLAILs always operate alone. Airdroppable
Stealth (2)
Armed with an Assault Rifle and
OPTIONS Vibroblade (Melee, DMx4)

◆◆ The Morgana-Class FLAILs may be given any of the vehicle options available
to FLAILs Infantry squads.

Each Commando Squad may do one of the following:

◆◆ Add an Anti-Gear Rifle for +5 TV.


◆◆ The Commando Squad may be mounted on Hovercycles (Hover 5/10,
Jump Jets 2, otherwise as ATV) for +15 TV.
◆◆ Add a Rocket Launcher for +10 TV.
◆◆ Add a Target Designator (Rating 2) for +10 TV.
◆◆ Add a Sniper Rifle for +10 TV or a Laser Sniper Rifle for +15 TV.

Special rules
Morgana-Class FLAILs move faster than normal infantry, as such
increase their Walker Speed to 3/6.

For each Platoon of FLAILs Infantry, you may take one Morgana-
Class FLAILs. Morgana-Class FLAILs may fire any weapon,
including Heavy Weapons, at Combat Speed and may fire any
regular weapon, but not Heavy weapons, at Top Speed. They have
a -1 penalty to attacks at Top Speed on foot, and a -2 on ATVs or
Hovercycles. Heavy Weapons fire at Combat Speed is subject to
the same modifiers as regular infantry weapons fire.

23
Waylon Wyatt (order #5751665)
CEF Drop Pod Carrier
2 7 5

CEF Cargo Pod Carrier


1) Bridge
2) Seating for crew and
support personnel
3) Crew Quarters
4) Supply Storage
5) Crew Mess and Recreation.
6) Cargo or Drop Pods
7) Point Defense Laser Turrets 3 7 3 4
8) Engines

Empty Carrier
1 8 1

carrier with full drop pod compliment


6 6

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Waylon Wyatt (order #5751665)
CEF Drop Pod

CEF Cargo Pod Carrier


2 1) Engine
2) Egress Doors (closed)
3) Egress Doors (open)
4) Payload Area
5) Remass
6) Maneuvering Thrusters

GREL PAYLOAD FRAME PAYLOAD

5 4

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Waylon Wyatt (order #5751665)
Caprice
Daggers Of Deception

Caprice Planetary Basics


Caprice lacks most requirements for a settlement world. The planet is mostly barren, with what little atmosphere there is
being very thin, except within the large Cat’s Eye Trench. Indeed, it took months for humans to adapt to the harsher surface of
the planet, and they still require rebreathers and oxygen tanks to support themselves outside of the Trench. Caprice was thus
a corporate world first and foremost, with settlement limited to corporate workers and scientists sent to exploit the planet
and explore the myriad of gates within the Loki system. From these beginnings as Earth’s first colony, Caprice grew into an
economic powerhouse and center for interstellar trade with Earth’s other colonies, as all ships bound to Earth from these
colonies or to the colonies from Earth had to go through the Loki System.

Despite the surface being inhospitable, the planet itself is geologically wealthy. The surface is scarred by centuries of careless
strip mining and the endless cycle of building and abandoning mining camps. It is this lonely and isolated landscape the
Liberati of the world inhabit. Wandering from camp to camp, sometimes as workers, sometimes squatting in abandoned
facilities, the Liberati spend most of their short lives on the surface. There is little doubt that the Liberati are the hardiest
people on the planet. They survive not out of hope, but stubbornness and persistence. Many people convicted of crimes not
severe enough for imprisonment are sent to work in the mines and many of them are taken in by the Liberati, giving them
friends and family after they were exiled from their own.

26
Waylon Wyatt (order #5751665)
Daggers Of Deception
Gomorrah
Gomorrah was the first non-corporate community on Caprice. Originally a small pleasure resort specializing in legalized
gambling and prostitution, it remained neutral, even to the point of authorizing its security forces to use lethal force on anyone
breaking the rules of the resort. The corporations, in turn respected the authority of Gomorrah, as it was the only place on
the planet their workers could go to relax. Soon after, Gomorrah started the nearly forgotten practice of mail-order “brides,”
as a way to ensure continued monetary income. As the corporate housing settlements were designed mostly as barracks,
Gomorrah built temporary family housing, and soon found itself in the real estate business, as the corporations were slow to
adopt family housing.

Even after family housing was built by the corporations, Gomorrah remained the preferred living area, as more families
lived there than any other area. Gambling remained a primary business of the resort, though prostitution became much
less common as corporations brought in their own “entertainers” for the workers without families. Eventually, Gomorrah
became the name for all habitation districts within the trench, and it increased from a town to the size of a moderate city
within three centuries.

Liberati Revolts
As corporations exploited more and more of the surface of the planet, they also exploited their workers. Safeguards found on
other planets were nonexistent. Miners were force-adapted to the harsh surface. Education was neglected, public services
all but nonexistent and the nearest hospitals were on neighboring colonies. Indentured servitude became a norm, and the
corporations felt that as the center of all trade in the galaxy, they were free to set their own laws, while corrupt Concordat
officials looked on, uncaring. Yet surprisingly, it was those who were free of such shackles who sparked the seeds of revolt.
The nomadic squatters known as the Liberati wandered the surface, taking over abandoned facilities until corporate security
removed them, and then wandered again. They were viewed by the corporations as a nuisance, and like the reverence of
ancient Earth birds that had built up in the Liberati culture only added to outsiders viewing the Liberati as “flighty.” Unlike
the corporations’ own workers, however, these men and women were already adapted to the surface and trained in the most
dangerous aspects of mining on Caprice. As such, they were often hired to do the work deemed too dangerous even for
indentured workers.

In the decades before the situation exploded, miners joined the Liberati in droves. Many were those laid off by the corporations
without the money to return to Earth, while others escaped indentured servitude. Tensions between the Liberati and the
corporations grew into animosity and then to near violence. The only thing needed for a revolt was a catalyst. And in the late
summer of 5370 AD, the Trent Sector Incident proved to be the spark for that revolt.

The Trent Sector, located near the planet’s north pole, had many valuable mineral deposits, but was habitable only during
summer. A group of Liberati known as the Aurora Miners were the lone group who bothered working the area, returning to
the middle climes of the planet before the dangerous winters hit. In 5370, these miners were trapped in the sector during an
unanticipated early storm. They were forced to break into an abandoned Slayke Industries facility. Alerted to the makeshift
camp inside the facility by security systems, the company authorized the use of deadly force to deal with the squatters,
turning the automated mining drones against the Liberati. Less than a dozen of over one hundred people survived, but they
brought word of the horror to other Liberati.

Throughout Caprice, the Liberati mounted guerilla-style raids against the corporations. The corporations tried handling
the matter, but it soon became clear that the population was supporting the Liberati, and the corporations turned to the
Concordat for help.

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Waylon Wyatt (order #5751665)
Daggers Of Deception
Prosperity
The Concordat declared military rule immediately and dismissed the corporations’ desires for backup in favor of doing an
investigation. Soon, it was discovered that the bureaucracy was corrupt and the investigators became extremely outraged
at the obvious human rights violations. The Trent Sector Accord, named after the fatal incident that sparked the revolts, was
ratified by the Concordat in short order. It formed a pseudo government known as the Caprician Corporate Executive, removed
the draconian practices allowed under previous rule, enacted universal programs for services and formalized Gomorrah as
the official name of the trench-city. For the first time, all Capricians had education, waste management and health care
programs, along with law enforcement that was no longer tied to individual corporations.

While animosity between the Liberati and the corporations lasted for several generations, the CCE managed to balance
commercial and private sectors. While Caprice is a dedicated industrial world, the CCE wished to ensure that living conditions
were as high as on Mars or on Earth. From this wish came the ideas of Responsible Bureaucracy, wherein the corporations
were responsible for the well-being of their employees, and Responsible Loyalty, wherein the employees were responsible for
the well being of the Corporation. Many outsiders viewed this as nearly socialist, and the corporations as condoning corporate
slavery but the corporations were indeed very capitalistic, and the rules of Responsible Bureaucracy and Responsible Loyalty
were codes of conduct rather than governing laws. In the minds of the Capricians, healthy and satisfied workers meant
profitable businesses and vice versa.

In the centuries that followed, Gomorrah grew to a megalopolis and Caprice was the hub for all of the Concordat’s trade.
Gomorrah was ranked amongst the best cities in the Concordat to live, yet the people of Caprice remained isolated in their
chaotic city, with outsiders unable to fully grasp the mindset of the people there.

Isolation
The collapse of the Human Concordat was a very hard time for Caprice. Officials,
including Gomorrah’s political executives, abandoned their responsibilities and fled
to Earth amongst the last ships. It was also during this time that Gomorrah underwent
a massive influx of people as many fleeing to Earth were trapped on the planet, due
to lack of finances or ships. Anarchy reigned and the Arclight weapons platform had
to be used against three unfinished ships stolen from the Monolith Shipyards by
refugees, lest they crash into the planet. Gomorrah’s economic stability teetered as
corporations were without their main customer and the city was bursting with new
people. Riots swept the city and at their apex, a riot near an oil field became horribly
violent. Rioters broke into the control station and the damage done overloaded
the pipes, sending multiple geysers into the air which were quickly lit by the fires
caused by the riots. Fire rained from the sky and over three quarters of the city
burned to the ground. The corporations were forced to unify their security forces
and take over the positions of the officials who abandoned their posts.

Gomorrah was rebuilt from the ashes, but it was a long process, even with the
vast mineral wealth of the planet. Where once the economy was built around mass
production for other colonies, it was reworked to function for the inhabitants.
The pro-tem government worked hard to stabilize the world, and even worked on
interplanetary trade, but in the wake of the disaster on the planet, many of the
twelve serviceable gateships had to be turned into water-haulers to bring ice from
the nearby asteroid field for the parched planet.

What trade did occur was limited. Attempts to reach Earth were met with military
resistance as the remains of the Concordat were overly paranoid and fighting
amongst themselves. Limited trade with Utopia occurred until the planet underwent
a nuclear holocaust, and Atlantis proved somewhat xenophobic. Trade with Terra
Nova continued until 5988, when the gateship crew inadvertently brought the St.
Vincent’s plague to the Loki System. Luckily, it was contained within the Liberty
Space station near Loki gate XII. This led to the Station being quarantined for two
years as the population had no defenses against “alien” illnesses. Soon after, the
pro-tem government authorized the formation of the Magellan Genome Project to
make a comprehensive exploration of all alien life-forms to help develop vaccines
against non-native viruses. The project did well particularly after trade with
Terra Nova was re-enabled, with ships traveling every decade or so until the CEF
invaded Caprice.

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Waylon Wyatt (order #5751665)
Daggers Of Deception
Invasion
The CEF returned to Caprice to find it a much
different world than it left. Gomorrah now
encompassed the entirety of the Cat’s Eye Trench
and had blossomed upwards, with food and water
processing plants lining the edge of the canyon.
Having the populace in a single area made the
conquest of Caprice very quick, with planetary
leaders capitulating to the CEF rather than see their
city destroyed by mass drivers in the blink of an
eye. There were, however, complications.

While the Capricians supposedly cooperated,


they were in reality enacting the hastily formed
Operation Feint. A handful of “freedom fighters”
escaped into the outlands to fight the CEF. They
knew it would likely cost their lives, but these
decoys were the first line of reconnaissance
against an enemy that no-one understood. The
freedom fighters fought the CEF in a series of
rebellious engagements, during which human and
electronic spotters observed the CEFs abilities. If
the rebels won, any equipment able to be salvaged
from the CEF was smuggled to corporate research
facilities for study.

A few months later, a few volunteers staged a last


stand versus the CEF in an abandoned facility. The
CEF won handily and found the facility littered with
the dead rebels they had been hunting down. While
they died, most of the bodies found were actually
from other engagements or accidents. The CEF
believed it had won, and the Capricians had enough
information to start fighting back for real.

Once the surface was believed to be secured,


the CEF landed its main force, consisting of
mostly human troops for public relations reasons.
Unfortunately, the thousands of GRELs prepped
for the invasion and accounted in the “acceptable
losses” category were not killed in battles and
the CEF had no contingency plans for this. Those
still in cold storage were shipped to other fleets
for their invasion forces. Some of the GRELs
already woken up were placed in garrisons or in
fleet tending duties, while the remainder were
shipped to Bastille Alpha for storage and eventual
euthanization.

After Caprice, the CEF sent forces to Atlantis,


Terra Nova and Utopia, assuming things would go
quickly, based on what intelligence they had, but
within three years, the Eighth Fleet came limping
back from Terra Nova. The Caprician resistance
knew that if it wanted to remove the CEF presence
from Caprice, it needed to know how Terra Nova
succeeded. While the Capricians kept secret watch
over the CEF, who still have the bulk of their fleets
above the planet, they were also working on ways
of contacting Terra Nova.

29
Waylon Wyatt (order #5751665)
Map of Caprice

Waylon Wyatt (order #5751665)


Daggers Of Deception
Caprician Overview
Currently, Caprician society is in a state of uneasy coexistence with the
invaders. The Coalition resistance is laying low, letting the CEF operate
as it wishes, while the Corporate council manages the surface much as
before. While a portion of the manufacturing on the planet has been turned
over to supplying the CEF, progress is slow, ostensibly due to Capricians’
unfamiliarity with CEF equipment. The real reason is the resistance wishes
to hinder the CEF as much as possible. CEF officials are beginning to suspect
as much, but there is very little they can do, particularly with the CEF’s
Commonwealth Intelligence Directorate (CID) being overworked manning
Bastille Alpha. Many things fall through the cracks in the system, and the
resistance knows exactly how to make that happen.

Originally, the CID looked at ways to control the population’s activities,


but standard curfews do not work when Gomorrah never sleeps and
the Liberati miners need to check equipment at odd hours. Soon, they
discovered the data-rigs almost all Capricians had could be tracked
through the network grid, thus eliminating the need for extra manpower
and work. The Corporations and Liberati were quite amenable to this as
almost every member of the resistance already knew how to bypass the
tracking systems.

Caprician Installations
Bastille Alpha is the only prison on Caprice. The huge structure is locate
din the far northern tundra of the planet and all criminals sentenced to time
in prison are sent here. When the CEF sent their excess GRELs here for
storage, it became crowded. After the Eighth Fleet returned, many of the
GRELs sent to Terra Nova were sent to the Alpha, and now, the prison is
severely overcrowded. There is barely enough room for the GRELs added
into the population, let alone the humans originally incarcerated. Even with
regular shipments of GRELs from the prison to Botany Bay, conditions are
deplorable, and the CEF is only willing to put in enough effort to prevent
mass rioting, as GRELs are not regarded as people. As the population
grows more and more restless, the CEF has begun offering gladiatorial
death-fights, promising freedom or a return to active service to winners. In
reality, this is done as a method to give the prisoners an outlet for their emo-
tions, as well as test GRELs in physical combat for research. Winners are
almost always examined in Elite Genome Labs’ facilities and none have ever
survived these examinations. Prisoners who show excessive enthusiasm
during these fights are often chosen for shipment to Botany Bay.

The Liberati have operatives inside the prison, attempting to discern


what the reason is behind GRELs being shipped to Botany Bay. They do,
however know what happens to GRELs who win the arena combats and
have begun spreading the word. Plans are in place for a massive jailbreak,
but the timing and resources are not yet finalized. The Liberati wish to
place GRELs who have escaped into the Fleets to serve as spies, and
many have already agreed.

Vega Spaceport was built about a hundred kilometers from Gomorrah after
the original spaceport was destroyed in the fires following the Concordat’s
withdrawal. The spaceport was rather small by planetary standards, but
it was used only to ferry water back and forth from the fleet ships. Since
the arrival of the CEF, however, it has been expanded greatly to handle the
larger flow of military traffic. Separate civilian and military launch areas
have been set up, and while the CEF monitors all Caprician water fleet
activity, the port is overly busy and the resistance has been noting methods
to bypass security.

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Waylon Wyatt (order #5751665)
Daggers Of Deception
Modern Gomorrah
Gomorrah is known as the Infinite City. No matter where you travel within the city, there is
always more city, above, below and around you. The Cat’s Eye Trench is eleven kilometers
deep on average and every inch of the trench, from north to south, is crammed with the
city, and the city is growing upward. Three hundred and eleven million people fill the trench
and its offshoots. Sunlight rarely reaches the depths, instead the city itself is lit constantly
by artificial means. From space, it is like staring down at a miniature galaxy within the iris
of a giant cat.

Originally, no zoning or planning went into the city, with structures being built at the
whims of corporations. While the city was given proper zoning and planning after the
massive fires sparked when the Concordat pulled out, the city is still confusing. Many of
the lower levels were built over top of previous structures during the nearly three centuries
of confusing riots and violence. Within a few blocks, it is quite possible to pass well-
maintained business towers, dilapidated tenements, corporate arcologies and remnants
from the Concordat days.

While the city itself is varied, there are a few design elements that are common enough to
note. It is quite possible that Gomorrah itself will become a single building at some point
in the future as all space vertically and horizontally is used up, and city engineers have
taken this into account with new buildings and those undergoing renovations. These are
constructed with an exoskeletal framework, to enable “stacking.” This has given the city a
bit of a “hive” feel about it.

Streets are designated in levels Alpha through Epsilon. Alpha level streets are narrow,
winding affairs along the lowest levels of the trench, and most are not maintained. Very
few people use Alpha Level streets anymore, as the area is almost maze-like and has been
built over repeatedly. Of particular interest to the rebellion are forgotten streets and mine
shafts in Alpha Level that lead underneath important structure such as Juniper Street
which runs beneath the CEF’s Paladin’s Lots encampment for nearly three kilometers.

Beta and Gamma level streets are main thoroughfares. Again, these are rather chaotic,
but unlike Alpha Level, they are maintained and are sometimes routed through buildings.
While most of the time the roadways through buildings are sealed, many shopping arcades
and plazas are left open for passenger disembarking, although safety measures are in
place to filter pollution and prevent pedestrians from accidentally entering roadways. Delta
and Epsilon Level streets are reserved for traffic to buildings at or above one kilometer
above the trench floor. As of yet, these are rare, and most of these roads are reserved for
civilian traffic only. Commercial heavy duty roads have yet to be built. All roads, regardless
of level have service platforms for vehicles and there are inter-level ramps, but these are
less common between the higher levels. Heavy vehicles are often required to use elevators
to prevent slowing traffic on ramps.

Most buildings are joined with enclosed walkways. Indeed, it is to the point where
many jokingly call any open space in the city a “park.” That said, parks hold a particular
importance to those in the city, for they form places of tranquillity in the sea of chaos that
is the city. From simple concrete enclosures with sculptures to the massive sundecks of
the largest arcologies, every Gommoran has at least one park that is “their” place. The
Tachyon Monorail system connects major hubs in the city and allows rapid transit for
those who do not feel like walking the hundreds of kilometers of walkways or driving in
the chaotic streets.

Gomorrah also has thirty-eight mesas within the city. Twenty-six are hidden beneath the
sprawl, riddled with tunnels and installations. Four have been turned into parks, complete
with sunlight routing equipment, cobblestones and trees. Two are helipad stations, one
serves as a massive amusement arcology and two are on the last legs of being mined out.
The remaining three were off-limits due to unstable foundations. The original plan was
for these mesas to be filled with concrete in an effort to stabilize and prevent collapse,
as they form the structural supports of buildings above, but the NEC mysteriously vetoed
the plan and took control of the mesas. The purpose is unknown, but troop carriers have
been seen entering and leaving during the least active times of the day. Indications are that
construction is being done, but there is no indication of what is being built. The Liberati are

32 understandably very curious as to what is being built, but so far all attempts at infiltration
have failed.

Waylon Wyatt (order #5751665)


Daggers Of Deception
Corporations
While the Liberati prepare for open conflict with the CEF, the corporations have been waging a shadow war between themselves.
The battle lines, are not cut clearly across planetary divides, however. Many Caprician corporations work willingly with the
CEF, while others pay only lip service and are a major force in the resistance. Regardless of their intentions, all corporations
must survive and that means fighting for CEF work and “riding the tiger” to maintain influence. But for some, it doesn’t
matter who wins the war, but who gets the contracts and technology from the war and survives afterward. This places the
corporations who are helping the resistance in a very tight spot, as any resources spent helping the Liberati are resources
that will not be spent remaining competitive.

The Corporate Regulatory Authority (CRA) is officially in charge of adjudicating disputes between corporations and enforcing
regulatory measures on Caprice. Unfortunately, many of the corporations that came to Caprice with the CEF fall outside
of the CRA’s jurisdiction and work without the restrictions put in place to ensure a stable Gomorrah. While come on the
corporate council wish to disband the CRA, seeing it as a hindrance, others still support the CRA and the CRA has opened up
the Caprician Mercantile Exchange (CME). The CME is designed as a mechanism to trade goods and services to the Terran
corporations. While this does seem to be legitimizing the interlopers, it forces Terran companies to follow market forces in
Gomorrah which are able to be manipulated by Caprician Corporations who still outnumber the Terran corporations. The New
Earth Commonwealth representatives with the CEF have actually encouraged the CME, as they think it will foster good will
and eventually sway the corporations into accepting CEF rule. Unfortunately for the NEC and the CEF, they have once again
underestimated the resolve and resourcefulness of the Capricians.

Major Corporations
Elite Genome Labs (EGL) is the most powerful Terran corporation on Caprice. They are
vehement in their advocation of recapturing the colonies and are Earth’s primary genetic
specialists. The GRELs are their creations and they have been given unprecedented access to
the Magellan Genome project (see page 28). The EGL president on Caprice, has grown rather
attached to “her” planet, and while the CEF contracted EGL to explore doomsday viruses to
keep planetary populations in control, EGL is suffering “setbacks” in the research. EGL has
also been shut out of the FLAILs development process by Sandrakar-Xia Interworld, and
EGLs board of directors is very upset. Rumors within the resistance indicate EGL may be
seeking meetings with the Liberati.

Hakkar is the most powerful corporation on Caprice and is EGL’s primary competitor. Both
companies have played the CEF off of each other, currying favors and contracts wherever
possible. Hakkar has a wide base of services and products from hydroponics to heavy
engineering and biotech. Publicly, it is a stanch supporter of the CEF and is quite obviously in
bed with the CEF for years to come. In reality, this is a facade and Hakkar is one of the largest
supporters and suppliers of the resistance. In case the rebellion fails, the CEF contracts are
designed to ensure the CEF is reliant on the company for years to come. The company has
been run by Mazir de Souza for almost a century and the “old master” is kept alive out of
willpower and technology. What his true plans are, however remain a mystery, but it is certain
he has contingencies in place for most outcomes, including his own death.

Gallot Enterprises Caprice has operated since before the fall of the Concordat and their
primary concern at the moment is remaining independent from Gallot Sol. They have made
themselves invaluable to the CEF in computer manufacture, Mount construction, and in
building components for Earth’s new Battleframes. All of which have made the CEF more
open to their point of view and as of yet, Gallot Sol’s attempts at taking the company over
have been rebuffed by NEC representatives. They have been working on taking over other
companies to further embed themselves with the CEF. Staving off Gallot Sol is just one goal,
however. Gallot Enterprises believes the CEF and Earth will win and they wish to ride to the
top with the winners.

Kalam-Sollers-Markham is seen as “upstarts” by many on the corporate council. They have


only recently “bought” their way into the CCE, primarily through massive profits gained from
the resumption of trade between Earth and Caprice. They are best known for their banking
and financing, but they also serve and venture capitalists and mediators in hostile takeovers,
all for a large share of the profits, of course. KSM have underwritten a great number of the
CEF’s contracts on Caprice and have shown themselves to be unscrupulous and cold-hearted,
with their executives revelling in the prestige and kickbacks afforded to them. Chairman Eleni
t, in particular, has gained considerable influence within the CEF chain of command and often
shows “corporate hospitality” to CEF officials related to his company’s projects.

33
Waylon Wyatt (order #5751665)
Daggers Of Deception
Doctrine
Caprician military doctrine is unique, owing to their reliance on Mounts. While the original walking construction vehicles
sent to all colonies were useful, Capricians quickly adapted vehicles to be better suited to mining and the trenches. At first,
this meant more legs and better leg articulation, but it eventually led to climbing apparatuses and an entirely new form of
vehicle, and these paved the way for Combat Mounts. Caprician combat is much more reliant on vertical movement than other
colonies. Indeed, battles between “rebels” and the corporate forces can take place entirely above ground level, with mounts
climbing on buildings, walkways and even upside down.

As such, Caprician combat resembles organized insect warfare. None of the mounts are well armored by military standards,
and as such, the Capricians rely primarily on mobility and unorthodox use of terrain to achieve victory. Training skirmishes with
the CEF have led to the CEF ordering a fair quantity of the Mounts for campaigns on the colonies, particularly Jotenheim.

Liberati and Resistance Forces Corporate Security Forces


The Liberati are the public face of the resistance. While While some corporations are funding and supplying the
these hardworking wanderers who seem as free as the resistance, all corporations are publicly in league with the
birds they venerate do not appear very organized, years CEF. Security forces range from simple patrols designed
of mining have taught them to organise quickly and adapt to prevent theft to forces joined by the CEF to protect
even faster. They have access to the same equipment as the installations and prevent sedition. In all cases, corporate
corporations, which is fed to them through drop points and security forces are well trained and generally have access to
faked skirmishes, to help give the corporations “plausible good equipment, even if their command and field structure
deniability” in regard to the equipment ending up in the is a bit rigid.
hands of rebels.

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Waylon Wyatt (order #5751665)
Daggers Of Deception
Caprician Equipment
Life on Caprice is harsh and the equipment Capricians use – military or otherwise – must be rugged. Combat Mounts are
descended from mining equipment, and almost every Corporation has its own defence and security force. The downside is
that Capricians had very little use for machines of war, and while they have adapted security vehicles to combat purposes,
they do not hold up well against dedicated war machines, not that most dedicated war machines can handle the surface of the
planet. While mounts of all sorts are common on Caprice, the process of adapting them to combat can be a very long process
and only a few models are in active combat service presently.

Infantry
Caprician infantry groups, unless stationed wholly within Gomorrah, are outfitted with winterized armor and rebreather
equipment. All weaponry is designed to handle cold climes and be operable when infantry are using gloves or specialized
combat mittens.

Ammon
The Ammon is a recently developed large walker descended
from the Moab. It was originally developed out of the CEFs
desire for a Combat Mount capable of carrying heavier
weaponry for use on Jotenheim. The Ammon is capable of
just such a thing, but its long development cycle and recent
addition have made it far less common in forces than the
Moab. Many Capricians view it as a CEF design more than a
Caprician one. This does not stop the resistance from using
them against the CEF or corporations in league with the CEF
from using them against the resistance, but the pilots do
not like it.

Aphek
The Aphek, like the Bashan, Hamath and Kadesh, is a
modular design. Built primarily as a heavy trooper vehicle,
it is relatively well armed for its size and function, while
remaining fairly mobile. Like most Caprician mounts, the
climbing system can be used in close combat with great
effect, something many Liberati take great pleasure in. It is
normally teamed with Bashan mounts and used for scouting,
basic patrols, or specialized trooper roles. Most upgrades to
the mount involve additional indirect fire weaponry. While
originally these indirect weapons contained non-lethal
crowd pacification ordnance, the switch to lethal weaponry
was relatively easy.

Bashan
The Bashan is the lightest combat mount in production,
designed as a scout, electronic warfare, and command
vehicle. Its basic loadout is designed similarly to a light
trooper vehicle, although most upgrades sacrifice a bit
of offense for better command and control. Like other
mounts, it can defend itself in close combat with its leg-
mounted climbing system shooting spikes into enemy units,
meaning it can still defend itself if swarmed. In larger forces,
Commanders are often seen piloting Bashans due to the
command and control capabilities. Like all other mounts,
the cockpit is designed to minimize motion sickness or
other side-effects caused by pilots spending long periods in
non-upright positions.
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Waylon Wyatt (order #5751665)
Daggers Of Deception

Hamath
The Hamath APC is an armed, armored version of a mining transport
used to get miners to difficult equipment. While nowhere near as mobile
as other mounts, this design shows a surprising amount of mobility, al-
lowing ascension up cliffs or otherwise impassible areas. Unfortunately,
due to its shorter legs, it is not particularly good on rough areas, having
been designed for mining roads and Gomorrah. Still, Capricians prefer
the Hamath to the CEF’s hover APCs because, as they put it, “at least we
can still hear after riding in the Hamath.”

Kadesh
Kadesh mounts were originally designed as heavy response units in case
of corporate crime or large rioting, meaning it was relatively easy to up-
grade to being a Combat Mount. It has the climbing ability of the smaller
mounts with a slightly upgraded weapon loadout and the ability to “leap”
over smaller obstacles due to built in vectored jet thrusters. This extra
mobility makes up for its slightly slower speed. The heavier climbing
equipment needed to support itself makes for a very effective close
combat weapon, and its upgrades generally revolve around improving
communications or updating its weapons to more high-tech variants.

Meggido
The Meggido is the heaviest of the “trooper” Combat Mounts. Like the
Kadesh, it was originally designed for larger civilian conflicts, but it had
always been armed with lethal weaponry. Since other mounts have been
upgraded to lethal weaponry, the Corporations saw fit to upgrade the
Meggido’s weaponry to heavier options. As such, the Meggido fills the
heavy trooper role in squads and its upgrade options include heavier
rockets, heavy CEF lasers and even guided weaponry. Like the Kadesh
it is capable of jumps as well as using its climbing equipment as close
combat weaponry. The cockpit design in both the Kadesh and the
Meggido have been upgraded from the smaller mounts to allow pilots
to use the jumping capability in combat situations without suffering any
overt ill effects.

Moab
The Moab is the oldest Combat Mount in active service, with the
original design dating back nearly two hundred years. While not the
most advanced machine the Capricians have, it is well-loved and many
pilots regard the Moabs with a reverence and caring usually associated
for longtime friends. Easy to produce and found all over the planet, it
served as the prototypical mount from which most other combat capable
mounts were derived. The Moab has been upgraded many times since
it was initially designed, but it is not equipped with the newer climbing
systems of the smaller mounts. It has two weapon pods, one on either
side of its body, and may be outfitted with various options in these pods.
It is primarily used in a support capacity and due to its size and speed, is
often kept away from enemy units so it can make the most of its longer-
ranged weaponry. It works well when teamed with its successor, the

36 Ammon.

Waylon Wyatt (order #5751665)


Caprice
Caprice
While the Caprician corporations have officially declared their allegiance to the CEF, the fact is that most are working with the
Liberati and the Black Talon teams to ensure Caprice’s eventual freedom. In fact, some Earth corporations transplanted to
Caprice have even joined the underground movement to save the colonies.

Conquered
Caprice has been subjugated by the CEF. While you can field a Corporate or Liberati army, you may also include Caprician units
in both CEF and Black Talon forces. When building an Army, you must choose if you are using Liberati or Corporate Forces,
as this will affect your Army choices. When fielding a CEF or Talon Force, No Caprician Special rules are used. Each Combat
Group will have the choices it counts for in each army: Corporate/Liberati, CEF or Black Talon.

A note on mixed army options


When a Caprician army takes CEF or Black Talon forces, all Combat Groups required by your Priority Level must be taken from
the Caprician list, and only Caprician Combat Groups may be used as prerequisites for other choices. For example, a Priority
Level 2 Caprician force must take two Core choices from the Caprician list and must take three Caprician Core choices before
an Elite of any origin is taken.

Bug Walkers
Caprician Vehicles are designed similarly to insects and as such, their datacards may indicate they have arms, when the model does
not have any. This is simply a mechanical representation allowing them to climb well and use the extra legs to perform actions.

Corporation Forces
Corporate Interests
If playing a Corporate force, you must upgrade the maximum number of Combat Groups per PL to Veteran status by increasing
both the Attack and Defense Skills of all Models in the Group, or the Infantry Skill for all Models in the Group. If you do not have
enough Combat Groups to reach the limit, all Combat Groups in your force must be upgraded, unless otherwise restricted.

Corporate Power
The corporations built and know Gomorrah better than anyone. They have access to warehouses and utility tunnels within
the city and out to almost anywhere on Caprice and with their connections, anywhere in the galaxy. As such, any Corporate
Caprician Force may treat all Models in any Combat Group held in Reserve (as per the Reserves rules) as having the
Airdroppable Perk.

Selling Out
Some Corporations play along with the CEF, either fully or
to hide their true activities. A corporate Caprician Force
may take CEF GREL Infantry, Interdiction Frame, and
Light Hovertank Combat Groups as Specialist Choices
and Heavy Frame and Heavy Hovertank Combat groups
as Elite choices. These Combat Groups may never be
Army Commander Groups, upgraded to Veteran or use
Caprician special rules.

Corporate Army Commander


Choose one Combat Group to be the Command Group.
The Leader of this Combat Group becomes the Army
Commander. The Leader of the Combat Group must pay
20 TV to upgrade its Defense and Leadership Skills by
one level. It may spend an additional 10 TV to upgrade its
EW by one level. If an Infantry Platoon is chosen, it costs
+20 TV to upgrade one Squad to Army Commander and
increase its Infantry Skill by one level.

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Waylon Wyatt (order #5751665)
Caprice
Liberati
Freedom Fighters
The Liberati are fed equipment through secretive means, but the are primarily made up of miners and workers. To represent
this, only half of the Veteran Combat Groups, rounding down, may take Veteran upgrades to Skills. Veteran Equipment
upgrades and options are still allowed in these Combat Groups.

Ambush Masters
The Liberati are known for ambush and guerilla tactics. Any Combat Group given the Infiltrators Support Option may have
any member of that Combat Group start the game hidden (Page 31, Locked and Loaded) for no additional cost. Terrain
restrictions still apply.

Wings of Hope, Talons of Steel


The Liberati, due to cultural beliefs venerating birds of prey combine with their subjugation at the hands of the CEF, see the
Black Talons as heroes of the highest magnitude. As much as they may try to work with the Liberati, the Black Talons are
always accorded a great deal of veneration and as such the Liberati may take any Black Talon Combat Group as an Elite Choice.
These Combat Groups may never be Army Commander Groups, upgraded to Veteran or use Caprician special rules and the
number of Talon Combat Groups may not outnumber the Caprician Combat Groups.

Liberati Army Commanders


The Liberati normally act in cells with independent leadership and while they are dedicated, they are often civilians without
formal training. That said, their dedication and independent nature can aid on the Battlefield. As such, any Combat Group
Leader may pay 20 TV to increase its Leadership by 1 and increase one of its other skills (Attack, Defense, or EW) by 1 level,
or raise its Infantry Skill by 1 if Infantry. The Model with the highest Leadership is your Army Commander as normal, If
multiple Models have equal Leadership, choose your Commander from amongst them.

3838
Waylon Wyatt (order #5751665)
Caprician Combat Groups
Caprician infantry platoon Threat Value: 60

SPEC

CORE

AUX

Overview Composition
Platoons are often made up of corporate security that have been drafted into An Infantry Platoon consists of 4
military service or Liberati volunteers opting to work in a cohesive unit in order to Squads of Infantry. While each Squad
better fight the CEF menace. may buy equipment separately, the
entire Platoon counts as a single
Combat Group. Each Squad consists
of 3 bases and has 1 Action. All bases
OPTIONS are armed with Assault Rifles.

◆◆ Any Infantry Squad may upgrade to Medium Armor Suits (+1 Armor)
for +5 TV or Heavy Armor Suits (+2 Armor) for +10TV.
◆◆ Any infantry Squad may be given Climbing Equipment for +5 TV.
◆◆ A Squad may be mounted in a Hamath APC for +30TV. The APC’s crew has Skills
Attack and Defense 2, EW 1 and Ld 1. The Squad may not have ATVs or be All Squads have Level 2 Infantry Skill
Paratroopers. and Armor 8. Choose one Squad to be
◆◆ Any Squad may carry one type of heavy weapon at the costs listed: the Platoon Leader.
Light Machine Gun +5 TV, Chaingun +5 TV, Anti-Gear Rifle +5 TV,
Grenade Rifle +10 TV, Rocket Launcher +10 TV, Light Mortar +15 TV,
Target Designator (2) +10 TV.
◆◆ Any Squad with a Rocket Launcher may take Three Anti-Gear Missiles for
this launcher for +10 TV. This allows the squad to make 3 AGM attacks
Special Rules
(use AGM stats with Rocket Launcher ranges). Up to four Infantry Platoons, including
◆◆ Any Squad may be upgraded to Paratroopers (Airdroppable) for +5 TV. Attached Commando Squads may be
◆◆ Any Squad (even if paratroopers) may be given ATVs (Ground 8/16) at a cost upgraded to Veteran at the cost of one
of +10 TV per Squad. Veteran upgrade.
◆◆ Any Squad (except Paratrooper) may take Off-Road Vehicles for +10 TV per
Team. ORVs function like ATVs, but add 2 to any existing Infantry Armor
rating and Infantry mounted in them do not count as having the Stabilizer
Trait on their Heavy Weapons. Infantry mounted on ORVs do not count
as Infantry when attacked by non-AI weapons. ORVs lose the +1 Defense
modifier unless at Top Speed.
◆◆ Any Squad (even with ATVs or ORVs) may be given the Climbing Equipment
Perk for +5TV. Climbing equipment may only be used outside of an APC.
Infantry do not count as having Arms.

Veteran OPTIONS
◆◆ Any APC crew may upgrade its Attack and Defense to level 3 for +20 TV.
◆◆ Any Infantry Squad may be upgraded to Level 3 Infantry Skill for +10 TV.
◆◆ Instead of ATVs, an Infantry Squad, even if Paratroopers, may be mounted on
Hovercycles (Hover 5/10, Jump Jets 2, otherwise as ATV) for +15 TV.

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Waylon Wyatt (order #5751665)
Caprician Combat Groups

COMMANDO Squad Threat Value: 20


Composition Overview
1x base of Infantry For each platoon of Caprician Infantry bought, you may buy one Commando
Infantry Skill 2 Squad. This Squad acts as its own Combat group.
Armor 9
Climbing Equipment
Stealth (2)
Armed with Assault Rifles and OPTIONS
Vibroblades (Melee, DMx4) ◆◆ Upgrade the Commandos to Paratrooper Commandos
(Airdroppable Perk) for +5 TV.
◆◆ The Commando Squad, even if Paratroopers, may be given ATVs
(Ground 8/16) for +10 TV.

Each Commando Squad may do one of the following:

◆◆ Add an Anti-Gear Rifle for +5 TV.


◆◆ Add a Rocket Launcher for +10 TV.
◆◆ Add a Target Designator (2) for +10 TV.
◆◆ Add a Sniper Rifle for +10 TV.

Veteran OPTIONS
◆◆ If the Commando Squad has a Sniper Rifle, it may upgrade it to a Laser
Sniper Rifle for +5 TV.
◆◆ The Squad may be upgraded to Level 3 Infantry Skill for +10 TV.

40
Waylon Wyatt (order #5751665)
Caprician Combat Groups
Patrol Squad Threat Value: 170

AUX

AUX

SPEC

Overview BASIC UNITS + SKILLS


Patrol Squads are often made up of lighter mounts, used for corporate facility ALL STANDARD LOADOUT
patrols, checking mining operations and similar security detail. In the Post-CEF Combat Group Leader
world, these squads have become the recon and front-line troopers of Caprice. 1x Bashan Mount
Attack 2
Defense 2

OPTIONS EW 2
Ld 1
◆◆ Any Bashan may upgrade its Comm Rating to +2 for +5 TV.
◆◆ Any Model may swap its HMG for an APM (T, no Reloads) or VLAC 1x Bashan Mount
(T, no Reloads) for 0 TV. Attack 2
◆◆ Any Bashan Mount may swap its HMG for an EW Suite (ECM 2, ECCM 2, Defense 2
Exposed AUX) for 0 TV. EW 2
◆◆ Any Bashan Mount may add a Target Designator (2) for +5 TV.
◆◆ Any Aphek Mount may swap its MAC for an extra LRP/24 (T, RoF3, 2x Aphek Mount
no Reloads) for +5 TV. An Aphek with two LRP/24s may link them for +5 TV. Attack 2
◆◆ One Aphek may upgrade one or both of its LRPs to a MRP/18 for +15 TV each. Defense 2
If the LRPs were linked, so are the MRPs. EW 2
◆◆ Two Apheks may swap one LRP/24 for an AGM (T, Limited Ammo 3)
for +30 TV. This may not be linked to the LRP or MRP.
◆◆ Swap one Bashan Mount for an Aphek Mount for +15 TV.
◆◆ Up to two Models may take a single Recon Drone for +10 TV per drone.

Veteran OPTIONS
◆◆ The Combat Group Leader may upgrade its Leadership skill by one level for
+10 TV.
◆◆ Any Model may upgrade both its Attack and Defense Skills by one level each
for +10 TV.
◆◆ Any Model may upgrade its Electronic Warfare skill by one level (to 3) for
+5 TV.
◆◆ Any Aphek Mount may be swapped for a Bashan Mount for -15 TV.
◆◆ Any Aphek may swap one LRP/24 for an AGM (T, Limited Ammo 3) for
+30 TV.
◆◆ Any Aphek may upgrade one or both of its LRPs to a MRP/18 for +15 TV each.
If the LRPs were linked, so are the MRPs.
◆◆ Any Model May add Stealth R2 for +5 TV each.

41
Waylon Wyatt (order #5751665)
Caprician Combat Groups
Support Squad Threat Value: 220

SPEC

SPEC

SPEC

Composition Overview
ALL STANDARD LOADOUT Support Squads were originally used to support the Patrol Squads in case of
Combat Group Leader major crime or similar. Now, they have become the closest thing the Capricians
1x Kadesh Mount have to Assault and Fire Support.
Attack 2
Defense 2
EW 1
Ld 1 OPTIONS
◆◆ Any Kadesh may upgrade its Comm Rating to +2 for +5 TV.
1x Kadesh Mount ◆◆ Any Model may swap its HMG for an APM (T, no Reloads) or VLAC
Attack 2 (T, no Reloads) for 0 TV.
Defense 2 ◆◆ Any Meggido Mount may be swapped for a Kadesh Mount for -20 TV.
EW 1 ◆◆ One Meggido Mount may swap its HAC for a HGLC (T, AA, no Reloads) for
+10 TV or a MRP/18 (T, no Reloads) for +15 TV.
2x Meggido Mount ◆◆ One Kadesh Mount may swap its MAC for a LPA (T, no Reloads) for +5 TV.
Attack 2 ◆◆ Any Kadesh Mount may swap its MAC for a MRP/18 (T, RoF3, no Reloads)
Defense 2 for +20 TV.
EW 1 ◆◆ Two Meggido Mounts may swap an LGL for an AGM (T, Limited Ammo 3)
for +25 TV.
◆◆ Up to two Models may take a single Recon drone for +10 TV per drone.

Veteran OPTIONS
◆◆ The Combat Group Leader may upgrade its Leadership skill by one level
for +10 TV.
◆◆ Any Model may upgrade both its Attack and Defense Skills by one level each
for +10 TV.
◆◆ Any Model may upgrade its Electronic Warfare skill by one level for +5 TV.
◆◆ Any Kadesh Mount may be swapped for a Meggido mount for +20 TV.
◆◆ Two Kadesh Mounts may swap their MAC for a LPA (T, no Reloads)
for +5 TV each.
◆◆ Any Meggido Mount may swap an LGL for an AGM (T, Limited Ammo 6)
for +30 TV.
◆◆ Up to two Meggido Mounts may swap their HAC for a HGLC (T, AA,
no Reloads) for +10 TV or a MRP/18 (T, no Reloads) for +15 TV each.

42
Waylon Wyatt (order #5751665)
Caprician Combat Groups
Heavy mount Threat Value: 115

ELITE

ELITE

SPEC

Overview BASIC UNITS + SKILLS


Heavy Mounts were originally meant to do lone patrols or sentry duty, but have now ALL STANDARD LOADOUT
become heavy fire backups to the other mounts. Hastily outfitted with weapons, Combat Group Leader
both the Moab and the Ammon heavy mount have shown combat effectiveness, 1x Moab
although the Moab’s ease of manufacture and ubiquity tends to lead to it being Attack 2
used more often than the more modular Ammon. Defense 3
EW 1
Ld 1
OPTIONS Other Mounts
◆◆ Add up to 2 Additional Moabs for +105 TV each. Attack 2
◆◆ One Moab may swap one or both of its HGLCs for a LPA (T, no Reloads) Defense 3
at -5 TV per weapon swapped. EW 1
◆◆ One Moab may swap one or both of its HGLC for an AGM
(T, Limited Ammo 8) at +25 TV per weapon swapped.
◆◆ Any Moab may be swapped for an Ammon Mount for +0 TV.
◆◆ One Ammon may upgrade its HRPs for 2x LRGs (T, no Reloads, Linked)
for +0 TV.
◆◆ One Ammon may swap its HRPs for an ATM (T, Limited Ammo 8)
for +50 TV.
◆◆ The Combat Group Leader’s Mount may upgrade its Leadership by one level
(to 2) for +10 TV.
◆◆ Up to two Models may take a single Recon drone for +10 TV per drone.

Veteran OPTIONS
◆◆ The Combat Group leader’s Mount may upgrade its Leadership by one level
(to 3) for +10 TV
◆◆ Any Mount may upgrade its Attack Skill by one level (to 3) for +10 TV.
◆◆ Any Mount may upgrade its EW Skill to Level 2 for +10 TV.
◆◆ Any Ammon may upgrade its HRPs for 2x LRGs (T, no Reloads, Linked)
for +0 TV.
◆◆ Up to two Ammons may swap their HRPs for an ATM (T, Limited Ammo 8)
for +50 TV.
◆◆ Any Moab may swap one or both of its HGLC for a LPA (T, no Reloads)
at -5 TV per weapon swapped.
◆◆ Any Moab may swap one or both of its HGLC for an AGM (T, Limited
Ammo 8) at +25 TV per weapon swapped.
◆◆ Any Moab with two of the same weapon may link these weapons for +5 TV.

43
Waylon Wyatt (order #5751665)
Black Talons
Spears of Change

Military History of the Talon Program


The Talon Program is quite possibly the most important endeavor in the history of both Terra Nova and the colonial age.
Since its inception, the Talon program has been Terra Nova’s only real line of knowledge about the vast enemy. As the CEF
prepares for war once again, the Talon Program has become Terra Nova’s first line of defense and, hopefully, the colony’s
chance to strike back. Like many great things in history, the Talons started off as an idea by a few people who acted against
the established norm and did something wholly unexpected.

44
Waylon Wyatt (order #5751665)
Spears of Change
Interplanetary Operatives
In the period following the destruction of Peace River in TN 1939, both Polar
Confederacies engaged in rather vehement finger-pointing. Both sides blamed
each other, but within a few weeks, third-party investigators, tipped off by an
unknown person, identified a suspect who was not on record as being from any
known League or Badlands settlement. Through tracing of caravan routes and
interviewing those who had met the suspect, it was revealed that he was working
with or for Earth in some manner. When this was revealed, Terra Nova was in
shock. Over twenty cycles had gone without word from the CEF, and the enemy
that most of the populace had forgotten had struck at a time almost guaranteed
to throw the planet into chaos. Questions were raised regarding how the CEF had
managed to not only infiltrate operatives since the War of the Alliance, but also
make underworld connections and keep up to date on Terranovan politics, and the
answers that came back were not pleasant.

As it turned out, the CEF infiltrators had been operating on the planet for cycles,
and had enough resources to hire various smuggling cartels to ship items for
them. They also took advantage of various Badlands caravans to ensure less
notice of their wanderings and dealings. This allowed the prime suspect now
known as the “Scruffy Man” to not only procure antimatter, most likely from
a test facility in the WFP, but ship it through the NLC into Kenema and down
into the Badlands via the Forzi Cartel. From there, the device was assembled
and easily sneaked into Peace River prior to the Day of Peace proceedings.
This much was uncovered by Terranovan investigators, and was enough to rock
Northern politics for cycles to come. Further details were brought to light only
by the startling admission of an off-worlder.

In Winter of TN 1938, a Liberati operative named Helene del Pulciano had infiltrated
the planet in much the same way as CEF operatives. Using a “gate coffin,” she
was placed in near cryo-stasis and covertly inserted through a micro gate into
the Helios system. Her mission was to determine how the Terranovans defeated
the CEF and how best to use this information to aid Caprice in doing the same.
The world she arrived at was not the idyllic one she was led to imagine, but a
world embroiled in war. It was only after the destruction of Peace River and the
resulting investigation led to the formation of the Westphalia Cabinet that she
stepped forward.

Westphalia Cabinet
Named after the city in which the original peace treaty with Earth was signed, the Cabinet was a loose affiliation of people
from various Leagues and city-states. Most were veterans of the War of the Alliance and sought to end fighting on Terra Nova
and to take the fight to the CEF. It was founded shortly after Lang Regina and Kenichi Tanaka re-kindled their friendship and
mused about the formation of an elite unit to scout the CEF as they had done to Terra Nova. The idea soon spread amongst
those close to the pair and Interim Paxton CEO Milani Debeau-Slovenski along with other high-ranking officials from around
the globe soon joined. Officially, however, talks were only regarding peace on Terra Nova and cooperation between all nations,
but it was enough for the people of the planet. The formation of the Cabinet was enough to formally end the Interpolar War,
and the Cabinet was instrumental in negotiating the peace treaties as well as starting the rebuilding process.

When Helene del Pulciano revealed herself to the Cabinet, plans for top secret off-world reconnaissance and strike teams were
already being drawn up. Her revelations, once confirmed, added a great deal of urgency to the situation. Terra Nova needed
operatives in place as soon as possible. Plans for an off-world force were ratified with frightening speed and requisitions for
manpower and technology were sent out. Taking a cue from Paxton’s original upgrade program, Project Talon, the new force
was to be named the Black Talons, and the program itself simply the Talon Program.

Taking advantage of Paxton’s secreted Skunkworks locations as well as the Cabinet Members’ positions within their respective
armies allowed the Talon Program to very quickly create limited production models from existing stock. These were the first
of the Dark Series Gears and were used to determine which models would be made into full Dark Series production. While
the newly dubbed Black Talon Werks was busy with the new vehicles, the program heads were working on recruitment. This
Talon Program could only accept the very best for membership, which meant that between the need for secrecy and the
League armies wanting to retain their best officers, getting personnel proved difficult. This was eased with Tanaka personally
approaching SIU members, Lang going directly to CNCS headquarters with her requests and with the Skunkworks’s own test
personnel volunteering. Personnel shortages were still common, but the Talon Project was moving forward.
45
Waylon Wyatt (order #5751665)
Spears of Change
Talon One
The First Black Talon Strike Force, codenamed Talon One, was a very much a prototype force. When formed, the two Gear
teams and company of infantry had no idea what they were going to be outfitted with as contracts had yet to be finalized with
suppliers. They also did not fully know of what their tasks would entail. Notable members of the teams included SIU member
and Gear Section Commander Lussian Salban, Paxton test pilot Captain Keiji Kage, former NGIS and Cat’s Paws member Lt.
Juno Vesping, and infantry commander Lt. Sevil Alvi. Caprice native Helene del Pulciano rounded out the team to provide
information on Caprice and liaise with the Liberati once the First Black Talons deployed to the Loki System. The role of overall
commander was left unclaimed for the member who showed most promise or a new inductee to fill.

Training began on 1 Spring, TN 1940. By the 4th, rumors surfaced of a prisoner being brought to see the mysterious
chairperson of the Cabinet, with scuttlebutt saying the head of the Badlands Revolutionary Front had been captured. On 10
Spring, Talon One was introduced to its new overall Commander, Ernesto Jaxon. This was very much a shock to the Team,
who had a great deal of preconceptions about their new commander. These were assuaged as implications regarding his
involvement in Peace River’s destruction were disproved, and Jaxon personally supervised training of Talon One. Jaxon’s
experience as head of the (true) Badlands Revolutionary Front, professional attitude, and strong work ethic pushed the
members of the Strike Force to new levels.

Talon One’s equipment was finalized near the end of Spring. Uniforms, badges, rank insignia, weaponry and similar were
handed out to all personnel, although personal weaponry was allowed. All Gear pilots received Dark versions of their personal
Gears. While this led to one or two prototype vehicles, such as the Dark Iguana and Dark Warrior, Talon Command believed
that due to the shortened training regimen, familiarity with a design would save time and effort. Additionally, the Gears
upgraded provided a great deal of information that Werks personnel could use when producing the next series of vehicles.

Talon One’s command elements were called before the shadowy chairperson in the second week of Summer, telling them that
the New Human Republic had launched an assault on NuCoal and Port Arthur in particular. As the NHR leader, Colonel Proust,
was wanted in connection with the bombing of Peace River, and was assumed to be going after the second half-GREL hybrid
Derek, Talon One was deployed via PRDF Combined Task Force air wings to the area within hours. Indeed, Proust himself led
the attack on Port Arthur, but was held off by Soldier Sebastapol. How Sebastapol, famous for his teaching of the Perfect
Form Movement martial arts, managed this remains a mystery. Proust himself managed to escape, leaving most of the NHR
troops behind for the Talons to Deal with. PAK forces seem to have been in complete disarray at the time, and neighboring
KADA forces joined in the fray. Actions taken by some PAK officers and the general disarray of the troops lead to suspicions
of NHR or even CEF collaboration.

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Waylon Wyatt (order #5751665)
Spears of Change
Talon One on Caprice
Talon One continued training for almost an entire cycle after the NuCoal incident
and launched in the first completed Fury long-range assault shuttle in early
Spring TN 1941. The force contained two Gear Teams, one platoon of infantry,
auxiliary support staff, analysts and enough equipment and supplies to last for
approximately three cycles. Entering the Loki system on 1 Summer TN 1941,
the Talons quickly ran afoul of a monitoring satellite and engaged it to prevent
detection. While this was not fully successful, they were able to quickly hide in
the asteroid fields and spent the better part of the next 12 weeks slowly sneaking
toward Caprice itself, finally splitting into separate infiltration teams and hiding
the Fury amongst space debris, ready for emergency calls. By 10 Winter TN 1941,
the infiltration teams had made landfall on Caprice and were meeting with their
Liberati contacts.

While cultural differences made integration difficult, by the Summer of TN 1942 the
Talons had been training with the Liberati in drills and local infiltration. Jaxon was
introduced to a CEF insider, vouched for by the Liberati who provided a great deal
of information regarding the CEF. The identity of the stranger was not revealed,
but the information was independently verified. Starting in Autumn of TN 1942,
the Talon forces were able to use this information to aid the Liberati in daring
raids on CEF supply lines and storehouses. Jaxon put special priority on anything
related to Project Grail, a high priority top-secret project hatched by the CEF that
the Liberati had no real knowledge of. By Winter TN 1942, however, the CEF had
realized the threat of the Talons. Patrols were sent to watch and harass Liberati
miners, attempting to flush out operatives. Orbital stations were re-configured to
look for signs of planned raids and the CEF supply chain was once again restored.
This resulted in fewer Talon raids, leading to many of the Gear pilots becoming
restless. In particular, Lt. Kage, who had lost his wife and child in the bombing of
Peace River, was anxious to keep striking at the CEF and came into conflict with
both Commander Salban and Field Commander Jaxon.

Raid on Bastille Alpha


By Spring TN 1943, CEF surveillance of Talon operations had led to the Talons being restricted to lightning raids on CEF
assets, but even these were extremely risky. One raid near the end of Spring led to the discovery of a disused service entrance
to Bastille Alpha, Caprice’s only prison. Jaxon set up a meet with his informant to discuss what could be done with such
information, but CEF agents stormed the meeting place. Jaxon barely escaped, but the informant was captured and revealed
to be Sergeant Carlie Pinter, a CEF tactical logistician. She was summarily sentenced to a life sentence in Bastille Alpha.
Conditions in “The Alpha” were notoriously poor and Pinter’s contacts within the CEF’s “Fifth Column” were worried about
what the CEF torture experts within the prison would be able to extract. While the Fifth Column members set about covering
their tracks, Commander Jaxon felt a great deal of loyalty to Pinter and with the full cooperation of his team, set about plan-
ning an escape from the most secure prison in known space. It would mean possibly losing any chance of uncovering Project
Grail, but the alternative would be far worse.

With limited time and using as much information as possible from Liberati sources and their previous raids, Talon One
planned and organized the break within two weeks. The assault was launched on what would be midnight 1 Summer TN
1943. Both Gear teams and a section of Talon Infantry, backed up by nearly a hundred Liberati freedom fighters stormed the
secret entrance to the prison and liberated vast numbers of GREL prisoners as well as CEF political prisoners, including the
extremely haggard Sgt. Pinter. Escape was made possible by use of the Talon’s Fury Shuttle which secretly rendezvoused
with Liberati mining ships in the first asteroid belt. While the Talon fighting forces and the escapees hid amongst the various
mining ships and Liberati traders, the Fury itself drew the CEF pursuers away, engaging in a long game of cat-and mouse.

While the attack on the Alpha was a success, the aftermath was less so. Records of GRELs incarcerated at Bastille Alpha
showed a large discrepancy between the original numbers and those remaining. By Winter TN 1943, CEF pursuit craft
had managed to locate the Fury Shuttle, forcing the crew to scuttle the craft, leaving the Talons without a long distance
communications relay to Terra Nova. While they did send a brief message before the craft was destroyed, the Talons were for
the first time operating alone. The CEF was cracking down on Liberati patrols and mining convoys harder than ever. The only
good news was that he Fifth Column had begun inserting escaped GRELs into the CEF fleet as sleeper agents and Sgt. Pinter
had joined Talon One as a provisional member.

47
Waylon Wyatt (order #5751665)
Spears of Change
Seasons of Silence
With communications cut off, the Westphalia Cabinet reluctantly declared Talon
One missing in action. With the mission to Caprice effectively a write-off, The
Second and Third Talon Forces were reassigned to system defence rather than the
planned Caprice missions. The Cabinet started formulating plans to deploy Talon
forces beyond Caprice without use of Liberati help. Tentative training of current
Talon teams and Forces was implemented with this in mind, although plans were
incomplete at best. The Talon program looked to be a complete failure, and odds
were the CEF was aware of Terra Nova’s attempts. Commander Petite, another
inductee from the SIU, was very vocal in her desire to send a team to Caprice for
rescue, but the Cabinet could not afford to take that chance.

Escape from Loki


After a season of laying low, Talon One’s senior officers met to discuss their next
move. With the CEF’s blitz against the Talons and their allies, Kage was in favour
of “going native” and taking the fight to the CEF, while Jaxon and Salban preferred
attempting to return home and taking the heat off their allies. The commanders
won out and Talon One focussed on attempting to escape back home. With the
help of the Liberati, a daring plan involving a strike on Vega Spaceport was drawn
up and many weeks of preparations were undertaken..

In the dark hours of the night on 22 Autumn TN 1944, Talon One and some
of the escapees from Bastille Alpha infiltrated the spaceport, seizing several
Tarantula landers. Before the CEF could effectively respond, these Tarantulas,
most of them unmanned, were within the minimum range of Monolith Shipyard’s
weapon systems. As the station’s crew scrambled to prevent the uncontrolled,
unmanned landers from damaging its structure, the Talons assaulted one of
the refit bays of the shipyard complex. As the Tarantulas wreaked havoc in
the structure, Salban and his small team of Gear pilots formed a defensive
shield, enabling the remainder of the force to seize a small CEF destroyer, the
Lysithea. The Lysithea, undermanned, took longer than anticipated to start up
and CEF forces overwhelmed Salban’s team. The Arclight weapons platforms
were primarily turned toward the planet, allowing the Lysithea to escape its
moorings and head outward. A single CEF destroyer, the Ganymede, was able to
launch in time to pursue, but not before Lt. Kage from Salban’s Gear team broke
free of his attackers and flung his Dark Warrior onto the hull of the Ganymede.
Kage clamped onto the hull and proceeded to fire upon the Ganymede’s bridge
until his ammunition ran out. He then charged down the length of the ship and
launched himself at the engines, attacking them viciously with his signature
vibrorapier, earned as the regimental Duelist for the PRDF’s Combined Task
Force 2. Kage was heard screaming the names of his wife and child over the
comms seconds before the Ganymede exploded, taking out an entire wing of the
Monolith Shipyards and severely damaging many other ships in dock.

While the Talons were hit hard by the loss or capture of many of their own, they did
not have time to rest. CEF pursuers were on their trail quickly and they spent the
next few weeks playing a deadly game of hide and seek with their pursuers. The
Lysithea finally reached one of the Talon Comm relays near the Greater Blessed
Asteroid belt and activated it. The Lysithea started moving again quickly, but the
time lost activating the relay allowed their pursuers to catch up. Tense hours
passed as the Lysithea dodged in and out of cover trying in vain to avoid the
pursuing CEF vessels. Just as the Talons were about to be overrun by CEF fight-
ers, a nearby microgate opened and a small force of Terranovan vessels poured
through. While not enough to stop the pursuers completely, surprise and tenacity
were enough to rebuff the CEF long enough to allow the Lysithea to escape to
Terranovan space.

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Waylon Wyatt (order #5751665)
Spears of Change
Return to Cat’s Eye
Based on information gathered by Talon One, the Westphalia Cabinet and the
governments of Terra Nova prepared teams for off-world missions. Talons
Two through Five were kept for in-system defence, Six and Seven prepped for
Caprice, and Eight through Ten prepped for Atlantis, Utopia and Eden. The new
Claw Series Gears had been fully tested by the time Talon Six was assembled and
each subsequent Talon force was given access to these new machines based on
their need and familiarity. Aristide Lazarus, Louise deRouen, and Kenichi Tanaka
had negotiated a deal with the Westphalia Cabinet to incorporate the MILICIA
SIU under the Black Talon program. While the SIU’s combat personnel could be
deployed at the Cabinet’s discretion, half had to remain within the Helios system
at all times.

By Spring of TN 1946, Talons Six and Seven made landfall on Caprice. In the
Wake of Talon One’s dramatic escape, the CEF upgraded its security measures
in an attempt to prevent further insurgency, but the Talons’ success increased
covert corporate support of the Liberati resistance, leading to more and more
Liberati successes. The Talons were welcomed heartily among the Liberati, who
saw the return of Talon forces as a good omen and inform the Talons that not
all of the Talon One members left behind were dead. Commander Salban, for
one, was being held prisoner in a secret location as Bastille Alpha was no longer
considered secure. Later that Spring, the Eighth Black Talons successfully
infiltrated Utopian space, but found the planet firmly in the CEF’s grip, with the
planet’s major superpower willingly collaborating. The force quickly went into
hiding, looking for signs of rebellion.

Talon Nine slipped into Atlantis space in Summer TN 1946. They found the outer
reaches of the system heavily patrolled by CEF ships, while the inner system was
mostly free of CEF influence. Soon after making contact with the locals, it became
clear that the “Lanteans,” as they called themselves, were very advanced in naval
technology, allowing them to easily outmaneuver any CEF vessels, yet they had
no real space technology, allowing the CEF to easily dominate the system and the
planet’s few landmasses without needing to fight the Lanteans.

In the Autumn of TN 1946, further Talon Forces were dispatched to the nearest
colonies based on preliminary reports and intelligence. Resources sent to Utopia
concentrated on reconnaissance and sabotage, but the bulk of the forces were
sent to Caprice and Atlantis. Indeed, Field Commander Petite was placed in charge
of all activities within the Loki system, and was accompanied by her personal
Spitting Cobra, Julius, which had been upgraded to Dark Cobra status. Back on
Terra Nova, CNCS Grand Marshal Edden-Smythe’s increased support for the Talon
program allowed for increased enrollment in the forces as well as additiuonal
funds for technology and training.

After two full seasons of dedicated searching, the Tenth Black Talons found an
unwatched microgate into Eden space. While the CEF was clearly dominant, local
militias and privateers were waging a guerilla war. The Talons were welcomed with
open arms by the freedom fighters, the Talon expertise and technology being seen
as a way to even the odds between the CEF and the resistance. However, the Talons
were quickly made aware of political schisms making any unified resistance nearly
impossible. Even helping individual groups became mired in petty squabbles.

On Atlantis, Talon engineers, working with Lantean submarine designers


successfully integrated Terranovan laser technology into strike submarines.
The advanced Terranovan technology, powered by Lantean submarine reactors,
allowed for surfaced submarines to be used as long-range strike platforms. Soon,
the Lanteans, with help of the Talon forces, were able to make significant progress
in slowing CEF colonization efforts on the mainland. In response to the raids and
strikes, the CEF shifted ships from system patrol to planetary orbit, where they
were quickly dispatched with the largest laser systems, which could easily fire
into orbit while retaining damage capabilities. The strikes took the CEF by surprise
and colonization efforts were stalled.

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Waylon Wyatt (order #5751665)
Spears of Change
On 12 Summer, TN 1947, Talons on Eden made a terrifying discovery. When the CEF entered the Eden system during the initial
invasion, their arrival wreaked havoc on a test of a new gatedrive by Edenite Scientists. The resulting catastrophe had started
cooling the planet rapidly. Snow lines were rapidly moving toward the equator and glaciers were building up at a frightening
pace. While this did provide the rebels with more places to hide, the climate changes could be disastrous for the planet.
Later on in the Summer, the CEF’s Caprician Fifth Column discovered the location where Commander Salban was being held.
Information was quickly relayed to the Talon forces on Caprice. Within days, a rescue operation was enacted, the rescue
forces being led by none other than Field Commander Petite in Julius. While none too subtle, the breakout rescued not only
Salban, but the other Talons and sympathizers being held in the same location.

By late Autumn TN 1947, Talon engineers on Terra Nova had successfully tested and started production of a gate drive small
enough to be mounted on a Fury Shuttle. The “jumpdrive” as it was known, allowed for opening of microgates. While it
only stored enough energy for two to three gate openings and it was unstable, the technology allowed for farther reaching
deployments. Speculation as to where the technology was developed ran rampant within Talon circles, but all that was known
was that some was reverse engineered from captured technologies and that the CEO of Paxton Arms was very involved in
the process.

Talons on Utopia realized that while they were operating in secret, their exploits were having a large impact on local culture,
with strange darkened figures fighting oppressive invaders being incorporated into the giant murals in the great cities. Cabinet
officials were torn on what should be done in light of these revelations. Some wanted to make more visible strikes on CEF
assets on Utopia, while others thinking that activities on the planet needed to be curtailed and kept quiet.

By early Spring TN 1948, the 8th Black Talons had conducted many successful raids on Eden, including a raid on a scientific
research station. Inside, the Talons found Utopian terraforming experts. Their initial hope that the CEF was using these
scientists to repair Eden’s rapidly cooling climate was soon shaken, however, as interrogation revealed the scientists were
under orders to accelerate the cooling of the planet for reasons unknown.

The Outer Reaches


In late Spring TN 1948, the first Talon forces were deployed with the new jumpdrive systems. While New Jerusalem was
deemed too distant for any CEF forces stationed there to be a threat, teams were sent to Botany Bay, Home and Jotenheim.
The Talon Force assigned to Home found the situation in the system eerily similar to the initial situation on Atlantis. While none
of the planets had ships in orbit and the CEF had a solid grip on Home’s economy through their connections in Shandrakar-Xia
Interworld, the local inhabitants were quite resentful of CEF interference.

Botany Bay proved to be wholly blockaded, with the planet’s surface being impossible to make landfall on. Despite this, the
Talons persisted in their surveillance and were eventually contacted by natives who had evacuated the planet in exchange for
living within the asteroid fields. These natives had been running a guerrilla war on the CEF using converted asteroid mining
equipment and had hopes that their brethren on the planet were safe and fighting back. While the Talons were still unable to make
landfall, the maneuverability and secrecy of the asteroid miners allowed for surveillance of the CEF’s most protected holding.

Back on Terra Nova, public and political support of the Westphalia Cabinet was waning. Adriana Xing denounced the “shadow
government” and the NLC’s role in it and used the controversy combined with her popularity as a religious figure to secure
the Presidency in the NLC. The Cabinet, disturbed by current political trends and in need of increased funding and support,
recognized that something must be done publicly. Debate over what measures to take proceeded for the next few weeks until
the chairperson finally decided on a plan.

During these weeks, Talon reports from Atlantis indicated the situation had deteriorated. While the CEF could not defeat
the Lanteans and Talons, the insurgents could not make any inroads on land or drive the CEF from blockading the planet.
Meanwhile, Talon teams finally arrived at Jotenheim, only to find the system completely devoid of CEF ships. After an initial
lack of success, followed by a brief but tense stand-off between Talons and the natives, the locals explained they had defeated
the CEF. Further communication was impeded by immense cultural barriers and lack of common understanding. Attempts at
establishing diplomatic relations and cooperation were hampered by odd rituals and odd, almost nonsensical language. Talon
teams on the planet sent communiques back to Terra Nova, but were at a loss for what to do.

On the last day of TN 1948, just before the holiday of Interannum, the Westphalia Cabinet responded to the growing political
and public pressure by revealing all members of the Cabinet as well as the existence of the Talon Program. The timing, along
with the revelation that not only was Nicosa Renault — famed Judas Syndrome superspy thought killed during the War of
the Alliance — a member of the program, but the Chairperson of the Cabinet, left many of the cabinets naysayers incapable
of responding before public admiration for the famous spy and her speeches increased. By the time president Xing of the
NLC denounced the “shadow government” and “interstellar hitmen,” politicians throughout the globe had publicly announced
their support for the program. Revelations that it was Renault who tipped investigators off regarding Earth’s involvement in
the bombing of Peace River added further fire to Xing’s accusations, but public support, particularly in the South and the
Badlands increased.

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Waylon Wyatt (order #5751665)
Spears of Change
Doctrine
Talon Forces are based primarily around covert infiltration and raiding. They are made up of a deliberate mix of infantry and
Gears/Striders to ensure their effectiveness in multiple situations. While highly trained and capable of independent operations,
losses in the field and disorganization are major hurdles for any Talon force, as they are almost always outnumbered and are
often deployed deep in enemy territory. Commanders are trained to use planning, terrain, weather, night conditions and any
other advantages possible to ensure they succeed. For obvious reasons, Talons are normally used offensively rather than as
defensive assets.

Ranks
As the Talons are drawn from across Terra Nova, their rank structure is relatively loose. While members “on loan” from
various militaries keep their own ranks while in the Talons, they are assigned a rank based on their role in the organization.
Ranks within the Talons are more “horizontal” than most organizations due to most recruits being chosen from amongst the
best of the planet’s forces. While lower ranking members are expected to obey orders from higher ups as normal, higher
ranking members often rely on their subordinates’ expertise.

Rank Role / Position


Corporal Specialist / Infantryman
Sergeant Squad Commander / Gear Pilot
Lieutenant Section Commander / Gear Squad Officer
Captain Gear Section Commander / Infantry Platoon Commander
Commander / Field Commander Overall Force Commander / Field operations Commander
General Divisional Commander
Marshall Senior Military Commander

Talon Arms and Equipment


For the short duration of the Talon program, the Talons have been outfitted with the best possible equipment gathered from
major powers or custom built for the program. There is no such thing as an underequipped Talon force, and commanders are
given extreme leeway in choosing appropriate equipment from the program’s stores.

Infantry
Talon infantry equipment is much like any other infantry equipment, except in that all equipment is stealth-coated and most
weaponry is custom manufactured by Paxton Arms to be easily repaired and modular. These minor differences allow teams
in the field to easily adapt to local ammunition or repair important equipment in the field.

Dark Hoplite
Based off the Hoplite APC, the Dark Hoplite is simply the same APC being tested for use with Peace River’s Combined Task
Force regiments. They are very similar in role to the Hoplites themselves, but upgraded with reinforced shocks to allow
airdropping, as well as stealth systems. While other APCs were considered, the model that would become the Dark Hoplite
was almost fully done being tested, enabling production to begin immediately.

51
Waylon Wyatt (order #5751665)
Spears of Change
Dark Series Gears
Dark Series Gears are simply current-generation Gears from across the planet, retrofitted with improved actuators, stealth
and life support systems, as well as new powerplants. This enables them to function in multiple environments and allows
pilots to have their own Gears brought in and upgraded, drastically reducing training times. For the first Talon mission,
some Dark Series vehicles were produced that have since been removed from candidacy, either due to redundancy or due to
difficulty in the upgrade process - Commander Salban’s Dark Iguana and Lt Kage’s Dark Warrior being prime examples.

Eagle Trooper
The Eagle Trooper Gear was the first of the new Claw Series Gears, built exclu-
sively for the Talon Program to fulfil their unique needs. Based primarily off of the
prototype Warrior Elite from Paxton’s Skunkworks program that would become
Lt. Kage’s Dark Warrior, the Eagle Trooper incorporates numerous advances,
including a miniaturized automation system similar to those found on tanks,
allowing the gear to act as if two or more pilots were onboard. Additionally,
maneuvering thrusters were included to ensure the gear could properly perform
boarding actions. While these thrusters are not suitable for space combat, they do
allow limited atmospheric jumps when combined with the Gear’s natural motive
systems. As the standard trooper of the Claw Series Gears, the Eagle is given
a decent selection of weaponry, but is normally armed with either a HGLC or a
combination Heavy Autocannon/Light Grenade Launcher combination rifle.

Owl C3
The Owl is the first dedicated command gear built. While before, vehicles were up-
graded with command capabilities after being designed, the Owl was designed to
be a command platform first and foremost. Based on the Stalker testbed prototype
with elements of the Gila and Cheetah MkII, it is no slouch in combat, particularly
support and harassment roles, but it shines in command and control. As such,
the Owl is used exclusively by squad leaders and their seconds-in-command, who
are aided greatly by its ECCM capabilities. The Owl has the same maneuvering
thrusters and Automation as all Claw Series Gears.

52
Waylon Wyatt (order #5751665)
Spears of Change

Raven Scout
The Claw Series’ Raven Scout was based partially off of the
Perseus prototype Gear from Paxton, with elements of the
Cheetah Mk II prototype. Like the Eagle, it has automation
systems as well as maneuvering thrusters, but it is a much
lighter chassis with less armor and with considerably more
detection capabilities. The Raven is allowed a fair number of
weapon systems, but, as indicated by its name, its primary
role is reconnaissance and harassment.

Raptor Commando
The Raptor Commando takes lessons from the Mamba series
and design elements from the Paxton’s Myrmidon heavy
prototype, although considerably miniaturized. A custom
Very Heavy Autocannon is the primary armament, and
fits the goal of a dedicated commando Gear. While slightly
larger than a Jaguar, the Raptor is still compact enough to
maneuver well and has the same features common to all
Claw Series Gears.

Vulture Heavy
The Vulture is based off of the prototype Agamemnon from
Paxton and the Panda from Northco/Shaian. A dedicated
support gear, the Vulture is armed with a Very Light Field
Gun as its primary weapon and shares the standard Claw
Series components. The Vulture is effectively a miniaturized
Cataphract and provides the same sort of indirect support
as its larger cousin does to PRDF forces.

53
Waylon Wyatt (order #5751665)
Black Talons
Liberators
The Black Talon Teams are seen by many oppressed colonies to be liberators. As
such, some Combat Groups outside of the Black Talon list may be taken inside a
Black Talon army if you so wish. Combat Groups available to the Black Talons in
this and future books will have the Talon Logo with the Squad availability (Core,
Auxiliary, Specialist, Elite) and have a note within their Force’s Field Guide with any
particular restrictions. Note that non-Talon Combat Groups may not outnumber
Talon Combat Groups in a Black Talon army. All Combat Groups required by your
Priority Level must be taken from the Black Talon list, and only Talon Combat
Groups may be used as prerequisites for other choices. For example, a Priority
Level 2 Talon force must take two Core choice from the Talon list and must take
three Talon Core choices before an Elite of any origin is taken. Non-Talon Armies
containing Talon Models do not benefit from rules marked as Army-wide, and
Talons lose these same abilities if included in another army.

Advanced Training
To make up for their limited numbers, Talon Units are trained in small unit tactics.
As such, as long as half the Models within a given Combat Group on the table and
not destroyed, Models in the Combat Group are unaffected by Crossfire.

Always Outnumbered, Never Outgunned


The Talon forces, through exacting fire discipline or enhanced technology are very
good at getting the most out of their ammo. Each Talon Model ignores their first
Out of Ammo result in a game. This is per Model, not per Weapon, so only the first
weapon to run out of ammo per Model is affected. You may wish to note this on
the datacard.

Claw Series
With the Talon Program generating its own vehicles, the older Dark series vehicles
are starting to be placed in less critical positions. For that reason, Combat Groups
with Claw Series Models may be classified differently when building an army. Any
non-Infantry Model without the “Dark” prefix is considered of the Claw Series.

Command And Control (Army-Wide)


The Talons are trained to complete the mission, even without a commanding
officer, and have been given some of the most advanced infiltration training
available. They gain an additional two Command Points per PL of the Force and
they never lose Command Points for losing a Commander. Additionally, they gain 1
free Reserve or Infiltrator Support Option per PL, regardless of the mission, which
may only be spent on a Black Talon Combat Group bought with TV allocation.
Models bought with SPs do not benefit from this.

Command And Special Units


Black Talon Army Commanders may not be infantry and may spend 10 TV to
upgrade their Leadership Skill by one level. They may also increase their Defense
and/or EW Skills by one Level for a cost +10 TV per skill per action of the vehicle.

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Waylon Wyatt (order #5751665)
Black Talons
Strike Force Recon (Army-Wide)
A Talon force is designed to fulfil reconnaissance and strike roles with unparalleled efficiency. They are rarely assigned
to defend, unless the objective is vitally important to the Westphalia Cabinet. As such, a Talon player must re-roll Mission
generation if the result is Defend. The re-roll stands and must be made, even if the Talon force contains non-Talon Combat
Groups. Additionally, before the game, during Step 2: Setting up the Table, a Black Talon Force may shoose to spend 2 SP
plus one SP for every 750 TV or portion thereof to choose a single Battlefield Condition other than Night for the game, or
4 SP plus one for every 750 TV or portion thereof to choose Night. Thus a 1000TV game, a playe may choose to spend 4 SP
for any condition but Night or 6 TV for Night. The SP expenditure must be declared before any dice are rolled and replace the
table condition roll wholly. Only one expenditure of SPs is allowed and only the one condition is used. The Talon player may
not choose from the Special Conditions table.

Terra Nova’s Secret Weapons


The Black Talons are to be used in defense of Terra Nova should the need arise. As such, they are being cross-trained with
some units in the polar armies. If you are playing Priority Level 4 SRA, Northern Guard,tor PRDF, you may take Combat
Groups at one level higher than the availability listed (Core counts as Aux, Aux as SPecialist, Specialist as Elite and Elite
requires both an Elite slot and a Veteran slot, but may not take Veteran upgrades). If this is done, the SRA may not use MILICIA
squads, the Northern Guard may not use Member States rules, and the PRDF may not use squads from the Leagueless list.
These Talon Combat Groups may not be Army Commanders and do not benefit from Command and Control or Strike Force
Recon, nor do the Talons benefit from the special rules of the Army they join. No more that 50% of the Army’s Combat Groups
may be from the Black Talon.

General Options For All Talon Gear Teams


These options are available to all Black Talon Gear Teams.

Standard Options
◆◆ The Combat Group Leader may add the Smoke (10)
Perk for +5 TV.
◆◆ Any Owl C3 may upgrade its ECM from 1 to 2
for +5 TV.
◆◆ Add HPZF (F, limited ammo 3) to any Model for +5 TV
each.
◆◆ Any Gear may upgrade its EW Skill to Level 2 for +5 TV
for Dark Series or +10 TV for Claw series.
◆◆ Any Gear may upgrade to Level 3 Attack and Defense
skill for +10 TV for Dark Series or +20 TV for
Claw Series.
◆◆ The Combat Group Leader may upgrade its Ld Skill
to 3 for +10 TV
◆◆ Up to two Gears other than the Combat Group Leader
may upgrade their Ld Skill to Level 2 for +10 TV.

Veteran Options
◆◆ Any Gear may upgrade to Level 4 Attack and Defense
skill for +10 TV for Dark Series, or +20 TV for Claw
Series. Note: they must have Level 3 to upgrade.
◆◆ Any Gear may upgrade to Level 4 EW skill for +5 TV for
Dark Series, or +10 TV for Claw Series. Note: they must
have Level 3 to upgrade.
◆◆ The Combat Group Leader may upgrade its Ld Skill
from 3 to 4 for +10 TV.
◆◆ The two Gears That upgraded their Ld to Level 2 may
upgrade their Ld Skill to Level 3 for +10 TV. Any other
Gear may increase its Ld to 2 for +10 TV.
◆◆ The Combat Group Leader may add a Satellite Uplink
for +10 TV.

55
Waylon Wyatt (order #5751665)
Black Talon Combat Groups
INFANTRY SECTION Threat Value: 65
Composition Overview
CORE 2x Squads of Infantry (3 bases each) Talon Infantry Teams are recruited from the best special forces squads across
Infantry Skill 3 Terra Nova. Their standard armor is a variant of the Night Eel stealth suit originally
Armor 9 developed in the South for the Legion Noire and all of their weapons are specially
Stealth 2 designed to lower thermal and visual signatures. When not preparing for combat
Armed with Assault Rifles, one Base and covert operations, the Teams are trained in infiltration and information
per Squad has a LMG with Stabilizer. gathering, allowing them to operate as the Talon Force’s eyes and ears within the
societies of the planets they visit.
Up to 2 Specialist Teams may be
bought at the cost listed. If bought,
Specialist Teams are part of the
Section and will be Veterans if the OPTIONS
Section is upgraded. ◆◆ Upgrade the Hoplite’s Attack and Defense skills to Level 3 for +20 TV.
◆◆ The Section may be granted Heavy Armor (+1 armor) for +5 TV.
Choose one Infantry Team to be the ◆◆ Any Team may swap their LMG for any one of the following at the cost listed:
Combat Group Leader; this Squad Anti-Gear Rifle+0 TV, Grenade Rifle +5 TV, Light Mortar +10 TV. The Stabilizer
gains +1 Comms. Specialist Teams Mount will transfer to the new weapon.
may not be Combat Group Leaders ◆◆ Any Team may be upgraded to Paratroopers (Airdroppable Perk) for +5TV.
and have their own skills. Teams mounted in a Dark Hoplite will require this to be Airdropped.
◆◆ Add a Demolitions drone to any Infantry Team for +5 TV. Max of one Drone
per Team.
◆◆ Add a Hunter-Killer drone to any Infantry Team for +5 TV. Max of one Drone
per Team.

Infantry Vehicle Options


(Applies to all teams & specialists)

◆◆ The Section (or Specialist Team) may be mounted in a Dark Hoplite APC
(may not be mounted on ATVs or ORVs) for +50 TV. The crew has Attack and
Defense 2, EW1, Ld1. If a Dark Hoplite is taken, it may upgrade its Leadership
skill to Level 2 for +10 TV and may be the Combat Group Leader. Veteran Dark
Hoplites may swap their MRF and APGL for a MRP/36 (T, RoF 4, No Reloads)
for +20 TV.
◆◆ Any Team (including Paratroopers) may be given ATVs (Ground 8/16) at a
cost of +10 TV per Team.
◆◆ Any Team, except Paratroopers, may take Off-Road Vehicles for +10 TV per
Team. ORVs function like ATVs, but add 2 to any existing Infantry Armor
rating and Infantry mounted in them do not count as having the Stabilizer
Trait on their Heavy Weapons. Infantry mounted on ORVs do not count
as Infantry when attacked by non-AI weapons. ORVs lose the +1 Defense
modifier unless at Top Speed.

Veteran OPTIONS
◆◆ Any Infantry Team with level 3 Infantry Skill may be upgraded to level 4
Infantry skill for +10 TV.
◆◆ If the Dark Hoplite has Level 3 Attack and Defense, you may upgrade the Dark
Hoplite’s Attack and Defense skills to Level 4 for +20 TV.

56
Waylon Wyatt (order #5751665)
Black Talon Combat Groups
Sniper/spotter Team Threat Value: 20
Overview Composition
Sniper/Spotter teams are used for targeting and/or eliminating high-priority 1x Base of Infantry
targets in the field. On most Talon missions, the team operates as spotters for the Infantry Skill 3
Mobile Ordnance Elements, heavier Gears or even the Fury Shuttle. Armor 9
Airdroppable
Stealth 2
Options Armed with a Sniper Rifle
and an Assault Rifle.
◆◆ The Team may upgrade to Heavy Armor (+1 armor) for +5 TV per Model.
◆◆ The Team may take a single Recon drone for +10 TV per Model.
◆◆ The Team may be given ATVs at a cost of +10 TV per Model.
◆◆ Add a Target Designator (2) with Stabilizer for +5 TV.

Veteran OPTIONS
◆◆ The Sniper Rifle may be upgraded to a Laser Sniper Rifle
for +5 TV per Model.
◆◆ The team may be upgraded to Level 4 Infantry skill for +5 TV.

Heavy Weapons Team Threat Value: 50


Overview Composition
Talon Heavy Weapons Teams are used when making assaults or holding vital 2x Bases of Infantry
areas. The massed firepower, combined with the level of training, makes the Infantry Skill 3
HWTs a very valuable asset in tight situations. Armor 10
Airdroppable
Stealth 2
Options Both bases armed with LMGs

◆◆ The Team may take a single Recon Drone for +10 TV or a single Demolitions
Drone for +5 TV per Model.
◆◆ Any Base may upgrade their Light Machine Guns to one of the following for Special Rules
the cost listed: Chaingun+0 TV, Anti-Gear Rifle+0 TV, Grenade Rifle +5 TV, Unlike normal infantry, Heavy
Rocket Launcher +5 TV, or a Light Mortar +10 TV per Model. Weapons Teams always gain RoF
◆◆ The Team may be given ATVs at the cost listed on the previous page. bonuses equal to the number of bases
with that Heavy Weapon.

Veteran OPTIONS
◆◆ Upgrade the Dark Hoplite’s Attack and Defense by 1 (to 4)
for +20 TV per Model.
◆◆ Upgrade the Team’s Infantry skill by 1 (to Level 4) for +10 TV.

57
Waylon Wyatt (order #5751665)
Black Talon Combat Groups
Forward Observation and Reconnaissance Team Threat Value: 290

SPEC / AUX*

* SPEC if 3 Models
or if any Claw Series
Models are used

AUX if 4 to 5 Dark
Series Models only

BASIC UNITS +SKILLS Overview


ALL STANDARD LOADOUT Forward Observation and Recon teams function much like Recon Squads from
Combat Group Leader other Terranovan armies. The can be outfitted for Electronic Warfare, enemy
1x Dark Skirmisher harassment, and/or interception, but are generally used for their primary role of
Attack 2 observation. They make a good companion to the Mobile Ordnance Elements,
Defense 2 Operational Assistance Teams, or Tactical Assault Teams.
EW 2
Ld 2

2x Dark Cheetah
Attack 2 Options
Defense 2 ◆◆ Add up to two additional Dark Skirmishers for +80 TV each.
EW 2 ◆◆ Upgrade any Dark Skirmisher outside of the Combat Group Leader’s to a Dark
Ld 1 Cheetah for +20 TV.
◆◆ Upgrade the Combat Group Leader’s Dark Skirmisher to an Owl C3
Additional Models for +40 TV.
Attack 2 ◆◆ Upgrade any Dark Cheetah to a Raven Scout for +40 TV.
Defense 2 ◆◆ Swap any Models’ MRF for a LAC and FGC (F, Reloads for both) for +5 TV.
EW 2 ◆◆ Add an LRP/32 (FF, no reloads, RoF 4) to any Model for +5 TV
Ld 1 ◆◆ Any Raven Scout may add ECM (3) for +20 TV.
◆◆ Any Dark Skirmisher or Owl C3 may add a Target Designator (2)
for +5 TV each.
◆◆ Up to two Models may be equipped with either a Recon Drone for +10 TV or
a Hunter-Killer Drone for +5 TV.

Veteran OPTIONS
◆◆ If the Combat Group Leader is an Owl C3, you may upgrade a second Dark
Skirmisher to an Owl C3 for +40 TV.
◆◆ Any Dark Cheetah or Raven Scout may swap its MRF for a RFB (F, Reloads)
for +5 TV.
◆◆ Any Dark Skirmisher or Raven Scout may swap their MRF for a LGL
(F, Reloads) for +5 TV.
◆◆ Swap the Combat Group Leader’s MRF for a MAC and FGC (F, Reloads for
both) for +10 TV.

* Talon Gear teams may also choose options from the list on page 55.

58
Waylon Wyatt (order #5751665)
Black Talon Combat Groups
Primary Insertion Team Threat Value: 240

AUX / CORE*

* AUX if 3 Models
or if Claw Series
Models are used

CORE if 4 to 5 Dark
Series Models only

Overview BASIC UNITS +SKILLS


Primary insertion Teams are the Talons’ equivalent of a General Purpose Squad. ALL STANDARD LOADOUT
While they do function similar to the GP, they are designed for more than just Combat Group Leader
trooper and patrol, functioning as something between a GP and a Northern 1x Dark Skirmisher
Dragoon Squad. The majority of Gear Teams in a Talon Force fall under this Attack 2
designation, although many pilots will rotate between roles in a Force, simply due Defense 2
to circumstance. EW 2
Ld 2

2x Dark Jaguar
Options Attack 2
Defense 2
◆◆ Add up to two additional Dark Jaguars for +75TV each. EW 1
◆◆ Upgrade one Dark Jaguar to a Dark Skirmisher for +5 TV. Ld 1
◆◆ Upgrade the Combat Group Leader’s Dark Skirmisher to an Owl C3
for +40 TV. Additional Models
◆◆ Any Dark Skirmisher or Owl C3 may add a Target Designator (2) Attack 2
for +5 TV each. Defense 2
◆◆ Upgrade any Dark Jaguar to an Eagle Trooper for +35 TV. EW 1
◆◆ Any Dark Jaguar may swap its HRF for a MAC and FGC (F, reloads for both) Ld 1
for +5 TV or a MAC and LGL (F, Reloads for both) for +15 TV.
◆◆ Any Eagle Trooper may swap its HGLC for a HAC and LGL (F, Reloads
for both) for +10 TV.
◆◆ Swap the Combat Group Leader’s MRF for a LAC and FGC (F, Reloads
for both) for +5 TV.
◆◆ Add an LRP/32 (FF, no reloads, RoF 4) to any Model for +10 TV or +5 TV
for the Combat Group Leader.
◆◆ Up to two Models may be equipped with Drones, of which only one may be
a Recon Drone or a Demo Drone. Recon Drones cost +10 TV, Hunter-Killer
Drones and Demo Drones cost +5 TV.

Veteran OPTIONS
◆◆ If the Combat Group Leader is an Owl C3, you may upgrade a second Dark
Skirmisher to an Owl C3 for +40 TV.
◆◆ Any Dark Jaguar may upgrade its Stealth Perk to Rating 4 for +5 TV.
◆◆ Any Dark Jaguar may swap its HRF for a MBZK (F, Reloads, Sniper)
for +15 TV.
◆◆ Any Eagle Trooper may swap its HGLC for a MBZK (F, Reloads, Sniper)
for +5 TV.

* Talon Gear teams may also choose options from the list on page 55.

59
Waylon Wyatt (order #5751665)
Black Talon Combat Groups
Tactical Insertion Team Threat Value: 285

ELITE / SPEC*

* ELITE if 3 Models
or if any Claw Series
Models are used

SPEC if 4 to 5 Dark
Series Models only

BASIC UNITS +SKILLS Overview


ALL STANDARD LOADOUT Tactical Insertion Teams function similarly to commando-styled squads from other TN
Combat Group Leader armies. Designed to be fast and hard hitting, they can handle strike and general duties,
1x Dark Jaguar but are best used as infiltration units with specific targets or goals. They operate well
Attack 2 teamed with Primary Insertion Teams, Operational Assistance Teams, or Tactical
Defense 2 Assault teams.
EW 2
Ld 2

2x Dark Mamba Options


Attack 2 ◆◆ Add up to two additional Dark Jaguars for +75 TV each.
Defense 2 ◆◆ Upgrade any Jaguar except the Combat Group Leader to a Dark Mamba
EW 1 for +25 TV.
Ld 1 ◆◆ Upgrade the Combat Group Leader’s Dark Jaguar to an Owl C3 for +45 TV.
◆◆ Upgrade up to two Dark Jaguars to Eagle Troopers for +35 TV each.
Additional Models ◆◆ Upgrade any Dark Mamba to a Raptor Commando for +15 TV.
Attack 2 ◆◆ Any Dark Jaguar may swap its HRF for a MAC and FGC (F, Reloads for both)
Defense 2 for +5 TV or a MAC and LGL (F, Reloads for both) for +15 TV.
EW 1 ◆◆ Any Eagle Trooper may swap its HGLC for a HAC and LGL (F, Reloads for both)
Ld 1 for +10 TV.
◆◆ Any Dark Mamba may swap its SLC for a HGL (F, Reloads) for +10 TV.
◆◆ Any Raptor Commando may upgrade its VHAC to a LPLC (F, Reloads) for +15 TV.
◆◆ The Owl C3 may swap its MRF for a MAC and FGC (F, Reloads for both) for +10 TV,
or a MAC and LGL (F, reloads for both) for +15 TV
◆◆ Add a MRP/18 (FF, no reloads, RoF 3) to any Model without a rocket pack
for +15 TV or +10 TV on an Owl C3.
◆◆ Up to two Models may be equipped with Drones, of which only one may be a
Recon Drone or a Demo Drone. Recon Drones cost +10 TV, Hunter-Killer Drones
and Demo Drones cost +5 TV.

Veteran OPTIONS
◆◆ If the Combat Group Leader is an Owl C3, you may upgrade a second Jaguar to an
Owl C3 for +45 TV.
◆◆ Any Dark Jaguar may upgrade its Stealth Perk to Rating 4 for +5 TV.
◆◆ Any Dark Jaguar may swap its HRF for a MBZK (F, Reloads, Sniper)
for +15 TV.
◆◆ Any Eagle Trooper may swap its HGLC for a MBZK (F, Reloads, Sniper) for +5 TV.
◆◆ Any Dark Mamba may swap its SLC for a HGLC (F, Reloads, Sniper) for +0 TV.
◆◆ Any Raptor Commando may upgrade its VHAC to a HBZK (F, reloads, Sniper)
for +30 TV.

* Talon Gear teams may also choose options from the list on page 55.

60
Waylon Wyatt (order #5751665)
Black Talon Combat Groups
Operational Assistance Team Threat Value: 255

SPEC / AUX*

* SPEC if 3 Models
or if any Claw Series
Models are used

AUX if 4 to 5 Dark
Series Models only

Overview BASIC UNITS +SKILLS


Operational Assistance Teams work very much like Fire Support Squads from ALL STANDARD LOADOUT
conventional forces. They are capable of providing covering fire for other teams or Combat Group Leader
directed heavy weapons fire on priority targets. While they are more slightly mobile 1x Dark Jaguar
than conventional Fire Support, they are still limited compared to other vehicles in the Attack 2
force and will sometimes need support from Primary Insertion Teams. Defense 2
EW 2
Ld 2
Options
◆◆ Add up to two Dark Mambas for +100 TV each. One may be swapped for a Dark 2x Dark Cobra
Cobra at -15 TV. Attack 2
◆◆ Upgrade the Dark Jaguar to an Owl C3 for +45 TV. Defense 2
◆◆ Upgrade any Dark Mamba to a Raptor Commando for +15 TV. EW 1
◆◆ Upgrade any Dark Cobra to a Vulture Heavy for +65 TV. Ld 1
◆◆ Any Dark Jaguar may swap its HRF for a MAC and FGC (F, reloads for both)
for +5 TV or a MAC and LGL (F, Reloads for both) for +15 TV. Additional Models
◆◆ Any Dark Mamba may swap its SLC for a HGL for +10 TV. Attack 2
◆◆ Any Raptor Commando may upgrade its VHAC to a LPLC (F, Reloads) for +15 TV. Defense 2
◆◆ Any Dark Cobra may swap its HAAC for a LPA (F, Reloads) for+0 TV. EW 1
◆◆ Up to two Dark Cobras may swap their HRPs for a VLFG (F, no reloads) Ld 1
for -5 TV each.
◆◆ Any Vulture Heavy may swap its AGM for a HGM (FF, no Reloads) for+0 TV.
◆◆ Add a MRP/18 (FF, no reloads, RoF 3) to any Model for +15 TV or +10 TV if model is
an Owl C3 or a Dark Cobra.
◆◆ Up to two Models may be equipped with Drones, of which only one may be a
Recon Drone. Recon Drones cost +10 TV, Hunter-Killer Drones and Demo Drones
cost +5 TV.

Veteran OPTIONS
◆◆ If the Combat Group Leader is an Owl C3, you may upgrade one Dark Mamba to
an Owl C3 for +20 TV.
◆◆ The Dark Jaguar may upgrade its Stealth perk to rating 4 for +5 TV.
◆◆ The Dark Jaguar may swap its HRF for a MBZK (F, Reloads, Sniper)
for +15 TV.
◆◆ Any Dark Mamba may swap its SLC for a HGLC (F, Reloads, Sniper) for
+0 TV.
◆◆ Any Raptor Commando may upgrade its VHAC to a HBZK (F, reloads, Sniper)
for +30 TV.
◆◆ Any Dark Cobra may swap its HRP for a HGM (F, no Reloads) for +0 TV.
◆◆ Any Vulture Heavy may swap its VLFG for a LRG (F, Reloads) for +5 TV.

* Talon Gear teams may also choose options from the list on page 55.

61
Waylon Wyatt (order #5751665)
Black Talon Combat Groups
Tactical Assault Team Threat Value: 275

ELITE / SPEC*

* ELITE if 3 Models
or if any Claw Series
Models are used

SPEC if 4 to 5 Dark
Series Models only

BASIC UNITS +SKILLS Overview


ALL STANDARD LOADOUT Tactical Assault Teams are designed to provide maximum directed power on a target.
Combat Group Leader The team is quite capable at all ranges, allowing precision guided munitions to rain
1x Dark Jaguar down while they close for up-close combat. They work well with Forward Observation
Attack 2 and Recon Teams.
Defense 2
EW 2
Ld 2 Options
2x Dark Kodiak ◆◆ Add up to two Dark Cobras for +85 TV each.
Attack 2 ◆◆ Swap one Dark Cobra to a Dark Kodiak for +5 TV
Defense 2 ◆◆ Upgrade Any Dark Cobra to a Raptor Commando for +30 TV each.
EW 1 ◆◆ Upgrade the Dark Jaguar to an Owl C3 for +45 TV.
Ld 1 ◆◆ Upgrade any Dark Kodiak to a Vulture Heavy for +55 TV.
◆◆ Any Dark Jaguar may swap its HRF for a MAC and FGC (F, reloads for both)
Additional Models for +5 TV or a MAC and LGL (F, Reloads for both) for +15 TV.
Attack 2 ◆◆ Any Dark Cobra may swap its HAAC for a LPA (F, Reloads) for+0 TV.
Defense 2 ◆◆ Up to two Dark Cobras may swap their HRPs for a VLFG (F, no reloads)
EW 1 for -5 TV each.
Ld 1 ◆◆ Any Raptor Commando may upgrade its VHAC to a LPLC (F, Reloads) for +15 TV.
◆◆ Any Dark Kodiak may swap its LPA for a HBZK (F, Reloads, Sniper) for +15 TV.
◆◆ Any Dark Kodiak may swap its AGM for a HRP/48 (FF, RoF 4, no Reloads) for -5 TV.
◆◆ Any Vulture Heavy may swap its AGM for a HGM (FF, no Reloads) for+0 TV.
◆◆ Add a MRP/18 (FF, no reloads, RoF 3) to any Model for +10 TV or +15 TV per Dark
Jaguar or Vulture Heavy.
◆◆ Up to two Models may be equipped with Drones, of which only one may be a Recon
Drone. Recon Drones cost +10 TV, Hunter-Killer Drones and Demo Drones cost +5 TV.

Veteran OPTIONS
◆◆ If the Combat Group Leader is an Owl C3, you may upgrade one Dark Cobra to an
Owl C3 for +40 TV.
◆◆ The Dark Jaguar may upgrade its Stealth perk to rating 4 for +5 TV.
◆◆ The Dark Jaguar may swap its HRF for a MBZK (F, Reloads, Sniper) for +15 TV.
◆◆ Any Dark Cobra may swap its HRP for a HGM (F, no Reloads) for+0 TV.
◆◆ Any Raptor Commando may upgrade its VHAC to a HBZK (F, reloads, Sniper)
for +30 TV.
◆◆ Any Dark Kodiak may swap its AGM for an ATM (FF, Limited Ammo 4)
for +20 TV.
◆◆ Any Vulture Heavy may swap its VLFG for a LRG (F, Reloads) for +5 TV.

* Talon Gear teams may also choose options from the list on page 55.

62
Waylon Wyatt (order #5751665)
Black Talon Combat Groups
Mobile Ordnance Elements Threat Value: 120

SPEC

Overview BASIC UNITS +SKILLS


Mobile Ordnance Elements are the Talon Force’s Artillery and support. Talons are ALL STANDARD LOADOUT
forced to rely on Striders rather than conventional support vehicles. While this Combat Group Leader
does place their support much closer to the fighting, the flexibility this allows 1x Dark Naga
more than makes up for any shortcomings. Attack 2
Defense 3
EW 2
Options Ld 2

◆◆ Add up to two additional Dark Nagas at +110 TV each. Other Striders


◆◆ Any Dark Naga may be upgraded to a Dark Coyote for +40 TV each. Attack 2
◆◆ One Dark Naga may swap one or both HRPs for a HGLC (F, no Reloads) Defense 3
for +0 TV per weapon swapped or one or both HRPs for an ATM (F, Limited EW 2
Ammo 4) for +45 TV per weapon swapped. Ld 1
◆◆ Any Dark Naga with two of the same weapon may link these weapons for +5 TV.
◆◆ Any Dark Coyote may swap its LRG for a LLC (T, AA, no Reloads) for +5 TV.
◆◆ One Dark Naga may swap its MAC for a LPA (F, no Reloads) for+0 TV.
◆◆ Any Dark Naga may swap one HRP for a HGL (F, no Reloads) for -5 TV.
◆◆ One Dark Coyote may swap its MAAC for a LPA (T, no Reloads) for +5 TV.
◆◆ Any Dark Coyote may upgrade to Level 3 Attack skill for +10 TV. Any Dark
Naga may upgrade to Level 3 Attack skill for +15 TV.
◆◆ The Combat Group Leader may upgrade its Ld Skill to 3 for +10 TV.
◆◆ The Combat Group Leader may add a Satellite Uplink for +10 TV.
◆◆ The Combat Group Leader may add the Smoke (10) Perk for +5 TV.
◆◆ Any model may be equipped with a Drone. Recon Drones cost +10 TV,
Hunter-Killer Drones and Demo Drones cost +5 TV.

Veteran OPTIONS
◆◆ Any Dark Naga may swap one or both HRPs for a HGLC (F, no Reloads) for
+0 TV per weapon swapped or one or both HRPs for a an ATM (F, Limited
Ammo 4) for +45 TV per weapon swapped.
◆◆ Any Dark Naga may swap one or both HRPs for a HGL (F, no Reloads) for -5
TV per weapon swapped.
◆◆ Any Dark Naga may swap its MAC for a LPA (F, no Reloads) for+0 TV.
◆◆ Any Dark Coyote may swap its MAAC for a LPA (T, no Reloads) for +5 TV.
◆◆ Any Dark Coyote may upgrade to Level 4 Attack and Defense skill for +20 TV.
Any Dark Naga may upgrade to Level 4 Attack and Defense skill for +30 TV.
Note: they must have Level 3 Attack to upgrade.
◆◆ Any Strider may upgrade to Level 3 EW skill for +10 TV each.
◆◆ If the Combat Group Leader is a Dark Coyote, it may be upgraded to a Dark
Alpha Dog for +20 TV
◆◆ If the Combat Group Leader is a dark Naga, it may be upgraded to a Command
Dark Naga for +25 TV.
◆◆ The Combat Group Leader may upgrade its Ld Skill from 3 to 4 for +10 TV.
Any other Strider may increase its Ld to 2 for +10 TV. 63
Waylon Wyatt (order #5751665)
Fury
3
Deck 1 4

Fury-class Assault shuttle


1) Bridge
2) Ops Center
3) Particle Beam Cannon
4) Engines
Deck 2
5) Quarters
5 6
6) Mess and Recreation Area
7) Supply Storage
8) Vehicle Bays
9) Lift/Maneuver Thruster Housing
10) Engineering
11) Frontal Laser Defence System
12) Fuel Bays
13) Access Ramp
12

9
Deck 3 10

7 8

13

SIDE VIEW 4
8
1 2
11
7

64
Waylon Wyatt (order #5751665)
New Rules
Rules Updates
The following are updates to the rules presented in locked and Loaded and are considered official revisions.
All page references are to the Locked and Loaded rulebook.

New Rules
General
When swapping or upgrading weapons or Models, you must always take the “shortest path” to the weapon or Model you
wish. You may not receive “free TV” by swapping weapons or equipment on Models before swapping the Model for another
Model. This applies to all swaps and upgrades, regardless of source. When an upgrade or swap specifies “base” it means the
model exactly as it appears on the Datacard in the book with standard loadout. A Model must have all items listed in a swap
in order to be swapped.

Occasionally there can be confusion over which Models are eligible for upgrades. Below is a summary. A full listing of what
Model counts for which upgrades will be made available on the DP9 webpage at a later date.

◆◆ The SD Hunter and SD Jäger do not count as Hunters or Jägers unless noted.
◆◆ The Spitting Cobra and King Cobra are separate Models.
◆◆ Any command variant counts as the same Model for upgrades. Thus an Alpha Dog counts as a Coyote,
a Sabretooth counts as a Tiger, etc.

Datacards
You will note we have included all of the current datacards for the game in this book and they look different. There are no
changes to the data included in the cards, but the layout has been changed for ease of use. We hope you like the new layout
and it helps in your games. Note that all cards in this book and Locked and Loaded are “basic” or “standard loadout.”

Using Older Models


Some owners of older Models will note that these models no longer exist. The following is a quick listing of older CEF and
Black Talon Models and what they will count as on the field.

CEF
Type 2-07: Type 2-19 with LLC and Support Mission Pack
Type 55: Type 2-21. Will need a Mission Pack.
Type 99: Type 2-19 with Mobility Mission Pack.

Black Talons
Ares: Vulture Heavy
Hades: Eagle Trooper or Owl C3

65
Waylon Wyatt (order #5751665)
New Rules
General Army Upgrades available to all armies
◆◆ Any Infantry Group allowed the use of a Sniper Rifle May swap it for an Anti Gear Rifle for 0 TV, unless listed otherwise
in your army.

◆◆ One non-infantry Veteran Combat Group in a Priority Level 4 force may be “the best of the best” and may upgrade their
Attack and Defence Skills to Level 4 for +10 TV per Action per Model. The Combat Group Leader and any members who
have ECM, ECCM or Satellite Uplinks may upgrade their EW Skill to level 3 for +5 TV per Model per Action. In all cases,
the Models must already have the previous Skill Level(s) before upgrading. This option is not available for the Black
Talons, FLAILs or GRELs. A Tank with 3 actions would pay 30 TV to upgrade its ATT and DEF, while a one-action gear
would pay 10 TV.

Northern GP Squad (Revision, Page 72)


The FGC swap should upgrade any HGs on the Model to HHGs. The HPZF option should be Limited Ammo 4,
rather than 2. The costs of both options remain the same.

Northern light Tank Squad (Revision, Page 81)


The Master Klemm upgrade should specify the Combat Group Leader must be in a Klemm, not a Bandit Hunter
or any other variant. WFPA forces may take the Master Klemm as CG Leader instead of the Bandit Hunter if the
vehicle is the Army Commander.

Southern Convicts (Revision, Page 107)


Replace section with:
Any GP Cadres or Infantry Platoons may be designated as Convicts (Cadre/Platoon de Bagnard). Infantry
Platoon are discounted by 10 TV when designated. The entire Infantry Platoon is considered a single Combined
Model with one Action for Activation (and RoF) purposes. Convict Infantry Platoons may never take Heavy
Weapons, Caimans, or Paratrooper upgrades and do not count toward Sniper Cadre requirements. Convict in-
fantry may not embark upon any Model with the Transport perk, but may take ATVs, ORVs or Riding Beasts.

Convict GP Cadres receive no discount unless playing with Morale, at which point they are discounted 10 TV
per Cadre. Convict GP Cadres may only be composed of Stripped Down Jägers or Asps and may not take any
weapon swaps, unless Veteran, at which point the Asp may upgrade its HMG to a LAC (F, no reloads) for +5 TV.
Asps are -10 TV from a Stripped-down Jäger.

Convict Combat Groups must have all members within Auto Comms
range of the Squad Leader (or his Infantry Squad) at all times. If Any
Model is outside of this range at the end of the Miscellaneous Phase,
it is assumed they flee and are counted as destroyed. If the Combat
Group Leader is killed, the Model or Combined Model in the Combat
Group with the most members of the Combat Group within its Auto
Comms Range will become the new Squad leader, using their own
Ld skill. You may measure to any base with a combined Model when
determining the new Combat group Leader.

If a Gear from an MP Cadre is not within 10 inches of a Convict Gear


or Escouade, the Convict Model may not receive Command Points. A
Convict Cadre may never be the Army Command Cadre. If using Morale,
Convicts do not count as friendly Models for non-Convict Models
for Morale. Convicts are often used for “special recon” and Convict
Groups are often referred to as “les condamné” (the condemned).”

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Waylon Wyatt (order #5751665)
New Rules
Sign of Station (Revision, Page 108)
Those Peacekeepers who have shown great devotion often wear a specially crafted Vibrokatana as a sign of
station. One Squad per full 750 TV may have their Gears carry one for +5 TV per Gear. The Vibrokatana counts
as a Vibroblade with the AP quality and any Gear with both a Vibrokatana and a Vibroblade gains a +1 modifier
when Defending against non-Ram Melee Attacks.

Southern Infantry Platoon (ADDITION, Page 120)


Infantry Backup: Asps are “heavy infantry gears” used to bulk out occupying forces inexpensively. One Asp
may be taken per Infantry Escouade for +10 TV. The number of bases in the Escouade “upgraded” drops to 2,
and the Asp counts as a separate Model in the Combat Group. If Veteran, the Asp may swap its HMG for a LAC
(F, Reloads) for +5 TV and/or take MPZFs (F, limited ammo 3) for +5 TV. Asps may not be included in Convict
Infantry Escouades, as all Asps used for convicts are used with other Gears. Infantry squads may buy ORVs,
ATVs and similar for Squads with Asps for the normal cost.

Leagueless (ADDITION, Page 154)


Add the following to Trooper gears:

Bricklayer/Stone Mason - 15 TV
◆◆ May swap the LAC for a FGC (F, Reloads) for +5 TV.
◆◆ May swap LAC for a SC (F, limited ammo 3) for +10 TV or 2x CS (F, linked) for +5 TV.
◆◆ May not take “Ill-Equipped” options.
◆◆ Note that the SC and CS options will need to be converted or modeled using spare parts.

Jump Jets (expanded from page 182)


While Jump Jets do not count toward moving, a Model using Jump Jets counts as moving one Speed Band
faster than their current Speed Band (Stationary becomes Combat, Combat becomes Top, Top stays Top) for
the duration of the Jump and for Attack purposes only. Count normal Speed Bands for Defence and all other
purposes. Jump Jets may interrupt slides and other movement. In this case, the jump occurs in the direction the
player wishes and then the slide or other movement continues as normal. Use of Jump Jets more than once per
Round will result in the Model adding their Jump Jet rating to their Large Sensor Profile (or gaining LSP equal
to their Jump Jet rating if they do not already have LSP).

If a Model is more than an inch above a surface at the conclusion of all Jump
Jet movement, it will be subject to an unintentional impact (page 28 Locked
and Loaded) on its underside modified by front/rear arc if applicable. If the
Jump is strictly vertical, no arc is used, it is strictly underside. If more than ½
of the base or footage of the Model is not on the level landed, it must make a
Difficult Terrain Test (page 21 Locked and Loaded). If the test is successful, it
should be moved fully onto the level it planned to land on. If the test was un-
successful, it will fall off the edge of the level. If any part of the Model comes
in contact with another Model during the Jump or landing consequences,
treat it as an unintentional impact, as normal.

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Waylon Wyatt (order #5751665)
New Rules
Options for post TN 1940 Armies
The following are rules to represent upgrades to vehicles and forces post-TN1940. These upgrades are only for the forces
listed due to the increased focus on planetary defense during this era. All upgrades must be visually identified on the Model,
by modelling the upgrade where possible and by obvious paint scheme where modelling is not sufficient (Roaring Grizzly and
Brahmin Cobra upgrades). Many of these options will require players to model things themselves with spare parts. They may
be made used in tournament, but unless noted, all tournaments should be assumed to take place pre- TN 1940.

General Upgrades for all Northern Armies


Lessons from the Interpolar war were quickly learned by Northern commanders and with their integrated command structure,
changes were quickly implemented. The following upgrades apply to all Northern Armies.

Dedicated Tankhunter Initiative


Though improved targeting data and a revised lightweight round, the Northern Guard and its member states
have drastically improved the efficiency of their Snub Cannons. One Combat Group per PL may be upgraded to
Tankhunters. This allows one Model per CG to upgrade any Snub Cannons (if taken) to have Accuracy 0 as well
as the Sniper Trait for +10 TV per Snub Cannon. This is increased to 2 Models in a Veteran Combat Group.

Northern General Purpose Squad (Page 72)


As Northern Tactics evolve, so must their squads. As such, many of their experienced GP Squads are being
turned into Light Dragoons: In a Veteran Squad, two Models of the four allowed to swap their Autocannons to
other weapons may instead may swap their Autocannons to MBZKs (F, no Reloads) for +10 TV each.

Northern Recon Squad (Page 73)


Like the General Purpose Squad, Recon Squads are being outfitted to better defend themselves with the Fang
initiative. One Model may swap its DPG and TD for a LBZK (F, No Reloads) for -5 TV. This increases to two
Models in a Veteran Squad.

NAF and Northern Guard


Shaian Mechanics convinced the NLC politicians to use lessons learned from the Panda prototype to improve
the aging Grizzly and deployed a special upgrade pack. These upgrades are easily made in the field, but are
too expensive for the WFPA and are being held back from implementation by Northco in the UMF. In addition,
higher priority task forces have been authorised to use Cheetahs as command vehicles to ensure reliable
communications in battlefield situations.

◆◆ Any Grizzly or Variant in a Veteran Combat Group may be given the Roaring Grizzly Upgrade Package.
Increase the Armor by 1 and improve all Defense modifiers by 1 for +5 TV.

◆◆ Any Command Mammoth may swap its ECM for ECCM of the same rating for +0 TV.

◆◆ At Priority Level 3 or higher, any Combat Group Leader that is a Headhunter or Jaguar may be replaced
by a Cheetah for +20 TV per Headhunter and +5 TV per Jaguar replaced. These Cheetahs have access to
any upgrades allowed by the Combat Group, however the Combat Group Leader’s Cheetah may not be
swapped for another Model, nor may any Combat Group with a Cheetah as Combat Group Leader take
SD Hunters.

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Waylon Wyatt (order #5751665)
New Rules
UMFA and Northern Guard
Northco has been switching production lines from Hunter production to Jaguar production, increasing the
numbers available to armies drastically. However after the Roaring Grizzly package rights were granted
exclusively to Shaian mechanics, Northco has found ways to ensure the NLC’s orders are always filled last.
The WFP, as usual cannot afford many new models.

◆◆ In any Combat Group, you may upgrade two basic Hunters to Jaguars for +20 TV each and any Headhunters
may be upgraded to Jaguars for +15 TV each. In Veteran Combat Groups, All basic Hunters may be
upgraded to Jaguars for +20 TV each and any Combat Group Leader’s Jaguar may be upgraded to a
Thunder Jaguar for +10 TV. These Jaguars or Thunder Jaguars can take any options allowed by the rules
for the squad, but not swaps or options from army special rules or Member States.

WFPA
As the Interpolar War dragged on, the WFPA found itself quickly running short of Gears, and looking at ways
to improve the oldest in service. The largest boost was from surplus Northern Guard Hunters, while Riley
Weapons systems contributed new weaponry to the aging Mad Dog line.

◆◆ Any Jaguar may be downgraded to a Hunter for -20 TV.

◆◆ Any Mad Dog R may Link its rocket pods for +5 TV.

◆◆ Two Mad Dog Rs per Combat Group may be given the Dogfire Weapons Package. Swap the HAC for a
VLFG (F, no Reloads) and both MRPs for a single MRP/18 (FF, RoF3, no Reloads) for 0 TV each.

Options for southern armies


SRA, MILICIA
As the MILICIA and SRA prepare for large scale warfare, critical design flaws found on the Black Mamba have
been fixed through a field kit designed to bring the baseline Mamba in line with many of its variants. Due to the
number in service and typical Southern business practices, not all Mambas are evenly protected.

◆◆ Any Black Mamba may remove the Weak Facing Flaw for +5 TV. In the MILICIA, Black Mambas in GP
Cadres may only remove the Weak Facing if Veteran. Models with this upgrade must be clearly noted
through modelling or paint schemes to ensure fairness.
◆◆ Any Combat group containing Snub cannons may upgrade it according to the same rules and restrictions
listed in the Northern tankhunter Initiative on Page 68.
◆◆ The number of Jägers or Command Jägers allowed to be upgraded to Black Mambas is increased by 1 in
each squad(+25 TV each, +20 to upgrade a Command Jäger). If the Squad does not allow Black Mambas,
no Black Mambas may be taken. Additionally, the limit is based on the number of Mambas allowed in your
level (normal or Veteran). If the Combat Group Leader is in a Black Mamba, it may be upgraded to a Razor
Fang Mamba for +5 TV, regardless of Veteran level.

SRA
While the Brahmin Cobra prototype did not fare well, certain upgrades developed for it were able to be applied
to the basic Spitting Cobra. As of yet, only the SRA has been able to apply these upgrades.

◆◆ Any Spitting Cobra in a Veteran Combat Group may be given the Brahmin Upgrade Package. Increase the
Armor by 1 and improve all Defense modifiers by 1 for +5 TV. Additionally one of these Models may swap
its HRP for an EW Suite (ECM 2 ECCM 2, Satellite Uplink) for 0 TV.

ESE
The ESE is still quite fractured and as such, the only upgrades it receives post TN-1940 are those allowed by
their Emirate Ties faction. Any Combat Group eligible for upgrades under the Emirate Ties Faction is eligible
for these same upgrades in a ESE force.

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Waylon Wyatt (order #5751665)
New Rules
Mekong Dominion
The Mekong Dominion has seen very little change during the war, but trade agreements have allowed it some
access to Mamba upgrades and local manufacturing has let them increase the size of the Peacekeepers by
utilizing less costly gears.

◆◆ Any Black Mamba MP in a Veteran Combat Group may remove the Weak Facing Flaw for +5 TV. Other
Black Mambas may not remove the Weak Facing Flaw.

◆◆ In a MP Combat Group, one additional Iguana MP may be swapped for a Desert Viper or Black Adder
(Maximum of 3 per squad).

Humanist Alliance
While the Alliance is rebuilding, affairs between it and the other Southern nations are still quite uneasy. It has,
however, become far more friendly with Port Arthur, allowing GRELs who would otherwise be unemployed or
off rotation to work in active service defending the Alliance.

◆◆ A Humanist force may take PAK Infantry Platoons from page 168 of Locked and Loaded as Auxiliary
choices. These platoons follow all normal PAK building rules found on this page and if they include
GRELs, the GREL Instability special rules (page 163, Locked and Loaded) are used. Only PAK platoons
count toward Morgana Commando Squad requirements and only Southern Infantry Platoons count
toward Southern Sniper Teams. Models in these Platoons may not be Army Commander.

options for prdf armies


While Vehicle development and production lines were moved outside of Peace River proper, many of the
weapons manufacturing factories were in the process of being moved. With the increased vehicle production
and bolstering of the PRDF, many of the vehicles produced for the PRDF are armed with basic weaponry that is
easy to produce or procure. Meanwhile, the Warrior IV series is being retrofitted with better actuator systems
shared by the North for the Talon program. At the same time, the destruction of Peace River has led to more
scrutiny of the Badlands Militias formerly associated with the PRDF.

◆◆ Only one Leagueless Combat Group may be taken per force.

◆◆ Skirmishers in General Purpose and Strike Squads may upgrade their LRF to a LAC (F, Reloads) for +0 TV.

◆◆ Any Crusader IV may be swapped for a Cataphract at +25 TV. (See the LaL Errata for revised Crusader
Costs)

◆◆ Any Cataphract may take a VHAC (F, Reloads) instead of its LRG for -10 TV each.

◆◆ Any Coyote may swap its LRG for a VHAC (T, no reloads) for -15 TV each.

◆◆ Any Warrior IV or Chieftain IV in a Veteran squad may be given the Elite program upgrade (increase all
Defense modifiers by 1, increase Detect to 4) for +5 TV. This may not be given to PRDF Combat Groups
functioning inside of an ESE army using Emirate Ties.

Options for pak armies


Port Arthur’s partnership with the Humanist Alliance has been very lucrative for both parties. Port Arthur has
recently procured parts for Particle Accelerators and plans for the Anti-Air Visigoth. They have retrofitted a
number of Heavy Hovertanks with the same turret system as the AA Visigoth and the particle accelerators have
found their way into many Hovertank squadrons.

◆◆ One base Predator-class Hovertank per Combat Group may swap all Turret mounted weapons for 2x LPLC
(T, no Reloads, AA) for -105 TV per HT-68 and -130 TV per HT-72. These LPLCs may be linked for +5 TV.

◆◆ The number of Models in Light Hovertank Squads and Heavy Hovertank Squads allowed to upgrade to
Particle Accelerators is increased to two, three if Veteran.

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Waylon Wyatt (order #5751665)
New Rules
New Battlefield Conditions
The following conditions are an expansion to those presented in the Locked and Loaded rulebook, and are designed for use
with other battlefield conditions. These conditions are wholly optional and should be agreed upon by all parties before use.

Gravity
The following rules may be combined with any other conditions, including atmosphere options below. This assumes all
models have been properly modified for their environments (or as much as is possible), and use magnetic clamping systems
or similar in low friction environments.

Microgravity/Freefall Low Gravity


Treat all Models using Walker movement as having Jump Treat all Models using Walker movement as having Jump
Jets 3 or add 3 to any Jump Jet rating a Model possesses. Jets 1 or add 1 to any Jump Jet rating a Model possesses.
Reduce MP expenditure for inclines by 1 MP. Count models Reduce MP expenditure for inclines by 1 MP. Count models
as 3 sizes lower (minimum 1) when determining Ramming/ as 1 size lower (minimum 1) when determining Ramming/
Unintentional Impact Damage. Unintentional Impact Damage.

Any time a Model is not touching the table or terrain surface


at the end of its Activation, it must succeed in a Dangerous
High Gravity
Terrain Test or be removed from the game. If the test is Reduce any Jump Jet Ratings a Model has by 1. Increase
successful, the Model is placed on the surface of the board Incline MP costs by 1. Count models as 1 size lower
where it would have stopped. (minimum 1) when determining Ramming/Unintentional
Impact Damage, unless caused by a fall from a cliff or
Very Low Gravity similar, in which case count the Model as 1 size Larger.

Treat all Models using Walker movement as having Jump


Jets 2 or add 2 to any Jump Jet rating a Model possesses.
Reduce MP expenditure for inclines by 1 MP. Count models
Very High Gravity
as 2 sizes lower (minimum 1) when determining Ramming/ Reduce any Jump Jet Ratings a Model has by 2. Increase
Unintentional Impact Damage. Incline MP costs by 2. Count models as 2 sizes lower
(minimum 1) when determining Ramming/Unintentional
Normal Gravity As per Locked and Loaded. Impact Damage, unless caused by a fall from a cliff or
similar, in which case count the Model as 2 sizes Larger.

Atmosphere
It is assumed any Models fighting in a game are sealed for atmospheric conditions (or lack of atmosphere altogether).

Vacuum Normal atmosphere As per Locked and Loaded.


In a Vacuum, it is very difficult to dissipate heat and there
is no atmosphere to function in. As such, all Models count
as having LSP1 (or add 1 if they already have LSP), and
Thick Atmosphere
Hover Movement may not be used. SB weapons do not Rockets, Missiles, Bazookas, Grenades and SB weapons gain
function. Additionally, MB weapons lower their MB trait by 2 1 point of AE (AE1 if nonexistent). Energy Weapons (Lasers
(removing it if it becomes 0) and Particle accelerators) add 1 to their MB ratings.

Thin Atmosphere Very Thick Atmosphere


Hover MP costs are increased by 1 for all movement, Rockets, Missiles, Bazookas, Grenades and SB weapons
SB weapons count as doing half Damage. Additionally, gain 2 point of AE (AE2 if nonexistent). Energy Weapons
MB weapons lower their MB trait by 1 (removing it if it (Lasers and Particle accelerators) add 1 to their MB ratings
becomes 0) and grant the Traceable Emissions Flaw until the end of the
Round in which they were used.

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Waylon Wyatt (order #5751665)
New Rules
Sample Battlegrounds
The following are suggestions to help you decide on table conditions when designing or playing scenarios outside of Terra Nova.

Ship or orbital station hull


Counts as Microgravity and Vacuum. Additionally, all Ground movement
MP costs are increased by 1 as the vehicle must be modified to “stick”
to the hull.

Ship interior
Gravity level depends on the ship and its movement (if traveling,
normal or even high gravity may apply, if stationary, it can go to
Microgravity situations). Atmosphere may vary as well, although
never above normal. Those wishing more excitement in their games
may set a Hull integrity rating between 5 and 25 (normally going up
in multiples of 5). Attacks that miss the target may be considered to
have breached the hull if the base DM is equal to or greater than the
Integrity Rating, creating “weather” conditions inside of the ship.

Terra Nova’s Moons: Hope, Faith and Charity


Hope, Terra Nova’s largest moon counts as Low Gravity, while Faith and
Charity count as Very low Gravity. All three are Vacuum. Using the rules
for snow or soft sand would be appropriate for any of the moons.

Caprician Surface
Thin Atmosphere, Low Gravity. Additionally, while Vehicles can be
equipped with heaters, Infantry must bundle up against the cold and
lower their Top speed by 1 if not mounted in a vehicle, ATV, ORV or
similar.

Cat’s Eye Trench and Gomorrah City


Normal Atmosphere, Low Gravity. The city itself is very vertically
designed, and very cramped, so this should be taken into account
when laying out terrain.

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Waylon Wyatt (order #5751665)
New Rules
Unbalanced and Historical Games
Most single and tournament games have players competing with armies with the same Threat Value (TV) and sometimes the
same Priority Level (PL). However, campaign and historical games often aren’t so straightforward. Instead, the forces involved
have different TV and PL values, usually as a result of the larger operational situation within which the game takes place.
Obviously this makes the game more challenging for the player with the lower TV army, but it also forces both players to pay
particular attention to the types of objectives that they select. In fact, is should be possible for the smaller army to “lose the
battle but win the war.” The following supplementary rules for unbalanced and historical games will allow you to adapt the Heavy
Gear Blitz Scenario Generator to create games in the context of a larger campaign or a recreation of a historical scenario.

Force Ratio (Part of Step 1)


Historical and campaign games will usually specify either the actual forces
involved in the battle, or the ratio of forces and overall objectives of the divisions
or brigades that your tabletop armies are part of.

a) If you are given the actual forces involved, calculate the TV of each of the
armies. Take the larger TV and divide it by the smaller TV and round to the
nearest whole number (e.g. 1200/700 equals 1.7 to one, rounded to 2 to 1).
Sometimes it may be prudent to increase the ratio to 2 to 1 if it rounds to 1
to 1 when one side has a clear advantage.

b) If you are given the actual force ratio in the campaign (e.g. 3 to 1), roll 1D6.
On 1 or 2, reduce the ratio by one. On 3 or 4, use the force ratio as given,
and on 5 or 6, increase the ratio by one. Use the new ratio as the force
ratio for your game. Because most armies have a limited number of figures
available, next determine which of your forces will be the higher TV force.
Calculate the TV of that force, and then apply the ratio to calculate the TV
of the smaller force. For example, if the force ratio remains 3 to 1 and the
value of the larger TV force is 1000 TV, then the TV limit for the smaller
force is 1000 divided by 3 (333).

c) If you are only given a generic description of the forces involved, use the
values below to as a guide to calculating the force ratio.

CEF Korps/CNCS Corps / AST Task Force / HAPF Penstration 240


TN Armor Division or Cavalry Legion / HAPF Stration 80
CEF Division / TN Infantry or Border Division or Legion 60
PAK Korps / HAPF Penhilion 40
Any Brigade 18
PAK Demi-Brigade / HAPF Hilion 8
Any Regiment 5
CEF Battle Group / HAPF Penkosion 4
Any Company / HAPF Kosarion 1

If, for example, if you know that I CEF Korps is attacking a defensive line held by the
5th Northern Guard Infantry Division, then the ratio would be 240 (Korps) divided by
60 (Division) or 4 to 1. Then follow the rules at b) above to determine the size of the
two armies on the tabletop.

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Waylon Wyatt (order #5751665)
New Rules
Building the Scenario (Steps 2-5)
Once you know the relative size of your two armies, go back to the Scenario
Generator and complete the rest of the process. In historical scenarios, many of the
elements that you would normally rely on the Scenario Generator to provide may
already be given to you. Table Effects, Unusual Events, Terrain Set-Up, Deployment
Zones, Mission, Objectives, and Support Options may all be determined beforehand.
For example, if the text describes the CEF’s attempt to break through a MILICIA
cordon, the CEF player should take the ‘Breakthrough’ mission and the MILICIA
player ‘Blockade’. If the CEF’s efforts were historically thwarted by sandstorms, use
the Table Effect conditions described by “Dust, Storm, Rain or Snow”. If the MILICIA
commander cannily kept an Armor Company back to catch the CEF spearhead, the
MILICIA player should spend at least one SP to keep one Tank Cadre (or more!) in
reserve.

Deployment and Battle (Steps 6-7)


If your historical scenario suggests specific deployment instructions, set your armies
up accordingly. Otherwise, use Step 6 to determine the location and sequence for
deployment of your Combat Groups. Once you have finished deployment, you are
ready to begin play.

Victory Conditions (Step 8)


In historical games, the victory conditions are usually very specific. The Mission
Success Level of each army will be determined by the degree to which each army
has achieved its specific objectives.

If the victory conditions were not pre-set by the historical scenario, then there
are two sets of results to determine, using the normal Locked and Loaded OP/VP
system. The first is the Mission Success Level. This is calculated exactly as per the
usual Victory Conditions rules, and is an indicator of the actual results of the battle.
If the larger TV force has 4 VPs and 8 OPs (for a 50% Mission Success Level), and
the smaller TV force has 2 VPs and 4 OPs (also for 50%), then the battle is a draw.

The second result is the Army Commander Success Level. This is a subjective rating
of how well you performed in relation to the force ratio. To calculate this value,
start by calculating the total Victory Points (VPs) earned by each overall Army
Commander. Then adjust the number of VPs earned by the smaller TV force by
multiplying the VPs earned by the force ratio. For example, larger army gained 4
VPs, the smaller army gained 2 VPs, and the force ratio was 2:1, then the adjusted
VP total for the smaller army is 4 VPs. Then apply these numbers using the Mission
Success Level formula [(Adjusted VP/OP) x 100]. In this example, the larger army
is still at 50% or disputed. The smaller army has an Army Commander Success
Level of [(4/4) x 100] or 100%. In this case, the battle may have been a draw in a
real sense, but the commander achieved far more with his smaller force than would
have been expected.

Campaign VPs
If you’re combining a series of battles into a campaign, or if several games are being
played independently as part of a larger campaign, the overall campaign results
can be calculated by totalling the VPs and OPs for each battle, calculating each
side’s Campaign Success Level [(total VPs/total OPs) x 100] and then comparing the
Campaign Success Level for each side.

Similarly, player ratings can be worked out by substituting the total VPs, adjusted for
Army Commander Success Level, a player earns and using the same formula. The
result is the overall success rating of the army commander as a percentage.

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Waylon Wyatt (order #5751665)
Painting Guide
CAPRICE: flexible + adapatable

B F 2 - 1 9 B T X - 0 5 MEGGIDO

Painting Guide
COMBAT MOUNT
BLACK TALONS: stealth + performance

DARK COBRA

COLONIAL EARTH FORCES: SPEED + EFFICIENCY


HEAVY BATTLE FRAME

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Waylon Wyatt (order #5751665)
Painting Guide
Color Schemes
CAPRICE
Caprician mounts will typically be painted to match
their native surroundings, the red-brown rock that
represents the majority of the surface of Caprice.
CAPRICIAN RED + G
BLOOD RED / BLACK / WHITE
RED GLAZE

GUN-METAL BLACK
BLACK / SHADOW GREY / WHITE

CORRODED THRUSTERS
BLACK / SHADOW GREY / DARK EARTH
/ LIGHT BROWN / RUST ORANGE

AMMO BROWN
SHADOW GREY / MID-BROWN / IVORY

THE BLACK TALONS


To avoid detection the Black Talons’ equipment is coated
with a variety of radar absorbent materials which limits
their appearance to blacks and greys.
R.A.M. BLACK
BLACK / SHADOW GREY / WHITE

SENSOR GREEN + G
NEON GREEN / BRIGHT YELLOW GLAZE

VIBRO-AXE
TEAL / BLACK/ SHADOW GREY
WHITE

BALLISTIC CLOTH + G
MAROON / IVORY / MAROON GLAZE

COLONIAL EXPEDITIONARY FORCES


The CEF favor whites, blue-greys, and teals with bright,
unit-identifying colors on several armor plates.
MAIN ARMOR
BLACK / SHADOW GREY / WHITE

SECONDARY ARMOR
BLACK / SHADOW GREY / WHITE

HOVER SYSTEM + G
TEAL / WHITE / TEAL GLAZE

UNIT MARKING + G
GOLDEN YELLOW / RED / WHITE
BRIGHT YELLOW GLAZE

NOTE: The above colour charts are to be read left to right, where the
first column represents the darkest paint colour ratio and the last
the brightest. A box with a “G” represents a final glaze.

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Waylon Wyatt (order #5751665)
Painting Guide
Painting the meggido medium combat mount in four steps

base colors
After priming the Meggido white, thin your red paint to a milky consistency and
opacity and paint the red armor plates. Once dry, paint the remaining details black,
this will take care of much of the black-lining ahead of time.

shading and wet-blending


To shade the larger red surfaces effectively, you can try wet-blending from dark
red to pure red.

On your palette, set out two drops of red paint. Leave the first drop as is, and mix
one tenth the amount of black with the second drop. Apply the darker shade to
the lower portions of the red armor plates and draw the paint upwards so that it
graduates to a lighter red near the end of the brush stroke.

Quickly clean your brush of the darker red and apply the purer red to the upper
portions of the red armor plates, drawing the paint downwards so that it mixes
with the still wet dark red. Now finish blending the paints by brushing cross-wards
where the two paints overlap.

Use a mix of blue-grey and red to shade the underside of your


model, and apply the base colors for the remaining details.

mid-level highlights
Apply the first highlights to the edges of all the details.

highlights and weathering


Apply the next level highlight along the edges of the model so that they get brighter
at corners.

Simulate dirt accumulation on the feet by stippling diluted dark brown onto the
portion of the foot that comes in contact with the ground. Repeat this several
times so that the stippling is heavier the nearer to the ground.

Add paint scratches and chips by dabbing the edges of the model with a mid-grey
or metallic paint, highlighting it once, and brushing a light wash around it of a light
brown/orange mix.

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Waylon Wyatt (order #5751665)
Loki System Map

Waylon Wyatt (order #5751665)


No Man's Land
The Loki System
Loki itself is a dwarf yellow star with three planets in orbit and two asteroid belts. Caprice is the closest planet to Loki,
followed by Carthage, and the lesser Blessed Asteroid Belt. The planet Indra is distant from the star and even further out is
the greater Blessed Asteroid Belt. Carthage is continually assaulted by wind and dust storms. Its thin atmosphere and weak
magnetic field leave it open to solar radiation. Indra is an enormous red gas super-giant, eight times the size of Jupiter, and its

No Man's Land
massive gravity field is responsible for the formation of both asteroid belts, with one on either side of the planet in relation to
Loki itself. Both asteroid fields are composed primarily of frozen methane, ammonia and water and serve as Caprice’s lifeline.
Harvesting water from asteroids is a full-time pursuit for Caprician ships.

The Loki System is the oldest and most unusual system discovered by mankind. It has no less than thirteen major Tannhauser
discontinuities and recent gatedrive improvements have led to the discovery of over 900 micro-anomalies. The CEF’s 2nd fleet
is attempting to catalog these micro-anomalies, but it is a time-consuming process and their potential has yet to be explored.

Space-based Installations
Liberty Station was a waystation originally meant to watch over the two major Tannhauser discontinuities leading to Terra
Nova and safeguard against potential piracy and other problems common during the Concordat era, but after the St. Vincent’s
plague, it was retrofitted into a vaccine research and genetic cataloging station. When the CEF took over the Loki system,
it suspended the Magellan Genome Project and turned the base into a base for the Earth-based Elite Genome Labs (EGL).
Rumors about EGL’s use of the Magellan Genome Project to create viruses targeted at specific planets abound, but thankfully
the CEF wants living planets, so the threat is rather minimal currently. What EGL is doing with the station is still a secret, but
numerous representatives from Sandrakar-Xia Interworld have been observed entering he facility.

Many other waystations are based around Tannhauser anomalies, but most were taken offline due to age after the Herod
station suffered a critical malfunction. The antimatter core used to create the initial opening of anomalies overloaded and
the resulting explosion destroyed the station. Scientists believe the resulting radiation may have caused some long-term
aftereffects to the anomalies and are hesitant to open them again. The CEF sees potential in micro anomalies and is refitting
the decommissioned stations as quickly as possible, as they wish to investigate these anomalies. All waystations covering
active gates have been retrofitted as defense stations, and all stations covering gates known to be unfeasible or otherwise
unusable have been decommissioned and are planned to be moved to other gates as soon as is feasible. These defense
stations now serve as early warning systems and observation posts for the CEF.

The Arclight Weapons and Communications Platforms are among the oldest installations in use and are certainly the most
important. They consist of eight satellites, two in polar orbit and the remaining six in geosynchronous orbit, outfitted with
long range sensors and particle beams to deal with incoming space debris that would penetrate Caprice’s thin atmosphere.
After the Liberati Revolts, the old Hermes Satellite Network was ceded to civilian communications and the Arclight Platforms
upgraded to have newer weapons and communication systems. The CEF, when it invaded, seized the system as a potential
military threat. It has since replaced, upgraded or added additional platforms to serve as a planetary defense network, allow
better observation of nearby space and the planet’s surface.

The largest artificial installations in the Loki system are the Monolith Shipyards. Once the central point of all gateship
construction and travels, the shipyards had been left mostly vacant and aging since the Concordat collapsed. During this time,
the company that ran it was charged with espionage and illegally transporting people back to Earth, which was brought to light
as some of those who could not afford the company’s outrageous fees hijacked three gateships still under construction. The
ships were not yet capable of travel and quickly descended toward the planet. Thankfully, officials noticed before the ships
plunged into the atmosphere, and they were shot down by the Arclight Platforms, preventing massive planetary damage.
The Shipyards themselves were declared compromised military technology by the remains of the Concordat and a Cruiser
was sent to destroy the facility since it could not be transported through the gate to Earth. The remaining Caprician officials
threatened the Cruiser with the Arclight platforms. The standoff lasted 5 hours, at the end of which, the Cruiser simply headed
home, signaling the last communication Caprice had with Earth until the invasion. The structures are now the CEF Navy’s
command HQ and forms the “brain” of the CEF invasion fleets.

Originally set up as a mining hub in the greater Blessed Asteroid Belt, Moscow Base was abandoned before completion by
Moscow Heavy industries during the fall of the Concordat. When the CEF returned to the Loki System, the company also
returned, but surprisingly, seemed uninterested in the base. Corporate spies were able to determine that those responsible
for the base had never made it back to Earth, and the company, along with the CEF, was wholly unaware of it. In any case, the
company seems more interested in letting locals do the dangerous work, while reaping the benefits of CEF rule. The base’s
location makes discovery difficult and soon, the base was refitted by the resistance for use in their attempts to contact Terra
Nova. The resistance hopes to eventually as a staging area for cross-colony operations as well, with the water-mining fleets
working as cover for trips to and from the base.

79
Waylon Wyatt (order #5751665)
No Man's Land
The Helios System
Helios is a class G5 yellow star with nearly the same spectral class as Sol, although it
is larger and burns less hot. It is orbited by Hermes, Terra Nova, Zeus, Poseidon, Ares
and Hades. Hermes is a rocky dwarf planet whose orbit can be measured in days. Zeus
and Poseidon are gas giants, albeit smaller ones. Asteroids accompany both gas giants
in their orbits, possibly the remains of a captured celestial body or a failed seventh
planet. Both planets have large numbers of asteroids at their Lagrange points. Ares
and Hades are the last two planets are nothing more than tiny (by planetary standards)
balls of frozen matter.

The Helios system has two main gates. The first leads to a system consisting only of
a dwarf star, which allows travel to Caprice through a gate in that system. The second
gate, however, is a direct gate route. This route led to the discovery that gates do
not rely on actual physical distance between bodies. In fact, it is quite possible to
crisscross the galaxy to end up at a neighboring system, a fact that is not lost on gate
travelers and scientists. So far only a limited number of gates have been found in each
system and discovery of new gates since the Concordat fell is extremely slow.

A number of micro anomalies have also been found in the Helios system, and one was
even used by a Liberati member to gain access to Helios from Caprice in a “gate coffin.”
While most full gates are found in the outer regions of systems, micro-anomalies seem
interspersed throughout systems. This is of particular interest to the Talon program
and the fleet. As of yet, gatedrive technology is unable to open these micro-anomalies
wide enough for anything more than a scout ship, and gate scientists are unsure if
anything wider is possible. Some theorize it may be possible to open them with much
less energy than a normal gate and if so, it may be possible to create smaller gatedrives
for smaller ships.

Space-based Installations
Hermes has a few observation stations to help predict solar flares and other events
that would affect Terra Nova, but is otherwise barren. Terra Nova is obviously well
inhabited, but also has numerous space based installations, ranging from the Hermes
72 satellite network to spy satellites and actual space stations used for military or
research purposes. The largest independent station is Ellis Island, based around the L4
point, which serves as a base for space training by the Talon Program. There is also a
permanent base on the moon Hope. Hope Base was built not long after the War of the
Alliance as a unified planetary venture in case of further Earth Attacks. Hope is also
dotted with mining outposts.

Zeus is home to naval bases, shipyards and gas processing facilities all located in High
orbit. The deep radiation belts of the area require massive shielding and the asteroid
belts can make travel to and from the area difficult, but the military and resource
advantages offered by the location more than make up for the extra risk. Poseidon
is home to many mining and resource stations, but it is also home to the Aquarius
Station. Ostensibly a research post, it was built by the UMFA as a last-ditch fallback
point for its fleets in case of a second attack by Earth. The Talon program has been
alerted to its presence and has co-opted it for purposes unknown to outsiders.

Ares has only scattered scientific bases, as does Hades. For the most part, these
planets are wholly isolated, only being able to be reached during certain windows, and
the distance to the planets, combined with their slow rotations of the planets makes
communications very slow and sporadic.

After the War of the Alliance, Terra Nova took measures against further invasions,
seeding both main Gates with nuclear mines and running patrols around the gates
regularly. It is quite possible for an invading force to make it through the gates, either
with heavily shielded fast ships, or by using some form of path-clearing mass drivers.
That said, the hope is that between the mines and the patrols, Terra Nova will at least
know of the invasion before it starts, if not do some damage to the incoming fleet.

80
Waylon Wyatt (order #5751665)
Helios System

Hermes
Hermes bears a remarkable resemblance to Mercury —
HADES hence the name. It is a burning ball of rocky material that
2660 M Km is continuously scorched by hard radiation. It has no
atmosphere save for the thin, transient blanket of hydrogen
ions brought over by the solar winds. The crust is composed
 of silicate and heavy minerals, but the harsh environmental
Ares conditions make mining operations unprofitable. There are
1330 M Km currently no permanent settlements on Hermes save for a few
automated stations.

 Terra Nova
Poseidon Terra Nova orbits along the inside of the star’s life support
780 M Km zone, making the temperature hot but bearable in both
hemispheres. Only in the equatorial belt do temperatures rise
high enough to become dangerous to unprotected humans.
 Since Terra Nova’s orbit is only slightly elliptical, and since
ZEUS the planet has only a 3% axial tilt, the seasonal temperature
380 M Km differences are very minor; Terra Nova’s winders are only 5°
C cooler than its summers.
Terra Nova is orbited by three moons. The largest, Hope,
 is only slightly smaller than Earth’s Moon and circles Terra
TERRA NOVA Nova at a sluggish pace, completing an orbit once every 24
148 M Km Terranovan days. The other two moons, Faith and Charity, are
small chunks of ice and rock that were probably captured by
the planet’s gravitational field a long time ago.

HERMES
58 M Km Zeus
Zeus, third planet in the Helios system, has been named for
its majesty and its appearance that is similar to Sol system’s
gas giant. Slightly smaller and lighter than Jupiter, it is a
typical Jovian planet with a dense atmosphere composed
mostly of light elements such as hydrogen and helium, with
some traces of noble gases. Zeus is surrounded by twelve
main satellites and a score of asteroid moonlets, with two
more asteroid groups in its Trojan points. The planet and its
moons form an important part of the off-world resources of
Terra Nova and house a number of naval bases, shipyards and
gas mining facilities.

POSEIDON
This named because of its bluish-green color, Poseidon is the
second gas giant in the Helios system. It is very similar to Zeus
but on a smaller scale, and is composed of much the same
chemical elements. The planet has five main moons, none of
which offers particularly valuable resources to exploit. The
ring around the planet was caused by the destruction of an
errant ice moon long ago, and is frequently mined for water
by deep space expeditions. Poseidon is also flanked by two
asteroid groups in its Trojan points, but they are too far away
for practical exploitation.

ARES
Ares is an anomaly within the Helios system. A frozen planet
far from the warmth of the local star, it nonetheless exhibits
signs that it may have once been much warmer. Its reddish
color comes from long chain organic elements, much like those
that were found on Titan (a moon of Saturn). The presence of
what looks like the remnants of an enormous impact crater
suggests that the planet may have occupied a position closer
to the system’s sun, possibly as a satellite of Zeus. The orbit,
however, is far too circular to be the product of a collision.
More likely, the organic molecules developed following the
heat of the impact. There are no current settlements on Ares
apart from a few scattered science stations.

Hades
Tiny Hades is the outermost planet of the Helios system. It may
have formed from the last remnants of the system, or it was
a large asteroid that was captured so long ago that its orbit
has stabilized over time. A deeply frozen ball of gases, it holds
little interest to the Terranovans. The icy soil is harder than
rock, and the planet receives so little solar energy that nuclear
generators are the only practical energy source. Hades is too
far away to serve as anything but a deep space survey station,
and as such is home to only a few scattered installations.

Waylon Wyatt (order #5751665)


Interstellar Web Map - circa tn 1934
 Jotenheim
Surveyed in 5491 and colonized in 5510,
Jotenheim was the only planet bought by
a consortium of private citizens. No major
corporation ever managed to get a strong
foothold on Jotenheim. Its mountainous
surface was colonized by strong-willed
adventurers and freeholders. Jotenheim
was often called “New Switzerland”
because of its canton-style system of
government. Jotenheimers were never
very friendly to outsiders and little is
known of their condition at the time of the
colonial fleet’s withdrawal.

 Botany Bay
After ten years of trying, the Earth government
finally abandoned all hope of selling this
lifeless rock. Rising crime rates across the
colonies and Earth itself, combined with a
popular anti-capital punishment movement,
led the Earth government to establish Botany
Bay as a prison planet. Prisoners were
forced to mine radioactive ores and grow
experimental crops. The military wardens
of Botany Bay were notoriously cruel. When
Earth’s Gateships withdrew, most of the staff
and all of the prisoners were left behind on
the barren rock. Little is known of their fate.

 Utopia
Utopia was perhaps the greatest success
story. When the planet was initially
surveyed in 5435, it was a barren rock.
It was purchased by the Wilder-Grosz
Group and a massive terraforming project
started. Utopia began to live up to its
name. Rich mineral deposits and a flow
of enthusiastic colonists helped Utopia
become the second most influential
colony, after Caprice, by 5600. Utopia
was preparing to build its own shipyard
and its own fleet when the Earth withdrew
its support. These plans were apparently
scrapped since no Utopian ships are
known to have ever visited Terra Nova.

 Earth  PORTAL  Caprice


After sponsoring the colonization effort under the rule Discovered by the first As a dry, barren planet with an eccentric orbit, Caprice
of the Human Concordant, Earth’s economy found Gateship to leave Earth’s was never a pleasant place, but it has always been a
itself on the brink of collapse and the government Solar System, Portal is a very valuable world. Caprice is located at the nexus
had to pull out from the colonies. Now, four centuries binary system that contains point of every major Gateship route ever established by
later, a new governing force has emerged, the New no inhabitable planets. humanity. This ideal location, combined with its rich
Earth Commonwealth. Ten years ago (fourteen When a new gate point mineral deposits, helped Caprice become humanity’s
cycles by Terranovan reckoning), it sent the was discovered leading to industrial center. Over half of Earth’s Gateships were built
Colonial Expeditionary Forces (CEF) to reclaim the Caprice, and automated in Caprice’s shipyards. Unfortunately, this success had a
old colonies of Caprice and Terra Nova, claiming station called Port Haven price: Caprice’s entire population was concentrated in
that the colonization effort was never repaid and was built within a hundred one gigantic metropolis known as Gomorrah and led by a
it is the colonies’ duty to pay back Earth for its kilometers of the entry gate. council of major corporations. A little over ten Earth years
investment. Unfortunately, the CEF was defeated It served as a waystation for ago, the Colonial Expeditionary Forces came to Caprice.
by the Terranovans and their impressive military Gateships travelling between Having no armed force to call their own, Capricians saw
technology, and its ships have retreated to Caprice, Earth and Caprice. There are in the CEF an opportunity to make a profit and quickly
leaving many soldiers and officers behind. few humans working there. made a convenient alliance with the Earth forces.

Waylon Wyatt (order #5751665)


Interstellar Web Map
The Web Map is thus named because of its vague resemblance with
the web of a spider. This appellation was introduced by the media and
popularized by the Earth education system in a well-meaning effort to
 New Jerusalem
simplify the teaching of stellar cartography. While it appears at the center The purchase of New Jerusalem by the
of the map, Caprice is in no way the most powerful of all the colony worlds, Roman Catholic Church in 5415 caused
quite the contrary. It is, however, a world of strategic importance, acting quite a bit of controversy. Many consortia
as a gateway to the Utopian System (composed of three different systems: which had placed rival bids for the world
Utopia, Jotenheim and Botany Bay), the Atlantean System (composed of argued that the Church had no right to
Atlantis, New Jerusalem, Home and Eden), and the Terranovan System interfere in political and business affairs
(composed of Terra Nova alone). It should be noted that several gates such as planetary colonization. In 5430,
lead to exit points without solar systems, but it is suspected there the church won a lengthy court battle
might be unfound gates that lead to more inhabitable worlds. Positions over its ownership of the world and began
and distances on this Gate schematic are based on Tannhauser’s Fifth creating its utopia. The final outcome was
Hyperspacial Theorem (Standard NavSystem Grid, 4670) and do not somewhat less than stunning. At the time
represent realspace values. Also, the respective sizes of the planets have of the fleet’s withdrawal, New Jerusalem
been slightly exaggerated in order to help the reader distinguish their resembled a medieval agricultural nation
relative proportions. In reality, most of these planets are within 10% of ruled by a religious technocracy
Earth standard, and have relatively similar gravities.

 Home
After its discovery in 5395, Home was
purchased by Sandrakar-Xia Interworld.
SXI, led by its visionary president Ferrin
Tynes, dedicated itself to creating a
truly independent colony. SXI was the
only colony-owning corporation to move
its headquarters and primary facilities to
their colony. When Earth withdrew, Home
was a prosperous colony of fifty million
inhabitants with a strong domestic policy.

 Atlantis
With 97% of its surface covered by water,
Atlantis could only be described as a water
world. The planet was surveyed in 5392
and purchased by the Kincaid Aquapharm
Consortium a year later. The planet was
rapidly terraformed and Earth life forms
were introduced by 5421. Atlantis’ domestic
economy rapidly diversified, but like most
of the colony worlds, its foreign trade was
limited to a few products: pharmaceuticals
and seafood delicacies. While Kincaid
Aquapharm owned the planet, the colony
was governed by a participatory democracy.
There are indications that Atlantis was
coveted by the CEF but it is unknown at this
time if it was captured or not.

 Eden
When it was first surveyed in 5428, Eden
was in the first stages of developing
Earth-like life. Terraforming techniques
accelerated the process, turning Eden

Terra Nova into a lush garden world. When Udunar


Corporation, Eden’s owner, collapsed, the
Terra Nova is the most populous and successful human settlement. It residents of the planet took advantage of
became an independent planet when Earth left several centuries ago, a legal technicality to buy out the rights
and has developed its own military technology, including the versatile to the world for a pittance. Since the
Gears. The planet’s hemispheres are composed of leagues (three in new owners could not agree on any form
the North, four in the South), which have become united under polar of government, a form of cooperative
confederations. Only the equatorial zone known as the Badlands offers anarchy evolved. Eden became a paradise
complete freedom (and poverty) to those who reject the rule of the polar world so lush that the inhabitants did not
governments. Of all the colony worlds, Terra Nova is the one with the even have to work if they did not wish to
most resources and the most coveted by the desperate government of do so. Although emigration to Eden rose
Earth. Despite the threat of a second invasion from Earth forces, both rapidly, the prohibitive costs of space
North and South have antagonistic attitudes towards each other, and travel through the planet’s Gate prevented
plan on using the Badlands as their battlefield in an upcoming conflict. the planet from becoming overpopulated.

Waylon Wyatt (order #5751665)


Timeline
10 Winter 1941
After spending a season and a half in transit, the first Black
Talon teams arrive on Caprice. All manage to slip past CEF
inspections and safely contact their Liberati partners. The
force is equipped with the first production run of Dark
series Gears. Among the crew are Ernesto Jaxon, tactical
planner; Lussian Salban, ace Dark Iguana pilot, and Keichi
Kage, ace Dark Warrior pilot.

06 Autumn 1941 12 Winter 1941


The Forzi smuggling cartel, based out of the Norlight city
of Kenema, is implicated in smuggling materials used in With the fall of the Forzi smuggling cartel, the gangs
the Peace River bombing. NGIS and local police begin a in Kenema become engaged in a brutal turf war. After
major crackdown on the cartel. Kenema’s Quick Response Teams and emergency
services are overwhelmed, QRT commander Methoras
begs city Hall for more aid. After an emergency city
13 Autumn 1941 council meeting, the NAF is brought in.
A mysterious masked figure begins holding rallies for
the disaffected poor of Swanscombe and Ashington. The
authorities are unable to identify or locate him. 20 Winter 1941
SR newscaster Stoort Jownz runs a story about war
profiteering by a high-ranking member of Prime Minister
19 Autumn 1941 deRouen’s cabinet. Government spin is ineffective, and
Rafael Bhravo, the child Emir, loads his followers and a several of deRouen’s closest allies resign in disgrace.
large portion of the population of Skavara into the HCS
Eastern Sun, the crashed Gateship the Eastern Sun
Emirates were named after. He then blasts off in the ship, 26 Winter 1941
destroying part of the city. How he was able to refit the Milani Debeau-Slovenski is elected as President of Paxton
ship and his plans for the ship remain unknown. Arms, and thus New Peace River. In her first speech,
she vows to continue the work of former CEO Simosa,
stating that New Peace River will not be shackled by the
24 Autumn 1941 Caste system. Workers engaged in the rebuilding process
Matriarch Masao and Lord Chancellor Shirow consult with are ecstatic over the news, although Paxton Arms
their Emirs to draft plans for the rebuilding of the war-torn management is taken by surprise.
Emirates. Shirow and Masao insist that the reconstruction
must begin the transformation of the Emirates’ social order
by educating and empowering the commoners. 37 Winter 1941
Soldier Sebastapol, with the help of the Humanist Alliance,
33 Autumn 1941 meets with Colonel Arthur in secret. While the meeting is
Interim Paxton Arms CEO Milani Debeau-Slovenski tense and awkward, the two speak of the NHR raid on Jan
successfully campaigns to allow the PRDF to lead the Mayen, and leave with a newfound feeling of respect for
search for the so-called “Scruffy Man.” While some each other.
question the wisdom of undertaking such an endeavor
during the rebuilding of Peace River, the PRDF’s Badlands
contacts and Combined Task Force regiments give the 01 Spring 1942
PRDF a distinct advantage. Soldier Roskiman’s Son, Nathani, is brought before the
Thral Koreshi, the Sand Riders secretive priest class. The
Thral believe Nathani to be important and related to an
41 Autumn 1941 ancient prophecy.
While the whereabouts of the Half-GREL child Tara are
still a mystery, her brother Derek has apparently bonded
closely with the man who rescued him, Soldier Sebastapol. 07 Spring 1942
Sebastapol is raising Derek in Port Arthur, with help from Pa x ton Arms begins trials of the Claw Series in
some of the original Jan Mayen Scientists. the Badlands.

84
Waylon Wyatt (order #5751665)
Timeline

18 Spring 1942 33 Summer 1942


The NAF manages to quell the riots in Kenema. The feuding Several prominent Norlight politicians are revealed to
smuggling gangs flee to the Badlands and continue their have links to the smuggling cartels responsible for the
vendetta there. The NAF does not pursue, as smaller violence in Kenema. The Apostate Revisionists use this
gangs continue to fight and martial law has been declared to denounce the unenlightened nationalist warmongers,
to ensure the city does not drop further into chaos. bolstering their public support.

25 Spring 1942 40 Summer 1942


While the pilots and commandos of the 1st Black Talons The appearances of the mysterious masked agitator in
train with Liberati fighters in hidden bases in the Caprician the UMF become more frequent. The new government’s
wastelands, the force’s agents begin worming their way protectionist trade policies have further widened the divide
into the Caprician corporate power structure. between the haves and the have nots, and discontent is at
an all-time high. Brief but violent riots begin to spread.
The agitator reveals his name to be “Cuvi Bisid”.
29 Spring 1942
The Humanist Alliance and NuCoal conclude secret talks,
started just after the peace accords. The two agree to 06 Autumn 1942
work together to find the whereabouts of the half-GREL The 1st Black Talons and their Liberati allies perform a
hybrid Tara. series of daring raids against CEF research bases across
Caprice. Ernesto Jaxon has them targeting information on
Project Grail, the apparent strategic priority of the CEF on
41 Spring 1942 Caprice.
Among a broad range of other initiatives, Illuminatus Anya
Niklos announces that she and the few other remaining
Preceptors will be re-testing young Protectors and 11 Autumn 1942
Commoners throughout the Alliance to find promising Acting on intelligence gathered through Badlands
candidates for a Preceptor training program. informants and Polar intelligence agencies, the PRDF
tracks the elusive “Scruffy Man” to the Mekong border.
While the PRDF has the backing of the Westphalia Cabinet
01 Summer 1942 and both polar Confederacies, the Mekong Peacekeeprs
Applications for residence within New Peace River refuse to allow investigators into the country. By the time
open. Officials are overwhelmed by the response from a compromise is worked out, the trail has gone cold.
not only the Badlands, but the Polar Leagues as well.
New Peace River’s first Oasis tower opens for Paxton
Employee habitation. 17 Autumn 1942
Humanist Alliance agents following the trail of
Tara and Proust burn a Badlands homestead to the
13 Summer 1942 ground. Polar investigators discover ultra-long-range
Ernesto Jaxon meets with a mysterious figure in a communication equipment concealed among the
Gomorrah alleyway. The Liberati insist that the individual ashes, much to their confusion.
is trustworthy, but Jaxon never learns their identity. In
exchange, he receives large quantities of raw information
on the CEF’s Caprician operations. His analysts go to work 24 Autumn 1942
on it, seeking to find significant features and corroborate Further investigative reporting publicizes the extent of the
them with information from their own agents. corruption throughout the Southern MILICIA. Many unit
commanders are accused of misdirecting public funds
into private accounts. Recrimination is fierce, and the
24 Summer 1942 profiteers are scapegoated for the South’s losses during
GREL instability in Port Arthur and the shanty town built the Interpolar War.
in the ruins of Jan Mayen is on the rise. Mordred outbursts
and other more public displays of the phenomenon are
played by Polar news media, casting GRELs in an even 32 Autumn 1942
worse light than the news media normally does. The Emirate reconstruction program begins. Shirow and
Masao both tap into their personal fortunes, and reach
out to other wealthy plutocrats across Terra Nova. In
order to smooth the adoption of the program, the funds
are distributed through the Emirs, with requirements
attached as to how the money must be used.

85
Waylon Wyatt (order #5751665)
Timeline
04 Winter 1942 20 Spring 1943
The Yang Dancers begin a tour of the Emirates, fund-raising Funds diverted to the Talon Program catch the eye of
for the reconstruction effort. They are scheduled to finish Paxton Auditors. While they are quickly silenced, those
their tour in the capital of Strathclyde in late Summer. aware of the Program note that while the Program is
getting all funds requested from Paxton, the listed amount
of funds for the Talon program is much higher.
13 Winter 1942
With applications to live in New Peace River still flooding
in, officials institute immigration policies based on 27 Spring 1943
qualifications and need. Accusations this is based on the The marauding Rovers in the Eastern Desert begin to
old caste system are rampant, but this does not slow the move North, into the WFP. Still rattled from severe
number of requests. losses during the war, the WFPA has difficulty protecting
the League’s far-flung rural homesteads, and many are
sacked or forced to fend for themselves.
25 Winter 1942
The CEF forces on Caprice finally concede that the Black
Talons represent a threat beyond their ability to control with 33 Spring 1943
the methods used on Caprice so far. Combat patrols begin Further investigations into the smuggling gangs of
reaching farther into the wastes outside of Gomorrah, trail- Kenema result in more arrests throughout the CNCS.
ing and harassing Liberati bands. The CEF uses its orbital Multiple “legitimate businessmen” within the UMF are
strength to establish command-and-resupply stations for taken into custody, sparking territorial fights between the
these patrols throughout the wastelands. remaining organized crime lords.

36 Winter 1942 37 Spring 1943


The Rover gangs that sprang up in the wake of the Illuminatus Niklos secretly reforms the Humanist
Interpolar War are bolstered by escapees from Kenema. Public Order Protectors, the Alliance’s secret police.
They begin raiding homesteads across the Eastern Desert, While still tasked with restraining Deviants, they are
and clash with PRDF and NuCoal forces throughout the also assigned specifically to monitor and eliminate
region. further Southern meddling.

41 Winter 1942 05 Summer 1943


The search for Rafael Bhravo and the HCS Eastern Sun Using the newly-discovered information about Bastille
is called off. The Talon program is demanding more and Alpha, the Black Talons quickly plan and execute a raid.
more of Terra Nova’s limited space assets, and no sign of The majority of their Gear forces are committed to the
the ship has been found. Lost with all hands or jumped effort, lead by Salban and Kage. Inside the fortress-prison,
to another star; either way, it’s no longer in the Helios they discover not just jailed Caprician political agitators
system. but legions fewer “expended” GRELs than anticipated,
despite some being from as far back as the invasion of
Terra Nova.
09 Spring 1943
The 1st Black Talons and their Liberati allies bypass
enemy combat patrols and strike at the poorly-fortified 12 Summer 1943
CEF command-and-resupply stations. These lightning The Apostate Revisionists condemn the continued
raids capture a wealth of CEF technology, personnel presence of Norlight troops in the Eastern Sun Emirates
and data, including the location of a disused entrance to and various Northern protectorates throughout the
Bastille Alpha - the legendary prison that no-one has ever Badlands. The Apostates seem to be swallowing up the
escaped from, where the CEF is said to be keeping political Northern peace organizations formed in the twilight of the
agitators and captured Liberati rebels. Jaxon’s informant Interpolar War, as well as many of the groups traditionally
is captured and revealed to be Sergeant Carlie Pinter. attached to the Revisionist Church.
Pinter is sent to the Alpha, and Jaxon decides that the risk
of an assault on the prison is nothing compared to the risk
of the informant being forced to reveal information. 18 Summer 1943
Angry homesteaders in the Western Frontier Protectorate
claim that the WFPA failed to protect them because they
were civilians seeking a better life, the veterans of the last
war having overwhelmingly chosen the comforts of the
cities over the harsh frontier life. Homesteaders form a
political reform movement, demanding that land-owners
be permitted to vote alongside soldiers and veterans.

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Waylon Wyatt (order #5751665)
Timeline

29 Summer 1943 29 Autumn 1943


Evidence is delivered to Matriarch Masao that many WFPA forces engaging marauders run into PAK forces
Emirs have been misusing their reconstruction funds, also engaging the Rovers. During the battle, PAK and the
channelling them into personal accounts and purchasing WFPA forces come into conflict, sparking skirmishes.
illegal or black market goods. Lord Chancellor Etienne While Col. Arthur states publicly that such events are not
Durocher is implicated as well. to be tolerated, tensions in the area spill over into open
conflict repeatedly.

33 Summer 1943
Martial law ends in Kenema, although NAF regiments 38 Autumn 1943
remain on hand to continue the cleanup. Damage from the Matriarch Masao suspends the Emir-lead reconstruction
long-term riots is extensive and the city is given disaster program and agrees to allow the Mekong Dominion and
relief funding from the Government. Further funding of CNCS to assist in the Emirates’ reconstruction efforts.
QRT units and Gear based fire fighting teams is approved, Conservative Emirs continue to oppose any “foreign
along with cross-training between military, police and interference”. Both begin shipping supplies and experts;
firefighters. QRT Commander Methoras announces his bidding for contracts is fierce.
intention to run for Mayor.

05 Winter 1943
37 Summer 1943 The CEF manages to locate the Black Talons’ Fury shuttle.
PRDF patrols in the western areas of the Protectorate Rather than allow themselves and their technology to be
become more aggressive regarding territory. The captured, the crew transmits a brief warning message
Paladins, in particular, are noted as becoming openly and then trigger the self-destruct. The Fury was acting as
hostile toward NuCoal patrols. the Talons’ primary relay, so this effectively severs their
contact with home. Carlie Pinter joins Talon One soon
afterward as a provisional member.
02 Autumn 1943
New Peace River’s first public oasis towers open for
habitation. Security is extremely high, but aside from overly 09 Winter 1943
ambitious media reporting, everything goes smoothly. Louise deRouen, daughter of Southern Republic Prime
Minister deRouen, attracts a growing following among
the population of the Republic. She is seen as both un-
08 Autumn 1943 tainted by recent scandal and a return to the honor and
The Talons and liberated prisoners manage to evade their ruthlessness that made the Republic great.
CEF pursuit and disappear again among the Liberati.
Some quick head-counting by the Talons and matching
against copies of prison records confirms that all political 17 Winter 1943
prisoners on the prison’s rolls are accounted for, but a The riots and protests sparked among the poor of the
large number of GRELs have vanished. UMF by masked agitator Cuvi Bisid in the UMF flare into
street warfare in several city-states. The UMFA is called in
to attempt to restore order. Several UMFA units refuse to
17 Autumn 1943 do as ordered, and even prevent other units from harming
Almost two cycles after it was originally revealed, the the protesters. Naed Stamens is among the soldiers who
extent of the corruption throughout the upper echelons refuse orders.
of the Southern government is still being uncovered.
While official news organizations have largely been
silenced, private citizens continue to investigate and 23 Winter 1943
publicize corruption anonymously through the Hermes Further fallout from the Kenema smuggling investigations
72 network. plague the North. Supply officers within the WFPA are
taken into custody by NGIS and while high-ranking Clan
officials are also implicated, lower-ranking members are
22 Autumn 1943 the only ones arrested.
Naed Stamens returns to the North after nearly ten cycles
in the Badlands. Having failed in his primary mission with
NGIS - to recapture the Jarak twins and other deserters - 31 Winter 1943
he is released from the Guard and returned to the UMFA. Colonel Arthur and Soldier Sebastapol meet again, this
time to speak of the growing unrest in the GREL com-
munity. Soon after, Col. Arthur makes diplomatic visits
to both the Humanist Alliance and the shanty town where
Jan Mayen used to stand. Arthur spends large amount of
time in the ruins.

87
Waylon Wyatt (order #5751665)
Timeline
42 Winter 1943 11 Summer 1944
Karl Methoras is elected Mayor in Kenema after a long, Paxton CEO, Milani Debeau-Slovenski, is seen with a
hard-fought campaign. While he was challenged based on woman who looks surprisingly like her ex-lover Helena
perceived abuses of power by QRT members, his record Hitashi. Rumors regarding who this woman is and whether
and position won him many supporters. Methoras vows Milani has fallen for the woman due to the resemblance
to rebuild Kenema and not allow gangs to rule the city as are rampant in the tabloids.
in the past.

20 Summer 1944
10 Spring 1944 In the Southern Republic, investigative reporter Stephane
Milani Debeau-Slovenski holds a secret meeting with a Cubret uncover indications that much of the information
man in Sand Rider regalia and a man with a Blue Crescent used to uncover the corruption charges seems to have
tattoo. The meeting is held near Helena Hitashi’s grave in been illegally leaked by insiders. Accusations that the
the Peace River memorial. Unknown to the participants, corruption investigation is being used for underhanded
the meeting is covertly watched by agents working for the political gain are made.
Westphalia Cabinet.

21 Summer 1944
16 Spring 1944 The change in reconstruction policy in the Emirates meets
The Westphalia Cabinet assumes the first Talons are a fierce resistance from conservative Emirs, who see the
write-off, and begins re-evaluating the program. The Matriarch and Lord Chancellor as placing unreasonable
second and third Talon forces, begin training for both demands on their power. A triumvirate of Emirs in the south-
in-system defense and deployment by microgate past east of the Emirates raise their banners in rebellion. Several
Caprice, to Atlantis and Utopia. skirmishes between the Matriarch’s forces and the rebels
are inconsequential, but the Northern Guard commander in
the Emirates manages to broker a cease-fire.
24 Spring 1944
The Northern media reports that Victoria Edden-
Smythe and Lang Regina have completed their divorce 35 Summer 1944
proceedings. They had begun in secret just after the The rebuilding of Kenema officially begins with ground
destruction of Peace River, to spare their daughters the being broken on the new Hartmore Tower memorial.
media spotlight. Both famous politicians draw equal Shaian Mechanics and Hartmore Motors pledge to match
amounts of ire, and the tabloids are rife with speculation contributions by the government to the rebuilding, while
over the cause. the much smaller Keimuri Motors pledges a portion
of their profits toward a fund for the families of public
servants injured or killed in the line of duty.
35 Spring 1944
Naed Stamens, on disciplinary leave from the UMFA, is
confronted by a group of UMF workers. He’s brought 40 Summer 1944
before Cuvi Bisid, who explains his vision for a UMF free Col. Arthur finalizes a joint operational agreement with
of the corruption and plutocracy that has taken root. Naed the Humanist Alliance. In exchange for providing GREL
agrees to help Cuvi. troops to help the Alliance’s military, Port Arthur receives
help in upgrading and maintaining their aging Hovertank
legions. This benefits Port Arthur greatly as active GRELs
39 Spring 1944 are less likely to exhibit signs of instability.
Public dissatisfaction with the government is at an all-time
high in the Western Frontier Protectorate. Already angry
homesteaders point to the corruption of Clan officials 07 Autumn 1944
and the ongoing skirmishes with NuCoal forces as signs With Prime Minister deRouen’s government on the brink
of extreme disenfranchisement. Public rallies are held of defeat in the South, he receives aid from an unexpected
calling for all citizens being given the right to vote and a source: his own daughter’s faction provides him with the
complete overhaul of governmental structure. support he needs to stay in power.

07 Summer 1944 15 Autumn 1944


After a season of laying low to preserve the remains of Cuvi Bisid is assassinated by a lone, unidentified gunman
the force, the Talons gather and discuss their next step. while giving a speech to a crowd of supporters. Naed
Kage is in favour of going native and awaiting rescue, but Stamens hears the masked revolutionary’s last words,
Jaxon and Salban insist that they must return to Terra and is the only one to see his unmasked face. Naed’s
Nova. Together with the Bastille Alpha escapees, Jaxon response is captured by the still-live microphones: “You?
devises a plan to help the Talons return home without But... You’re de...!” Bisid’s body is never recovered.
implicating their civilian collaborators.

88
Waylon Wyatt (order #5751665)
Timeline

22 Autumn 1944 26 Winter 1944


Using information gathered by the Caprician resistance, Military tribunals begin in the WFP regarding the incidents
the Talons slip past Vega Spaceport security and seize in the Autumn. These promise to take a long time. The
several CEF Tarantula landers. Before the CEF can seeming lack of a timely response is played up in the
organize an effective response, or even cut the flow of media and public opinion drops, while animosity toward
traffic to the port, the Talons have moved the Tarantulas, governing officials increases.
including a vast number of decoys, within the minimum
range of Monolith Station’s weapons. As the station’s
crew scrambles to prevent the uncontrolled, unmanned 33 Winter 1944
landers from damaging its structure, the Talons steal a A documentary about Port Arthur, meant to show
CEF destroyer in-dock for refit. With Arclight’s weapons Port Arthur in a neutral light and give Terranovans a
primarily turned inward, they’re able to escape into the better understanding of the community airs across the
cold depths of the Loki system, albeit with several CEF planet. Unfortunately for Port Arthur and the Humanist
squadrons in hot pursuit. Alas, Kage is killed and Salban Alliance, the focus on GRELs increases paranoia and
and his squad captured during the escape. raises questions as to both the Alliance’s and Col. Arthur’s
allegiances. A series of “GRELs gone crazy” segments
feature heavily in news media over the next few weeks.
37 Autumn 1944
Police and military forces handling security at rallies in
the WFP open fire on the protesters. While the protesters 03 Spring 1945
were clearly growing violent, footage from the event Aristide Lazarus, Louise deRouen, and Kenichi Tanaka
shows the security forces clearly overreacted and used formalize an agreement to incorporate the MILICIA SIU
excessive force. Media outlets once reluctant to show under the Black Talon program. Half the SIU will remain
defiance to the government now openly question the in Helios space at all times, while the other half may be
military rule of the League. deployed at the Cabinet’s discretion.

41 Autumn 1944 17 Spring 1945


Illuminatus Niklos and her advisors notice irregularities With the ascendency of Lousie deRouen in government,
in the activities of the Public Order Protectors. They begin the private citizen-journalists that helped propel her rise
an investigation into the source of these deviations from achieve a new legitimacy. Suddenly, Southern politicians
Humanist teaching and official policy. find themselves faced with a news media that is not only
not easily cowed, but aggressively inquisitive.

09 Winter 1944
After several hard weeks of hunt-and-seek, the Talons 22 Spring 1945
finally reach the vicinity of one of their relays and activate Faced with a crisis of confidence and rapidly cooling
it. The vanguard of their pursuers has engaged them in economy, the post-war UMF government is forced to
battle when a nearby micro-gate opens, admitting several call an election. Motivated by the past two cycles of
Terranovan warships. The CEF pursuit vanguard is re- riots, demonstrations, and activism, citizen participation
buffed, and all Terranovan vessels withdraw to Helios. is at an all-time high. His now-legendary connection to
Cuvi Bisid propels Naed Staemens into the position of
Treasurer. Naed vows to combat the corruption that has
11 Winter 1944 tainted the UMF’s culture and economy.
Several Mekongese aid convoys en route to the Emirates
go missing. Rescue teams find signs of battle at the
convoys’ last known locations, but the attackers are 28 Spring 1945
unidentified. Dominion news media suggests that the The attacks on the Mekongese aid convoys to the Emirates
Northern forces still present in the Emirates in support of continue. One badly battered convoy manages to reach a
the Masao/Shirow government are responsible. fortified border post and identify the attackers, Khan’s
jungle bandits, fighting alongside GRELs!

19 Winter 1944
PRDF investigators and Mekong Peacekeepers run 37 Spring 1945
afoul of Khan’s Bandits within the Mekong Forests Kenema’s rebuilding effort is hampered by poor weather
while investigating leads on the Scruffy Man. It is and escalating costs. Meanwhile, the QRT forces are once
unclear if the Khan were related to the investigation or again called into action as youth gangs increase activity.
if the investigators simply were in the wrong place at Mayor Methoras speaks out against gang involvement
the wrong time. and pledges more youth centers.

89
Waylon Wyatt (order #5751665)
Timeline
01 Summer 1945 30 Autumn 1945
Nathani Roskiman begins training with the Thral After almost a full cycle of tribunals, a report regarding
Koreshi in spiritual matters and his father in matters the riots and the unreasonable responses by security
of war. He is kept sequestered and away from the sight forces in the WFP is released. Unfortunately, due to red
of any outsiders. tape, middle ranking officers responsible for the incident
shuffle blame onto lower ranks while ensuring they
are re-assigned. High ranking officials are obviously
12 Summer 1945 disgusted by the lack of honor shown, but are seemingly
With the information retrieved by the First Black Talons, incapable of fixing the problem.
the Westphalia Cabinet and the governments of Terra
Nova immediately deploy the second wave of Talon forces.
Forces Two through Five are kept in Helios for defence. 36 Autumn 1945
Forces Six and Seven return to Caprice to continue their The Lord Chancellor of the still-occupied western Alliance
mission there; Force Eight travels to Utopia, Nine to territory uses the MILICIA peacekeeping troops under
Atlantis, and Ten to Eden. her command to launch several raids into independent
Alliance territory, seeking to eliminate “Deviants” that are
causing trouble in Republic territory.
19 Summer 1945
The Apostate Revisionist faction begins an aggressive
PR smear campaign against Grand Marshall Edden- 03 Winter 1945
Smythe, accusing her of being an adulterer, a warmon- Reports of people with Paxton Industries regalia being
ger, a bad Revisionist, and overall unsuited to hold her sighted in the Great White Desert surface. No evidence is
post. Edden-Smythe’s allies in the Revisionist Church found and Paxton Industries refuses to comment.
attempt to come to her defence, but find the popular
outcry difficult to stem.
17 Winter 1945
The Apostate Revisionists manipulate public support
26 Summer 1945 to force the NLC to call a series of votes in the CNCS
Paxton Arms announces it will be changing its name to Inner Council to remove Chief Justice Stark and Grand
Paxton Industries and diversifying its interests. While the Marshall Edden-Smythe from their posts. The Federation
news is welcomed by Badlands communities affected by opposes the measures. Surprisingly, the Protectorate’s
arms sales, many wonder if this rebranding is cosmetic representatives also oppose it, at the urging of Lang
only. Rumblings in management indicate dissatisfaction Regina and the Westphalia Cabinet.
with the current CEO.

29 Winter 1945
34 Summer 1945 Khan’s forces cross the Emirate border and vanish.
An heir is finally born to Matriarch Masao and Lord Northern Guard and Southern MILICIA units waiting to
Chancellor Shirow. The two announce that she will be ambush the retreating bandits are unable to find where
raised in the palace in Strathclyde, but will be educated they’ve gone. Emirs along the border raise alarm about
by tutors from across Terra Nova. the possibility of such a powerful bandit group operating
in their territory and threatening their interests.

11 Autumn 1945
The renewed popularity of both deRouens in the Southern 35 Winter 1945
Republic and outward cooperation and openness of The occupied Alliance’s Lord Chancellor proposes that
politicians makes overly-close scrutiny of the government the two “sister states” establish a “knowledge-sharing”
unpopular. The citizen-journalists turn their attention to program, joining the academic systems of the two halves
the rest of the South, determined to bring this new wave of of the Alliance. Illuminatus Niklos refuses, and calls on
Southern culture to their more backward protectorates. the Republic to return their “colonized” territory.

25 Autumn 1945 02 Spring 1946


The Mekong Peacekeepers finally manage to locate The 8th Black Talons arrive on Utopia and discover the
Khan’s base of operations and strike it with overpowering planet to be solidly in the CEF’s grip, with the planet’s
force. Khan’s bandits put up a good fight, but are routed dominant superpower a willing collaborator.
and withdraw into the jungle in the direction of the
Emirate border.

90
Waylon Wyatt (order #5751665)
Timeline

16 Spring 1946 27 Summer 1946


As the election campaign ramps up in the Northern Lights The traitorous south-eastern Emirs make contact with
Confederacy, CNCS Chief Justice Winston Stark launches Khan and agree to provide him and his men sanctuary
an official investigation of the Apostate Revisionists in exchange for their help in secretly suppressing the
and their methods. The Apostates are accused of using “uppity” commoners that are causing trouble. All three
coercive recruiting and fund-raising techniques and had secretly collaborated with the CEF during the war,
illegally influencing political activity. and agree to help the Scruffy Man find a way to disguise
himself and lose the Paxton investigators pursuing him
for his role in the Peace River bombing.
29 Spring 1946
The 6th and 7th Black Talon forces make landfall on
Caprice and re-establish contact with their Liberati allies. 32 Summer 1946
In the wake of the 1st Black Talons’ dramatic escape, PRDF High command recalls the Paladins from the
the CEF has been attempting to secure its facilities, but Western Desert in response to accusations of aggressive
the success against the invaders has prompted several actions taken against NuCoal.
corporations to further increase their covert support of
the Liberati, forming the backbone of a true resistance.
40 Summer 1946
A second WFP election is held. Voter turnout is still
35 Spring 1946 low, but quorum is met. The WFP parliament is split
The WFP undergoes its scheduled census and election. between multiple factions, none of whom agree on a
With a large number of eligible voters severely disaffected, course of action.
voter turnout is the lowest in recorded history. The number
of eligible voters was already low due to casualties during
the Interpolar war, leading to fewer than ten percent of 13 Autumn 1946
the total population actually voting. As this value did not Paxton Civil Transport, the first of Paxton Industries
meet the minimum required by quorum legislation, a new new divisions is opened. Civil Transport takes over all
election is scheduled for the Summer. Clan alliances are Paxton civilian transport production, including monorail
strained as members jockey for position and to regain components, fliers and automobiles. Their first new
voter confidence. product, a multiple passenger long-range caravan, is
announced the following day.

08 Summer 1946
The scrutiny of thousands of independent citizen- 24 Autumn 1946
journalists causes outrage in other governments A third wave of Black Talon forces are dispatched, targeted
across the South. The Humanist Alliance - still a target based on preliminary reports from the second wave.
despite no longer being a member of the AST - makes a Considerable additional support is provided to Caprice
policy of denying them visas and access to government and Atlantis, while the extra forces dispatched to Utopia
documents. Several Mekong corporations attempt to buy are focused on sabotage and espionage. Leading the
off those investigating them, only to find that this causes reinforcements for Caprice is Field Commander Miranda
more intense scrutiny. Petite, tasked with oversight of all Talon operations on
Cat’s Eye. Petite is accompanied by her own personal
Gear, upgraded to “Dark” status.
14 Summer 1946
The 9th Black Talons slip onto Atlantis. The outer system
is patrolled heavily by CEF forces, but the planet’s orbits 32 Autumn 1946
are almost empty. After making contact with the deep-sea Despite her personal objections to the Talon program,
resistance, the reason became clear: despite dominating Edden-Smythe increases the Northern Guard’s
the oceans, the Lanteans have no space capability, and participation in the program to repay the Cabinet for
could not even effectively threaten the CEF’s domination preserving her position.
of the planet’s islands and ocean surface.

33 Autumn 1946
Flush with cash from the Emirate redevelopment
effort, Taipan Logan confronts Speaker Sogabe over
her “mishandling” of the Khan matter. He accuses her
of having links with both Khan and the North; while
unsubstantiated, Sogabe’s position is sufficiently
weakened that she is forced to resign.

91
Waylon Wyatt (order #5751665)
Timeline
38 Autumn 1946 34 Winter 1946
One of the Preceptors investigating the Public Order A series of violent terror attacks against citizen
Protectors vanishes. Illuminatus Niklos panics and journalists, both pro- and anti-government, are conducted
orders the Public Order Protectors shut down. Many throughout the Southern Republic. Homes are bombed,
Public Order officers, including several high-ranking journalists are gunned down on the streets or vanish in
ones, promptly vanish. the dead of night. Louise deRouen claims the attacks are
not the work of the government, and vows to bring those
responsible to justice.
03 Winter 1946
Col. Proust is spotted in Timmins. By the time investigators
arrive, he is nowhere to be found. Witnesses report he 37 Winter 1946
was followed by a child who called him “father.” A festival is held in Basal and Okavango to celebrate
their union in the rebellion against the “Tyrant Masao”,
as he is now known. The festival also celebrates the
08 Winter 1946 reconstruction and redevelopment of the two war-torn
After extreme difficulty finding a suitable gate, the 10th cities, now nearing completion. The two cities serve as a
Black Talons arrive on Eden. Militias and privateers model for Matriarch Masao and Lord Chancellor Shirow’s
still fight a guerilla war against the CEF, despite being vision of the future of the Emirates.
drastically outclassed. The resistance is thrilled by the
technology offered by the Talons, though effectively
employing it is mired in political squabbles. 33 Winter 1946
Milani Debeau-Slovenski manages to keep her position
as CEO, despite an attempt by management still loyal to
13 Winter 1946 the caste system. Those responsible for the attempted
The Spiritual Unity Party, the political arm of the Apostate takeover are publicly let go from the company and their
Revisionists, sweeps the Northern Lights Confederacy’s positions filled by workers from the lower ranks. The
elections. While they do not capture the office of the display reassures workers that the old ways are gone,
Presidency, they do seize three seats in the Chamber of while ensuring Debeau-Slovenski’s position is secure.
Valeria, and almost obtain a fourth. Chief Justice Stark’s
investigation of the Apostates runs afoul of the new
government, which begins questioning his integrity and 41 Winter 1946
calling for his impeachment. In response to raids by the 9th Black Talons, the CEF pulls
back several of its patrol fleets to provide fire support and
C^3 for surface troops. They quickly discover that this is
17 Winter 1946 a poor idea - the new Lantean laser weapons can also fire
Working with the Lanteans, the 9th Black Talons adapt against orbital targets with devastating effect.
Terranovan laser technology into precise, submarine-
mounted long-range artillery weapons. Supported by
these new submarines, the Talons deal several devastating 12 Summer 1947
blows against the CEF’s planetary forces and colonization/ The Black Talons on Eden make a disturbing discovery;
exploitation efforts. after the disaster during the CEF invasion, the planet’s
climate is cooling rapidly. Snow lines are moving
steadily equatorward, and polar ice formations are
22 Winter 1946 expanding. While the added polar ice does give the
Kenema youth gangs escalate into more open criminal privateers more hiding places, the implications for the
activities. Gang wars and drug/contraband trafficking planet’s climate are dire.
increase. Funds are diverted from rebuilding to the
police budget, but even this is not enough to curb the
rise. Investigations point to a kingpin of sorts being 16 Summer 1947
responsible, but no further information is available, The Caprician Talon forces finally locate the prison where
leaving police continually playing catch-up on current Lussian Salban and other captives from the 1st Black
criminal activities. Talons have been held for three cycles. Field Commander
Petite personally leads the rescue operation in her Dark
Cobra, Julius.
30 Winter 1946
Alliance spies in the Southern Republic investigating the
Public Order Protectors cause a major diplomatic incident.
Prime Minister deRouen rebukes his “humble neighbors”,
and calls for the Alliance to once again recognize their
regional self-interest and re-join the AST.

92
Waylon Wyatt (order #5751665)
Timeline

27 Summer 1947 37 Autumn 1947


The NLC’s Spiritual Unity Party has reduced the Terra Nova engineers, working with information and
Confederacy’s funding of and the NAF’s participation in scientists recovered from other colonies by the Black
the Northern Guard to their treaty-mandated minimal Talons, successfully develop a jump drive small enough
levels. A PR campaign against the Westphalia Cabinet and to be mounted on a Fury shuttle. The drive is capable
its “secretive, wasteful interstellar adventures” is in full of opening microgates and can store enough charge for
swing throughout the North. 2-3 jumps, but is highly unstable. With this, Black Talon
forces can reach farther afield than before, and have
greater operational flexibility.
31 Summer 1947
The WFP’s minority government breaks down, leading to
another election. Like the previous one, voter turnout is 09 Winter 1947
very low and no one faction achieves a majority. Public Derek, the Half-GREL begins training in Perfect Form
response by citizens unable to vote is vocal and escalates Movement with his mentor Soldier Sebastapol.
to a full scale march on Fort William. Military and clan
leaders are taken aback. Some advocate governmental
change, but others refuse to give up their way of life. 16 Winter 1947
The Black Talon forces operating on Utopia observe that,
despite their secrecy, their work is having an influence on
38 Summer 1947 native culture. Stories of mysterious figures battling an
Major Bukharin, a CEF supporter within Port Arthur, oppressive CEF menace become increasingly common,
grows suspicious of Col. Arthur’s attitude toward GRELs and imagery from them is even incorporated into the
and his travels. Arthur had already publicly stated that great murals of the underground cities.
Arthurians were Terranovans, and his recent actions lead
her to believe it was more than a PR stunt.
28 Winter 1947
After establishing that Durocher can be trusted, the
06 Autumn 1947 south-eastern Emirs approach him about providing the
Speaker Logan privately agrees with the discontent south- Scruffy Man with a new identity. Durocher agrees, and,
eastern Emirs to allow them to direct redevelopment in curious about this seemingly-important mystery figure,
their districts. Lord Chancellor Durocher of the Mekong forms a close bond with him.
Dominion is contracted to provide slave labor to the Emirs
to help replace the commoners they’re losing to more
enlightened areas of the Emirates. 33 Winter 1947
The heads of the Zucco and Maderas factions agree to
switch the WFP to a more traditional voting setup after
20 Autumn 1947 the disastrous under-representation in the last election.
Criminal activity within other Northern cities escalate. The Some members of the non-aligned clans agree to this
Apostate Revisionists use this as a sign the people of the as well, although the action shatters the support bases
NLC have lost their way. Apostate Revisionist rallies grow of both the Zucco and Maderas factions. Public support
in size and frequency throughout the NLC and the WFP. is high, although deep resentment lay within the Clan
Meanwhile NGIS, following information from the Kenema hierarchies. Military leaders do not comment openly on
Police Department investigate possible links between the decision.
these activities and the kingpin figure.

42 Winter 1947
25 Autumn 1947 The first classes graduate from the new Preceptor
PRDF Regiments start training for long-distance airborne training program authorized by Illuminatus Niklos. While
deployment on a regular schedule. NuCoal forces amp up mentors are in extremely short supply, the new graduates
patrols in the Western Desert in anticipation of a return are extremely motivated and have been immersed in
to aggression. Preceptor culture throughout their training. Colonel
Arthur offers to loan academics and researchers from
Port Arthur to help guide the new Preceptors; Illuminatus
32 Autumn 1947 Niklos humbly accepts.
A team of Public Order Protectors attempts to assassinate
Illuminatus Niklos. The attack is foiled, but barely, and
many civilians are killed in the crossfire. The Illuminatus
is hospitalized for more than a week.

93
Waylon Wyatt (order #5751665)
Timeline
03 Spring 1948
During a raid on a CEF facility, the 10th Black Talons
capture several Utopian scientists. Their first hope - that 31 Summer 1948
the CEF is attempting to reverse the damage to Eden’s Khan flees the fall of his new masters, seeking refuge
climate, is dashed when the scientists reveal that they’re in the Badlands. There, he is found by Nicosa Renault
attempting to accelerate the cooling trend. and a team of Paxton investigators, and reveals that
he has been working for Lord Chancellor Durocher
all along. He also mentions Durocher’s connection to
12 Spring 1948 the Scruffy Man, causing Renault and the Westphalia
Paxton Industries’ Biotechnology Division is officially Cabinet to carefully and covertly scrutinize the corrupt
announced. Their initial focus is on hardy plant varieties Lord Chancellor’s operations.
and similar products useful for Badlanders. Paxton’s
previous lack of experience in the area leads many to
wonder how they acquired such expertise in such a short 35 Summer 1948
period, as sales of new plant varieties start very shortly The research and scholarship projects of the new Alliance
after the initial announcement. Preceptors prove very hit-or-miss - some are stunning
successes, others are dismal flops. The assistance
of academics on loan from Port Arthur is invaluable.
23 Spring 1948 Illuminatus Niklos does her best to spin the results in a
Lord Chancellor Shirow discovers that the south-eastern positive light, and privately uses them to fine-tune the
Emirs are making use of slave labor and have managed Preceptor testing procedures.
to hijack the Dominion reconstruction funding. Incensed
beyond reason, Shirow orders an all-out assault on the
Emirs. The battle is short, focused, and brutal, until 40 Summer 1948
Khan’s bandits join in. Then it spills out, uncontrolled, Soldier Sebastopol secretly travels through the South
across the South-East, devastating the countryside and with Derek, attempting to evade unidentified pursuers. As
the city-state of Smyrna. they travel, the two teach the Perfect Form to humans and
GRELs both. The new teachings catch on in the occupied
half of the Humanist Alliance.
36 Spring 1948
Using the new Gatedrive, a fourth wave of Black Talon
forces sets out to reinforce the existing forces and recon 09 Autumn 1948
Home, Jotenheim, and Botany Bay. New Jerusalem is The Black Talons find an impenetrable fleet blockade
judged too distant to attempt to contact at this time - with around Botany Bay. Despite early despair, they’re soon
a long chain of jumps between them and Terra Nova, the contacted by natives who had evacuated the inhospitable
influence of any CEF forces there on an open war are planet to utilitarian but considerably more hospitable
deemed too low to consider. asteroid mining camps shortly after the collapse of the
Concordat. The natives had been fighting a hit-and-run
war against the CEF in space using converted asteroid
17 Summer 1948 miners, and believed that their cousins on the planet were
still fighting too.
The Black Talon forces assigned to Home find the same
puzzling fleet deployment pattern as observed near
Atlantis while the rest of the system was heavily patrolled, 14 Autumn 1948
none of the planets had any ships in orbit at all. Despite the With public support of the Westphalia Cabinet at an all-
CEF’s iron grip on Home’s economy and government and time low, the Spiritual Unity Party forces the impeachment
the cooperation of Jules Sandrakar-Xia, the population of the NLC President over “unanswered questions” about
bitterly resents the invaders. the NAF’s involvement with the “shadow government”.
Adrianna Xing emerges from many cycles of meditation
and sequestration from public life in Massada to take the
28 Summer 1948 leadership of the NLC in this “time of spiritual turmoil”.
Louise deRouen discovers that Lord Protector Molay She is supported by First Follower Dreven Capac.
has been behind the sporadic terror attacks of the past
cycle. Rather than reveal this information, she arranges
for information about Les Étrangers and Molay’s control 20 Autumn 1948
over them to be leaked to the press. What is not leaked Lord Protector Molay declares a coup d’etat against the
is that Molay had been using fake Northern raids by government of the Southern Republic. The Legion Noire,
Les Étrangers to keep his allies - and enemies - in line. Les Etrangers, and substantial numbers of MILICIA and
Now they know about these raids, and Molay’s days are regular Republican Army troops fall under his banner.
numbered. Having prepared for this contingency, the de Rouens lead
a dramatic evacuation of the Estates-General under fire.

94
Waylon Wyatt (order #5751665)
Timeline

34 Autumn 1948 32 Winter 1948


Teams of Public Order Protectors with stolen military Several Preceptors disappear from the Humanist
equipment and HAPF forces skirmish throughout the Alliance, leaving no trace. Others approach their
Alliance. The fighting quickly dies down, but exactly how mentors and relate stories of being bribed or threatened
many Public Order Protector moles remain is unclear. as incentives to defection by mysterious people claiming
Faced with a severe upswing in Deviant behavior, to be from the Republic.
Illuminatus Niklos grudgingly brings the program back
to full active status, but orders a thorough psychological
evaluation of all remaining Public Order Protectors. 42 Winter 1948
In response to increased public and political pressure
regarding its purpose and activities, the Westphalia
39 Autumn 1948 Cabinet reveals its membership and agenda, including the
In response to the rise of popularity of the Perfect existence and purpose of the Black Talon program. Most
Form movement in the occupied Alliance territory, a shocking is the revelation that superspy Nicosa Renault
commercialized version of the discipline becomes a fad is not only working with the Cabinet, she is the official
in the Southern Republic. Newly-minted masters brag of chairperson. While President Xing of the NLC is vocally
learning with wise GRELs in the sandy deserts, and sell against such a program, Support from other political
their services for a high fee. leaders and public support for Ms. Renault is high.

06 Winter 1948 Interannum 1948/1949


The conflict on Atlantis has deteriorated to a stalemate. Nathani and his parents are escorted into the Heart of the
Without orbital support, the CEF cannot win a decisive White desert, the secreted Godwell Valley. Unknown to
victory against the Talon and Lantean raids. But the outsiders, the Godwell is a religious place for the Koreshi
insurgency cannot drive the CEF from orbit or stake a and it is there that Nathani is to undergo religious trials.
permanent claim on land.

13 Winter 1948
The Black Talon forces assigned to Jotenheim find a
system quite thoroughly empty of CEF forces. After an
initial tense stand-off, the natives are more than happy
to explain their victory, though further communication is
impeded by an immense cultural barrier. Further requests
for cooperation are met with seeming non sequiturs and
odd rituals, leaving the Talons at a loss as to a sensible
course of action.

24 Winter 1948
The city of Kenema requests further funding from the
NLC government to finish the reconstruction process,
as recent criminal activities have eaten the city budget.
The newly appointed President Xing uses her veto to deny
the funding, stating that funds must be utilized in a more
cost effective manner. Public response in Kenema is to
hold rallies and protests, some led by the Mayor himself.
While most of these protests are kept peaceful by citizens
who remember the last round of riots, violence inevitably
breaks out, further straining the budget. Mayor Methoras
condemns those who would use violence in otherwise
peaceful protests.

95
Waylon Wyatt (order #5751665)
Prelude To War
07 Spring 1949 19 Summer 1949
After several cycles of studying the local situation and After many weeks of investigation, Kenema Police
culture, the Black Talons on Home begin a campaign identify the instigators of the violence as belonging to
of popular unrest. They abandon the stealth employed one of the upstart gangs. Curiously, this gang appears
on other worlds, instead favoring flashy, high-visibility to be targeting key public events and rebuilding sites,
operations which serve as a cover for more subtle inflicting a great deal of public relations and property
raids. By exploiting the planet’s ubiquitous information damage. Investigators are sure the gang is deliberately
network, they parlay these victories into a viral under- slowing the rebuilding process, but the question of why
ground media campaign. remains open.

16 Spring 1949 22 Summer 1949


Loyalist Southern Republic forces defeat the coup forces Humanist manufacturing returns to pre-war levels.
lead by former Lord Protector Molay. Molay himself Much to the dismay of the Southern Republic, it seems
vanishes when it appears obvious that his forces no lon- most of this manufacturing is in Striders and other high
ger have any hope of victory. The Legion Noire are the last tech weaponry.
hold-outs, and they finally surrender and are welcomed
back into the SRA after a young Southern duelist, Laura
Pestre, defeats their duelist in a traditional Southern 27 Summer 1949
rapier match. The Black Talons on Caprice begin to notice unusual CEF
Fleet movements, and considerably reduced responses
to their raids. Field Commander Petite and Commander
29 Spring 1949 Salban return to Terra Nova with the information, along
The Westphalia Cabinet reveals more details about the with their personal evaluation of the strategic situation.
Talon program to the public in an effort to both educate
and inform the public, while increasing support. The ex-
ploits of Talon One, in particular, capture the imagination 34 Summer 1949
of the public. Soon after, entertainment networks air PRDF Air command officially opens its new central air base
highly fictionalized movies based on Talon One. The inside the New Peace River mesa. The air base is secured
most outrageous version even has Talon One stopping as much as possible within the mesa, a feat allowed only
a massdriver aimed at Terra Nova from the Loki System by the PRDFs exclusive use of VTOL Hoppers.
and capable of wiping out the planet.

01 Autumn 1949
34 Spring 1949 Black Talon forces on Botany Bay report a series of
The WFP parliament officially dissolves and is placed unusual transports - spine-based ships with modified
under control of the CNCS until the new governmental cargo containers - arriving at and departing the planet
elections are held. UMF Treasurer Stamens officially under heavy guard. One Fury shuttle and an entire clan of
welcomes the move to more open elections, citing the natives are lost attempting to board one of the transports,
move as an inspiration for his own nation. Plans are to and communications from the single mining craft that
have the election and ratification of a new constitution by manages to latch on and penetrate the hull are garbled
the Autumn. and incomprehensible.

39 Spring 1949 24 Autumn 1949


Khan’s Bandit’s make an unexpected withdrawal from the Eden’s climate is becoming increasingly harsh. With the
Smyrna Region, even attacking some of their own allies. lengthened winters, the land-based militias are having
trouble feeding themselves, though the seafaring priva-
teers report a bounty of fish and other edible marine life.
12 Summer 1949 Black Talon raids become increasingly focused on the CEF/
The Black Talons on Home discover the loss of the CEF Utopian terraforming effort, with the goal of discovering
7th Fleet on New Jerusalem. While they are unable to what the invaders are doing and why.
make use of this information themselves, they consider
the information important enough to risk one of their Fury
shuttles to return it to Terra Nova.

96
Waylon Wyatt (order #5751665)
Prelude To War

38 Autumn 1949 26 Winter 1949


President Xing of the NLC calls for public oversight of Taipan Aaron Logan brokers a deal for the MILICIA
the Talon Program, while implying the Talons are actively Modernization Movement. The MMM is supposed to stan-
drawing attention to the planet and likely doing more dardize and upgrade MILICIA equipment to an acceptable
harm than good. She makes no secrets of her personal standard. The cost of the deal, timeframe and terms are
opinion that the Talons are inviting the CEF to invade again. not revealed to the public.
Representatives from the WFP along with UMF Treasurer
Naed Stamens publicly denounce her statements, calling
them cowardly and dishonorable. Apostate Revisionists 27 Winter 1949
take this as an affront to their religion, while relations be- A single Black Talon team is dispatched to New Jerusalem,
tween the NLC and both the UMF and WFP are strained. with orders to maintain their distance and observe before
attempting a landing, and to destroy their Fury and
gatedrive rather than let it fall into CEF or native hands.
42 Autumn 1949 The Westphalia Cabinet does not trust the fragmentary
The first WFP open elections are marked by elder reports of the 7th Fleet’s demise, and is wary of a trap.
representatives of both major factions encouraging the
public to vote. While there are allegations of threats
and impropriety, it seems contained within the smaller 32 Winter 1949
clans. Voter turnout is surprisingly high, and former Col. Reverend Mother Maya Fajil, now nearing retirement,
Maderas Jeff, a prime example of families torn apart by attempts to recapture control of the Revisionist Church,
military service, is elected as Prime Minister. claiming that it has been lead astray by Xing and Capac
and no longer recognizes the teaching of the Prophet.
Despite strong backing from marginalized and frustrated
03 Winter 1949 Sorrento traditionalists, Fajil’s effort is crippled by all the
The popularity of the Talons has grown quickly on enemies she made as the head of the Prophet’s Shield
Home, and riots and strikes are severely disrupting SXI before the Interpolar War, and she lacks the fiery public
operations. Jules Sandrakar-Xia has had to request addi- appeal of Thor Hutchinson.
tional GREL forces to keep order, much to the displeasure
of his CEF advisors.
35 Winter 1949
Black Talon teams on Caprice observe a large fleet buildup.
07 Winter 1949 While security is tight, CEF 5th Column members confirm
The reunified SRA, undergoes very public parades to a second assault on the colonies will be occurring shortly,
reassure the populace that the rebellion is well and truly although they know not when. All Talon teams able to
over. Media attention on the parades overshadows the reach Terra Nova within reasonable time are ordered
news that Molay is still missing. home, while the others are ordered to go to ground.

18 Winter 1949 40 Winter 1949


WFP elected officials are sworn in. The ceremony Observers report that PAK forces are readying for
is attended by many representatives including UMF deployment. Why and how remain unknown, but it is
Treasurer Stamens, CNCS Grand Marshal Edden-Smythe, noted that many officers appear tense or uneasy.
Lang Regina and even representatives from the south.
Adriana Xing and Chief Justice Stark of the NLC are
notable for their absence. Tabloids go wild with pictures 02 Spring 195
of Lang and Edden-Smythe speaking. PRDF Air wings increase long-range patrols, with a
concentration on the Western Desert areas.

23 Winter 1949
On Jotenheim, the Black Talons are abruptly contacted 03 Spring 1950
by an individual who identifies herself as a ruling elder, Talon Forces in the Botany Bay and Utopia, having found
and claims to be over a century old. The woman delivers the systems crawling with CEF Ships, rendezvous with
predictions of a dire doom for Terra Nova, and states her Talon Forces on Jotenheim.
desire to visit the “dry world” and speak to “the much-
hunted children”.
07 Spring 1950
CEF Ships leave Monolith Station and Caprice Orbit en
route to battlegroups. Talons en route to Helios report
battlegroups heading to various gates, large and small
within the Loki system.

97
Waylon Wyatt (order #5751665)
Prelude To War
09 Spring 1950 32 Spring 1950
The Humanist Alliance welcomes a large contingent of WFPA Senior Staff start an emergency refitting of
GRELs and other Arthurian troops, along with a large decommissioned landships, possibly for decoy purposes.
number of Hovertanks for refitting. CNCS commanders are taken by surprise as this was not
within the dictated war plans.

12 Spring 1950
Mayor Methoras of Kenema is briefed on the ongoing 37 Spring 1950
gang situation. Investigators are worried that the gang President Xing condemns CNCS commanders for
linked to the majority of problems in Kenema is working giving in to the “shadow government” and promoting
directly for the kingpin figure, and that this figure is war instead of a peaceable resolution. Calling the
heavily involved in Northern politics. Commanders “warmongers,” she suggests that the CEF
will only attack if it detects hostility, as “they learned
their lesson last time.”
17 Spring 1950
Polar landship fleets are activated and placed on patrol
to avoid providing prime targets for CEF Attackers. 39 Spring 1950
Public notification of emergency shelters and procedures Talon Forces on Jotenheim volunteer to aid local forces
begins. in defence.

20 Spring 1950 41 Spring 1950


Air raid and evacuation drills start within most urban Reports from both major Tannhauser Gates in the Helios
areas on Terra Nova. system indicate CEF ships inbound.

25 Spring 1950 02 Summer 1950


Nigel Shirow assumes field command of the Emirate Talon Forces on Atlantis pull back to the depths as CEF
Guard and joint Emirate Forces. Attempts to assemble ships overwhelm their defenses and drop new deep-water
forces for inspection and deployment are hampered by submarines on the planet.
uneven training and internal politics, although Shirow
appears competent and well liked by many soldiers.
03 Summer 1950
High-profile Talon operatives Lussian Salban and Miranda
Petite, along with Ranger Minerva Jane, Katrine Sanz and
Louise deRouen appear globally on Hermes 72 to speak
of the situation and reassure the public.

06 Summer 1950
The largest of the CEF battle groups enters New
Jerusalem space.

14 Summer 1950
PRDF command orders all forces in the field to report
back to their home bases. Badlands militias within the
protectorate are given extra munitions and communica-
tion gear.

27 Summer 1950
CEF forces make landfall on Terra Nova. The battle for
May the Gentle Spirit have mercy on us all.
Terra Nova has begun.

98
Waylon Wyatt (order #5751665)
The Battle For Terra Nova
In a brilliantly coordinated and executed plan, 8th Fleet transits both main gates into the Helios system. Although the
composition of the main bodies of the two groups varies, the initial forces and tactics at both are similar. Advance parties of
drones and gunboats transit on a narrow vector from each of the gates. The high speed sortie achieves surprise, destroys the
defensive gun platforms in range and detonates all the nuclear mines seeded along their vectors. The intensity of radiation
burst from the rapid detonation of a large number of nuclear warheads exposes the drones and GREL crews to a lethal amount
of high-energy radiation in a very brief period. Only two of the gunships survive, both at the gate from Caprice Prime.

Next, two CEF carrier groups transit to Helios: from the Caprice Prime gate, Commodore Prem’s Battle Group 81 (BG 81) –
based upon the carrier VALKYRIE – on a vector to Terra Nova, and from CP-04, Commodore Delamare’s Battle Group 82 (BG
82) – based upon the carrier VICTORY – on a vector to Ares. Each NOVA-class carrier carries 108 CF-78 Nukdae fighters, and is

escorted by four destroyers and four frigates. The TN defence fleets at the two gates are small. NGSS Commodore Gil Hetson,
commanding the NGSS destroyer ZAGAZIG, holds the gate to CP-04. Commandant Raoul deVilleneuve, commanding the SRA
destroyer TILLY, holds the direct gate to Caprice Prime. Between them, they have a total of 160 fighters, six minelayers, and
two destroyers. The two battles, over 3 billion kilometers apart yet almost simultaneous, end the same. The CEF destroys the
ZAGAZIG and TILLY, all the minelayers, and three quarters of the TN fighters at the cost of the destroyer RHEA, two frigates,
and 98 fighters. By the time the main forces of 8th Fleet transit, the surviving Terranovan fighters have fled the two gates and
the CEF forces have secured the gates.

Over the next 12 hours, Vice-Admiral Edith Mubatu aboard the dreadnought REVENGE at Caprice Prime gate reorganizes
8th Fleet. She orders BG 81 to sweep the region around Hades, the nearest planet in the Helios system, and to seize or
destroy any facilities found there. Rear-Admiral Lin Soo Yang aboard the gateship NESTOR at CP-04 gate orders BG 82 to
move to Ares at best speed and do likewise. Yang has command of the Support Group 80A (SG 80A) at CP-04, and Mubatu
hands over command of the Caprice Prime gate to Commodore Thai Simong of SG 80B before moving in-system on a
vector to Terra Nova.

Brigadier Jili Pliatikos, Professor of History


from the Proceedings of the 3rd Joint Symposium, Talon Academy, New Baja, TN 1969.

99
Waylon Wyatt (order #5751665)
The Battle For Terra Nova
Oncoming Storm – Battle at the Gates
[ 41 Spring – 1950 ]

Day 1
Simultaneously transiting the two main gates from the Caprice system, 8th
Fleet under Vice-Admiral Edith Mubatu clears a corridor through the defensive
minefields and stations guarding the space near the gates. Two carrier battle
groups defeat the NGSS and SRA guard forces at the gates. She deploys a support
group at each gate, and orders the remainder of 8th Fleet to move into Helios
system on vectors to Ares (BG 81), Hades (BG 82), and Terra Nova (BG 89 and the
six assault groups). Mubatu also transmits demands for surrender to the leagues
of Terra Nova, timing the signals to arrive just after they become aware of the
results of the battle.

Day 2
The automated gate surveillance array on Hades captures detects the arrival of
the CEF forces and the ensuing battle, and transmits the collected data back to
Terra Nova, Ares and Zeus. The few scientists and technicians on Hades wait in
uncertainty for the Earther’s arrival.

Day 3
News of Battle of the Gates reaches Ares. By predetermined arrangement, the
forces in Ares space fall under command of Republican Commandant Simon
Vorochel, Captain of the SRA cruiser GO-HI. The GO-HI is a prototype warship,
fitted with torpedo launchers based upon technology from a destroyer captured
by the Black Talons in Caprice system.

Day 4
8th Fleet crosses the orbit of Hades, still accelerating. In the early evening, civilians
on Hades make contact with BG 81 and offer to surrender. Commodore Kolinka
Prem accepts their offer and issues terms.

Day 5
CEF captures Hades. Tarantula transport craft from BG 81, escorted by Nukdaes,
land GREL marines on several parts of the planet. They disable the gate
surveillance array. Admiral Mubatu transmits a coded message to Major Bukharin
in Port Arthur.

Day 6
News of Battle of the Gates reaches TN. As word of the defeat and demand
for surrender spreads rapidly through the media, opposition to the invasion is
not unanimous. Apostate Revisionists in the Northern Lights Confederacy and
a few Emirs in the Eastern Sun Emirates speak out about avoiding bloodshed
and seeking reconciliation with the CEF. Northern Guard Space Service (NGSS)
and Southern Republican Army Space Defence Branch (SRA SDB) resources are
placed under the command of the Westphalia Cabinet. The Cabinet orders the two
forces to begin deploying thousands of drones in near-TN space.

Day 7
News of Battle of the Gates reaches Zeus by midday, and Avalon Station and fleet
units in Zeus space begin to mobilize. Orders from TN reach Zeus overnight, and
the Westphalia Cabinet activates the Reserve Fleet HQ on Avalon Station.

100
Waylon Wyatt (order #5751665)
The Battle For Terra Nova
Battle at the Gates
[ 41 Spring – 1950 ]

Day 8 Day 23
Reserve Fleet at Avalon deploys two task forces: “Hopper” 8th Fleet crosses Poseidon orbit. Poseidon is currently on
under Commodore Phillip Ash of the NGSS aboard the pocket the opposite side of the Helios system, weeks away from 8th
dreadnought CHIMERA, and “Skag” under Sous-Amiral Fleet. Talons assault groups launch from TN, their movement
Marie-Simone Dupree of the SRA, commanding the former camouflaged by drone booster launches. The teams move to
medium gateship OASIS PRIDE, now converted to a battle assembly areas among the orbital clutter in near-TN space,
carrier. The two TN fleets deploy from Zeus at best speed on and go to silent running.
headings to points 50 million km north and south of TN.

Day 25
Day 9 The Death of Marabou. 8th Fleet crosses Zeus orbit. Just
Orders from TN reach Ares. The assembly of Task Force before noon, the REVENGE fires a single coordinated salvo
“Sniffer” is complete. Sous-Commandant Vorochel moves of kinetic rounds targeting the MILICIA training facilities at
his two light cruisers, six destroyers, four minesweepers, Marabou. 90 minutes later, Marabou suffers a catastrophic
and the auxiliary carrier CARACOSA out of Ares orbit and strike. Over 500,000 residents are casualties, and two
onto a vector to intercept BG 82. On Terra Nova, Major MILICIA legions that have not yet deployed from the training
Bukharin’s agents in Port Arthur receive Mubatu’s coded area are devastated.
signal. Thirty minutes later, Bukharin launches a coup and
topples Colonel Arthur from command. Arthur escapes
and goes into hiding. The message from Mubatu promotes Day 26
Bukharin to Colonel and gives her command of the PAK. Drones versus Artillery Strikes. TN begins to attack 8th
Fleet directly, with drones and torpedoes fired from orbital
defence stations and groundside launch sites. The exchange
Day 12 of drone fire and ground strikes continues throughout the
Task Forces “Hopper” and “Skag” stop burn, go to silent next few days, increasing in intensity as 8th Fleet draws
running and alter course towards TN. Task Force “Sniffer” closer to Terra Nova. The CEF’s inclusion of the new anti-
begins harassing attacks on BG 82, using a combination of drone gunboats has significantly increased the survivability
stand-off drone attacks and torpedo salvoes. Commodore of naval units under heavy drone bombardment. Mubatu’s
Delamere of BG 82 is unwilling to decisively engage forces are now within 200 million km of TN.
Commandant Vorochel’s forces as long as the battle group
is being allowed to continue to approach Ares. “Sniffer”
manages to ward off BG 82’s Nukdaes. Day 28
With the majority of the known launch facilities and fixed
planetary defences suppressed, 8th Fleet assault forces
Day 15 enter low orbit and divide into six different assault groups,
8th Fleet crosses Ares orbit and executes mid-course each consisting of two Marathon-class assault ships.
correction. Commodore Delamare calls for Commandant Each Marathon carries eight divisions and the supplies to
Vorochel and the stations on Ares to stand down and surren- support them for a week. The assault groups immediately
der to the authority of the CEF, and offers lenient treatment of begin dropping pods on the selected landing zones. Each
prisoners. Vorochel holds position between BG 82 and Ares. landing zone is within two day’s travel of a major Terranovan
city-state – Canterbury, Gropius, Loyang, Petropolis, Port
Arthur and Thebes. Dropping almost a hundred divisions
Day 16 takes only twelve hours, but the remaining drone and
The Battle of Ares. BG 82 commits to a full-scale assault aerospace defences of the Terranovan leagues destroy
on TF “Sniffer”. The two forces are evenly matched, with over 300 landing pods during the initial assault landings
Vorochel holding the advantage in number of fleet units, – the equivalent of five CEF divisions. By the end of Day
and Delamare holding the advantage in fighters and total 7, however, the lead Korps in each army is advancing on
displacement of fleet units. After an intense battle lasting its main objective, and the now-empty assault ships are
little more than an hour, VICTORY breaks off with moderate boosting out of low orbit and away from the threat of
damage, and about half of her escorts still battle ready. drones launched from the planet.
Vorochel’s minesweepers have made the difference in the
exchange of drone and fighter strikes. Nonetheless, “Sniffer”
has suffered the loss of the Southern destroyer NEY, the
Northern FRANKLIN HARBOUR and one minesweeper. The
CARACOSA and light cruiser SUNSHADOW are heavily
damaged. Knowing that Mubatu will need his surviving
fighters at Terra Nova, Delamare changes his battle group’s
vector to rendezvous with 8th Fleet.

101
Waylon Wyatt (order #5751665)
The Battle For Terra Nova
Day 28 IMPACT – Day 1 of the Land Campaign
Downing Front Command - canterbury lz
Sixteen divisions drop by Korps into a 2,500 square kilometer
landing zone between Canterbury and Rapid City in the UMF.
Lieutenant-General Daria Tilburg’s main objective is to capture
the UMF capital of Lyonesse. I Korps is the first to land and
she it to move out immediately by the shortest route to reach
the Alpha Maglev. By nightfall, it engages the 5th NG Infantry
Division, which was garrisoned in the region north of the LZ.

II and III Korps drop shortly after I Korps moves out of the LZ.
Once complete on the ground, the two formations advance
to the north on the right flank of I Korps. With the lead Korps
engaged in the foothills of the Downing Range, II Korps
bypasses the battle to the east. It reaches the Alpha Maglev
just before midnight, and turns west, cutting 5 Division off
from Lyonesse and continuing its advance on the UMF capital.
III Korps follows, but turns northeast at the maglev line and
races across the Sangar Basin through the night. Its objective
is to reach Rapid City before the end of the next day. Northern
Guard Headquarters has ordered the redeployment of two
divisions, the 2nd NG Infantry in Pioneer, and the 5th Norlight
Border – until then training along the northern slopes of the
Quinn Range – to move to Rapid City as quickly as possible.

IV Korps has a much rougher drop than the earlier formations.


UMFA and NG air forces stationed in the UMF attempt a
massed interdiction to destroy the CEF drops pods as they
scream through the stratosphere. While squadrons of Eagles
and ground-based anti-aircraft batteries fight valiantly to
interdict CEF interface escort fighters, dozens of Redjackets
attack the unarmed drop pods. The fighter-bombers, hastily
fitted with the same hypervelocity kinetic missiles normally
used in seeker drones, launch waves of missiles. The end
result is the destruction of over 50 pods in mid-flight. 100
more pods are so heavily damaged that they fail to survive
the landing. In dozens of cases, Northern pilots watch as
hovertanks and HPCs attempt to bail out of faltering pods.
There are even reports of hovertanks valiantly engaging
Redjackets with particle cannons and airburst missiles as
they plummet. When the smoke clears, IV Korps lands with
only 50% of its original strength, and with less than 20% of its
complement of frames. Nevertheless, the under-strength IV
Korps has reorganized by midnight and is moving southeast
to take Canterbury.

Esperance Front Command - Gropius LZ


Four Korps drop in the Lake Esperance basin approximately midway between Port Oasis and Gropius. Lieutenant-General
Maximilien Jiang’s forces have had a particularly difficult landing, dropping through some of the most heavily defended
airspace on the face of Terra Nova. The four divisions of V Korps begin moving northwest in a diamond formation, hoping
to reach the Republican capital by midnight. VI Korps drops as soon as the LZ is clear, and follows V Korps at midday. The
south-eastern approaches to Port Oasis are only lightly defended, and the SRA scrambles to redeploy its units. The 1st
Republican Airborne Legion is airdropped into the Port Oasis area to reinforce Task Force Mikashi, named for its commander,
Prefect Henri Mikashi. Mikashi, the Prefect of the 1st Cavalry Legion and a former Legion Noire commander, had earlier been
given overall command of the legions defending Port Oasis - the Republican 1st Cavalry Legion and 3rd Infantry Legion. At
dusk, the famous Skyhawks and other units of the Republican 2nd Airborne Legion conduct a series of night raids on the rear
elements of the V and VI Korps, and the Republican 1st Fleet, led by the SRL CHARLEMAGNE, departs the docks at Ashanti
and races east across Lake Esperance.

102
Waylon Wyatt (order #5751665)
The Battle For Terra Nova
Back at the LZ, the drop is complete by late afternoon, and the
remainder of the forces assigned to Gropius LZ – VII and VIII
Korps – are advancing across the Republican-Humanist border.
Mykael Navar, the Archon of the Humanist Alliance, promotes
Stratarch Davyd Hopkyns to Penstratarch – a title not used
in the HAPF since the Battle of Baja in the last invasion – and
gives him command of the defences on the Alliance’s western
border. Hopkyns orders the two formations closest to the LZ,
the 5th Penhilion – the Silver Chalices – and the 3rd MILICIA
Infantry Legion to move westward to meet the invaders.
Overnight, the highly mechanized HAPF forces, fighting on
the native terrain, launch a flurry of harassing attacks on the
flanks of the VII Korps while the MILICIA prepare a defensive
line across the swampy Lower Trondheim valley. The 82nd
Cavalry Regiment, known informally as The Apes, forms the
heavy element of the reserve gear brigade. As VII Korps closes
with the Chalices, the CEF encounters Terranovan hovertanks
in combat for the first time. Jiang orders VIII Korps to bypass
the MILICIA defensive position, and capture Gropius.

Meanwhile, the HAPF has assembles two more penhilions


in Gropius (the 6th “Pacifica Glory” and the 14th “Light of
Gropius”), and four more in Perth (the 1st “Silver Watch”,
3rd “Acropolis Guard”, 8th “Torchbearers” and the 10th
“Alliance’s Sons”). The only MILICIA legion not already
committed to action south of the Pacifica Range is the 1st
MILICIA Infantry also at Perth. Hopkyns takes command
of all nine legions. He orders the 3rd MILICIA and Silver
Chalices to delay the VII Korps as long as possible and
the 6th and 14th Penhilions to hold the Gropius until the
remainder of Hopkyns command can arrive.

Mekong Front Command - Loyang LZ


The Marathon-class assault transports PISAGUA and
ALEXANDRIA begin dropping assault pods into a LZ west of
the city-state of Loyang in the early morning hours. Lieutenant-
General Ivan Warbowy is a veteran who commanded a GREL
infantry brigade in the Mekong basin in the last campaign. To
get to his main objective, Mekong City, his forces must secure
Loyang and fight their way over the Pacifica Range and through
Yung An to the Dominion capital. Loyang is heavily defended
by 5th MILICIA Infantry Legion and the Loyang Brigade of the
Mekong Peacekeepers. IX Korps is fighting on the fringes of
Loyang by early evening, and units like the 27th MILICIA Gear
Regiment, The Hanged Men, are engaged in skirmishes and
firefights through the night.

Meanwhile, the remaining three Korps (X, XI and XII Korps)


form a massive column, and start moving south through the
northern highlands of the Pacifica Range. Warbowy’s plan is
to reach the Beta Maglev line by first light. The day before,
Chief Constable Cranston, the commander of the Mekong
Peacekeepers, ordered the Yung An Brigade – actually a force
roughly the size of a MILICIA legion – and the 9th MILICIA
Infantry Legion from Yung An into the Southern Alps to hold the
Beta Maglev line at high pass and to delay the CEF advance for
as long as possible. The 9th includes the 223rd Gear Regiment,
the Red Lions – a unit highly respected by Dominionites. In the
meantime, AST commanders order the 6th MILICIA Infantry
Legion, stationed in Mekong City, to deploy to Yung An and
assume responsibility for the defence of the city.

103
Waylon Wyatt (order #5751665)
The Battle For Terra Nova
Irrian Front Command - Petropolis LZ
Sixteen divisions land along the Beta Maglev between
Petropolis and Sorrento. Lieutenant-General Margarite
Allumala orders XIII and XIV Korps to immediately start
advancing northwest to capture the important resource
centre at Petropolis. The two Korps advance steadily, with
only light opposition throughout the day. In mid-afternoon,
Norlight President Adrianna Xing makes a public broadcast,
issuing orders to the Norlight Armed Forces, including units
in the Northern Guard, to stand down and avoid needless
bloodshed and devastation to cherished sites like Sorrento.
What follows is a flurry of contradictory orders from the
government, the CNCS, Northern Guard, and the NAF High
Command. Late in the evening, NAF Marshal Peter Faulk
announces that Chief Justice Winston Stark has been asked
by Grand-Marshall Victoria Edden-Smythe of the CNCS to
investigate the constitutionality of Xing’s actions. Around
midnight, the CEF forces make contact with the lead elements
of the 9th Norlight Armored Division, racing south to block
their advance in spite of Xing’s orders. Skirmishes, heavy
at times, continue through the night. As well, NG Landfleet
“Sorrento” advances eastwards. At nightfall, it comes into
range of XIV Korps and begins long-range bombardment.

To the southeast, Allumala tasks XV Korps with isolating


and capturing Sorrento. By late afternoon, the 8th Norlight
Border Division assembles northwest of Sorrento, intending
to block XV Korps’ progress. Two other border divisions,
the 3rd NG and 10th Norlight, are deployed in the Eastern
Desert south of Sorrento at the start of the invasion. The
closest, the 3rd NG, is at least two days away by land,
but both have large rapid deployment air wings in their
organizations. By the afternoon, troops from the 3rd NG
begin to arrive in Sorrento by helicopter and troop transport,
escorted by NAF fighters. 10th Norlight meanwhile, is in
turmoil. Officers of the division disagree about whether
they should join the Apostate or Traditionalist faction, and
no progress is made overnight. Worst of all, Major-General
John Milligan, a devout Apostate in command of the 8th
Norlight in Sorrento, orders his regiments out of the city.
When some officers rebel, Milligan has them arrested. By
midnight, the 8th has moved east out of Sorrento toward
Yele. Overnight, gear patrols from the badly outnumbered
3rd NG Border Division begin to encounter hovertanks to
the north and west of the city.

Once assembled in the LZ, XVI Korps races eastward,


hoping to reach Skadi by sunrise the next day. Although
the city-state is garrisoned by the 1st NG Infantry Division,
Marshal Paulk orders the 3rd Norlight Armored Division,
stationed near Livingstone, to move as quickly as possible
to Skadi. 3rd Armored declares itself Traditionalist and
follows Paulk’s orders. Meanwhile, XVI Korps encounters
little resistance as it advances through the night.

104
Waylon Wyatt (order #5751665)
The Battle For Terra Nova
Barrington Front Command - Port Arthur LZ
Over the course of the morning, a thousand assault pods drop
onto the Barrington Basin between Port Arthur and Fort James.
Once complete in the LZ, XVII, XVIII and XIX Korps move
north towards the Gamma Maglev and Fort James. The theatre
commander, Lieutenant-General Attila da Costa, orders XVII
Korps to lead the main advance on Fort James, fighting through
the token resistance posed by isolated Northern border patrols.
By midnight, XVII Korps is engaged by units from the WFPA’s 4th
Armored Division and 5th Border Division about 150 kilometers
south of Fort James. The frequency and severity of clashes
increases throughout the night.

Meanwhile, da Costa orders XX Korps to move south to


rendezvous with PAK units. The two forces meet in the early
evening, when Colonel Bukharin’s forces join those of XX Korps.
Once joined, da Costa orders XX Korps to move north to rejoin
the other Korps as quickly as possible.

Pacifica Front Command - Thebes LZ


The assault transports CERES STATION and TRIPOLI drop sixteen
divisions into Humanist territory just west of the border with the
Eastern Sun Emirates. XXI and XXII Korps land and move first,
racing eastward towards Strathclyde, the Emirates’ capital and the
seat of power of Lord Chancellor Nigel Shirow. To this point, the
individual emirs have been bickering about whether they should
answer the call of the CEF, but when hovertanks cross the border
into the ESE, Shirow declares that the Emirates owe no fealty to
the Old World (Earth). With the support of the Matriarch and the
majority of the emirs, Shirow takes the offensive. As the Ethereal
Guard prepares to defend Strathclyde, the 4th MILICIA Infantry
Legion musters in the foothills of the Southern Division. Shirow
prevails upon the resources of the Allied Southern Territories to
secure the heavy lift necessary to redeploy two more MILICIA
formations – the 2nd Cavalry and 7th Infantry Legions – to an
assembly area just south of the capital. The 31st MILICIA Infantry
Regiment – The Devilfish – is the first of the regiments to arrive
in Strathclyde.

At the same time, XXIII and XXIV Korps shake themselves out
after the drop and begin to move against the city-state of Thebes
in the south-western part of the Humanist Alliance. As a major
centre for research and development, Thebes is relatively well
defended. Shortly after the landings begin, SRA Headquarters
orders the Republican 3rd Landfleet, on manoeuvres outside
Raleigh, to make best speed towards Thebes. It will take the
landfleet, led by the massive landcarrier SRL ALEXANDRE, five
days to arrive at the city-state, but its naval air wing will be within
range much sooner. In the meantime, Archon Navar assigns
Stratarch Sol Belyk, commander of the HAPF’s forces on the
south-eastern frontier, command of the three penhilions in the
area: the 4th Demeter’s Shield, the 11th Trident Fury and the 15th
Silver Banner. Trident Fury, an infantry penhilion specialized in
urban combat, is charged with manning the defences in Thebes.
The remaining penhilions and the 10th MILICIA Infantry Legion,
garrisoned nearby, move eastward and engage the leading
elements of XXIII Korps in the late evening. The battles of that
night prove inconclusive as striders and gears face hovertanks
and frames in a confusing flurry of skirmishes.

105
Waylon Wyatt (order #5751665)
The Battle For Terra Nova
Day 29 – Day 2 of the Land Campaign
Fleet
With the fleet assault transports empty and working their way out
of the Terranovan gravity well on a vector to Zeus, the remaining
ships of the fleets six assault groups now concentrate on
interdicting Terranovan drone launches during boost phase and
providing fire support to the ground troops in their respective
areas. The first mission proves to be harder than originally
envisioned; as the defenders mask the launches of the lift vehicles
carrying drones into low orbit with sorties of ASAT-equipped
Whipsnake spaceplanes and highly modified fighter aircraft.
Several CEF gunboats are destroyed when they try to get in too
close to a booster in mid-lift, and the cruiser ATRYAU suffers
heavy damage when it tries to engage the spaceplanes directly.

Downing Front
The 5th NG Infantry Division fights desperately to hold the CEF
in check, but can’t sustain the tide. By sunrise, I Korps is moving
again, as the 5th continues its delaying action. II Korps hopes to
reach Lyonesse by nightfall on Day 29, but the UMFA has had
time to redeploy. The 4th NG Armored Division has been moved
into Lyonesse from Baton Rouge overnight, and has deployed
forward with the 1st UMF Armored Division to create a defensive
line across the Alpha Maglev east of Lyonesse between Lake
Tristan and the Downing Range. The two sides make contact late
in the evening, and the defence on the maglev line appears to
hold. But just after midnight, Lieutenant-General Tilberg moves
two CEF hover divisions across Lake Tristan and around the left
flank of the 4th Armored. With the NG division trapped in a pocket
and the northern forces in danger of being cut off from Lyonesse,
the 4th carries out a fighting withdrawal through the 1st UMF
lines. Meanwhile, the NG “Marathon” landfleet is pushing hard,
just crossing out of the Marathon Basin in the early evening.

III Korps makes excellent progress towards Rapid City during


the day. The city-state is defended by only one division, but it
is the vaunted 2nd UMF Armored. A few days before, Northco
CEO Natalya Korolov ordered the execution of Security Plan Zeta.
The mobile brigade of the corporation’s elite Gemeinsam Guard,
led by Colonel Josef Gustafson, sortied and disappeared into
Zihl Salt Flats. Now they make their presence felt as Gustafson
carries out a series of fast, small-unit raids on the flank of III
Korps. Dealing with the security threat from the highly mobile
corporate unit diverts a significant amount of CEF resources and
the advance slows. In the early evening, the 5th Norlight Border
Division reaches the outskirts of the region, just as CEF scouts
first make contact with the 2nd Armored’s patrols. The UMF 2nd
Infantry is still a day and a half away.

The seriously weakened IV Korps moves south towards


Canterbury, and makes contact with units of the 1st NG Airborne
and the 1st UMF Mountain (Infantry) Division. The Djakarta Point
Rock Dragons, a UMF airborne gear regiment attached to the
Northern Guard, is one of the regiments in the airborne division
at Canterbury. Overnight, IV Korps launches a series of probing
attacks which prove inconclusive.

106
Waylon Wyatt (order #5751665)
The Battle For Terra Nova
Esperance Front
With the Republic still reeling from the devastation of Marabou and disruption of a large
portion of the MILICIA garrisoned there, Consul Victor deBourgogne, Commander-in-
Chief of the SRA, orders additional formations diverted to defend the capital. Four
SRA legions traditionally deployed in the north-eastern Esperance basin (the 3rd and
9th Cavalry Legions and the 7th and 10th Infantry Legions) start to redeploy by rail
and air to an assembly point at Siwa Oasis. The 11th SRA Infantry Legion, tradition-
ally garrisoned at Siwa Oasis, has has moved to join Task Force Mikashi. It joins the
defending 1st Airborne and 3rd Infantry to form a defensive line approximately 100
kilometers east of Port Oasis, while the 1st Armored Legion is held in reserve. V Korps
scouts reach the defensive line late in the morning, and break through the 11th Infantry
lines to strike deeply into the Albigen region. A counterattack by the heavy units of the
1st Armored saves the day. However, rooting the follow-on GREL infantry and frames
out of the salient is bloody business and the first defensive line is never fully restored.
At mid-afternoon, the defences are further threatened when Lieutenant-General Jiang
launches the newly-arrived VI Korps in a hasty assault against the 3rd Infantry Legion
on the right (southern) flank of the 11th Infantry. The 3rd guards the approaches to
Villeneuve, its traditional garrison, and the launch facility there. With the 3rd Infantry
deployed, the defence of the spaceport has been assumed by units of the Legion Noire.
Jiang’s VI Korps drives a second breech into the SRA defences. Commandant Mathis
Katona, the commander of the Legion Noire regiment stationed at the spaceport pulls
together an ad-hoc brigade – formed of tanks from the 1st Armored, OpSec and strike
cadres of the Legion Noire, and hastily-rallied infantry from the 3rd Legion – and
launches another counterattack. After hours of bitter fighting in the suburbs, VI Korps
is stopped just 42 kilometers outside the spaceport. While the Jiang tries to renew
the attack late in the day, Mikashi launches the 1st and 2nd Airborne Legions, at the
northern end of the defensive line, on a well-planned attack into the flank of the V
Korps. The airborne troops move forward steadily, and link up with 11th Infantry units
on the far side of the salient overnight, isolating the V Korps spearhead.

In the Trondheim Valley, VII Korps breaks through the 3rd MILICIA Infantry Legion’s
defensive position in the early morning hours. The MILICIA seal the gap by mid-morning,
and cut VII Korps off from the LZ, but CEF formation is pressing on towards Gropius.
Several hours ahead of them and to the southeast, VIII Korps pursues the same objec-
tive. A few hours later, it clashes with the protectors of the Pacifica Glory and Light of
Gropius Penhilions. Jiang’s hovertanks quickly isolate the area and GREL infantry begin
to fight their way into the city-state. Although the defenders fight well, they are pushed
farther and farther into the core of the city through the day. Penstratarch Hopkyns sees
that he is too late to reach Gropius in time, and orders his forces to halt straddling the
Upper Trondheim valley south of Lake Weymur. He orders the Silver Chalices and the
3rd MILICIA Infantry move as quickly as possible to relieve Gropius.

Mekong Front
In the early morning hours, IX Korps begins a devastating artillery attack on the city-state of Loyang in preparation for an
infantry assault. In spite of a long night of skirmishing, the Peacekeepers and MILICIA soldiers are determined to hold on. The
barrage is relentless, raining down on defenders and civilians alike. Three hours later, the barrage lifts. As the defenders lift
their heads, they discover that GREL soldiers have infiltrated their defences in a half dozen locations. The combat continues at
close quarters throughout the day, with the ruins of key buildings changing hands several times. By now the defenders have
lost contact with the outside world, and there is no word on relief.

X Korps clashes with units of the 9th MILICIA Infantry Legion and the Yung An Peacekeeper Brigade, dug in along the Beta
Maglev where it passes through the Pacifica Range. Casualties are heavy for both sides, and only when Lieutenant-General
Warbowy orders XII Korps to push through later in the day does the offensive continue. XII Korps takes the lead, followed by XI
Korps, moving quickly south into the outskirts of Yung An, while the badly bloodied X Korps continues fighting the remnants of
the defenders in the mountain pass. XII Korps runs into a roadblock when its lead division is the victim of a massive anti-armor
ambush set by the 6th MILICIA Infantry Legion. The southerners quickly disappear into the jungle and fall back to Yung An.
By the end of the day, XII Korps has surrounded Yung An and is preparing to assault the city at sunrise the next morning.
Meanwhile, XI Korps moves into the heavily forested lowlands to secure the maglev line between Yung An and Mekong City.
Mekong City is currently only defended by the Mekong City Peacekeeper Brigade, a legion-sized formation. Regardless, AST
MILICIA Headquarters has requested airlift from the SRA in hopes of moving reinforcements into Mekong City.

107
Waylon Wyatt (order #5751665)
The Battle For Terra Nova
Irrian Front
On the morning of Day 28, Lieutenant-General Allumala orders XIV Korps to shift to the left flank of XIII Korps in the advance
on Petropolis, and to close with and attack NG Landfleet “Sorrento”. Massed companies of hovertanks conduct slashing
attacks on individual landships, many of which appear to bear hastily-added graffiti denouncing Xing and calling her a
CEF sympathizer. Several times during the day, GREL infantry attempt to board by beaching their HPCs on the decks of
landships and have to be repelled physically. The specialized counter-landship units are particularly effective, disabling and
capturing several escorts. By the time the 3rd NG Armored Division arrives to relieve the landfleet, the Vortex class landcarrier
GLORIOUS has suffered major damage to her hull and propulsion systems.

Meanwhile, the 2nd NG Airborne Division drops into the region immediately south of Petropolis, allowing the 9th Norlight
Armored Division to withdraw into the city-state to regroup. At the same time, the 18th Norlight Infantry Division arrives
in Smolensk and but defensive preparations are delayed as commanders deal with Apostate unrest in the ranks. To the
southeast, Allumala orders XV Korps to surround Sorrento, and by noon launches a succession of infantry attacks into the
city-state, supported by artillery and airstrikes. The Dorothean Monastery and the Church of the Second Miracle became the
focal points of the shifting battles that day. Reverend Mother Maya Fajil, leader of the Prophet’s Shield and a strong opponent
of Apostate Revisionism, has been moving among the solders of the 3rd NG Border Division all day, encouraging them to
withstand the temptation of the devil Xing. She soon becomes well known to the troops, striding purposefully among them
with a Dorothean mace staff clenched in her grip. Throughout the day, she has several encounters with GREL soldiers and
is wounded. In spite of great personal risk, she and other members of the Shield eventually reach the Dorothean Monastery.
Here they make a stand with the armed monks and their gears in defence of the shrine. Around supper, a company of power
armor infantry assault the monastery. Fajil and a number of monks and members of the Shield fall in that assault. Fajil dies
fighting, using her staff to support her wounded body. The encirclement is only broken around dusk, when units of the 11th
Norlight Airborne Division arrive by shuttle drop and break through over the Venik River to retake the Church of the Second
Miracle while fighting continues around the monastery. Later that night, as the battle continues, the 7th NG Border Division
approaches at high speed from the Eastern Desert. Leading the way are chaser squads of the 336th Light Armored Regiment,
the Thunderbolts. As midnight approaches, the night sky south of Sorrento is lit by a succession of explosions as the 7th Gear
Regiment, the famous Cat’s Paws, carry out a series of commando raids on XV Korps command and logistic sites.

Around mid-afternoon on Day 28, XVI Korps moves into the foothills of the Serpentine Range, within striking distance of
Skadi. By this time, the 1st NG Infantry Division is well dug in. Led by the famous 48th NG Infantry Regiment, the Gold Dawn,
the defenders manage to hold off CEF raider units during the night. At midnight, the 3rd Norlight Armored Division is still 300
kilometers northeast of Skadi.

Barrington Front
By dawn on Day 28, WFPA forces from across the league are moving in response to the invasion. The Western 7th Border
and 3rd Armored Divisions, which have been moving all night, continue east toward the LZ. They are behind the three CEF
Korps that are moving north, but they arrive in time to intercept leading units of XX Korps, moving north to catch up with
their compatriots. What follows is a running gun battle, as the Western units attempt to block XX Korps and the CEF units
repeatedly evade the Western blocking positions. As it is, XX Korps falls farther and farther behind the rest of the CEF forces
in theatre.

As this is happening, XVIII Korps, southwest of Fort James, makes contact with the NG’s “Western” Landfleet. The CEF hover
units sustain punishing fire from the landfleet as they close on the landcarrier VINDICTIVE and the rest of the task force. After
several hours of swarming attacks, the Typhoon class heavy cruiser SANDSTORM and takes a crippling hit to its propulsion
systems. When its repulsors finally fail, the SANDSTORM runs aground. No longer able to keep up with the fleet, Captain
Gutierrez Tara transmits his famous “Live Free and Die Hard” message before ordering the crew to abandon ship. Many ignore
the order and remain at their posts, ravaging the CEF units trying to capture her. This gives Gutierrez enough time to destroy
classified materials and have the scuttling charges located throughout the ship activated. Many Western sailors die aboard in
hand-to-hand combat against GREL boarders before the charges turn the cruiser into a massive inferno, killing all – Westerner
and Earther.

The two remaining Korps – XVII and XIX – are facing widely different situations. XVII Korps is fighting hard, pushing the
survivors of the Western 4th Armored and 5th Border Divisions back into the defensive perimeter at Fort James. The two
sides pummel each other with artillery and airstrikes while GREL patrols try to worm their way through the Western defences.
At midnight, Fort James is battered but still defiant. XIX Korps, facing only light opposition in the morning, is ordered by
Lieutenant-General da Costa to bypass Fort James and continue racing north along the eastern edge of the Gamma Maglev.
The CEF formation moves hundreds of kilometers closer to Fort William, suffering only airstrikes from NG fighter-bombers as
it advances. The WFPA is not oblivious to the threat, and late in the evening an ad-hoc Western Corps deploys southward from
Fort William to meet the Earthers. The “Freedom Corps”, composed of the Western 1st Armored and 2nd Infantry Divisions
and the NG’s 2nd Armored Division. The noted Western 89th Combined Arms Regiment, the Fort William Roughriders, lead

108 the advance as the corps screening force. The two sides are expected to clash early on Day 30.

Waylon Wyatt (order #5751665)


The Battle For Terra Nova
Pacifica Front
The Lord Chancellor’s command is outnumbered two to one, but he begins
moving his forces west at dawn. The 2nd Cavalry Legion leads the way,
followed by the Ethereal Guard. The 4th and 7th Infantry Legions form
the trail of the column. Meanwhile, XXI and XXII Korps are advancing
eastward at a breakneck pace, wanting to engage the Easterners as
quickly as possible. Around noon, Shirow halts his armored formations
and deploys the two infantry legions forward: the 4th on the left (south)
and 7th on the right (north). They take up positions, forming a defensive
line approximately 60 kilometers wide between two ridges parallel to
the CEF line of advance. The two Korps arrive in the late afternoon,
XXI Korps leading. The CEF scouts spot the infantry positions but are
unable to scout beyond them in the confined valley. Lieutenant-General
Malashenko orders XXI Korps to punch through and XXII Korps to try
to outflank the Terranovans from the south. The terrain, however, is far
from ideal, and XXII Korps is seriously delayed trying to move through
narrow defiles in the southern ridge, held by small teams of infantry
and gears from 4th Legion. As XXI Korps attacks, the infantry allows
them through, concentrating their fire on the escorting HPCs. Many
of the lightly armored vehicles are destroyed, and the GREL infantry
escaping from the vehicles are trapped in elaborate killing grounds. The
hovertanks, now with little infantry to support them, pass through the
initial defensive line.

Almost immediately they encounter units of the Ethereal Guard, mobile and
hard-hitting. The gears channel the hovertanks into ambush lanes covered
by the fire of the 2nd Cavalry Legion’s main guns. Dozens of hovertanks
are destroyed by the opening salvo of Southern tank fire. Those tanks
attempting to escape the kill zones are blocked by the tenacious gears
of the Guard. By the end of the first assault, almost 500 hovertanks have
been killed and the breakthrough blocked. Malashenko attempts to break
through two more times, without success. 8th Fleet, monitoring the battle,
orders XXI Korps to withdraw. Shirow seeing the CEF forces breaking
contact, orders the infantry to mount up, and his forces to withdraw
quickly. Although confused, the Southerners do so. Less than an hour after
the order is given, the area is rocked by a series of massive explosions and
a shock wave. Shirow’s hunch was correct, and the 8th Fleet had carried
out a kinetic strike on the Southerner’s defensive positions. With contact
broken and night falling, Shirow leads his units back to the east and into
defensive positions in the heavy forest roughly 200 kilometers west of
Strathclyde. The Ethereal Guard gears screen the force from the prying
eyes of the once-again advancing CEF scouts.

On Day 29, Malashenko orders XXIII and XXIV Korps to decisively


engage Demeter’s Shield and Silver Banner penhilions and the 10th
MILICIA Infantry Legion. After twelve hours of highly fluid combat, the
both sides have suffered moderate losses. The casualty ratio has been
in their favour, but the eight CEF divisions are too much for them to
handle. As the XXIV Korps starts to slip past the defenders, the order is
passed for the infantry to withdraw to Thebes while the two penhilions
delay the two Korps as much as possible. The two HAPF formations
have managed to tie up the XXIII Korps, but the MILICIA arrive in
Thebes just as the XXIV Korps launches its first attacks. By midnight,
the fighting has devolved into a series of street battles. In the early
evening, HAPF troops, under the command of Penkosarch (Captain)
Karin Bowers of the Silver Banner, ambush a frame patrol trying to locate
the positions of Bowers’ troops. The striders and infantry destroy the
frames easily enough, and Bowers searches for survivors to question.
All but one of the frames encountered in the ambush self-destruct. In
the last frame, Bowers makes a shocking discovery. Instead of being
manned by a GREL, the frame appears to be controlled by a control unit
about twice the size of an ONNet control unit. Not only that, the object
registers on life signs sensors. Specialists are immediately called in for
investigation, while those near the object are quarantined. 109
Waylon Wyatt (order #5751665)
Datacards
BEAR DEFENSE
M
W
SPEED
3/6
STOP CbT TOP
-4 -2 -1 BLAck cAT DEFENSE
M
W
SPEED
6 / 11
STOP CbT TOP
-1 +2 +4
DEFENSE g 5 / 10 -4 -1 +1 DEFENSE g 8 / 15 -1 +3 +4
ATTACK +2 0 -3 ATTACK +2 0 -3
DETECT 2 ARMOR 17 SizE 7 DETECT 5 ARMOR 10 SizE 6
# SENSORS 0 DAMAgE # SENSORS +2 DAMAgE
COMM 0 L H C
COMM +1 L H C
ATT ATT
AUTO COMM 3 AUTO COMM 5
DEF DEF
EW ARMOR PERKS: EW ARMOR PERKS: EXPOSED AUX.
LD LD
PERKS/FLAWS: LARgE SENSOR PROFiLE (1), PERKS/FLAWS: ARMS
ACTiONS ARMS ACTiONS
AUX SYSTEMS: AUX SYSTEMS: ECM (2), STEALTH (6), TD (2)
1 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ


HAC F 0 5 / 9 / 18 / 36 / 72 X12 ROF 1, R LAC F 0 3 / 6 / 12 / 24 / 48 X8 ROF 2, R
MRP/36 FF -1 3 / 6 / 12 / 24 / 48 X18 ROF 4, iF LRP/16 F -1 2 / 3 / 6 / 12 / 24 X12 ROF 2, iF
MRP/36 FF -1 3 / 6 / 12 / 24 / 48 X18 ROF 4, iF Hg F -1 THROWN X15 T, Ai, AE2 OOOO
LMg F 0 2 / 3 / 6 / 12 / 24 X3 ROF 4, Ai Vb F 0 S+2 M
LgM F -1 5 / 9 / 18 / 36 / 72 X15 iF, g, AE1, MR PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M
Vb F 0 S+2 M
PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M

mauler bear: REMOVE HAC, LgM. ADD LgL (F, RELOADS), 2xHMg (FF, LiNKED, NO RELOADS),
APgL (F, LiMiTED AMMO 6), AP CHARgES

BoBcAT DEFENSE
M
W
SPEED
4/8
STOP CbT TOP
-2 0 +2 CHEETAH PARATRooPER DEFENSE
M
W
SPEED
6 / 11
STOP CbT TOP
-1 +2 +4
DEFENSE g 7 / 13 -2 +2 +3 DEFENSE g 8 / 15 -1 +3 +4
ATTACK +2 0 -3 ATTACK +2 0 -3
DETECT 4 ARMOR 13 SizE 6 DETECT 5 ARMOR 10 SizE 6
# SENSORS +1 DAMAgE # SENSORS +2 DAMAgE
COMM +1 L H C
COMM +1 L h C
ATT ATT
AUTO COMM 6 AUTO COMM 5
DEF DEF
EW ARMOR PERKS: EXPOSED MOVEMENT EW ARMOR PERKS: RUggED MOvEMENT
LD LD
PERKS/FLAWS: iMPROVED OFF-ROAD PERKS/FLAWS: AiRDROPPAbLE, ARMS
ACTiONS (gROUND ONLY), ARMS ACTiONS
AUX SYSTEMS: ECM (2), TD (2) AUX SYSTEMS: ECM (3), TD (2)
1 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

DPg F -1 3 / 6 / 12 / 24 / 48 X8 ROF 2 LAC F 0 3 / 6 / 12 / 24 / 48 X8 ROF 2, R


LRP/24 F -1 2 / 3 / 6 / 12 / 24 X12 ROF 3, iF LgL F -1 2 / 3 / 6 / 12 / 24 X15 ROF 2, iF, AE2
Hg F -1 THROWN X15 T, Ai, AE2 OOOO CR F 0 S+1 M
Vb F 0 S+2 M PhYSiCAL ATTACK (PUNCh/KiCK/RAM) S M
PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M

CHEETAH DEFENSE
M
W
SPEED
6 / 11
STOP CbT TOP
-1 +2 +4 dEn moTHER DEFENSE
M
W
SPEED
3/6
STOP CbT TOP
-4 -2 -1
DEFENSE g 8 / 15 -1 +3 +4 DEFENSE g 5 / 10 -4 -1 +1
ATTACK +2 0 -3 ATTACK +2 0 -3
DETECT 5 ARMOR 10 SizE 6 DETECT 2 ARMOR 17 SizE 7
# SENSORS +2 DAMAgE # SENSORS 0 DAMAgE
COMM +1 L h C
COMM +1 L H C
ATT ATT
AUTO COMM 5 AUTO COMM 6
DEF DEF
EW ARMOR PERKS: EW ARMOR PERKS: REiNFORCED ARMOR (FRONT 1)
LD LD
PERKS/FLAWS: ARMS PERKS/FLAWS: LSP (1), ARMS
ACTiONS ACTiONS
AUX SYSTEMS: ECM (3), TD (2) AUX SYSTEMS: SATELLiTE UPLiNK
1 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

DPg F -1 3 / 6 / 12 / 24 / 48 X8 ROF 2 HAC F 0 5 / 9 / 18 / 36 / 72 X12 ROF 1, R


LRP/24 F -1 2 / 3 / 6 / 12 / 24 X12 ROF 3, iF MRP/36 FF -1 3 / 6 / 12 / 24 / 48 X18 ROF 4, iF
hg F -1 ThROWN X15 T, Ai, AE2 OOOO MRP/36 FF -1 3 / 6 / 12 / 24 / 48 X18 ROF 4, iF
Vb F 0 S+2 M LMg F 0 2 / 3 / 6 / 12 / 24 X3 ROF 4, Ai
PhYSiCAL ATTACK (PUNCh/KiCK/RAM) S M LgM F -1 5 / 9 / 18 / 36 / 72 X15 iF, g, AE1, MR
Vb F 0 S+2 M
PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M

FERRET DEFENSE
M
W
SPEED
3/6
STOP CbT TOP
-4 -2 -1 GRIZZLY DEFENSE
M
W
SPEED
3/6
STOP CbT TOP
-4 -2 -1
DEFENSE g 7 / 13 -2 +2 +3 DEFENSE g 6 / 11 -4 -1 +1
ATTACK +2 0 -3 ATTACK +2 0 -3
DETECT 5 ARMOR 12 SizE 5 DETECT 2 ARMOR 18 SizE 7
# SENSORS +1 DAMAgE # SENSORS 0 DAMAgE
COMM +1 L H C
COMM 0 L H C
ATT ATT
AUTO COMM 5 AUTO COMM 3
DEF DEF
EW ARMOR PERKS: EXPOSED MOVEMENT EW ARMOR PERKS: REiNFORCED ARMOR (FRONT 2)
LD LD
PERKS/FLAWS: LOW PROFiLE (gROUND ONLY), PERKS/FLAWS: LARgE SENSOR PROFiLE (1),
ACTiONS ARMS ACTiONS ARMS
AUX SYSTEMS: TD (2) AUX SYSTEMS:
1 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

DPg F -1 3 / 6 / 12 / 24 / 48 X8 ROF 2 HAC F 0 5 / 9 / 18 / 36 / 72 X12 ROF 1, R


LRP/24 F -1 2 / 3 / 6 / 12 / 24 X12 ROF 3, iF MRP/18 F -1 3 / 6 / 12 / 24 / 48 X18 ROF 3, iF
Hg F -1 THROWN X15 T, Ai, AE2 O MRP/18 F -1 3 / 6 / 12 / 24 / 48 X18 ROF 3, iF
Vb F 0 S+2 M DPg F -1 3 / 6 / 12 / 24 / 48 X8 ROF 2
PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M HgM F -1 8 / 15 / 30 / 60 / 120 X20 iF, g, AE2, MR
HMg FF 0 2 / 3 / 6 / 12 / 24 X4 ROF 3, Ai
wild ferret: REMOVE LRP AND TARgET DESigNATOR, ADD ECM (2), ECCM (2), SAT UPLiNK, Vb F 0 S+2 M
EXPOSED AUX, VULNERAbLE TO HAYWiRE PHYSiCAL ATTACK (KiCK) S+1 M
ferret mkii: REMOVE DPg, ADD LAC (F, RELOADS), UPgRADE SENSORS TO +2, Thunder Grizzly: REMOVE HgM, ADD LgM (F, NO RELOADS), SAT UPLiNK, STURDY bOX,
iNCREASE gROUND SPEED TO 8/16 (MODS UNCHANgED) UPgRADE COMM TO +2 AND AUTO COMM TO 5

Waylon Wyatt (order #5751665)


Datacards
HunTER CommAndo DEFENSE
M
W
SPEED
4/7
STOP CbT TOP
-3 -1 +1 HunTER PARATRooPER DEFENSE
M
W
SPEED
4/7
STOP CbT TOP
-3 -1 +1
DEFENSE g 7 / 13 -3 +1 +2 DEFENSE g 6 / 12 -3 0 +2
ATTACK +2 0 -3 ATTACK +2 0 -3
DETECT 3 ARMOR 15 SizE 6 DETECT 2 ARMOR 15 SizE 6
# SENSORS 0 DAMAgE # SENSORS 0 DAMAgE
COMM 0 S L H C
COMM 0 S L h C
ATT ATT
AUTO COMM 4 AUTO COMM 3
DEF DEF
EW ARMOR PERKS: REiNFORCED ARMOR (FRONT 2) EW ARMOR PERKS: RUggED MOvEMENT
LD LD
PERKS/FLAWS: AiRDROPPAbLE, ARMS PERKS/FLAWS: AiRDROPPAbLE, ARMS
ACTiONS ACTiONS
AUX SYSTEMS: AUX SYSTEMS:
1 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ


LbzK F 0 3 / 6 / 12 / 24 / 48 X15 R LAC F 0 3 / 6 / 12 / 24 / 48 X8 ROF 2, R
MRP/18 F -1 3 / 6 / 12 / 24 / 48 X18 ROF 3, iF LgL F -1 2 / 3 / 6 / 12 / 24 X15 ROF 2, iF, AE2
Hg F -1 THROWN X15 T, Ai, AE2 OOO APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 OOOOO
SKg F -1 X12 M OOOOO APgL FRr -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 OOOOO
Vb F 0 S+2 M CR F 0 S+1 M
PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M PhYSiCAL ATTACK (PUNCh/KiCK/RAM) S M

HunTER DEFENSE
M
W
SPEED
4/7
STOP CbT TOP
-3 -1 +1 JAGuAR DEFENSE
M
W
SPEED
5/9
STOP CbT TOP
-2 +1 +2
DEFENSE g 6 / 12 -3 0 +2 DEFENSE g 7 / 13 -2 +2 +3
ATTACK +2 0 -3 ATTACK +3 +1 -2
DETECT 2 ARMOR 15 SizE 6 DETECT 3 ARMOR 16 SizE 6
# SENSORS 0 DAMAgE # SENSORS 0 DAMAgE
COMM 0 S L H C
COMM +1 L H C
ATT ATT
AUTO COMM 3 AUTO COMM 4
DEF DEF
EW ARMOR PERKS: EW ARMOR PERKS:
LD LD
PERKS/FLAWS: ARMS PERKS/FLAWS: AiRDROPPAbLE, ARMS
ACTiONS ACTiONS
AUX SYSTEMS: AUX SYSTEMS:
1 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

LAC F 0 3 / 6 / 12 / 24 / 48 X8 ROF 2, R
HEAVY GEAR BLITZ MAC F 0 5 / 9 / 18 / 36 / 72 X10 ROF 1, R
LRP/24 F -1 2 / 3 / 6 / 12 / 24 X12 ROF 3, iF LRP/32 F -1 2 / 3 / 6 / 12 / 24 X12 ROF 4, iF
APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 O OOOOO APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 OOOOOO
Hg F -1 THROWN X15 T, Ai, AE2 OOO Hg F -1 THROWN X15 T, Ai, AE2 OOO
Vb F 0 S+2 M Vb F 0 S+2 M
PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M

HeadHunter: UPgRADE COMM TO +1 AND AUTO COMM TO 5 THUNDER JAGUAR: ADD SAT UPLiNK, UPgRADE AUTO COMM TO 5

KodIAK DEFENSE
M
W
SPEED
3/6
STOP CbT TOP
-4 -2 -1 mAd doG R DEFENSE
M
W
SPEED
3/5
STOP CbT TOP
-4 -2 -1
DEFENSE g 6 / 11 -4 -1 +1 DEFENSE g 5 / 10 -4 -1 +1
ATTACK +2 0 -3 ATTACK +2 0 -3
DETECT 2 ARMOR 20 SizE 7 DETECT 2 ARMOR 16 SizE 7
# SENSORS +1 DAMAgE # SENSORS -2 DAMAgE
COMM +1 L H C
COMM 0 L H C
ATT ATT
AUTO COMM 4 AUTO COMM 3
DEF DEF
EW ARMOR PERKS: REiNFORCED ARMOR (FRONT 3), EW ARMOR PERKS:
iMP. REAR DEF.
LD LD
PERKS/FLAWS: LSP (1), ARMS PERKS/FLAWS: LARgE SENSOR PROFiLE (1),
ACTiONS ACTiONS ARMS
AUX SYSTEMS: AUX SYSTEMS:
1 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

LPA F +1 3 / 6 / 12 / 24 / 48 X10 Mb1, H HAC F 0 5 / 9 / 18 / 36 / 72 X12 ROF 1, R


MRP/36 F -1 3 / 6 / 12 / 24 / 48 X18 ROF 4, iF MRP/9 FF -1 3 / 6 / 12 / 24 / 48 X18 ROF 1, iF
AgM F +1 5 / 9 / 18 / 36 / 72 X15 iF, g MRP/9 FF -1 3 / 6 / 12 / 24 / 48 X18 ROF 1, iF
HMg(x2) FF 0 2 / 3 / 6 / 12 / 24 X4 ROF 3, Ai LMg FF 0 2 / 3 / 6 / 12 / 24 X3 ROF 4, Ai
APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 O OOOOO LMg FF 0 2 / 3 / 6 / 12 / 24 X3 ROF 4, Ai
Hg F -1 THROWN X15 T, Ai, AE2 O OOOOO Vb F 0 S+2 M
HHg F -1 THROWN X25 T, AE2 O OOOOO PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M
Vb F 0 S+2 M
PHYSiCAL ATTACK (KiCK) S+1 M
PHYSiCAL ATTACK (PUNCH/RAM) S M

PAnTHER DEFENSE
M
W
SPEED
5/9
STOP CbT TOP
-2 +1 +2 RABId GRIZZLY DEFENSE
M
W
SPEED
3/6
STOP CbT TOP
-4 -2 -1
DEFENSE g 7 / 13 -2 +2 +3 DEFENSE g 6 / 11 -4 -1 +1
ATTACK +3 +1 -2 ATTACK +2 0 -3
DETECT 3 ARMOR 16 SizE 6 DETECT 2 ARMOR 18 SizE 7
# SENSORS +1 DAMAgE # SENSORS 0 DAMAgE
COMM +1 L H C
COMM 0 L H C
ATT ATT
AUTO COMM 4 AUTO COMM 3
DEF DEF
EW ARMOR PERKS: EXPOSED AUX EW ARMOR PERKS: REiNFORCED ARMOR (FRONT 3)
LD LD
PERKS/FLAWS: AiRDROPPAbLE, ARMS PERKS/FLAWS: LARgE SENSOR PROFiLE (1),
ACTiONS ACTiONS ARMS
AUX SYSTEMS: STEALTH (5), TD (4) AUX SYSTEMS:
1 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

HRF F 0 6 / 12 / 24 / 48 / 96 X12 SNP, R LgL F -1 2 / 3 / 6 / 12 / 24 X15 ROF 2, iF, AE2, R


LRP/16 F -1 2 / 3 / 6 / 12 / 24 X12 ROF 2, iF MRP/36 F -1 3 / 6 / 12 / 24 / 48 X18 ROF 4, iF
Hg F -1 THROWN X15 T, Ai, AE2 OOO MFM F -1 8 / 15 / 30 / 60 / 120 X20 iF, AE3, MR
Vb F 0 S+2 M DPg F -1 3 / 6 / 12 / 24 / 48 X8 ROF 2
PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M HMg FF 0 2 / 3 / 6 / 12 / 24 X4 ROF 3, Ai
APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 O OOOOO
Vb F 0 S+2 M
PHYSiCAL ATTACK (KiCK) S+1 M
PHYSiCAL ATTACK (PUNCH/RAM) S M

Waylon Wyatt (order #5751665)


Datacards
RAZoRBAck DEFENSE
M
W
SPEED
3/6
STOP CbT TOP
-4 -2 -1 STRIkE CHEETAH DEFENSE
M
W
SPEED
6 / 11
STOP CbT TOP
-1 +2 +4
DEFENSE g 5 / 10 -4 -1 +1 DEFENSE g 8 / 15 -1 +3 +4
ATTACK +2 0 -3 ATTACK +2 0 -3
DETECT 2 ARMOR 20 SizE 7 DETECT 5 ARMOR 12 SizE 6
# SENSORS 0 DAMAgE # SENSORS +2 DAMAgE
COMM 0 L h C
COMM +1 L h C
ATT ATT
AUTO COMM 3 AUTO COMM 5
DEF DEF
EW ARMOR PERKS: EW ARMOR PERKS:
LD LD
PERKS/FLAWS: DEFECTivE ACTivE SENSORS (1), PERKS/FLAWS: AiRDROPPAbLE, ARMS
ACTiONS LSP (1), ARMS ACTiONS
AUX SYSTEMS: AUX SYSTEMS: ECM (2)
1 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ


SC F -1 2 / 3 / 6 / 12 / 24 X28 RFb F 0 2 / 3 / 6 / 12 / 24 X14 ROF 2, R
MRP/9 F -1 3 / 6 / 12 / 24 / 48 X18 ROF 1, iF DPg F -1 3 / 6 / 12 / 24 / 48 X8 ROF 2
LMg FF 0 2 / 3 / 6 / 12 / 24 X3 ROF 4, Ai Vb F 0 S+2 M
DPg F -1 3 / 6 / 12 / 24 / 48 X8 ROF 2 PhYSiCAL ATTACK (PUNCh/KiCK/RAM) S M
APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 O OOOOO
PhYSiCAL ATTACK (PUNCh/KiCK/RAM) S M

peacemaker razorback: REMOvE SC AND MRP, ADD vhAC (F, RELOADS),


hRP/24 (F, ROF3, NO RELOADS), CR (F)

sTRIppEd-down HunTER DEFENSE


M
W
SPEED
4/8
STOP CbT TOP
-3 -1 +1 TIGER DEFENSE
M
W
SPEED
4/8
STOP CbT TOP
-3 -1 +1
DEFENSE g 7 / 13 -3 +1 +2 DEFENSE g 6 / 12 -3 +0 +2
ATTACK +2 0 -3 ATTACK +3 +1 -2
DETECT 2 ARMOR 15 SizE 6 DETECT 3 ARMOR 17 SizE 6
# SENSORS 0 DAMAgE # SENSORS 0 DAMAgE
COMM 0 L H C
COMM 0 L h C
ATT ATT
AUTO COMM 3 AUTO COMM 4
DEF DEF
EW ARMOR PERKS: EW ARMOR PERKS:
LD LD
PERKS/FLAWS: ARMS PERKS/FLAWS: ARMS
ACTiONS ACTiONS
AUX SYSTEMS: AUX SYSTEMS:
1 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

LAC F 0 3 / 6 / 12 / 24 / 48 X8 ROF 2, R MAC F 0 5 / 9 / 18 / 36 / 72 X10 ROF 1, R


APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 O OOOOO MRP/9 F -1 3 / 6 / 12 / 24 / 48 X18 ROF 1, iF
Hg F -1 THROWN X15 T, Ai, AE2 OOO APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 O OOOOO
Vb F 0 S+2 M PhYSiCAL ATTACK (PUNCh/KiCK/RAM) S M
PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M

Sabertooth: ADD DPg (F, NO RELOADS), vb, ECCM (2), STURDY bOX, UPgRADE COMM TO +1

WEAsEL DEFENSE
M
W
SPEED
4/7
STOP CbT TOP
-3 -1 +1 WHITE CAT DEFENSE
M
W
SPEED
6 / 11
STOP CbT TOP
-1 +2 +4
DEFENSE g 7 / 13 -3 +1 +2 DEFENSE g 8 / 15 -1 +3 +4
ATTACK +1 -1 -4 ATTACK +2 0 -3
DETECT 10 ARMOR 14 SizE 6 DETECT 7 ARMOR 10 SizE 6
# SENSORS 0 DAMAgE # SENSORS +2 DAMAgE
COMM +2 L H C
COMM +1 L H C
ATT ATT
AUTO COMM 7 AUTO COMM 5
DEF DEF
EW ARMOR PERKS: EXPOSED AUX, EW ARMOR PERKS: EXPOSED AUX,
VULNERAbLE TO HAYWiRE VULNERAbLE TO HAYWiRE
LD LD
PERKS/FLAWS: ARMS PERKS/FLAWS: ARMS
ACTiONS ACTiONS
AUX SYSTEMS: ECM (4), ECCM (4), SAT. UPLiNK AUX SYSTEMS: ECM (4), ECCM (2), TD (2),
1 1 SL (F, 30”), SAT UPLiNK

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

LAC F 0 3 / 6 / 12 / 24 / 48 X8 ROF 2, R LAC F 0 3 / 6 / 12 / 24 / 48 X8 ROF 2, R


APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 O OOOOO LRP/8 F -1 2 / 3 / 6 / 12 / 24 X12 ROF 1, iF
Hg F -1 THROWN X15 T, Ai, AE2 O Hg F -1 THROWN X15 T, Ai, AE2 OOOO
Vb F 0 S+2 M Vb F 0 S+2 M
PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M

ALLER DEFENSE
M
g
SPEED
5 / 10
STOP CbT TOP
-5 -2 0 BAdGER APC DEFENSE
M
g
SPEED
10 / 20
STOP CbT TOP
-6 -1 0
ATTACK +2 0 -3 ATTACK +2 0 -3

DETECT 2 ARMOR 40 SizE 14 DETECT 2 ARMOR 12 SizE 8


# SENSORS 0 DAMAgE # SENSORS 0 DAMAgE
COMM 0 S S L H C
COMM 0 S L h
ATT ATT
AUTO COMM 4 AUTO COMM 3
DEF DEF
EW ARMOR PERKS: REiNFORCED ARMOR (FRONT 5), EW ARMOR PERKS: EXPOSED FiRECON
bACKUP SNSRS, RUgg. MOvE.
LD LD
PERKS/FLAWS: LARgE SENSOR PROFiLE (2), PERKS/FLAWS: TRANSPORT (2 SqUADS)
ACTiONS SENSOR DEPENDENT ACTiONS
AUX SYSTEMS: AUTOPiLOT, SMOKE X10 AUX SYSTEMS:
3 2

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

HRg T 0 15 / 30 / 60 / 120 / 240 X35 SNP LAC T 0 3 / 6 / 12 / 24 / 48 X8 ROF 2


LPLC T +1 5 / 9 / 18 / 36 / 72 X20 Mb3, AA LAC T 0 3 / 6 / 12 / 24 / 48 X8 ROF 2
MAC T 0 5 / 9 / 18 / 36 / 72 X10 ROF 1 PhYSiCAL ATTACK (RAM) S M
LMg T 0 2 / 3 / 6 / 12 / 24 X3 ROF 4, Ai
LMg T 0 2 / 3 / 6 / 12 / 24 X3 ROF 4, Ai
PHYSiCAL ATTACK (RAM) S M

Command Badger: ADD ECCM (2) AND UPgRADE COMM TO +1


Cavalry Badger: LOWER TOP SPEED TO 19, TOP SPEED DEFENSE MODiFiER TO -1, REMOvE TRANSPORT,
REPLACE bOTh LACS WiTh 2x MRP/36 (T, ROF 4, RELOADS)

Waylon Wyatt (order #5751665)


Datacards
BAndIT HunTER KLEmm DEFENSE
M
g
SPEED
6 / 11
STOP CbT TOP
-4 -1 +1 HARdY ALLER DEFENSE
M
g
SPEED
4/8
STOP CbT TOP
-5 -3 -1
ATTACK +2 0 -3 ATTACK +2 0 -3

DETECT 3 ARMOR 25 SizE 10 DETECT 2 ARMOR 40 SizE 14


# SENSORS +1 DAMAgE # SENSORS 0 DAMAgE
COMM 0 S L H C
COMM 0 S S L H C
ATT ATT
AUTO COMM 4 AUTO COMM 4
DEF DEF
EW ARMOR PERKS: REiNFORCED ARMOR (FRONT 5), EW ARMOR PERKS: REiNFORCED ARMOR (FRONT 5),
bACKUP SENSORS bACKUP SNSRS, RUgg. MOVE.
LD LD
PERKS/FLAWS: PERKS/FLAWS: LARgE SENSOR PROFiLE (2),
ACTiONS ACTiONS SENSOR DEPENDENT
AUX SYSTEMS: AUTOPiLOT, SMOKE (10) AUX SYSTEMS: AUTOPiLOT, SMOKE (10)
3 3

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ


HRF T 0 6 / 12 / 24 / 48 / 96 X12 VHFg T 0 15 / 30 / 60 / 120/ 240 X33 iF, AE2, R
MRP/36 T -1 3 / 6 / 12 / 24 / 48 X18 ROF 4, iF HAAC T 0 5 / 9 / 18 / 36 / 72 X12 ROF 3, AA
APgL T -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 MAC T 0 5 / 9 / 18 / 36 / 72 X10 ROF 1
HMg F 0 2 / 3 / 6 / 12 / 24 X4 ROF 3, Ai LMg T 0 2 / 3 / 6 / 12 / 24 X3 ROF 4, Ai
PHYSiCAL ATTACK (RAM) S M LMg T 0 2 / 3 / 6 / 12 / 24 X3 ROF 4, Ai
PHYSiCAL ATTACK (RAM) S M

JAxon SuppoRT TAnk DEFENSE


M
g
SPEED
6 / 11
STOP CbT TOP
-4 -1 +1 KLEmm DEFENSE
M
g
SPEED
6 / 11
STOP CbT TOP
-4 -1 +1
ATTACK +2 0 -3 ATTACK +2 0 -3

DETECT 1 ARMOR 25 SizE 10 DETECT 1 ARMOR 25 SizE 10


# SENSORS 0 DAMAgE # SENSORS 0 DAMAgE
COMM 0 S L h C
COMM 0 S L h C
ATT ATT
AUTO COMM 4 AUTO COMM 4
DEF DEF
EW ARMOR PERKS: REiNFORCED ARMOR (FRONT 5), EW ARMOR PERKS: REiNFORCED ARMOR (FRONT 5),
bACKUP SENSORS bACKUP SENSORS
LD LD
PERKS/FLAWS: PERKS/FLAWS:
ACTiONS ACTiONS
AUX SYSTEMS: AUTOPiLOT AUX SYSTEMS: AUTOPiLOT
2 3

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

hRP/48 T -1 5 / 9 / 18 / 36 / 72 X20 ROF 4, iF


HEAVY GEAR BLITZ ATM T +1 5 / 9 / 18 / 36 / 72 X25 iF, g OOOOOO
hRP/48 T -1 5 / 9 / 18 / 36 / 72 X20 ROF 4, iF LAC T 0 3 / 6 / 12 / 24 / 48 X8 ROF 2
APgL T -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 APgL T -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3
PhYSiCAL ATTACK (RAM) S M PhYSiCAL ATTACK (RAM) S M

master klemm: ADD ECCM (2), EXPOSED AUX, UPgRADE COMM TO +1, AUTO COMM TO 5

NAVAL SuppoRT ALLER DEFENSE


M
g
SPEED
4/8
STOP CbT TOP
-5 -3 -1 TYBuRR DEFENSE
M
g
SPEED
5 / 10
STOP CbT TOP
-5 -2 0
ATTACK +2 0 -3 ATTACK +2 0 -3

DETECT 2 ARMOR 45 SizE 14 DETECT 1 ARMOR 25 SizE 10


# SENSORS 0 DAMAgE # SENSORS 0 DAMAgE
COMM 0 S S L H C
COMM 0 S L H C
ATT ATT
AUTO COMM 4 AUTO COMM 4
DEF DEF
EW ARMOR PERKS: bACKUP SENSORS, RUgg. EW ARMOR PERKS: REiNFORCED ARMOR (FRONT 5),
MOvE, SHiELDED WEAPONS bACKUP SENSORS
LD LD
PERKS/FLAWS: LARgE SENSOR PROFiLE (2), PERKS/FLAWS:
ACTiONS SENSOR DEPENDENT ACTiONS
AUX SYSTEMS: AUTOPiLOT, TD (5) AUX SYSTEMS: AUTOPiLOT
3 3

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

HRg T 0 15 / 30 / 60 / 120 / 240 X35 SNP, R LFg T 0 8 / 15 / 30 / 60 / 120 X22 iF, AE1
LPLC T +1 5 / 9 / 18 / 36 / 72 X20 Mb3, AA HMg T 0 2 / 3 / 6 / 12 / 24 X4 ROF 3, Ai
MAC T 0 5 / 9 / 18 / 36 / 72 X10 ROF 1 PHYSiCAL ATTACK (RAM) S M
HATM T +1 8 / 15 / 30 / 60 / 120 X30 iF, g OOOOOO
HMg T 0 2 / 3 / 6 / 12 / 24 X4 ROF 3, Ai
HAAC T 0 5 / 9 / 18 / 36 / 72 X12 ROF 3, AA
PHYSiCAL ATTACK (RAM) S M

commAnd mAmmoTH DEFENSE


M
W
SPEED
3/5
STOP CbT TOP
-5 -3 -2 MAMMoTH DEFENSE
M
W
SPEED
3/5
STOP CbT TOP
-5 -3 -2
ATTACK +2 0 -3 ATTACK +2 0 -3

DETECT 6 ARMOR 25 SizE 9 DETECT 3 ARMOR 25 SizE 9


# SENSORS +2 DAMAgE # SENSORS +1 DAMAgE
COMM +1 S S L h C
COMM 0 S S L h C
ATT ATT
AUTO COMM 5 AUTO COMM 4
DEF DEF
EW ARMOR PERKS: bACKUP SENSORS EW ARMOR PERKS: REiNFORCED ARMOR (FRONT 2),
bACKUP SENSORS
LD LD
PERKS/FLAWS: LSP(2), iMP. OFF-ROAD AbiLiTY, PERKS/FLAWS: LSP(2), SENSOR DEPENDENT,
ACTiONS ARMS ACTiONS iMP. OFF-ROAD AbiLiTY, ARMS
AUX SYSTEMS: TD (1), ECM (2), AMS AUX SYSTEMS: TD (1)
2 2

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

MAC F 0 5 / 9 / 18 / 36 / 72 X10 ROF 1 MAC F 0 5 / 9 / 18 / 36 / 72 X10 ROF 1


APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 ATM F +1 5 / 9 / 18 / 36 / 72 X25 iF, g OOO OOOOO
SC F -1 2 / 3 / 6 / 12 / 24 X28 SC F -1 2 / 3 / 6 / 12 / 24 X28
PhYSiCAL ATTACK (PUNCh/KiCK/RAM) S M LMg FF 0 2 / 3 / 6 / 12 / 24 X3 ROF 4, Ai
LMg FF 0 2 / 3 / 6 / 12 / 24 X3 ROF 4, Ai
PhYSiCAL ATTACK (PUNCh/KiCK/RAM) S M

ThE COMMAND MAMMOTh ALLOWS ThE CREW TO ADD 1 TO ThEiR LEADERShiP ROLL RESULTS.

Waylon Wyatt (order #5751665)


Datacards
THundERHAmmER DEFENSE
M
W
SPEED
3/5
STOP CbT TOP
-5 -3 -2 AnoLIs REfIT DEFENSE
M
W
SPEED
5/9
STOP CbT TOP
-2 +1 +2
ATTACK +3 +1 -2 DEFENSE g 7 / 13 -2 +2 +3
ATTACK +2 0 -3
DETECT 5 ARMOR 35 SizE 12 DETECT 4 ARMOR 11 SizE 6
# SENSORS 0 DAMAgE # SENSORS +1 DAMAgE
COMM 0 S L H C
COMM +1 L H C
ATT ATT
AUTO COMM 4 AUTO COMM 4
DEF DEF
EW ARMOR PERKS: iMPROvED REAR DEFENSE, EW ARMOR PERKS:
bACKUP SENSORS
LD LD
PERKS/FLAWS: iMP. OFF ROAD, LSP (2), PERKS/FLAWS: DEFECTiVE ACTiVE SENSORS (1),
ACTiONS SENSOR DEPENDENT ACTiONS ARMS
AUX SYSTEMS: AUX SYSTEMS: TD (2)
3 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ


HAC F 0 5 / 9 / 18 / 36 / 72 X12 ROF 1 VLAC F 0 3 / 6 / 12 / 24 / 48 X6 ROF 2, R
LFg T 0 8 / 15 / 30 / 60 / 120 X22 iF, AE1 LRP/16 F -1 2 / 3 / 6 / 12 / 24 X12 ROF 2, iF
MRP/36 F -1 3 / 6 / 12 / 24 / 48 X18 ROF 4, iF Hg F -1 THROWN X15 T, Ai, AE2 O
APgL T -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 Vb F 0 S+2 M
PHYSiCAL ATTACK (RAM) S M PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M

ASP DEFENSE
M
W
SPEED
4/7
STOP CbT TOP
-3 -1 +1 BAsILIsk DEFENSE
M
W
SPEED
4/7
STOP CbT TOP
-3 -1 +1
DEFENSE g 6 / 12 -3 0 +2 DEFENSE g 7 / 13 -3 +1 +2
ATTACK +2 0 -3 ATTACK +2 0 -3
DETECT 2 ARMOR 13 SizE 6 DETECT 3 ARMOR 15 SizE 6
# SENSORS 0 DAMAgE # SENSORS -1 DAMAgE
COMM 0 L H C
COMM 0 L H C
ATT ATT
AUTO COMM 3 AUTO COMM 4
DEF DEF
EW ARMOR PERKS: REiNFORCED ARMOR (FRONT 3), EW ARMOR PERKS:
EXPOSED AUX, WEAK REAR
LD LD
PERKS/FLAWS: ARMS PERKS/FLAWS: ARMS
ACTiONS ACTiONS
AUX SYSTEMS: SL (F, 25”) AUX SYSTEMS:
1 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

HMg F 0 2 / 3 / 6 / 12 / 24 X4 ROF 3, Ai LAC F 0 3 / 6 / 12 / 24 / 48 X8 ROF 2, R


APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 O OOOO LRP/24 F -1 2 / 3 / 6 / 12 / 24 X12 ROF 3, iF
Hg F -1 X15 T, Ai, AE2 OOOO APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 O OOOOO
PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M Hg F -1 THROWN X15 T, Ai, AE2 OOO
Vb F 0 S+2 M
PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M

BLAck AddER DEFENSE


M
W
SPEED
4/7
STOP CbT TOP
-3 -1 +1 BLAck MAMBA DEFENSE
M
W
SPEED
5/9
STOP CbT TOP
-2 +1 +2
DEFENSE g 6 / 12 -3 0 +2 DEFENSE g 7 / 14 -2 +2 +3
ATTACK +2 0 -3 ATTACK +3 +1 -2
DETECT 2 ARMOR 16 SizE 7 DETECT 3 ARMOR 17 SizE 6
# SENSORS 0 DAMAgE # SENSORS +1 DAMAgE
COMM 0 S S L h C
COMM +1 L H C
ATT ATT
AUTO COMM 3 AUTO COMM 4
DEF DEF
EW ARMOR PERKS: EW ARMOR PERKS: WEAK FACiNg (Rr)
LD LD
PERKS/FLAWS: SENSOR DEPENDENT, ARMS PERKS/FLAWS: AiRDROPPAbLE, ARMS
ACTiONS ACTiONS
AUX SYSTEMS: AUX SYSTEMS: AUTOPiLOT
1 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

SC F -1 2 / 3 / 6 / 12 / 24 X28 MAC F 0 5 / 9 / 18 / 36 / 72 X10 ROF 1, R


MRP/36 F -1 3 / 6 / 12 / 24 / 48 X18 ROF 4, iF LRP/32 F -1 2 / 3 / 6 / 12 / 24 X12 ROF 4, iF
APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 OOOOOO APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 OOOOOO
PhYSiCAL ATTACK (PUNCh/KiCK/RAM) S M APgL FRR -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 OOOOOO
Hg F -1 THROWN X15 T, Ai, AE2 OOO
Vb F 0 S+2 M
PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M

RAZOR FANG: ADD SAT UPLiNK

BLAck MAMBA MP DEFENSE


M
W
SPEED
5/9
STOP CbT TOP
-2 +1 +2 CHAmELEon DEFENSE
M
W
SPEED
5/9
STOP CbT TOP
-2 +1 +2
DEFENSE g 7 / 14 -2 +2 +3 DEFENSE g 7 / 14 -2 +2 +3
ATTACK +3 +1 -2 ATTACK +2 0 -3
DETECT 3 ARMOR 17 SizE 6 DETECT 4 ARMOR 14 SizE 6
# SENSORS 0 DAMAgE # SENSORS +1 DAMAgE
COMM +1 S L h C
COMM +2 L h C
ATT ATT
AUTO COMM 4 AUTO COMM 5
DEF DEF
EW ARMOR PERKS: bACKUP SENSORS, EW ARMOR PERKS: EXPOSED AUX
WEAK FACiNg (Rr)
LD LD
PERKS/FLAWS: AiRDROPPAbLE, ARMS PERKS/FLAWS: ARMS
ACTiONS ACTiONS
AUX SYSTEMS: AUTOPiLOT AUX SYSTEMS: STEALTh (5), TD (3)
1 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

FgC F +1 2 / 3 / 6 / 12 / 24 X7 ROF 2, Ai, R DPg F -1 3 / 6 / 12 / 24 / 48 X8 ROF 2


MPzF F -1 2 / 3 / 6 / 12 / 24 X15 OO LRP/24 F -1 2 / 3 / 6 / 12 / 24 X12 ROF 3, iF
APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 Vb F 0 S+2 M
Vb F 0 S+2 M PhYSiCAL ATTACK (PUNCh/KiCK/RAM) S M
PhYSiCAL ATTACK (PUNCh/KiCK/RAM) S M

RAZOR FANG MP: ADD SAT UPLiNK

Waylon Wyatt (order #5751665)


Datacards
CoBRA MP DEFENSE
M
W
SPEED
3/6
STOP CbT TOP
-4 -2 -1 DARTjÄGER DEFENSE
M
W
SPEED
4/8
STOP CbT TOP
-3 -1 +1
DEFENSE g 5 / 10 -4 -1 +1 DEFENSE g 7 / 14 -3 +1 +2
ATTACK +2 0 -3 ATTACK +2 0 -3
DETECT 2 ARMOR 21 SizE 7 DETECT 2 ARMOR 12 SizE 6
# SENSORS -1 DAMAgE # SENSORS 0 DAMAgE
COMM -1 S L H C
COMM 0 S L H C
ATT ATT
AUTO COMM 3 AUTO COMM 3
DEF DEF
EW ARMOR PERKS: EW ARMOR PERKS: EXPOSED MOVEMENT
LD LD
PERKS/FLAWS: LARgE SENSOR PROFiLE (1), PERKS/FLAWS: iMP. OFF-ROAD, ARMS
ACTiONS ARMS ACTiONS
AUX SYSTEMS: SL (F, 25”) AUX SYSTEMS:
1 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ


APM F 0 3 / 6 / 12 / 24 / 48 X4 iF, Ai, AE4, MR LAC F 0 3 / 6 / 12 / 24 / 48 X8 ROF 2, R
HPzF F -1 3 / 6 / 12 / 24 / 48 X20 OO LRP/16 F -1 2 / 3 / 6 / 12 / 24 X12 ROF 2, iF
LAC F 0 3 / 6 / 12 / 24 / 48 X8 ROF 2, R APgL F -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 O OOOOO
LMg FF 0 2 / 3 / 6 / 12 / 24 X3 ROF 4, Ai Hg F -1 THROWN X15 T, Ai, AE2 O
CR F 0 S+1 M Vb F 0 S+2 M
PHYSiCAL ATTACK (RAM) S M PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M

dEsERT VIpER DEFENSE


M
W
SPEED
4/7
STOP CbT TOP
-3 -1 +1 GREEn MAMBA DEFENSE
M
W
SPEED
5/9
STOP CbT TOP
-2 +1 +2
ATTACK +2 0 -3 DEFENSE g 7 / 13 -2 +2 +3
ATTACK +3 +1 -2
DETECT 3 ARMOR 16 SizE 6 DETECT 3 ARMOR 17 SizE 6
# SENSORS 0 DAMAgE # SENSORS +1 DAMAgE
COMM 0 L H C
COMM +1 L H C
ATT ATT
AUTO COMM 3 AUTO COMM 4
DEF DEF
EW ARMOR PERKS: REiNFORCED ARMOR (FRONT, 2), EW ARMOR PERKS: EXPOSED AUX
RUggED MOVEMENT
LD LD
PERKS/FLAWS: iMP. OFF-ROAD, LSP (1), PERKS/FLAWS: AiRDROPPAbLE, ARMS
ACTiONS DEFECTiVE ACTiVE SENSORS (2), ARMS ACTiONS
AUX SYSTEMS: AUX SYSTEMS: ECM (2), STEALTH (3)
1 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HgL F -1 3 / 6 / 12 / 24 / 48 X20 ROF 1, iF, AE2


HEAVY GEAR BLITZ MAC F 0 5 / 9 / 18 / 36 / 72 X10 ROF 1, R
MRP/18 F -1 3 / 6 / 12 / 24 / 48 X18 ROF 3, iF LRP/24 F -1 2 / 3 / 6 / 12 / 24 X12 ROF 3, iF
APgL F -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 O OOOOO APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 OOOOOO
Hg F -1 THROWN X15 T, Ai, AE2 O Hg F -1 THROWN X15 T, Ai, AE2 OOO
Vb F 0 S+2 M Vb F 0 S+2 M
PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M

IGuAnA CommAndo DEFENSE


M
W
SPEED
5/9
STOP CbT TOP
-2 +1 +2 IGuAnA MP DEFENSE
M
W
SPEED
5/9
STOP CbT TOP
-2 +1 +2
DEFENSE g 7 / 14 -2 +2 +3 DEFENSE g 7 / 14 -2 +2 +3
ATTACK +2 0 -3 ATTACK +2 0 -3
DETECT 4 ARMOR 14 SizE 6 DETECT 3 ARMOR 14 SizE 6
# SENSORS +1 DAMAgE # SENSORS 0 DAMAgE
COMM +2 L H C
COMM +1 S L h C
ATT ATT
AUTO COMM 5 AUTO COMM 4
DEF DEF
EW ARMOR PERKS: RUggED MOvEMENT EW ARMOR PERKS: bACKUP SENSORS
LD LD
PERKS/FLAWS: AiRDROPPAbLE, ARMS PERKS/FLAWS: ARMS
ACTiONS ACTiONS
AUX SYSTEMS: ECM (2), SMOKE (6) AUX SYSTEMS:
1 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

LbzK F 0 3 / 6 / 12 / 24 / 48 X15 FgC F +1 2 / 3 / 6 / 12 / 24 X7 ROF 2, Ai, R


SKg F -1 X12 M APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3
Hg F -1 THROWN X15 T, Ai, AE2 OOO Vb F 0 S+2 M
PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M PhYSiCAL ATTACK (PUNCh/KiCK/RAM) S M

IGuAnA PARATRooPER DEFENSE


M
W
SPEED
5/9
STOP CbT TOP
-2 +1 +2 IGuAnA DEFENSE
M
W
SPEED
5/9
STOP CbT TOP
-2 +1 +2
DEFENSE g 7 / 14 -2 +2 +3 DEFENSE g 7 / 14 -2 +2 +3
ATTACK +2 0 -3 ATTACK +2 0 -3
DETECT 4 ARMOR 14 SizE 6 DETECT 4 ARMOR 14 SizE 6
# SENSORS +1 DAMAgE # SENSORS +1 DAMAgE
COMM +2 L h C
COMM +2 L h C
ATT ATT
AUTO COMM 5 AUTO COMM 5
DEF DEF
EW ARMOR PERKS: RUggED MOvEMENT EW ARMOR PERKS: bACKUP SENSORS
LD LD
PERKS/FLAWS: AiRDROPPAbLE, ARMS PERKS/FLAWS: ARMS
ACTiONS ACTiONS
AUX SYSTEMS: ECM (2) AUX SYSTEMS: ECM (2), TD (3)
1 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

LAC F 0 3 / 6 / 12 / 24 / 48 X8 ROF 2, R DPg F -1 3 / 6 / 12 / 24 / 48 X8 ROF 2


LgL F -1 2 / 3 / 6 / 12 / 24 X15 ROF 2, iF, AE2 LRP/24 F -1 2 / 3 / 6 / 12 / 24 X12 ROF 3, iF
CR F 0 S+1 M Vb F 0 S+2 M
PhYSiCAL ATTACK (PUNCh/KiCK/RAM) S M PhYSiCAL ATTACK (PUNCh/KiCK/RAM) S M

Waylon Wyatt (order #5751665)


Datacards
JÄGER PARATRooPER DEFENSE
M
W
SPEED
4/7
STOP CbT TOP
-3 -1 +1 JÄGER DEFENSE
M
W
SPEED
4/7
STOP CbT TOP
-3 -1 +1
DEFENSE g 6 / 12 -3 0 +2 DEFENSE g 6 / 12 -3 0 +2
ATTACK +2 0 -3 ATTACK +2 0 -3
DETECT 2 ARMOR 15 SizE 6 DETECT 2 ARMOR 15 SizE 6
# SENSORS 0 DAMAgE # SENSORS 0 DAMAgE
COMM 0 S L h C
COMM 0 S L H C
ATT ATT
AUTO COMM 3 AUTO COMM 3
DEF DEF
EW ARMOR PERKS: RUggED MOvEMENT EW ARMOR PERKS:
LD LD
PERKS/FLAWS: AiRDROPPAbLE, ARMS PERKS/FLAWS: ARMS
ACTiONS ACTiONS
AUX SYSTEMS: AUX SYSTEMS:
1 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ


LAC F 0 3 / 6 / 12 / 24 / 48 X8 ROF 2, R LAC F 0 3 / 6 / 12 / 24 / 48 X8 ROF 2, R
LgL F -1 2 / 3 / 6 / 12 / 24 X15 ROF 2, iF, AE2 LRP/24 F -1 2 / 3 / 6 / 12 / 24 X12 ROF 3, iF
APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 OOOOO APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 OOOOOO
APgL FRr -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE OOOOO Hg F -1 THROWN X15 T, Ai, AE2 OOO
CR F 0 S+1 M Vb F 0 S+2 M
PhYSiCAL ATTACK (PUNCh/KiCK/RAM) S M PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M

Command JaGER: UPDATE COMM TO +1 AND AUTO COMM TO 4

KInG CoBRA DEFENSE


M
W
SPEED
3/6
STOP CbT TOP
-4 -2 -1 PYTHon DEFENSE
M
W
SPEED
3/6
STOP CbT TOP
-4 -2 -1
DEFENSE g 6 / 11 -4 -1 +1 DEFENSE g 5 / 10 -4 -1 +1
ATTACK +2 0 -3 ATTACK +2 0 -3
DETECT 2 ARMOR 21 SizE 7 DETECT 2 ARMOR 19 SizE 7
# SENSORS 0 DAMAgE # SENSORS 0 DAMAgE
COMM +1 S S L H C
COMM 0 L H C
ATT ATT
AUTO COMM 4 AUTO COMM 3
DEF DEF
EW ARMOR PERKS: iMPROVED REAR DEFENSE, EW ARMOR PERKS:
REiNFORCED ARMOR (FRONT 2)
LD LD
PERKS/FLAWS: LARgE SENSOR PROFiLE (1), PERKS/FLAWS: DEFECTivE ACTivE SENSORS (1),
ACTiONS ARMS ACTiONS LSP (1), ARMS
AUX SYSTEMS: AUX SYSTEMS:
1 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

LPA F +1 3 / 6 / 12 / 24 / 48 X10 Mb1, H HAC F 0 5 / 9 / 18 / 36 / 72 X12 ROF 1, R


MRP/36 F -1 3 / 6 / 12 / 24 / 48 X18 ROF 4, iF LgM F -1 5 / 9 / 18 / 36 / 72 X15 iF, g, AE1, MR
HRP/24 F -1 5 / 9 / 18 / 36 / 72 X20 ROF 3, iF HRP/24 F -1 5 / 9 / 18 / 36 / 72 X20 ROF 3, iF
LgM F -1 5 / 9 / 18 / 36 / 72 X15 iF, g, AE1, MR MRP/18 F -1 3 / 6 / 12 / 24 / 48 X18 ROF 3, iF
LAC FF 0 3 / 6 / 12 / 24 / 48 X8 ROF 2 APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 O OOOOO
APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 O OOOOO PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M
Hg F -1 THROWN X15 T, Ai, AE2 O OOOOO
Vb F 0 S+2 M
CR F 0 S+1 M
PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M

RATTLEsnAkE DEFENSE
M
W
SPEED
4/7
STOP CbT TOP
-3 -1 +1 SIdEwIndER DEFENSE
M
W
SPEED
4/8
STOP CbT TOP
-3 -1 +1
DEFENSE g 6 / 11 -3 0 +2 DEFENSE g 7 / 13 -3 +1 +2
ATTACK +2 0 -3 ATTACK +2 0 -3
DETECT 2 ARMOR 13 SizE 6 DETECT 3 ARMOR 16 SizE 6
# SENSORS -1 DAMAgE # SENSORS 0 DAMAgE
COMM -1 L h C
COMM 0 S L h C
ATT ATT
AUTO COMM 3 AUTO COMM 4
DEF DEF
EW ARMOR PERKS: EW ARMOR PERKS:
LD LD
PERKS/FLAWS: DEFECTiVE FiRE CONTROL (1), PERKS/FLAWS: ARMS
ACTiONS ARMS ACTiONS
AUX SYSTEMS: AUX SYSTEMS:
1 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

LAC F 0 3 / 6 / 12 / 24 / 48 X8 ROF 2, R MAC F 0 5 / 9 / 18 / 36 / 72 X10 ROF 1, R


MRP/9 F -1 3 / 6 / 12 / 24 / 48 X18 ROF 1, iF MRP/36 FF -1 3 / 6 / 12 / 24 / 48 X18 ROF 4, iF
APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 OOOOOO APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 O OOOOO
Vb 0 S+2 M PhYSiCAL ATTACK (PUNCh/KiCK/RAM) S M
PhYSiCAL ATTACK (PUNCh/KiCK/RAM) S M

SILVERScALE DEFENSE
M
W
SPEED
4/7
STOP CbT TOP
-3 -1 +1 SnAkEYE BLAck MAMBA DEFENSE
M
W
SPEED
5/9
STOP CbT TOP
-2 +1 +2
DEFENSE g 7 / 13 -3 +1 +2 DEFENSE g 7 / 14 -2 +2 +3
ATTACK +2 0 -3 ATTACK +3 +1 -2
DETECT 5 ARMOR 14 SizE 6 DETECT 2 ARMOR 17 SizE 6
# SENSORS +1 DAMAgE # SENSORS +1 DAMAgE
COMM +1 L H C
COMM +1 L H C
ATT ATT
AUTO COMM 4 AUTO COMM 3
DEF DEF
EW ARMOR PERKS: EW ARMOR PERKS: EXPOSED AUX
LD LD
PERKS/FLAWS: SENSOR bOOM, ARMS PERKS/FLAWS: AiRDROPPAbLE, ARMS
ACTiONS ACTiONS
AUX SYSTEMS: ECM (2), TD (2) AUX SYSTEMS: AUTOPiLOT, STEALTH (5)
1 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

LAC F 0 3 / 6 / 12 / 24 / 48 X8 ROF 2, R SLC +1 8 / 15 / 30 / 60 / 120 X12 Mb1


LRP/8 F -1 2 / 3 / 6 / 12 / 24 X12 ROF 1, iF APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 O OOOOO
APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 OOOOOO APgL FRr -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 O OOOOO
Hg F -1 X15 T, Ai, AE2 OOO Hg F -1 X15 T, Ai, AE2 OOO
Vb 0 S+2 M Vb 0 S+2 M
PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M

Waylon Wyatt (order #5751665)


Datacards
SpITTInG CoBRA DEFENSE
M
W
SPEED
3/6
STOP CbT TOP
-4 -2 -1 STRIppEd-down JÄGER DEFENSE
M
W
SPEED
4/8
STOP CbT TOP
-3 -1 +1
DEFENSE g 5 / 10 -4 -1 +1 DEFENSE g 7 / 13 -3 +1 +2
ATTACK +2 0 -3 ATTACK +2 0 -3
DETECT 2 ARMOR 21 SizE 7 DETECT 2 ARMOR 15 SizE 6
# SENSORS 0 DAMAgE # SENSORS 0 DAMAgE
COMM 0 S L H C
COMM 0 L H C
ATT ATT
AUTO COMM 3 AUTO COMM 3
DEF DEF
EW ARMOR PERKS: EW ARMOR PERKS:
LD LD
PERKS/FLAWS: LARgE SENSOR PROFiLE (1), PERKS/FLAWS: ARMS
ACTiONS ARMS ACTiONS
AUX SYSTEMS: AUX SYSTEMS:
1 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ


HAC F 0 5 / 9 / 18 / 36 / 72 X12 ROF 1, R LAC F 0 3 / 6 / 12 / 24 / 48 X8 ROF 2, R
MRP/18 F -1 3 / 6 / 12 / 24 / 48 X18 ROF 3, iF APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 O OOOOO
HRP/48 F -1 5 / 9 / 18 / 36 / 72 X20 ROF 4, iF Hg F -1 THROWN X15 T, Ai, AE2 OOO
LgM F -1 5 / 9 / 18 / 36 / 72 X15 iF, g, AE1, MR Vb F 0 S+2 M
LMg FF 0 2 / 3 / 6 / 12 / 24 X3 ROF 4, Ai PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M
Hg F -1 X15 T, Ai, AE2 O OOOOO
Vb F 0 S+2 M
PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M
razor fang: REMOVE MRP/18, ADD SAT. UPLiNK, EXPOSED AUX,
UPgRADE DETECT TO 4, SENSORS TO +1, COMM TO +2, AUTO COMM TO 5

FIRE DRAGon DEFENSE


M
W
SPEED
4/7
STOP CbT TOP
-5 -3 -1 NAGA DEFENSE
M
W
SPEED
4/7
STOP CbT TOP
-5 -3 -1
DEFENSE g 5/9 -5 -2 -1 DEFENSE g 6 / 12 -5 -2 0
ATTACK +3 +1 -2 ATTACK +2 0 -3
DETECT 2 ARMOR 28 SizE 11 DETECT 4 ARMOR 23 SizE 8
# SENSORS +1 DAMAgE # SENSORS 0 DAMAgE
COMM +1 S L h C
COMM 0 S L h C
ATT ATT
AUTO COMM 4 AUTO COMM 3
DEF DEF
EW ARMOR PERKS: bACKUP SENSORS EW ARMOR PERKS:
LD LD
PERKS/FLAWS: iMP. OFF-ROAD, LSP (2), PERKS/FLAWS: LARgE SENSOR PROFiLE (1),
ACTiONS SENSOR DEPENDENT ACTiONS SENSOR bOOM
AUX SYSTEMS: AMS AUX SYSTEMS: TD (1)
3 2

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

LAC L 0 3 / 6 / 12 / 24 / 48 X8 ROF 2
HEAVY GEAR BLITZ MAC F 0 5 / 9 / 18 / 36 / 72 X10 ROF 1
LAC R 0 3 / 6 / 12 / 24 / 48 X8 ROF 2 ATM F +1 5 / 9 / 18 / 36 / 72 X25 iF, g OOOO
MFL F +1 1 / 2 / 4 / 8 / 16 X7 ROF 1, AE1, Sb, iF ATM F +1 5 / 9 / 18 / 36 / 72 X25 iF, g OOOO
hRP/48 T -1 5 / 9 / 18 / 36 / 72 X20 SNP, ROF 4, iF PhYSiCAL ATTACK (KiCK/RAM) S M
PhYSiCAL ATTACK (KiCK/RAM) S M

Command naGa: REMOvE ONE ATM, ADD ECM (2), ECCM (3), bACKUP COMM, SAT. UPLiNK,
UPgRADE COMM TO +1, AUTO COMM TO 5

SAGITTARIuS DEFENSE
M
W
SPEED
5/9
STOP CbT TOP
-5 -2 -1 CAImAn APC DEFENSE
M
g
SPEED
8 / 16
STOP CbT TOP
-6 -2 0
ATTACK +2 0 -3 ATTACK +1 -1 -4

DETECT 4 ARMOR 32 SizE 9 DETECT 2 ARMOR 13 SizE 8


# SENSORS +1 DAMAgE # SENSORS 0 DAMAgE
COMM +0 S L H
COMM 0 S L h C
ATT ATT
AUTO COMM 3 AUTO COMM 2
DEF DEF
EW ARMOR PERKS: EW ARMOR PERKS: ShiELDED WEAPONS
LD LD
PERKS/FLAWS: AMPHibiOUS, iMP. OFF-ROAD, PERKS/FLAWS: TRANSPORT (1 SqUAD)
ACTiONS WEAPON LiNK (VLRPS) ACTiONS
AUX SYSTEMS: ECM (2) AUX SYSTEMS:
2 2

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

VLRP/128 FF -1 2 / 3 / 6 / 12 / 24 X8 ROF 6, iF MAC T 0 5 / 9 / 18 / 36 / 72 X10 ROF 1


VLRP/128 FF -1 2 / 3 / 6 / 12 / 24 X8 ROF 6, iF LMg T 0 2 / 3 / 6 / 12 / 24 X3 ROF 4, Ai
VLRP/128 FF -1 2 / 3 / 6 / 12 / 24 X8 ROF 6, iF PhYSiCAL ATTACK (RAM) S M
LAC F 0 3 / 6 / 12 / 24 / 48 X8 ROF 2
HMg F 0 2 / 3 / 6 / 12 / 24 X4 ROF 3, Ai
APgL F -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 OOOOO
PHYSiCAL ATTACK (KiCK/RAM) S M

CAIMAN COMMAND: ADD ECM (2), ECCM (2), UPgRADE COMM TO +1

HETAIRoI DEFENSE
M
H
SPEED
10 / 19
STOP CbT TOP
-5 +0 +0 HITTITE DEFENSE
M
g
SPEED
6 / 11
STOP CbT TOP
-4 -1 +1
ATTACK +2 0 -3 ATTACK +2 0 -3

DETECT 3 ARMOR 29 SizE 11 DETECT 2 ARMOR 25 SizE 10


# SENSORS 0 DAMAgE # SENSORS 0 DAMAgE
COMM +1 L H C
COMM 0 S L H C
ATT ATT
AUTO COMM 4 AUTO COMM 4
DEF DEF
EW ARMOR PERKS: EXPOSED MOVEMENT, EW ARMOR PERKS: REiNFORCED ARMOR (FRONT 3)
WEAK FACiNg (UNDERSiDE)
LD LD
PERKS/FLAWS: RAM PLATE (F), PERKS/FLAWS: AMPHibiOUS,
ACTiONS LARgE SENSOR PROFiLE (2) ACTiONS TRANSPORT (1 SqUAD)
AUX SYSTEMS: AUTOPiLOT, JUMP JETS (6), AUX SYSTEMS: AUTOPiLOT
2 SMOKE (10) 2

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

VHAC T 0 5 / 9 / 18 / 36 / 72 X15 ROF 1 HFL T +1 2 / 3 / 6 / 12 / 24 X9 ROF 2, AE2, Sb, iF


HMg T 0 2 / 3 / 6 / 12 / 24 X4 ROF 3, Ai HMg L 0 2 / 3 / 6 / 12 / 24 X4 ROF 3, Ai
MRP/18 F -1 3 / 6 / 12 / 24 / 48 X18 ROF 3, iF HMg L 0 2 / 3 / 6 / 12 / 24 X4 ROF 3, Ai
PHYSiCAL ATTACK (RAM) S M HMg R 0 2 / 3 / 6 / 12 / 24 X4 ROF 3, Ai
HMg R 0 2 / 3 / 6 / 12 / 24 X4 ROF 3, Ai
PHYSiCAL ATTACK (RAM) S M

Waylon Wyatt (order #5751665)


Datacards
Hun DEFENSE
M
g
SPEED
6 / 12
STOP CbT TOP
-4 -1 +1 VIsIGoTH DEFENSE
M
g
SPEED
5 / 10
STOP CbT TOP
-5 -2 0
ATTACK +2 0 -3 ATTACK +2 0 -3

DETECT 2 ARMOR 25 SizE 10 DETECT 2 ARMOR 40 SizE 13


# SENSORS 0 DAMAgE # SENSORS 0 DAMAgE
COMM 0 S L H C
COMM 0 S L H C
ATT ATT
AUTO COMM 4 AUTO COMM 4
DEF DEF
EW ARMOR PERKS: REiNFORCED ARMOR (FRONT 3), EW ARMOR PERKS: REiNFORCED ARMOR (FRONT 5),
SHiELDED WEAPONS bACKUP SENSOR, RUgg. MOvE.
LD LD
PERKS/FLAWS: AMPHibiOUS PERKS/FLAWS: LARgE SENSOR PROFiLE (2),
ACTiONS ACTiONS SENSOR DEPENDENT
AUX SYSTEMS: AUTOPiLOT AUX SYSTEMS: AUTOPiLOT, SMOKE (10)
2 3

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ


HRF T 0 6 / 12 / 24 / 48 / 96 X12 HFg T 0 12 / 24 / 48 / 60 / 192 X28 iF, AE1
LLC T +1 8 / 15 / 30 / 60 / 120 X16 Mb2, AA HAC T 0 5 / 9 / 18 / 36 / 72 X12 ROF 1
MRP/36 F -1 3 / 6 / 12 / 24 / 48 X18 ROF 4, iF LLC T +1 8 / 15 / 30 / 60 / 120 X16 Mb2, AA
PHYSiCAL ATTACK (RAM) S M MRP/9 F -1 3 / 6 / 12 / 24 / 48 X18 ROF 1, iF
MRP/9 F -1 3 / 6 / 12 / 24 / 48 X18 ROF 1, iF
PHYSiCAL ATTACK (RAM) S M

RECON HUN: REMOvE MRP/36, ADD SMOKE(10), TRANSPORT (3 DRONES) VISIGOTH KHAN: ADD ECM (2), ECCM (2), UPgRADE COMM TO +1, DOWNgRADE LSP TO 1

CATApHRACT DEFENSE
M
W
SPEED
3/6
STOP CbT TOP
-4 -2 -1 CRusAdER mk IV DEFENSE
M
W
SPEED
3/5
STOP CbT TOP
-4 -2 -1
DEFENSE g 6 / 12 -4 -1 +1 DEFENSE g 5 / 10 -4 -1 +1
ATTACK +2 0 -3 ATTACK +2 0 -3
DETECT 3 ARMOR 23 SizE 8 DETECT 2 ARMOR 19 SizE 7
# SENSORS 0 DAMAgE # SENSORS 0 DAMAgE
COMM 0 S S L h C
COMM 0 S S L H C
ATT ATT
AUTO COMM 3 AUTO COMM 3
DEF DEF
EW ARMOR PERKS: iMPROVED REAR DEFENSE EW ARMOR PERKS: vULNERAbLE TO HAYWiRE
LD LD
PERKS/FLAWS: LARgE SENSOR PROFiLE (1), PERKS/FLAWS: LARgE SENSOR PROFiLE (1),
ACTiONS LiNK (LMgS), ARMS ACTiONS WEAPON LiNK (MRPS), ARMS
AUX SYSTEMS: ECM (1) AUX SYSTEMS: ECM (1)
1 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

LRg F 0 8 / 15 / 30 / 60 / 120 X14 ROF 2, R HAC F 0 5 / 9 / 18 / 36 / 72 X12 ROF 1


MFM F -1 8 / 15 / 30 / 60 / 120 X20 iF, AE3, MR MRP/18 F -1 3 / 6 / 12 / 24 / 48 X18 ROF 3, iF
LMg F 0 2 / 3 / 6 / 12 / 24 X3 ROF 4, Ai MRP/18 F -1 3 / 6 / 12 / 24 / 48 X18 ROF 3, iF
LMg F 0 2 / 3 / 6 / 12 / 24 X3 ROF 4, Ai LFM F -1 6 / 12 / 24 / 48 / 96 X15 iF, AE3, MR
hWg F -1 ThROWN X10 Th, h, AE1 OOO APgL F -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 OOOOOO
hg F -1 ThROWN X15 Th, Ai, AE2 OOO APgL Rr -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 OOOOOO
hVS F -1 S+8 M, AC vA F -1 S+4 M, AC
PhYSiCAL ATTACK (PUNCh/KiCK/RAM) S M PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M

CataphraCt lord: ADD ECCM (1), UPgRADE COMM TO +1, AUTO COMM TO 4

PIT BuLL DEFENSE


M
W
SPEED
4/8
STOP CbT TOP
-2 0 +2 SHInoBI DEFENSE
M
W
SPEED
5 / 10
STOP CbT TOP
-2 +1 +3
DEFENSE g 8 / 15 -3 +1 +2 DEFENSE g 8 / 15 -2 +2 +3
ATTACK +2 0 -3 ATTACK +2 0 -3
DETECT 3 ARMOR 12 SizE 6 DETECT 5 ARMOR 13 SizE 6
# SENSORS +1 DAMAgE # SENSORS +1 DAMAgE
COMM +1 L h C
COMM +1 L H C
ATT ATT
AUTO COMM 3 AUTO COMM 4
DEF DEF
EW ARMOR PERKS: bACKUP SENSORS EW ARMOR PERKS:
LD LD
PERKS/FLAWS: ARMS PERKS/FLAWS: AiRDROPPAbLE, ARMS
ACTiONS ACTiONS
AUX SYSTEMS: ECM (1), SL (FF, 30”) AUX SYSTEMS: ECM (3), STEALTH (4)
1 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

LAC F 0 3 / 6 / 12 / 24 / 48 X8 ROF 2, R LAC F 0 3 / 6 / 12 / 24 / 48 X8 SNP, ROF 2, R


LMg F 0 2 / 3 / 6 / 12 / 24 X3 ROF 4, Ai LRP/16 F -1 2 / 3 / 6 / 12 / 24 X12 ROF 2, iF
APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 Hg F -1 THROWN X15 T, Ai, AE2 OOO
APgL FRr -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 Vb F 0 S+2 M
Vb F 0 S+2 M PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M
PhYSiCAL ATTACK (PUNCh/KiCK/RAM) S M

SkIRmISHER DEFENSE
M
W
SPEED
5 / 10
STOP CbT TOP
-2 +1 +3 WARRIoR Mk IV DEFENSE
M
W
SPEED
5/9
STOP CbT TOP
-3 0 +1
DEFENSE g 8 / 15 -2 +2 +3 DEFENSE g 7 / 14 -3 +1 +2
ATTACK +2 0 -3 ATTACK +3 +1 -2
DETECT 5 ARMOR 13 SizE 6 DETECT 3 ARMOR 17 SizE 6
# SENSORS +1 DAMAgE # SENSORS 0 DAMAgE
COMM +1 L H C
COMM 0 L H C
ATT ATT
AUTO COMM 4 AUTO COMM 4
DEF DEF
EW ARMOR PERKS: EW ARMOR PERKS:
LD LD
PERKS/FLAWS: AiRDROPPAbLE, ARMS PERKS/FLAWS: RAM PLATE (F), AiRDROPPAbLE,
ACTiONS ACTiONS ARMS
AUX SYSTEMS: ECM (3) AUX SYSTEMS: ECM (2)
1 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

LRF F 0 5 / 9 / 18 / 36 / 72 X8 R LAC F 0 3 / 6 / 12 / 24 / 48 X8 ROF 2, R


LRP/24 F -1 2 / 3 / 6 / 12 / 24 X12 ROF 3, iF MRP/18 F -1 3 / 6 / 12 / 24 / 48 X18 ROF 3, iF
Hg F -1 THROWN X15 T, Ai, AE2 OOO APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 O OOOOO
Vb F 0 S+2 M Hg F -1 THROWN X15 T, Ai, AE2 OOO
PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M Vb F 0 S+2 M
PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M

chieftain iv: ADD ECCM (1) , UPgRADE COMM TO +1

Waylon Wyatt (order #5751665)


Datacards
WARRIoR DEFENSE
M
W
SPEED
4/7
STOP CbT TOP
-3 -1 +1 HopLITE ApC DEFENSE
M
g
SPEED
9 / 18
STOP CbT TOP
-6 -2 -1
DEFENSE g 6 / 12 -3 0 +2 ATTACK +2 0 -3
ATTACK +2 0 -3
DETECT 3 ARMOR 15 SizE 6 DETECT 2 ARMOR 12 SizE 8
# SENSORS 0 DAMAgE # SENSORS 0 DAMAgE
COMM 0 S L H C
COMM +1 L h C
ATT ATT
AUTO COMM 4 AUTO COMM 3
DEF DEF
EW ARMOR PERKS: EW ARMOR PERKS: RUggED MOvEMENT
LD LD
PERKS/FLAWS: ARMS PERKS/FLAWS: TRANSPORT (2 SqUADS),
ACTiONS ACTiONS RAM PLATE (F)
AUX SYSTEMS: ECM (1) AUX SYSTEMS: SL (50”, T)
1 2

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ


LAC F 0 3 / 6 / 12 / 24 / 48 X8 ROF 2, R LRF T 0 5 / 9 / 18 / 36 / 72 X8
LRP/24 F -1 2 / 3 / 6 / 12 / 24 X12 ROF 3, iF APgL T -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3
APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 O OOOOO PhYSiCAL ATTACK (RAM) S M
Hg F -1 THROWN X15 T, Ai, AE2 OOO
Vb F 0 S+2 M
PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M

hoplite command: ADD ECM (2), ECCM (2), EXPOSED AUX, SAT. UPLiNK
chieftain: ADD ECCM (1) , UPgRADE COMM TO +1 hippeis: REMOvE ALL WEAPONS AND TRANSPORT PERK, ADD LFM (F, RELOADS)

COYOTE DEFENSE
M
W
SPEED
4/7
STOP CBT TOP
-3 -1 +1 REd BuLL Mk II DEFENSE
M
W
SPEED
3/6
STOP CbT TOP
-5 -3 -2
DEFENSE G 6 / 11 -4 -2 0 DEFENSE g 5/9 -5 -2 -1
ATTACK +2 0 -3 ATTACK +2 0 -3
DETECT 4 ARMOR 25 SIZE 9 DETECT 5 ARMOR 40 SizE 12
# SENSORS +1 DAMAGE # SENSORS +1 DAMAgE
COMM 0 L H C
COMM 0 S L h C
ATT ATT
AUTO COMM 4 AUTO COMM 4
DEF DEF
EW ARMOR PERKS: EW ARMOR PERKS: bACKUP SENSORS
LD LD
PERKS/FLAWS: IMP. OFF-ROAD (W), LSP (1, G) PERKS/FLAWS: LSP (3), WEAPON LiNK (LFgS),
ACTIONS LOW PROFILE (GROUND) ACTiONS iMP. OFF ROAD, SNSR DEP.
AUX SYSTEMS: ECM (1) AUX SYSTEMS: AP ChARgES
2 2

NAME ARC ACC RANGE DAM SPECIAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ
HEAVY GEAR BLITZ

LRG T 0 8 / 15 / 30 / 60 / 120 X14 ROF 2 LFg T 0 8 / 15 / 30 / 60 / 120 X22 iF, AE1


MAAC T 0 5 / 9 / 18 / 36 / 72 X10 ROF 4, AA LFg T 0 8 / 15 / 30 / 60 / 120 X22 iF, AE1
APGL T -1 2 / 3 / 6 / 12 / 24 X4 IF, AI, AE3 MAAC T 0 5 / 9 / 18 / 36 / 72 X10 ROF 4, AA
PHYSICAL ATTACK (KICK/RAM) S M PhYSiCAL ATTACK (KiCK/RAM) S M

WILD COYOTE: ADD ECCM (3), UPGRADE ECM TO 3, COMM TO +1, AUTO COMM TO 5
ALPHA DOG: AS WILD COYOTE, BUT ADD SATELLITE UPLINK

HPC-64 PACIfIER CLAss APC DEFENSE


M
h
SPEED
12 / 24
STOP CbT TOP
-5 +0 +1
HT-68 PREdAToR-cLAss HoVERTAnk DEFENSE
M
H
SPEED
10 / 20
STOP CbT TOP
-5 +0 +1
ATTACK +2 0 -3 ATTACK +2 0 -3

DETECT 2 ARMOR 12 SizE 10 DETECT 4 ARMOR 32 SizE 11


# SENSORS +0 DAMAgE # SENSORS +1 DAMAgE
COMM +1 S L h C
COMM +1 S L H C
ATT ATT
AUTO COMM 4 AUTO COMM 4
DEF DEF
EW ARMOR PERKS: EXPOSED MOvEMENT, EW ARMOR PERKS: RF (3), EXP. MOVEMENT,
WEAK FACiNg (UNDERSiDE) WEAK FACiNg (UNDERSiDE)
LD LD
PERKS/FLAWS: AiRDROPPAbLE, LSP (3), PERKS/FLAWS: LSP (3), RAM PLATE (F),
ACTiONS RAM PLATE (F), TRANSPORT (1 SqUAD) ACTiONS SENSOR DEP.
AUX SYSTEMS: AUTOPiLOT, JUMP JETS (6) AUX SYSTEMS: AUTOPiLOT,
2 2 JUMP JETS (6), TD (2)

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

MAC T 0 5 / 9 / 18 / 36 / 72 X10 ROF 1 VHAC T 0 5 / 9 / 18 / 36 / 72 X15 SNP, ROF 1


PhYSiCAL ATTACK (RAM) S M AgM T +1 5 / 9 / 18 / 36 / 72 X15 iF, g OOOO
ATM T +1 5 / 9 / 18 / 36 / 72 X25 iF, g OOOO
PHYSiCAL ATTACK (RAM) S M

Command oPTIon: ADD AUTOPiLOT, ECM (3), ECCM (3), SAT UPLiNK

HT-72 PREdAToR-cLAss HoVERTAnk DEFENSE


M
H
SPEED
11 / 21
STOP CbT TOP
-5 +0 +1
LHT-67 PRowLER-cLAss HoVERTAnk DEFENSE
M
H
SPEED
13 / 26
STOP CbT TOP
-4 +1 +2
ATTACK +2 0 -3 ATTACK +2 0 -3

DETECT 4 ARMOR 34 SizE 11 DETECT 4 ARMOR 22 SizE 10


# SENSORS +2 DAMAgE # SENSORS +1 DAMAgE
COMM +1 S L H C
COMM +1 S L H C
ATT ATT
AUTO COMM 4 AUTO COMM 4
DEF DEF
EW ARMOR PERKS: EXP. MOVEMENT, iMP. REAR DEF. EW ARMOR PERKS: EXP. MOvEMENT, RF (3),
WEAK FACiNg (UNDERSiDE) WEAK FACiNg (UNDERSiDE)
LD LD
PERKS/FLAWS: LSP (3), RAM PLATE (F), PERKS/FLAWS: AiRDROPPAbLE, LSP (2),
ACTiONS SENSOR DEP. ACTiONS RAM PLATE (F), SENSOR DEP.
AUX SYSTEMS: AUTOPiLOT, AUX SYSTEMS: AUTOPiLOT,
2 JUMP JETS (6), TD (2) 2 JUMP JETS (6), TD (2)

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

VHAC T 0 5 / 9 / 18 / 36 / 72 X15 SNP, ROF 1 HAC T 0 5 / 9 / 18 / 36 / 72 X12 ROF 1


AgM T +1 5 / 9 / 18 / 36 / 72 X15 iF, g OOOO MRP/9 T -1 3 / 6 / 12 / 24 / 48 X18 ROF 1, iF
ATM T +1 5 / 9 / 18 / 36 / 72 X25 iF, g OOOO PHYSiCAL ATTACK (RAM) S M
AbM T 0 5 / 9 / 18 / 36 / 72 X10 iF, AE3 OO
PHYSiCAL ATTACK (RAM) S M

Waylon Wyatt (order #5751665)


Datacards
LHT-71 PRowLER-cLAss HoVERTAnk DEFENSE
M
H
SPEED
14 / 27
STOP CbT TOP
-4 +1 +2 AMMON MOuNT DEFENSE
M
W
SPEED
5 / 10
STOP CbT TOP
-4 -1 +1
ATTACK +2 0 -3 ATTACK +2 0 -3

DETECT 4 ARMOR 24 SizE 10 DETECT 2 ARMOR 21 SizE 9


# SENSORS +2 DAMAgE # SENSORS 0 DAMAgE
COMM +1 S L H C
COMM 0 S L h C
ATT ATT
AUTO COMM 4 AUTO COMM 3
DEF DEF
EW ARMOR PERKS: EXP. MOvEMENT, iMP. REAR DEF., EW ARMOR PERKS: bACKUP SENSORS
WEAK FACiNg (UNDERSiDE)
LD LD
PERKS/FLAWS: AiRDROPPAbLE, LSP (3), PERKS/FLAWS: CLiMb EqUiP., iMP. OFF-ROAD,
ACTiONS RAM PLATE (F), SENSOR DEP. ACTiONS SENSOR DEP., LSP(2), ARMS
AUX SYSTEMS: AUTOPiLOT, AUX SYSTEMS:
2 JUMP JETS (6), TD (2) 2

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ


HAC T 0 5 / 9 / 18 / 36 / 72 X12 ROF 1 hRP/24 T -1 5 / 9 / 18 / 36 / 72 X20 ROF 3, iF
MRP/18 T -1 3 / 6 / 12 / 24 / 48 X18 ROF 3, iF hRP/24 T -1 5 / 9 / 18 / 36 / 72 X20 ROF 3, iF
PHYSiCAL ATTACK (RAM) S M APgL T -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3
hSKg T -1 X14 M, AP, R
PhYSiCAL ATTACK (KiCK/RAM) S M

ApHEk MounT DEFENSE


M
W
SPEED
7 / 13
STOP CbT TOP
-3 +1 +2 BAsHAn MounT DEFENSE
M
W
SPEED
7 / 13
STOP CbT TOP
-2 +2 +3
ATTACK +2 0 -3 ATTACK +2 0 -3

DETECT 2 ARMOR 16 SizE 6 DETECT 4 ARMOR 14 SizE 6


# SENSORS 0 DAMAgE # SENSORS +1 DAMAgE
COMM 0 L H C
COMM +1 L H C
ATT ATT
AUTO COMM 3 AUTO COMM 5
DEF DEF
EW ARMOR PERKS: bACKUP SENSORS EW ARMOR PERKS: bACKUP SENSORS
LD LD
PERKS/FLAWS: CLiMb EqUiP., iMP. OFF-ROAD, PERKS/FLAWS: CLiMb EqUiP., iMP. OFF-ROAD,
ACTiONS SENSOR DEPENDENT, ARMS ACTiONS SENSOR DEPENDENT, ARMS
AUX SYSTEMS: AUX SYSTEMS:
1 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

MAC T 0 5 / 9 / 18 / 36 / 72 X10 ROF 1 LAC T 0 3 / 6 / 12 / 24 / 48 X8 ROF 2


HMg T 0 2 / 3 / 6 / 12 / 24 X4 ROF 3, Ai HMg T 0 2 / 3 / 6 / 12 / 24 X4 ROF 3, Ai
LRP/24 T -1 2 / 3 / 6 / 12 / 24 X12 ROF 3, iF SKg T -1 X12 M, R
SKg T -1 X12 M, R PHYSiCAL ATTACK (KiCK/RAM) S M
PHYSiCAL ATTACK (KiCK/RAM) S M

HAMATH APC DEFENSE


M
W
SPEED
8 / 15
STOP CbT TOP
-5 -1 0 KAdEsH MounT DEFENSE
M
W
SPEED
6 / 11
STOP CbT TOP
-3 0 +1
ATTACK +2 0 -3 ATTACK +2 0 -3

DETECT 2 ARMOR 19 SizE 6 DETECT 3 ARMOR 15 SizE 6


# SENSORS 0 DAMAgE # SENSORS +1 DAMAgE
COMM +1 S L H C
COMM +1 L H C
ATT ATT
AUTO COMM 4 AUTO COMM 5
DEF DEF
EW ARMOR PERKS: bACKUP SENSORS EW ARMOR PERKS: bACKUP SENSORS
LD LD
PERKS/FLAWS: CLiMb EqUiP., iMP. OFF-ROAD, PERKS/FLAWS: CLiMb EqUiP., iMP. OFF-ROAD,
ACTiONS LSP (1), TRANSPORT (1 SqUAD), LARgE DOORS ACTiONS SENSOR DEPENDENT, ARMS
AUX SYSTEMS: SL (FF, 25”) AUX SYSTEMS: jUMP jETS (3)
2 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

MAC T 0 5 / 9 / 18 / 36 / 72 X10 ROF 1 MAC T 0 5 / 9 / 18 / 36 / 72 X10 ROF 1


HMg T 0 2 / 3 / 6 / 12 / 24 X4 ROF 3, Ai HMg T 0 2 / 3 / 6 / 12 / 24 X4 ROF 3, Ai
PHYSiCAL ATTACK (RAM) S M HSKg T -1 X14 M, AP, R
PHYSiCAL ATTACK (KiCK/RAM) S M

MEGGIDO MOUNT DEFENSE


M
W
SPEED
6 / 11
STOP CBT TOP
-3 0 +1 moAB mounT DEFENSE
M
W
SPEED
4/8
STOP CbT TOP
-4 -2 0
ATTACK +2 0 -3 ATTACK +3 +1 -2

DETECT 2 ARMOR 17 SIZE 7 DETECT 2 ARMOR 19 SizE 8


# SENSORS 0 DAMAGE # SENSORS 0 DAMAgE
COMM 0 L H C
COMM 0 S L H C
ATT ATT
AUTO COMM 3 AUTO COMM 3
DEF DEF
EW ARMOR PERKS: BACKUP SENSORS EW ARMOR PERKS: bACKUP SENSORS
LD LD
PERKS/FLAWS: CLIMB EQUIP., IMP. OFF-ROAD, PERKS/FLAWS: CLiMb EqUiP., iMP. OFF-ROAD,
ACTIONS SENSOR DEPENDENT, ARMS ACTiONS LSP (1), SENSOR DEP., ARMS
AUX SYSTEMS: JUMP JETS (3) AUX SYSTEMS:
1 2

NAME ARC ACC RANGE DAM SPECIAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ
HEAVY GEAR BLITZ

HMG T 0 2 / 3 / 6 / 12 / 24 X4 ROF 3, AI HgLC T +1 3 / 6 / 12 / 24 / 48 X16 ROF 1, Mb3


HAC T 0 5 / 9 / 18 / 36 / 72 X12 ROF 1 HgLC T +1 3 / 6 / 12 / 24 / 48 X16 ROF 1, Mb3
LGL T -1 2 / 3 / 6 / 12 / 24 X15 ROF 2, IF, AE2 PHYSiCAL ATTACK (KiCK/RAM) S M
HSKG T -1 X14 M, AP, R
PHYSICAL ATTACK (KICK/RAM) S M

Waylon Wyatt (order #5751665)


Datacards
BF2-19 BATTLE FRAmE DEFENSE
M
W
SPEED
4/7
STOP CbT TOP
-3 -1 +1 BF2-21 BATTLE FRAmE DEFENSE
M
W
SPEED
4/8
STOP CbT TOP
-3 -1 +1
DEFENSE h 8 / 17 -4 0 +1 DEFENSE h 9 / 18 -4 0 +1
ATTACK +2 0 -3 ATTACK +2 0 -3
DETECT 3 ARMOR 18 SizE 7 DETECT 2 ARMOR 14 SizE 6
# SENSORS +1 DAMAgE # SENSORS +1 DAMAgE
COMM 0 L h C
COMM 0 L h C
ATT ATT
AUTO COMM 3 AUTO COMM 3
DEF DEF
EW ARMOR PERKS: bACKUP SENSORS EW ARMOR PERKS: bACKUP SENSORS
LD LD
PERKS/FLAWS: ANN, AiRDROPPAbLE, ARMS, PERKS/FLAWS: ANN, AiRDROPPAbLE, ARMS,
ACTiONS SENSOR DEPENDENT, LSP(1) ACTiONS SENSOR DEPENDENT
AUX SYSTEMS: AUX SYSTEMS:
1 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ


SLC F +1 8 / 15 / 30 / 60 / 120 X12 Mb1 SLC F +1 8 / 15 / 30 / 60 / 120 X12 Mb1
MRP/18 F -1 3 / 6 / 12 / 24 / 48 X18 ROF 3, iF PhYSiCAL ATTACK (PUNCh/KiCK/RAM) S M
PhYSiCAL ATTACK (PUNCh/KiCK/RAM) S M

F6-16 BATTLEFRAmE DEFENSE


M
W
SPEED
4/8
STOP CbT TOP
-3 -1 +1 CEF HPC-64 APC DEFENSE
M
h
SPEED
12 / 24
STOP CbT TOP
-5 +0 +1
DEFENSE h 9 / 18 -4 0 +1 ATTACK +2 0 -3
ATTACK +2 0 -3
DETECT 2 ARMOR 14 SizE 6 DETECT 2 ARMOR 12 SizE 10
# SENSORS 0 DAMAgE # SENSORS 0 DAMAgE
COMM 0 L h C
COMM +1 S L h C
ATT ATT
AUTO COMM 3 AUTO COMM 4
DEF DEF
EW ARMOR PERKS: bACKUP SENSORS EW ARMOR PERKS: EXPOSED MOvEMENT,
WEAK FACiNg (UNDERSiDE)
LD LD
PERKS/FLAWS: AiRDROPPAbLE, ARMS, PERKS/FLAWS: AiRDROPPAbLE, LSP (3),
ACTiONS SENSOR DEPENDENT ACTiONS RAM PLATE (F), TRANSPORT (1 SqUAD)
AUX SYSTEMS: AUX SYSTEMS: AUTOPiLOT, JUMP JETS (6)
1 2

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

SLC F +1 8 / 15 / 30 / 60 / 120 X12 Mb1


HEAVY GEAR BLITZ SLC T +1 8 / 15 / 30 / 60 / 120 X12 Mb1
PhYSiCAL ATTACK (PUNCh/KiCK/RAM) S M PhYSiCAL ATTACK (RAM) S M

CF6-16: UPgRADE SENSORS TO +1, COMM TO +1, AUTO COMM TO 4 Command oPTIon: ADD ECM (3), ECCM (3), SAT UPLiNK

CEF HT-68 HoVERTAnk DEFENSE


M
h
SPEED
10 / 20
STOP CbT TOP
-5 +0 +1
CEF HT-72 HoVERTAnk DEFENSE
M
h
SPEED
11 / 21
STOP CbT TOP
-5 +0 +1
ATTACK +2 0 -3 ATTACK +2 0 -3

DETECT 4 ARMOR 32 SizE 11 DETECT 4 ARMOR 34 SizE 11


# SENSORS +1 DAMAgE # SENSORS +2 DAMAgE
COMM +1 S L h C
COMM +1 S L h C
ATT ATT
AUTO COMM 4 AUTO COMM 4
DEF DEF
EW ARMOR PERKS: EXP. MOvEMENT, RF (3), EW ARMOR PERKS: EXP. MOvEMENT, iMP. REAR DEF.
WEAK FACiNg (UNDERSiDE) WEAK FACiNg (UNDERSiDE)
LD LD
PERKS/FLAWS: LSP (3), RAM PLATE (F), PERKS/FLAWS: LSP (3), RAM PLATE (F),
ACTiONS SENSOR DEP. ACTiONS SENSOR DEP.
AUX SYSTEMS: AUTOPiLOT, AUX SYSTEMS: AUTOPiLOT,
2 JUMP JETS (6), TD (2) 2 JUMP JETS (6), TD (2)

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

hPA T +1 5 / 9 / 18 / 36 / 72 X15 SNP, Mb1, h hPA T +1 5 / 9 / 18 / 36 / 72 X15 SNP, Mb1, h


AgM T +1 5 / 9 / 18 / 36 / 72 X15 iF, g OOOO AgM T +1 5 / 9 / 18 / 36 / 72 X15 iF, g OOOO
ATM T +1 5 / 9 / 18 / 36 / 72 X25 iF, g OOOO ATM T +1 5 / 9 / 18 / 36 / 72 X25 iF, g OOOO
PhYSiCAL ATTACK (RAM) S M AbM T 0 5 / 9 / 18 / 36 / 72 X10 iF, AE3 OO
PhYSiCAL ATTACK (RAM) S M

CEF LHT-67 HoVERTAnk DEFENSE


M
h
SPEED
13 / 26
STOP CbT TOP
-4 +1 +2
CEF LHT-71 HoVERTAnk DEFENSE
M
h
SPEED
14 / 27
STOP CbT TOP
-4 +1 +2
ATTACK +2 0 -3 ATTACK +2 0 -3

DETECT 4 ARMOR 22 SizE 10 DETECT 4 ARMOR 24 SizE 10


# SENSORS +1 DAMAgE # SENSORS +2 DAMAgE
COMM +1 S L h C
COMM +1 S L h C
ATT ATT
AUTO COMM 4 AUTO COMM 4
DEF DEF
EW ARMOR PERKS: EXP. MOvEMENT, RF (3), EW ARMOR PERKS: EXP. MOvEMENT, iMP. REAR DEF.,
WEAK FACiNg (UNDERSiDE) WEAK FACiNg (UNDERSiDE)
LD LD
PERKS/FLAWS: AiRDROPPAbLE, LSP (2), PERKS/FLAWS: AiRDROPPAbLE, LSP (3),
ACTiONS RAM PLATE (F), SENSOR DEP. ACTiONS RAM PLATE (F), SENSOR DEP.
AUX SYSTEMS: AUTOPiLOT, AUX SYSTEMS: AUTOPiLOT,
2 JUMP JETS (6), TD (2) 2 JUMP JETS (6), TD (2)

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

LPA T +1 3 / 6 / 12 / 24 / 48 X10 Mb1, h LPA T +1 3 / 6 / 12 / 24 / 48 X10 Mb1, h


MRP/9 T -1 3 / 6 / 12 / 24 / 48 X18 ROF 1, iF MRP/18 T -1 3 / 6 / 12 / 24 / 48 X18 ROF 3, iF
PhYSiCAL ATTACK (RAM) S M PhYSiCAL ATTACK (RAM) S M

Waylon Wyatt (order #5751665)


Datacards
dARk cHEETAH DEFENSE
M
W
SPEED
6 / 11
STOP CbT TOP
-1 +2 +4 dARk CoBRA DEFENSE
M
W
SPEED
3/6
STOP CbT TOP
-3 -1 0
DEFENSE g 8 / 15 -1 +3 +4 DEFENSE g 5 / 10 -3 0 +2
ATTACK +2 0 -3 ATTACK +2 0 -3
DETECT 5 ARMOR 12 SizE 6 DETECT 2 ARMOR 21 SizE 7
# SENSORS +2 DAMAgE # SENSORS +1 DAMAgE
COMM +1 L h C
COMM +1 S L H C
ATT ATT
AUTO COMM 5 AUTO COMM 3
DEF DEF
EW ARMOR PERKS: RUggED MOVEMENT, EW ARMOR PERKS: RUggED MOvEMENT
EXPOSED AUX.
LD LD
PERKS/FLAWS: AiRDROPPAbLE, SENSOR bOOM, PERKS/FLAWS: AiRDROPPAbLE, LSP (1), ARMS
ACTiONS ARMS ACTiONS
AUX SYSTEMS: ECM (3), STEALTh (4), TD (3) AUX SYSTEMS: STEALTH (3)
1 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ


MRF F 0 6 / 12 / 24 / 48 / 96 X10 SNP, R HAAC F 0 5 / 9 / 18 / 36 / 72 X12 ROF 3, AA, R
Vb F 0 S+2 M HRP/48 F -1 5 / 9 / 18 / 36 / 72 X20 ROF 4, iF
PhYSiCAL ATTACK (PUNCh/KiCK/RAM) S M vA F -1 S+4 M, AC
PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M

DARK COYOTE DEFENSE


M
W
SPEED
4/7
STOP CBT TOP
-3 -1 +1 DARK HOPLITE DEFENSE
M
G
SPEED
9 / 18
STOP CBT TOP
-6 -2 -1
DEFENSE G 6 / 11 -4 -2 0 ATTACK +2 0 -3
ATTACK +3 +1 -2
DETECT 4 ARMOR 25 SIZE 9 DETECT 2 ARMOR 12 SIZE 8
# SENSORS +1 DAMAGE # SENSORS 0 DAMAGE
COMM +1 S L H C
COMM +1 L H C
ATT ATT
AUTO COMM 4 AUTO COMM 3
DEF DEF
EW ARMOR PERKS: EW ARMOR PERKS:
LD LD
PERKS/FLAWS: IMP. OFF-ROAD (W ONLY), PERKS/FLAWS: AIRDROPPABLE, RAM PLATE (F),
ACTIONS LSP (1, W ONLY), AIRDROP., LOW PROFILE (G ONLY) ACTIONS TRANSPORT (2 SQUADS)
AUX SYSTEMS: ECM (1), STEALTH (3) AUX SYSTEMS: SL 50” (T), STEALTH (3)
2 2

NAME ARC ACC RANGE DAM SPECIAL ROUNDS NAME ARC ACC RANGE DAM SPECIAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

LRG T 0 8 / 15 / 30 / 60 / 120 X14 ROF 2 APGL T -1 2 / 3 / 6 / 12 / 24 X4 IF, AI, AE3


APGL T -1 2 / 3 / 6 / 12 / 24 X4 IF, AI, AE3 MRF T 0 6 / 12 / 24 / 48 / 96 X10
MAAC T 0 5 / 9 / 18 / 36 / 72 X10 ROF 4, AA PHYSICAL ATTACK (RAM) S M
PHYSICAL ATTACK (KICK/RAM) S M

DARK ALPHA DOG: INCREASE ECM TO 3, ADD ECCM 3. INCREASE AUTO COMM TO 5.

dARk JAGuAR DEFENSE


M
W
SPEED
5/9
STOP CbT TOP
-2 +1 +2 dARk kodIAk DEFENSE
M
W
SPEED
3/6
STOP CbT TOP
-3 -1 0
DEFENSE g 7 / 13 -2 +2 +3 DEFENSE g 6 / 11 -3 0 +2
ATTACK +3 +1 -2 ATTACK +2 0 -3
DETECT 3 ARMOR 17 SizE 6 DETECT 2 ARMOR 23 SizE 7
# SENSORS +1 DAMAgE # SENSORS +1 DAMAgE
COMM +1 L h C
COMM +1 S L H C
ATT ATT
AUTO COMM 4 AUTO COMM 4
DEF DEF
EW ARMOR PERKS: RUggED MOvEMENT EW ARMOR PERKS: iMPROvED REAR DEFENSE
RUggED MOvEMENT
LD LD
PERKS/FLAWS: AiRDROPPAbLE, ARMS PERKS/FLAWS: AiRDROPPAbLE, LSP (1), ARMS
ACTiONS ACTiONS
AUX SYSTEMS: STEALTh (3) AUX SYSTEMS: STEALTH (2)
1 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

hRF F 0 6 / 12 / 24 / 48 / 96 X12 SNP, R HMg FF 0 2 / 3 / 6 / 12 / 24 X4 ROF 3, Ai


CS F 0 S+3 M HMg FF 0 2 / 3 / 6 / 12 / 24 X4 ROF 3, Ai
PhYSiCAL ATTACK (PUNCh/KiCK/RAM) S M LPA F +1 3 / 6 / 12 / 24 / 48 X10 Mb1, H, R
AgM FF +1 5 / 9 / 18 / 36 / 72 X15 iF, g
vA F S+4 M, AC
PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M

dARk MAMBA DEFENSE


M
W
SPEED
5/9
STOP CbT TOP
-2 +1 +2 DARk NAGA DEFENSE
M
W
SPEED
4/7
STOP CbT TOP
-3 -1 +1
DEFENSE g 7 / 14 -2 +2 +3 DEFENSE g 6 / 12 -4 -1 +1
ATTACK +3 +1 -2 ATTACK +2 0 -3
DETECT 2 ARMOR 17 SizE 6 DETECT 4 ARMOR 26 SizE 8
# SENSORS +1 DAMAgE # SENSORS 0 DAMAgE
COMM +1 L h C
COMM 0 S L h C
ATT ATT
AUTO COMM 3 AUTO COMM 3
DEF DEF
EW ARMOR PERKS: RUggED MOvEMENT EW ARMOR PERKS: bACKUP SENSORS
LD LD
PERKS/FLAWS: AiRDROPPAbLE, ARMS PERKS/FLAWS: AiRDROP., SNSR. bOOM., LSP (1),
ACTiONS ACTiONS LOW PROFiLE (1, gROUND), SENSOR DEP.
AUX SYSTEMS: STEALTh (5) AUX SYSTEMS: STEALTh (3)
1 3

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 hRP/48 F -1 5 / 9 / 18 / 36 / 72 X20 ROF 4, iF


APgL FRr -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 hRP/48 F -1 5 / 9 / 18 / 36 / 72 X20 ROF 4, iF
SLC F +1 8 / 15 / 30 / 60 / 120 X12 SNP, Mb1, R MAC F 0 5 / 9 / 18 / 36 / 72 X10 ROF 1
CS F 0 S+3 M PhYSiCAL ATTACK (KiCK/RAM) S M
PhYSiCAL ATTACK (PUNCh/KiCK/RAM) S M

command dark naga: ADD ECM (2), ECCM (2), UPgRADE COMM TO +1, AUTOCOMM TO 5

Waylon Wyatt (order #5751665)


Datacards
dARk SkIRmISHER DEFENSE
M
W
SPEED
5 / 10
STOP CbT TOP
-2 +1 +3 EAGLE TRoopER DEFENSE
M
W
SPEED
5/9
STOP CbT TOP
-2 +1 +2
DEFENSE g 8 / 15 -2 +2 +3 DEFENSE g 7 / 13 -2 +2 +3
ATTACK +2 0 -3 ATTACK +3 +1 -2
DETECT 5 ARMOR 14 SizE 6 DETECT 3 ARMOR 17 SizE 6
# SENSORS +1 DAMAgE # SENSORS +1 DAMAgE
COMM +2 L h C
COMM +1 S L h C
ATT ATT
AUTO COMM 5 AUTO COMM 3
DEF DEF
EW ARMOR PERKS: RUggED MOVEMENT, EW ARMOR PERKS: RUggED MOvEMENT
EXPOSED AUX
LD LD
PERKS/FLAWS: AiRDROPPAbLE, PERKS/FLAWS: AiRDROPPAbLE, ARMS
ACTiONS ARMS ACTiONS
AUX SYSTEMS: ECM (2), ECCM (3), STEALTh (4) AUX SYSTEMS: JJ (3), STEALTh (3)
1 2

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ


MRF F 0 6 / 12 / 24 / 48 / 96 X10 SNP, R hgLC F +1 3 / 6 / 12 / 24 / 48 X16 ROF 1, Mb3, R
VR F +1 S M, AP CS F 0 S+3 M
PhYSiCAL ATTACK (PUNCh/KiCK/RAM) S M PhYSiCAL ATTACK (PUNCh/KiCK/RAM) S M

OwL C3 DEFENSE
M
W
SPEED
5/9
STOP CbT TOP
-2 +1 +2 RApToR CommAndo DEFENSE
M
W
SPEED
5/9
STOP CbT TOP
-2 +1 +2
DEFENSE g 8 / 15 -2 +2 +3 DEFENSE g 6 / 12 -2 +1 +3
ATTACK +2 0 -3 ATTACK +3 +1 -2
DETECT 4 ARMOR 15 SizE 6 DETECT 3 ARMOR 18 SizE 6
# SENSORS +1 DAMAgE # SENSORS +1 DAMAgE
COMM +2 S L h C
COMM +1 S L H C
ATT ATT
AUTO COMM 5 AUTO COMM 3
DEF DEF
EW ARMOR PERKS: bACKUP COMMS, EW ARMOR PERKS: EXPOSED AUX
EXPOSED AUX
LD LD
PERKS/FLAWS: AiRDROPPAbLE, ARMS PERKS/FLAWS: AiRDROPPAbLE, ARMS
ACTiONS ACTiONS
AUX SYSTEMS: ECM (1), ECCM (3), JJ (3), AUX SYSTEMS: JJ (3), STEALTH (4)
2 STEALTh (4) 2

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

MRF F 0 6 / 12 / 24 / 48 / 96 X10 SNP, R


HEAVY GEAR BLITZ LMg FF 0 2 / 3 / 6 / 12 / 24 X3 ROF 4, Ai
VR F +1 S M, AP VHAC F 0 5 / 9 / 18 / 36 / 72 X15 ROF 1, R
PhYSiCAL ATTACK (PUNCh/KiCK/RAM) S M VLRP/128 FF -1 2 / 3 / 6 / 12 / 24 X8 ROF 6, iF
VA F -1 S+4 M, AC
PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M

RAVEn ScouT DEFENSE


M
W
SPEED
5 / 11
STOP CbT TOP
-1 +2 +4 VuLTuRE DEFENSE
M
W
SPEED
4/8
STOP CbT TOP
-3 -1 +1
DEFENSE g 8 / 16 -1 +3 +4 DEFENSE g 6 / 11 -3 0 +2
ATTACK +2 0 -3 ATTACK +3 +1 -2
DETECT 5 ARMOR 13 SizE 6 DETECT 3 ARMOR 23 SizE 7
# SENSORS +2 DAMAgE # SENSORS +1 DAMAgE
COMM +1 S L h C
COMM +1 S S L h C
ATT ATT
AUTO COMM 4 AUTO COMM 3
DEF DEF
EW ARMOR PERKS: RUggED MOVEMENT, EW ARMOR PERKS: RUggED MOVEMENT
EXPOSED AUX
LD LD
PERKS/FLAWS: AiRDROPPAbLE, SENSOR bOOM, PERKS/FLAWS: AiRDROPPAbLE, LSP (1), ARMS
ACTiONS ARMS ACTiONS
AUX SYSTEMS: JJ (3), STEALTh (4), TD (2) AUX SYSTEMS: JJ (3), STEALTh (2)
2 2

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

MRF F 0 6 / 12 / 24 / 48 / 96 X10 SNP, R FgC FF +1 2 / 3 / 6 / 12 / 24 X7 ROF 2, Ai


Vb F 0 S+2 M VLFg F -1 8 / 15 / 30 / 60 / 120 X20 iF
PhYSiCAL ATTACK (PUNCh/KiCK/RAM) S M AgM FF +1 5 / 9 / 18 / 36 / 72 X15 iF, g
hVS F -1 S+8 M, AC
PhYSiCAL ATTACK (PUNCh/KiCK/RAM) S M

BRIckLAYER DEFENSE
M
W
SPEED
3/6
STOP CbT TOP
-4 -2 -1 STonE MASon DEFENSE
M
W
SPEED
3/6
STOP CbT TOP
-4 -2 -1
ATTACK +2 0 -3 ATTACK +2 0 -3

DETECT 2 ARMOR 8 SizE 6 DETECT 2 ARMOR 8 SizE 6


# SENSORS -1 DAMAgE # SENSORS -1 DAMAgE
COMM -2 S L h
COMM -2 S L h
ATT ATT
AUTO COMM 3 AUTO COMM 3
DEF DEF
EW ARMOR PERKS: EW ARMOR PERKS:
LD LD
PERKS/FLAWS: LSP (2), ARMS PERKS/FLAWS: LSP (2), ARMS
ACTiONS ACTiONS
AUX SYSTEMS: SL (25”, FF) AUX SYSTEMS: SL (25”, FF)
1 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

LAC F 0 3 / 6 / 12 / 24 / 48 X8 ROF 2, R LAC F 0 3 / 6 / 12 / 24 / 48 X8 ROF 2, R


APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 O OOOOO APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 O OOOOO
PhYSiCAL ATTACK (PUNCh/KiCK/RAM) S M PhYSiCAL ATTACK (PUNCh/KiCK/RAM) S M

Waylon Wyatt (order #5751665)


Datacards
BAdLAnds pYTHon DEFENSE
M
W
SPEED
3/6
STOP CbT TOP
-4 -2 -1 fIELd Gun DEFENSE
M
g
SPEED
0/1
STOP CbT TOP
-4 -4 -3
DEFENSE g 5 / 10 -4 -1 +1 ATTACK +2 0 -3
ATTACK +2 0 -3
DETECT 2 ARMOR 18 SizE 7 DETECT 2 ARMOR 8 SizE 5
# SENSORS 0 DAMAgE # SENSORS 0 DAMAgE
COMM 0 L H C
COMM 0 L h
ATT ATT
AUTO COMM 3 AUTO COMM 2
DEF DEF
EW ARMOR PERKS: EW ARMOR PERKS: REiNFORCED ARMOR (FRONT 2),
Sh. WEAPON, EXP. MOvEMENT
LD LD
PERKS/FLAWS: DEFECTivE ACTivE SENSORS (1), PERKS/FLAWS:
ACTiONS LSP (1), ARMS ACTiONS
AUX SYSTEMS: AUX SYSTEMS:
1 1

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
Combined Models HEAVY GEAR BLITZ

Combined Models HEAVY GEAR BLITZ


HAC F 0 5 / 9 / 18 / 36 / 72 X12 ROF 1, R LFg F 0 8 / 15 / 30 / 60 / 120 X22 iF, AE1
MFM F -1 8 / 15 / 30 / 60 / 120 X20 iF, AE3, MR PhYSiCAL ATTACK (RAM) S M
MRP/18 F -1 3 / 6 / 12 / 24 / 48 X18 ROF 3, iF
APgL FF -1 2 / 3 / 6 / 12 / 24 X4 iF, Ai, AE3 O OOOOO
PHYSiCAL ATTACK (PUNCH/KiCK/RAM) S M

name armOr SkIllS # BaSeS name armOr SkIllS # BaSeS

PerkS / FlaWS TYPe SPeed TYPe SPeed STOP CBT TOP PerkS / FlaWS TYPe SPeed TYPe SPeed STOP CBT TOP

mOvemenT / / mOvemenT / /

name aCC range dam rOF TraITS STOP CBT TOP name aCC range dam rOF TraITS STOP CBT TOP

/ / / / / / / /

/ / / / / / / /

name armOr SkIllS # BaSeS name armOr SkIllS # BaSeS


HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

PerkS / FlaWS TYPe SPeed TYPe SPeed STOP CBT TOP PerkS / FlaWS TYPe SPeed TYPe SPeed STOP CBT TOP

mOvemenT / / mOvemenT / /

name aCC range dam rOF TraITS STOP CBT TOP name aCC range dam rOF TraITS STOP CBT TOP

/ / / / / / / /

/ / / / / / / /

M SPEED STOP CbT TOP M SPEED STOP CbT TOP


DEFENSE / DEFENSE
DEFENSE / DEFENSE
ATTACK ATTACK

DETECT ARMOR SizE DETECT ARMOR SizE


# SENSORS DAMAgE # SENSORS DAMAgE
COMM COMM
S S L H C S S L h C
ATT ATT
AUTO COMM AUTO COMM
DEF DEF
EW ARMOR PERKS: EW ARMOR PERKS:
LD LD
PERKS/FLAWS: PERKS/FLAWS:
ACTiONS ACTiONS
AUX SYSTEMS: AUX SYSTEMS:

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

M SPEED STOP CbT TOP M SPEED STOP CbT TOP


DEFENSE DEFENSE
DEFENSE DEFENSE
ATTACK ATTACK

DETECT ARMOR SizE DETECT ARMOR SizE


# SENSORS DAMAgE # SENSORS DAMAgE
COMM COMM
S S L h C S S L h C
ATT ATT
AUTO COMM AUTO COMM
DEF DEF
EW ARMOR PERKS: EW ARMOR PERKS:
LD LD
PERKS/FLAWS: PERKS/FLAWS:
ACTiONS ACTiONS
AUX SYSTEMS: AUX SYSTEMS:

NAME ARC ACC RANgE DAM SPECiAL ROUNDS NAME ARC ACC RANgE DAM SPECiAL ROUNDS
HEAVY GEAR BLITZ

HEAVY GEAR BLITZ

Waylon Wyatt (order #5751665)


Waylon Wyatt (order #5751665)

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