925 - Players Handbook 3e
925 - Players Handbook 3e
O 1
* -
PA'
I
-I
I ISBN: 1-894814-88-6 I
_.-
PORT-ARJHURO - - - ~
___
* -I
:I
-
GAMMA MAGLEV
0 AS1 CAPITAL
8 NUCOAL CIlY STATE
0 INDEPENDENT CITY STATE
-
NORTHERN BORDERS
SOJTHERN BORDERS
OF C O N T E N T S
3.2.1 POAT OASIS [CAPIIAL] .................................................. 54
EHnrnEn 1: innoom .............................................................. io 3.2.2 Mnnnaou ..................................................................... 55
1.1 THE SETTING ............................................................................ 11 3.2.3 SRRAGOSSA ................................................................. 56
11.1 GAME ELEMENTS ............................................................. 11 3.2.4 TIMBUHTU .................................................................... 57
1.1.2 THENES ......................................................................... I2 3.2.5 ANHRAA ....................................................................... 58
1.1.3 GENAE POINTS ................................................................ 13 3.2.6 AOUlTRlNE .................................................................... 58
1.2 WHAT HAS COME BEFOAE......................................................... I4 3.2.7 ASHANTI ...................................................................... 59
1.2.1 A NEW AGE OF DISCOVERY ............................................... 14 3.2.8 BEIHRNY ...................................................................... 59
1.2.2 THE COLONlZRTlON EFFORT ............................................. 14 3.2.9 INNSNOUTH .................................................................. 60
1.2.3 ISOLATION ..................................................................... IS 3.2.10 NEHTON ...................................................................... 60
1.2.4 AGE OF A t i i n N c E s ......................................................... 16 3.2.11 REUNION ...................................................................... 61
1.23 ST.VINCENT'S HAR ........................................................ 16 3.212 SlHR OASIS ................................................................. 61
1.2.6 THE nnn OFTHE AttinncE ............................................. 16 3.3 THE MEHONG DOMINION [Mol .................................................. 62
1.2.7 THE POST-WAR PERIOD .................................................. I7 3.3.1 MEHOWGCITY[CAPITRLI ................................................ 63
1.2.8 ON THE BRlNH ................................................................ 18 3.3.2 HSI 1st" [FREE CITY] ................................................ 64
3.3.3 LOYANG ....................................................................... 65
.................................................... 65
1.3.1 TEAARNOVRN PLANETARY BASICS .................................... 19 3.3.5 YUNG AN ...................................................................... 66
1.3.2 TIME HEEPING ................................................................ 19 3.3.6 AT51 ............................................................................ 67
1.3.3 BASIC GEOGRAPHY ........................................................ 20
1.3.4 GEOLOGY ....................................................................... 21
5.6.3 NEDRLS RND AWRRDS ................................................. 146 . 8.3.1 HISTORY ..................................................................... 236 *
5.6.4 NILITRRY UNKS .......................................................... 147 . 8.3.2 my ~ y m ...........................................................
n ~ 231 .
.. 8.3.3 THE TAANSARIL CONPOUND ......................................... 238 a
CHtlmEA 6:EOUlPMEllT AND ECONOMY ......................................... 148 8.3.4 RE COAE ................................................................... 238
6.1 TOOLS OF HUNtlNlTY .............................................................. 149 . ........................................... 240 '
6.1.1 HANO-FAEE KEHIOLOGY.............................................. 149 . ........................................... 240 *
6.1.2 inTEnmcE PonTs ........................................................ 149 . 8.3.7 THE HEAPS .................................................................. 241 .
6.2 lLEETRONlC EOUIPNENT ........................................................ IS0 . 8.3.8 THE POWEAS MAT BE .................................................. 241 ..
6.21 PEASOURLELECIROUICEOUlPNEWT ______ 8.3.9 THE SPIDER'S WEE ..................................................... 242 .
6.3 CONMUNlCtlTlOH EOUIPNEIT ............. 8.3.10 NOMEA SUPEAIOR RID RE PRIESMOO0................... 243
6.4 MEDlCRl EOUlPHENl ..................................... 8.3.11 JRALSON FREELANCE ................................................ 244
6.5 PERSONAL EOUIPNEWT .................................. 8.3.12 HHRYA AD-DIN RANY [HAOR] .................................... 24s
6.6 SURVIVRL EOUIPNENI ........................................................... IS9 . B.4lflCTICALDUELING AND NRCRONOVES .................................. 246
6.1 TOOLS .................................................................................. 161 .
......................................................... 164 . RPP'dUlX
6.8.1 A N16Hl OUT ....................................................... 165 . BLfllH CH R Rm
lf SHE^ S m-
l RE ............................ 2441
6.9 SURVElLlRNCE AI0 INRLTAATIONEOUIPWEHl ............ 166 . BLRNH CHARACTEA 5HmS- 061 ................................... 248
6.10 CtOTHlHG ............................................................................ 169 . HEAVY GEflfl FUTUAE TINELINE ............................................ #g
6-11PAOTECTlVE 6 SPECMlIEn C I J l H M .................................. 171 . OPEN 6RNE LICENSE ........................................................... 255
6.111 LIGHT ARMOR .............................................................. 115 .
Terra Nova: the New Earth. A simple yet elegant name, it was given t o the planet by the explorers who
first traveled to this distant cousin of our mother world. Terra Nova was the first truly Earth-like
planet found amongst the multitude of star systems accessible through the Gates, and its discovery
sent waves of hope and excitement through the human race.
Terra Nova i s a diverse game setting, including endless frontier deserts, high-tech cities, and pastoral
country-sides: democracies coexist with dictatorships, capitalist industrial empires with religious
states. Everywhere the potential for adventure bubbles up i n conflicts ranging from covert operations
t o outright rebellions, from street cnme to world-spanning plots. Heavy Gear Gamemasters need to
identify the elements they will want to focus on, the parts of the whole that will feature heavily i n
their scenarios. Gamemasters will have to decide where to set their campaign, what general roles the
player characters w i l l take, who their enemies will be and what their adventures will be about. Gear
pilots and other soldiers might be best as members of the Northern Guard or Southern MILICIA. Spies
could be agents of SRID. Rebels and guerrillas could be freedom fighters i n the ESE. Civilians might
be best as Badlanders, where a mix of combat and non-combat backgrounds i s possible.
The rest of this chapter provides basic overall information on Terra Nova, ranging from geography to
astronomy, along with a historical account of how humanity came to inhabit this world, and the
struggles faced since. Chapter Two: The Northern Leagues provides details on the leagues and city-
states of the northern hemisphere. Every city is a potential campaign setting and receives attention.
Chapter Three: The Southern Leagues provides the same for the southern hemisphere. Chapter Four:
The Badlands covers the people and places of the equatorial deserts. Chapters five through seven
then cover character creation, equipment, and technology, providing all the details Players w i l l need
to begin their campaigns. Chapter 8 provides the basics as well as formats and weapons for dueling
on Terra Nova. finally, the appendix contains extra useful information including and updated historical
timeline, incorporating the events of recent Heavy Gear supplements.
Default Player Option: Most of the players will probably start out playing Gear pilots or agents of one of the Terranovan leagues (the
closest local equivalent to nations). These are the most readily-accessible type of characters, and give the Gamemaster an excuse t o
supply the group with lavish gifts and equipment. See Chapter 5 for information about making characters.
Advanced Character Types: One can take on the role of a secret agent, a freedom fighter or perhaps a Badlander. More advanced players
will no doubt want t o venture out on their own into the vast deserts and jungles of the planet and create free traders, explorers, or just
plain adventurers. The planet i s vast and new characters will have no problem finding trouble and mischief t o get into.
Default Bad Guys: If the Gamemaster is at a loss for opponents, agents of most foreign leagues are often up t o some kind of mischief,
whether spying on other settlements or "acquiring" new protectorates on the edges of the Badlands. They often like to back up their
threats with firepower - there's a lot of dirt out there to hide the bodies ...
Advanced Bad Guy: The politics of Terra Nova are filled with intrigue. When secret societies are not busy with some nefarious plot,
other factions advance their own plans. One man's terrorist i s another man's heedom fighter, and there are shades of gray i n every
association.
A t the time of publication of this book, Heavy Gear i s approaching its tenth anniversary. A lot of material has been published during
this timespan, and care has been taken to ensure that evetything meshes together correctly. I f you require additional information on
any part of the Heavy Gear setting, chances are, a sourcebook exists with the data. See your local game store for more information.
The following themes run through much of this sourcebook and can drive roleplaying campaigns and
scenarios. They are the core elements i n Heavy Gear and ultimately what it i s all about. While the
plot may wander from covert operations against the South to romance with a young Eastern Emir, a
campaign can remain unified by using a theme t o tie these elements together. I f the theme i s
intrigue, for example, that young Emir may end up betraying her lover to the South because he was
responsible for the death of a relative i n an earlier scenario.
Freedom: The original colonists left Earth to gain some room for themselves. They were then abandoned
by their government and left behind. The wide open ranges and the self-reliance that was the hallmark
of all successful - i.e., surviving - Terranovans combined t o forge a fierce independent streak i n
many of the colonies’ inhabitants. This is most pronounced in the Badlanders, but even the most
jaded city-slicker w i l l get the occasional urge to go out into the wilderness.
Today‘s Terranovans are veterans, or children of veterans, of the War of the Alliance and take the
concept of freedom very seriously. But freedom can mean many different things. Stories based on
freedom can put Players face-to-face with the threat of dictatorship or imprisonment, but could also
highlight the contrast between different interpretations of freedom. Within a resistance movement,
for example, complete obedience may be necessary to secure the long-term goal of freedom from the
oppressor. It is easy, however, for this t o lead to just another dictatorship.
Honor: Terranovans are, by and large, proud people. They were cast aside in the dirt and rose to their
current position solely through struggle and sheer stubbornness. Everything they are and own is the
result of hard work and much pain, and they refuse to bow down before someone who hasn‘t been
forged i n the same fire.
Honor runs deep on Terra Nova, and it works wonderfully as a theme i n roleplaying campaigns. Player
characters with a strong code of honor should gain the respect of many of their peers, but also face
the contradicfions of such a code, especially if they are soldiers. I n the heat of combat, honorable
behavior can be hard to come by. Players can also be confronted by honorable NPCs with dark secrets.
What happens i f the PCs’ honorable mentor ends up being a foreign spy? Honorable enemies can also
be useful, highlighting the fact that the opposition has i t s own beliefs as well and making them more
than 2D cardboard cut-outs.
Power: Throughout history men have always been attracted to and sought after power, whether
through strength, influence or riches. Terranovan societies are no different, and each has given rise
to many ambitious people over the history of the colony. ALL have different beliefs: some are driven
by greed, others by faith, others by naked ambition. These people are the source of much of the
current tensions, using rhetorics, patriotism and outright fear to manipulate the population into
doing their bidding and increase their own personal power base.
Intrigue: Terra Nova i n general, and especially the South, i s full of espionage and counter-espionage.
Players involved i n this web of intrigue have entered a world of cutthroat operations and double-
dealing. PCs could begin with clear, patriotic goals (e.g. uncover an enemy mole) and slowly discover
that nothing is black and white. What happens if the mole i s a close friend? What if the PCs discover
that their country i s involved i n immoral ach.vities? Conversely, PCs who start as bitter pragmatists
might be forced to finally decide just what they are willing to sacrifice themselves for. I s it worth it?
Survival: Terra Nova i s a rough world, full of natural and man-made dangers. White sand and wild
animals make short work of lone travelers i n the Badlands, while rovers and thugs target anyone left
over. Stories focused on survival can be traditional wilderness adventures: the PCs enter unknown
territory and must overcome the dangers therein. Other stones of survival can feature more personal
transformations. What happens to an elite unit lost i n the Great White Desert, where a l l their technology
becomes useless junk? Can they adapt t o life with the Sand Riders, or do they fight t o the last?
War: With North and South ready to go t o battle over national pride, the theme of war runs through
many Heavy Gear games. War stories can be simple action-adventure tales: the PCs are assigned a
mission and must accomplish it, often despite overwhelming odds or unforeseen complications.
Other war stories are possible, however. Civilians caught between the juggernauts of enemy forces
must find a way to save their homes. Expendable soldiers are sent to their deaths i n a seemingly
useless offensive; do they rebel? Even elite soldiers can suffer from the stress of war. After seeing
buddy after buddy sent home i n a box, how do the PCs carry on?
Genre Points and other game mechanics (see section 6.4 of the Silhouette CORE rules) will allow
you to influence the plot and the story, creating a game that has stronger genre emulation - i n this
case, military-style science fiction stories - and a more heroic feeling overall. The characters can
use Genre Effects from the list below. The Gamemaster can veto the use of any approved Effect if
desired.
Burst of Angst: witnessing a traumatic event unleashes a berserk rage i n the character. Each Genre
Point spent allows one Attribute Point t o be moved from Psyche to any other Attribute except Build.
Psyche cannot go below -5. This lasts until the end of the current scene or combat.
Creative Stunt: by spending 1-3 Genre Points (based on how powerful the stunt is), a character gets
to use a Skill, Perk, Special Ability or piece of equipment i n a new and creative way, one time. For
example, the firing spring i n the character's handgun just happens t o match the broken part i n the
control panel.
Escape Impending Death: for 3 points, Wound Degeneration stops (see section 3.5.3 of the Silhouette
CORE rules). The wound(s) remain, but the character i s i n no danger of dying unless he receives more
damage. He w i l l s t i l l need healing or medical attention.
Group Effort: I f a character lacks enough Genre Points to use an Effect, other characters may donate
their GPs. Contributed GPs must be spent immediately. There i s no cost for this Effect.
Inner Well of Strength: the character can tap his willpower t o temporarily fuel his flagging strength.
For one Point, the Action Penalty of a Flesh Wound i s ignored for the rest of the crises. Three points
overcomes a Deep Wound. This may be used multiple times, but only on one wound's AP per round (it
i s possible t o return t o full "health" after several rounds). The wounds themselves s t i l l exist, and s t i l l
need healing or medical attention.
Lucky Break instead of taking full damage from a wound, something happens: a falling character
lands on something soft, a bullet gets deflected by a canteen, etc. Each 3 Genre Points spent reduces
a wound by 1level. Flesh Wounds are completely negated. Multiple reductions can be made a t once;
spending 9 GPs can negate an Instant Death result.
Game stats for both Silhouette CORE and the d20 3rd edition ruleset are provided i n all recent books of the Heavy Gear line. Though the
SilCORE s t a b are somewhat more detailed, feel free t o use the system you feel most comfortable in -- given that the d20 rules and stats
are available elsewhere i n their own core books and on the Internet, we simply referenced them as needed rather than reprint them
wholesale.
Older titles i n the game line contains only Silhouette stats but can be easily updated to SilCORE standards (in most cases, they are
useable as is). Needless t o say, background information, biographies and adventure seeds need no change and can be readily used. Visit
the Dream Pod 9 Web site for a complete list of Heavy Gear products (and many free game aids) at: http://www.dp9.com
N
1.2 - WHAT HAS COME BEFORE...
Terra Nova's past is our future, a long tale of Humanity's quest t o find a home i n the stars. This quest
began when the home world seemed t o give its best effort t o eliminate humans from its face. Around
A.D. 2400, six thousand years of civilization were about t o be swallowed by a blanket of ice descending
toward the equator. After a frantic (and fruitless) race t o counter the coming Ice Age through
technological solutions, and after several near-miss ecological disasters, everyone on the planet
realized the fight was pointless and moved toward the warmer climates of the equatorial countries t o
wait out this new Ice Age.
Cultures were born and died during the rush toward the equator and old racial differences were largely
broken down by global mixing. Millions died in the Emigration Wars, as overburdened equatorial
countries did their best t o keep refugee convoys from entering their borders, and s t i l l the ice continued
t o creep forward. Brutal warlords sprung up with frightening regularity, but this period also saw some
great social experiments. The socialist utopia of Greater Samarkand stood as the pearl of Earth until
it collapsed under its own weight.
Great technological advances were made, especially in the field of genetic engineering, resulting in
the design of the fabled Prime Knight warriors i n Kir Arya, a small country nested between warring
giants. That success, however, was short lived and Prime Knights were hunted t o extinction during
the 24th Crusade that also destroyed the fledging Kir Aryan society. Ultimately the population of
Earth could only wait, one generation after the other, for the ice t o retreat. I t finally did i n the 44th
century, and brought a new hope with it.
The first colonists were sent by corporations and worked for the duration of their contract before returning home. Over time, however,
many among them were enthralled by the beauty of this new world and chose not t o leave Terra Nova when their contracts expired. They
instead settled down on a piece of land, sometimes given resources by the corporation that hired them t o help them out. After two
centuries, many corporations put together support programs t o help the new colonists get organized - it was advantageous for the
corporations since the colonists had become "locals" and were no longer eligible for the outrageous wages paid t o imported labor. An
increasing number of workers built their homes all over Terra Nova, and over the course of the following centuries, the planet became
one of the more successful colonies established by Earth.
The planet, dubbed Caprice due t o its eccentric orbit, was only marginally habitable. Its unusual orbit produced extreme seasonal
temperature changes. A younger planet than Earth, it was s t i l l subject t o strong tectonic activity. Its jagged crust concealed mineral
wealth beyond belief. With little surface water and a thin oxygen-poor atmosphere, Caprice seemed a poor prospect for life, and yet
survey teams found the planet's few ponds and lakes t o be pools of primordial soup inhabited by simple organisms resembling algae.
Naturally, scientists flocked t o study this new discovery. Research stations mushroomed on the surface of the planet. Many humans,
awed by their first encounter with alien life, decided that i f lowly algae could sulvive on Caprice, so could they.
The first wave of explorers on Caprice was comprised of prospectors representing corporations who sought t o exploit the planet's
fantastic mineral wealth. Numerous mining camps sprang up i n Caprice's deepest trench, the only place on the planet where the
atmospheric pressure was high enough for humans t o breathe without respirators or air compressors. Centuries later, the urban sprawl
from later colonists around these camps eventually formed the only city on Caprice, Gommorrah. Three years after the exploration of
Caprice began, a ship surveying Caprice's solar system detected a second discontinuity, then a third, and a fourth. By the end of the
survey, over fifteen Tannhauser-type discontinuities had been detected within 50 astronomical units (AU) of Loki, Caprice's sun.
Suddenly, humanity had a host of new paths into the stars to explore.
INTRODUCTION
Discovering Terranova +
After nearly one hundred years of exploration, a second world suitable for colonization was found in early 4752 (Autumn TN -1)through
a series of four Gates. Rapidly christened Terra Nova, the planet completely flabbergasted the scientific community. Whereas Caprice had
the beginnings of alien life, Terra Nova teemed with it. Terra Nova was a hot world with an atmosphere nearly identical t o Earth's. Its
biodiversity rivaled that of humanity's homeworld. Scientists and prospectors scrambled t o visit Terra Nova. The planet was ideal for
colonization and mineral exploitation. The complex life forms that had evolved on the planet were nearly biological twins of Earth
organisms. Many of the plants and animals could be safely eaten. Much t o the surprise of early researchers, many wildlife species proved
t o be equally capable of eating them. With the discovery of Terra Nova and the subsequent colonization of Caprice, humanity began t o
regain faith i n the future. No longer was the future restricted t o a single solar system -the galaxy was there for the taking. Humanity's
third great Golden Age was dawning.
Many believed, however, that the massive expenditures on the space program were a frivolous waste. Terra Nova was merely a hoax, they
claimed, t o justify the incredible amounts consumed by the exploration program so far. One small but vocal faction during this period
was the Terranovan Armageddon Movement. A group of cults, each with its own unique belief system, the Movement claimed that Terra
Nova was inhabited by a powerful alien race that had been visiting Earth for millennia. The scientists and explorers who traveled t o
Terra Nova were servants of these aliens who sought t o enslave all of humanity.
For nearly a decade, Earth was rocked by protests and riots over the Terranovan "hoax." Armageddon cultists waged a terrorist campaign
t o end all interstellar travel. Only slowly did humanity begin t o accept that a whole new world was theirs for the taking.
"It feels more like we have gone back in time instead of traveling thousands of light-years. I walked
through a fern forest today. There was life all around me. No signs of any civilization, but definitely
lots of life forms.
"I watched a lizard-like creature hunt and kill what looked like a huge roach. The lizard then turned
and approached me, apparently curious. We stared a t each other for what seemed like forever, and
then it snorted, turned, and was gone. I guess the natives don't mind us too much."
- Excerpt from the log of Captain Umberto Harris, early 4752 (Autumn -1TN)
Three days after this log entry was made, Captain Harris became the first human t o perish from the
venom of a Terranovan Water Viper. The exploration team's previous experiences with the local fauna
had convinced them they themselves were more of a threat t o the locals than the reverse. As a result,
several security procedures were relaxed, often with disastrous effects.
Today, on Terra Nova, many Badlanders s t i l l refer t o candid and careless explorers as "Harrises" and
often make loud jokes about them "pulling a Harris or two."
Isolation - 1.2.3
While the corporations contributed a fair portion t o the colonization effort, it was the Earth government itself that absorbed the lion's
share of the expense. After centuries of investments, Earth's population was split on the topic of colonization. Some believed that
investing i n the colonies was a smart move i n the long run, since the colonies would some day repay Earth tenfold for its initial
investment. Others felt that the colonies would never show any gratitude and claim their independence as soon as they were self-
sufficient. In the end, Earth leaned towards that second opinion and decided t o abandon all the colonies. By the end of the 58th
century, the home world had pulled all its ships and resources away from the colonies and left them t o fend for themselves. Thus began
what would be called the Age of Isolation.
The period that immediately followed Earth's departure became known as the Reconstruction. The remaining Terranovans scrounged
through what Earth had left behind t o find the resources t o survive and rebuild some semblance of society. The resources being limited,
several brutal confrontations erupted over territories and scavenging sites. In the midst of this chaos, Yuri Gropius rose and fought t o
unite several neighboring towns into one city-state. By late TN 1479, Gropius was elected mayor of the city-state which was t o later
bear his name. In TN 1482, he spearheaded the effort t o unite several neighboring city-states into the first Terranovan league, the
Humanist Alliance.
During those times, elsewhere i n the Badlands desert, a pacifist named Mamoud Khodaverdi rose and laid the foundations of what would
later become Revisionism, the most important religion on Terra Nova. I n his later years, he moved t o Massada with his trusted
companion, Nathani Reiss. After Mamoud's death, his son Jakob and Nathani disagreed on the principles behind Revisionism. Jakob
remained i n Massada t o continue his father's work while Nathani moved t o Sorrento i n the North and founded his own branch of
Revisionism. The schism between both branches remains t o this day.
1.2.4 - Age of Alliances
Some forty cycles after the foundation of the Humanist Alliance, several northern city-states followed suit and formed the Northern
Lights Confederacy (TN 1525). Almost on cue, several more alliances were formed in the following cycles: i n the north, the Western
Frontier Protectorate (TN 1527) and the United Mercantile Federation (TN 1551); and i n the south, other leagues were forming: the
Southern Republic (TN 1545), the Mekong Dominion (TN 1562) and the Eastern Sun Emirates (TN 1492). On the interstellar scale,
limited contact was maintained with the other colonies. Unfortunately, each colony had its own problems and was largely unable to
help its neighbors. Over time, most Terranovans began to ignore the other colonies' existence i n their day-to-day lives.
I n the South, i n view of the Southern Republic's recent expansionist history, the Mekong Dominion signed an alliance with its neighbor
to avoid unnecessary (and unprofitable) bloodshed. The Southern Republic, its western borders secure, unleashed i t s armies onto the
Humanist Alliance and the Eastern Sun Emirates. I n TN 1681, the Allied Southern Territories - mostly a facade of a confederation
controlled by the Southern Republic - united the hemisphere.
I n the North, unity came slowly. I n TN 1669, the NLC and the WFP attempted to invade Pioneer (in the UMF), only to be repelled by a
regular military force complemented by makeshift combat walker units built from construction vehicles. The UMF victory demonstrated
the validity of combat walkers and led t o the design and production of the first Gear, the Hunter, i n TN 1678. The expansionism of the
South and its sudden unification became a great concern for the northern leagues. I n the NLC, discussions began about the unification
of the northern hemisphere, but the United Mercantile Federation resisted the idea. When the UMF lost its Merchant War to the AST i n
TN 1688, unification finally became a possibility; it became a fact i n TN 1692 with the foundation of the Confederated Northern City-
.
5tat es
More than helping the development of Gears and warfare i n general on Terra Nova, the St. Vincent's War also cemented the polar
confederacies and strengthened their respective patriotic sentiments. A sense of national identity emerged and contributed to the
embitterment which has since then plagued North-South relations.
I n TN 1913, Earth resurfaced after centuries of silence. When 400,000 soldiers and GREL super-
soldiers were dropped on the surface of Terra Nova, the former colony realized that Earth had come to
reestablish its hold on the planet. I n a historic move, both polar confederations put their quarrels
aside and joined forces to repel the Colonial Expeditionary Force (CEF). This union between North and
South gave the conflict i t s name: the War of the Alliance. After four cycles of intense warfare and
destruction, the intervention of Paxton Arms - which had remained neutralin the conflict - turned
the tide i n favor of the Terranovans with its Peace River Army and sent the invaders back to Caprice,
where they had a base of operations. The cooperation between North and South helped forge some
friendships between high officials. Despite their cooperation during the War of the Alliance, however,
old rivalries resurfaced and the inter-polar relationship cooled down once more.
I n the Badlands, Paxton Arms established the Paxton Protectorate, a "safe zone" where Peace Rivefs
new Defense Force would protect residents from bandits and marauding polar armies. While the AST
and CNCS largely respected these new boundaries during the early cycles of detente, it i s now more
theory than fact. Paxton Arms does not have the resources to forcefully maintain this zone and
Northern and Southern forces no longer hesitate to take up "strategic positions" i n the region.
Nonetheless, many i n Peace River feel it i s Paxton's responsibility to protect the whole of the Badlands.
The Post-War Period - 1.2.7
The hard-fought victory of the War of the Alliance was a new beginning for Terra Nova. For the first time i n its history, the planet had
banded together and defeated a powerful enemy. The legacy of abandonment created by the Age of Isolation was shed - Terra Nova had
now won its freedom. The planet faced a variety of problems, however, many of which would prove very difficult to overcome.
Much of the Badlands lay i n ruins, along with large parts of the Mekong Dominion and the United Mercantile Federation. Several other
cities had suffered from orbital bombardment. Over 100,000 Earth troops had been abandoned on the ground, and were slowly filtering
to a Western Basin Base - now a huge refugee camp. The CEF's defeat was also no guarantee that Earth would give up on its aspirations
- a new planetary defense needed t o be mounted. All the while, the tensions that had caused the Judas Syndrome were not yet dead.
Desperation and common interest had brought enemies together, but North and South s t i l l hated each other and the war had, i f
anything, created more tensions between them.
The cycles immediately after the Treaty of Westphalia were a golden time of optimism. Anders von Breslau, the hero of the War of the
Alliance, became Norlight president i n TN 1918 on a platform of inter-league cooperation. Other war heroes, among them Kenichi Tanaka
and Lang Regina, also moved into politics.
This period was characterized by a strong drive to clean up and rebuild a planet shattered by brutal warfare. Everywhere, repair crews
could be seen clearing old ruins and erecting new buildings i n their place. Soon, rather than ruined neighborhoods, glorious new
constructions marked the cities hardest hit during the war. Von Breslau and others gave priority for rebuilding to the defense and
communication sectors. Fortifications damaged or destroyed by the invaders were repaired i n the months following the retreat of the
Earth fleet. Communication relays were ream'vated a t about the same time and integrated with the satellite network now ringing the
planet. Indeed, the CEF had installed a highly efficient network of military communications satellites (known as the Hermes 72 network)
during the war. The remnants of this network were appropriated by the military and various entrepreneurs and transformed into a wide-
ranging global communications system.
The abortive invasion made clear that Terra Nova needed t o pay more attention to interstellar affairs. The few Terranovan Gateships
needed to be refitted and contact with the other colonies reestablished - or at least intelligence gathered. This was a difficult
proposition since any Gate travel had to go through Caprice, now i n CEF hands. Nevertheless, i n TN 1919, all seven of the leagues of
Terra Nova agreed t o the Joint Terranovan Space Initiative (JTSI), an international plan that would refurbish and expand the Gateship
fleet and orbital defenses.
Renelued Tensions +
Unfortunately, it did not take long for the optimism of the immediate postwar cycles t o give way to old hatreds and new agendas. While
many of the war veterans, who had fought side by side with their old "enemies," s t i l l felt the camaraderie of the Alliance, the politicians
leading the globe began bickering for power and position. In TN 1921, after a blinding series of back-room intrigues, young politician
Louis Philippe deRouen became Prime Minister of the Southern Republic, forging a powerful cult of personality around himself and using
a renewed imperialist agenda t o gather the army's and populace's support for him. Conflict with the North and others became inevitable.
The 1920s saw the slow breakdown of postwar stability. Von Breslau's Norlight government floundered because its agenda of international
cooperation was stalled by UMF reluctance. The Eastern Sun Emirates started sliding into chaos when, i n .1920,a popular uprising i n the
city of Basal was brutally crushed by the Southern Republic Intelligence Directorate. That same cycle, Oliver Masao, the ESE's mad
Patriarch, declared that his last surviving child would succeed him. Soon enough, his many wives and concubines were slaughtering
each other's children i n the so-called "Mothers' Massacre."
I n the Badlands, some independent cities tried to profit from the lull i n warfare. Paxton Arms transformed the Peace River Army into the
Peace River Defense Force and declared it was extending a protectorate over much of the Badlands. The Earth refugees formed the
communities of Port Arthur and Jan Mayen. Port Arthur came to join with communities i n the Westridge Range into the New Coalition
(NuCoal). But the space for freedom was shrinking. I n TN 1929, the CNCS declared a protectorate over Massada, the holiest city i n
Revisionist faith and moved troops into the region for the first time. I n TN 1931, the NuCoal city of Lance Point was swept by a worker's
revolt that was rapidly crushed by the Southern M I U C I A (to guarantee Southern access t o o i l reserves). The Lance Point uprising gave
birth to the Badlands Revolutionary Front, a radical pro-labor, pro-Badlands movement that eventually took root i n Peace River.
I n the North, religious fervor grew i n leaps and bounds. Second Follower Thor Hutchison, leader of the Revisionist Church, rose i n
influence. Using a secretive network known as the Prophet's Shield, he gained power over much of the Norlight political scene and made
religion a key issue i n the Northern consciousness. For him, the South was an oppressive and evil regime that needed to be defeated.
Detente gave way t o cold war and cold war to low level conflict. Northern Guard and MIUCIA forces clashed over positions i n the
Badlands and with every death the promises of peace were forgotten. A MIUCIA drive toward Massada enraged the North even more i n
TN 1935. The Joint Terranovan Space Initiative was a victim of these increases i n tension, and the steering committee became paralyzed
by infighting. Finally i n 1935, the CNCS withdrew its support completely and disbanded the JTSI.
The situation i n the ESE finally exploded i n TN 1931 when Basal rose i n revolt once more, this time led by i t s Emir Nigel Shirow. Two
other city-states - Bangweuleu and Okavango - would follow suit i n the next few cycles, so that by TN 1935 a full-fledged c i v i l war
was under way.
ION
1.2.8 - On the Brinh
I n the Autumn of 1935, Terra Nova stands a hair's breadth away from warfare. The death of Second Follower Hutchison, although it has
yet t o be directly linked t o the South, is largely thought t o be some form of Republican plot t o weaken the North. The assassination
seems t o have given the Revisionist fundamentalists the leverage they needed t o gain the upper hand i n the battle for control they have
been waging with secular authorities. Even i n the militaristic Western Frontier Protectorate and capitalist United Mercantile Federation,
the winds of religious fervor are blowing anew. Cooler heads try t o impose some sense upon the restless masses, but their voices are lost
i n the noise and clamor.
I n the South, the situation i s just as gloomy, though for different reasons. The alliance is falling into an increasing spiral of chaos. I n
the Southern Republic, intrigue has reached an all time high. While presenting a unified front, the factions of the Curia strive t o betray
one another t o gain more power, seemingly oblivious t o the world around them. The Eastern Sun Emirates seems t o be disintegrating,
with part of its leadership cast in open revolt against the Patriarch, while the Humanist Alliance plots t o find a way out of its bondage
i n the AST. The merchant princes of the Mekong Dominion are meanwhile waging their own economic campaigns, bidding their time
until the perfect opportunity presents itself.
A l l the while, the Badlands are caught i n the middle. Polar troops march across the sands, taking up positions for war and driving local
tensions t o the boiling point. Forces from either side establish supply dumps, firebases and landing zones for suborbital transport,
disregarding homesteaders and occasionally running into one another (often with explosive results). As always, the Badlands are set up
t o be a battlefield for the polar forces, but this time they have the means t o strike back against the invaders.
The independent city-state of Peace River, the only force that has both the means and the will t o impose order i n the region, has been
swept by worker riots and dangerous intrigues of its own. Its leadership, caught in its own problems, may not be able or willing t o
provide the show of force required t o keep the region safe.
There are those who want t o avoid a war, but they are a minority with little say. Too many people and factions have been placed i n
positions of power after the War of the Alliance, and now the storm of war seem unavoidable. The only question is, where and when will
it break out?
Second Follower Hutchison was i n Sorrento, the center of the Northern branch of Revisionism, t o
address the globe on the Day of Peace, his faith's most sacred holiday. Before the cameras, his image
carried across the Hermes 72 network, he was brutally gunned down by Nee1 Garner Fulan, a Norlight
soldier present there t o receive an award. Garner Fulan was killed i n turn by the warrior monks
guarding Hutchison, but they acted too late: the Second Follower was dead.
The shock of this assassination is still fresh i n the minds of Terranovans, but already the aftershocks
are being felt. Stories of Garner Fulan's connections with Southern sympathizers are starting t o
surface, and many feel the death of so august a Northern figure must have been orchestrated by the
dreaded Southern Republic Intelligence Directorate. No one stands t o gain as much from the elimination
of a key Northern figure, or so the word on the street goes. The faithful need someone t o blame, and
the South is a tempting target.
The Revisionist Church has been quickly taken over by fundamentalists, and they are busy purging
the ranks of elements they consider too weak for the coming holy crusades. They are being opposed
by traditionalist factions, but only time will tell i f this will break the Church apart or radically
transform it.
TERRR NOVR: MRNHINO'S NEW HOME - 1.3
Terra Nova orbits a sub-giant, non-variable G5 (yellow) star oficially catalogued as Eta Trimenia, but
commonly referred t o as Helios. Helios lies far away from Earth, nearly 3980 light years toward the
northern galactic core. Although larger than Earth's own star, Sol, it is colder (average surface
temperature 5200 K) and can thus provide a suitable environment for humans i n its "life support
zone." Helios glows a dull yellow, which places it i n the same spectral class as Sol (G class). Its
spectrum reveals ionized and neutral metals with traces of some uncommon heavy metals.
The Helios solar system is, in many ways, very similar t o Sol's. The inner planets are rocky. The first
one, Hermes, lies so close t o Helios that its orbital period can be measured in mere days. Terra Nova
is the second of six planets. The third and fourth planets are small blue-green gas giants named Zeus
and Poseidon respectively and are surrounded by tiny moons. The remaining two planets are small,
cold balls of frozen gases: Ares and Hades. Although there i s no asteroid belt, several large asteroid
groups follow the two gas giants along their orbits, probably remnants of a captured celestial body or
a failed seventh planet i n the system. An Oort cloud of comets lies well beyond Hades.
Terra Nova i s peculiar i n that it has two Gate routes linking it with the rest of human occupied space. The first route is relatively easy
t o follow, its Gates having low energy thresholds, but the second, discovered later on, requires a more powerful drive. I t is, however,
more direct.
Terra Nova i s orbited by three moons. The largest, Hope, is only slightly smaller than Earth's Moon and circles Terra Nova at a sluggish
pace, completing an orbit once every 24 Terranovan days. It has no atmosphere and i s largely barren, with only a few mining and
research installations on its surface. 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.
Terranovan dates are expressed by day of the season and cycle. Day 1of cycle 1i n the Terranovan calendar is April 3, 4752, the first
winter solstice after Terra Nova's discovery less than a month before. Like Earth's calendar, there is no year zero. Thus, by this calendar,
January 1, 6132, would be 10 Winter TN 1933 (Terranovan Time). January 1, 1995 would be 41 Autumn TN -3862.
Although any one region presents a diversity of terrain and climate, Terra Nova's overall geography is
extremely stratified. The weather is slightly hotter than Earth's and desert climates are ubiquitous.
Towards the poles, the climate becomes milder, with dense vegetation covering the land. The planet's
surface can thus be broken down into several climatic zones.
The Northern hemisphere consists mostly of vast forests and valleys nested between mountain peaks.
Lakes and rivers testify t o the presence of a deep underground water network. Vast, grassy plains and
rolling hills provide a great deal of fertile land. Most of the hemisphere's climate is temperate, thanks
t o the micro-climate created by the mountain ranges surrounding it.
The four treacherous deserts that line the hot equatorial region of the planet are collectively known
as the Badlands (described i n greater detail below). Here, nature exposes the most and yet beautiful
landscapes of Terra Nova, including endless dune seas, scrub deserts banded by savannahs, expanses
of rock and stone and sand-swept stony plateaus. Life is harsh i n the Badlands, but humans, flora and
fauna have all adapted. Acting as an interface between the dry deserts of the Badlands and the more
hospitable regions of both polar hemispheres, the vast grassy fields known as savannahs are breathtaking
i n their savage beauty. They feature a hot but bearable climate that is home t o a large number of
vegetal and animal species.
Finally, a deep, steamy jungle is typical of the landscapes found i n the low basins of the southern
hemisphere. A relative abundance of water and the hot winds blowing unimpeded from the equator
give a rich tropical climate t o most southern regions. Swamps are common i n the South.
The Badlands support two major climate zones. Sandy wastelands form the heart of the Badlands.
Deep in the wastelands, temperatures often surpass 50° C during the day, making existence unbearable
for most forms of life. It is here in the deep desert that the infamous Terranovan tempests form. The
tempests are sandstorms whose ferocity is several orders of magnitude greater than Earth's hurricanes.
During a tempest, winds reaching 250 km/h are accompanied by massive chain lightning strikes. The
depression known as the Barrington Basin is the site of frequent tempests.
Dry savannah lies between the equatorial desert and the polar woodlands. The savannah is hot, but
tolerable, averaging 3 5 O C. I n addition t o the regular winter rainy season, occasional polar rainstorms
drift down into the two savannah belts, quenching the land's perpetual thirst. Sometimes, the torrential
downpour causes huge mud fields which sometimes turn into dangerous mud slides along the sides of
the hills.
Interspersed amongst both desert and savannah are rocky outcroppings and plateaus, where dry and
hot winds sculpt the rock into fantastic shapes. These mesas and hills are most common along the
local fault lines. Volcanic highlands were formed where tectonic plates were pulled apart. It is the
ash from these volcanoes that forms the corrosive "white sand" for which the Badlands are famous.
The Badlands are valuable for two reasons: minerals and water. The Badlands are by f i r the most
mineral rich region of Terra Nova. Massive quantities of metal ores, fossil fuels and gemstones can be
found under the desert sands. These riches drew the first colonists t o the planet and t o this day they
continue t o draw numerous prospectors and miners.
Ironically, the and Badlands conceal much of the water reserves of Terra Nova. This liquid gold is
found in the subterranean MacAllen cave network. This series of interconnected underground rivers
and lakes is believed t o extend through large sections of the planet's crust, but is concentrated i n the
Badlands region. The network is slowly being explored by a few dedicated scientists, who have
theonzed that perhaps the Badlands were once covered with a warm, shallow ocean that has since
disappeared.
Terra Nova i s about four billion years old judging from the latest geological surveys. It has limited
tectonic activity and only a few dozen active volcanoes, most of them located i n the various Badlands'
mountain ranges (most notably i n the region known as the Great White Desert). These few volcanoes
can be quite dangerous, because they tend t o spew out a corrosive ash known as white sand. The
planet did have a violent geological past at one point, as proven by the tall peaks that ring both the
Northern and Southern hemispheres. It is theorized that the internal fires "powering" the planet
have greatly diminished over the centuries due to a lack of decaying radioactive material i n the core.
Terra Nova's diameter is 12,420 km, slightly less than Earth's. On the other hand, Terra Nova is
somewhat denser, which is why it has a surface gravity of 1.09 G. Its core i s made up of molten rock,
probably with an iron and nickel center similar to Earth's own. The sutface of the planet is made of
tectonic plates similar to the ones of Earth. On average, they are larger than Earth's plates, a notable
exception being the northern polar region where intense geologic adivity in the past fractured the
continental plate into dozens of smaller ones, producing that region's extensive mountain ranges.
Although these plates are still i n motion, they slide extremely slowly over one another.
The planet's crust i s primarily composed of silicate and iron compounds and is rich with various
metals and metallic oxides. The upper layers of the crust feature several large regions with a porous
texture similar to a huge sponge, producing the vast cave system known as the MacAllen network.
Over 85% of the planet's surface is composed of solid ground. The remaining 15% i s water, which is
scattered i n thousands of small lakes and rivers. Shallow seas once covered much of the planet's
surface, but they have been drained millennia ago into another hydrographic system, this one below
ground. An extensive cave network runs throughout the upper crust of the planet, circulating the
precious water from place t o place. The hydro system, referred t o as the MacAllen Cave Network (after
Jak MacAllen, the explorer who first discovered it),experiences tides and currents and boasts a wide
range of unique flora and fauna.
A t present, very little of the cave network has been explored and mapped. Only the upper 17% of the
planet's water network has been visited by Terranovan explorers, with another 12% mapped out by
small automated crawler drones. Although the mapping effort was stopped because of the war,
additional funds for a renewed exploration program are curiously withheld by the various governments,
with no valid explanation forthcoming.
Terra Nova i s teeming with indigenous plants and animals and has been since its discovery. Most
Terranovan life is highly compatible with T e r m life forms, meaning humans can eat (and be eaten)
by a wide variety of Terranovan fauna. Terra Nova's plant life is very similar t o Earth's, although it
tends toward much larger sizes - five meter grass-stalks, for example. Much of it resembles ferns,
grasses and vines, and i s somewhat primitive by Earth biological standards. Animal life is diverse, but
does not completely conform to Terran divisions. The lines between insects, reptiles and mammals
tend t o blur - at least to casuat observers. Many Terranovan creatures exhibit a characteristic three-
canine maw (two lower canines and a central upper one). Some introduced Earth species have found
ecological niches, especially i n the South where mosquitoes, wallabies and even cats thrive.
The leagues of Terra Nova's northern hemisphere cooperate within the Confederated Northern City-
States (CNCS), a loose alliance formed in TN 1692. The CNCS came together because of the blatant
expansionist policies of the Southern Republic and its puppet states within the Allied Southern
Territories (AST). This threat forced the Northern Lights Confederacy (NLC), United Mercantile Federation
(UMF) and Western Frontier Protectorate (WFP) t o put their differences aside for the sake of a common
defense.
The political structure of the CNCS reflects its history as a reluctant alliance. It contains many checks
and balances t o prevent any one league from dominating the others and t o safeguard each member's
autonomy. Each recognized city-state sends one delegate t o the Inner Council i n Valeria and each
league sends four additional representatives. The Badlands cities that have joined the CNCS as
protectorates (Timmins, Wounded Knee and Red Sands) have also been granted a representative
each. All legislation is passed by majority vote. Presently, the Northern Lights Confederacy controls
18 of the council's 43 votes, making it the most influential member-league. The NLCs influence i s
counterbalanced by the United Mercantile Federation's 15 votes. The remaining votes are divided
between the Western Frontier Protectorate and the three affiliated independent city-states. The
seven votes allotted t o the WFP and the three votes held by the independents are often courted by
the NLC and the UMF t o obtain the critical 22 votes required t o achieve a majority i n the council. This
lends the Western Frontier Protectorate a political clout that it cannot achieve with size alone.
There are no provisions as t o how these representatives are named, although they serve seven cycle
terms and can serve as many terms as they wish. Most are appointed by league governments or
elected by citizens of city-states. Becausethey generally act as mouthpieces for the league governments,
these councilors do not attract a great deal of personal attention. Most Northerners only recognize
the Chief Justice of the CNCS Supreme Court (who also chairs the Inner Council) and the Grand
Marshal of the Northern Guard as "prominent" CNCS officials. During wartime, the Grand Marshal i s
granted a special dispensation t o exercise dictatorial power. For this reason, the councilors are
extremely careful t o appoint a politically neutral individual t o the post.
Over its 250 cycles of existence, the CNCS has developed an identity of its own. Especially after St.
Vincenfs War, when the North needed t o be rebuilt as a whole, institutions like the Northern Guard
and the Supreme Court took on a greater importance. Currently, the CNCS is responsible for most
overall trade issues, matters of hemispheric defense, and provides the final court of appeals for all
three member leagues. The Northern Guard has become more and more independent of the league
armies since the War of the AlLiance.
With the planet teetering on the edge of war, the CNCS is taking on even further importance. I n case
of a war, the Grand Marshal of the confederation gains dictatorial powers over the hemisphere in
order t o ensure a streamlined wartime leadership; this would theoretically mean a suspension of
national elections. Ambitious politicians now realize the CNCS capital of Valeria is the place t o be and
are actively courting the attention of Grand Marshal Victoria Edden-Smythe.
The fanatical strain remains strong i n the Norlight heart, however. During St. Vincent's War, Norlight troops were among the most
destructive, and calls for various "holy wars" are never far from the lips of the extremist fnnge. The Norlight mainstream has nevertheless
built up a tradition of democracy and peaceful outlook, although religious tolerance i s somewhat fleeting. Almost all Norlights are at
least nominal Revisionist and those who practice other faiths do so quietly. There are significant numbers of Jerusalemites i n the Aurora
valley and Lake Clearwater regions, but most live i n discreet communes. The pressure to be a "good Revisionist" has only increased with
the fundamentalist agenda of the postwar church and i n the wake of Thor Hutchison's assassination many Norlights see other faiths as
highly suspect.
Politically, the NLC is a multi-party representative democracy governed by a congress of deputies. The league i s divided into 77 electoral
districts. Each district elects a deputy to represent them i n the congress. The 77 deputies then vote among themselves to choose the
seven members of the Chamber of Valeria, the league's executive council. While one does not have t o be a deputy t o be named t o the
Chamber, over 95% of all Chamber members ever selected were deputies first. The seven members of the Chamber vote t o choose the
president of the NLC. Once again, the president need not be a member of the Chamber, but historically this is almost invariably the case.
One notable exception occurred immediately after the attempted Earth invasion, when CNCS Field Marshal Anders von Breslau, a
decorated war hero and Norlight citizen, was unanimously elected president. Von Breslau sewed a standard six-cycle term, as do all
elected officials i n the NLC, but later lost t o newcomer Kathe Adjanni.
Radiating outwards from St. Vincenrs Square are Valeria's eight grand boulevards. Forming concentric rings around St. Vincent's Square
are six parkways. These 14 main arteries divide the city into numerous districts: central districts consist primarily of government
buildings and residences for civil servants; middle districts are commercial and industrial zones: and outer districts are divided between
residential and agricultural regions. On the outskirts of the city lies the spacecraft landing facility. The gantries, launch pads and other
equipment are visible from certain neighborhoods. The Port Aurora Spaceport has recently been brought back on-line as a launch facility
for the Northern Guard Space Service. The city-state's airport is also nearby as is the CNCS military headquarters.
Although it is quite pleasant t o live in and easily accessible, Valeria is far from defenseless. As the nerve center of the Norlight
Confederacy, Valeria is well protected against attack. Defensive works are placed between districts, but most are fairly inconspicuous.
The most visible fortification is the great wall which surrounds the city. Although armored doors can be used t o block the many gates
i n the wall, they are open most of the time. Most of the city-state's agricultural lands are located just outside the wall, beyond the
shanty-towns that have cropped up there over the years.
An extensive network of air and space-defense weapon systems are concealed i n the wall and i n underground bunkers in the city's
vicinity. making it almost invulnerable t o a direct air attack (during the war with Earth, the defense system prevented the destruction
of the city more than once). I n addition, Valeria is home t o several military bases that house both Norlight and Northern Guard troops.
When the War of the Alliance ended in TN 1916, Briggs was decorated one last time and retired after
sixty-three cycles of spotless service in the Guard. He was replaced by Colonel Andrew Barrington,
former commander of the Crimson Blades, who is still leading the regiment t o this day. The regiment
is composed of three Heavy Gear companies (A, C and D Crimson Blades) and one support company
(120 technicians and other specialists). Most of the Gears are Hunters, with assorted heavy fire-
support, recon and command models. The members of the regiment all bear a blue badge with a red
cross over a rising sun, usually worn on the left shoulder. The same badge i s repeated on the left
shoulder of their Gears. Also, i n the Crimson Blades (D) Company, all the Heavy Gears are equipped
with blazing red-bladed vibroknives.
Nestled i n the upper reaches of the Tershaw Mountains, Innsbruck is the premier mining city of the NLC. The peaks around Innsbruck are
laden with many sizable mineral lodes, including gold and silver. Innsbruck also supports a strong industrial base specializing in mining
equipment and mineral refining. Innsbruck i s best known, however, for another of i t s products: beer. During the early colonial period,
Innsbruck was colonized by numerous central European expatriates. A few of these colonists were amateur brewers. Once on Terra Nova,
they began experimenting with local ingredients. Centuries later, the descendants of these intrepid amateurs are now recognized as the
premier brewmasters of Terra Nova. Only the fruity beers of Aquitaine can compare with the dark ales and golden lagers of Innsbruck.
The city is also host t o the annual Innsbruck Death Track 1000, sponsored by Arctic Bierhaus. The lethal event - which pits the newest
Gears on the market against older, more tested models -offers a first prize of 500,000 marks, a second prize of 250,000 and a third prize
of 150,000. Halfway between gladiatorial games and car racing, the event takes place i n the middle of autumn, and attracts anywhere
between 50,000 and 200,000 tourists. It should be noted that many Gear-design companies take advantage of this event t o try out their
newest models, sometimes without enough testing. There are enough crazy pilots without Gears out there who would gladly volunteer
t o have a shot a t victory, should someone give them a chance.
Although several racing teams can be found i n the city, few are as well known (or as popular) as the Sand Blazers. They established
themselves i n Innsbruck in TN 1924. The team was already two cycles old, composed of war veterans who could not let go of the thrills
of Gear piloting. Their early days were unremarkable, but they did well overall, earning a minor but solid reputation. This all changed
with the arrival of the very elegant Lady Jolane Flare, a former song producer, whose marketing skills have made the Blazers known
throughout the CNCS. Although the team and its easily marketable stories are very popular with most media sources, it also has its share
of opponents. According t o some newspapers (the Norlight Inquirer for one), the team's star pilots are more style than substance and
their current string of victories is owed to nothing more than "plain old dumb luck." The Blazers' amazing performance i n the track
races, however, where multiple daring maneuvers follow one after another tends t o point t o the contrary.
I l l lnnsbruchVital Statistics
Founding Date: TN 530
Kenema is the motor city of the NLC. As the home of six automotive and defense contractors, including Nova Motors and Shaian
Mechanics, Kenema rivals Rapid City as the automotive capital of the North. Kenema is also the site of many smaller manufacturing firms
which produce everything from hairbrushes t o hand grenades.
Kenema is also one of the unfortunate hot spots of Norlight crime. Keneman street counter-culture is spearheaded by local "bangen,"
members of street gangs and the underworld movements who inspire many young followers and poseurs. The Kolson and F o m cartels are
fighting a bloody war through banger proxies which is spiraling out of control. The Keneman Police are fighting the good fight, but they are
faced with a growing tide of crime. There are elite police Quick Response Teams (QRTs), highly trained SWAT squads, some of whom use Gears.
The 42nd Infantry Division of the CNCS is stationed in the Smolensk-Livingstone-Kenema region, sharing its brigades - the 26th
Infantry, the 38th Infantry and the 50th Heavy Gear - between the three cities. O f particular interest, the 18th HG Regiment of the 50th
Brigade is the proud host of the B Company, the Busybees. These elite Gear pilots have learned the fine art of tackling heavier Gears i n
unarmed combat and disabling them through their very accurate knowledge of the models they are facing. Called i n for those missions
where "everything else has failed," the Busybees dare to go where others fear t o tread- or fight. Although not fanatical, they are highly
motivated and have a very strong esprit de corps. They will never abandon a fallen companion.
THE NORTH
2.2.4 - livingstone
Livingstone is an old city that dates back t o the first century of colonization. Antique stone monuments are scattered about the modern
city, creating a striking contrast between old and new. Livingstone's economy is dominated by large, heavy industries. The two most
important corporations are Noveren Materials, an advanced composites manufacturer, and Brok Enterprises, a machine tool and heavy
machinery producer. Generally viewed as a quiet blue-collar town, Livingstone has few cultural centers or exciting attractions aside from
the Grascau Point Museum. Much to their dismay, Livingstonians are stereotyped by other Norlights as undereducated factory workers.
This uncultured image i s reinforced by the heavily slurred local dialect.
The leading employer i s Novoren Materials, responsible for much of the advanced materials used i n construction across the North. The
factory workers who actually produce these materials make up the bulk of the local population and their labor unions are the most
powerful political and social groupings i n the city. The People's Party, which currently leads the Norlight government under President
Kathe Adjanni, originated i n Livingstone and still calls the city its home. The realities of actually running a nation have forced Adjanni
and the party to make certain compromises, including occasionally siding with big business. This has eroded some of the People's Party's
core support, but its record remains strong enough that the only important electoral races i n Livingstone occur within the party.
For the military history enthusiast, the city offers guided tours to Grascau Point, the nearby site where the 6th Gear Regiment - Mauler
Khans - was completely eradicated, down to the last man, by an advanced reinforced scouting party of the Colonial Expeditionary
Forces, thus buying enough time for the civilians in Livingstone to finish evacuating the city.
2.2.5 - Petropolis
Petropolis was the first city established on Terra Nova's northern plains. As its name implies, Petropolis i s situated atop a mammoth
petroleum deposit. The entire city is little more than a giant oil pumping station and refinery owned by Northern Petrochem. It supplies
more than half of the petroleum consumed by the CNCS. Pipelines and refineries can be found i n any district of the city. This reserve has
now been tapped for almost 1500 cycles and i s s t i l l healthy - a testament to Terra Nova's rich biological history.
While this vast o i l reserve has brought much wealth to Petropolis, it has also exacted a terrible price. The city i s constantly enshrouded
i n thick yellow smog and permeated with a horrid oily stench. That Petropolis is livable at all is largely due to the efforts of Thor
Hutchison, the recently assassinated leader of the Revisionist Church. Petropolis was young Hutchison's first congregation and he was
able t o use the church as a rallying point for a powerful reform movement that swept the city i n the TN 1870s and TN 1880s. Hutchison's
work here gained him the personal admiration of much of the Norlight working class.
Petrochem i s nevertheless under continued pressure to further clean up its act, but the voice of environmentalists and reformers are
currently outweighed by the strategic value of the o i l reserve. Local petroleum is a valuable and vulnerable resource given the growing
certainty of war. Norlight Armed Forces and Northern Guard troops are now a common sight and massive air defense laser turrets (like
those i n Kossuth) are popping up. Northern Petrochem has agreed to shoulder some of the budgetary burden of these new defense
systems with the understanding that President Adjanni will lay off demands to improve worker conditions or democratize the city-state.
The President has reluctantly agreed for the sake of national security.
An upswing in industrial sabotage has only underlinedthe need for increased security. Norlight Intelligence and Security Agency reports indicate
that the Mekong Dominion has targeted Petmpolis for covert action and link, a so-called Ghost Team of Mekong saboteurs to the destruction in
TN 1929 of Petrochem Refinery 15 and the recent destruction of the Pipeline 12, running though Petropolis' residential and commercial heart.
Pilgrims come t o the city t o retrace the "first peregrination" from here t o Massada and t o visit various sites from the Prophet's lifetime,
most notably the four "miracle churches." The Church of the First Miracle, also known as the Propheis Well, is located at the center of
Welton Hamlet; it lies over a natural access t o the MacAllen network. Legend has it that Mamoud purified the water from this well t o
irrigate the region's crops. The Church of the Second Miracle, located i n Venik Hamlet, was built on the site where Mamoud made the
fields of a bitter enemy grow plentiful and healed the man's hatred. The greatest church i n Sorrento is the Church of the Third Miracle
on Gayras Rise i n Sorrento hamlet itself. This monumental cathedral marks the spot where Mamoud was miraculously healed of deadly
wounds while i n Nathani's arms - as he simultaneously understood his own divine role. The Church of the Fourth Miracle lies i n Gemil
Hamlet, the southernmost community of Sorrento. It was here that Mamoud turned back a great Badlands tempest that threatened t o
wipe out crops for hundreds of kilometers around.
I n the wake of the assassination of Second Follower Thor Hutchison, Sorrento is in turmoil. Law enforcement and intelligence officers
are swarming across the city looking for clues, while the Church leadership struggles t o deal with the question of succession. Various
sects and monastic orders are taking this time of change as an opportunity to rise in prominence and the Council of Senior Reverends
- t h e Church's governing body - is currently in deadlock.
0 Order of llorethea
The Monastic Order of Dorothea is the most famous of the so-called Peregrine Orders - monastic orders
with a mission to perform good works i n the world at large. The Dorotheans take as their task the
protection of Revisionist pilgrims and pilgrimage routes. Over the cycles, this duty has extended t o
include law enforcement i n Sorrento itself and the establishment of a series of desert citadels across
the Karaq Wastes - along the traditional routes t o Massada. With the Northern protectorate extended
t o Massada, the order has established more monks around the holy city - although they are still
bound not t o carry weapons in Old Massada as per the local customs.
Sister Dorothea Forez founded the order i n TN 1575 t o reopen the route t o Massada, closed by desert
bandits and robbers. The order has generally cooperated with the Norlight and CNCS armed forces, its
members joining the armies t o further their mission. The Order has its own forces, however, that
protect Sorrento and its own desert citadels and these forces have been growing ever since the war
of the Alliance.
The Order's greatest current concern is the assassination of Second Follower Hutchison. The Dorothean
guards who failed stop the assassin are currently under review, while other brothers carry out an
investigation both i n Sorrento and Massada (where the assassin was stationed). Sister Marya Sadal,
leader of the order, knows the monks have been dealt a great blow t o their prestige by this failure and
is determined t o find the culprits and see them pay for their crimes. She does not really trust secular
authorities t o uncover the truth.
The Order's main headquarters are the great Dorothean Monastery, located on a large rise overlooking
Pilgrim Way in southern Sorrento. The monastery is a large series of interlocking square buildings,
where initiates are trained and the highest ranking monks live. The monastery i s reputed t o be
protected by the Prophet and, according t o legend, if it falls, so w i l l the Revisionist church.
The city of Exeter is a model Norlight community. I n fact, almost every government video displays scenes of Exeter t o prove how
patriotic NLC citizens are. Exeter's streets are invariably clean. NLC flags fly on almost all private residences. Exeter's city hall i s a
beautiful white marble building gilded with gold leaves. The city's crime rate is almost non-existent and public disturbances are rare
events. I n fact, the city is so "pleasant" that it unnerves almost any visitor.
Exeter is a favorite topic among Northern conspiracy theorists. Some suggest that the city's water supply is tainted with an untraceable
drug that sedates the entire population. More outlandish individuals whisper about the government testing mind-control drugs on
Exeter's populace. At least once a month, a Northern tabloid headline screams about ''Alien Mind-Control Lasers Dominating Exeter."
While all this attention irritates some residents, most chuckle t o themselves and occasionally try t o spook a nervous tourist.
Exeter's economy is heavily reliant on agriculture, especially the dairy industry. Exeter's most notable export is "Pride of Exeter" brand
premium ice cream. Numerous Pride of Exeter shops have opened up all around the CNCS over the past forty years. Sales recently
decreased, however, after the Norlight Inquirer reported that the Pride of Exeter brand ice cream was laced with mind-controlling
substances. The ice cream's manufacturer is currently suing the Northern Inquirer for libel and lost sales.
The city's defenses are light but adequate. Given the Norlight Confederacy's formal alliance with the United Mercantile Federation
(Exeter's closest neighbor), the government sees little need for increased military spending, even with the current state of affiirs. The
18th Armored Regiment stationed i n the city, along with the defensive fortifications, is deemed sufficient t o guard the city against
would-be attackers.
The only major non-tourist industry i n Franklin Harbor is the production of health foods. Everything from bottled water t o all-natural
saguaro paste is produced here. Entire health meals are prepared by skilled chefs, then are vacuum-sealed and sold t o health conscious
people everywhere on the planet. Presently, the most fashionable of these health products is "Mountainfresh" bottled spring water. The
water is put i n convoluted polymer bottles and shipped by whole crates t o various city-states throughout the Northern hemisphere. I t
is even said that i n the Badlands, serving this spring water t o honored guests is considered a sign of great wealth.
Franklin Harbor i s currently one of the hotbeds of religious conflict i n the NLC. The site of several prominent Jerusalemite communes
and the home t o many Revisionist looking for an idyllic getaway, the city has seen ugly outbursts of intolerance in recent cycles. The
death of Second Follower Hutchison has only made matters worse. Indeed, Autumn of TN 1935 witnessed a brutal attack on the Overlook
Commune, the most prominent Jerusalemite cooperative i n the city itself. Unidentified hooligans entered the commune and used
Molotov cocktails t o start several fires; over two dozen residents were injured and three killed before the fire was brought under control.
Kossuth has over ten thousand square kilometers of nearly continuous wind and solar farms. Sturdy hollow-frame windmills tower over
countless photoelectric plates. I n the center of this technological wasteland lies the city of Kossuth, a giant service station surrounded
by private homes and a few energy-hungry industries. The entire region is the property of Norlight Power, a state-owned power
corporation. While Kossuth is highly efficient i n providing the NLC with ample electrical power, it i s also the most likely site for
bombardment during any conflict. It required four cycles of constant repairs t o bring the facility back on-line after the War of the
Alliance. The facility only escaped total destruction through the use of its extensive laser defense network. The Norlight Confederation,
not one to leave its assets unprotected, installed a network of ferroconcrete towers a t the same time the facility was build. Each tower
contains a chemical laser within its axis, which can fire through a turret on top. The towefs fire arc i s restricted by the turret's design,
leaving a dead angle near the base of the structure. More turrets were destroyed by overload during the war than by enemy fire.
Kossuth is also notable as the site of the largest Norlight commune of the Order of the Blue Crescent. This pacifist philosophy has
attracted a lot of attention i n youth culture, but i s generally frowned upon by Revisionists. Wearing the shaved head and crescent
tattoo has become an easy way for Nortight youths t o rebel.
Sesshu was one of the last cities to join the NLC. The city was established as an independent duchy late i n the 57th century by an
aristocratic family exiled from Earth. For centuries, the dukes of Sesshu squandered their city's resources until i n TN 1570, burdened
with heavy debt, the eighth duke of Sesshu was forced to join the NLC to defray his city's debt. The crafty duke managed to negotiate
a deal which left the NLC responsible for his city's existing debt and any debt incurred by later social policies. A t the time, a border war
with the UMF made Sesshu an important strategic location. NLC negotiators, eager t o secure this hole i n their defenses, hastily signed
the agreement. Since that day, the city of Sesshu has been a constant drain on the resources of the Confederacy.
Sesshu's social programs are outrageously generous. Many Sesshites are aspiring artists of one sort or another, drawing most of their
income from pensions offered by the duke. This habit of supplementing their income with a government pension has earned the
Sesshites a vile reputation among other residents of the NLC. Kinder individuals simply call Sesshites lazy while critics have harsher
ideas i n mind. Sesshu remains i n the league largely because, although few would admit it, it serves its purpose. The Sesshite Academy
of the Arts gives the NLC some very fine artists. The Sesshite Dispensation District (where morality laws are suspended) also provides a
useful outlet from the morally strict Norlight mainstream and Sesshu receives a great many tourists.
Sesshu i s home to a fair number of Northern Guard forces (most notably the 32nd Infantry Division) and locals tend not to make soldiers
feel welcome. While the more level-headed intellectuals and artists recognize the need for a defensive force, others lash out at every
opportunity, organizing protests, marches and publishing pamphlets denouncing the "useless spending." There have also been instances
of sit-ins at the fences of the local base, with some protesters going as far as chaining themselves to various pieces of military
hardware.
The people of Skadi have a reputation as a loud, boisterous crowd. Despite their rough lumberjack persona, Skadians are known for their
biting wit and their fine palate. Many of the North’s best gourmet cooks graduated from Skadi’s Culinary Academy. The school i s best
known for its specialty of roasted treeclimber lizard i n hot sauce.
Among the Northern Guard forces stationed i n Skadi (most notably the 12th Gear brigade) is the 55th Gear regiment, the Gun Dogs. The
Dogs i s a regiment of convict-soldiers, assigned t o drudge work to work off the rest of prison sentences. The Dogs are boisterous crowd
kept i n line by the iron will of Colonel Gael Malabar-Synn. The Dogs are currently under a great deal of pressure because of rising
tensions with the South. I n wartime, the Dogs are a front-line-unit often thought of as disposable, and most of the troops think they
are about to be transferred t o the front lines. I n the meantime, the soldiers are trying their best t o have a good time - and some have
even taken to deserting. The Colonel has had to double her MP contingent, but already some soldiers are on the run from military
justice.
2.2.12 - Smolensh
Seen from the air, the city of Smolensk looks like a gray island i n a sea of gold. Smolensk is the NLC‘s most important grain center. The
city i s surrounded by hundreds of smaller agricultural communities. The grain harvested by these villages is shipped to Smolensk using
a complex network of grain pipelines. These pipelines resemble wind tunnels with additional solar powered blowers added every few
hundred meters. The farmers simply dump their freshly harvested grain into their local pipeline junction and receive instant payment
based on the mass of their crop. Large cereal corporations based i n Smolensk pre-purchase each harvest a year i n advance. Smolensk i s
also the rail capital of the Confederacy: the state-owned NLC Rail Corporation has its main headquartersi n the city-state, and much of
their maintenance and storage facilities. NLC Rail is primarily a bulk shipping firm, but a subsidiary, Northern TransRail, offers passenger
service across the entire CNCS.
The representatives of the 42nd Infantry Division i n Smolensk are the 26th Infantry Brigade, which is traditionally associated with
Smolensk. Its sole Gear regiment - the 27th Regiment Gear Grinders - i s a solid, sturdy and reliable unit. They are often i n competition
with their sister regiment, the 22nd Armored Regiment Hardshells. Unfortunately for the Hardshells, who have had a series of failures
lately, the Gear Grinders are currently i n favor. The 5th Airborne Division also has some of its forces stationed i n Smolensk, making it a
heavily protected city. The 16th Gear Brigade has only two Gear Regiments, the 54th Gear Regiment Scorpio Stingers and the 71st Gear
Regiment Strike Sharks.
Among the multiple squadrons of the 54th Gear Regiment, the 32nd Recon Squadron (calling itself Lightning Lance) i s known throughout
the B (Gear) Company of the 54th as the squadron with the best overall strike times. Their surgical hit-and-run record time is 2 4 1
minutes (from the first strike to the end of the battle) during an unexpected attack near the end of the War of the Alliance i n TN 1916
versus a light hovertank force. Reportedly, their losses were heavy, but the mission was successful.
Yele started off as one of the new colony's medical centers. Early exploration revealed the presence of the medicinal plants, prompting
the development of the city as the prime Terranovan manufacturing site of medical supplies. A t the time, it was cheaper t o create a
manufacturing center - even i n a remote zone of the planet - than t o import the necessary supplies from distant Earth. Once many of
the plants found near the site provided certain pharmaceutical products a t a fraction of the cost required t o synthesize them in a
laboratory, a limited export trade began. By the time Earth withdrew from Terra Nova, Yele had already been a self-sustaining city for
quite some time.
The presence of the Yele Medical Center has, i n modern times, made the city-state a municipality with its fair share of wealth and
prestige. Cutting-edge medicine is the province of the rich and doctors and patients alike are very wealthy. Students at the YMC have
developed an unsavoly reputation as hardened party animals, relieving the stress of long hours with recreational drugs of their own
devising. This cottage industry is very difficult t o regulate and few parties happen without chemical enhancement. The current king of
the drug market is a very potent hallucinogen/stimulant called spike.
Founding Date:
Joined NLC:
Some deride Zagazig as "the most boring place north of the equator," but most locals enjoy living in a quiet community. Indeed, this
medium-sized city i s a popular retirement spot, boasting an unusually mild regional microclimate. The city-state is also surrounded by
many large medicinal plant fields, making it a major pharmaceutical producfion site.
Zagazig has two interesting features. The first is Wententhal University, a prestigious school, famous for its engineering and architectural
The second i s the presence of the CNCS' main shipyards. Virtually all CNCS landships are built here and Northern Guard Base
Kuron provides security. The city also boasts c pyards and the headquarters of Overland Cruise Lines. OCL owns a fleet of fifteen
package deals including trips t o Massada, Sorrento, Valeria, Lyonnesse and
Canterbury.
NGB Kuron is home t o a variety of units belonging t o the 9th Heavy Gear Brigade. The most notable is the 7th Gear regiment, the
celebrated Cats Paws. Considered the best of the best of the Northern Guard's Gear units, the Cats expert pilots use cutting edge
machines (Cheetahs and Jaguars i n particular) and have gained a reputation for precision and efficiency. The Cat3 Paws' commanding
officer, Colonel Stacey Diggs, is a brooding and stern woman, with very dissident opinions - which may be why she has not gone up i n
ranks i n the last ten cycles. She is well liked by her troops, however, because she does not hesitate t o take personal risks i n combat t o
ensure their safety. The Paws have a legendary hatred of the Southern Republic's Legion Noire (an entire division of special forces units)
and have been known t o go out of their way t o face Legion units in combat, often calling for duels as well.
Essentially, the UMF is patterned after a corporate organization. Citizens are encouraged t o invest i n the league by buying electoral
vouchers, a form of temporary share. During any Federation election, a citizen receives a number of votes equal t o the number of
electoral vouchers he owns. Vouchers may be purchased a t any time, costing 1000 marks each, and expire after five cycles. Any legal
entity with UMF citizenship, including corporations and organizations, may purchase electoral vouchers. Additionally, vouchers are
considered t o be legal property. They may be bought from or sold t o any UMF citizen, person or legal entity. Electoral vouchers may be
seized by financial institutions during foreclosure proceedings. Much of the Federation's economic power arises from the pro-business
environment built into its constitution. Taxation and tariffs are unconstitutional; all Federal state revenue i s collected on a voluntary
basis, through the sale of electoral vouchers and lottery tickets. The complete absence of taxation not only encourages investment, but
it helps nurture a fierce patriotism among the United Mercantile Federation's human and corporate citizens.
The main decision-making body of the Federation i s the caucus. The nine members of this executive board, called secretaries, are each
responsible for one aspect of government: defense, foreign relations, justice, culture, natural resources, finance, infrastructure, human
resources and economic development. The secretary of finance is commonly known as the treasurer and acts as the chairman during
caucus meetings. Legislation is passed by majority vote i n the caucus. Caucus secretaries serve simultaneous terms of office and are re-
elected during the Grand Plebiscite which is held every five cycles. During this election, votes may be cast for any candidate for any
office. Each election voucher, however, may be used t o cast only one vote during the entire plebiscite. Thus, i f Joe Citizen has only one
voucher and votes for Ima Greatguy i n the defense vote, he cannot cast any other votes in any other election. Thus, citizens tend t o
concentrate what voting power they have i n electoral races that directly concern them. Farmers usually cast most of their votes in the
natural resources race. Social acfivists concentrate their votes i n the human resources and justice elections, and so on.
The UMF caucus is assisted by a remarkably small bureaucracy. I n the UMF, being i n the civil service carries a stigma. Public servants are
considered t o be social parasites, earning them the derogatory nickname "leeches." The UMF military is also small, but well equipped
and trained. Military personnel have a better public image than other servants of the state, primarily due t o their eRciency and
admirable public relations staff.
Because it is the showcase for the league and the center of government, Lyonnesse has become the heart of Federation high society. A l l
major corporations have at least a branch office i n the city and much of their time i s dedicated t o lobbying and counter-lobbying the
caucus or dealing directly with the other corporations. I n addition, most of the league's major industrialists own a t least one residence
i n the "Rainy City." Because of this concentration of lobbyists and powerful individuals, socializing is a way of life i n Lyonnesse. The
upper crust takes part i n a seemingly endless succession of balls, dinners, theater premieres, garden parties and other events. There is
a tendency for these affairs t o blend into one another; the 40th Annual Marathon Club Banquet will look identical t o the Lake Tristan
Awards Diner. Skillful hosts respond t o this tendency by creating truly memorable events featuring media stars, special attractions and
been the toast of many memorable occasions. Little do the hosts suspect that the dancers are also spies for Mekong Speaker Sogabe.
Much of Lyonnesse's economy is based upon government spending and luxury goods production. Lyonnesse once featured a healthy
forestry industry as well, feeding on the lush temperate saguaro forest around the city. When Lyonnesse was restructured as a show-
piece, however, the lumber camps were moved out of town and the forest near the city became protected parks, all part of the "desired
image." Over the centuries. these wilderness parks have slowly been eroded and become the site of luxury housing developments.
Although these new homes are usually designed t o preserve a large part of the woods, they have created a disruption i n the fauna.
Saguaro fern trees are still plentiful, but woodspringers and other large animals have become rare i n the area. Some call for environmental
acfion t o restore the forests, but few take this issue seriously.
Building A, the massive neo-gothic structure that dominates the center of Lyonnesse, serves as the
central edifice for the entirety of the Federation's administration - including its military. Solomon
Davi, Director of the UMF Army and Secretary of Defense, has his main offices i n the military wing of
the Cathedral and sits on the caucus in another chamber. Until the TN 1920s,the military wing served
not only as the administrative center of the UMFA but as its core command facility. During the dark
days of the War of the Alliance, however, the UMFA suffered a serious setback when Building A was
severely damaged by CEF orbital artillery. After the war ended, the UMFA decided it needed a more
secure command facility, one that could resist almost any attack.
The Pit, as the facility is affectionately known, was built in the TN 1920s.400 meters underground in
the Lyonnesse area. Its exact location is a closely guarded secret, but a rapid (and very well hidden)
underground rail link connects it t o the Cathedral. Director Davi is thought t o shuttle back and forth
between the two locales. The P i t is designed t o withstand orbital, thermonuclear and/or anti-matter
attacks and is said t o be a marvel of advanced computer design, resplendent with back-up systems.
Its communication links are thought t o be the most secure i n the whole of the UMF.
Much of these rumors remain unconfirmed, however, because the facility is strictly off-limits t o
civilians and those assigned to the Pit are the subject of rigorous security checks. The security is so
tight, some say, that even Northern Guard officials are not allowed into the facility. This is unlikely t o
be true, but it plays into Dads reputation for not cooperating with the CNCS. Daw has let out feelers
that he might grant a carefully selected media team controlled access for public relations reasons,
but nothing has come of it as yet.
Upon entering the city-state of Marathon, visitors are greeted by billboards proclaiming, "Welcome t o Marathon, the city that thinks for
itself." While this claim is somewhat exaggerated, daily life in Marathon almost invariably involves interaction with a sophisticated
neural net computer system. Marathon has a city-wide multimedia network which is connected t o every communications device in the
city. This mind-boggling information grid i s monitored by a multitude of NNet system operators and a small group of human troubleshooters.
Because of the tight integration of the information media i n Marathon, almost everything is computerized. Video mail has replaced
written letters. The city database has replaced the municipal library. Network terminals have replaced home computers. Even the
physical ballot has been replaced with electronic voting. This highly integrated system has produced a constant, rapid exchange of
ideas, leading t o continuous technological improvements.
The Marathon network is the brainchild of Abaline Research, the largest and most powerful NNet manufacturer and trainer i n the
northern hemisphere. Abaline produces NNets for numerous applications, ranging from on-board vehicle computers t o the near-sentient
powerhouses that govern the Marathon net. As a show of goodwill, Abaline provides the city with its NNets a t a fraction of their
production costs. In turn, the city serves as a final test bed for their new neural net models.
Abaline Research first gained prominence during the design of the first military Gear, the Hunter Mark I. Abaline was contracted t o
create the sophisticated computer control system for the Hunter and applied its breakthrough optical neural net (ONNet) technology t o
the project. These astonishing learning computers gave the Hunter the computing power and flexibility it needed t o automate most of
the on-board systems. Since that success, Abaline has remained the leader i n the field and applied ONNet technology t o a wide variety
of applications. The Marathon network is their showpiece, an example of the possibilities of widespread application of computer
technology t o everyday life. Abaline is aware that some of its ONNets are prone t o malfunctions that resemble independent actions; in
some cases, a few nets have achieved a degree of sentience said t o be equivalent t o a smart dog. Abaline has suppressed most
information about this phenomenon because it fears both bad press from unpredictable NNet behavior and because it wishes to be a t
the forefront of the artificial intelligence research that could grow out of these "malfunctions." Several learning NNets have been
attached t o the Marathon network for field tests.
Rumors persist that Abaline makes a healthy profit by selling access t o these databases, allowing
those with enough money and the right contacts t o find out virtually anything about a local resident.
A small number of private firms provide privacy services, keeping their clients files separate from the
network and confidential.
THE NORTH
Rapid Citq -2.3.3
Rapid C i t y i s the center of the Federation's industrial heartland. Situated i n the foothills of the Quinn mountain range, Rapid C i t y
overlooks Fossenwood and the Byerst Plain. The city is blessed with a temperate climate and mild weather. Despite its high level of
industrialization, Rapid City's environment i s relatively healthy due to the city-state's unusually severe pollution laws. The sprawling
metropolis i s the focal point of the UMFs military-industrial complex; chief among the military contractors is Northco, the manufacturer
of the Hunter and Jaguar Gears. The city is also the main manufacturing site for most Northern military aircraft and landships. Since
most of Rapid City's military contractors are automotive and aerospace firms, it is the center of the UMFs civilian vehicle production.
The headquarters and central yards of Federated Railways, a powerful private rail corporation, can be found here. In mid-summer, the
city sponsors the Rapid C i t y Motor Expo. Hundreds of new vehicles, both military and civilian, are marketed and sold a t this trade show.
The purchase of military vehicles is restricted to Northern governments, friendly Badlands city-states and recognized soldiers-of-fortune
(read pro-North). The Expo attracts thousands of sightseers and business people every year, creating a temporary boom i n the city's
weak tourist industry.
From a military standpoint, Rapid C i t y i s important because it houses the main produm'on facilities for Northco as well as many other
key industrial assets. Along with Ashington, Rapid C i t y is also the port of call for much of the UMFA's landship resources. Although the
UMFA does not field a huge number of these mammoth ground effect vehicles, even a small number of the ships account for a great deal
of armed might. This gives enemies yet another reason t o target Rapid City. The defenses of the city include the presence of two
complete brigades from the UMFA as well as additional Northern Guard forces. The city itself i s surrounded by a 35-meter wall with gun
emplacements. The wall, however, only protects the old city, the industrial core of Rapid City. The residential areas that have grown up
outside the battlements are less well defended.
Despite the presence of so many soldiers, average citizens are more aware of the many corporate security agencies that defend industrial
facilities from espionage, theft and sabotage. Northco's security service is especially visible. It tries to project an image of friendly
policing, operating hand-in-hand with the Rapid C i t y Police Department, but the needs of corporate security have led to several
incidents of heavy-handed tactics unfortunately broadcast by the local media.
0 Horthco
Formed i n TN 1618 by the merger of Northern Metals and Concordat Systems, Northco Heavy Industries
i s currently the largest corporation i n the northern hemisphere. Northco i s most famous as a military
contractor, having produced the first Hunter Gear and now responsible for a majority of all Northern
military vehicles, but it also produces a variety of consumer products, civilian vehicles and other
mass-market goods. Northco also has an excellent research and development track record and has
played a part i n many of the technical breakthroughs of the last 250 cycles. The company's main
factories and offices are located i n Rapid City.
The size and power of Northco makes it a dominant player on the Federation's political scene and a
virtual overlord of Rapid City. Northco itself, however, is not necessarily a corporate monolith, as the
public perception would have it. It includes several largely-independent design firms, such as Elementech
(construction vehicles) and Applefish (aircraft). Northco encourages these design houses t o have
their own identities and pushes them to compete with one another. Many of these firms work i n the
huge Northco facilities i n Rapid City, but the company also has assets i n almost every major city of
the CNCS.
Northco's CEO, Natalya Korolov, i s regarded by many as the most powerful person i n the UMF, more so
than Treasurer Banderas or anyone else. It was Korolov's support that got Banderas elected, but he
has been slowly alienating her over the last few cycles. His visions of an accord with the Mekong
Dominion are very worrisome to Korolov, who sees her company suddenly faced with very aggressive
competition from the Southern league. Korolov is not known for letting problems linger and many
think she w i l l deal decisively with Banderas i n the near future. She is thought to have recruited UMFA
Director Solomon Davi as a close ally.
2.3.4- Rshington
The city-state of Ashington was the Last t o join the UMF. The city was originally founded as a nation-in-exile by an outcast European prince.
The succeeding princes of Ashington were reluctant t o join the UMF for fear that they would lose their privileges. The UMF agreed - as i n
several other cases - not t o interfere with internal politics, however, and a prince was eventually lured by economic benefits. Over the
centuries, some democratic ideals have been introduced into Ashington society. This has lead to a series of reforms granting the prince's
subjects relatively high personal freedom and the power to elect an advisory council t o aid the prince in decision-making.
Ashington is basically a self-sufficient city-state with one primary export: electricity. Prince Hans William Ash V I is the president of the
Ashington Power Corporation, the largest power utility i n the Federation. While not as Large as the gigantic Norlight power plant at
Kossuth, Ashington uses hybrid wind and solar farm technology for power generation and is thus somewhat more versatile. Unlike
Kossuth, Ashington also has fertile land, allowing the local residents t o grow their own food i n the fields, between the windmills and
solar collectors, rather than buy costly imports.
Ashington's history has not been peaceful. Its power plants make for tempting military targets and they have been hit in the majority
of the UMPs military conflicts. During the War of the Alliance, Ashington was literally overrun by the CEFand turned into a battleground.
Five major engagements were fought i n and around the city-state, causing massive damage. The city also has an unfortunate reputation
for disloyalty. Royal pride often leads Ash family members t o feel that their city-state should be wholly independent. Bloody uprisings
have twice rocked the city and the spy who leaked plans of the Hunter t o the South (codenamed Charity) was a minor member of the
royal line. The regiments of the UMFA stationed in Ashington are said t o be more loyal t o Prince Hans William than t o Lyonnesse.
The Prince, his predecessors and several of his cousins, have made great efforts t o make royal culture somewhat fashionable i n the UMF.
This public relations exercise largely counteracts the reputation for disloyalty. The Prince hosts a grand ball a t least once a season,
inviting much of the league's corporate elite, along with foreign dignitaries. He organizes hunting safaris into the Badlands and other
events with a desirable list of guests. Several members of the corporate elite have even begun t o emulate royal fashion and mannerisms,
making the Ash family one of the centers of national fashion.
This giant village i s the primary agricultural city i n the UMF, producing everything from grain t o vegetables t o dairy products. Numerous
factories process and package the local produce for sale across the Arctic. A small part of Baton Rouge's farmland is dedicated t o
growing medicinal plants, making this city the main pharmaceutical producer i n the Federation.
Baton Rouge is most famous for its artwork. The city has traditionally been a haven for folk artists, especially metal smiths. I n an era
where factories produce metal goods cheaply and efficiently, old fashioned metal working has become an art form. Evelything from
horseshoes t o ancient and traditional Japanese katanas is produced by the artists of Baton Rouge, but the most famous pieces are the
elegant gold and copper sculptures from the suburb of Orion.
The city of Canterbury is a manicured grid of entertainment studios, glamorous residences and expensive tourist traps. Six different
theme parks can be found in Canterbury. The two most popular are Earthland and Aquaworld. EarthLand is a huge museum chronicling
the entire history of Earth. A special ride accompanies each major time period. Crowd pleasers include the virtual reality ride in the
Creation of the Earth area and the sled rides across the glaciers i n the Ice Age area.
AquaWorld is a more serious affair which acts both as a tourist attraction and a zoological presewe. Numerous forms of Earth and
Terranovan aquatic species are kept i n the dozens o f artificial lakes that make up Aquaworld. The park houses the only whales on Terra
Nova. About a dozen whales of various species are kept in the largest of Aquaworld's lakes. These whales rarely reproduce and are usually
created using advanced recombinant DNA techniques. These majestic sea mammals mystify the people of the dry planet t o the point
that, for many Terranovans, a trip t o see the whales of Canterbury is a quasi-religious pilgrimage. Whale songs recorded i n the main lake
are considered soothing for the nerves and are popular as background music across Terra Nova. They can often be heard i n waiting rooms
and elevators.
High in the Tershaw Range is Djakarta Point, a city with only two resources: gold and silver. Humanity's thirst for these two precious
metals seems unquenchable, and Djakarta Point is located near some of the largest gold and silver deposits on Terra Nova. The city's
economy is dominated by the two metals. Mining and refining are the two largest industries. Many small luxury goods manufacturers
transform the refined precious metals into cutlery, jewelry and works of art.
This mineral wealth made Djakarta Point a desirable target for the growing UMF. The city was a founding member of the Tershaw
Cooperative Alliance, a small league between the UMF and NLC. It was nevertheless a target for acquisition and, when it refused to be
swayed by diplomatic efforts, Djakarta Point found itself occupied by the UMFA. With little choice, the local government sued for peace
and took i t s place i n the UMF.
Djakarta Point has the unusual custom of minting its own currency. Whereas most transactions on Terra Nova involve either electronic
transfers or paper currency, Djakartans prefer to use coins. The city mints silver coins i n small mark denominations. Other common bills
are replaced by gold coins. Although subject t o fluctuations i n the commodities markets, all Djakartan coins are approximately worth
their face value i n precious metals. While Djakartan coins are considered t o be oddities i n other cities, most businesses w i l l accept them
on par with CNCS mark notes.
Unfortunately for the people of Djakarta, their city's vast wealth has attracted a strong criminal element. A significant portion of the
city's revenues are spent on supporting an elite anti-theft police unit. This protectiveness has earned the citizens of Djakarta Point a
reputation as misers who are unwilling to share with their less fortunate neighbors. The fact that the vast majority of the city's mineral
wealth is exported t o these neighbors seems t o be conveniently overlooked.
2.3.8 - Mainz
Mainz was originally known as Fort Charles and was claimed by the newly emergent Western Frontier Protectorate, with which it shared
much cultural heritage. The UMF coveted the rich ranching lands around Fort Charles, however, and did not want t o see the WFP move
into the Marathon Basin region, which the UMF considers its heartland. I n TN 1551, the UMF moved into the region t o assert its
authority, with the tacit approval of the NLC - it was also concerned about reigning i n the WFP. Fort Charles was integrated into the
Mercantile Federation and renamed itself Mainz soon thereafter. This lead t o a series of nasty border wars between the UMF and WFP, but
Mainz has remained i n Mercantile hands.
Today, the city is the center of the UMFs ranching culture. Animal production, processing and packaging completely dominate this ciws economy.
The cihjs slaughterhouses process countless springers, barnabies, hoppers, snakes and cattle every year. No part of the animal is wasted. The hides
are processed into leather and fur products, the meat is sold for consumption, and the bones and viscera are ground into fertilizer.
Mainz is possibly the least popular tourist site i n the Arctic. The city reeks of death. This stench only disappears when a breeze comes
down from the nearby Westridge Mountains. Most native Mainzites are oblivious t o the smell under normal conditions, but even they
notice it during the city's hot, humid Spring.
Mainz is also the headquarters of MainzFood, the largest fast food conglomerate in the CNCS. Their restaurants can be found i n almost
every neighborhood across the Arctic. MainzFood's most widespread restaurant chains are MainzBurgers, MainzZa (pizza and sandwiches),
MainzKebabs, and MainzCourse (gourmet fast food).
Population: 720,000
Principal Industries: Ranching, foodstuffs
2.3.9 - Pioneer
Pioneer is an old, well-established city-state which never saw the phenomenal growth rates of many Northern cities. Pioneer is often
said t o have an "antique" charm because of its winding cobblestone roads and mountain villas and chalets. Due t o its proximity t o the
North Pole and high altitude, Pioneer has an average temperature ranges between -5OC and 5OC. The peaks around Pioneer are constantly
snow covered, allowing the city t o offer visitors the rare treat of winter sports.
Pioneel's economy relies upon two key industries: tourism and hydroponics. The city is the largest ski resort on Terra Nova. Local entrepreneurs
also organize other cold weather activities such as snowshoeing expeditions, cold weather camping and snowballfights. Since Pioneer is also
one of the most expensive resorts on Terra Nova, most visitors only come here on special trips such as honeymoons or wedding anniversaries.
Because of their city's frigid weather, the citizens of Pioneer are forced t o grow their food i n hydroponic greenhouses. I n order t o make
these greenhouses economically viable, the locals cultivate many Earth plants that cannot normally be grown on Terra Nova. One of the
unusual local foods is honey. Immense clover and flower-filled greenhouses house honeybee hives. Some of this honey i s blended with
spices, bottled and allowed t o ferment while buried i n the local snow t o produce mead, one of the most expensive drinks on Terra Nova.
Pioneer is also attracfive t o enthusiasts of military history. On 19 Summer TN 1669 an armored force of Western and Norlight troops
attacked Pioneer as apart of a campaign t o put an end t o the "Mercantile threat." The UMF Army was taken off guard, most of its forces
having been stationed t o protect the capital of Lyonnesse, and could only reply with a small force. Among these forces, however, were
modified engineering walkers - Hardhat models - that proved deadly on the broken tundra of the pole. Over the next four days, the
walker pilots of the UMFA played the deciding role i n repelling the enemy force. The Mercantile military immediately launched a program
t o build a dedicated military walker - the program that would create the first Hunter Gear.
During the ensuing Reconstruction period, a radical matriarchal government took power, backed by the city's now numerically superior
female population. Almost overnight, the status of men changed. They were now denied the right to own property or hold public office,
thereby reducing them i n status to second-class citizens. This was for the community's own good, the government said, as men i n power
brought nothing but conflict and greed. The government's policies were and s t i l l are clearly discriminatory, but after ten generations,
a chauvinistic ideology has become widespread among the city's population. Every once i n a while a few disgruntled men w i l l lead a
revolt against the government. These uprisings are brutally suppressed by the city-state's all-female police force.
Like many of the other cities that joined the UMF after its founding, Swanscombe signed a deal permitting it to keep its existing
municipal government while adopting the democratic league framework. This offer was made as part of the UMF expansion into the
Tershaw Cooperative Alliance (TCA), the buffer league of which Swanscombe had been a member. Mercantile diplomats proposed that
Swanscombe could limit male influence by maintaining the female monopoly on property - and hence electoral vouchers. This final
argument, along with the implied might of the UMF, brought Swanscombe into the Federation and led directly t o the collapse of the TCA.
Even today, men may only cast votes if they are asked t o proxy for some of the votes owned by their wives, mothers or sisters.
Swanscombe's matriarchy remains Jerusalemite i n faith, following a "reformed Roman Catholicism," as they callit. This has caused some
conflict between Swanscombe and the Revisionist mainstream i n the North, with some people seeing a Jerusalemite theocracy as
unacceptable. Grand Marshal Victoria Edden-Smythe, military leader of the CNCS, is a native of Swanscombe who converted to Revisionism
i n her teens. A hero of the War of the Alliance and the most powerful women i n the CNCS, she i s a heroine to many locals, but her fervent
faith makes the Mother Superior and her entourage suspicious.
390,000
Zagreb - 2.311
Zagreb was one of the last city-states to join the UMF. During negotiations, the city's authoritarian government received a written
guarantee of its continued existence i n perpetuity. This agreement produced a very unusual result. Zagreb is an island of extreme
socialism i n a highly capitalist society.
Zagreb's economy is based upon gmin production. A l l citizens are expected to work on the firms i n order to improve their society.
Rebellious voices are sought out by the city's "Moral Guardians," a form of thought police, and are sent t o re-education camps where
they are brainwashed with pro-government dogma. These practices are strongly opposed by the majority of the UMF population, leading
the governments of the UMF and the CNCS t o pressure the city-state t o alter its ways. Much t o the league's and confederation's dismay,
their actions tend t o strengthen the city's resolve.
I n response to the various pressure tactics, Zagreb has allied with Timmins and a few minor Badlands city-states t o form the Social
Economic Pact, a far leftist miniature league. The CNCS and UMF have both voiced their stern disapproval of this act, some going as f i r
as calling it sedition. The CNCS has moved more troops into the border regions around Zagreb t o ensure that political disagreement does
not become an opportunity for the enemy. The Northern Guard Intellisence Service i s also thouaht t o be verv active i n Zaareb.
Ever since the sixteenth century, only individuals who have served a t least five cycles i n the WFP Army (WFPA) have the right t o call
themselves citizens of the Protectorate. Ten cycles of service i n the CNCS military or twenty cycles of service in an allied league's
military is considered t o be an acceptable substitute when applying for citizenship. ALL other inhabitants are called residents. Historically,
only an average of one-quarter of the population bears the title of citizen a t any one time. Presently, the numerous veterans of the War
of the Alliance have boosted the ratio of citizens t o nearly one-third of the population. With ever-increasing tensions with the South
and the presence of Port Arthur in the Barrington Basin, the WFPA is at an elevated fighting strength, further increasing the citizen-to-
resident ratio.
Only citizens have the right t o vote during the election of the military councils that rule each city-state. The seven-member councils are
led by the highest ranking officer elected, who receives the title of proconsul. When multiple officers of equal rank are tied for highest
rank, a council vote is called t o determine who w i l l be proconsul.
The three proconsuls form the high council. A l l four councils, including the high council, pass legislation by majority vote. During their
term of office, councilors and proconsuls are exempt from the normal military chain of command, preventing higher ranking officers
from ordering them t o perform any task. All councilors receive a rank equivalent t o WFP major generals while individual proconsuls are
considered equivalent t o lieutenant generals. I t should be noted that the orders of the high council supersede even the authority of the
commander-in-chief of the WFP Army.
The city's economy is diverse but the most notable local industries include mining, metal refining, and weapons produm'on. Thanks t o
the great fields found on the land of the Protectorate, the city is self-supporting. The WFP military-industrial complex is unusually large
for so small a nation. Many of its products are sold t o allied nations or independent Badlands cities (preferably on the other side of the
globe to avoid potential backlash). The most prominent military contractor i n Fort William is Riley Weapon Systems, the largest weapons
producer in the CNCS.
Williamites are generally an impatient lot. They tend t o be short-tempered and aggressive. I n order t o help reduce conflict, the people
of Fort William are usually very polite. It is likely, however, that any breach of etiquette will be interpreted as an insult. By far the most
volatile segment of Fort William's population is its youth. As with most youngsters, the adolescents o f Fort William delight in doing the
complete opposite of what their parents wish. Thus, this conservative city has one of the strongest youth counter-cultures of any city
on Terra Nova. Much t o the embarrassment of the Western Frontier Authorities, Fort William is the center of the underground shock music
phenomenon and the international peace movement.
Fort William, despite its brusque and impatient atmosphere and its shock underground, is also a bastion of Western tradition. The first
of the three forts, it is considered the home t o many of the most prominent first clans. The largest is the Zucco clan, the single most
powerful clan i n the WFP. Ciudad Castel ("Castle City") is one of the oldest parts of Fort William and was originally the colonial-era Zucco
homestead. Other prominent first clans based i n the city include the Gutierez and Ramirez clans (allies of the Zucco) and the Aznar clan
(allies of the Maderas). Because it i s the national capital, Fort William is also the destination of significant immigration and is thus
home t o many new clans, most prominently the Sidhra clan. They are close allies of the Zucco because it was a Sidhra clergyman who
converted Zucco Adriano t o Revisionism i n TN 1697.
0 The Forhess
Overlooking the city of Fort William, in a high cliff of the Westridge Range, the Fortress looms like a
huge armored castle. Built i n the tough times of the sixteenth century and renovated, expanded and
improved every few cycles ever since, the Fortress is an impressive testament t o the military might
and resilience of the Western Frontier Protectorate. The complex bears the unimpressive official title
of Western Central Command and Government Facility, but virtually everyone calls it the Fortress.
Made up a series of fortified buildings and bunkers, some above and others below ground, the ficility
includes the central command for the WFPA and the central administration for the WFP, including the
seat of the high council itself. The distincfion between these two facilities is not as sharp as one
might think. Western civil administrators are technically members of the military, although service in
this branch is considered equivalent t o that i n the Northern Guard for citizenship purposes. Security
is very strict in the Fortress, with elite units on-site t o insure security and cutting-edge electronic
surveillance. The structure is linked t o the outside world through several communication links. Two
winding roads provide surface access and feature collapsible sections for dealing with sieges.
Underground tunnels and elevators provide secure surface access as well. A railroad runs underground
toward Fort William, as does a maglev line connection t o the gamma line. This maglev "tributaty" is
operated by the WFPA and not Terranovan TransRail. The Fortress also has a military airbase that is
home t o most of the West's air power.
The city has two major landmarks: the Fort Henry Medical Hospital and the Fort Henry Weapons Testing Range. The first is a leading
medical research center where many of the treatments used t o cure wartime injuries were developed. While not as well known as the Yele
Medical Center, the research performed i n Fort Henry proved crucial during the War of the Alliance. The second landmark is the only
remaining mass-destruction weapon test site i n the CNCS, placed i n a desolate valley a good distance out of town ( i t owes its name t o
the fact that no other settlement is closer than Fort Henry).
Fort Henry is home t o the powerful Maderas clan, known for its more passive, careful approach t o politics and diplomacy. Several other
first clans also call Fort Henry home, including the Hernandez and Cristobal clans, both close allies of the Maderas family. Because it is
not a major immigration post, Fort Henry has fewer new clans, although several former Badlander groups are present. The most
prominent of these is the Dupree clan, descended from Badlanders who hail from Wounded Knee.
Although it is nowhere near as remarkable as the hospital or testing range, Fort Henry is also home t o the Third House Dojo. This small
Shodokan karate school is sponsored by Proconsul Lang Regina, reputed t o be one of the finest martial artists on Terra Nova, and run by
her student Hernandez Simon. The dojo is reputed t o be the best schools of its type and it has a massive waiting list of students.
Hernandez and Lang choose the students themselves. Most, but not all, are Westerners. Lang is unaware that Hernandez has become
disgruntled; he gave up a military career t o run the dojo for her, but has not truly been brought into her inner circle. Since TN 1933, he
has been feeding information t o a man he knows a Juno Karl, whom he believes t o be an agent of the Zucco clan. Juno is i n fact a cover
for Thiery Balsamo, and agent of the Southern Republic Intelligence Directorate.
Because of the gamma maglev and the numerous railways and roads that link Fort James t o the outside world, and because of its proximity
t o the Badlands, the smallest of the three Western forts has the highest proportion of new clans i n the league. The most prominent new
clan i n Fort James is the Peters. This clan arrived i n Fort James in TN 1540 and has gained a reputation for status-climbing ever since.
Peters family members are put under huge pressure t o join the military i n order t o gain more citizens for the clan, and the clan itself always
seems t o be on the lookout for new acquisitions. This avarice has gotten the clan into more than a little trouble historically.
That all changed i n the mid 18th century with the discovery of gold and silver i n the ridges above the Richardson farmstead. This
attracted many new settlers t o the region, who quickly overran the pastoral residents. Among these newcomers were the renegade
Maderas, who had been cast out from their clan i n TN 1731 after an attempted coup. Using a mix of guile and force, the "Black" Maderas
quickly dominated local politics and it was Maderas Jasper who planned the settlement that would later bear his name. The town thrived
under his leadership, reaching a population of almost 60,000 at the height of the gold rush in TN 1752. The town has since reduced i n
size t o a little fewer than 16,000, but gold continues t o play a major role i n the town's economy.
By-products of the refining and extraction process, such as mercury and cyanide, have poisoned large tracts of land around the mines
and for many miles downstream. Once-valuable farmland and fishing waters lie abandoned. Though fined repeatedly, the activities of
the Grusskurth Mining Company (ultimately owned, via convoluted series of shell companies, by UMF conglomerate Northco) continue
unabated. The profits t o be made i n the region fir outweigh the penalties, and the firm uses its political and economic muscle t o great
effect with the local authorities.
Despite the best efforts of the ruling council, the settlement retains its frontier mentality and violent crime is common. The local
is stretched t o capacity t o maintain order i n the town, which seethes with the tensions between the rich corporate groups and
residents. Brawls are common around the many taverns and brothels on Hope Prospect, while gangs of thieves prowl many of t h
streets.
Head of Government:
The exact founding date of Ronda is unknown, the town growing out of the Becerra Clan farmstead some time i n the early eighteenth
century. The difficulty of reaching the settlement, which was accessible only by air or through bad dirt roads, limited its growth for
many cycles. The local railway, which reached the town in TN 1706, brought about a population boom with considerable immigration
from Fort William, 1000 km t o the north.
Until the early 19th century the town's economy was solely concerned with exporting cattle and grain. The Miracle of Ronda led t o the
town becoming a center for Revisionist pilgrimage, prompting the construction of hotels, restaurants and other services t o cater t o the
needs of the transient population of pilgrims and other visitors. The number of pilgrims has slowly diminished with time, but this has
been offset by the town's increasing role as a tourist center.
The Guadalquivir Gorge, above which the town is situated, is the principal tourist attracfion, dropping seventy meters below the Level
of the plateau and extending a dozen kilometers north of the settlement. The violent cataracts where the Guadalquivir plunges into the
gorge are a popular venue for white-water rafting.
Ronda is fairly typical of the smaller communities that dot the Landscape outside the city-states. Most trace their origins t o a single
clan's homestead, and have some kind of resources or location that makes them a focal point for the region. Many say they are the heart
of the WFP.
Head of Government:
THE NORTH
2.5 - NORTHERN ORGANZIATO
I NS
The following groups and factions are some of the main organizations that constitute the North's social and political scenes. All are part of a
complex web of alliances and oppositions which continually changes as new actions are taken. Each group has its own agenda and purposes, and
not all of them are public knowledge. Indeed, secrecy and behind-the-scenes work often seem to be the preferred method of action.
As with all major organizations i n the UMF, the UMFA is legally a corporation i n its own right, operating under the aegis of the UMF and
receiving financial support from the central government. The UMFA also raises its own revenue from the promotion "ransoms" of its
officers and from the sale of merchandise such as books, model kits and artwork relating t o its units and equipment. The army's volume
of income and expenditure, combined with its corporate status, qualify it for a seat on the Corporate Council though until Director Davi
took up his seat i n Autumn TN 1936, only two Directors had exercised this option. Furthermore, unlike most militaries, the UMFA is
directly represented i n the Mercantile government, its Director also holding the post of Secretary of Defense.
The Director works closely with colleagues i n the Northern Guard, the WFPA and the NAF. He must bow t o the will of the CNCS Grand
Marshal i n times of war, but at such times the Director still retains considerable influence through a seat on the Northern Guard's Joint
Command Council. Indeed, i n this capacity the Director commands both UMFA troops and Northern Guard forces operating in the
Federation.
Furthermore, the Federation's War Powers Act grants the Director sweeping powers over the economy i n times of war, giving military
supplies and foodstuffs priority. Even i n peacetime the UMFA maintains strong links with the Mercantile military-industrial complex.
Many arms companies court the UMFA's patronage with large financial contributions and sponsorship of units. The military are also
closely involved i n the development of new technologies, with military pilots and designers working a t corporate sites, and new
equipment given t o UMFA troops t o field test. This has, however, earned the UMFA the reputation of being a "show room" for Northco
products.
The UMFA purchases Electoral Vouchers, but traditionally limits their use t o elections for the Secretary of Defense. It occasionally forays
into other elections, particularly those of Foreign Affairs and Finance Secretaries, but such occurrences are rare, usually only when the
ascension of their preferred candidate as Secretary of Defense is assured and they wish t o oppose (or support) particular candidates i n
the other elections.
The Council serves a number of roles, but its principal concern is ensuring that conditions i n the UMF and its neighbors remain favorable
to Mercantile business concerns. Competition is a good thing, but too much can damage the market and the Council works t o ensure
that trade wars within and without the UMF do not escalate t o a great extent. They attempt t o mediate disputes between companies,
and seek t o head off trouble by establishing pricing guidelines and distinct areas of influence. They also coordinate the Mercantile
response t o foreign threats, making it difficult for foreign concerns t o establish a foothold in the UMF or Federation-dominated foreign
markets. The classic example of this i s Paxton Arms, whose attempts t o break into the CNCS Gear market has long been stalled by
Northco through the aegis of the Corporate Council. The Council also lobbies for reform within the CNCS, particularly the removal of
trade barriers, knowing that a level playing field will turn their present success into future dominance.
Corporate and Federation interests do not always coincide, however, and it often falls t o the Corporate Council t o mediate a common
path, or more often, t o force the corporate line. Corporate influence over fiscal and foreign policy i n both the Caucus and bureaucracy
is considerable, a result of sponsorship of election campaigns, virtual domination of the electoral process, and by knowing what
skeletons are in which closets. Persistent public lobbying lends this process an air of respectability, but it is a rare secretary or career
civil servant who can hold out against pressure from a single corporation for long - none can withstand the combined efforts of the
Corporate Council.
The Prophet's Shield - 2.5.3
The Shield began as an association of clerics dedicated t o a renaissance within their church. Brought together i n TN 1880 by Thor
Hutchison, the Shield became a support network for his bid t o become Second Follower. It was also the basis for a new generation of
religious leadership he brought with him. On its public face, the Shield became a forum for the influential t o dedicate their skills for the
good of the faith. The rich and famous were approached t o donate time and money t o goodwill efforts, and the resulting charity
functions soon became one of the North's most important social venues. The Shield then created meeting houses for its august
membership and encouraged them t o make use of these for meetings and social occasions, slowly becoming a sort of "old boy's network"
for the faithful. This social aspect has made Shield membership an important pillar of the careers of many political and business leaders.
The Shield also exists for a covert political purpose. The inner circle of the Shield includes the Second Follower's closest advisors within
the church. They control the entirety of the organization, made up of clerics and secular individuals, who share the dedication t o a
renewed and Revisionist North. Members can expect favors from the organization and are asked t o do acts of service i n return. Copied
reports, leaked information and hidden confidences merge together t o give the Shield a power few people realize they wield.
Swanscombe Jerusalemites form the UMF's second largest religious group, with almost five percent of the UMF population of devoted
adherents. This mix of political and spiritual power gives the Mother Superior considerable influence across the league and her status
as head of a city-state gives her unimpeded access t o the Caucus. I n the pragmatic UMF, such influence is viewed with some amusement,
though not by all. Indeed, though considerably larger, the Mercantile Revisionist Church envies the secular power of Swanscombe
Jerusalem. Even after almost 500 cycles, the Swanscombe Church retains a firm grip on the city-state's reins of power. Even though only
thirty percent of the city's population is Jerusalemite, many of the city's female population have supported the Matriarchy. This has
waxed and waned over the years but despite the occasional male revolt, there has never been a serious threat t o Matriarchal or
Jerusalemite rule. Until, that is, the rise of Fundamentalist Revisionism.
The massive upsurge i n Revisionist sentiment since the Second Follower's murder is of grave concern t o the current incumbent, Mother
Superior Frances Hamilton. Almost overnight, Swanscombe Jerusalem has become a church under siege, deemed unacceptable by many
in the Revisionist faith. The UMF is a tolerant nation and Jerusalemites have never had need t o fear, but over the last cycle they have
been verbally and physically abused, their homes attacked and their jobs threatened. Furthermore, angry crowds have twice besieged
the convent. Hamilton believes worse is t o come, and is considering reducing the role of the church i n governing the city-state i n hopes
that distancing the church from the state w i l l calm the religious tensions.
The most important center of Forzi business i s the Federation, where they specialize in gambling, money lending and extortion, though
they also smuggle high-value goods, including people, into and out of the UMF. The F o r i appear as an all-pervasive force i n the
Mercantile underworld, their influence particularly strong in the corporate centers of Lyonnesse, Marathon and Rapid City, though
almost every city i n the UMF contains Fom-controlled affiliates. The cartel's inability t o break into the lucrative markets of Djakarta
Point has been a bone of contention with a succession of Forzi leaders, who have instead settled for sponsoring a series of faction wars
in the crime-riddled city. Roman Forzi, who has recently become responsible for all Fori operations in the CNCS, has put this disappointment
behind him and continued t o exploit the Kolson-dominated NLC.
Traditionally, the Caucus and the corporations have taken a hands-off approach to organized crime i n the UMF, treating the Forzi as an
unsavory but necessary corollary t o their activities. The expansion of the Kolson-Fom gang war into Federation territory, however, has
prompted both the Federal Intelligence Agency and corporate security forces to take a tough line against any of the Wounded Knee cartels.
THE NORTH
2.5.6 - The Zucco Association
The Zucco Clan is one of the oldest in the WFP and certainly the most powerful. They settled the region that is now Fort William in the
early 11th century, expanding their holdings and influence throughout the surrounding area.
The Zuccite faction came together i n TN 1874 i n response t o Norlight domination of the CNCS. Their archconservative views are the main
unifying factor of the group's member clans. They all promote militant Western nationalism and a belligerent stance towards the South
and the Badlands. They are unwilling t o see the Protectorate dominated by its neighbors as happened so often in the past, and will fight
t o retain the freedoms they gained under the Norlight Von Breslau administration. A quick look a t some member clans is presented here.
Clan Zucco: Members of Clan Zucco are seen as harsh and arrogant. I n some regards, the success of the clan justifies their attitudes,
with a track record of military, political and business excellence. The Zuccos are based i n Fort William but have influence throughout the
Protectorate, with representatives i n almost every major regional and national government institution.
Clan Peters: Though a new clan in the Zuccite faction, the Peters family earned considerable notoriety for their unscrupulous practices
i n order t o gain and maintain their status. They also control the WFP's largest legal firm.
CLan Sidhra: Originally from the Irrian Plain, the merchant-dominated Sidhra family relocated t o Fort William i n TN 1681. The Sidhra's
political influence is minimal but their mercantile interests are unparalleled, and function as the financiers of the Zuccite faction.
The Maderas Group officially came into existence late i n the autumn of TN 1874, a response t o the increasingly belligerent nationalism
of the Zuccite facfion. The Group's members are regarded as political moderates, favoring negotiation and compromise over confrontation.
Brief descriptions of a few member clans follow.
CLan Maderas: Based i n and around Fort Henry, the Maderas retain all the trappings of the First Clans - power and wealth - but are open-
minded and their relationship with other clans is good.
Clan Cristobal: The Cristobal are one of the most militant clans i n the Maderas Group. The Cristobal have also proved adept on the
financial battlefield, owning a number of large farms across the Protectorate as well as the Vida Larga (Long Life) medical company
based in Fort Henry. The clan has gained a reputation for generosity and i s a major patron of the arts and sciences.
Clan Hamilton: The Fort James based Hamilton Clan is a relative newcomer t o the Maderas. Heavily involved i n shipping, the Hamilton
Clan finds themselves rivals of the ambitious Peters Clan. Tensions between the clans are high, broken by occasional political scuffles.
Both clans jockey for position but are backed by too much force t o risk a direct confrontation.
I n an attempt t o strengthen their position -and t o provide some protection from the predation of the two large alliances - many of the
non-aligned clans work together i n an informal alliance, in truth forming a third political faction. A few of the better known clans are
listed here.
CLan Hasegawa: The Hasegawa family arrived i n Fort William from the Mekong Dominion i n TN 1589. They have always prided themselves
on their neutrality and ability t o see both sides of an argument, and thus they chose t o remain outside the fictional disputes between
the Zucco and the Maderas. Though this has restricted the clan's political influence, the degree of integrity it implies has won them a
number of allies i n both camps and among the non-aligned.
Clan Abakumov: Originally residents of Rapid City in the UMF, after relocating t o Fort Henry the family founded the Abakumov design
bureau, specialists i n designing personal firearms. They quickly came t o the attention of the WFPA who placed them on retainer. The
company has retained closely associated with the WFPA ever since and is responsible for several generations of rifles and sidearms used
by the Protectorate's armed forces.
Clan Liyathneh: The Liyathneh are a very unusual clan, living a nomadic existence on the plains north of Fort Henry. I n addition t o
cattle herding the clan are fimous for decorative crafts, principally tapestries and carvings, which they trade t o outside communities.
The Western Protectorate Rrmq [IJFPR] - 2.5.9
It i s a popular misconception that the WFPA i s the government of the Western Frontier Protectorate. Though rulers are chosen from the
military, the government is a distinct entity to which the military is subordinate. The councilors and Proconsuls are granted high rank
i n the WFPA but stand outside the regular chain of command. These government officials are not subject t o the orders of the military
authorities and have executive powers over the armed forces; even the Field Marshal of the WFP is subordinate to the High Council.
As with any large organization, the WFPA seeks to advance its own agenda. While the Proconsuls and councilors are often amenable t o
helping out their erstwhile colleagues, they have their own political motivations and must look after the interests of the population as
a whole. Thus the military i s forced t o rely on lobbying and subtle political manipulations of the administration to further their goals.
I n many areas, corruption is endemic, with officers and administrators bought by favors and goods or else blackmailed.
I n addition t o its own machinations, the WFPA is used as a political tool by many of the Western clans. Several encourage their members
to join the army, increasing their citizenry and thus influence i n the military councils. To the majority military service is an honor, but
to a few it is a chore to be tolerated until the required service time i s complete.
Though no cartel can maintain dominance over organized crime i n the WFP, the Granis Cartel has perhaps the greatest claim. Nowhere
near as large or diverse as the Forzi or the Kolson, they nonetheless make sizable profits by exploiting niche markets i n the Protectorate.
The Granis are a mix of traders and extortionists whose principal area of operations i s the Badlands, from Port Arthur t o Peace River. The
latter is perhaps the largest portion of their business, taking the form of protection rackets, but their trade links are substantial and
they claim t o be able to provide almost anything - if the price i s right and the appropriate people can be leaned on.
The decentralized nature of the Granis"'business interests" has allowed them to flourish i n the Badlands, and similar tactics work well
i n the Protectorate, albeit with the added step of paying off members of the WFPA or the administration. The cartel dominates the
underworld i n Fort Henry and has considerable influence i n other Western settlements. Furthermore, it has exploited the Forzi-Kolson
war t o expand into the border regions of the UMF, particularly around Ashington and Mainz.
I n the years after the War of the Alliance, profits soared for the cartel as the Norlight border regions became wilder and wilder. Their
control began to slip, however, as many Badlanders traveled north to profit from the frontier opportunities, and millions of marks worth
of reconstruction money flowing to the region fueled a boom i n the underworld economy. This allowed other cartels to gain small
footholds i n the region, which would come back to haunt the Kolson. I n the l a s t cycles, Dupree, leader of the cartel, has been looking
t o assume control of the New Coalition economic alliance i n the Badlands, and the Forzi cartel has taken advantage of this to move into
the NLC. The Fom have been highly aggressive, using their power-bases i n the UMF to displace local crime families i n the Tershaw Range
and Red Hills. Dupree has had t o respond, sending Sundra Turai, a trusted lieutenant, t o oversee Norlight operations.
Turai has used a well-established network of connections i n Valeria and several other key city-states to respond to the threat of the
other cartel. Although the Kolson cartel i s reputed to be less violent than the Fom, Turai recognizes the power of fear and has had no
qualms about spilling blood i n her quest to eliminate the threat posed by Roman Forzi. She is also busy building special relationships
with several local authorities. Her greatest success is i n Kossuth, where local law enforcement officials have recognized their interest in
avoiding a gang war and are working to target Forzi supporters.
THE AlllED SOUTHERN TERRITORIES [ASTI - 3 1
The CNCS' counterpart i n the Antarctic i s based upon military might, not mutual trust. The Allied
Southern Territories i s a puppet state controlled by i t s creator, the Southern Republic. Formed after
the southern war of TN 1680, the AST i s a defense and trade alliance reminiscent of several past
organizations, such as the German Reich of the lgth centuy, the Warsaw Pact of the 20th century or
the Asian Conclave of the 44" centuy. The Alliance itself i s a sham, ruled entirely by the government
of the Southern Republic. In theory, the AST i s ruled by a legislature known as the Curia. The Curia i s
composed of 25 members called Lord Councilors, each of whom serves a seven-year term of office.
Four Curia members have special positions and titles. Three, known as Lord Chancellors, are entrusted
with guiding the three subject leagues of the confederation. The leader of the Curia, directly representing
the Southern Republic, i s known as the Lord Protector. A l l members of the Curia are appointed by the
Estates-General of the Southern Republic. Most appointees are respected Republican military officers
or bureaucrats, while a few token councilors are pro-Republic citizens of other leagues. Only citizens
of the Southern Republic are eligible for the titles of Lord Chancellor or Lord Protector.
The Allied Southern Territories Legislation is decided by majority vote i n the Curia. It should be noted
however, that each Lord Chancellor gets three votes and the Lord Protector gets nine. I n addition,
each Lord Chancellor has unlimited veto power over the governments of the member-leagues they are
assigned t o "guide," while the Lord Protector has unlimited veto power over the Curia as a whole. It
i s an unwritten rule that the Estates-General of the Southern Republic has a veto over any and all
lords of the Curia.
Each cycle, the member cities and leagues of the AST send representatives t o a week-long summit t o
discuss external policies and air their differences. This summit has no legislative authority whatsoever
and serves only t o relieve internal pressures by allowing the vassal leagues a forum. The summit can
suggest policy to the Curia. Two noteworthy summit recommendations were the formation of the
Medical Court to arbitrate the use of medicine and the creation of an integrated AST defense force
with new uniforms and standardized equipment, the Southern MIUCIA. Both served as a rallying
point for the different populations of the leagues composing the confederation.
While the Curia officially rules the AST, its day-to-day affairs are controlled by its large, inefficient
bureaucracy. Awash i n red tape, this bureaucratic colossus is viewed with dismay and disgust by most
citizens of the confederation. There are only a few places where the bureaucratic red tape gives way
to efficient management, and these are the few places where a skilled administrator takes a personal
interest i n day-to-day affairs. The ESE Lord Chancellor's office is one such place.
KTPolar Map
This self-congratulatory philosophy has made the Republic a true tyranny of the majority, capable and willing to crush any deviance
from the norm. Rebellious voices are silenced by the general population. Criticism i s nearly unthinkable. Opposition to the system i s
futile. This trend is most apparent i n the numerous political parties. Their policies are so similar that only an experienced political
scientist could understand the subtle nuances that distinguish them. Lacking variety i n policy, political parties rely solely upon their
public image and the charisma of their candidates. It i s no wonder that many politicians spend fortunes consolidating their public image
and ensuring that scandals are quickly quelled. Of late, however, a growing sentiment towards the way politics are conducted has been
spreading through the population, most likely deriving from closer contact with the north during the War of the Alliance.
The actual decision-making body of the Republic, and i n turn the entire AST, i s the Estates-General. This five-hundred member parliament
is led by the prime minister (currently, Louis Philippe delouen), the leader of the party who controls the greatest number of seats i n the
Estates-General. Members are elected to represent their electoral counties for three-year terms. The prime minister then selects a
cabinet of ministers from among the members of the parliament. The actual title and responsibilities of each minister varies with each
new government. Traditionally, the prime minister changes the members of his cabinet every two years or so, promoting those he favors
and demoting the members who have failed to meet his expectations. While the cabinet decides the general policy of the Republic, any
member of the Estates-General may propose new legislation. A l l legislation i s passed by majority vote of the Estates-General. Although
the prime minister does not have an actual veto on legislation that i s proposed i n the parliament, his enormous influence is often just
as convincing. Historically, no Legislation was ever approved by the Estates-General before it was first sanctioned by the prime minister.
The prime minister also appoints ambassadors to each league. I n the South, these individuals are shadow governors, ruling by veiled
threats, while i n the North they serve a combined diplomatic and intelligence-gathering function. In the southern leagues, consuls are
also appointed t o each city-state. Their official duties are t o help the city-states better manage their affiirs by making them benefit
from the superior experience of the Southern Republic. Naturally, they often take advantage of their position to strongly influence the
city-states' decisions.
The city of Port Oasis actually lies some 30 km away from the old port facilities. The older districts of the city are ringed by thick blast
walls that feature, at regular intervals, laser turrets. Newer suburban and industrial districts surround the walled ”Old City.” Public parks
and green spaces abound outside the walls. I n the center of the old city lies Port Oasis’ town square, the Champs de Mars. The Curia and
the Estates-General face each other across the square. Port Oasis’ main boulevard, the Grand Processional, Leads from the Champs de
Mars t o the watetfront where a giant statue of Buddha surveys the harbor.
The architecture of Port Oasis is typically Republican. Imposing Neo-Greco-Roman arches, amphitheaters, museums and forums Litter
the landscape. All major roads, including the Grand Processional, are lined with stylized colonnades. As is the case with most major
cities, numerous (and expensive) tourist traps await the hapless travelers. The city itself, however, has far more hidden and subtle
beauties than what appears t o the casual observer.
As the capital of the Republic, Port Oasis has become a center for arts and entertainment. The dozens of museums and private galleries
set the trends in the Southern art world. Classical music is favored by the residents of the capital while popular music is more prevalent
elsewhere. Over thirty Hermes 72 entertainment networks have their headquarters i n Port Oasis, more than any other city i n the South.
While Port Oasis is primarily a government town, its economy is also bolstered by many luxury goods manufacturers. Most famous
clothing, scent and jewelry designers have studios and boutiques along the Grand Processional. As the financial center of the SR, Port
Oasis i s home to a myriad of banks, brokerage firms and insurance agencies.
Head of Government:
The 6th Infantry Brigade and the Iron Defenders are stationed a t the spaceport, 30 km from the city.
I n an emergency, the Gears of the 9th can reach the outskirts of the city within 10 minutes, ready t o
provide assistance t o their colleagues already within the walls. Their Gears (mostly Jagers, with the
odd Spitting Cobra mixed-in) are loaded onto high-speed transport hovercraft that swiftly brings
them t o the front. Races between the hover transports‘ crew are frequent and always provoke bets
and brawls amongst the soldiers. While the 9th’s commanding officers officiallyfrown on such events,
they figure it is good practice (it seems t o work - response time has improved by 8% over the past ten
years). Although the markings on each vehicle vary according t o its exact position i n the command
structure, all Watchmen proudly show their allegiance t o the Legion by displaying the Legion‘s symbol:
twin silver halberds, crossed on a medium blue field or band.
Marabou - 3.2.2
Marabou is the second largest city-state i n the Republic. Because of its location on the northern shore of Lake Esperance, it became a
major fishing port. Marabou's military base selves as the headquarters, main training facility and central barracks for the Southern
MIUCIA, making it the largest military facility on the planet. Thousands of Gears, tanks and various military vehicles are produced there
every year. It comes as no surprise that Marabou is the host of many high-tech military providers.
Three infantry regiments, two armored regiments and one border regiment of the MIUCIA are stationed on the base a t all times,
undergoing training, refit and R&R. They are rotated every three months t o ensure equal opportunity for all MIUCIA troops. Also,
because Marabou is located near a Large body of water, it has become the ideal training camp for aquatic operations. Additionally, it is
the host of traditional water-based aircraft and Gear carriers. There is always one such ship docked near the city.
The population is Largely composed of military personnel and their families. About half a million AST troops are stationed here, a full
third of the MIUCIA. Because of this diverse military population, the civilian citizens of Marabou have learned to respect the ways of
the people of the neighboring leagues and there is little or no prejudice. The work force of Marabou is nearly evenly divided among the
military and the fisheries. Marabou also hosts the headquarters of Reisen Materials, a conglomerate specializing i n military supplies.
The cosmopolitan nature of Marabou's urban landscape is i n marked contrast t o the quiet life i n the surrounding rural areas. Called
fiefdoms out of tradition, these local counties are home t o over a millions fishermen, farmers and simple traders. The acceptance of
outsiders common i n Marabou proper has filtered into the fiefdoms, but the rural inhabitants are more conservative. Vassals of the
fiefdoms (a ceremonial title only) do come t o the city proper t o trade, but most eventually return t o the slower life i n the country.
The Marabou landship construction docks, first built inside a quarry i n TN 1793, were moved into Lake Esperance itself i n TN 1884 when
the ships grew i n size and became less manageable. The docks are always heavily protected by one cavalry company and no civilians are
allowed into it without proper authorization. Since all landship technology is highly classified, multiple security measures are taken t o
prevent industrial espionage. The docks produce on average between 5 and 10 tons of finalized ship per week.
Only about ten percent of the 50 t o 100 annual participants - 90% of who are AST troops stationed
i n Marabou - ever finish the race. Those who do are usually veterans of the event. Any MILICIA
trooper who finishes the race is usually treated t o a full week of debauchery by his unit; mortality
rates from this "victory week" are almost as high as those of the race itself. Any MILICIA soldier who
wins the race is awarded a special medal, his "victory week," and a one month leave of absence t o
recover from these celebrations. Those who do not finish, however, must promptly report for duty the
next morning.
The Ironman is an extremely taxing competition, both physically and mentally. Applicants must be in
excellent physical shape and perfect health; having some knowledge of survival and athletic techniques
is very useful, and in most cases necessary t o have even a minor chance of winning. Both men and
women can compete i n the same run. The only piece of equipment permitted is a combat knife, which
may not be used against other participants.
Saragossa was originally the capital of the Saragossa Conclave, a small southern league. The Conclave was conquered and absorbed into
the Republic in TN 1636. The city was never properly integrated into Republican life, however, and s t i l l causes the government many
difficulties t o this day with continuous demands and protests. Saragossa's population i s generally pro-South, but anti-Republican. They
want independent status or a t least membership in the AST. Since the Republic views Saragossa as a city-state within its borders, it
categorically refuses all suggestions of autonomy, hoping t o eventually integrate the city's population into the Republican mainstream.
For the past three Terranovan centuries, the Saragossa People's Front for Independence (SPFI) has been fighting a terrorist campaign in
an attempt t o achieve freedom. This terrorist group has relatively little popular support, mostly due t o their radical views and indiscriminate
choice of targets. Despite this lack of encouragement, the SPR continues t o battle those they see as foreign aggressors. Many military
analysts suspect that the CNCS, and the NLC i n particular, has been secretly providing the SPFI's soldiers with arms and training, but,
thus far, no one has any evidence t o support this claim.
Saragossa is governed, literally, by the 5th Republican Cavalry Legion, known as the Knights of Saragossa. Their prefect rules the city
under marfial law. The Knights are generally hostile towards the local population, reserving a special form of hatred for SPFI terrorists,
who they call "Spiffies."
Despite their aggressive demeanor, the prefects of the 5th Cavalry have consistently encouraged local enterprise i n an attempt t o win
over local business leaders and t i e Saragossa's economy more securely into that of the Republic as a whole. The local economy is
agriculturally based and is supplemented by power generation and various types of light industry.
The SPFI's main weapon is terror. While they will try t o avoid damage t o the city and people of
Saragossa, they w i l l not hesitate t o sacrifice their fellow citizens if they think they can gain more
than they lose. Unfortunately for the common populace, even the death of a few lowly Republican
soldiers is often deemed a sufficient justification for a huge, city block-sized explosion.
Although its location is unknown, the organization is rumored t o have a training camp located
somewhere i n the Badlands, near the frontier of the Republic. A l l efforts t o discover it, either by
satellite detection or the interrogation of SPR sympathizers, has failed thus far.
Two of the Knights'three brigades are infantry units equipped with APCs and minimal IFV support. Due
t o the near-constant stress and brutality prevalent in the city, most of the young soldiers have been
forced t o mature very rapidly. The Knights also have four Gear companies for special missions. Their
Jagers have an additional shoulder-mounted grenade launcher (used to launch tear-gas grenades) and
usually carry a 9mm rapid-fire chaingun on a swivel-mount instead of the standard light rocket pod.
f need it, we build it!" boasts Timbuktu's entry i n the Southern Travel Guide. The city's economy i s dominated by light industry,
"Iyou
especially automotive and defense. Many important Southern firms, including Territorial Arms, Republic Industries, Obelisk Electronics,
Mandeers Heavy Industries and Windhill Engines have head offices and/or factories i n or around Timbuktu.
Another major firm based i n the city i s Republican Allied Rail, a private railway company which has been profiting from the state
railway's gross incompetence. Republican Allied also runs a special unmanned underground cargo railway between Siwa Oasis and
Timbuktu. These drone trains carry raw materials to Timbuktu's factories i n a speedy and efficient manner. Because of this privileged
trading line between the two cities, Timbuktu benefits from a reduced export Health Tax from Siwa Oasis.
Timbuktu's dialect i s highly distinctive. The city-state's residents tend to blur Anglic and Universal French into a local patois. This thick
accent is difficult for any non-resident t o understand unless they are fluent i n both Anglic and Universal French,
Timbuktu is also famous because of its local Industrial Dueling Circuit. Professional Gear dueling (mock Gear combats and games) i s a
popular mechanized sport across the Republic and much of Terra Nova. The Republican Federation of Duelists (RFD) i s the premier
national circuit, bringing together teams from every Republican city-state. Timbuktu, as the capital of Gear manufacturing, often
dominates the RFD and holds internal competitions between manufacturers to fill the Timbuktan slots on the RFD roster. These local
competitions are formalized i n the Industrial Dueling Circuit.
Territorial Arms i s the leading manufacturer i n the IDC, but other locals like Mandeers Heavy Industries and Dynamic Systems are
contenders as well. For the past several cycles, the darling of the IDC has been Rork Griffin, a pilot for TA.
Founding Date:
Joined SR:
Method of Government: Representative Democracy
Head of Government: High Commissioner Valerie Gmgnard
Population: 1.1 million
Territorial Arms is the largest Gear and military vehicle manufacturer i n the Southern hemisphere and
considered by many to be the counterpart to the UMFs Northco. TA began i t s life as Misericord
Weapon Systems and renamed itself after the creation of the Allied Southern Territories. Shottly
thereafter it won the contract t o massproduce the Jager Gear and has been extremely successfulever
since. It has faced some serious competition from Mandeers Heavy Industries and others i n the past,
but currently has a stranglehold on the Southern Gear market. Indeed, its Iguana, Spitting Cobra and
Black Mamba designs have all displaced older, competing models like the Basilisk, Python and
Sidewinder. The Southern military seems committed, i n these troubled times, to the TA designs that
proved their mettle i n the War of the Alliance.
Territorial Arms' most advance i s i t s so-called Skunk Works. Largely independent from the
rest of TA, the Skunk Works - ly the Special Projects Division - works on the most secret
of TA's military projects. They nown for the development of infiltration and stealth Gears.
produce other cutting edge Gears, most famously the devastating King Cobra heavy assault Gear.
Rumors that the Skunk Works is hard at work on a series of newer and deadlier Gears are rampant i n
Territorial Arms.
On the global economic and political scene, TA is a power t o be reckoned with. Managing Director
Alan Litherland recently announced that TA was joining the Coalition for Rightful Environmental
Exploitation, a powerful industrial lobby group within the Southern Republic. TA took a position of
power within CREE, displacing several long standing members i n i t s hierarchy. Most people i n the
know think that Litherland will displace CREE chief Jan Mach i n the near future and effeh'vely make
CREE a fiefdom of TA, perhaps as the prelude t o a round of corporate takeovers. I n fact Litherland has
brought TA into CREE i n a bid to acquire corporate allies to protect himself from Arron Logan and his
Mekong Development Corporation. Logan has a personal hold over Lithedand and has been maneuvering
for an unofficial takeover. Litherland i s desperate for allies but cannot appear weak lest others swoop
i n and eliminate him i n the "national interest."
THE SOUTH
3.2.5 - Anhara
Ankara, located in the foothills of the Southern Alps, is the center of the southern lumber industry. It boasts a large pulp and paper
industry, as well as a large magnesium mine. Ankara also manufactures fernwood products, including furniture and prefabricated
buildings. Severe anti-pollution laws have forced the local factories t o keep their toxic emissions down t o a negligible level.
Ankara is also the headquarters of Southern Rail, the state railway of the Southern Republic. Southern Rail i s notorious for constantly
being involved in labor disputes with i t s employees. Over two dozen unions represent various factions of Southern Rail workers. On
average, two t o three of these labor groups will be on strike or protesting in some other manner. Southern Rail usually handles these
disputes by hiring scabs.
Ankara is famed for keeping up one of the most ancient traditions of Earth: batte (pronounced batt-hey). Batte is played on a diamond-
shaped field with a bat and a small ball. The object of the game is t o h i t the ball as far as possible with the bat, allowing teammates
t o score additional runs for points. The city boasts a t least twenty little league batte teams, and six adult ones. The Pennant Races of
both the adult and children's leagues attract record numbers of tourists from the cities i n the Southern Republic and other allied leagues
every year.
Many inhabitants of Ankara are the proud owners of cabins i n the Southern Alps, t o which they go during their winter holidays t o benefit
from the snowy peaks of the mountains. A few resorts also make winter sports available t o those tourists who are willing t o pay the
exorbitant price they demand.
3.2.6 - Aquitaine
The hot, dry weather of Aquitaine's microclimate is ideal for growing grain. I n addition, the slopes of the nearby Little Westridge
Mountains, t o the west of the city, are well suited for growing various types of fruit. These factors have combined t o make Aquitaine a
prosperous agricultural community.
Aquitaine is best known for its smooth fruit ales. While Northerners prefer traditional beers and ales, most Southern brews are flavored
beers i n which the hops are replaced with fruit. Popular brands include Aragon (orange flavored), Red Mountain (apple), la Roberval
(blueberry) and the venerable Mort Subite (raspberry). Mort Subite i s an ancient drink which dates back over 4000 years t o second
millennium Belgium. A local company acquired the recipe from its brewing house during Terra Nova's colonial period and has, as of yet,
no reason t o cancel production of this delicious beverage.
The city was founded i n TN 1533 by Darvon d'Aquitan, a Badlands rover who had bought a small piece of land i n the area and brought
a dozen family members and friends t o help him exploit it. In TN 1544, an incident involving a rowdy company of soldiers drew the
attention and many former Badlander friends joined d'Aquitan t o help him defend his land. He died i n the incident, but is remembered
as a hero t o this day.
The people of Aquitaine are an unusually adventurous breed of Southerners and consider themselves t o be civilized Badlanders. Needless
t o say, this claim causes many hardened Badlanders t o fall t o the ground laughing. Aquitains are best described as Badlander "poseurs"
or Badlander "wannabes." They talk tough, but they are just as likely as any other Southerners t o fall prey t o the desets many dangers
and creatures. The rough image of the locals is emphasized, however, by the presence of the 44th MILICIA regiment, the Renegade
Roughnecks. The Roughnecks are a regiment of troublemakers, conscripts with chronic discipline problems. They, more than the local
citizens, are responsible for much of the wild atmosphere i n the town.
Ashantites believe in decorating the body t o enhance beauty, not t o protect modesty. Because of this belief, tourists from the Humanist
Alliance and the CNCS are easy t o pick out: they are the only ones wearing bathing suits on the beaches. This freedom of the body has
produced a pervasive free love environment that dominates Ashanti society. There is no stigma attached t o sexual relations before
marriage, t o how many sexual partners one has had or even t o extramarital affairs. Ironically, Ashanti is one of the only cities i n the
Republic t o have outlawed prostitution (Ashantites consider asking money for something that should be freely available extremely
distasteful - akin t o charging an air tax). Contrary t o popular belief, however, men and women from Ashanti are not "easy" and for
them, no does indeed mean no. Their various laws on sexual crimes are particularly harsh. While Ashantites believe i n beauty, they
remain typical Southerners. Despite appearances, Ashanti is neither a harmless nor a defenseless city. The trained observer will notice
carefully hidden defense walls and camouflaged trapdoors, as well as security cameras and alarm systems. The city has its very own Gear
defense force and is constantly patrolled and monitored so that trouble can be dealt with a t a moment's notice.
I n mid-Spring, the entire city plays host t o the Ashanti 200. a 200 km speedboat race in Ashanti Bay. The boats used for the race
resemble more aircraft fitted with a power keel than actual boats. Around a hundred contestants may enter the race (for a fee of 1,000
dinars each), providing that they are rated professionals (Le. that their rank according t o the Ashanti Power Racing Council is above
2,000 points). The diRculty of the race resides not so much in turning, but i n resisting the various and unpredictable winds a t the
surface of the water which may easily turn over a boat. Every year, nearly twenty careless pilots get killed in spectacular crashes (which,
incidentally, are one of the main reasons why people watch the race). This exciting race is carried live by many Hermes 72 video
channels. It is especially popular in the Badlands, where the very concept of racing vehicles across millions of liters of water i s
astonishing. The winner receives a 100,000 dinars prize. The pilots i n second and third place get 50,000 and 25,000 dinars respectively.
Bethany calls itself the "sweetest city i n the South." Massive sapa plantations surround the city with an ocean of green. The sap from
these ferns i s harvested year-round and shipped into Bethany where it is processed into sugar.
While most of this sugar is refined and exported, a small fraction is used by the local industries. Bethany is famous for its candies and
sweets. The city's largest candy producer is Bethany Treats Incorporated, the makers of Cawfee Snaps sweetened wafers, Blue Bombers
pepper candies, and Tar Pits toffee balls. Bethany's sugar is also refined into alcohol, both for fuel and drink. The city produces two of
the most popular Southern spirits: Chias, a sweet liquor reminiscent of syrupy rum, and Feu-de-Nuit, a strong spirit flavored with blue
pepper and unrefined sugar.
Bethanites are a warm-hearted people, known for their generosity and hospitality. Much t o their dismay, Bethanites are also known for
their bulk. The residents of the city are often obese due t o the excessive consumption of their local delicacies. One Mekong chef once
remarked that every Bethanite dish he ever saw was either sugar glazed or served in a sugar sauce.
Innsmouth's entry into the Southern Republic was somewhat bizarre. The city was not originally part of the Republic. I n fact, Innsmouth
was so isolated that it failed to appear on any official maps. The city surrendered to the Republic when a bataillon of Republican troops
got lost during a campaign against the Humanist Alliance i n TN 1680. The bataillon commander, eager t o make up for his blunder,
demanded the town's unconditional and immediate surrender. Much to his surprise, he obtained it.
Within weeks, the council of Elders and a Republican envoy had negotiated the Treaty of Innsmouth. According t o the treaty, all
Innsmouth citizens are exempt from any military service. I n return, the city of Innsmouth must contribute twice as many supplies as
other cities during wartime.
3.210 - Newton
Newton is the place to go for an education i n the Southern Republic. Four major universities can be found within the city's limits. Sir
Isaac Newton University (Sin U.) is a huge sprawling complex with a poor academic reputation, but an otherwise excellent social life.
The newly established Republican University at Newton (RUN) is known to provide its students with a good, but uninspired, curriculum.
Rajnapurtha College i s a 60-cycle old, small, liberal arts school with an outstanding performing a r b program. Garamond University is a
mid-sized private school that caters t o the Republic's wealthy elite. Its legal, medical and business schools all provide exceptional
training for the future rulers of the South.
Newton is a nexus for student activism. The city's law enforcement authorities are extremely lenient with student activists for many
reasons, not the least of which is that a significant fraction of the protesters are rich brats from Garamond. The present sheriff is known
to find the student protests amusing and i s rumored t o have a pin-up board with the "causes of the week" written on little scraps of
paper.
Newton i s dominated by the student counter-culture t o the point that the real underground culture i n the city i s normal Republican
culture. Cafbs, shock music clubs and bookshops form the bulk of the small businesses i n the city. Other than student-related enterprises,
the most important industry i n Newton is publishing. About half of the Southern Republic's publishing houses are located here.
Everything from bigoted Republican cultural superiority propaganda to best-selling romance novels emanate from Newton.
Unfortunately, not all of Newton's student activities are peaceful. Each of the four universities has a different policy regarding foreign
students -the most common source of conflict. Sir Isaac Newton University has an open door policy. RUN will accept any citizen of the
AST. Rajnapurtha will accept Republican and Mekong citizens, middle or upper class Emirates citizens and preceptor-caste citizens of
the Humanist Alliance. Garamond w i l l only accept "well-bred" SR citizens.
Student riots over c i v i l liberties are very common, with students from the more liberal schools quarreling with students from the more
conservative institutions. Due to the huge number of people usually involved, Newton's police prefer to contain rather than break up
these disputes. I f significant property damage occurs, the police will normally enter the fray with riot gear and tear gas.
The city's most famous site i s i t s ancient stone amphitheater. This cyclopean edifice can seat 20,000 and i s the home base for the state-
sponsored Republican Theater Company. About once a week, the company puts on a play to amuse the local citizens. Since many of the
actors are traditionalists, most of the plays put on by the RTC are classics dating back as far as the 31st century.
About twenty kilometers north of the city sits an archeological site where some of the oldest Stoneheads on the planet can be found.
One of them, affectionately called Gramps, is nearly 1900 cycles old and was discovered i n TN 1885 near an entrance to the MacAllen
cave network, where it was half hidden underneath heavy vegetation.
Reunion i s also home to a certain amount of undesirables, however. Indeed, the infamous Reunion Gentleperson's Sports Club serves as
a meeting place for a variety of ill-advised adventurers with delusions of grandeur. The RGSC regularly organizes expeditions into the
wilderness t o hunt wild beats or Northern spies. These expeditions usually result i n much wasted ammunition, a few terrorized barnabies
and even a few wounded villagers.
North of Port Oasis, along the gamma maglev line, i s what initially appears t o be a grim parody of the Republic's beautiful capital. Siwa
Oasis was built during the same period as Port Oasis and shares much of the same street layout and architectural style. Siwa Oasis was
once a city of stately marble structures, but today, grime covers the white marble of the colonnades and forums, smog blocks the light
of the sun, and brownish slime fouls the once-majestic Siwa River. During the early colonial period, Siwa was an agricultural community,
but as time went on, the town's economy shifted towards heavy industry. Siwa Oasis i s now the center of metal and petroleum refining
i n the Southern Republic.
Siwa's citizens call themselves "fallen angels." The populace has a sense of the city's past glory and its undignified present. Economically
dependent upon the local industries, Siwans are unable to remove the blight from their home. Those that could do the most t o preserve
the city have grown lax, for the very wealth they derive from the city's institutions isolates them from the worse effects of the
environment. This constant irritant tends to darken the mood of the populace, giving Siwans an unsavory reputation.
Although the city i s grim and unpleasant to look at or to live in, most Siwan citizens are content t o remain where they are, thanks t o
the free health insurance provided by the government. Although some of the internal tax revenues are diverted to pay for the plan, it
i s the infamous Health Tax imposed on exported products that finances the Siwans' health insurance. Siwans also benefit from an
impressive underground city of living complexes. Built to escape the industrial pollution of the traditional city, this rapidly expanding
complex houses much of the city's population and many more are on the waiting list. The Well, the underground shopping district,
serves as the subterranean complex's center-piece and attracts shoppers from some other cities as well.
THE SOUTH
3.3 - THE MEHONG DOMINION [MU]
The Dominion is a large, economically driven league that has grown steadily stronger through its trade relations with the other Antarctic
leagues. The Mekong government has perfected the art of backroom politics. Though the Dominion is constantly divided by power
struggles, lobbying and corruption, it is still able t o present a united front t o the outside world.
The Dominion is governed by the Mekong Assembly, a legislature composed of merchant-princes. Known as Taipans, these businessmen
are the CEOs of the largest corporations i n the Dominion. Any corporation whose net worth exceeds 100 million dinars i s automatically
granted a seat in the assembly, and all legislation is passed by majority vote. The CEO of the Dominion's largest corporation chairs
meetings of the assembly and is given the title of Speaker. Presently, sixty-five companies have members in the assembly.
Subordinate t o the Assembly are the Dominion's civil service and the Mekong Peacekeepers. The Dominion has a relatively small,
efficient bureaucracy that operates i n a manner similar t o a private corporation. Since positions i n the civil service are considered t o be
quite prestigious, the bureaucracy operates as a meritocracy. Candidates for public service must pass a series of difficult exams and
interviews before being accepted.
The Peacekeepers are a combination police force and national guard. Most Peacekeepers serve as police officers with nation-wide
jurisdiction. Approximately one quarter of the force is a specialized combat group that serves as both a military and a SWAT unit. While
many municipal police departments i n the Dominion have a reputation for being corrupt, Peacekeepers are well respected. Many
describe them as having a mystique about them, much like the 19th-centuty Royal Canadian Mounted Police or Texas Rangers on Earth.
As evidence, one of the best-rated Hermes 72 televised programs is Karl Cheung: Mekong Peacekeeper.
While the people of the Mekong Dominion have little direct say i n their government's policies, nearly one-third of the nation's populace,
almost two people per family, works for one of the companies headed by a Taipan. It is a standard practice i n the Dominion t o reward
each year of work for a company with a gift of shares. Thus, most families have a t least one shareholder who can vote on corporate
policy. Most minor shareholders select one of the corporation's board members as a proxy for their vote. By giving their workers a vested
interest in the company, most major corporations have managed t o produce hard-working, extremely loyal employees.
Mekong citizens pride themselves on their demanding education system. School attendance is mandatory until the student reaches
adulthood at 25 cycles. The first 20 cycles of the education system are named by incremental grades, from First Grade t o Twentieth
Grade. Higher education lasts 10 more cycles i n decrementing ranks, from Tenth Rank t o First Rank.
While higher education is encouraged, it is done in Mandanese rather than i n Universal French, thus requiring the students t o learn the
language on their own prior t o starting their studies i n the program of their choice.
I MU Vital Statistics U l
i [MU Capital] - 3.31
Mehong Ctq
Unlike many capitals on Terra Nova, Mekong is not intended to be a showpiece. I t i s a bustling, thriving city congested with people.
Only the city's government district avoids this chaos. This area is a series of elegant buildings surrounded by a large tropical garden. A
large ornate black marble fountain, called the Fount of Good Fortune, i s located i n front of the Mekong Assembly House. It is said that
anointing oneself with water from the Fount every day brings good luck to those who are not selfish.
The corporations that founded the city-states of the Mekong Dominion created Mekong City as a central trading point between their
various corporate fiefdoms. As such, the city has been a historical capital even longer than the actual Dominion itself has existed.
Indeed, the Mekong Dominion was preceded by the Mekong Alliance, and ad hoc league of major cities and corporations founded to fight
a war against Loyang and based i n Mekong. When Loyang was conquered, the Alliance was formalized into the Mekong Dominion. Since
then, the major corporations have used Mekong as the place t o do business, adding t o the cosmopolitan air of the city-state. There have
been proposals to move the capital, but tradition keeps the Dominion's government i n the city that bears its name. It would take a great
upheaval to change this conservative bias.
Mekong is a walled city, surrounded by old stone ramparts. These defenses are not military i n nature: they are intended to keep the
region's large and aggressive wildlife out of the city. Since no suburbs exist, the city's population density is very high, making real
estate very valuable and multi-story buildings common. Mekong City is home to some of the South's most powerful corporations and
manufacturing houses, including ICP, Dominion Motorworks, Mekong Rail (a division of Southern Rail) and Krellen Foods. The latter are
producers of nearly any kind of packaged food and are the owners of the extremely trendy Weird But Tasty novelty fist-food chain.
...
"When you're i n the mood for something different (jingle) Weird .....
(eww!) But Tasty! (mmmm!)"
The Peacekeepers' headquarters are located i n the southern district of the city, i n a crowded ten-story ferrocrete structure. It is always
heavily guarded, and protected by multiple redundant detection and alarm systems. A minimum of three hoppers are kept on the roof a t
all times to handle emergencies throughout the city. Twenty local barracks, which also double as police stations, can be found throughout
the city.
The current temple is very recent because its predecessor was destroyed during the War of the
Alliance. The ruins of the older temple, built i n the early days of colonization, were mostly used i n
the reconstruction, but some pieces were pillaged during the war. Underground collectors are said t o
pay handsomely for pieces of the original Golden Temple, especially parts of the original effigy of
Buddha. The current head of the Golden Temple is archabbot Ryu Hayashi, a seemingly reserved man
who has built a reputation for his close friendship to many leaders of the Dominion, on the one hand,
and his easy way with commoners and the poor, on the other.
The Golden Temple is the center of Zentai (or "whole") Buddhism, the dominant faith of the Mekong
Dominion. This Terranovan offshoot of Zen Buddhism contends that just as time i s an illusion so i s
space. This allows Zentai Buddhists t o confidently venerate their ancestors from a distant Earth and
direct their prayers at a distant Buddha because astrological distances mean nothing i n matters of
spirit. There are other Buddhist interpretations across Terra Nova, including the quite nationalist
version popular i n the Southern Republic, but they all draw a certain inspiration from the Zentai
branch. Indeed, without the abstraction of space, planetary displacement makes Buddhism difficult
to sustain. The Golden Temple i s not the only Buddhist temple i n the Dominion. Indeed, there are
other sites i n all city-states and many corporate enclaves have their own shrines and Zentai rock
gardens. These are often signs of status more than faith, however.
THE SOUTH
3.3.2 - HsiTsang [Free Citq]
Hsi Tsang is a major producer of rice and is renowned for its many marketplaces where evelything is available i f you are willing t o pay
the price. Hsi Tsang is officially a free city and not part of the Dominion. I n reality, it is an anarchic, cobbled-together settlement
dominated by an Oyabun. The Oyabun, in turn, owes respect t o the Lord Chancellor of the Mekong Dominion. This effectively makes Hsi
Tsang an AST city.
No structured law exists - except when the Lord Chancellor is annoyed enough t o bring i n his troops - so codes of personal honor and
respect are quite strong here. The people of Hsi Tsang are rigidly polite and expect the same from those they meet. Anyone who
constantly insults strangers and conducts himself in a brash manner tends t o vanish quickly (and quietly) from the streets.
Since nothing is illegal here, numerous despicable enterprises operate out of the city, including slavery rings and fraudulent investment
companies. Hsi Tsang slavers are generally viewed as the lowest of the low. They organize the kidnapping of women, children and some
men from various points across Terra Nova, primarily the Badlands. These captives are then brought t o Hsi Tsang for sale a t private
aubions. Invitations t o these auctions are difficult t o acquire and may only be obtained after an average of three established customers
vouch for the new client.
False investment schemes are also big business i n Hsi Tsang. Since local companies are beyond the reach of the law, many small firms
specialize i n convincing people t o invest i n bogus schemes. Most rip-off victims have little recourse except t o whine about the
lawlessness of Hsi Tsang. No major manufacturers operate i n Hsi Tsang, but countless little nameless factories produce shoddy goods
that initially appear t o be expensive products. This junk can be seen i n less reputable shops across the Allied Territories.
Hsi Tsang is home t o Nemmelworth's Gear and Merchandise, a small vehicle and weapon shop that specializes i n stripping, rebuilding
and customizing Heavy Gears. They are especially well known for their work on Hunters, Jagers and Prairie Dogs. These jobs are usually
done for Badlands residents, ESE freelancing gladiators or the rare mercenary who can afford t o maintain Gears. NG&M also have
facilities for scratch-building machineguns, autocannons, rocket pods, bazookas and some high quality communication systems. They
must "acquire" any other weapons or electronics systems.
A rival of NG&M is Keimuri Custom Motorworks, a similar vehicle shop run by Liayna Keimuri (a.k.a. Lili the Wrench), an enigmatic
Northern expatriate. Liayna does not mention her past much, but rumor has it that she used t o be a senior vehicle designer for Northco.
Keimuri mainly specializes in producing highly customized motorcycles.
Hsi Tsang is also the home of the Mercenary Guild, a brokerage firm for mercenary contracts. The Guild has a strong monopoly and has
been known t o send mercenaries t o destroy any competition. Independent groups are tolerated by the Guild if they pay the brokerage
house 100 dinars per month per trooper "freelancing fee." Otherwise, the bully boys are likely t o show up and try t o break your legs -
or worse. The Mercenary Guild is probably the closest thing Hsi Tsang has t o a police force (which is not much).
TheYahuza 0
The Mekong Yakuza is a criminal organization that can trace its origins, indirectly, t o the ancient
Yakuza of Earth, and more directly t o the colonial-era criminal cartel known as the Aegis. When the
Founders decided t o throw their lot i n with the new Terranovan colony, the Aegis wanted t o part of
this new world and managed t o send agents with them. These criminals organized themselves into a
new Yakuza under the leadership of an ambitious man named Miyazaki, whose dynasty rules the
Mekong Yakuza t o this day. The Yakuza are involved in a wide variety of criminal abivities, which
they treat as their own corporate fiefdom. Despite their violent reputation, the Yakuza make most of
their money from soft crimes, such as protection rackets and fraud; they are also involved i n the slave
rings i n Hsi Tsang. Oyabun Toshiro Miyazaki heads the Yakuza as a whole, but cliques have formed
and some dare challenge the Oyabun for leadership. Miyazaki has other concerns as well, especially
his relationship with Lord Chancellor Etienne Durocher. Durocher is a decadent man, but he maintains
a hold on the Oyabun because he knows of his involvement in treasonous activities. The Oyabun must
pay fealty t o Durocher and put up with his incessant desire for slaves and riches.
Loyang i s the center of heavy industry i n the Dominion. The eastern region of the city i s dedicated to refining metal ore that is imported
from the ESE. The northwestern third of the city specializes i n refining the crude petroleum that is piped from the North Mekong Plain.
The southwestern zone of the city i s the main site of fernwood production i n the Mekong Dominion. The most unusual industry i n
Loyang i s i t s power generation facilities. Loyang uses ancient fission-based reactors, thereby taking advantage of local uranium
deposits. These are the only such reactors on Terra Nova: most other city-states consider them to be much too dangerous for use i n
power generation when solar and fusion generators are available.
A l l this industrialization has had a terrifying effect on Loyang. The city i s horribly, perhaps irreparably, polluted. The Loyang River has
a dull greenish brown color from large colonies of algae which thrive on the industrial by-products dumped into it. Soot cakes every
building and acid rain has defaced most of the older public monuments. Loyang's smog is bad enough t o give the sky a permanent
yellow-brown tinge.
Health conditions in the city are so bad that the average lifespan here is 40 cycles. Cancer and respiratory ailments are rampant, to the
point that insurance companies will not offer any resident life or medical coverage. Citizens of Loyang, following in the tracks of the
people of Siwa Oasis, charge a Health Tax on petroleum and use the extra funds to foot their health bills.
Because locals stuck i n this industrial hell-hole have little hope, Loyang i s a very violent city-state. Local police forces regularly wear
body armor and carry heavy weapons. Local street criminals have adapted by simply raising the level of violence, arming themselves
with illegal automatic weapons. The working class shanties that have popped up between the feeder lines of many factory complexes are
especially dangerous for ill-advised visitors. Locals know who t o pay tribute t o i n order to avoid mugging. Those who try to stand up t o
Named for the famed gorge on Earth, Olduvai i s located i n the foothills of the Ngoc Mountains, on the shores of Lake Van Ness. It was
originally founded as one of Terra Nova's scientific centers. Many of Terra Nova's universities have annexes on or near this archaeological
and paleontological marvel. Olduvai i s best known for its incredible discoveries concerning the early colonial cultures of Terra Nova. One
of the most famous discoveries was the skull of a millennium-old male Terranovan, affectionately known as "George." The discovery of
the first evidence of the ancient colonial cultures of Terra Nova was made quite by accident i n TN 1528. George i s presumed to be one
of the early Human Concordat explorers, many of whom never made it back t o the base camps.
The area around Olduvai was originally a marble quarry. One afternoon, as a workman was preparing to remove a sem'on of the limestone
wall, he noticed a small whitish protrusion i n the soil above a marble vein. Intrigued, he dug it out, and was rewarded with the thighbone
of an ancient Terranovan. Archaeologistswere called i n and soon more skeletal pieces were uncovered, including George's skull. Since then,
over three thousand separate colonial-era individuals and artifacts have been found at this miraculous site. Prima Colonia, as it i s now
named, is the largest site of its kind i n the South and offers tours to teach young children about the ancient history of the Mekong
Dominion. For some these excursions are just novelties, tours through ruined structures and reconstructedsites that pass the time between
more serious commercial studies. The Dominion is very conscious of tradition, however, and the discovery of such a community i s almost
religious i n nature for other visitors. I n fact, some visitors have complained strenuously about the presence of MIUUA security i n such a
revered site, although the military presence i s there t o protect the academics and visitors from bandits and raiders.
The city-state is also well-known, though in more specialized circles, as one of the main centers for Terranovan martial arts. Every two
seasons, i n late winter and late summer, the city hosts the Yung An Freestyle Combat championships, a martial arts competition
allowing any unarmed combat technique. Battles are fought t o the knockout, and points are deducted for inflicting serious injuries.
Killings result i n automatic disqualification and manslaughter charges. The Freestyle is intended t o be a contest between martial arts
masters, not savage brutes.
The centralized location of Yung An is an ideal base of operations for the Red Lions. Railriders (Gear cadres carried by high speed trains)
are able t o travel the internal railroads quickly and efficiently while paratroops flank any fleeing outlaws. Many troops are also highly
skilled jungle fighters and can survive for weeks i n the bush. The regimental orders give the Red Lions a large area t o patrol, occasionally
sending cadres deep into the Badlands. As a result, they are allowed a freedom of action unmatched by any other Mekong regiment. A
recent rumor circulating about the assembly is that the brigands the Red Lions are chasing are merely an excuse for the Lord Chancellor
t o send troops t o disrupt Oyabun Miyazaki's operations i n the area. This has yet t o be denied or even acknowledged by the Lord
Chancellor.
The Red Lions paint scheme consists of irregular tan and green shapes, overlapping each other t o simulate local foliage. Many units have
added a highly decorative lion motif t o the accepted paint scheme. The jaws appear t o swallow the sensory array of a painted Gear, while
a stylized mane of flames drapes the back and shoulders of the machine.
Atsi - 3.3.6
The city-state of Atsi lies on the edge of the North Mekong Plain, one of the most oil-rich locations i n the southern hemisphere. This
vast petroleum supply has allowed Atsi to become the center of polymer production i n the Mekong Dominion. Numerous advanced
polymer and composite manufacturers have their head offices here, including Calliope Research, a large military contractor. Atsi i s also
a major petroleum and natural gas refining site. While the city's strong emission control regulations cut into corporate profits, the city's
proximity t o the fuel reserves keeps the large fuel companies from moving t o another location, like Loyang.
An unusual local tradition called body sculpting has evolved i n Atsi. A new t w i s t on the age-old body piercing trend, body sculpting
involves cosmetic, semi-organic, polymer implants under the skin combined with tattoos and occasional dental work. Some Atsians use
this technology to slightly enhance their looks. Some less restrained individuals have had their entire bodies sculpted into ideals of
beauty. A few trend-setting individuals have raised geometric or floral patterns implanted under their skin.
However, it i s i n the hands of the young and antisocial that body sculpting reaches its true potential. Many Atsian adolescents have had
their bodies altered i n extremely unusual ways. The most common youth sculpting i s the scleral tattoo, a circular design on the white
of one or both eyes. The most extreme youth designs involve using hair and skin grafts along with polymer implants t o produce
completely inhuman appearances. It is not altogether unusual to see a "vampire" or "alien" while wandering the streets. An entire
underground has evolved around body sculpting, with specialized night clubs and magazines. A l l but the most extreme body sculpting
is completely reversible. It should be noted, however, that the removal process is significantly more complex and expensive than the
original sculpting.
Ngorongoro - 3.3.7
Nestled i n the southern Ngoc mountain range, the city of Ngorongoro is surrounded by spectacular natural beauty. Mount Kandrasar, one
of the South's last active volcanoes, i s a mere 30 kilometers away. Sub-tropical alpine forests carpet the nearby mountains. Brightly
colored flying reptiles abound, complemented by many species of imported Earth parrots and birds of paradise.
Ngorongoro was originally founded as a research station. While rich i n varied natural resources, it lacked any one premiere resource to
systematically exploit once colonization began i n earnest. The result is an oddity on Terra Nova, a truly mixed economy. Ngorongoro's
businesses include everything from geothermal energy production t o lumber and mineral extraction to electronics manufacturing. This
high level of diversification has shielded Ngorongoro from many economic booms and busts, yielding a stable, slowly expanding
economy.
The people of Ngorongoro are surprisingly outgoing for Southern city dwellers. While Ngorongorans dislike long wilderness voyages as
much as any other Southerners, they are fond of day-long jungle treks. Ngorongorans are also notoriously fond of wildlife: almost every
household i n the city has a pet and the city's zoological gardens are a marvel to behold. Ngorongoro's zoo i s more of a wildlife reserve
than a tourist attraction. Thousands of square kilometers of wilderness were set aside by the city for the zoo. A maglev monorail
transports visitors from site t o site within the compound.
The city is defended by the 17th Heavy Brigade, a MIUCIA armored infantry unit, and the 62nd Peacekeeper Detachment. The 17th i s well-
known for the flamboyant paint schemes applied to the uniYs machines. Although it can be quickly covered by a drab olive paint for battle,
the skin of each Gear is decorated with colors inspired by the fantastic flying creatures of Ngorongoro. No two vehicles are decorated using
exactly the same patterns or colors, although members of the same squad tend to paint their Gears with a similar theme.
Yet, despite the relatively poor living conditions of the average ESE citizen, many foreigners are attracted to the Emirates by the
glamour of the aristocracy. By leading high-profile, jet-set lives, the rulers of the ESE, known as emirs, have successfully diverted media
attention away from the oppressed, colorless lives of their subjects.
The aristocracy of the ESE consists of fifty emirs. Each of the emirs is the direct descendant of one of the officers aboard the HCS Eastern
Sun, a merchant ship that crash-landed i n the region during the colonial evacuations of Terra Nova. By maintaining control of the ship’s
remaining resources, the officers established themselves as local chieftains and eventually, by power brokering as their society stabilized,
they became league aristocrats.
Once a month, all of the emirs meet at the court of their ruler and liege, the descendant of the Eastern Sun’s captain. Known as the
patriarch (or matriarch), this individual i s a monarch i n all but name. Each emir rules by decree i n his or her hereditary district, known
as an emirate. The patriarch i s the absolute ruler of the ESE and his decrees are law.
Each emir employs a large staff to help him administrate his emirate. The ESE has no united military force. Each emir keeps a personal
retinue of troops. I n times of war, these units unite under the banner of the patriarch’s private army. I n times of peace, these personal
guards serve as police forces and garrison troops.
The emirs retain their power by maintaining a stranglehold on the ESE‘s economy. They own evety major corporation or institution i n the
league. Using these funds, they raise their troops and live lavish lifestyles. Fearful of a revolution, the emirs have become masterful at
providing bread and circuses for their people. Even their own extravagant ways are used to entertain the populace. Attesting to this, the
most popular Hermes 72 show i n the ESE i s The Golden Life, a soap-opera about a beautiful female emir and her scheming family.
During the last twenty cycles or so, after having greatly suffered at the hands of the Republicans, the Northerners and the Earthers,
many Easterners have come t o believe that they would be better off without membership i n the Allied Southern Territories. This has led
t o a number of minor uprisings, quickly quelled by the patriarch or by Republican troops. For illor good, the Easterners have a stubborn
spirit of independence that no amount of repression has been able to suppress, and many believe that it is but a matter of time before
all hell breaks loose.
Strathclyde’s economic situation i s highly peculiar. The entire city‘s economy i s geared towards catering to the whims of a single
individual: Patriarch Oliver Masao. This has Led to a Life of instability and poverty for much of the city‘s population. As i n most ESE cities,
lower class uprisings are commonplace and invariably suppressed with brutal efficiency by the Patriarch’s legions.
The soldiers guarding the capital city of the Eastern Sun Emirates are the most fanatical of all. They w i l l willingly lay down their lives
at the order (or the whim) of the Patriarch. The current retinue is composed of 200,000 men and women, all trained to a high degree
i n the various arts of war. O f those, 2000 troopers are assigned to the palace itself as honor guards. The rest are dispersed throughout
the city-state’s surrounding territories, where they act as police and peacekeepers.
The patriarchal family long ago perfected the art of providing bread and circuses. C i t y officials see to it that every known resident of
Strathclyde gets their meager ration of rice, bread or jhong. This meal is enough t o prevent citizens from starving, but leaves them
hungry and thus motivated to work. I n order to allow citizens to channel their frustrations, the patriarch sponsors the most elaborate
bloodsport i n the E S E miniature battles.
Every week, hundreds of convicts and political prisoners are dressed up and forced t o participate i n recreations of historical and Literary
battles, duels and showdowns. These combatants are armed with real weapons and sent out to fight for their lives. While the costumes
and equipment used i n the battles are historically accurate, the outcome of each conflict depends on the gladiators of the day.
Occasionally, when the battle particularly pleases the crowds, a special raffle i s held among the surviving gladiators. One tenth of these
fighters will win a pardon from the Patriarch. Spectators can attend the battles by either watching from the sidelines or paying a special
fee to observe the battle from the safety of an underground bunker. Popular favorites include recreations of the Alamo, the Spartacus
rebellion, and St. Vincent‘s War.
THE SOUTH
3.4.2 - Cimmaro
Cimmaro is one of the most violent places on Terra Nova. The emirs of the city have been engaged i n a bloody feud for the past three
decades. While neither emir will admit that the feud exists, a t least once per week unusually professional "bandits" stage commando
raids against one or another of the emirs or his holdings. Hardened defensive emplacements mar the stunning natural beauty of the city,
giving it a peculiar "war and peace" look.
The enormous wealth required t o sustain this dispute is derived from the rich gemstone and precious metal deposits i n the region.
Cimmaro is home to many skilled jewelers and gem-smiths who transform these raw materials into baubles which the feuding emirs sell
t o Terra Nova's elite, particularly other emirs.
As if Cimmaro did not see enough bloodshed, its emirs sponsor a very traditional form of circus: Roman-style gladiatorial games. The
fighters in these games are either convicts or prisoners of war from the feud. The games also feature gladiators fighting some of Terra
Nova's nastier wild animals, but these fights have lost their popularity due t o the efforts of tenacious animal rights protesters.
Sirrano Barjhal, one of the two warring emirs of the city-state, is one of Patriarch Masao's closest advisors. Some whisper that it was
Barjhal who first suggested the so-called "Mother's Massacre" that has led t o so much bloodshed among the aristocracy. Those who
watch the emirs say that Barjhal could dispose of his rival Emir Oschar Sethyra a t any time, but keeps the ongoing bloodshed i n his
home city as a personal entertainment. Barjhal has undertaken other lavish fancies, such as building the massive Silver Star Casino i n
the gambling haven Westphalia. Barjhal spends a great deal of time a t the Silver Star, but keeps abreast of most critical events i n the
ESE and Cimmaro itself.
Cimmaro Statistics CU
Founding Date: TN 601
3.4.3 - Javari
Javari is an industrial powerhouse i n this poverty-stricken league. The city is the major metalwork and mechanical producer of the
Eastern Sun Emirates. Although Javari's factories specialize i n producing cars and utilitarian vehicles, a significant number of light
tanks and APCs are produced here.
Ironically, the private militaty of one of the city's emirs uses foreign military supplies, most notably the Paxton Arms clone of the Hunter
Gear (the Warrior) instead of the Southern Jager. The reason for this is simple economics. Paxton Arms offers a comparable product at
a more competitive price by bulk shipping the Gears and spare parts. Southern producers must rely on more expensive transportation
methods t o ship their Gears t o Javari, hence the higher price. The Emirs currently maintain a combined retinue of 11,500 men, 360 of
which are Gear pilots.
The people of Javari are hot tempered and energetic. One Southern poet described Javarites as having "fire in their blood." Javarites are
notoriously hard t o govern, but the emirs of the city have managed t o earn the respect of their people. The Javarite emirs do this by
being scrupulously honorable and ruling their city harshly, but fairly. These emirs are notoriously spartan i n their way of life, and do not
indulge in many of the activities popular among others of their status.
Javarites are particularly fond of Eurospanish-style bullfighting, an archaic Earth bloodsport. Each of the city's emirs keep a huge
coliseum within the city proper and numerous smaller arenas i n the outskirts of the city. The great popularity of this sport has made
cattle herding an important secondary industly i n the city. Badlands armadillo beasts and bulls imported from Earth are bred for
aggressiveness in specialized ranches outside of town.
The most popular bloodsport in Skavara is the Labyrinth, a maze stocked with obstacles and opponents. Convicts are released into the
maze and must escape the maze alive, fighting against booby traps and expert gladiators. Some "blockers" are called minotaurs. These
fighters have undergone massive body sculpting i n Atsi t o make them resemble the bull-men of legend. Pumped up with powerful
psychoactive drugs, they are unpredictable and vicious.
Skavara specializes in producing high-technology products such as electronics and military hardware. It also manufactures some Gear
models, although not the common Jager, a line that was completely driven out of business when Paxton Arms flooded the market with
their clone of the Hunter. Skavara Heavy Industries is the Emirates' only Gear manufacturing company. Their large automated assembly
line, located t o the West of the city, produces licensed versions of the Iguana and the older Basilisk-class Gears. Both models are slightly
modified variants of the standard designs and generally carry an additional arm-mounted light machinegun for "crowd control." Their
electronics are somewhat cheaper and less reliable than those in the standard models they are derived from. The present combined
Smyrna has been called many things: the City of Sages, Gadget Town, and Science City. This emirate boasts the highest average level of
education i n the ESE. Many small colleges specializing in various aspects of science and engineering can be found along Smyrna's
winding streets. The graduates of these schools find employment with the multitude of small design houses that power the city's
economy. These businesses specialize i n designing new and improved gadgets t o make life easier or more pleasant. The upper echelons
of ESE society form the core market for these devices.
The AST has taken advantage of this well-trained technical labor force and established a large military research center i n the city. There
are rumors that the AST is studying captured Earth war materials in Smyrna, including a nearly undamaged hovertank. Both the Curia
and the research center have refused t o comment on the issue.
Despite being a more intellectually oriented city than most i n the ESE, Smyrna i s s t i l l the site of numerous bloodsports. The most
popular of these violent games is jousting. Tourneys are held once a week on Saturday i n Ayekawa Park, a large green space at the center
of Smyrna. Various forms of jousting occur a t each tourney. The four most popular types are medieval-style horseback jousting, barnaby
jousting, motorcycle jousting, and Gear jousting. Horseback jousting is so popular i n Smyrna that fans will often dress up in makeshift
medieval garb when they attend the events, even though these clothes are often just the people's interpretation of the garments of a
long by-gone age. Barnaby jousting and motorcycle jousting are identical t o the horseback form, except that the mount is either a large
barnabus lizard or a powelful off-road motorcycle, respectively. Gear jousting has its greatest event i n the autumn when up t o 64 star
pilots face off i n a week-long tournament. The winner takes home 200,000 dinars and the Crimson Lance trophy.
Joined E S E
Method of Government: Hereditary Aristocracy
Head of Government Emirs Anurima Khajar, Shara Khajar and Lydia Khajar
Population:
Principal Industries: Academia and diversified research
THE SOUTH
3.4.6 - Basal [Free Citu]
Amid the ancient stone structures of Basal is the greatest threat t o the stability of the Eastern Sun Emirates, a young man named Nigel
Shirow. Two factors combine t o make Shirow so dangerous t o the Patriarch. First, Shirow is the rightful emir of the city-state of Basal.
Also, four cycles ago, Shirow openly declared that he was a populist and rebelled against the leadership of the Patriarch.
While many uprisings have come and gone i n the ESE's history, none were led by an emir. Shirow's stature as the legitimate leader of his
people has given this uprising enormous press coverage and foreign support. The CNCS and every one of its member leagues have
publicly recognized Basal's independence. The member leagues of the AST have not supported the Patriarch's attempts t o suppress this
rebellion. Even the AST itself is hesitant t o act. It has now ordered its troops t o only defend strategic targets.
The past four cycles i n Basal have been hellish. Both AST and ESE troops have been assigned t o fight the rebels, but conflicting goals
have made cooperation nearly impossible. Most AST soldiers stationed here are completely demoralized and disgusted by the genocidal
tactics of their ESE counterparts. The Patriarchal troopers, on the other hand, have been whipped into a killing frenzy by their officers
and are now extremely difficult t o control. They draw little distinction between civilian and militaty targets - they simply want t o kill
Basalites. The Basalites, for their part, have waged a highly effective guerrilla war against what they view as foreign invaders. Needless
t o say, this uprising has been a public relations disaster for the Emirates, as Basal i s the subject of daily war reports on the news
channels of Hermes 72. Meanwhile, arms, supplies and volunteers continue t o pour into Basal, sustaining the city-state's war effort
against the Patriarch.
The situation has brightened somewhat for the locals since TN 1933, when first Bangweuleu and eventually Okavango joined the
struggle for freedom from the Patriarch. Basal is no longer alone i n its fight and rural emirates have also signed on. Now most of the
northwester ESE lies i n rebel hands. Emir Shirow also secured, in TN 1934, the Oxford Agreement with the AST that limited Republican
interference i n the revolt as long as he cut ties t o the North. He has done so officially, but continues t o receive covert support, most
recently through the intermediary of Paxton Arms i n Peace River. The Patriarchal troops, however, have only become more desperate t o
end the revolt and are attacking Basal and its allies with renewed fervor. The AST garrisons are s t i l l i n place, but remain holed up i n their
bases, only opening fire if they are threatened. Both rebel and Patriarchal units have clashed with the MIUCIA and Shirow wants them
left alone as much as possible. These optimistic signs are put off by the fact that Basal has now been a war zone for four cycles. The
population is tired and some are starting t o wonder if it is all worth it. Pessimists also believe it is only a matter of time before the
Republic sends i n its forces.
Population: 590,000
Principal Industries: none (due to rebellion)
Since TN 1936 the North has also maintained a base a few kilometers t o the north of Basal, known as
Firebase 9-Delta, where the Headquarters of the Eastern Task force is located. The influx of Northern
troops has caused tensions among Basalites. Weary of the North's motivations and resenting the
growing Revisionist propaganda making i t s way t o Basal, the shajhalin have developed mistrust for
the Northern troops. While they respect their allies, the fiery Basalites do not want the North t o get
too comfortable in their city.
Banfllueuleu [Free Citq] - 3.4.7
The city-state of Bangweuleu i s found sheltered i n a semi-tropical microclimate on the slopes of the Pacifica mountain range. The city
i s divided between two emirs, both of whom have been made extremely wealthy by the city's mines and textiles mills. Unlike most other
emirs, however, the rulers of Bangweuleu are rather progressive and have invested much of their wealth back into the town. These
investments have helped Bangweuleu's economy thrive and given its citizens a relatively good standard of living, even by non-ESE
standards.
The core of Bangweuleu's economy i s its huge canopied bazaar. Almost any product produced on Terra Nova can be found i n this open-
air marketplace. The bazaar has long served as a cover for many illegal activities, including smuggling Northern goods from Kossuth and
Sesshu, and selling black market weapons t o Basalite rebels. The emirs of the city tolerated this because they sympathized with the
rebels and now that they too have rebelled continue to do so.
Bangweuleu i s also the Southern center of the Revisionist Church. This gives the residents of the city an odd sense of kinship with the
North. It should be noted, however, that Bangweuleuan Revisionists are allied to the First Follower's Massadan pacifist sect and not t o
the Second Follower's Sorrento reactionary sect.
Bangweuleu joined Basal i n rebellion i n TN 1933 after an attempted coup by Prince Nneka against his father Emir Armann Boash.
Patriarchal troops backed the coup, but they could not stand against the local forces once the other emir of the city backed Armann.
Since then, the city has been closely allied with Basal and i n the thick of the rebellion against Strathclyde. MILICIA troops have
interfered on several occasions, but most of the fighting has been between rebel and Patriarchal troops. The toll i n blood has been
heavy indeed.
U I I u l U I I y u L I I U U UllqJ u. 1.u
Okavango i s the only Terranovan city-state not built on solid ground. Instead, the city i s a jumbled mess of giant raft-like structures,
each one deeply anchored in the shifting ooze of the swamp beneath them. These a a1 islands are linked together by hundreds of
flexible polymer bridges. Okavangans commute from island t o island using hovercraft and flat-bottomed barges.
Unfortunately for the city's residents, the Okavango swamp i s home t o many predatory species, some of which occasionally intrude into
the city's poorer areas to hunt unwary travelers. The most notorious swamp predator, the swamp shark, i s also a source of tourist
revenue for Okavango. I n late autumn of every cycle, the city is the host to a five-week-long hunting season. Hundreds of wealthy game
hunters gleefully descend upon the city for a chance t o bag a swamp shark. Although named after a great aquatic predator of ancient
Earth, the swamp shark has very little i n common with it apart from its ferocity and great hunting ability. Two and a half meters of razor-
sharp teeth, hard muscles and leatheiy skin awaits those who would hunt the hunter.
Okavango's wetlands make it a major rice and jhong growing region. While Okavango i s primarily an agricultural city-state, many light
industries, such as hovercraft manufacturing, bolster the local economy. The city also draws extra revenue from the soldiers stationed
at Camp Blackwater, a large Southern MIUCIA training facility located nearby. It i s here that the MIUCIA teaches its troops i n wetlands
fighting and survival techniques. A t least one full battalion is present at the base a t all times, even though the present fa
barely handle half that number of troops. Okavango joined the rebellion against Strathclyde i n TN 1935 when its boy-emir Rafael Bhravo
returned from exile and announced his support for the Basalite cause. Since then, however, Rafael has positioned himself as an
alternate leader for the whole rebellion and some fear a reckoning i s due between him and Emir Shirow of Basal.
-l
TN 1078
Joined ESE: TN 1492 (in revolt against Strathclyde since TN 1935)
Method of Government: Hereditary Aristocracy
Head of Government: Emir Rafael Bhravo
680,000
3.5 - THE HUMANIST AlllANCE [HA]
The Humanist Alliance is a rarity: a human society led by a council of scholars who are devoted t o the peaceful development of their
community. Formed i n TN 1481 under the leadership of Yuri Gropius, the Alliance was an attempt t o create a utopian society. Guided by
the ideas of Plato, Gropius divided the Alliance's population into three classes, based on their function in the new league: preceptors,
protectors and commoners.
Preceptors are the scholars and leaders of the Alliance. They form a self-perpetuating eight-tier hierarchy led by a dictator called the
Illuminatus, the enlightened one. All legislation is passed by decree and i s subject t o the veto of any higher ranking preceptor.
Protectors form the military and police forces of the Alliance. Prior t o their annexation by the AST, the protectors had a true military
organization. Since that time, they have re-organized themselves into local garrisons. Each garrison is responsible for maintaining order
and defending the town from all attacks. The prefect of each garrison is directly accountable t o the preceptor of his city-state. All
protector garrisons are under the direct command of the Archon, the military commander-in-chief of the league. The Archon answers
only t o the Illuminatus himself.
Commoners are the average citizens of the Humanist Alliance. These are the workers and merchants of the league, busily toiling away
t o support all three castes. Commoners come from all walks of life, but all have limited education and no military training. Commoners
are forbidden t o bear arms and are discouraged from seeking higher education. The one exception t o this rule is the Perth Business
Academy, where commoner merchants may receive advanced training i n mathematics, economics and foreign affiirs. Some protectors
are also permitted t o attend.
Citizens of the Alliance are not assigned their caste at birth. Children younger than 16 cycles are considered t o be wards of the state,
even i f they live with their natural parents. On their sixteenth birthday, they undergo a series of physical, psychological and academic
tests t o determine their aptitudes. On the basis of these test results, children are assigned t o one of the three castes for life. Children
spend their adolescence training for the occupation they w i l l have i n their adult life.
Much academic debate has considered whether or not the Alliance has succeeded i n its utopian mission. The large majority of the
population appears t o be content with their lot i n life. The Alliance has minimal crime, mostly consisting of minor acts of rebellion that
are easily corrected by re-education centers. It should be noted, however, that the Alliance also has the highest suicide and unexplained
infant mortality rates on the planet.
HA Vital Statistics
Perth [HA Capital] - 3.51
Perth was initially established by Earth’s International Geographic Society as a research station. Over the course of the colonial period,
Perth became a gathering place for Terranovan intellectuals and scientists. When the colonial structure collapsed i n TN 1464,the
majority of these thinkers decided t o stay on Terra Nova and establish a new society based on their own ideas.
Sadly, few of these idealists could agree on what utopia was. After over a decade of chaos, Yuri Gropius managed t o unite the population
of Perth and form the Humanist Alliance. As new cities joined the Alliance seeking protection during the Reconstruction, Perth became
the capital of the first Terranovan league.
Today, Perth is one of the largest cities on the planet, both in population and surface area. It sprawls along the northern shores of Lake
Hawkins across t o the Esperance Basin. Perched on a tall hill, the palace of the Illuminatus looms over the city. This white marble
temple, called the Acropolis, serves the Illuminatus as both residence and executive offices.
A l l but the oldest sections of Perth were planned and built using a rigid geometric pattern. The entire city feels petfect. This effect i s
so pervasive that small imperfecfions like cracks i n the sidewalk or random litter seem immediately out of place. While most Humanists
find harmony and inspiration i n this geometric nirvana, most foreigners instantly notice that something looks wrong about the city. I t
is just too regular, too artificial in nature. Only in the Old Quarter, which predates this geometric style, do outsiders feel comfortable.
Accordingly the Old Quarter is the place where most visitors can be found.
Perth is home t o two major universities: the University of Perth and the Perth Business Academy. The University of Perth is commonly
accepted as the best university on Terra Nova. While other schools may be better in one field or another, the University of Perth offers
the best overall education and is consistently excellent i n all fields. It is here that the Alliance educates its most promising preceptors.
The Perth Business Academy was specifically created t o give merchants the specialized education they need t o compete effectively with
foreign rivals. Commoners who bear a degree from the Academy are often treated as i f they had a caste of their own.
Perth’s economy is heavily based upon its status as the capital. The city has almost twice the normal ratio of preceptors i n order t o staff
government offices. High-technology industries like computers and electronics are also fairly common i n Perth, as is aquatic farming.
Many of the small businesses i n Perth are based on fields which are considered to be too experimental or revolutionary elsewhere.
Assignment t o the Silver Watch is one of the greatest honors possible for a Humanist Protection Force soldier. These soldiers consider
themselves t o be the repositories of all the honor and tradition of their nation, and are expected t o lay down their lives for these
principles if necessary. Many of the officers and senior NCOs of the penhilion w i l l come t o know members of the Inner Circle or even the
Illuminatus himself during their service, and may then be recruited onto their personal staff as security or for other skills. Protectors
must walk a careful line, however, because t o seek out such advancement too obviously is considered a grave breech of etiquette and
even grounds for reeducation. Absolute selflessness is the ideal, but few can claim t o live up t o it completely.
3.5.2 - Gardena
From a distance, the city of Gardena resembles a group of low, white hills clustered together on the dry savannah of the Tobian Plain.
These "hills" are, i n fact, the hundreds of interconnecting windowless domes that make up the surface of the city. Thousands of
kilometers of underground tunnels serve as both roadways and living spaces for many Gardenans. A large underground river runs through
the middle of the city, providing it with plentiful water and moisture. This moisture is used by the residents t o maintain their enormous
underground hydroponics facilities. These facilities are made from older, abandoned tunnels or new, specially made tunnels. Many have
engineered soil which has been optimized for growing certain crops. This has allowed Gardena t o grow rich by retaining a virtual
monopoly over many unusual food items, such as corn, coffee beans, cocoa and other plants which failed t o adapt t o Terra Nova when
imported from Earth. Here, in the protected environments specially created for them, these species thrive and grow t o unusually large
sizes.
Since they almost never leave their domes and tunnels, the people of Gardena tend t o have unusually pale complexions. Most Gardenans
have a poor tolerance t o bright lighting such as sunlight and suffer sunburns quite easily. Gardenans also tend t o be xenophobic, to the
point that most speak Intralingua rather than Universal French as their native tongue. Intralingua, with the multiple grammatical and
syntactical similarities it shares with Universal French, is s t i l l the subject of a hot debate between linguists. Some claim that it is no
more than a sub-language derived from Universal French, while others hypothesize that it is a separate Language which branched out of
Colonial French. Gardenans themselves do not really care.
Gardena is also the base of operations for a rebel movement called the Hehli. Sometimes calling themselves the Gardenan Underground,
the Hehli believe that the Humanist Alliance has been completely corrupted by "contamination" from the Southern Republic. The only
chance for survival is t o cut Gardena off completely from the world above. This extreme xenophobia makes the Hehli very careful,
although somewhat fixated on their way of life. The underground controls much of the deepest portions of the Gardenan complex and
has established a safe community elsewhere i n the MacAllen cave network. The Hehli do face the double threat of dealing with both
Humanist and Republican enemies, however.
lifeUnderground B Underluater
Gardena is unique because of the citizens' outlook on their lifestyle. While some other Terranovans
live underground out of necessity - usually for defensive purposes - Gardenans consider subterranean
and aquatic life inherently better. The greater the isolation from the rest of the world, the happier
Gardenans seem. Isolationism has given way t o rampant cultural xenophobia and all outsiders are
looked upon with a great deal of suspicion.
Despite certain psychological similarities, not all Gardenans are created equal. The city-state has
three separate sectors, each deeper and more xenophobic than the last. The Upper District is the
surface level, made up of a series of domes that house residences for visiting outsiders, a MIUCIA
barracks and a trading area. Outsiders rarely venture deeper than this district, but Gardenans who live
here are generally more open t o strangers than the average. The heart of Gardena is the River District,
lying some 600 meters below ground along a half-flooded MacAllen cave. The River District is very
busy and home t o most of the city's population. Outsiders do come t o the River District, but usually
only on specific business. MILICIA barracks, diplomatic compounds and hotels for outside business
people do a good job of both accommodating and isolating outsiders. Local residents do not like
outsiders, but tolerate their limited presence. Over two kilometers below ground lies the Bluewater
District, the psychological core of Gardena. Made up of hydroponic gardens and underwater facilities,
Bluewater is strictly off limits t o outsiders. Its residents are utterly xenophobic, paranoid about
foreigners carrying disease or wishing t o destroy the Gardenan way of life. Bluewater is the main base
of operations for the Hehli terrorist movement, dedicated t o Gardenan independence. Most locals are
sympathetic t o the cause because of their own xenophobia and do everything they can t o hamper
Humanist and Republican investigations into the underground movement. Bluewater is home t o a
fleet of cutting edge submersibles that explore the MacAllen network. The Hehli regularly make use of
these t o travel t o their hidden base in the flooded tunnels.
Thebes was one of the first cities established during the first full wave of colonization. The city is well known for its cyclopean
stonework which dates back t o the 10th century. As an archaeological center, Thebes rivals Olduvai. While richer i n potential dig sites,
Thebes' greater level of urbanization makes accessing these finds difficult.
Thebes'early colonial sites are very interesting for Terranovan archeologists. Indeed, the site was set up as a scientific settlement i n the
early days of the colonial effort, but much of the community seems t o have gone native around the scientific settlement. There are
plentiful ruins of low-tech fishing villages coexisting with scientific establishments. There are also remains of exploration period
stations, dating from before colonization of the Humanist Alliance region. Some point t o the continuity i n structures t o theorize that
early settlement did not die out before the establishment of Thebes proper, but rather had dispersed into a series of fishing communities
around the lake that merged with the scientific community i n the fifth and sixth Terranovan centuries.
The city-state of Thebes serves as a kind of engineering think tank for the Humanist Alliance. It is here that the Alliance built their
world-class engineering school, the Thebes Design Institute. The city is home t o countless small engineering firms and corporate
research and development fac es. Its population has a high ratio of preceptor engineers and business people. The concentration of
high-technology industries i n Thebes makes the city a constant target of speculation. There are rumors of an entire series of new
vehicles and Gears being designed and tested here. One disreputable tabloid reported that powerful new energy weapons had been
tested i n Thebes over the past five cycles. The Preceptor of the City laughed off the allegations, stating that the Alliance had better
things t o do than find new ways t o destroy stuff.
The engineers and designers of the city are i n a state of almost constant conflict with the archeologists. Each scientific discipline
ources from the Humanist and Theban governments. The conflict is made worse by the fact that engineers
over potential archeological sites, while archeologists are always uncovering ruins under valuable industrial
compounds. City preceptor Olbian must navigate between these competing interest groups.
!ll
Thebes Vital Statistics
Founding Date: TN 411
Joined H A TN 1487
Method of Government: Self-Perpetuating Oligarchy
Head of Government: City Preceptor Jessika Olbian
0 Secret Operations
Despite City Preceptor Jessika Olbian's denials, Thebes is indeed the site of many secret military
research programs. These programs exist i n order t o keep the Alliance's military on the cutting edge.
Besides being a sound strategy of national defense given the growing concerns of global warfare, it
is also part and parcel of the nationalist agenda of Operation LongNight. For LongNight t o succeed a
military conflict of some sort between Humanist forces and the foreigners occupying her w i l l be
necessary. To win, the Humanist Alliance Protection Force must not only be efficient and deadly, but
it must keep its technological edge secret from potential enemies. Because of this, several of the
projects underway in Thebes are utterly confidential and appear i n no records that w i l l pass before
Republican eyes. Whether or not these precautions are enough t o deter the Southern Republic
Intelligence Directorate (SRID) remains to be seen.
The three most important ongoing operations i n Thebes bear the code names Golden Bow, Tin Man
and Diomedes. Project Golden Bow is the source of the energy-weapon rumors currently running
rampant. It i s an effort, coordinated with new contacts i n Port Arthur, t o reproduce the battlefield
particle accelerators used with such deadly efficiency by the CEF during the War of the Alliance. This
work has been slow-going, but there has been some success i n fitting new energy weapons t o
traditional tanks and vehicles. Project Tin Man concerns itself with the development and application
of drone technology on the battlefield. The Alliance relies heavily on drones for border security and
other military duties and Tin Man is the latest addition t o this doctrine. Diomedes is a program
dedicated t o the development of Gears and other vehicles for use i n the MacAllen cave network.
Diomedes sees itself i n direct competition with the underwater designers of New Baja i n the Badlands
and HIRA agents have already stolen plans for the Water Viper Silent Running manufactured i n Baja.
A l l these programs operate i n hidden facilities within or near the city. HIRA and other Humanist
agencies are i n charge of security and treat intruders with deadly force. So far, these programs have
remained secret, but the outbreak of rumors does not bode well for continued security.
3.5.4- Gropius
Named after the founder of the Alliance, the city of Gropius is the result of a merger between numerous small towns in the Trondheim
Valley. The city lacks a downtown core, and is instead divided into sixteen boroughs. Unlike Perth, Gropius i s devoid of the Alliance's
predominant geometric architectural style. It is a city of narrow paved roads and gravel paths, of whitewashed cottages and cobblestone
plazas, but most of all it is a city of grape fields and wineries.
Gropius' fine wines are a popular delicacy across Terra Nova. Before the collapse of Earth's colonial system, even wine lovers on other
planets praised the region's wines. Ironically, normal grapes grow very poorly on Terra Nova, and only account for 10 percent of Gropius'
fields. The other 90 percent i s seeded with a hybrid plant called the elohar grape. The elohar grape vine is a heavily modified Terranovan
creeper vine which was genetically engineered centuries ago t o produce a fruit which is almost identical t o a normal grape. Unlike the
struggling grape vines, the elohar vines grow prodigiously. Elohar vines can often be found covering the sides of old Humanist
buildings. The resulting wine tastes almost as good as the original.
Gropius is the artistic center of the Alliance. Many amateur artists make pilgrimages t o Gropius t o mingle with their favorite preceptor-
caste classical artists or business-class popular artists. Alliance artists welcome these guests since according t o Alliance tradition the
success of an artist is measured by the number of people who wish t o become his disciple.
The only local event which i s more important than the grape harvest is the Terranovan Olympics. This massive athletic event features
almost every sport played on Terra Nova and occurs i n early summer, once every four cycles. Every league, city-state and village on the
planet is invited t o send their athletes t o compete i n the Olympics. However, the vast majority of contestants have always been
Southerners.
Recently, a controversy has arisen over the participation of genetically engineered "supersoldiers" from Port Arthur competing i n the
events. Many athletes have cried foul, claiming that the Port Arthur Olympians are not true humans. Most Terranovans have dismissed
the debate as a silly sports argument, but some political analysts warn that the outcome of this debate w i l l set a legal precedent for
determining the rights of genetically engineered individuals across the entire Allied Southern Territories. And, despite all the good w i l l
of the Olympic organizers, most Southerners find it hard t o be defeated by outsiders - genetically engineered or not - and it is not
unusual for athletes t o try t o gain an edge by using booster drugs.
The small city-state of Oxford lies i n the middle of the fertile Tobian Plain. Oxford is an agricultural town, concentrating primarily on
grain production, but supplementing this with a diverse selection of secondary crops. Aside from agriculture, a few small power
producing stations are the only other profitable industry. Every season, the Oxford Agricultural Fair is held. This fair showcases every
aspect of farming life including new animal breeds and plant strains. It is also the location of the only major equestrian event on Terra
Nova, the Oxford Derby. The race is run along a two-kilometer, outdoor dirt track on the fairgrounds.
Although the city is a grain production center, Oxford is often said t o be growing "special" vegetables. "Veggies" is the derogatory
nickname given t o students of the prestigious Oxford Academy of Science. The moniker derives from the school's location i n a former
farming community and originated with somewhat envious students from other Humanist universities. Despite its unsavory nickname,
the Oxford Academy specializes i n agriculture and biology. Some of the more successful agricultural methods have been developed by
researchers from the Academy, which has earned Oxford a grudging respect.
Head of Government:
Raleigh is a medium-sized city on the eastern edge of the Alliance's territoly. Many of the city's original colonists were natives of the
continent of Australia. Several of the city's cultural traits are thus derived from ancestral Australian traditions. For example, the official
sport of Raleigh is rugball. The most common local pest is the wallaby, a small kangaroo that was imported t o Terra Nova so Raleighites
could feel more at home. The most popular local religion is a form of mysticism based on Australian aboriginal dreamtime beliefs.
Raleigh's economy i s primarily agricultural; wheat, millet and barley are all grown around the city. The most important and unusual crop
is grown i n vats i n the city's industrial park. These vats are the home of some specialized bacterial cultures. When fed any form of
organic material, such as the city's agricultural and human waste, these bacteria transform the waste into a simple pre-polymer
substance commonly known as "gorp." Gorp produces almost no waste products when processed into any of the countless polymers used
by the bio-composite firms i n Raleigh. Even though the city is not home t o any major brewing or distilling companies, Raleigh is often
considered t o be an important alcohol production region. This is due t o the city's thousands of enthusiastic hobbyists who produce their
own homemade beer and spirits. Some of these private producers w i l l sell occasional batches t o local merchants. These beverages
invariably have quirky and original names such as Pickled Crow and Bruce's Brain-Damaging Beverage, and valy greatly i n price and
Despite its friendly frontier atmosphere, Raleigh does have a dark side. Indeed, it is the home of the dreaded Tatant Reeducation
Facility. Operated by the Humanist Department of Health and Morality, Tatant incarcerates the most incorrigible criminals of the Alliance
and subjects them t o extensive reeducation and brainwashing. Many emerge as productive members of society. Others do not emerge a t
The city-state of White Rock is situated i n the tallest mountain ridge of the South. The top of the city's water tower i s the highest man-
made point i n the southern hemisphere. Yet, despite being built at dizzying heights, much of the city is underground. White Rock is the
main production site of the Alliance's machine tool and automotive industries. The Alliance's elusive defensive industries are also found
i n White Rock, albeit buried under hundreds of meters of rock. Near these weapons factories is the underground bunker that is the nerve
center of the Humanist Alliance Protection Force.
I n early winter, the city hosts the White Rock Automotive Open, a series of vehicle races around mountainsides and through tunnels.
Most of the vehicles at the Open are super-tuned, custom-built models that push the limits of Terranovan technology. Since the results
of these races are viewed by many leagues as an issue of national pride, most leagues will give financial support t o citizens of theirs who
Deep within the rock facades of White Rock lies the central command facility of the Humanist Alliance Protecfion Force, the leagues
police/military. The Central Command Facility is extremely well guarded and even Southern advisors have a hard time gaining access.
Rumor has it that many of the programs underway here are unauthorized by Port Oasis and tie into Operation LongNight. The South
maintains a MIUCIA base in an adjacent underground facility, but some whisper the HAPF can wipe it out if need be.
The city-state holds one more mystery: named after its city of origin, the intoxicating and expensive White Rock Liqueur s t i l l puzzles
connoisseurs with its secret recipe.
3.6 -SOUTHERN ORGANIZATIONS
The following groups and factions are some of the main organizations that constitute the South's social and political scenes. All are part of a
complex web of alliances and oppositions which continually changes as new actions are taken. Each group has i t s own agenda and purposes, and
not all of them are public knowledge. Indeed, secrecy and behind-the-scenes work often seem to be the preferred method of action.
SRID's face within the Republic is the Public Interacfion Unit (PIU), which selves as the league's national police. Uniformed, plainclothes
and undercover SRID agents operate across the league with the authority to supersede local law enforcement. This arrangement dates
from the early days of the Republic and theoretically gives the Estates-General additional power t o control the league. Over the
centuries, however, the PIU has become an efficient and respected police force. Dedicated officers often resent having to overlook
crimes by people who are protected by patrons i n the Estates-General.
+ lesT&moins
The shadowy partner of SRID, Les T h o i n s ("The Witnesses") i s a league-spanning network of secret police and informers. T h o i n s
operatives work i n hiding, gathering dossiers on fellow citizens and filing them with handlers. When a criminal investigation begins,
they hand over files, which are considered factual testimony i n Republican courts of law, on suspects, victims and witnesses to the
investigating officials. The actual number of operatives i s unknown, although most are thought to be simple citizens who receive a
stipend for reporting on their neighbors. Dedicated agents are a rarer breed, controlling other agents or undertaking specialinvestigations.
Rumors persist that the T h o i n s hold a great deal of damaging information on powerful members of the Estates-Generaland Curia, giving
them a great deal of power. Lord Chancellor Etienne Durocher, a former director of Les Thoins, may well be privy t o these secrets.
They originally seized power very simply. The ten councilors were all former members of the Port Oasis military. and had good connections
with the remnants of the fighting forces that had escaped from the Marabou Marauders. They also had solid relationships with the
leaders of the Saragossa Conclave (whom they would later betray) and sold the idea for a combined assault on the city of Marabou. Once
their enemies were destroyed, and with the majority of the Unified Council dead, the Order used money provided by the Rostov family
(whom they would later try t o destroy) to cement their influence at the top.
Once they had established their power base, they retreated from the public eye. They recruited members from the elite of the Republic,
and placed their own people i n positions of power. For centuries, the nation's top bureaucrats all belonged t o the Order. Any new head
administrators named who were not members beforehand were approached and offered to join. Those that accepted gained access to far
more influence than they had before; those that did not, saw their careers (or even their lives) end i n ruin. The organization eventually
became too large, however, and several schisms within its ranks occurred. From TN 1799 t o 1822, a string of unsolved murders of some
of the most influential Republicans of the time highlighted the tensions that existed within the Order. Few outsiders were willing to take
action, however, until Jacques Molay and Louis Philippe deRouen decided that enough was enough and displaced the Order.
The Order, though weakened, i s far from dead. They have found new leadership i n the form of Louise deRouen, a.k.a. the Dark Fox, who
has trimmed much of the organization's useless fat. Though they no longer control the ministries directly, the Order s t i l l wields a
significant amount of power amongst high level bureaucrats and it i s establishing contact with interests outside of Port Oasis. They
have also used their influence t o broker deals with several city-state councils, preparing them for the generalized revolt that the Order
intends to spring on the Republic.
THE ROSTOV FAMLIY - 3.6.3
Arriving on Terra Nova i n early TN 725, Carlos Rostov brought with him knowledge learned a t the heels of some of Earth's most powerful
criminals and a vast family fortune. He quickly set up i n the Port Oasis region, establishing hotels and casinos that catered t o the whims
of the rich and powerful who sojourned on this fir away world. Money from a variety of sources (both illegal and not) bolstered the
family fortunes, and their influence spread across the colony world. Even when the Concordat finally cracked down on the crime infested
city of Port Oasis, the Rostovs managed t o bribe enough officials t o emerge as a legitimate business empire, and moved much of their
illegal trade t o other cities. The centuries since Earth's abandonment of Terra Nova have seen the family's fortunes increase a hundred
fold. As one of only a handful of truly well established criminal cartels when the Concordat departed, the Rostovs consolidated much of
their influence. The family's success has been somewhat mercurial, however.
The Rostovs pledged support t o the Marabou Marauders prior t o the taking of Port Oasis. They bribed political and army officials (who
were suddenly willing t o negotiate with the invaders) and i n essence prevented the senseless destruction of their city. I n return they
demanded t o be installed as the rulers of Port Oasis. The Marauders accepted the aid, and then reneged on their half of the bargain. To
gain revenge the Rostovs then funneled money into the fledgling Order of the Falcon who, once they had seized power, turned around
and attempted t o destroy the family. The Rostov survived nonetheless and is s t i l l firmly entrenched in the Port Oasis governing council
t o this day, and their influence extends throughout the Southern Republic. They directly control several assistant directors of SRID,
paying healthy bribes t o turn vigilant eyes aside. They have established a distribution network that extends wellinto the Badlands, and
maintain amicable relationships with many Wounded Knee smuggler cartels, most notably the Forzi. They export "immoral" Southern
trideos and literature, much of it produced by the Rostovs' own legitimate publishing house, import slaves from the Mekong Dominion,
and weapons from everywhere for sale throughout the Republic. They also reap sizable profits from the Blue Strip, a series of casinos,
brothels, fine hotels and restaurants located i n eastern Port Oasis.
The Assembly is not, however, solely divided between ICP and MDC; other companies have significant power within and without. Krellan
Foods and Dominion Motonverks have almost as much power as the two top dogs. Krelbn is a powelful food conglomerate, best known
for its "Weird But Tasty" chain of fast food restaurants. Dominion Motorwerks produces a wide variety of civilian and military vehicles,
including copies of Territorial Arms deigns like the Jager. The Assembly's Inner Tier (the largest corporations) also includes Dominion
Rail. This company i s unique because it is a subsidiary of Southern Rail, a Republican corporation headquartered i n Ankara. The takeover
came in the wake of the destruction of the Alliance. Mekong Rail is still structured as an independent corporation so it can compete i n
the Dominion and maintain its seat i n the Assembly, but it can and does regularly call on Republican assets.
The Middle and Outer Tiers of the Assembly include the sixty corporations with much smaller voting power than the "big five." This is
a very diverse group, including several of the city-states themselves, the league's largest private airline (Ramonair) and even the
Mekong Stock Exchange. Alone, these companies have little power before the Assembly, but they do seek patronage among the Inner
Tier t o have influence.
The most well-known symbol of the Peacekeepers' sense of duty is the Shrine of Light and Shadow, located outside Peacekeeper
headquarters in Mekong City. This white, curving wall bears the names of Peacekeepers who retired after faithful service or who died
performing their duty. The opposite side bears the names of the dishonorably discharged and even has, embedded i n transparent
polymer, the severed heads of those few Peacekeepers executed for capital crimes.
3.6.6 - The Mercenarq Guild
The Mercenary Guild's headquarters are located in Hsi Tsang, but its influence can be felt across Terra Nova, especially the Badlands.
Anyone looking for a life of action and skilled enough t o be successful at it can become a member of the guild for an annual fee of 200
kronars (100 dinars). A guild member i s given a weekly update of available work and is allowed t o bid on these jobs via a computer
network. Any business or individual can post jobs on this network free of charge. The mercenary must pay a 3% advance t o the guild
once the job is accepted and an additional 2% once the job is completed. There are absolutely no restrictions t o the type of work that
may be offered, but the risks and rewards of the j o b must be truthfully disclosed, let the employer being barred from making further
offers. Some contracts may be refused for fear of offending a more powerful entity (such as the Yakuza), but this is rare.
The computer network is easily accessed via the extensive Dominion communication satellite network, but the guild member's personal
code-word is required t o respond t o the posting. Fraudulent use of a member's code-word or forging a code-word is dealt with very
harshly by the guild. Most other city-states frown upon the guild's activities, viewing them as little more than hired thugs for the
Mekong government. Regardless of the political pressure upon the Assembly, the guild is far too useful t o Mekong corporations t o ever
be disbanded. Industrial espionage is so prevalent i n Dominion corporations that the guild w i l l always have clients.
The Guild enjoys a good working relationship with all Dominion corporations, with the C i v i l Service, the Mekong Assembly and even with
a few non-Mekong city-states. The ESE executes guild members on sight, aware that many work for the rebels i n their League. This does
not stop people from posting jobs in the ESE or stop mercenaries from accepting them, but it does make them more cautious. Many guild
members are also Yakuza gangsters, and as such may access the extensive intelligence network of the Miyazaki clan. This intelligence
network also makes the guild a clearinghouse for other people's secrets. O f course, for the real dirt one has t o go t o the Yakuza
themselves or else hire a Mercenary t o get the required information.
Not counting the petty ruffians who act independently, it is believed that approximately 40,000brigands operate within the Dominion's
borders; some observers place this as high as 200,000, but few people believe these groups t o be i n excess of 80,000, given the
resources available t o support them. Experts believe the impact and size of the brigand population t o be artificially inflated by some
sources, suspecting they have a vested interest i n exaggerating the threat of these so-called pirates.
The Mekong Dominion does not openly acknowledge the magnitude of the brigand problem, often dismissing it as unimportant. The fact
remains, however, that these marauders have a great impact on Dominion life outside the territories controlled by each city-state. It is
entirely possible, some say, that Northern interests - most likely Norlight zealots - might be providing some of the larger gangs with
the means t o disrupt the Dominion, jeopardizing the league's budding relationship with the United Mercantile Federation. These
observers figure that national pride prevents the government from admitting just how much they are hurting.
Brigands tend t o operate in the southwestern region of the Dominion, near Mekong City, and along the border with the Badlands. The
undeveloped jungles of these areas provide ample space for the gangs t o conceal their activities while a large number of trade caravans
draw their thirst for booty. Hsi Tsang provides a perfect venue for a brigand t o fence his ill-gotten gains. I n spite of intense pressure
from the Mekong Assembly, Oyabun Toshiro Miyazaki refuses t o take any consistent action against them. The Lord Protector has
assigned the 223 regiment, known as the Red Lions, t o rid the league of this problem. To date, the Red Lions have arrested or eliminated
over twenty-five gangs, an estimated total of nearly 1,400 brigands.
HIRA is the intelligence service of the Humanist Alliance. From an outsider's point of view, it i s a cross between a typical counter-
espionage organization and a thought police. The authority's main funcfion is to monitor the population of the Alliance for deviancy.
This gives HIRA f i r reaching powers to uncover and contain deviant activities and foreign influence. HIRA also conducts espionage
operations outside Alliance borders, but this i s not acknowledged by the government. HIRA is well known for employing the best
electronic and optical surveillance equipment available from Thebes and Perth i n their activities. A l l such surveillance, reports, evidence
and general records are stored i n a massive computer network known as Mentor.
HIRA was conceived as an internal monitoring and investigation mechanism to control the deviants who would always exist, no matter
how well the education system functioned. The work of HIRA is mostly carried out i n secret and takes the form of active operations to
detect deviance, leaving other more traditional reactive policing t o the protectors. Operatives conduct a myriad of tasks t o uncover
subversives and illegal activities.
When uncovered, most deviants are taken t o reeducation centers where DHM staff subject them to psychological conditioning assisted
by drugs and sometimes surgery. Reconditioning this way i s considered more humane than simple imprisonment. It is always publicly
promoted as a method to assist those who have lost their way and help them reintegrate into society. Media propaganda tells citizens
how they can "help" their friends and family who might be straying from the utopian path. Media portrayal of HIRA personnel i n the
Alliance is that of clean-cut professionals, doing all they can to seek out and capture unhappy deviants. Humanists respect HIRA
operatives but also fear them because of their fir-reaching powers. These agents are referred to colloquially as "ghosts" by Alliance
citizens, because of their apparent ability t o be everywhere.
I n the wider world of espionage, HIRA i s known for their use of drugged dart guns (Sfika), sophisticated interrogation techniques and
advanced electronics. HIRA i s also known t o play "nice" -they generally avoid killing enemy operatives. Many of those that have been
captured and managed t o get released only dimly remember anything at a l l because of the drugs HIRA uses. HIRA has a notorious
reputation for getting information out of anybody with the aid of chemicals. The DHM Tatant Reeducation Facility has a wing dedicated
t o holding and interrogating foreign spies.
The Alliance has about 200,000 HAPF protector troops. Some 70,000 or so of these are serving i n the MIUCIA i n the Mekong Dominion,
Eastern Sun Emirates, and Badlands or are training at the huge MILICIA War College camp a t Marabou. The other 24,000 odd Humanist
conscripts t o the MIUCIA are washed out protectors, deviant recidivists and commoner War of Alliance veterans who could not return
to a peaceful commoner life. Most HAPF protectors have had a tour of duty with the MIUCIA by the time they are 40 cycles old.
The rest of the protectors serving within the Alliance are comparatively spoiled for equipment, especially when compared to their
MILICIA peers. The Alliance being limited t o such a small military force - compared to the intentions of Gropius' original plan - has
resulted i n a policy of providing the best equipment to make them as effective as possible. Humanists favor advanced technology and
designs that are not the result of the lowest bidder's efforts. As a result, the HAPF is well equipped and armed. The Sagittarius (see
Southern Vehicle Compendium One: Gears and Striders, p.156), Orion and Lightning Dragon striders, the Heitorai hover tank and the
new Ghost I1stealth j e t are a l l examples of cutting-edge technology that can be found i n Protection Force ranks.
Many of the remaining million plus protectors i n the Alliance also receive training i n the HAPF as part of the Alliance's ready reserve
training. The Alliance has been training far more troops i n this way than the Republic i s aware.
THE BADLRNDS - 4 1
The Badlands are a place of legend for most Terranovans. Historians often compare the Badlands t o the Old West of the 19th Century or
the Australian Outback of the early 20th century: a dry and desolate frontier populated by tough, practkal pioneers. Although they
make up only a fraction of the global population, Badlanders often exhibit the best traits of the planet's character - independence,
honor and a dogged will t o survive - and so they lay claim t o the title of "true Terranovans."
The Badlands are both a geographical and political region. They form a buffer space between the two polar confederations, the
Confederated Northern City-states and the Allied Southern Territories. Skirmishes, trafficking and "incidents" between the two add t o
an already chaotic political situation. Indeed, the Badlands are home t o several small coalitions, each with its own territory and
ambitions. Many Badlanders can trace their heritage back t o people who left the North or South for the Badlands frontier. Terranovans
leave the relative comfort of the poles for a variety of reasons, ranging from a quest for adventure and opportunity t o a flight from
oppression, but a desire for freedom is an almost constant refrain. Badlanders see the poles as stifling places choking on nationalism
and governmental restraints; they greatly resent any attempts t o impose order on the equator.
I n geographic reference tomes, the Badlands are the arid desert regions that ring Terra Nova between roughly lo0 North and South.
Much more than a desolate and empty wasteland, the Badlands feature three major mountain ranges and thousands of square kilometers
of savannah on their borders. Each region, while equally hot and oppressive, has its own characteristics, making all locations unique:
no two places in the Badlands are quite the same.
Sculpted by harsh desert winds, the shifting dunes and rocky outcroppings of the Badlands are an awe-inspiring sight. Solitary predators
glide across the cloudless blue sky, constantly seeking their next meal. Small animals scurry over and under the sand and burrow into
rocky crevasses t o escape the oppressive heat. Sturdy shrubs and stubby desert plants amass what little moisture they can. So great is
the Badlands' austere beauty and solitude that many major religious and philosophical figures in Terranovan history have made pilgrimages
t o the desert sands t o challenge their faith and t o commune with nature a t her wildest.
Eking out a living i n this dry wasteland is a difficult task. Homesteaders face nomadic raiders, predatory life forms, desert tempests and
the dreaded corrosive white sand. Water is always i n short supply and hard t o come by. And yet, numerous small cities dot this barren
landscape, symbols of humanity's w i l l t o survive. Some of these communities rival polar city-states, but most are small towns and
homesteads. Almost all are built up near some source of water, be it a natural or dug well leading t o the MacAllen Cave Network,
plentiful waterroot fields or a healthy supply of moisture-collectors.
Another type of desert lifestyle is the way of the bandit. Known as rovers, Badlands bandits group together i n small bands that prey on
homesteading communities, trade caravans and whatever other targets they can find. These bands are usually short-lived, made up of
desperate souls and cutthroats who gather around a charismatic leader able t o supply them with money, alcohol or some other goods.
When that supply runs out or when the band faces real opposition, it will usually break up. There are some rover bands that have become
more than that, however. The Desert Wolves, who operate near Prince Gable are a bandit clan and even have a basic understanding with
local homesteaders: they protect the region from other forces i n return for certain limited pillaging rights. Historically, there have been
even larger rover bands. The settlements that became the Western Frontier Protectorate, for example, had t o deal with large rover
"armies" that ransacked many communities. The long Badlands frontier of the Confederated Northern City-Sates has also been the sight
of large rover groups, currently tied t o the cartel wars emanating from Wounded Knee.
The Badlands are also home t o many different desert tribes. These semi-primitive social groups live i n relatively isolated communities
and have a much reduced dependence on technology. Most are descended from Badlanders stranded in the desert during colonial times
or Reconstruction. The most famous of these tribes is the legendary Sand Riders. Semi-mythical, this tribe somehow survives deep i n the
Great White Desert, and expanse of corrosive white sand i n the Western Desert. Many tribes send young people on journeys of discovery
called walkabouts, in which they go out into the world and meet others, sometimes returning with a mate, resources orjust information.
Rumors persist that the Sand Riders do this as well, slipping unseen into trade caravans or other wandering desert groups.
41.2 - Oasis Towers
Oasis towers are probably the most unique and distinctive of all desert dwellings and are found along caravan routes and a t other
strategic locations i n the Badlands. They are huge enclosed towers made out of the local rock and sealed against the oppressive heat of
the surrounding desert, protecting hundreds of people from the harsh environment outside. The lower half is buried in the sand t o
remain cool, and pumping stations placed in the lower levels ensure a sufficient water supply for evetyone. Sensors, solar panels,
moisture condensers and weapon ports dot the exposed surfaces. Originally built t o shelter passing travelers, the towers are now both
way-stations and towns i n their own right.
Constmction: Oasis towers or simply oases are massive stone shelters that line major caravan routes and cover many wells. The basic oasis structure
(see diagram) consists of a truncated cone made of local stone buried deep into the bedrock and emerging from the desert sand. A spiral passageway
connects the outer doors to the interior, which is cooled t o a comfortable 25 to 3OoC by a massive ventilation system. A habitat tower stands at the
oasis' center, providing apartments, shops and other facilities. Repair and other industrial facilities are usually limited t o the oasis' floor. Hanging
gardens stretch from the tower t o the oasis wall every five stories, providing food for the inhabitants and helping to filter the air. Oasis systems are
usually powered by massivesolar panels on the shucture's roof that can also be set to reflect sunlight into the oasis interior to provide natural light
that filters through the hanging gardens.
Ownership: Obviously, only wealthy corporations and leagues can afford such a massive construction project. Oases were first built by
polar mining concerns in the seventeenth centuly, but many of these became independent when the companies went bankrupt after the
St. Vincent's War. These "free oases" s t i l l dot the Eastern Desert. Today, most oases are sponsored by Paxton Arms. The Badlands
conglomerate oversees its oases, but grants the citizens a large degree of self rule, so long as they continue t o offer shelter t o travelers
and remain independent of polar power. Polar corporations and leagues have also built some private oases a t strategic locations, but
these are often closed t o travelers and so are not considered "true" oases.
Oasis Dwellers: Oases exist t o provide shelter from the hostile climate of the Badlands and fully half their population consists of
transients. These travelers stay anywhere from a day t o a season before continuing on their way, paying a fee t o remain longer than a
day. Permanent residents pay taxes and are usually either employed as maintenance workers by the oasis sponsor or i n independent
businesses providing services t o transients. Most residents specialize i n technical skills (vehicle repair, hydroponic farming, and medical
services) or i n entertainment. Although oases are complete communities with schools and churches, those who wish t o obtain a higher
education must usually travel t o the city-states.
+ Stone Sculptures
Some of the most interesting features of Terra Nova are its ruins of giant stone heads, carved with lasers and carefully polished. It is
assumed that most were erected i n the early years of colonization by settlers. Not only were these monumental stone works i n fashion
a t the time, but they were thought t o bring good luck to the person building them. Only the oldest settlements have them. Almost all
are badly damaged since nobody but archaeologists care about them anymore.
Desert outlaws, renegades and rover gangs date as far back as early colonial times. The original rovers were disgruntled colonial workers
who struck out against their employers, living i n makeshift desert shelters and raiding supplies from isolated mining camps t o survive.
Today, rovers are usually drawn from the Badlands'isolated desert settlements. Very few towns can afford prisons so most criminals are
simply exiled, often ending up i n outlaw gangs with other outcasts. Other would-be rovers leave the settlements of their own accord,
seeking the fabled thrill and freedom of the rover lifestyle. These are usually polar expatriates, as the so-called "rover mystique" is
scoffed a t by the inhabitants of the Badlands, who know what rovers are truly capable of. Rovers are viewed with suspicion and deep
distrust by Badlanders who consider them lazy and dishonorable. This does not mean that all rovers are bad, but most have abandoned
their scruples for simple day-to-day survival.
For the most part, the rover threat has been greatly exaggerated by the media. Despite tales of huge rover armies, most gangs can only
threaten isolated homesteads and small trading convoys. Lightly armed bands are easily chased off by even a nominal defense force, and
those communities with enough money t o invest in light military vehicles, such as Heavy Gears, have little t o fear from 95% of all
rovers.
However, the aftermath of the War of the Alliance has made the rovers much more dangerous. The Peace River Army mobilized and armed
a large section of Badlands society and battlefields remain littered with discarded or damaged weapons. Many gangs have acquired
Gears and heavy weapons, making them much more powerful. Several communities have armed themselves i n response, or have called
on the PRDF, the Arthurian Korps or even polar forces for aid. Unfortunately, both North and South have realized that rovers can serve
as excellent tools with which t o harass their enemies, and several gangs have also acquired new weapons from their patrons.
The Tigers are not especially subtle smugglers and so are assigned t o operations far from major NorPol
involvement. They are vicious and deadly, however, and are used t o impose F o r i rule and eliminate
Kolson-affiliated rivals. With the money they have acquired from the cartel, the Tigers now field over
a dozen assorted Gears (decommissioned Bears, Basilisks and Hunters for the most part) along with
jeeps and transports. The gang counts almost sixty members, including Zoran and his three top
lieutenants. They are based out of Lorraine, a homestead community they have terrorized into
submission.
A recent arrival from the Badlands has become a thorn i n the side of the Tigers. Man Pontneuf is a
War of the Alliance veteran who became the marshal of a small Karaq Wastes county along the
pilgrimage route t o Massada. Her community was terrorized by the Tigers i n TN 1930 and Pontneuf
swore she would bring them t o justice. She managed t o chase them out of her town, but when they
disappeared north she was unable t o find them. Last season she was told they had set up shop on the
frontier and she got ready. She has recently arrived i n the region and has already killed one rover.
Emyl Zoran has ordered her killed, but her mastery of desert survival has made her almost impossible
t o touch. In desperation, Zoran has called on his cartel contacts. Roman Forzi has arranged for an
assassin t o take care of Pontneuf.
Built into an 800-meter high mesa, Peace River is an extension of the oasis habitat concept. The
mesa's exterior is marked by ventilation outlets, access-pointst o the city, a major airport and a cargo
monorail to the alpha maglev line. The city-state proper is contained within a 600-meter tall space
divided into three main sectors.
The top sector, a large oasis tower, i s used for Paxton Arms' executive offices. Extremely luxurious,
these stories house the offices of those who run Paxton and quarters for foreign delegates, all
sheeted in armored plating. The conglomerate's massive engineering and legal divisions are also on
these levels. Some beautiful, if small, parks are found here and there. Below the offices is a large,
open space lined with apartments, commercial malls and three huge pillars that support the giant
mobile storm shutters. The habitat core houses virtually all Riverans as well as hundreds of businesses.
Peace River's industrial sector lies below the habitat core, plunging up t o 200 meters underground.
The Paxton Arms factories employ 100,000 Riverans and function around the clock. The very bottom
of the industrial sector i s dedicated to a massive water supply and purification complex tied to the
MacAllen cave network.
The industrial sector is dark and filled with a complex array of pipes, conduits and machinery. Each
factory is housed i n i t s own "division," a specific work zone isolated by heavy blast doors and
reinforced to withstand explosions and earthquakes. Workers and industrial robots t o i l around the
clock, crafting and assembling weapons, vehicles and varied goods. The whole atmosphere is oppressive
and the most remote corners of the factory levels are not recommended for anyone.
THE
Paxton Arms - 4.21
The most influential and powelful faction in the Badlands i s undoubtedly Paxton Arms, the largest weapons manufacturer on Terra Nova
and owner of the Peace River city-state. Paxton i s the ultimate neutral supplier - it will sell t o almost anyone with good credit, and the
Terranovan "hobby" of border warfare has ensured a steady demand for Paxton products. With the current political tensions between
North and South, Paxton i s thriving.
Paxton Arms' installations are located within the large desert city-state of Peace River. From their underground caverns, the massive
factories of Peace River pump out millions of arms and vehicles, ranging from simple hunting knifes and rifles t o the cutting-edge
Warrior I V Heavy Gear. I n addition t o weapon production, Paxton manufactures several types of consumer goods, mostly desert survival
gear and body armors. The corporation's Mining Division also deals i n mineral concessions and routinely acts a as middle man for
independent Badlands prospectors.
Not all is well a t Paxton, however. The conglomerate i s increasingly trapped by its dual role as supplier for polar wars and defender of
Badlands security. The board of directors fully realizes that Paxton/Peace River, along with the homesteads and towns surrounding it,
i s becoming an informal league very similar t o those found in the polar hemisphere. The de facto transition from corporate manufacturer
to self-governing state is making some Riverans nervous, since it could threaten their favored status as neutral suppliers.
Also, because of its position as arms supplier for the northern and southern leagues, Paxton Arms i s often accused of fueling the war
between North and South and causing the Badlands which they presumably protect to become a battlefield for both confederations'
disputes. How, some say, can they hope to defend the Badlands when they contribute to its destrum'on? I n its own defense, Paxton
Arms has established a vety strong defense perimeter and claims that it does not own the Badlands, thus that it has no responsibilities
toward the settlements outside its jurisdiction. Needless t o say, Paxton Arms i s a very controversial topic for Badlanders and more than
one bar brawl has started over it.
The conglomerate was founded i n TN 1595 by Mekong h g r 6 Erbert Paxton as a mining concern. Paxton Mining became wealthy selling
ore to the poles thanks i n large part to its proximity t o the alpha maglev line, which greatly simplified the shipping process and reduced
cost. Paxton began to diversify i n the early 1700s. producing heavy machinery for mining and a l l sorts of light desert equipment.
Despite limited success initially, the devastation of the St. Vincent War was a boon for the corporation. When the war ended i n TN 1729
the manufacturing industty of both poles was devastated, but Peace River was physically unscathed and rapidly restarted production.
Though the company was severely criticized for focusing on arms production when the planet had just survived a devastating war, both
poles remained afraid the other would rebuild first and were quick t o purchase the new weapons. By TN 1750, Paxton had established
many of i t s products as planet-wide standards and was reborn as Paxton Arms.
The Protectorate is a real and active force in the deserts around the Pacifica Range and most of the
Karaq Wastes. The PRDF regularly patrols the area and can be deployed to a trouble spot by Paxton air
carriers i n short order. Further afield, the Protectorate becomes more and more illusoty. Even Paxton
cannot patrol or defend the entire Badlands, and the Barrington Basin and much of the Eastern and
Western Deserts are only occasionally visited by the PRDF. Aggressors have also learned that if they
present Paxton with a fait accompli, the conglomerate will not risk a long term struggle to retake a
community.
The PRDFs most tense encounters usually occur when facing Port Arthul's Korps i n the western
desert. The latter frequently venture on the fringe of what has traditionally been Paxton's sphere of
influence. The conglomerate is very concerned about Port Arthul's web of trading relationships within
the Barrington Basin. Also, Port Arthur's sponsorship of the New Coalition (in the Westridge Mountains)
i s looked upon as an especially bold challenge to Peace River's position as the preeminent community
i n the Badlands. As a consequence, the occasional PRDF units that patrol the Western Desert spend
some of their time trying t o chip away at Port Arthur's authority. Some major skirmishes have occurred
and locals fear a deadly brush war in the near future.
4.2.2 - Peace River Defense Force [PORF]
Patrols are undertaken t o establish a Paxton presence i n the area, but real action comes thanks t o the conglomerate's air-carrier wings
which allow the PDRF t o respond rapidly i n a crisis. The presence of the polar fiefs of Timmins (CNCS) and Azov (AST) along with the
warring neighbors of Erech and Nineveh and especially Port Arthur complicate matters greatly. The PDRF regularly find themselves i n
tense stand-offs with one or more of these hostile forces.
The Paladins, one of the six regular regiments of the PRDF, are led by Commander Gabrielle Hunaman. A twenty-cycle PRDF veteran,
Hunaman fought i n the Peace River Army during the War of the Alliance and lost many friends t o the Terran invaders. She has not come
very far i n forgiving or forgetting the past and still sees the residents of Port Arthur as invaders or collaborators. She is ready and willing
t o use her forces t o assault Port Arthur's small defense patrols whenever the opportunity arises, finally burying her enemies. Hunaman's
vengeance is only delayed by strict orders from her superiors.
Like most PRDF regiments, the Paladins employ a mixture of Paxton and polar Heavy Gears. However, vehicles of diverse origins are
rarely mixed i n a squadron unless their performances are very similar.
PRDF's forces sport usual desert camouflage. Most of the vehicle's hull is painted tan with light brown on the feet and torso. The head,
shoulder and lower legs have a spotted camouflage pattern of green-brown on a light brown background. The spots are tan and black.
The Peace River symbol appears on the chest of a pilot's standard uniform and is black and white on a red background.
+ Operational Role
The Border Defense's biggest role a t this point is asset protection, and they are on f u l l patrol a t all hours of the day and night. They
check every person arriving in Peace River for the first time with a facial scanner, and check their identity tags. The Border Defense is
not required t o question those entering the growing town, but most w i l l subject potential residents and traders t o full searches and
relatively intensive questioning. Paranoia runs rampant among the members of the unit, and they are not about t o let anyone suspicious
past their net.
Their second mission objective is the protection of the refugee camps that have sprung up around the Paxton complex. Since most
members of the patrol have families there, any threat t o those within the camps will be met with extreme and often unjustified force.
Depending on the security status of the Gears involved, some members of the Border Defense will take their Gears t o the camps
overnight t o the horror of the maintenance squads in order t o protect their families; most do, however, prefer t o leave them in a storage
hangar.
Lastly, the Border Defense also acts as an escort for important shipments. During these missions the Border Defense membership swells
as other civilians who have small arms step in t o defend their homes from unfriendly visitors while the regulars are away.
The bulk of the troops remained at the main Earth Force beachhead i n the Barrington Basin, using the existing facilities t o found the
community of Port Arthur. Another group composed mostly of GRELs later founded the smaller city-state of Jan Mayen i n the Eastern
Desert. These two settlements are home t o almost all GRELs currently on Terra Nova; their presence elsewhere tends t o raise more than
one eyebrow from their former enemies. The exiled Earth officers and soldiers, although faced with a similar predicament, can blend into
the human population and many have moved t o one of the polar leagues t o start anew.
A l l GRELs were designed as soldiers first and specialists second. They are large and powerfully built (some classes more than others),
with little or no body fat. GRELs have no body hair to reduce sanitary maintenance i n the field. Because of the chemical composition of
their tough skin, they have a very slight purplish tone.
The Isaac-class GREL is typical of the "specialist" supersoldiers. Highly intelligent, the Isaacs were hypnoprogrammed with the schematics
of all CEF equipment. The later Isaac-IIIb models were also capable of understanding the workings of captured Heavy Gears.
The Mordred and the Morgana GRELs are closer t o the stereotypical representation of the supersoldier as a death machine. The Mordred
class is designed t o be the ultimate infanttyman: they were engineered for toughness, strength and overall stamina. The Morgana class
is similar, but more cunning and agile. They were used for commando missions and tactical assaults.
Rumors persist of a ninth type of GREL, identified only as Jezebels. Infiltration and assassination specialists, Jezebels were allegedly
genetically engineered t o standard human size and individualized through plastic surgery.
GRElTqpes
I class Purpose Sex X of total
I Isaac Technician Male 5%
Colonel Charles Arthur I11is the man most responsible for this amazing turnaround. I n the seasons
after the colonial surrender, Arthur organized the abandoned and discouraged troops and focused
them on rebuilding a new society. Only those loyal t o the GREL visionary Jan Mayen refused t o follow
Arthur and left the camp.
I n the spring of TN 1921, Arthur officially announced that he and the other residents of Port Arthur
(as the community came t o be called by its citizens) disavowed any loyalty t o Earth. The city would
mind its own business and make its living off the Badlands. This was viewed favorably by the polar
governments, who were very busy with the reconstrucfion and did not want a permanent enemy on
Seizing the opportunity t o entrench Port Arthur i n the Badlands, Colonel Arthur welcomed all
Terranovans who wished t o join the community. Many Badlanders took him up on his offer, taking
over the homesteads around Port Arthur and developing the local diamond mines. The city now
includes many more native Badlanders than GRELs or Terran humans.
.hur is run like a particularly complex military base. Colonel Charles Arthur i s the commander of the city, assisted by thirteen
majors who serve as a cabinet. Fully 90% of the Arthurian officers are Earth humans who were abandoned on Terra Nova: the rest are
Terranovan graduates of the small Arthurian Military Academy. Only two majors are responsible for the active military force, while the
others govern the city itself. All told, active and retired officers make up 2.5% of the population.
Most GRELs seem content t o live i n segregation. Their inability t o reproduce and learn new skills has left them resigned t o their fate.
Most who felt differently left with Jan Mayen i n TN 1924. Currently, the GREL community is plagued by the Jan-class tendency toward
megalomania, with several Jans acting from the shadows of the GREL neighborhoods. The enigmatic Soldier Sebastopol has organized
discontented supersoldiers into a network of revolutionary cells that he hopes t o use t o overthrow Colonel Arthur and create a GREL
nation. The rogue Soldier Proust - leader of a personal army of conquest i n the Badlands - has sympathizers i n Port Arthur and is
rumored t o travel t o the city-state on a regular basis (See the Operation: Jungle Drums adventure for information on Soldier Proust.).
Arthurian psychiatrists have yet t o convince the Colonel that this tendency among Jans is a serious concern.
Civilian Badlanders largest segment of Arthurian society. They include entrepreneurs, homesteaders, miners, merchants and
entertainment stars. have no official rights i n Port Arthur, but are represented by non-commissioned officers who are responsible
When Colonel Charles Arthur I11formed the Port Arthur city-state after the War of the Alliance, he did so using the strength of his GREL
soldiers. He knew that they would have t o present a strong face t o the rest of the war-weaty planet in order t o be left alone during the
rebuilding period that followed the conflict. He formed the Port Arthur Korps from their ranks and only employs about eight thousand
at any one time. The Korps remains a mainly defensive weapon with incredible offensive potential. The greatest problem facing the
Korps has been fuel and ammunition shortages, and so their ability t o sustain any sort of attack for an extended period of time i s
doubtful. As a result the conservation of resources has become essential. Out of this need came the genesis of the PAK. The PAK rotates
a smaller membership of about a thousand GRELs on a seasonal basis; only a couple of hundreds are active a t any one time.
A friendly pact with the Humanist Alliance resulted in the building and modifying of HT-68 Hovertanks. The revamped model now uses
less fuel without sacrificing movement range. Some of these models have been stripped of some armor t o allow for even further
progress. Additional purchases and manufacturing has given the PAK the frames and tanks that they need t o sufficiently cover their
territory. This surplus has led t o the placing of PAK teams further and further away from Port Arthur, an effort geared towards what
Colonel Arthur calls the Rapid Response Team. His goal is t o have a heavily armored team that can engage enemies away from populated
areas and t o be able t o deal with raiders immediately.
Operational Role +
The troops are split into a motorized cavalry brigade and an infintly brigade. Most GRELs rotate through the Korps on a seasonal basis
and form Port Arthur's standing reserve, a method that has the twin advantage of keeping the supersoldiers i n top fighting shape and
out of trouble. Infantry units are more numerous than cavalry ones because of the difficulties maintaining and replacing the few
hovertanks the CEF left behind. Retraining the vehicle crews t o use local armored vehicles has proven t o be far more trouble than
anticipated, and Port Arthur thus only uses simple vehicles such as Elan jeeps.
The Korps cavalry brigade, known as the Port Arthur Kavalty or the PAK was for many cycles the only hovertank force that the city-state
had. Just recently however, a large number of vehicles, which foreign observers thought t o be beyond repair, discreetly reentered
service. Arthurian officials have openly admitted the Humanist Alliance provided industrial help and some expertise i n exchange for
some technology transfer. With almost a full second brigade of hovertanks available, Colonel Arthur is expected t o soon announce an
expansion of the Korps.
There are six military bases within the Port Arthur Security Zone; five of them are on the NuCoal border and are all used t o patrol their
borders. Due t o the size of the area they need to cover, the often can only stay within certain routes, where they use a system of fuel
drops and way stations t o maximize time i n the field. Since their main objective t o defend the mines and homesteading areas, there i s
great concern that they cannot cover all the ground. I n order t o attempt a solution t o this problem they have increased their hovertank
numbers and efficiency. When their tour is over, they and their other vehicles go back in for inspection and repair.
Jan Mayen is a very recent city-state. It was founded after the War of the Alliance, when a personality clash split the leadership of the
Earthers who had remained on Terra Nova. The majority of the Earthers remained with Colonel Charles Arthur I11 and founded the city
of Port Arthur. A smaller group migrated westwards along the equator, eventually settling down i n a small oasis near the beta maglev
line. Here they founded a city-state named after their leader, Jan Mayen.
Among stranded CEF personnel, that a Jan-class (leader) GREL would challenge Colonel Arthur was not a great surprise. Soldier Mayen's
declaration that he wished t o live with humans and his choice not t o take up arms against Colonel Arthur, however, was unexpected.
Most believed that GRELs could not find a life outside a military structure. That 10,000 chose t o trek one quarter of the way across the
globe t o try just that is a testament that GRELs are more human that most give them credit for. Jan Mayen's followers all abandoned
their military titles and took their class-name as a sort of family appellation.
The Earthers of Jan Mayen have "gone native" much more than those of Port Arthur. Most of the supersoldiers of Jan Mayen have been
adopted by one of the Badlander families that moved t o Jan Mayen since the town was established. Jan Mayen is dominated by a group
of clans, who have all adopted GRELs into their midst. Jan Mayen himself i s very happy about this. He wishes t o see GRELs have a future
as partners with those humans who will accept them. Although he has refrained from explicit leadership, he is the father-figure of the
community that bears his name.
Jannites are extremely isolationist, and are known t o fiercely defend their territory. They are simply not interested i n becoming a major
player i n the Badlands. Each Jannite extended family usually inhabits its own large ranch. They run self-sufficient farms, raising animals
above ground and crops i n abandoned mining tunnels refurbished with hydroponic equipment. They sell the surplus to traveling
curies which they cannot manufacture.
I
Jan Maqen Vital Statistics
I Founding Date: TN 1924
I Method - Government:
- of -- - - I Particioaton Democraor
Head of Government: Mayor Morgana Klmsa
Population: 80.000
Allies: Humanist Alliance
Princioal Industries: Herding, agriculture
I I
c
Tara and Oereh
Jan Mayen is an experiment i n hope, but the fact that all GRELs are sterile has made this hope very
fragile. The community has established a dedicated GREL fertility program that has struggled against
the many blocks t o reproduction from underdeveloped sexual organs t o failures i n chromosome
transmission. Tara and Derek are the best results thus far. Born from artificial insemination of a
human ovum with manufactured GREL spermatozoids, these two half-GRELs symbolize the future for
the sterile supersoldiers. Although the two children are apparently sterile, t o have overcome the
safeguards against reproduction inherent in the GREL genetic code is a triumph i n and of itself. This
success was made possible by covert cooperation between Isabella Domosa (head of the fertility
program i n Jan Mayen) and Humanist scientists, chiefly Arturo Nessen. Tara and Derek are only one
cycle old, but they have already achieved semi-mystical status among many GRELs. Domosa and
I Nessen are hard a t work creating brothers and sisters for them, as well as trying t o develop a viable
GREL ovum - which would make GREL/GREL rewoduction oossible.
Armadillo Cavalry
Jan Mayen's local militia lacks much of Port Arthur's technological edge, but it does have a few trump
cards. Jannite militiamen are normally equipped with incredibly powerful anti-armor rifles of Earth
manufacture that greatly surpass any Terranovan equivalent. I n addition, they ride armadillo beasts,
the gigantic, armor-plated relative of the Barnabus lizard. These reptilian creatures can travel for
days i n the deep desert of Terra Nova with little food and water, giving the creatures ten times the
deployment range of most Gears. The Jannite cavalry has yet t o have its first real taste of conflict
with the Terranovan powers, although the GRELs have been in a few standoffs and skirmishes with
both the Northern Guard and Southern MILICIA. Jannite leaders believe i n showing a position of
quiet strength, gambling that neither global power will judge it worthwhile t o allocate the resources
necessary t o take on a force of 10,000 supersoldiers just t o secure a small desert city like Jan Mayen.
THE B A D l A N D S
New Human Republic [NHR] - 4.3.4
The New Human Republic is the latest micro-league t o appear i n the Badlands, grouping together the small homesteading communities
of Aspenpic, Briktamone, Elevation and Grisleburg on the eastern fringe of the Great White Desert. The NHR is actually the successor to
the Republican Liberation Movement, a micro-league that previously united these four communities under the leadership of a warlord
named Hernando Dapez. I n TN 1934 Dapez and his RLM were overthrown by Colonel Proust, an ambitious Jan-class GREL who broke with
Earth after the Battle of Baja. Proust has a vision of a GREL nation and gathered a rover force in the Southern jungles and Badlands
before making his move against Dapez.
Proust's New Human Republic (NHR) is built around the principal that GRELs must take charge of their own destiny and not bow t o
"inferior" humans. Proust suffers from the alarmingly common Jan-class deficiency of megalomania and is convinced that he i s destined
t o lead his people t o a glorious and dominant destiny. His dislike for Terranovan humans is only exceeded by his hatred for the Earth
humans who created GRELs as so much cannon fodder.
Proust's message resonates strongly with the tens of thousands of CRELs still on Terra Nova. Although there are other GREL visionaries
Jan Mayen and Soldier Sebastopol chief among them ProusYs calls for vengeance and domination appeal t o the most violent of GRELs.
Around 150 GRELs now call the NHR home and serve as Proust's ruling class, although there are still some humans i n positions of
authority for the time being. Proust also has a network of sympathizers i n both Jan Mayen and Port Arthur, and both these communities
consider him a real threat. The AST is also interested in Proust because he once operated within their borders.
Proust has currently charged his growing army with hunting down Soldier Roskiman, a former squad-mate of his. Roskiman, a rare male
Minerva-class, fled the NHR into the Great White Desert i n the company of a human guide named Zaya. This betrayal by the last
sulviving member of his old unit has driven Proust t o new heights of anger. His forces have come into conflict in the desert both with
Sand Riders and with the Desert Wolves. Some reports say that Roskiman and Zaya may have been given shelter by the Wolves, while
other say the two have vanished into the inhospitable heart of the White Desert.
0 Weapons of Uestruction
The Republican and AST governments are especially worried about Proust because they suspect he
maybe i n possession of nuclear weapons. I n TN 1933 Proust was discovered stealing fissionable
materials from secret Republican convoys near the Badlands border; his operation was destroyed by
the Special Intervention Unit, but Proust himself escaped. It seems less than coincidental that he
then set his sights on the RLM, which included as a major resource the Aspenpic Nuclear Processing
Center. Southern fears are correct: using the fissionable material stolen from the South, Proust is
readying a few low-yield nuclear arms. He has not confided in anyone just what he intends t o do with
them just yet. He is also aware that the South is likely suspicious and has the Processing Center
under GREL guard.
4.3.5 - Yahut Brotherhood
The acronym NEC stood for New Eurasian Commonwealth for an entire century before the Commonwealth conquered the planet. The
hard-earned victory allowed the NEC authorities t o replace "Eurasian" with "Earth." Most gave credit for the success of the endeavor t o
the ruthless ruling coalition known as the Party. While most of the human personnel in the Colonial Expeditionary Force were made up
of mercenaries seeking adventure, wealth or a new start away from their past, the core of the invasion army was constituted around
hard-line Party members. It was their fanaticism that drove the invasion forward. As senior officers, political commissars, MVD secret
police, and troopers of the elite all-human ParaKomandos, NEC party members formed the heart of the CEF.
When the defeat occurred, all Party members were assured of a place i n the ships of the departing fleet. Due t o the scattered nature of
the Terranovan conflict, however, it was inevitable that some would not return i n time t o the pick-up points. Instead of becoming
resentful, most of these abandoned zealots pressed on and continued the fight, figuring that the fleet would be back sooner or later
with reinforcements. Their first struggle was t o secure control of West Base, but i n the bitterness of the abandonment many whom they
thought would, and indeed should, have been loyal t o the NEC authorities turned on them.
Slowly they lost t o Colonel Arthur and his loyal troops, many dying in a violent assault by Arthurian GRELs in TN 1922. I n the aftermath,
the remaining senior loyalist officer, Major Eva Bukharin, decided the group had t o go underground i n order t o survive as an entity and
retain enough resources t o allow them t o carry on their mission of conquest. Thus the Yakut Brotherhood, named for the Siberian
homeland of the NEC, was born even as Major Bukharin and her comrades surrendered and swore allegiance t o Colonel Arthur and his
new order.
Now existing as an informal network of like minded officers and enlisted personnel, the Brotherhood aims t o take over the remaining
Earth forces on Terra Nova from within, as well as striking at the hated colonials whenever possible. A secondary goalis t o prepare the
terrain for a second invasion by gaining sympathizers and establishing weapon caches and supply depots. Silently, most hope for the
return of the fleet before the long years needed t o carry out a coup pass. They do what they can t o further the CEFs original goals, but
few individuals or cells have resources outside Port Arthur.
After his death the Perfect Form Movement fell apart, but one disciple, a Jan class GREL called Soldier Sebastopol, did not loose heart.
An unusual Jan, with above specification intelligence, Sebastopol had been entranced by Yamata's vision of a peaceful and prosperous
world. Sebastopol made his way t o Temple Heights and took refuge i n the Buddhist monastery there. He stayed in Temple Heights for
four cycles, healing his body and mind, and perfecting his understanding of Buddhism.
Sebastopol was slowly able t o expand upon the ideas that Yamata taught him, overcoming the limitations of his hypno-training. He
became convinced that the NEC, by creating GRELs for the sole purpose of killing, was totally evil and that Colonel Arthur was furthering
this evil by keeping the GRELs focused on military activities. Sebastopol worried that his brothers and sisters, as he now saw other
GRELs, would be condemned by heaven i f they were not rescued. Sebastopol himself was able t o break his conditioning completely by
rigorous martial arts and mediation practices.
I n TN 1925, Sebastopol returned t o Port Arthur and slowly started recruiting small groups of GRELs. He takes each class t o his dojo, a
cave i n the Westridge range near Temple Heights, and trains them i n mediation, Buddhist beliefs, martial arts, and a sense of their own
spirituality. The students then return t o Port Arthur t o set up their own dojos and spread the word.
Naturally, this is a slow process and even after ten cycles Sebastopol has only trained thirty-two classes. Their combined effect,
however, has been t o spread his beliefs widely i n the GREL Quarter, South Camp and Jan Mayen. Major Gruner has recently become aware
of Soldier Sebastopol and is making efforts t o locate him. He is more alarmed by Sebastopol's movement than by Colonel Proust's, since
Perfect Form's message could seriously undermine the combat effectiveness of the GREL soldier units who are affected by it.
THE NEW COALITION [NUCORL] - 4.4
The New Coalition (often abbreviated as NuCoal) is a trade alliance of several city states i n the Westridge Range and Barrington Basin.
Some see NuCoal as the first step towards the first true Badlands league; others see an alliance doomed from its very inception. The
Westridge region is a critical axis of trade on Terra Nova. The mountain range is crossed by the gamma maglev and features several
Terranovan TransRail stations. The Westridge railway also runs along the western slopes of the range. This long line links both the WFP
and UMF t o the Mekong Dominion and Southern Republic in the other hemisphere. Although conflict and rivally has always existed
between these leagues, billions of marks/dinars worth of goods s t i l l travel the Westridge railway. The Line itself features such city-states
as Fort Neil (an industrial center), Temple Heights (an agricultural center) and the smuggling town of Wounded Knee. The opposite
slopes of the range are linked by tributaly rail lines and include the petroleum town of Lance Point and the trading city of Prince Gable.
The New Coalition i s an effort t o have all these towns (except Wounded Knee) cooperate so as t o insure their own neutrality between
North and South. They all thrive on polar trade and so have an interest i n being able t o sell t o both sides.
The coalition was the dream of Fort Neil's mayor Royz Malkom, but it was a very hard sell. Many felt that the alliance was a waste of time,
because none of the four city-states could stand up t o the militaly might of the North or South. This changed when Royz struck a deal
with Port Arthur. By the 1930s. the city of Earth refugees had transformed itself into a successful community, selling diamonds and
orbital access t o many private concerns. Port Arthur was anxious t o guarantee its access t o the Westridge regions' communication links.
Royz proposed that Port Arthur become the senior partner i n NuCoal, gaining favorable terms of access in exchange for the deterrent of
its military might. I n TN 1932, the coalition was born.
NuCoal is an economic accord rather than a political alliance. All five communities agreed t o free-trade between NuCoal members and
a policy of low tariffs t o outside trade. Port Arthur gained cheap oil, motor parts, foodstuffs and access t o global transport links, while
the other partners gained the protection of the Arthurian Korps and cheap access t o orbital transport capabilities. Despite this mutually
beneficial agreement, NuCoal has faced internal and external challenges. A l l four Westridge signatories were occupied by the CEF during
the War of the Alliance and many locals find joining forces with their former enemies distressing a t best. Lance Point has been the sight
of two major worker revolts since it signed on and has been occupied by Southern forces t o guarantee the flow of oil. Royz Malkolm, who
now chairs the NuCoal Board of Trade, remains guardedly optimistic, however. Port Arthur's militaty deterrent may not have stopped
occupation of Lance Point, but it has reduced pressure on other cities.
550,000 (approx.)
4.41 - Prince Gable
Prince Gable is a major trade and tourism center for the Westridge Region and now serves as the seat of the New Coalition Council of
Trade. The city-state sits at the opening of the Westridge Trench, a massive collapsed portion of the MacAllen Cave Network that forms
a deep trench up i n the Westridge Range, running north from Prince Gable about halfway t o M a i m The trench is the sight of extreme
windstorms, but its spectacular beauty and mineral wealth attract tourists and entrepreneurs t o Prince Gable. Many locals cater t o
tourists wishing t o explore the trench. These businesses range from luxury hotels like the Westview Oasis t o tour guides like Trench
Adventures t o rescue services like Dillon Air Rescue. The Trench is also used by Wounded Knee smugglers. Prince Gable also features a
major maglev link t o the gamma line t o the south and several rail links t o the major North-South rail line just on the other side of the
Westridge Range. This has helped develop healthy trade through the city.
Prince Gable is also home t o several globally renowned businesses. The most prominent is the Satellite News Service (SNS), the first
commercial information network t o take advantage of the Hermes 72 satellite system left by the CEF. SNS remains the leader i n global
news coverage and has a reputation for being the only true source of unbiased news on the North-South conflict. The presence of the
NuCoal Council of Trade now adds t o the town's prestige, although the alliance with Port Arthur remains controversial. The city was
occupied by the CEF during the war and many remember the suffering they endured. Memories are long and forgiveness hard t o come by.
The Desert Wolves rover gang also operates near Prince Gable. Although these bandits are considered dangerous outlaws by some, most
citizens tolerate them because they helped liberate the city a t the end of the war.
Allies: NuCoal
When Lance Point announced it was joining the New Coalition i n an effort t o secure its access t o multiple markets the local workers
began an open revolt. They believed the protecfion of the Arthurian Korps would give executives the ability t o brutally suppress an
ongoing labor strike without fear of Southern forces coming i n t o restore order. Both executives and workers overestimated the
Arthurian deterrent, however. Seeing production cut off by the revolt, the Republic sent i n the MIUCIA's elite 11th regiment (the
Rapiers) t o control the city. The Rapiers imposed a brutal peace, forcing the workers into the hills. The workers renamed themselves the
Badlands Revolutionary Front under the leadership of Ernest0 Jaxon. I n the Summer of TN 1934, the BRF had gathered enough resources
t o strike back a t the Rapiers and their reinforcements. Guerrillas entered the town and briefly held i n untilvicious street fighting again
forced them back into the hills. Ever since, Lance Point has known little peace. Southern soldiers and Lance Point executives are
targeted by BRF snipers, guerrilla strikes are commonplace, and Southern troops regularly execute suspected BRF collaborators. Jaxon
and his guerrillas are now a model for radical action across the Badlands. Jaxon himself is very concerned by current events. Backed by
allies i n the Wounded Knee smuggling cartels he had hoped t o make occupation impractical for the South, forcing them t o withdraw and
negotiate terms in order t o ensure the flow of oil. With the death of Thor Hutchison, however, everyone seems t o be bracing for war and
the South is unlikely t o withdraw from such a strategic location if that might leave it t o the North.
I Population: 3 5 a
I Allies: NuCoal, Southern Rewblic I
1 Principal Industries: Petroleum I
Temple Heights - 4.4.3
Temple Heights is the site of a truly unique natural phenomenon, accompanied by one of the most fascinating archeological constructs
on all of Terra Nova. The small city-state is built atop a moon shaped mesa. The inside of the mesa i s protected from desert winds and
contains highly fertile soil blessed with natural wells. These lands are farmed by locals and have almost always brought i n bumper crops
- unheard of i n the Badlands. Olives, figs and dates (genetically adapted to Terranovan conditions) are all part of luxury foods shipped
from Temple Heights across the globe. The archeological aspect graces the inside wall of the crescent-mesa. The entire 500-meter c l i f f
face is adorned with huge carved stone faces, i n a style reminiscent of (but not exactly the same as) the widespread Terranovan
Stoneheads. These faces all stare with lidless eyes at a single spot on the floor below. A t that spot lies an underground chamber
(revealed by sonogram i n TN 1881) which contains a small altar with, upon it, a single Stonehead somewhat larger than a human skull.
The wall of faces has been called an extreme example of colonial carving, but many persist in thinking it a holy site. Revisionists claim
Mamoud Khodaverdi, their Gentle Prophet, visited the site and brought fertility to the soil. Jerusalemites say Erzach Ibn-Muhammad
came here and witnessed the power of God when He brought the great mesa down from the heavens. Buddhists see each face as a
reincarnation of their spiritual leader. Other splinter groups see even darker fates, and the city-state i s literally full of pilgrims,
theologians, academics, preachers and fanatics. These groups sometimes mix with violent results. Access t o the site is controlled by the
town through the Templar Research Institute, a recognized academic study center which holds agreements with most major Terranovan
universities. The board of directors grants visiting professor and students, as well as pilgrims and others, limited access to the site on
a case-by-case basis. The Board's agenda is, i n order of importance, to minimize disruption of the local firming community, to protect
the archaeological site from damage, to minimize religious conflict, and finally to advance the understanding of the site.
Born i n the Badlands, Mor was a bold, small unit tactician who forged an almost patriarchal relationship with those under his command.
When Mor finally gave i n to his melancholy and went AWOL, he was able to bring most of his section with him. He encouraged his
followers to become part of the surrounding community and within a few cycles the Wolves had established themselves as noble
bandits, occasionally raiding homesteads to feed themselves, but also protecting the locals from other aggressors. I n several settlements,
arrangements were made and the Wolves were welcomed into town for trade and drink.
With the colonial invasion i n TN 1913, the Wolves found themselves on the warpath again. When the Peace River Army was formed, the
Wolves joined up and became one of its most celebrated fighting units. They led the drive toward Prince Gable, fighting valiantly i n the
house to house liberation of the city, but at the cost of Mahmet Mor himself. Mor was killed when he used his battered Black Mamba to
shield a squad of his men from a barrage of anti-infantry rockets.
The Wolves have continued t o be the bandit princes of the Badlands east of Prince Gable. Rich trading convoys from the city into the
deep Badlands are the prime raiding targets, although small settlements are sometimes convenient sources of food. The Wolves rarely
completely strip their target, taking only a percentage of the goods carried. These goods go t o supply the Wolf's Den, with any surplus
often distributed t o the poorest of the nearby homesteads. Current leader Davood Mor has increasingly committed the Wolves to
keeping the region independent from the rest of Terra Nova. The growing economic and political influence of Prince Gable and Port
Arthur has made the Wolves more and more serious about their raids on caravans between the two cities. The traders have responded by
arming themselves with more powerful weapons. More troubling t o the Wolves i s the arrival of the CNCS trade negotiators and a Northern
Guard regiment i n Prince Gable - raising the specter of eventual combat with Northern Guard troops.
Unfortunately, the workers revolt was brutally stamped out by the Southern MIUCIA before the improvised mountain army could even
act. Fearing that the brutality of the MILICIA soldiers would now be turned against them and unprepared to face professional military
troops i n combat, many of the would-be freedom fighters quietly slipped away and returned to their homes. Those who remained, about
one-third of the original group, began to fallinto a rough system of ranks t o create some order out of the rising chaos, using a structure
similar to that used by Paxton during the War of the Alliance. The ranks were officially formalized when small groups of workers who had
escaped the slaughter arrived i n the mountains seeking refuge. Together, these refugees and sympathizers formed the Badlands
Revolutionary Force, a movement dedicated to the purpose of continuing the struggle of the Lance Point workers' revolt.
The BRF troopers are concerned with establishing the section of the Westridge Range located near Lance Point as their territory. Without
proper training and equipment, there was no way the BRF could take on the MIUCIA. Instead convoys t o and from Lance Point are
systematically attacked or harassed, corporate executives are targeted for intimidation and supplies are raided from settlements trading
with the city-state. They have no illusions about their fighting capacity and are constantly doing their best to avoid the MIUCIA forces
s t i l l i n the region. Most of the Revolutionary Force's operations are hit-and-run attacks, with the attacker vanishing before the guards
can mount an effective defense. Support and logistics are also problematic, although the covert support of many homesteads i n the
region has managed t o keep the men fed and clothed so far.
THE B
CICS BORDER TERRTIOREIS - 4.5
Although the league concept came about rather early i n the independent political history of the planet, not all city-states have seen fit
to formally ally themselves with others for trade and protection. Three of the Confederated Northern City-states' members are not part
of any league, but rather associate directly with the confederation as a whole. The city-states of Red Sands, Massada, Wounded Knee and
Timmins are located beyond the edges of the confederation, i n the Badlands. These settlements, along with the land they control
around them, form the Border Territories of the Confederation.
Each city-state has its own government and is free to control its internal policies. The territories surrounding each settlement are
officially under the nominal protem'on of the Northern Guard, the CNCS joint military. I n truth, the Guard does little more than keep the
peace, letting each city-state govern itself and its holdings as it wishes, as long as it contributes t o the CNCS' coffers.
The border territories are wild places where life is much rougher than anywhere else i n the confederation. Although the city-states claim
total control over the land and settlements surrounding them, the truth i s that the real power i n the countryside i s held by local chiefs,
land owners and petty tyrants, many of whom keep the Northern Guard off their back by paying a seasonal tribute to the local Guard
commander.
For protection, the city-states are hidden behind large makeshift fortifications (or holed up inside a crashed spaceship hulk, like
Wounded Knee) and tightly control who and what comes and goes through their armored gates. Most of the habitations are simpler and
more functional i n both looks and design than the houses and estates found i n the city-states further up north. Generally, the
habitations are all huddled together i n the shadow of the city's great walls like frightened little children behind their mother's skirt.
0 Border Clashes
The Border Territories are a volatile place when compared with the relatively peaceful regions controlled
by the city-states further north. Much of the land surrounding the settlements i s a barren wilderness
with little sign of human presence. The Border Territories naturally are a haven for hi-tech bandits,
petty dictators and power-mongers of all sorts. While the situation i s not as extreme as i n the rest of
the Badlands, the voyager soon learns that caution is not a luxury i n these parts, and neither i s a
sidearm or rifle.
The Border Territories also serve as an excellent arena for shows of force, because they have very little
overall strategic importance t o the leagues and any collateral damage will be minimal. What's more,
the Border Territories are a very discrete place. Often, groups will come here to oppose each other
over a worthless piece of land or a local lord's "empire," fighting the northern and southern leagues'
wars by proxy - often unknowingly. Also, much t o the CNCS' chagrin, many people i n the Border
Territories hold only a passing loyalty to the Northern confederation. Usually, profit i s what counts.
4.51 - Massada
Atop a high mesa i n the Karaq Wastes lies the citadel of Massada. This enormous stone fortress was
built during the early 54th century by an isolationist cult. I n TN 1188 (5601 A.D.), when the universe
failed t o end the cult disbanded and Massada was l e f t for the elements. Over the next two centuries,
the empty settlement attracted various misfits and malcontents, becoming one of the first independent
Badlands city-states.
In TN 1486, a young man named Mamoud Khodaverdi walked out of the desert and through the gates
of Massada, changing the city forever. By TN 1495, Mamoud had gained such a large and powerful
following that he was popularly declared the city's ruler. The reforms which he introduced over the
next few cycles, until his death i n TN 1507, shaped Massada into the city it is today. Massada is now
a giant commune, led by Mamoud's successors, always called the First Follower. I n memory of the
Gentle Prophet, the city offers sanctuary t o any who enter its doors, regardless of allegiance or past
deeds. Pilgrims constantly swarm the various shrines. Churches, temples and monasteries crowd the
streets.
Life for the citizens of Massada is rather unusual. Their city is perpetually under siege by pilgrims,
tourists, and travelers. Massada's economy is based on a mix of agricultural and tourist activities.
Hydroponic firms abound under the rocky surface of the city, fed by the underground river that runs
under the mesa. Hotels, restaurants, souvenir shops, and shrines line the city's streets, providing
employment for thousands of Massada's residents.
I n TN 1929, First Follower Dreven Capac agreed t o have the city become an unofficial CNCS protectorate
because of concerns that it would be targeted by the South. A single regiment, the Norlight Armed
Forces Blue Angels, was assigned t o defend the city. Predictions of Southern aggression came true i n
spring of 1935 when the Blue Angels repelled an assault by the Southern MILICIA i n a bloody
standoff. The CNCS and NLC immediately sent an entire brigade (the 2nd Norlight) to Massada.
Now, the city is gripped by chaos. Colonel Garner Fulan of the Blue Angels shocked Terra Nova by
assassinating Second Follower Thor Hutchison on live trideo. Massada is now swarming with military
intelligence and security officers, all trying t o discover just what drove a decorated, religious soldier
t o commit such a heinous crime.
Wounded Knee is nominally a Northern city, but realistically the city is outside CNCS legal authority. This makes the city a haven for
smugglers and black marketers. City authorities permit the transport of any material so long as the security of Wounded Knee is not
threatened. Most smugglers are happy t o pay the light duty that is levied upon their goods i n return for the protection provided by the
city‘s efficient police force. Another of the city’s attractions is Wounder Rotgut, a vile form of moonshine. Although popular with many
smugglers and Badbnders, the drink is banned for health reasons i n the CNCS.
These activities have earned the city‘s residents, called “Wounders,“ a very poor reputation. Wounders face open discrimination i n most
cities and are often labeled as criminals or drunks. Most Wounders take this i n stride, taking every opportunity t o belittle their ”dainty
and stuck-up” Northern allies. Despite its rough-and-tumble atmosphere, in which most citizens are openly armed, Wounded Knee is not
an insignificant desert town of cutthroats. I n Wounded Knee, the cutthroats have made it big. Indeed, the city-state is the center of
Terra Nova’s largest criminal organizations: the Wounded Knee smuggling cartels. These twelve criminal organizations reach across the
globe (and even into space). Their main business is smuggling illegal goods into the polar leagues, but the most successful are involved
i n almost every type of criminality across the globe.
Not every Wounder is a smuggler, of course, but virtually everyone pays some form of allegiance t o one cartel or another. The election
of the city government is really just a poll as t o the relative power of the cartels within Wounded Knee itself. The Captain i s always a
cartel head and Jeremiah Dupree, the current Captain, is no exception: he heads the Kolson Cartel. Dupree appears like a refined, smiling
bandit, but is actually utterly ruthless, ready t o do anything t o advance his and his cartels’ fortune and power.
The Gartels
Taken as a whole, the Wounded Knee cartels form the largest criminal empire on Terra Nova and wield
economic power on the scale of a league. O f course, the twelve cartels do not cooperate and are often
stuck i n vicious competition, but the most important cartels nevertheless wield criminal and economic
power with a global reach. Little organized crime occurs on Terra Nova without a t least a few marks
or dinars ending up i n Wounded Knee.
The cartels grew i n Wounded Knee because of the opportunities inherent i n the Northern leagues. All
three, but most especially the NLC, legislate what their citizens have access to. Be it drugs, pornography,
black market electronics, or weapons, there are Laws blocking imports and sale. This means, of course,
there is a healthy profit t o be made by those who can get around these limitations. The Kolson and
F o m - the two most powerful cartels - control organized crime of all types across the NLC and much
of the rest of the North. Cartel members operate within these leagues, serving as crime lords and
funneling profits back t o Wounded Knee. The two cartels are currently i n the grips of vicious war over
control of the Norlight underworld. Roman Forzi and Kolson lieutenant Sundra Turai are using both
subtle and bloody means t o eliminate one another. Livingstone and Kenema have suffered most
especially, as the various cartel-backed gangs take the war t o the streets. The Forzi’s fortunes have
been on the rise ever since the War of the Alliance, when they established a highly profitable network
moving goods, people and information i n and out of CEF controlled territory. Some have accused
them of collaboration, but the Forzi also smuggled Terranovan spies into enemy lands. They have also
made alliances with the powerful Republican Rostov crime family.
The Yokan cartel has made its profit from a close alliance with the Yakuza of Hsi Tsang; so close that
some accuse them of being pawns of the Mekong crime lords. I n the Badlands itself, the Granis cartel
wields great power by maintaining a widespread protection racket aimed a t trade caravans. Many
rovers gain employment as Granis enforcers.
T H E BAOlANDS
4.5.3 - Red Sands
The city of Red Sands is a remarkable sight - thousands of squat one story reddish brown mud-brick buildings, each capped with a
stained glass dome. Aerial views of the city at night resemble a living mosaic as indoor lights shine through the colorful glass roofs. This
extraordinary architectural style dates back to the early 13th century when the owner of a local glass factory built a stain-glass dome
over his mansion's main hall. The domes remained fashionable for so long that they eventually became part of the local culture.
Needless to say, Red Sands i s a major glass production site. Local factories transform the region's iron oxide-laced sand into eveything
from soda bottles t o optical lenses to the works of art that roof the city. Although glassware i s a major industry, the bulk of the
population i s involved i n Large scale agriculture. Ranching and grain farming are common occupations i n Red Sands, especially i n the
outlying regions of the city-state.
Visitors to Red Sands should expect some difficulty i n communicating with the natives. The local dialect is very choppy and tends t o
omit occasional vowels. Fortunately, Redsanders are very hospitable and w i l l often speak slowly and enunciate more when they know
they are talking t o a non-resident.
Red Sands lies near the border of the UMF, which has made i t s relations with that league somewhat torturous. I n the seventeenth
century the city was the subject of border wars between the WFP and UMF. I n recent times, Red Sands has become part of the Mercantile
border defense strategy and the site of both UMF Army and Northern Guard bases. Locals have learned to accept this, preferring it t o
rover attacks or Southern gunboat diplomacy.
4.5.4 - Timmins
Whenever some item falls apart due t o shoddy workmanship, Northern residents often exclaim, "Must've been made i n Timmins!"
Originally a survey outpost, the small border town of Timmins Lacks resources. It has nevertheless managed t o become economically
viable by producing low-quality imitations of many Northern and Southern goods. Wares from Timmins can be found i n any flea market
or discount store on Terra Nova.
The government of Timmins i s a small communist party. Surrounded by large, powerful capitalist nations, the Communist Party of the
Independent City-state of Timmins (CPICST) i s probably the most paranoid government on the planet. Over a century ago, they joined
the Confederation of Northern City-states because they feared the Southern Republic's expansionism, even though the Republic is half
way across the planet. Timmins was also a founding member of the Socialist Economic Pact, a small sub-league which includes the city-
state of Zagreb and a few minor towns of the region. Membership i n the Pact makes its members eligible to various rebates and reduced
trade taxes when dealing with other Pact members.
The people of Timmins are notorious for their wicked sense of humor. Timminites are most amused by the fact that their shoddy goods
sell so well, even though the buyer knows what he i s getting. They also find their leaders' paranoia amusing and see no reason to replace
them with a potentially worse government. Only a fraction of the population works in Timmins' notorious copy-cat factories - the rest
farm waterroots and many other desert plants to feed the city-state.
Timmins has a tense relationship with the UMFin particular and ironically joined the CNCS i n part to avoid further punitive raids by the
Mercantile Army. Some elements within the UMF still want Timmins knock-offs off the market by any means necessary, however, and call
the Pact a cover for importing pirate goods through Zagreb.
Ever since the War of the Alliance occurred, many more city-states have been contacted by the "benevolent" Allied Southern Territories,
arguing that should Earth return (or "when Earth returns," as some ambassadors put it), it would be best for those independent city-
states to be under the protective wing of a powerful ally, such as the AST.
More and more small communities have signed on ever since the AST introduced the controversial Savannah Regional Defense Pact. This
pact has attracted a great number of small desert communities by promising them MIUCIA resources to ensure their defense against
Northern and other aggressors. The South has used this treaty to set up more MIUCIA bases i n the Badlands and t o draft locals into
those armed forces. Communities whose loyalty is dubious can be (and have been) shut down by sudden declaration of a state of
emergency. Some desert communities have resisted the pact (like the desert town of Verona) but they are under increasing pressure of
being left out from any trade advantages while nevertheless being occupied as strategic targets. The regions near the tumultuous ESE
are f i r less secure, however.
With the removal of the old colonial corporations, the Badlands suddenly became a very dangerous place. Azov's closest neighbors
began arming themselves and waging war on each other. Fearing the growing power of the nearby city-states, Azov joined the first
major Terranovan confederation at the earliest opportunity. In TN 1681, while the Northern powers were s t i l l debating over the
formation of the CNCS, Azov voluntarily became a member of the AST.
Today, Azov i s no more than a corpse city. A few thousand people s t i l l inhabit the ruins of what was once a major metropolis. Entire
skyscrapers are often occupied by one or two families. A few of the old mines are s t i l l i n operation, providing a meager income for the
remains of this great city. About one-quarter of the city's population consists of the Southern MIUCIA garrison force permanently
stationed there. Most of the city's economy i s now geared toward supplying and entertaining these soldiers.
Azovites tend to be xenophobic and have a gloomy outlook on life. The entire city seems to project an aura of defeat. Most residents
believe that it i s only a matter of time before the desert sands swallow up the remains of Azov. Few Azovians like to interact with their
compatriots and usually mind their own businesses. As such, Azov has become a perfect hideout for renegade soldiers or criminals. One
exception to this rule is Balthazar Caro, the "oldest man on Terra Nova." A crotchety, withered Badlander, Car0 lives near Azov and
claims to be older than the hills. Anyone foolish enough t o pay attention to him will be stuck listening to stories of walking Stoneheads,
seas in the Badlands, and the true Terranovans alien descendants of the Prime Knights.
BALTHAZAR CAR0
No one really knows how long ago Balthazar Caro was born. His official papers say "Winter 1800
(apprx.)," which means that he does not know his own birthdate and that there are no actual records
of it. If this is indeed the case, that makes him over 130 cycles old and grants him the title of "Oldest
Man on Terra Nova."
"I s i t here, day after day, and watch the maglev pass. They're getting faster every day, I tell you, but
they're not as tough as those I used to watch when I was ayoung man ..."
"The Stoneheads? Oh, they're alive all right. When they think no one's looking, they dig themselves
out of the sand and walk around with their huge bodies. Methinks they're getting itchy or something..."
"Ever gone fishing? Aaah, if only you'd been there when the Badlands were covered with water ...
Now, THOSE were the days!"
THE BAOlANDS
Nelu Baia - 4.6.2
Port Baja was one of the three largest cities i n the Badlands until it became the main battleground for the largest battle during the War
of the Alliance. The desert city lost nearly half of its population and is s t i l l reeling from the devastation. Out of this chaos, a new city
has risen from the ashes of the old. New Baja is an underground city situated around a large underground lake. This new city has almost
completely turned inwards over the past decade, rejecting the outside world which destroyed it. Only a few thousand power plant
workers and traders live i n the burnt-out remains of the sutface city.
New Baja's economy is s t i l l developing. Baja's old industries of power production and rare mineral extraction s t i l l form the core of the
new city's economic life. Uninhabited caves and tunnels have been converted into fungi farms and a small fishery has developed around
several species of native jellyfish.
New Baja is a leading force i n the large-scale exploration of the MacAllen cave network, Terra Nova's final frontier. To assist i n this
activity, the city owns a small fleet of submarines and aquatic Gears. Initially, this activity went on unnoticed. When a New Bajan
exploration sub found its way into Gardena's underground river, however, the city's underground capabilities suddenly became an object
of concern for the governments of Terra Nova. After all, how much of the MacAllen network's main arteries had New Baja explored? How
many secret underground base camps did the Badlanders have and how far into the Poles' water supply had they gotten?
New Bajan officials s t i l l refuse t o answer any questions about their new underground world.
Westphalia - 4.6.3
The city of Westphalia was originally founded as a research station i n the Badlands. When colonial forces evacuated Terra Nova, the
majority of Westphalia's population went with them. Since Westphalia's only remaining economic foundation was a weak local agriculture,
it rapidly became a smuggler's haven and has been so ever since. Westphalia became an important site during the War of the Alliance
as a neutral meeting place for both sides. Eventually, the war ended with the signing of the Treaty of Westphalia and Westphalia became
a household name. It was then that a few enterprising businessmen decided t o capitalize on the city's newfound popularity and its
criminal mystique by building a series of casinos. Sixteen cycles later, gambling is a way of life i n Westphalia and the casino bosses,
with the organized criminal networks that control them, are the most important power brokers in the city.
When the garrison commander i n charge of the city observed the gambling trend, he called i n all of the major casino owners and
together they drafted the Four Laws t o prevent chaos - which would be bad for business. A plastic card bearing this simplified legal
code is handed by the border guards t o all people entering Westphalia, with an invitation t o read them very closely:
Failure t o pay off a debt will result in public flogging, one lash per dinar owed. Up t o one hundred lashes may be administered on any
day (but the debt may s t i l l accumulate interest). Individuals who receive more than one hundred lashes are incarcerated during the
periods between lashes.
All individuals convicted by a military court of performing any of the following are subject t o immediate execution: murder, treason,
kidnapping, rape and littering. Tourists are most commonly convicted, though the proper bribe can save one's neck.
The city-states and significant communities of the Badlands are under a great deal of pressure t o ally themselves with one side or the
other i n the North-South conflict. This goes against the interests and inclinations of many Badlanders, and some larger communities
have banded together expressly to resist this pressure. The New Coalition has been the most successful such enterprise. Some communities,
however, have found themselves without much choice but to ally with one power or the other. The South has been especially successful
i n this department, creating a large mutual defense pact among the communities of the southern deserts called the Savannah Regional
Defense Pact. Under the SRDP, the AST has pledged troops t o defend signatories against any serious threats, i n return getting the right
to station garrisons and even draft locals if need be. The Republican government, however, has the power to define just what constitutes
a threat and how long it lasts, so the SRDP has been used i n the last cycles to effecfively occupy regions considered important or
security risks.
The North plays similar diplomatic games, just not as well. This is mostly due t o a certain conflict between the CNCS Ministry of Trade,
supposedly i n charge of relations with Badlands client-states and potential client-states, and the military. The Ministry of Trade wants
to sign exclusive trade agreements i n the Badlands, and is reluctant to include provisions on behalf of the army, lest they disrupt
sensitive negotiations. The political winds are changing, however, and the Ministry of Trade is being pushed out of Badlands affairs. This
has led to a much more aggressive edge to Northern diplomacy and several standoffs with reluctant Badlanders.
Although they are self-governing, these city-states are often members of small defense and trade groups which rarely contains more
than a few towns or villages. Their inhabitants have forged a distinct lifestyle based on independence and resourcefulness and have
struggled t o maintain their identity and freedom ever since the early days of the planet's colonization. The Badlands' cities and
communities are too numerous to describe them all, but the following text presents a few of the largest and most influentialsettlement.
When both cities lost contact with their parent companies i n TN 1464, the local authorities found themselves scrambling to avoid
anarchy. Erech and Nineveh temporarily banded together to protect themselves from the turbulence of the Reconstruction. Since then,
old rivalries have reemerged and relations between the two cities have varied between cold war and open warfare. Fortunately, these
wars are mostly symbolic, involving, at most, a few hundred soldiers.
Despite their conflict, plentiful petroleum and mineral lodes have transformed these old corporate camps into oases of wealth. With no
local access t o the MacAllen network, both cities rely heavily upon waterroot firming t o meet their water needs. I n addition, both cities
are self-sufficient i n the area of electrical production. Government offices are housed i n the large stone ziggurat that dominates the
skyline of each city (built as corporate offices during the early colonial period).
Historically, neither of the twin cities has favored either the CNCS or the AST. With the winds of war blowing, some additional pressure
has come into play to seek alliance. Northern and Southern diplomats have made overtures to the twin cities, often playing off the rival
city-states against each other. They have had only moderate success, however. The Mekong Dominion is especially anxious to make sure
these oil-rich states are securely allied to the AST (and so the Dominion) to help run their industrial machine. They have assigned
several covert operation Ghost Squads t o fike Northern sabotage i n the region.
Unlike most other Badlands city-states, Elayu i s not built upon a large branch of the MacAllen water network. Only a small underground
spring provides a constant source of water, forcing the city's residents to farm waterroot plants to supplement their water supply. There
is a branch of the MacAllen network southeast of Elayu and several important oasis towers thrive i n that region. Many trade goods and
water to Elayu i n exchange for polar currency or leathers. The most prominent of these communities, Rahnguard Oasis i s also an
important caravan trading stop on the way t o the Humanist Alliance.
Like most Badlanders, Elayans distrust foreigners and are wary when dealing with the rest of the world. Elayan diplomats are notoriously
cautious, often taking years t o formalize even the simplest of agreements with other nations. Elayan merchants have also earned a
reputation as tough, but fair, negotiators.
Elayu's economy i s very isolated from Terra Nova's international markets. One economist described the town as a "self-sufficient
microcosm." Yet, it would be false t o assume that Elayu does not trade with the outside world. Since it does not possess any heavy
industries, the city imports many manufactured and luxury goods, exchanging a wide variety of local products i n return. Elayan leather
works, i n particular, are highly i n demand among the upper and middle classes of the Southern Republic, the United Mercantile
Federation and the Mekong Dominion.
The city of Marigold lies on a large gold lode. Over the years, the city has been constantly harassed by greedy rover bands, transforming
the city into a self-sufficient fortress. Today, Marigold is defended by two regiments of heavy infantry, primarily consisting of Paxton-
made Warrior Gears. Marigold's somewhat paranoid government is the remnant of the labor union which took control of the city after the
local colonial corporation left.
Marigold's economy i s relatively weak. Most of the city's businesses are geared towards producing basic survival goods. Food and water
are processed from the Ross lichen cultivated by the town's farmers. Stone i s taken from a local quarly to serve as building material. The
townsfolk regularly trade the metal they mine with polar traders i n order to acquire luxuries, mainly novel foods and spices. A rail link
leads to a way station of the alpha maglev, facilitating this trade.
Marigold's population is an unfriendly lot. Most are paranoid and convinced that all outsiders want from Marigold i s their gold.
Unfortunately, these paranoid beliefs are often confirmed, leading Marigolders t o be extremely isolationist.
I n the midst of these isolationist miners, however, rests the Great Commune of the Blue Crescent Order. Observers describe the order as a
religious movement, a pacifist philosophy or secretive cult, depending on their outlook. Since its birth i n the last century, the order has
become a popular alternative to the rampant nationalism and fundamentalism that has gripped the planet. Young people are especially
prone to shave their heads and bear the Blue Crescent tattoo as a form of rebellion against the status quo. Communes now exist across the
planet, teaching the meditative and peaceful ways set down by Marigolder Kobs the Teacher. The Great Commune i n Marigold i s the heart
of the order and i s rumored t o s t i l l be run by Kolos himself. A l l Blue Crescent teachers of note have spent time there. Some see the order's
philosophies of spiritualism and communalism as dangerous, but most see them as a fringe movement enjoying i t s moment of fame.
Only the most generous speaker would call Khayr ad-Din a city. A t best, it is a poor community of nomadic scavenger bands gathered
around a valuable resource: the Khayr ad-Din Waste Disposal Site. This giant junkyard covers nearly 126 square kilometers, built-up by
over three centuries of waste dumped by cities along the Gamma maglev line.
The place i s abysmally poor, with beggars and street gangs at evey corner. Some of the planet's seediest bars and meeting places are
i n Khayr ad-Din, attram'ng unsavory individuals from across Terra Nova. Some mercenaries have been known t o hold shop there, taking
advantage of the plentiful supply of spare parts and cheap muscle.
Khayr ad-Din's economy, such as it is, consists almost entirely of refurbishing, recycling, and reconditioning the various pieces of junk
that are dumped i n the region. Scavengers abound, since they is still tons of wealth buried i n the ancient dumping ground. However,
many among the local population are not above engaging i n raiding or petty theft.
A Duelist's Haven 0
A master showman and gangster, Saddik "The Spider" Jahmoon capitalized on the interest i n Gears
after their victories i n the War of the Alliance to establish an elite dueling circuit i n his city. The
Spider organized his circuit for maximum entertainment and profit, setting up a system of meets and
rankings. The top seat i s the Duelist with the best record, and records are kept for all fights. Meets are
arranged i n which dozens of Duelists compete i n a series of duels. The winner of the meet improves
his record, but does not necessarily become the new champion. This system creates a keen interest i n
all the fights, rather than simply i n the championship bouts. The Spider's organization sets the odds
and accepts bets on all the duels.
The Spider's greatest innovation is certainly the Web Arena. Amplifying the entertainment value of
solo duels, the arena - essentially a concrete octagon 150 meters i n diameter - can accommodate
duels of up to eight Gears or a variety of team games, such as the hugely popular Block and Run i n
which a light Gear scores points by running across the arena while a series of heavier machines try to
stop it.
The Arena has become the"Mecca" of Terranovan dueling, with the public coming to watch duels live
and several trideo networks picking up coverage. The gambling lounges that overlook the arena
provide luxurious quarters with bank links and betfing services on site.
The Badlands hold opportunity for the daring bandit, especially i n the area around the city of Khayr
ad-Din. Those who live i n and around the city know that the city attracts characters from all walks of
life, especially those with something to sell or something t o hide. Only the most powerful or most
well guarded would be able t o venture outside of the city i n safety, were it not for the caliber of the
local army.
One of the greatest strengths of KADA's organization is its large number of specialized personnel. Not
many armies can boast the percentage of war veterans and Duelists that KADA can. The number of
military personnel i n this army that have spent their entire lives devoted t o dueling is very high,
especially with more and more duelist deserters heading into the Badlands. Most of these runaway
soldiers, drawn by rumor and legend, eventually end up here. KADA even accepts the occasional GREL
deserter from time t o time.
I n Khayr ad-Din it is one thing to have been a sport Duelist, but quite another to have defended the
city. While those outside the city who watch the televised matches may herald those heroes who win
the glory, those who bled for the c i t y are best loved by its citizens. It is not uncommon t o see those
who are currently serving in the army, along with its veterans, being entertained i n style by the
wealthy and common alike.
As always, the city i s one of unusual contrasts. Given its reputation, one would think that the gangs
all live within the city. Likewise, one could also assume that there i s no need to defend a city of
thieves against thievery. With the city-state mentality that is prevalent on Terra Nova, however, there
i s a pronounced need to protect one's assets from all invaders. This i s the strange nature of Khayr ad-
Din, where criminals defend themselves from the law and other criminals alike.
More of a ragtag militia than a traditional army, the KADA consists of roughly three segments: the Duelists, the experienced mercenary
groups and the freelance volunteer irregulars from the city and i t s surrounding communities. The Duelists tend to operate alone or i n
small groups while the mercenaries and volunteers operate more along the lines of conventional forces. During the White War Katryne
Sanz and Adrian Jarlson served as co-commanders of the Army, with Jarlson directing the majority of the operations and Sanz working
chiefly with the Duelist contingent. I n future times of crisis, it i s likely that their successors will serve i n the same capacity.
The newly designated Rover Hunters are the most active part of the army at the moment. The
army's units are designed t o be mobilized during full-scale war. The Hunters have kept
occupied by patrolling the borders of the Badlands have been gemhg antsy; they
rarely need to defend anything against the CNCS or AST. Rather, the greatest
threat they face is from the raiders along their borders, who launch calculated
attacks against the outlying homesteads around Khayr ad-Din. The patrol
exists i n a state of half-boredom, committed to defending the towns only
because of the good press that KADA receives for their "efforts on behalf
of humanity." The powers that be i n the city find that this altruistic
stance softens their image t o the rest of the world, making them appear
less villainous, and gives the restless troops something with which t o
fill their days.
I n general, the raiders along the borders of Khayr ad-Din are numerous
and well armed. O f course, so are the Hunters - they are duelists and
veterans after all! They expect the best opposition available and while
often disappointed, they continue t o hope that a solid battle is waiting for
them around the next corner.
I n the heart of the harsh Badlands lies the region known as the Great White Desert. Although it i s
geographically part of the Western Desert, the Great White Desert i s so different that it i s often
counted as the Badlands' fifth main desert region. The area i s named after the deadly corrosive
powdery sand that coats much of its surface. White sand i s spewed into the atmosphere by the
volcanoes on the eastern side of the neighboring Westridge Range and brought over by hot air
currents. Yet, i n the midst of this hellish environment, life persists. Many animals and desert plants
have adapted themselves t o the hostile environment, and to general disbelief, so have some very
strange human communities.
The people known as Sand Riders emerge from the depths of this uncharted wasteland to trade and
exchange stories with the homesteads and towns that dot the fringes of the Great White Desert. They
are one of the great mysteries of the Badlands, a people able t o survive and even prosper i n one of
the worst environments on Terra Nova. While most Terranovans think of them as a united and
homogenous group of people, they are i n fact composed of several sub-categories and cultures that
interact with one another on many levels. Knowledge of the Sand Riders and their way of life i s scarce
and hard to come by. Most theorize that local homesteaders and miners, cut off long ago from the
rest of Terra Nova, reverted t o a tribal lifestyle and somehow discovered a way to thrive i n the white
desert itself, establishing a totally new culture of their own. The anthropologists and social science
students who have attempted to follow them into the Great White Desert have either died or turned
back, unable to survive the harsh conditions. The Sand Riders' way of life remains a mystery, even t o
this day.
Living i n this desolate and harsh terrain requires a hardy constitution, some special equipment and, most of all, an extremely acute
survival instinct. One must learn t o recognize and avoid the worst white sand concentrations, breathe for hours on end through a half-
clogged respirator, and spot the telltale coloration that betrays the presence of a patch of water-bearing plants hidden i n the sand.
Ironically, the cause of volcanism that makes the Great White Desert so deadly also makes it fertile. The geological activity has led t o
many minor fissures i n the MacAllen cave network, so plant and animal life i s surprisingly plentiful. Most life i n the Great White Desert
lives beneath the sand, away from the wind and the highest concentrations of ash. Ross lichen, wild waterroot and some scrub plants
are the most common flora. The native animals are mostly small lizards and insects that burrow through the sand, feeding off each other
and the lichen. Small hunter vines also feed off the fauna.
The richness of the water and plant life has attracted many homesteaders t o the fringe of the desert. These hearty souls build extremely
sturdy homesteads against the deadly white sandstorms, but lead good lives raising hoppers and springers, and tapping water from their
wells and local waterroots.
The greatest of the Thral mysteries is the story of the Koreshi great cycle, an epic that tells of the events that led t o the creation of the
Koreshi people and maps their future. The details are secret, but all Koreshi know that it speaks of Godwell Valley containing the seed
of the great community that the whole of Terra Nova will one day become. The Thral have protected a wild garden i n the center of the
valley with a great wall covered with crescent shaped openings. This garden i s the Koreshi's most sacred site and is said to contain the
seed of the world's rebirth.
Those who meet the Ratir usually see them as primitive tribal traders since they only seem interested i n the simplest tools, but, despite
appearances, they are well aware of the power of technology. Most technology i s useless i n the Great White Desert, however, since it w i l l
corrode and break down within a day. Only simple weapons with few moving parts that can be covered with corrosion resistant resin are
regularly traded for.
The Ratil's final duty is to adopt those outsiders who are chosen to join the Koreshi. The Koreshi believe i n an organic society i n which
the individual is just a component of the whole. They adopt only children (relatively uncorrupted by the outside world) that have been
rejected from their own community. Those abused by their parents or neglected are candidates for adoption. The removal of children i s
fairly rare, but the coincidence between Sand Rider visits and vanished children has been noticed.
The Ferah, like the Ratir, live i n family-based groups. Each extended family controls a small village and at least one fertile depression
i n Godwell Valley. Villages are led by a chieftain who operates with the consent of his or her community and the local Thral. The
decisions of the villagers determine the place of almost all Ferah i n their society. A t the age of 13 cycles, all undergo a rite of passage,
at which time the chieftain of the village presents the communal judgment on the new Ferah's role.
Villagers from diverse communities come together once a season i n large festivals run by the Thral. Besides their religious purpose,
these festivals serve as grand councils where Ferah from fir-flung villages can air and resolve grievances. These councils usually prevent
minor disputes from exploding into major confrontations, but skirmishes between warriors from neighboring villages are common.
A l l the Skills, Character Perks and Flaws i n the Silhouette CORE rulebook are available to Heavy GearPCs, although as normal Gamemasters
have final approval as t o which abilities are appropriate. The Piloting (Mecha) Skill covers the use of Gears and striders and the Gunnery
(Mecha) S k i l l covers the operation of their weapon systems. The following additional Skill i s available as well.
The Dueling Skill is the art of close combat using Gears or other walker vehicles. Dueling includes the ability to perform special stunts
and maneuvers t o increase the agility and lethality of a machine. Because it i s mostly a close combat fighting technique the Dueling
Skill may only be used within Point Blank Range or a ranged weapon's Short Range. The Dueling Skill level may never exceed the pilot's
Skill i n Pilot (Mecha), although its Complexity rating may do so. See Chapter 8 for rules on performing Macromoves.
Heavy Gear characters do not have a Wealth bonus or make Wealth checks, as goods and services are
given a monetary value instead of a purchase Difficulty Class. The Professional skill can therefore be
removed or kept t o cover skill checks related t o a charactefs job that are not covered by other skills.
Gamemasters who wish to use the Wealth system can generate purchase DCs for equipment using the d20
Purchase DCs table, treating one mark or dinar as one dollar.
The following additional d20 skills and feats are available i n Heavy Gear. AIL are Open Gaming content, subject to
the Product Identity rules listed i n the credits.
The Dueling Skill is the art of close combat using Gears or other walker vehicles. Dueling includes the ability to
perform special stunts and maneuvers to increase the agility and lethality of a machine. Because it i s mostly a
close combat fighting technique the Dueling Skill may only be used within melee range or a ranged weapon's
first Range Increment.
Check: Dueling checks are usually made to perform Macromoves, which are specialized combat maneuvers.
See Chapter 8 for Macromove DCs and specific game effects.
Special: You cannot Take 10 or Take 20 when making a Dueling check. You are limited to attempting one
Macromove per round.
I /
Untrained: You can use the Dueling Skill untrained to defend against Macromoves, but you cannot
attempt any Macromoves yourself,
Time: Using a Macromove i s a free action used i n conjunction with an attack or move adion.
k
5.2.2 - Nelu Shill: InformationWarfare [Int]
Use this skill to operate sensors or interfere with enemy electronic systems using ECM or ECCM devices.
Check: This skill i s used i n place of the Listen and Spot skills when attempting to detect people or objects with sensor equipment
instead of your own senses. It follows the rules for those skills except the sensor's range modifiers are used and lighting modifiers do
not usually apply.
When used with electronic counter-measures, you can choose t o jam communications, degrade sensors or spoof attacks within range o f
your ECM device. When jamming communications, your check result becomes the DC for opposed Information Warfare checks to be able
use communication equipment. When degrading sensors, your check result becomes the DC for opposed Information Warfare checks t o
be able use sensors. When spoofing attacks, your check result can used i n place of a vehicle's Defense against attacks by weapons with
the Guided quality. When using electronic counter-counter-measures equipment, your check result becomes the DC for opposed Information
Warfare checks to be able use electronic counter-measures. Allies are not adversely affected by your ECM or ECCM use.
Try Again?: Yes, although the detection or communication attempt or attack may have already succeeded.
Special: You can Take 10 when making an Information Warfare check and you can Take 20 when using sensors, but not when using ECM
or ECCM. The Information Warfare skill i s a class skill for the Smart basic class and be selected as a skill for the Smart class Savant talent
or as one of the permanent class skills provided by the military starting occupation.
Time: When using sensors, an Information Warfare check is either a reaction (if called for by the GM) or a full-round am'on (if you
actively take the time to try to detect something). When using ECM or ECCM, an Information Warfare check i s an attack action.
Benefit: The character takes no penalty on Drive checks or attack rolls made when operating a walker vehicle.
Normal: Characters without this feat take a -4 penalty on Drive checks made t o operate a walker vehicle, and to attacks made with
walker vehicle weapons.
Special: A character can freely select the walker class any time the character takes the Surface Vehicle Operation feat, increasing the
number of times the feat can be taken t o six.
The advanced class includes lasers, particle accelerators and railguns. Artillery includes all large indirect fire guns. Cannons are direct
fire projectile weapons including autocannons, rifles, field guns, machineguns, frag cannons and snub cannons. Missiles include all
direct and indirect fire rockets, guided missiles, bazookas and bombs. Melee includes all melee and thrown weapons such as vibro
weapons and hand grenades. Support includes mortars, grenade launchers and flamethrowers.
Benefit: The character makes attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient with it takes a -4 penalty on attack rolls.
Special: A character can gain this feat as many as six times. Each time a character takes the feat, he selects a different weapon group.
The Vehicle Weapon Proficiency feat can be selected as the bonus feat provided by the military starting occupation.
5.3 - MCHETYPES
The following character archetypes represent common career paths on Terra Nova. They can be customised with the further expenditure
of character and skill points for use as player characters, or serve as a source of ideas for character creation. They can also be used as
i s as non-player characters.
I I n the Badlands, the laws of a homestead county are enforced by marshals hired by the county
council. Most of the time, Badlands marshals oversee communities of a few hundred souls and require
handed the jab because of their reputations or because they have a true knack for it. Considering the
' high risks and the low pay, few individuals find it an attractive career option.
Rlhibules U l
0 APP 0 BU1 0 CRE o m 1
1 KNO 0 PER 1 PSY 0 WIL 0
0 HEA 0 STA 25 UD 4 AD 3
Badlands Marshal (Tough Hero l/Dedicated Hero 1): CR 2; Medium-size human; HD ld10+2 plus
ld6+2: hp 17: Mas 15: I n i t +1:Spd 30 ft.: Defense 17, touch 13, flat-footed 16 (+1Dex, +2 Class, +4
light flak suit): BAB +O; Grap -1: Atk -1melee (ld3-1 nonlethal, unarmed strike) or Atk -1 melee
(ld4-1/19-20, knife) or +1ranged (2d6, 9mm pistol): Full Atk -1 melee (ld3-1 nonlethal, unarmed
strike) or Atk -1melee (ld4-1/19-20, knife) or +1ranged (2d6, 9mm pistol); FS 5 ft. by 5 ft.; Reach
5 ft.; A1 any; SV Fort +4, Ref +1,W i l l +3; AP 1; Rep +l; Str 8, Dex 13, Con 15, I n t 10, Wis 14, Cha 12.
Occupation: Law Enforcement (bonus class skills: Gather Information, Knowledge [civics]).
Skills: Drive +2, Gather Information +3, Knowledge (civics) +3, Knowledge (streetwise) +2, Intimidate
+3, Investigate +8 Ride +2, Sense Motive +4, Spot +4, Survival 4.
- Feats. Armor Proficiency (light), Attentive, Personal Firearms Proficiency, Simple Weapons Proficiency.
Ill Attributes
AGI 0 APP 0 BUI 1 CRE o m 0
INF 1 KNO 1 PER O P S Y 0 WL 0
STR 0 HEA 0 STA 30 UD 4 AD 4
Shils
SkiN Level Cpx Skill Level Cpx Skill Level Cpx Skill Level Cpx
Business 2 1 Craft (Cooking) 1 1 Defense 1 1 Gambling 1 1
Language' 3 2 Navigation (Land)l 1 Notice 1 1 Pilot (Ground) 2 1
Small Arms 1 1 SuNival** 1 1 TechnicalSci.*** 1 1
*Choose two Languages "Choose Type ***(Mechanics)
Basic Character Costs 19 Character Points and 20 S k i l l Points.
OGL Statistics
Caravan Trader (Charismatic l/Dedicated Hero 1): CR 2: Medium-size human; HD ld6-1 plus ld6-
1; hp 7; Mas 8; I n i t +Spd
l; 30 ft.; Defense 13, touch 12, flat-footed 12 (+1Dex, +1 Class, +1 light
flak vest): BAB +O; Grap +O; Atk +O melee ( l d 3 nonlethal, unarmed strike) or Atk -4 melee (ld6/19-
20, machete) or +l ranged (2d6, l l m m pistol); Full Atk +O melee ( l d 3 nonlethal, unarmed strike) or
Atk -4 melee (ld6/19-20, machete) or +1 ranged (2d6, l l m m pistol): FS 5 ft. by 5 ft.: Reach 5 ft.; A1
any; SV Fort +0, Ref +2, W i l l +3; AP 1; Rep +3: Str 10, Dex 12, Con 8, I n t 13, Wis 14, Cha 15.
Skills: Bluff +6, Diplomacy +9. Drive +3, Gamble +3, Gather Information +8, Knowledge (business)
+9. Knowledge (current events) +3, Knowledge (streetwise) +3, Navigation +3, Read/Write Language
+1, Sense Motive +6, Speak Language +1, Spot +4, Survival +4.
Attributes I
AGI 0 APP 0 BUI 1 CRE o m 0
INF 0 KNO 1 PER l p p l 0 WIL 0
Skill level Cpx Skill Level Cpx Skill level Cpx Skill level Cpx
Demolition 2 2 Medicine 1 1 NaturalSci.'~ 1 1 Notice 2 1
Pilot (Ground) 1 1 Stealth 1 1 TechnicalSci. ** 1 1 Tf&nicalSCi."*%? 2
061 Statistics
Demolition Specialist (Tough Hero l/Smart Hero 1): CR 2; Medium-size human; HD ld10+2 plus
ld6+2; hp 17; Mas 15; I n i t +Spd
l; 30 ft.; Defense 17, touch 12, flat-footed 1 6 (+1Dex, +1 Class, +5
medium flak vest); BAB +O; Grap + Atk
l; +1melee (ld3+1 nonlethal, unarmed strike); Full Atk +1
melee (ld3+1 nonlethal, unarmed strike); FS 5 ft. by 5 ft.; Reach 5 ft.; A1 any; SV Fort +3, Ref +1,W i l l
+ AP
l; 1; Rep + Str
l; 13, Dex 12, Con 15, I n t 14, Wis 10, Cha 8.
Skills: Computer Use +4, Concentration +4, Craft (electronics) +4, Demolitions +11, Disable Device
+6, Drive +3, Hide +3, Knowledge (physical sciences) +4, Spot +4, Treat Injury +2.
Feat% Armor Proficiency (light), Armor Proficiency (medium), Cautious, Simple Weapons Proficiency.
Attributes
0 APP 0 BUI 0 CRE o m 1
0 KNO 1 PER 0 PPI 0 WIL 1
0 HEA 0 STA 25 UD 3 AD 3
Shils
Level cpx Skill Level Cpx Skill Level Cpx Skill Level Cpx
1 1 CombatSense 1 1 Defense 1 1 Medicine 2 3
Natural Sciences" 2 2 Notice 1 1 Pilot (Ground) 1 1 (Biology)
Basic Character C O N : 19 Character Points and 26 Skill Points.
OIL Statistics I l l
i c (Dedicated Hero 2): CR 2; Medium-size human; HD 2d6+2; hp 11: Mas 13; I n i t + Spd
l;
%
30 ft.; Defense 17, touch 13, flat-footed 16 (+1Dex, +2 Class, +4 light flak suit); BAB + Grap
l;+O;
(ld3-1 nonlethal, unarmed strike); Full Atk 0 melee (ld3-1 nonlethal, unarmed strike);
I
FS 5 ft. by 5 ft.; Reach 5 ft.; A1 any; SV Fort +4, Ref +1,Will +3; AP 1; Rep + Str
l; 8, Dex 12, Con 13,
1 I n t 14, Wis 15, Cha 10.
Emergency Services (bonus class skills: Knowledge [life and earth sciences], Treat Injury).
i Skills: Climb +O. Computer Use +3, Craft (pharmaceutical) +9, Drive +3, Knowledge (behavioural
, Knowledge (earth and life sciences) +8, Spot +7, Treat Injury +12.
Feats: Armor Proficiency (light), Medical Expert, Simple Weapons Proficiency, Surgery.
Field technicians actively participate (so to speak) i n a battle by performing juty rigging on defective
Gears or by repairing damaged installations during unfriendly weather. A common saying among them
' cycle on the field is [worth] a dozen cycles i n the [repair] bay.'This brand of technician i s almost
is A
invariably called upon to handle difficult repair work and are nowhere more appreciated than i n the
Badlands, where they often act as wandering repairmen between needy homesteads.
Attiibutes
AGI 0 APP 0 BU1 0 CRE 1 m 1
INF 0 KNO 1 PER 1 P s Y 0 WIL 0
STR 0 HEA D STA 25 UD 3 AD 3
Shills
I Skill Level CPX I Skill Level CPX I Skill Level Cpx 1 Skill Level Cpx 1
I Defense 1 1 I Notice 1 1 1 Pilot (Ground) 1 1 \ TechnicalSci.**l 2 I
I TechnicalSd.*** 2 2 I TechnicalSd."**2 2 I Tinker' 2 1 1 I
I 'Select specialization for one of these skills"(Computer) *** (Electronics)*'***(Mechanics)* I
Basic Character Cost% 22 Character Points and 33 Skill Points.
061 Statistics
Field Technician (Smart Hero l/Tough Hero 1): CR 2; Medium-size human; HD ld6+2 plus ld10+2;
hp 15; Mas 14; I n i t + l;30 ft.; Defense 12, touch 12, flat-footed 11(+1Dex, +1Class); BAB +O;
Spd
Grap + Atk
l; +1 melee (ld3+1 nonlethal, unarmed strike); Full Atk +1melee (ld3+1 nonlethal,
unarmed strike); FS 5 ft. by 5 ft.; Reach 5 ft.; A I any; SV Fort +3, Ref +1,W i l l +O; AP 1; Rep +Strl;
12,
Dex 13, Con 14, I n t 15, Wis 8, Cha 10.
Occupation: Blue Collar (bonus class skills: Craft [electronics], Craft [mechanical], Repair).
Skills: Computer Use +8, Craft (electronics) +9, Craft (mechanical) +9, Craft (structural) +6, Disable
Device +6, Drive +4, Knowledge (technology) +6, Knowledge (physical sciences) +6, Navigate +6,
Repair +lo, Search +6, Spot +3.
Feats: Builder (Craft [electronics] and Craft [mechanical]), Gearhead, Simple Weapons Proficiency.
Champions and diplomats for their regiments, Duelists bear on their shoulders the histoly and reputation
of their regiments. Outside the military, civilian Duelists represent their cities or simply themselves
i n regulated sporting duels or savage gladiatorial matches. Regardless of their origin, however, Duelists
almost systematically follow a strict code of conduct based on honor and personal glory. I n the eyes
of average Terranovans, Duelists are the heroes of legend.
Attributes
AGI 2 APP 0 BUI 0 CRE o m 0
INF 0 KNO 0 PER l P s Y 0 WIL 1
STR 0 HEA 0 STA 25 UD 3 AD 4
Shills
Skill level cpx Skill level cpx Skill level cpx Skill L m l cpx
Combatsense 1 1 Defense 1 1 Gunnery (Mecha)2 1 Info.Warfan 1 1
leadership 1 1 Mecha Dueling 2 2 Melee 1 1 Notice 1 1
Pilot (Mecha) 3 2 Small Arms 1 1
Basic Character Corn: 24 Character Points and 32 Skill Points.
Skills: Diplomacy +3, Drive +8, Dueling +4, Information Warfare +4, Knowledge (civics) +4,Knowledge
(tactics) +7, Navigate +4, Spot +1, Tumble +3.
Feats: Personal Firearms Proficiency, Simple Weapons Proficiency, Surface Vehicle Operation (walker),
Vehicle Weapon Proficiency (cannon), Vehicle Weapon Proficiency (melee).
Talents: Evasion.
Better trained and equipped than standard infantry, and more numerous than tankers or aircraft
pilots, Gear pilots have acquired a very romantic and rugged image. While Gear pilots are expected t o
excel a t piloting their machines, they must also undergo rigorous training so that they are not
helpless without their vehicles. It is not uncommon for pilots t o give a 'pet name' t o a machine they
have piloted for several cycles.
Attributes
At1 1 APP 0 BUI 0 CRE o m 0
INF 0 KNO 0 PER l p s y 0 WIL 0
STR 0 HEA 0 STA 25 UD 4 AD 4
Skills: Craft (mechanical) +3, Drive +7, Information Warfare +3, Knowledge (tactics) +3, Navigate +6,
Repair +3, Survival +3, Spot +3.
Feats: Personal Firearms Proficiency, Simple Weapons Proficiency, Surface Vehicle Operation (walker),
Vehicle Weapon Proficiency (cannon), Vehicle Weapon Proficiency (missile).
Talents: Evasion.
--
I-
CH
GEAR TRAINER
There i s much more to the task of a Gear trainer than simply teaching rookies how t o pilot their new
vehicle. Gear pilots are the easy part of the job: humans are always willing to learn and are usually
good learners. Gears, however, are another story. Like children, they come off the assembly Line like
a blank slate and must learn everything i n record time. A good trainer can make all the difference
between a Gear which performs well i n combat and another which has several dangerous 'bad habits.'
As a result, only highly experienced Gear pilots are assigned the job training Gears.
Rttributes
I AGI 1 I APP 0 I BUI 0 I CRE 1 l m
\ INF 1 1 KNO 0 1 PER 1 I m 0 I WIL 0 1
1 STR 0 I HEA 0 I STA 25 I UD 4 I AD 4 1
Shil s
Skill lml cpx Skill level Cpx Skill level Cpx Skill level Cpx
CombatSense 1 1 Defense 1 1 Gunnery(Mecha) 2 1 Hand-to-Hand 1 1
Info.Warfan 1 1 Leadership 1 1 Melee 1 1 Notice 2 1
tilot (Mecha) 2 3 Small Arms 1 1 eaching 2 1
Basic Character Costs: 22 Character Points and 32 Skill Points.
Ul 061 Statistics
Gear Trainer (Dedicated Hero 2): CR 2; Medium-size human; HD 2d6-2; hp 7; Mas 8; I n i t +2; Spd 30
ft.: Defense 14, touch 14, flat-footed 12 (+2 Dex, +2 Class); BAB +Grap
l;+ Atk
l; +1 melee (ld3
nonlethal, unarmed strike) or Atk +1melee (2d4/19-20, vibroknife) or +3 ranged (2d6.9mm pistol);
Full Atk + 1 melee (ld3+1 nonlethal, unarmed strike) or Atk +1melee (2d4/19-20, vibroknife) or +3
ranged (2d6,9mm pistol); FS 5 ft. by 5 ft.; Reach 5 ft.; A1 any; SV Fort +1, Ref +2, W i l l 4;AP 1; Rep
+1; Str 10,Dex 14, Con 8, Int 13, Wis 15, Cha 12.
Occupation: Militaty (bonus class skills: Drive, Information Warfare).
Skills: Diplomacy +7, Drive +lo, Information Warfare +6, Knowledge (tactics) +6, Navigate +6, Spot +7.
Feats: Personal Firearms Proficiency, Simple Weapons Proficiency, Surface Vehicle Operation (walker),
Vehicle Weapon Proficiency (cannon), Weapon Focus (light autocannon).
I - ! ! ! ! ! ! ! ! ! ! !M--L-I
!
The intelligence agencies, militaries and corporations of Terra Nova employ a growing number of
agents trained to eliminate problematic targets. Criminal cartels and underworld families also have I
their own specialists i n this field. These professionalsare trained to enter an area undetected and use
sophisticated weaponty to kill a target with a single shot. They usually employ high-powered sniper
rifles and stealth gear, although some use poisons, knives or explosives equally well. Assassins who
can survive long enough to build a reputation can make a great deal of money.
Rttributes
AGI 1 APP 0 BUI 0 CRE o m
INF 0 KNO 0 PER l p s y -1 WIl
STR 0 HEA 0 STA 25 UD 4 AD
Shils
Skill level cpx Skill level cpx Skill level cpx Skill
Athletics 1 1 Combatsense 2 1 Defense 2 1 Disguise
Hand-to-Hand 1 2 Melee 1 1 Notice 1 1 SmallArms' 2 2
Stealth 2 1
'Sniper Rifle Specialization
Basic Character C o s b 18 Character Points and 34 Skill Points.
I l l 011Statistics
Killer/Assassin (Fast Hero 2): CR 2; Medium-size human; HD 2d8+2; hp 14; Mas 12; I n i t +2; Spd 30
ft.; Defense 16, touch 16, flat-footed 14 (+2 Dex, +4 Class); BAB + Grap
l;+ Atk
l; +1 melee (ld3
nonlethal, unarmed strike) or Atk +1 melee (2d4/19-20, vibroknife) or +3 ranged (2d6, 9mm pistol)
or +4 ranged (2d12, sniper rifle); Full Atk +1 melee (ld3 nonlethal, unarmed strike)
(2d4/19-20. vibroknife) or +3 ranged (2d6, 9mm pistol) or +4 ranged (2d12, sniper
5 ft.; Reach 5 ft.; A1 any; SV Fort +1,Ref +4, W i l l +2; AP 1; Rep +O; Str 10, Dex 15, Con 12, I n t 13, Wis
14, Cha 8.
Skills: Climb +2, Disguise +1, Hide +8, Move Silently +8, Sleight of Hand +5, Spot +4, Tumble +7.
Feats: Armor Proficiency (light), Dead Aim, Far Shot, Personal Firearms Proficiency, Simple Weapons
Proficiency.
Talents: Evasion.
Athibutes
I I
€
AGI 0 APP 0 BUI 1 l m 1
INF 0 I KNO I I PER I I W 0 I WIL 0
STR 0 I HEA 0 I STA 25 I UD 4 I AD 4
Shills
Skill
Interrogation Investigation
Small Arms Social Sci. (law) 1 Streetm'se
OIL Statistics
Militaly Police (Strong Hero 2): CR 2; Medium-size human; HD 2d8+4; hp 16; Mas 14; I n i t + Spd
l;
30 ft.; Defense 17, touch 13, flat-footed 16 (+1Dex, +2 Class, +4 light flak suit); BAB +2; Grap +4;
Atk +5 melee (ld6+3 nonlethal, unarmed strike) or +4 melee (ld4+3/19-20, knife) or +3 ranged
(2d6, 9mm pistol); Full Atk +5 melee (ld6+3 nonlethal, unarmed strike) or +4 melee (ld4+3/19-20,
knife) or +3 ranged (2d6, 9mm pistol); FS 5 ft. by 5 ft.; Reach 5 ft.; A1 any; SV Fort +4,Ref +1,Will
+3; AP 1; Rep +O; Str 15, Dex 13, Con 14, I n t 12, Wis 10, Cha 8.
Skills: Knowledge (civics) +5, Knowledge (streetwise) +5, Intimidate +3, Investigate +5, Sense Motive
+1, spot +2.
Feats: Armor Proficiency (light), Attentive, Brawl, Personal Firearms Proficiency, Simple Weapons
Proficiency.
U l Athibutes
I At1 0 I APP 0 I BUI 0 I CRE 1 l m 0 1
INF 1 KNO 1 PER o m 0 WIL 0
STR 0 HEA 0 STA 25 UD 3 AD 3
, Ul Shils
I Skill level Cpx 1 Skill level Cpx I Skill level Cpx I Skill level CpxI
1 Business 1 1 I Ctaft(Phot0graphy)l 1 I Investigation 2 1 I Notice 1 I t
I PerformanceArt'l 1 I Pilot (Ground) 1 1 I SocialSci.** 2 1 I SocialSci."' 1 1 I
1 Streetwise 1 1 1 TechnicalSci.****l 1 I I I
(Theatrics) ** (Politics) "'(History) *"*(Computer)
Basic Character Costs: 19 Character Points and 16 S k i l l Points.
011Statistics
News Reporter (Charismatic l/Dedicated Hero 1):CR 2; Medium-size human; HD l d 6 - 1 plus ld6-
1; hp 7; Mas 8; I n i t + l;30 ft.; Defense 12, touch 12, flat-footed 11(+1 Dex, +1 Class); BAB +O;
Spd
Grap +O; Atk +1 melee ( l d 6 nonlethal, unarmed strike); Full Atk +1 melee (ld6 nonlethal, unarmed
strike); FS 5 ft. by 5 ft.; Reach 5 ft.; A\ any; SV Fort +1,Ref +2, W i l l +2; AP 1; Rep +3; Str 10, Dex 12,
Con 8, I n t 14, Wis 13, Cha 15.
Skills: Bluff +6, Craft (visual art) +6, Craft (writing) +6, Diplomacy +4, Drive +5, Gather Information
+8. Investigate +8, Knowledge (business) +6, Knowledge (current events) +6, Knowledge (popular
~ culture) +6, Knowledge (streetwise) +6, Research +6, Sense Motive +6, Spot +3.
Feats: Attentive, Brawl, Simple Weapons Proficiency, Trustworthy.
Rttributes
0 APP 0 BUI 1 CRE 0 FIT 1
OGL Statistics
Police Officer (Strong l/Dedicated Hero 1): CR 2; Medium-size human; HD I d 8 plus ld6; hp 11;
Mas 10; I n i t -1; Spd 30 ft.; Defense 11, touch 11, flat-footed 11(-1Dex, +2 Class); BAB + Grap
l;+2;
Atk +2 melee (ld3+1 nonlethal, unarmed strike) or +O ranged (2d4, 6mm pistol); Full Atk +2 melee
(ld3+1 nonlethal, unarmed strike) or +O ranged (2d4, 6mm pistol); FS 5 ft. by 5 ft.; Reach 5 ft.; A1
any; SV Fort +2, Ref -1, W i l l +3; AP 1; Rep + Str
l; 12, Dex 8, Con 10, I n t 14, Wis 15, Cha 13.
Attributes ill
AG1 1 APP -1 BUI 1 CRE -1 I m 1
INF -1 KNO -1 PER 0 PM 0 WIL 0
STR 1 HEA 0 STA 30 UD 5 I AD 6
Skill Level Cpx Skill Level Cpx Skill level cpx Skill level cpx
Athletics 1 1 I Combatsense 2 1 I Defense 2 1 I Gambling 1 1
I Internoation I 1 I Melee 1 1 I Notice 2 1 I SmallArms 2 1 I
Streetwise 2 2
Skills: Drive +6, Escape Artist +6, Gambling +5, Hide +4, Intimidate +2, Knowledge (streetwise) +4,
Move Silently +4, Sleight of Hand +9.
Ol Attributes
ACI 1 APP 0 BLD 0 CRE o m 0
INF 0 KNO 0 PER 1 P S Y 0 WIL 0
STR 0 HEA 0 STA 25 UD 3 AD 4
Shils
Skill level cpx Skill level Cpx Skill level Cpx Skill level Cpx
I I I I 1
~~
OGL Statistics
Strider Pilot (Fast Hero 2): CR 2: Medium-size human; HD 2d8+2; hp 14; Mas 12; I n i t +2: Spd 30 ft.;
Defense 16, touch 16, flat-footed 14 (+2 Dex, +4 Class); BAB + Grap
l;+O; Atk c0 melee (ld3-1
nonlethal, unarmed strike) or Atk +O melee (2d4-1/19-20, vibroknife) or c3 ranged (2d6, 9mm
pistol); Full Atk +1 melee (ld3-1 nonlethal, unarmed strike) or Atk +O melee (2d4-1/19-20, vibroknife)
or +3 ranged (2d6. 9mm pistol); FS 5 ft. by 5 ft.; Reach 5 ft.; A1 any; SV Fort +1, Ref +4,Will +O; AP
1; Rep +O; Str 8, Dex 15, Con 12, I n t 13, Wis 10, Cha 14.
Skills: Drive +5. Information Warfare +2, Knowledge (tactics) +5, Navigate +5, Spot +2, Suwival+2,
Tumble +3.
Feats: Personal Firearms Proficiency, Simple Weapons Proficiency, Surface Vehicle Operation (walker),
Vehicle Weapon Proficiency (cannon), Vehicle Weapon Proficiency (missile).
Talents: Evasion.
Strider soldats are the second part of the pilot/soldat team that operates the great walking tanks
known as striders. Generally under the orders of the pilot, the soldat operates the auxiliary systems of
the strider and the main guns. Strider soldats are 1egendary"tech-heads," often more concerned with
the latest design i n targeting computers than the course of the war. Pilots rarely criticize this
because technical expertise tends t o keep their striders safe from enemy fire. It also helps ensure
that the enemy will not escape unscathed.
Attributes
AGI 0 APP 0 BLD 0 CRE 1 m 0
Shills
Skill level Cpx Skill level cpx Skill level cpx Skill level cpx
Combatsense 1 1 Defense 1 1 Gunnery (Mecha) 2 1 1nfo.Warfare 2 1
Notice 1 1 pilot (Mecha) 1 2 Small Arms 1 1 TechnicalSci: 1 2
(Electronics)
Basic Character Costs 19 Character Points and 22 Skill Points.
011Statistics LIl
Strider Soldat (Smart Hero 2): CR 2; Medium-size human; HD 2d6+4; hp 13; Mas 14; I n i t + Spd
l; 30
ft.; Defense 12, touch 12, flat-footed 11 (+1Dex, +1 Class); BAB + Grap
l;+ Atk
l;+1 melee ( l d 3
nonlethal, unarmed strike) or Atk +1 melee (2d4/19-20, vibroknife) or +2 ranged (2d6, 9mm pistol);
Full Atk +1 melee (ld3 nonlethal, unarmed strike) or Atk +1melee (2d4/19-20, vibroknife) or +2
ranged (2d6,9mrn pistol); FS 5 ft. by 5 ft.; Reach 5 ft.; A1 any; SV Fort +2, Ref +1,Will +2; AP 1; Rep
+ Str
l; 10, Dex 13, Con 14, I n t 15, Wis 12, Cha 8.
Skills: Computer Use +9, Craft (electronics) +7, Craft (mechanical) +7, Drive +3, Information Warfare
+9, Knowledge (tactics) +7, Knowledge (technology) +7, Navigate +8, Repair +9, Search + 6,Spot +3,
Survival +4.
Feats. Gearhead, Personal Firearms Proficiency, Simple Weapons Proficiency, Surface Vehicle Operation
(walker), Vehicle Weapon Proficiency (cannon).
Mordred GRELs were the shocktroopers of the Colonial Expeditionary Force and are uniformly despised
by Terranovans. They are extremely rare outside of Port Arthur and Jan Mayen.
-1 BUI 4 CRE -2 m
-2 PER i m -1 WIL
50 UD 13 AD
Skill Level cpx Skill Level cpx Skill level cpx Skill
Athletics 1 1 Combatsense 2 1 Defense 2 1 Hand-to-Hand 2 1
Heavy Weapons 2 1 Interrogation 1 1 Medicine 1 1 Melee
1 1 SmallAnns 2 1 Survival(Desett)l 1 Throwing 1 1
Basic Character Cost% 60 Character Points and 30 Skill Points.
GRELs get half of normal XPs: new skills cost double. All
Mordnd-class GRELs start with the same amibutes and skills.
Mordred GREL (Strong Hero 2): CR 5; Medium-size human; HD 2d8+10; hp 22; Mas 21; I n i t +3; Spd
30 ft.; Defense 23, touch 15, flat-footed 20 (+3 Dex, +2 Class, +8 heavy flak suit); BAB +2; Grap +8;
Atk +8 melee (ld4+7, unarmed strike) Or+5 ranged (2d10,9mm chaingun); FullAtk+8 melee (ld4+7,
unarmed strike) or +5 ranged (2d10, 9mm chaingun); FS 5 ft. by 5 ft.; Reach 5 ft.; A1 any; SV Fort +7,
Ref +3, W i l l +O; AP 1; Rep +O; Str 23, Dex 17, Con 21, I n t 6, Wis 11, Cha 7.
Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Armo
Proficiency (heavy), Combat Martial Arts, Exotic Firearms Proficiency (heavy machine guns), Persona
Firearms Proficiency, Simple Weapons Proficiency.
Talents: Melee Smash.
Special: Level Adjustment +3, Mordred-class GRELs count as three levels higher for CR and XP
calculations. A l l Mordred-class GRELs start with the same ability scores, class levels, skills and feats.
All three classes are Open Gaming material, though within the Product Identity restrictions outlined in the credit section of this book.
Select this advanced class if you want your character t o be an expert in building and repairing machinery i n adverse conditions. The
fastest path into this advanced class i s from the Smart hero basic class, though other paths are possible.
+ Requirements
To qualify t o become a Field Technician, a character must fulfil the following criteria.
Skills: Craft (electronic) 6 ranks, Craft (mechanical) 6 ranks, and Repair 6 ranks
+ Class Information
Hit Die: l d 6 Adion Points 6 + one-half char. level, rounded down, every time the Field Technician attains a new level i n this class.
+ Class Shills
The Field Technician's class skills (and the key ability for each skill) are: Computer Use (Int), Craft (electronic, mechanical) (Int),
Demolitions (Int), Disable Device (Int), Drive (Dex), Knowledge (earth and life sciences, physical sciences, technology) (Int), Navigate
(Int), Profession (Wis), Readprite Language (none), Repair (Int), Research (Int), Speak Language (none), Spot (Wis).
I 2nd +I +O +O +3 Jury-rig +2 +I +o I
I 3rd +1 +I +I +3 Bonus feat +2 +I I
I 4th +2 +I +1 +4 lune up +2 +I I
I 5th +2 +I +I +4 Mastercraft +3 +I I
6th +3 +2 +2 +5 Bonus feat +3 +2
7th +3 +2 +2 +5 Jury-rig +4 +4 +2
8th +4 +2 +2 +6 Mastercraft +4 +2
-
Bonus feat +5
9th +4 +3 +3 +6 +3
-
10th +5 +3 +3 +? Mastercrafl +5 +3
+ Class Features
Field Repair: A Field Technician halves any penalties t o Craft or Repair checks for lacking the appropriate tools or spare parts.
Jury-Rig: A Field Technician of 2nd level or higher gains a +2 competence bonus on Repair skill checks made t o attempt temporary or
jury-rigged repairs. See the Repair skill for details on jury-rigging. At 7th level, this competence bonus increases t o +4.
Tune Up: With fine tuning and high performance parts, a Field Technician can enhance the functionality of a machine.
By spending 1 action point and making either a Craft (electronic) or Craft (mechanical) check (whichever is appropriate for the machine
i n question), the Field Technician can temporarily improve a machine's performance-at the risk o f causing the machine t o need repairs
later. The DC for the Craft check depends on the type of improvement being made, as shown on the table a t the top of next page.
H I Tune Up Special Abilitu
1 IMPROVEMENT CRAFT DC REPAIR CHANCE @%I I
I Ranaed Weapons I
I + I todamaae 15 01-25 I
I +2todamaae 20 01-50 I
+3 to damage 25 01-75
- -
- -
- -
- -
+ I equipment bonus 15 01-25
+2 equipment bonus 20 01-50
+3 equipment bonus 25 01-75
Vehicles
+ I on initiative checks 20 01-25
+1 to maneuver 25 01-50
+ 2 to maneuver 30 01-75
+5% t o Top Speed 15 01-25
+IO% t o TOD Soeed 25 01-50
~~~~ ~
The Field Technician performs the tune up i n 1 hour. The Field Technician can't take 10 or take 20 on this check. I f the check
succeeds, the effect of the improvement lasts for a period of hours equal t o his or her Field Technician class level, beginning when
the object i s first put into use. The Field Technician selects the single improvement he or she wants t o make prior t o making the
check. Multiple improvements of different types can be added t o the one machine by repeating the process. After the duration of the
effect ends a repair chance percentile roll is made, adding the Field Technician's class level t o the roll. The result of this roll
indicates whether the machine requires repairs before it can be used again. I f repairs are not required the Field Technician can
maintain the improvement for the another time period by immediately spending another hour and making the Craft Check, otherwise
the machine reverts t o its previous state.
Bonus Feats: At 3rd. 6th, and 9th level, the Field Technician gets a bonus feat. The bonus feat must be selected from the following list,
and the Field Technician must meet all the prerequisites of the feat t o select it.
Builder, Cautious, Combat Expertise, Educated, Gearhead, Personal Firearms Proficiency, Point Blank Shot, Studious.
Mastercraft: At 5th level, the Field Technician becomes adept a t creating mastercraft objects. He of she applies the mastercraft ability
t o one of his or her Craft skills (electronic or mechanical). From this point on, he or she can build mastercraft objects using that skill.
With Craft (electronic), the Field Technician can build electronic devices. With Craft (mechanical), the Field Technician can build
mechanical devices, including weapons.
On average, it takes twice as long t o build a mastercraft object as it does t o build an ordinaty object of the same type. The cost t o build
a mastercraft object is increased by 33% for each point of bonus provided by the mastercraft feature. A Field Technician can add the
mastercraft feature t o an existing ordinary object by paying 33% of the object's cost for each point of mastercraft bonus and then
making the Craft check as though he or she were constructing the object from scratch.
When successfully completed, a mastercraft object provides a +1 bonus t o its quality compared t o an ordinary object of the same type.
All weapons and armor, and certain other types of equipment, such as computers and electronic devices, can be constructed as
mastercraft objects.
A t 8th level, the Field Technician can add the mastercraft ability t o another Craft skill, or he or she can improve his or her ability i n the
skill selected at 5th level, so that his or her mastercraft objects provide a +2 bonus.
At 10th level, the Field Technician adds another +1 bonus t o his or her mastercraft ability. I f the Field Technician focuses his or her
ability on one Craft skill, his or her mastercraft objects now provide a +3 bonus. I f the Field Technician already has the ability for both
Craft skills, he or she chooses which one t o improve t o a +2 bonus.
The Craft DC for a mastercraft object is the same as for a normal object of the same type, as described i n the Craft skill, with the
following modification: For a +1 object, add +3 t o the Craft DC; for a +2 object, add +5 t o the Craft DC; and for a +3 object, add +10 t o
the Craft DC.
5.4.2 - d20 Advanced Class: Pilot
The Pilot is an expert in piloting vehicles, be they air, ground or watercraft. Many Pilots are trained by Terra Nova's militaries, where they
command j e t fighters, Gears, striders and tanks, but many are civilians, working as airline pilots, racing drivers or smugglers. Terra
Nova's long distances between settlements means that there w i l l always be a demand for skilled pilots and drivers.
Select this advanced class if you want your character t o be an expert at piloting vehicles. It concentrates on defensive abilities, but also
allows faster reactions. The fastest path into this advanced class is from the Fast or Tough hero basic classes, though others are possible.
+ Requirements
To qualify t o become a Pilot, a character must fulfil the following criteria.
Base Attack Bonus: +2 Skills: 6 ranks i n either Drive or Pilot, plus 3 ranks in Navigate Feat: Vehicle Expert
+ Class Information
Hit Die: I d 8 Action Points: 6 + one-half character level, rounded down, every time he or she attains a new level i n this class.
+ Class Shills
The Pilot's class skills (and the key ability for each skill) are: Craft (electronic, mechanical) (Int), Disable Device (Dex), Drive (Dex),
Information Warfare (Int), Knowledge (tactics, technology) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Readprite Language
(none), Repair (Int), Speak Language (none).
+ Class Features
Maneuvering Expertise: When i n control of a vehicle and using an attack action, the Pilot can take a penalty of up to -5 on all attack
rolls made by occupants of a vehicle and add the same number (up t o +5) t o the vehicle's Defense as a dodge bonus. This number may
not exceed the Pilot's base attack bonus. These modifiers last until the Pilot's next round of actions.
Vehicle Specialization: At 2nd level, the Pilot chooses a single vehicle type (civilian aircraft, civ. cars, civ. motorcycles, civ. trucks, civ.
walkers, civ. water vehicles, military aircraft, mil. ground vehicles, mil. walkers or mil. watercraft) When in control of a vehicle of the
selected type, the Pilot gains a +2 competence bonus on skill checks, ability checks and saving throws involving the vehicle.
Bonus Feats: At 3rd, 6th. and 9th level, the Pilot gets a bonus feat. The bonus feat must be selected from the following list, and the
Pilot must meet all the prerequisites of the feat t o select it.
Aircraft Operation, Drive-By Attack, Gearhead, Surface Vehicle Operation, Vehicle Dodge, Vehicle Expert, Vehicle Weapon Proficiency.
Defensive Maneuvers: At 4th level, the Pilot adds a +1 dodge bonus t o the Defense of a vehicle he controls. The bonus increases t o +2
a t 7th level and +3 a t 10th level.
Quick off the Mark: A t 5th level, the Pilot gains a +2 competence bonus on initiative checks when in control of a vehicle.
Speed Demon: At 8th level, the Pilot halves the Check/Roll modifiers for speeds above Street speed when in control of a vehicle.
d20 Prestige Class: Duelist - 5.4.3
A t the front of every Gear regiment stands a single pilot who bears on his or her shoulders the history and reputation of his unit. These
are the Duelists, champions and diplomats for their regiments, representing them i n honorable single combat. Outside the military,
others also take the mantle of Duelist. They represent their cities i n regulated sporting duels or their gangs i n bloody underground
fights, but they too understand the difference between a duel of honor and the indiscriminate carnage of the battlefield. Regardless of
their origin, Duelists almost invariably follow a strict code of conduct based on honor and personal glory. I n the eyes of most Terranovans,
Duelists are heroes of legend.
Select this prestige class if you want your character to excel at close combat i n walker vehicles and uphold the honorable traditions of
the Duelist. The fastest path into this prestige class is from the Pilot advanced path, though other paths are possible.
Base Attack Bonus: +5 Skills: Drive 10 ranks, Dueling 5 ranks, Knowledge (civics) 5 ranks, Knowledge (tactics) 10 ranks.
Feats: Surface Vehicle Operation (walker), Vehicle Weapon Proficiency (melee) Special: Vehicle Specialization (militaty walker)
H i t Die: I d 8 Action Points: 7 + one-half character level, rounded down, every time he or she attains a new level i n this class.
Class Shils +
The Duelist's class skills (and the key ability for each skill) are: Diplomacy (Dex), Drive (Dex), Dueling (Dex), Information Warfare (Int),
Knowledge (civics, tactics) (Int), Navigate (Int), Profession (Wis), Readprite Language (none), Repair (Int), Speak Language (none).
Class Features +
Weapon Focus: A t 1st level, the Duelist gains the Weapon Focus class feature, providing the benefit of the feat with the same name. The
Duelist chooses a specific vehicle melee weapon, such as a vibroblade or manipulator arm punch. The Duelist adds +1t o all attack rolls
made using the selected weapon.
Weapon Specialization: A t 2nd level, a Duelist gains weapon specialization with a specific vehicle melee weapon that he or she also
has applied the Weapon Focus feat or class feature to. The soldier gets a +2 bonus on damage rolls with the chosen weapon.
Greater Weapon Focus: A t 3rd level, the Duelist gains greater weapon focus with the weapon he or she selected at 1 s t level. This ability
increases the bonus on attack rolls t o +2 when using the selected weapon.
Signature Move: A t 3rd level, the Duelist chooses a vehicle stunt (avoid hazard, bootleg turn, dash, hard brake, hard turn, jump or
sideswipe). The Duelist can always Take 10 when performing the chosen stunt.
Greater Weapon Specialization: A t 4th level, the Duelist gains greater weapon specialization with the weapon he or she selected a t
2nd level. This ability increases the bonus on damage rolls t o +4 when using the selected weapon.
Macromove: A t 5th level, the Duelist may attempt an additional Macromove each round.
5.5 - THE NORTHERN GUARD
When the Southern Republic announced the creation of the Allied Southern Territories in TN 1681, it
caused more than a few ripples i n the Northern political pond. Westerners and Norlights, already
joined in a mutual defense pact, turned toward their Mercantile neighbor and insisted that it join
them i n a polar treaty, one that would ensure both its survival and its prosperity. The UMF repeatedly
turned down the offer, waiting for the right time and the right proposition. Meanwhile, the Mercantile
corporations were becoming entangled in a trade war against the AST and the Mekong Dominion over
economics rights i n the Westridge trench, a war which they finally lost in TN 1689. Finally realizing
it could not do without, the UMF resumed negotiations, which Led t o the creation of the Confederated
Northern City-states i n TN 1692.
Over the course of the history of the CNCS, the militaly wing of the alliance has taken on a larger and
larger role. At first it was but an official cooperation between the standing armies of the member-
leagues, but now the Northern Guard i s an armed force i n i t s own right with peace-time duties
separate from those of the Norlight Armed Forces, Western Frontier Protectorate Army or United
Mercantile Federation Army.
The original mandate of the Northern Alliance Guard was not t o fight the South, however, but t o
maintain peace within the Northern hemisphere. Its original purpose was supposed t o be strictly
defensive, and Guard forces were expected to have a stabilizing effect on the newly formed Confederated
Northern City-states. Its main mission was t o protect Badlands borders from rovers and raiders, and
t o ensure that the borders between the various leagues were respected. The Guard was under the
direct control of the CNCS council and operated using its own budget.
The current mandate and organization of the Northern Guard has evolved from this long and proud
tradition. I t still works primarily for peace and on countless occasions it has lent a helping hand
t o northern Badlands communities that needed its help i n protecting their territories from marauding
rovers.
s cHARICTERS
Recruitment and Rdvancement - 5.5.2
The Northern Guard has only a limited number of divisions that are "pure" Guard divisions. Those are the lst, 3rd and 10th divisions. The
remaining divisions are mostly composed of "guest" brigades and regiments, sent on tours of duty by the member leagues for a few
cycles at a time. The pure Guard divisions, however, must be recruited and maintained by the Northern Guard itself. To that effect, the
Guard has several recruitment centers throughout the Northern hemisphere and even some i n the Badlands.
Being a member of the Northern Guard appears prestigious to the common folk. Most Northerners see the Guard as a powerful, highly
effective force, and one that protects the entire Northern hemisphere against the threat of the imperialistic Southern Republic. As f i r
as the other Northern militaries are concerned, however, being assigned to the Northern Guard is more of a punishment, something that
occurs when the regiment fails to perform up to its league's standards or when there's dirty work t o be done.
One of the most important responsibilities of the Guard is the Active Youth Centers. The AYCs were initially designed to introduce
teenagers t o military life and protocol, and to establish an alternative network that would help detect potential spies or Southern
sympathizers. After the War of the Alliance, the AYCs' mandate was revised and they became places where young people could come i f
they were i n some kind of trouble -any kind of trouble. Recruitment officers would help them with their problems. This has lead i n large
part to the Guard's reputation.
The administrative branch of the Guard has several offices whose sole purpose i s the examination and evaluation of all personnel.
Officers are particularly heavily scrutinized. Incompetent officers are not discharged, but instead promoted out of harm's way, assigned
to important-sounding duties where they can do the least damage. Competent soldiers and officers, on the other hand, are quickly
noticed and encouraged. They are promoted after the appropriate number of cycles and encouraged to excel at their duties.
* This i s the minimum number of cycles that must normally be spent a t this rank before earning a promotion. Exceptional individuals
may reduce that amount by 25-50%.
Order of the Griffin: The Order of the Griffin i s awarded t o Northern Guard troops who have displayed extreme courage on the
battlefield. The Order i s a rare and cherished commendation that is often awarded posthumously. It i s most often awarded to individuals
who not only ficed 10 to 1odds, but whose intervention became a turning point i n a conflict. It was last granted i n TN 1918, t o General
Victoria Edden-Smythe, as a reward for her invaluable contribution t o the War of the Alliance.
Northern Star: The Northern Star is a more frequently awarded Northern medal of bravery. I t is conferred upon soldiers who display
great courage while confronting the enemy. Northern Stars are fairly common among hardened war veterans, but they are rarely awarded
during peacetime.
5.5.4 - MilitarqUnits
The Northern Guard i s divided into several units, the largest of which are called task forces. Task forces are usually composed of multiple
divisions and put under the command of a highly trusted and respected general. They handle operations involving large-scale engagements
and long-term priorities. Task forces seldom survive the event for which they have been created, although they may be reformed later
on when the need arises again.
+ Divisions
Divisions are composed of around 20,000 troops for infantry divisions, and about 6,000 troops, 1,250 Gears and 300 tanks for armored
divisions. Led by generals, divisions are the largest military unit permanently maintained by the Northern Guard during peacetime. They
are organized to perform specific tasks, from holding territory t o piercing enemy lines.
+ Brigades
Brigades are the smallest standard military unit i n the Guard capable of independent action for extended periods of time. I n addition to
a nucleus of fighting troops, brigades include support units like medical evacuation teams, militaly police, combat engineers, artillery
batteries and quartermasters. Commanded by brigadiers, they are usually based around a certain type of unit: infantry. Gear or armor.
+ Regiments
I f there is one unit within the Guard that strongly promotes esprit de corps and traditions, it would be the regiment. Acfing as a home
away from home, regiments consolidate the military subculture and outlook. Regiments may have traditions and even rituals that are
completely different from another. Some regiments even compete for bragging rights or for more prestigious assignments. It i s only at
this level that Duelists are nominated. Most regiments are led by colonels, although majors can be forced to take command of their
regiments i f their commanding officer i s killed i n combat.
+ Battalions
Battalions are infantry units about the same size as Gear or armored regiments. They include some 800 soldiers and their personal gear
(rifle, clothes, supplies, etc.). Northern battalions are normally commanded by majors, but some elite battalions are commanded by
colonels.
+ Companies
Companies have between 100 and 180 soldiers, and are the largest unit where the commanding officer is still slogging along with his
troops instead of issuing orders from a separate command section. Most Northern Guard companies are led by captains.
+ Platoons
Infantry companies normally break down into three platoons of about 40 soldiers each. This is the largest type of unit where social
bonding between soldiers occurs. Infantrymen i n the same platoon normally know each other's names and life stories, and usually share
a strong sense of camaraderie. Northern platoons are commanded by lieutenants or senior rangers.
+ Sections
Sections consist of 20 to 30 soldiers linked by a strong camaraderie. Sections are normally the smallest unit deployed and are commanded
by rangers. Gear sections have three squadrons.
+ Squadrons
Squadrons are the smallest unit of military vehicles. A squadron normally consists of five Gears or three vehicles. Northern armored
squadrons are commanded by lieutenants or senior rangers; Gear squadrons are commanded by senior corporals. The five most common
Gear squadron types are: general purpose (GP), reconnaissance (recon), fire support, strike and commando.
+ Squads
Squads are the smallest unit of infantry. Their members treat each other like siblings and are trained t o work as a team. A squad typically
consists of ten soldiers, two of which are equipped with heavy weapons. Some squad members are equipped with vehicles to provide
them with increased mobility. Northern squads are commanded by a senior corporal.
MIUCIA is an acronym which stands for MILitary Intervention/Counter-Insurgency Army. The MIUCIA
serves a very different role than the Northern Guard, its closest counterpart on the other side of the
planet. The MIUCIA is really little more than an auxiliary force t o the South's real military power, the
Southern Republic's army; however, unlike the Republican militaty, the MILICIA recruits troops from
all four Southern leagues. Some of its men are conscripted t o serve while others join willingly -
sometimes as their only way out of misery, sometimes because they cannot be accepted elsewhere
due t o personal failures or shortcomings.
The shape and function of the force has changed very little since its formation two hundred cycles
ago. Today, as then, the MIUCIA soldiers are used t o staff border outposts and perform counter-
insurgency duty i n the three vassal leagues. I n many ways, they are the Allied Southern Territories'
first line of defense. During peacetime, the MIUCIA is composed of roughly twenty-five legions and
tens of thousands of base personnel.
Despite being considerably larger than the Northern Guard, its near-mirror counterpart on the other
side of the planet, poor morale and a lower ratio of armored vehicles t o infantry hampers the Southern
MIUCIA. Once all the variables have been taken into account, most military analysts agree that the
Southern patchwork armed force is only roughly as powerful as its Northern opponent.
Despite the army's bad reputation, enrollment i n the MILICIA remains a popular option for the disaffected youth of the Southern
leagues, especially i n the poorer regions. The military becomes their ticket out of poverty and often out of the area as well. Lack of
conneh'ons or knowledge prevents them from enlisting in the regular armies of their leagues, but the MIUCIA has no such requirement:
if you can hold a rifle and survive the training period, you are in.
The MIUCIA has only a few recruiting centers, found i n the main city-states of the South, t o allow potential recruits t o get i n touch.
Background checks are mostly done by automated systems, as the requirements are much more lax than the national armies. Intelligence
agencies like Les T h o i n s sometimes take an interest i n the recruiting centers, seeing them as a wide-open entry door for malcontents,
agitators and foreign agents.
Advancing through the ranks is not particularly easy i n the MILICIA, since officers are constantly brought i n from the outside either for
a tour of duty or for permanent assignment (Le., punishment). Competent soldiers and officers when noticed are encouraged, but are
rarely promoted since there are so few openings. Exceptional individuals w i l l receive offers t o transfer t o the SRA or another armed force
instead of going up the ranks, unless they have made enemies i n the military hierarchy.
* This is the minimum number of cycles that must be spent a t this rank before earning a promotion. Exceptional individuals may reduce
that amount by 25-50%.
Legion d'Honneur: The Legion d'Honneur (Legion of Honor) is the highest award available t o the Southern MIUCIA. I t is the only AST
decoration that even comes close t o granting the same prestige as a comparable Republican medal. The effort needed t o make the
myopic Republican officials sit up and take notice is Herculean t o say the least. Needless t o say, most Legion d'Honneur medals are
awarded posthumously.
Crimson Sun: The MIUCIA's standard award for valor, the Crimson Sun is distributed mainly while the MIUCIA is at war, but it has been
Militarq Units - 5.6.4
The building blocks of a military organization are military units. Units vary i n size from 10-man escouades t o 200,000-man task forces.
The South has assembled task forces composed of multiple divisions. The exact size and composition of each task force depends upon
the task the unit must accomplish. A task force is normally commanded by either a consul or a well-respected prefect.
legion +
Legions are the largest military unit maintained by Southern militaries during peacetime. Legions are commanded by a prefect. On
average, legions are composed of about 20,000 troops, but this number vanes with the units' composition. The Southern MIUCIA
usually fields twelve t o fourteen Infantry Legions, six Cavalry Legions and six t o eight Border Legions.
Brigades are the smallest standard military unit capable of independent action for extended periods of time. The core fighting group
vanes according t o the type of brigade. I n addition the their core units, brigades usually have one t o two thousand additional troops
scattered across support units, such as Artillery Regiments, Engineering and Service, and a Military Police Platoon.
Regiment +
Militaries are rich in traditions and history. It is a t the regimental level of organization that this subculture i s consolidated. Regimental
traditions often include variations on official uniforms, rituals t o commemorate past events and regimental emblems and songs.
Southern regiments are normally commanded by a sous-commandant. The size of a regiment can vary greatly, but generally consists of
three battalions and a command section along with support troops.
Battalion +
Battalions are infantry units of about the same size as Gear or armor regiments. Southern battalions are normally commanded by a sous-
commandant. Whenever battalions are part of an infantry regiment, the officer is called a sous-commandant de battalion. The sous-
commandant of an infantry regiment is called a sous-commandant de regiment and has the authority t o pull rank on the former.
I Compagnie
Compagnies are the highest level of organization where the commanding officer is still slogging along with his troops instead of issuing
+
orders from within a separate command seh'on. This gives company commanders lots of battlefield experience. Southern companies are
occasionally called centuries and are commanded by a lieutenant.
Platoon +
Infantry companies normally break down into three platoons of about 40 soldiers each. This is the largest type of unit where social
bonding between soldiers i s frequent. Infantrymen i n the same platoon normally know each others' names and life stones, and usually
share a strong sense of camaraderie. A Southern platoon is commanded by a sous-lieutenant or a sergent.
Section +
Sections are units just above the cadre/escouade level. They consist of between 20 and 30 soldiers and have a powerful camaraderie.
Sections are normally the smallest unit sent out on patrols. Southern sections are commanded by sous-sergents. A Gear sem'on consists
of three cadres. Occasionally, one or more of these three cadres w i l l be a specialized cadre.
Cadre +
Cadres are the smallest unit of military vehicles. A cadre normally consists of three t o five vehicles. Southern armor cadres are under the
command of either a sous-lieutenant or a sergent. Southern Gear cadres are commanded by a sous-sergent. Gear cadres come in five
common types: general purpose (GP), reconnaissance, fire support, strike, and commando.
Escouade +
An infantryman's escouade i s his family away from home. An escouade is typically made up of ten soldiers, two of which are equipped
with heavy weapons. Unusual escouade types can also be found such as light armed reconnaissance escouades and specially armed
sniper escouades. Southern escouades are led by a Caporal.
I TIY - 6.1
THE TOOLS OF HUMN
Much of what was considered science fiction i n centuries past is an everyday reality on Terra Nova.
The tools of humanity now include cybernetic devices that join human (and animal) with machine,
massive engines and power sources that propel ships between the stars and neural net computers
that have the ability to learn on their own. Even the Gears these computers control, now so common-
place i n civilian and military life, were mere fantasy not so long ago.
The more mundane devices used i n the course of a Terranovan's day, though, would seem somewhat
familiar to people living on Earth i n its twentieth and twenty-first centuries. Mechanical devices like
firearms and tools are the most similar t o their historical antecedents - after all, there are only so
many ways t o design a pistol or a screwdriver efficiently. Usually, the only significant difference
between mechanical items of the two time periods i s the choice of materials i n their construction.
High quality steels and other metals are still used i n certain critical areas, but polymers, alloys and
ceramics have long since become preferred alternatives.
The everyday electronic technology used by Terranovans likewise echoes the past. Items like cellular
phones and personal computers function on Terra Nova much as they have throughout history, but
with dramatic advances i n durability, longevity and capability. Electronic equipment, for instance, i s
designed t o withstand a great deal of punishment with little or no maintenance, can operate for
months or years before the power cell needs to be recharged and includes features and capacities
unheard of i n similar devices of years past.
Each culture's view of "advanced technology" would be radically different, but an Earther of the past
centuries and a Terranovan of the 62nd century would stand a good chance of recogn
other's more mundane objects, while the Earther would certainly be astounded by the capa
the lack thereof) of the Terranovan tools of everyday life.
The advantage of such a system i s convenience: the need for cables and other means of physical connection i s eliminated, allowing the
devices t o be placed wherever the user desires. This conneh'on can be used as long as a communications link can be maintained
between the two devices, either through a dedicated relay system or over the local communications network. It is not unusual, for
instance, for doctors to dictate instructions into an electronic transcriber that is interfaced with an office computer halfway across
town, or for waitstaff i n a restaurant to enter orders into tray data systems and transmit them to the kitchen to be filled. This reliance
on wireless connections can backfire i n instances of heavy electrical interference, so physical connectors like cables are s t i l l produced
and sold, especially i n areas near monopoles or with unreliable communication nets.
Devices can be configured t o accept or initiate requests for connection without user confirmation. This practice i s somewhat risky,
however, since it may leave the user open t o network attacks. Most client/server protocols therefore include authentication and strong
encryption mechanisms as well as a mechanism t o automatically accept only trusted connections. Most scrupulous vendors pre-configure
their products with the strongest levels of protection and caution users about the risks involved i n downgrading their security. A t least
one software vendor, however, distributes its client/server software i n a hazardous, wide-open mode, leaving the unaware user at risk.
Additionally, certain authoritarian governments require "backdoors" to their citizens' devices.
Datagloves +
Mass: 1.2 Cost, General Dataglove: 100
Datagloves are the workhorse electronic tool for Terranovans of all walks of life. Personal assistants
are smaller and more discreet, but nothing beats a dataglove for overall utility and "handiness."
Datagloves are generally sold i n any of three styles. The most common style is sold t o the general
public and consists of a synthetic gauntlet that reaches high up the wearer's forearm. A small personal
computer is embedded in the gauntlet. The computer is equipped with a pressure-sensitive display
and accepts input either by touch or with an included stylus. The stylus is stored i n the back of the
unit when not i n use. A keypad is also built onto the face of the unit and includes several function
keys, which can be augmented by keys built into the glove's fingertips. The dataglove can interface
with peripheral devices by way of a standard interface port and can also accept standard data disks.
Police and corporate personnel commonly make use of a secured dataglove, which includes encryption
features for data transmission that is even more secure than the standard software (SilCORE: +2 t o
defend in Opposed Computer S k i l l tests; OGL: +4 t o defend in any computer-related tasks).
The field dataglove is popular with people who need a powerful computing device in the rough. I n
addition to the features of the general and secured datagloves, the field glove is equipped with an
internal memcompass. The data is automatically integrated into maps in the glove's memory t o
provide accurate navigational aids. The field dataglove is also reinforced for outdoor use (SilCORE:
Armor Value 5; OGL: Hardness 5, hp 15) and includes a hinged cover t o protect the display.
A "surge protection" device is available for situations where it is considered vital that the information
stored i n a dataglove not fall into the wrong hands. The device consists of a high-discharge battery
that i s attached directly t o the glove's power supply, and a pulse sensor that is connected t o the
glove's interface port. When activated, the surge device stays dormant unless it fails t o detect the
weareis pulse for a period of six seconds. A t that point, the dataglove w i l l prompt the wearer for a
password. I f an incorrect password is entered, or no password i s entered at all after a further six
seconds, the battery will send a current through the glove, damaging its processor and memory core.
This device is most commonly seen i n military datagloves for personnel carrying sensitive information,
but it has also become popular with prudent (or paranoid) high-level corporate executives.
+ Personal Printer
Mass: 2kg Cost: 100.4 for 1 ream of paper
Despite numerous promises through the centuries of a "paperless society" (and regardless of Marathon's
success i n creating such a culture), the convenience and durability of the printed word have ensured
the place in the computer market for several styles of printers. Printers for personal use are capable of
producing a full-color print i n about six seconds and black-and-white prints nearly instantaneously.
+ Electronic Transcriber
Mass: 0.1 kg Cost: 75
PERSONAL PRINTER
Similar to an electronic recorder, the electronic transcriber sacrifices some recording memory t o
include voice recognition and translation software as well as a transmitter. The transcriber translates , *--- i I-_ -_
_I
speech into computer code, then sends the data t o a computer a t another location for later
manipulation. This is an ideal tool for doctors and other professionals who must dictate lengthy and
technically intricate instructions and information while they are away from their place of business.
+ Identity Tags
Mass: 0.01 per pair kg Cost: 20 for privately produced pair
Forms of identification are as varied on modern Terra Nova as they have been throughout human
history. Different public and private organizations each have their own requirements and regulations
regarding identification, and the number and Qpes of identity papers, cards and so forth that a
Terranovan can accumulate is often astounding.
The one standardized identification system i n use on Terra Nova was developed, like so many things,
during the War of the Alliance. Both Northern and Southern governments agreed t o a standard format
for identity tags, a pair of which is issued t o all service personnel upon enlistment. Each gray plastic
tag bears the name, service number, nationality and blood type of the person t o whom the tag i s
issued, along with a high-capacity data chip that can be read by any medical scanner. The data
within the chip contains the soldier's DNA pattern, a record of known allergies and other medical
information.
To ensure the tags will remain with the remains of a dead soldier, a small, covered strip of adhesive
is mounted on the back of each tag. When the cover is removed and the tag is placed on the skin, the
adhesive bonds t o the top layers of the epidermis. The tag then cannot be removed unless the skin is
cut away or a special solvent is applied t o the adhesive. Tag solvent can be found i n any military first
aid station.
Identity tags are issued t o all Terranovan service personnel a t no charge. Some private companies
also sell identity tags of the same design t o civilians, especially t o groups such as archeologists and
explorers, who plan long-term expeditions i n the field.
The latest rage i n the children's electronic game market, Trideo Monster Madness is unique i n that
a small trideo display is integrated into the game console, making the game truly come alive!
Players select the monster of their choice, from a variety of fantastic creatures and game versions
of popular Gears, and play against opponents t o "grow" their monsters and develop special abilities
for them.
In single-player mode, a variety of computer opponents are programmed into the game's memory,
and both the playefs and computer's monsters appear as small figures i n the trideo display, seemingly
doing battle right before the player's eyes. The real fun, though, comes when two players put their
machines back to back. Interface ports built into the back of each machine allow data t o be transferred
between the two consoles, effectively turning them into a two-player arcade game. The trideo screens
i n each console also switch from displaying two small figures t o show one large, highly detailed
monster.
Buoyed by the runaway sales of Trideo Monster Madness and its component controllers and adapters
at toy stores, Kenrou Electronics of Mekong City is already planning a multiplayer version, where up
t o six individual consoles can be connected t o a large trideo table display. To market such an expensive
- - device t o parents, Kenrou has already included a signal receiver into the tabletop display and is
planning t o push the device as an advanced home entertainment system for the whole family.
Before the release of Trideo Monster Madness, Kenrou Electronics' most popular product line was a
series of personal trideo projectors, which could carry the holographic images of family members or
loved ones. These items are s t i l l strong sellers for Kenrou, and they are sold i n post exchanges and
shopping kiosks across the planet t o people who want a holograph of their spouse or sweetheart.
The most popular item of this line is the trideo pendant, which can display a subject's head in 3 x 3
x 3 cm volume. The "flip-open" projector is almost as popular, and can display a sequence of small
images or a group holograph inside a 4 x 8 x 3 cm volume. Another strong seller i s the tabletop
display, which projects the image of a standing figure i n a 15 x 3 x 3 cm volume.
These mementos can be reprogrammed with the use of a specialized adapter and a computer that can
- n -_ r , * - " I ,
manipulate holographic images. The pendant only has enough memoly and emitter power t o store a
single image, while the "flip-open" projector can store a total of six head-sized images or one large
group image of equivalent size. The tabletop display is the most powerful o f all; it can store a number
of small or large still holographs or a 30-second holograph recording, with full motion and sound.
0.1 kg Cart: 50
Named for the species of grassrunner that emits a high-pitched screech when the pack is threatened,
Cranerunners are pen-sized transponders coded with the personal information of the wearer. These
transponders are keyed t o receivers placed regularly i n a zone of service, such as a college campus or
city block. When the Cranerunner is arh'vated, its transmission is picked up by the zone's receivers
and i s triangulated from several receivers t o pinpoint an exact position. This position is then relayed
t o police and emergency services personnel.
The personal information coded i n the device's transmission includes data such as the owner's name
and address, whether the owner is allergic t o any medication and who the owner wishes t o have
contacted i n cases of extreme emergency.
Cranerunners are regularly included with students' tuition at larger universities, and service is often
- - treated as another utility i n city-states that offer this coverage. Fraudulent use of a Cranerunner is
usually punishable by a large fine (to cover the cost of police and emergency services personnel
responding t o the alleged emergency).
Personal Electronic Equipment - 6.2.1
A large number of personal devices are available for the convenience of the Terranovans. Most of these have benefited from advances i n
the field of electronics and are exceedingly small, usually being just large enough to be used easily by human hands. Some older orjury-
rigged bulky equipment i s also available, however.
+ Audio Receiver
I I Mass: 0.01 kg cost: 10
-a-
i .
A small radio contained within an earplug unit. Control dials are small rounded knobs on the surface.
The power drain on the energy cell i s so negligible that usage is virtually unlimited (about 30 years).
Range i s up to 100 km, depending on the power of the emitter.
Recordings are pelfectly clear and computerized audio processors ensure perfect fidelity with no
1- - _ _
degeneration. The unit has a built-in, very sensitive microphone and speakers. Almost a l l models also - .L-
A novelty item gaining popularity i n bars and clubs across the planet, the Bartender Glove i s a nifty
gadget which combines the functions of notepad, recipe book and drink dispenser and mixer i n one A
W
handy package. II I_
These optical data disks come i n boxes of ten (10). They can be used t o record any kind of digital
information: text, sound, image, trideo, etc. Each disk can hold about one terabyte of data and has
i t s own integrated miniaturized archival and compression chip. A disk i s about 4 x 4 cm.
Touch-sensitive pads such as this one are a widely used way to enter and read data from a computer
system. Voice activation is also a popular option.
0 Personal Assistant
Mass: 0.7 kg Cost: 50
A combination of electronic secretary, miniature computer and communication device, the personal
assistant i s a useful tool for the modern officer. This particular model is rugged and adapted to the
rigors of military life. It combines a memcompass, electronic notepad and cellular phone. A stylus,
located to the right of the casing, serves to enter notes on the touchscreen. The whole unit weights
0.4 kg and has a one year autonomy.
Personal Computer 0
A small hand-held box with a deployable flat screen. It can be used for a variety of tasks according
t o the programs loaded i n memory. Most models come with a standard flat, deployable keyboard and
voice activated controls. The computer uses standard data disks and can connect t o any functional
computer network through a built-in fiber optic cable. For double the price, one can add a trideo
outout the information seems t o float i n the air above the computer. Expensive, but impressive.
Trideo Receiver
1 kg Cost: 250
A trideo receiver i s similar t o a video receiver except that it either projects a true 3D image above the
surface of the board or simulates 3D on a flat screen. The power cell lasts about one year with
constant use. Range depends on the power and location of the emitter.
3 kg Cost: I000
Trideo recorders are similar t o the video ones except that the images they record can be i n two or
three dimensions. For best 3D image quality one must separate the remote sensor cams and place
them on each side of the subject. A small holographic projector mounted on top can be used to view
the recording. The trideo recorder uses standard data disks.
Video Receiver Q
I Mass: 0.5 ks I Cost: 80 I
A video receiver i s a flat tablet equipped with a high-definition screen, speakers and a small slot for
accepting data disks. It can be used t o read text and play audio and video recordings. The controls
are simple keys placed on the side. The power cell lasts for about two years of constant use. Range
depends on the power and location of the emitter.
A small, lightweight unit used t o record moving images and sounds. It uses standard data disks (see
previous page). Image quality is studio-perfect every time and can be enlarged up t o four times. A
variety of functions are available according t o the model: zoom, macro, pixel editing, image sharpen-
ins, etc. This item is substantiallv cheaper and sturdier than trideo technoloqv and is often favored
in the harsh Badlands.
Watch 0
Mass: 0.05 kg Cost: 5 to 500
A normal digital watch with a micro-computer for taking notes, keeping appointments, and so on.
Available i n a variety of colors, shapes, sizes and quality, with specific features depending on the
exact model.
On a planet with a low population density like Terra Nova, it is important t o keep i n touch with others. Communication devices are
plentiful, and most homesteads will have a satellite dish t o link them t o one of the many orbiting satellites above. Unless mentioned
otherwise, all devices are reduced i n quality if military vehicles operate in the vicinity (SilCORE: Comm -5; OGL: -8 t o all comm-related
checks). The jamming signals the latter put out w i l l also reduce the devices' range t o a tenth of their listed range. Military grade
communication devices are more expensive than civilian equivalents, but are more capable (SilCORE: Comm -2; OGL: -4 t o checks).
A pocket communicator connected t o a relay station which uses Hermes 72 satellites t o bounce its
signal t o the proper location. The phone is about the size of a lighter and can function for years with
normal use (repeated long distance calls may wear out the battery sooner, though).
0.03 kg Cost:
r and is extreme
2.5 kg Cost:
This shoulder-worn harness is a complete military communication system capable of amazing per-
formances. Full encryption/decryption capacities are provided by a dedicated computer, and the
whole system can be networked t o a portable satellite dish t o use the Hermes 72 satellite network.
The harness has a range of about 8 km under battlefield conditions (40km otherwise). It has jamming
and interception capabilities (SilCORE: Comm 0; OGL: no penalty t o all comm-related checks).
provided by an additional chip running a complex scrambling matrix. Militay communicators often
use a built-in booster unit.
- t - ~
0.02 kg Cost:
A smaller version of the communicator, worn as a 1x 2 cm patch on the throat and an ear plug unit.
Range is more limited (15 km), but it is more comfortable t o use and includes full encryption/
decryption capability. For triple the price, the comm set can be implanted just under the skin,
although additional surgery is necessary t o provide new frequency modules. The civilian version is
essentially the same but without the full encryption and decryption capability.
0.3 kg Cost: 30
A small radio set, about 2 x 2 x 10 cm i n size. Can be used t o communicate with a unit on the same
frequency up t o 25 km away, more if used with a booster unit (50 km, double the price for booster).
I t i s not always possible t o prevent illnesses and deterioration of health. Accidents and combat can also severely threaten the well-
being of PCs. Often, the quality of medical equipment available can make the difference between life and death. Those with access to
fully equipped hospitals can (eventually) recover from most injuries that are not immediatly fatal, including lost limbs. Badlanders and
soldiers i n the field, however, may only have access to first aid patches and field clinics.
_- e ' -
Drug Descriptions l
I
i
Painkiller Drug: A commonly available analgesic helps reduce the pain from wounds, dis-
eases or chronic conditions. It is applied locally by hypodermic spmy (Anal-
gesic, Potency 8, Onset Time 10 minutes). A less potent version (Potency 6)
is available in tablets.
Sleeping Drug: A safe sedative with some side effects (Sedative/Euphoric/Analgesic, Po-
i - - - * - " I
1 q---*
tency 9, Onset Time 30 minutes). I t was carefully designed to make i t very
/I - - difficult to overdose: Fumbles are treated as Mam*n of Failures of 9, with
, -_ *
-
*-I:
intense nausea aftereffects.
~ I
i --I_^
Euphoric Drug: Not really a medical drug, though i t is sometimes administered to victims of
panic and anxiety attacks (Euphoric, Potency 12, Onset Time 15 minutes).
0.3 kg Cost 10
+ -
"III_I_ L - The First Aid kit i s a small 10 x 10 x 3 cm package that contains a variety of medical items used i n
- _ _-. .!
6 , --- case of minor wounds: a small autodosage hypospray with loaded cartridges of painkillers, coagu-
lants, stimulants and other useful drugs: self-sealing bandages: pseudo-skin; cauterizer; and a steri-
lizer. (SilCORE: use of this k i t gives +1 t o Medicine Skill tests. OGL: +ld2 hp when treating wounds
and cancels any "lack of tools" penalty.)
1 kg Cost: 1000
The medical belt i s a utility harness that contains a variety of medical items: autodosage dispenser
(with loaded cartridges of painkillers, coagulants, and stimulants), hypospray, self-sealing bandages,
cans of foamed pseudo-skin, pincers, scalpels and sterilizer. This i s complemented by the medical
scanner, a miniaturized diagnostic tool which records the patient's vital signs (heartbeat, body
temperature, etc.). The scanner does not provide a ready-made diagnostic of the patient, but merely
reports the situation. (SilCORE: the whole set gives an effective +1 t o Medicine Skill tests when used
by a Cpx 2+ doctor. OGL: + l d 4 hp when treating wounds and cancels any "lack of tools" penalty.)
Medical Hit Q
I
~~
Mass:
~~
1 ka I Cost: 250 I
This a larger, better equipped version of the standard First Aid kit. It contains the same items plus a
few others destined to be used by a doctor to perform minor field operations and surgery (scalpel,
thread and needle). Often, the medical k i t i s incorporated within a glove-like apparatus so that the
instruments are more readily available. (SilCORE: the whole set gives an effective +2 t o Medicine Skill
tests when used by a Cpx 2+ doctor. OGL: +ld6 hp when treating wounds and cancels any "lack of
, .
tools" penalty.)
+ Surgical Field Hti
Mass: 4 Cost (local): 800
The Field Surgical k i t i s a miniaturized operating theater. It contains an emergency sterile inflatable bubble environment, high-speed
drug analyzer/recombiner, staplers, clamps, scalpels, and so on. An experienced doctor (Medicine level 2+) can set up the theater i n less
than three minutes and start operating right away. The kit gives +3 t o Medicine Skill rolls when used by a level 2+ doctor.
+ local Anesthetics
Mass (local): 0.01 per dose I Cost (local):
~
8 per dose
Local anesthetics are drugs used to deaden sensation i n part or all of a person's body. They are used by paramedics i n the field and
physicians in hospitals to perform minor surgery on a specific area, from stitching up lacerations to performing dental procedures. Local
anesthetics have a Potency of 7, an Onset Time of 2 minutes and have the combined effects of analgesics and sedatives.
More potent forms of anesthetics are available only t o certified medical institutions and military hospital units, since the consequences
of improperly using them are extremely dangerous. Total anesthetics disable the patient completely, allowing surgeons to operate on
patients with a minimum of involuntary movement. "Twilight" anesthetics are used i n instances when the patient must be incapacitated,
but his brain's high-level functions must remain active so that the patient can provide feedback t o the doctor, as i n delicate brain
surgery operations. Doses of twilight and total anesthetics have the same effects as locals, except twilight doses have a Potency of 10
and total doses have a Potency of 12.
Local anesthetics can be applied by anyone with Medicine Skill at level 2. Twilight and total anesthetics must be administered by a
character with an effective Medicine Skill or Cpx of 3 (or at level 2 with a Specialization i n Anesthesiology).
+ Vaccines
Mass: Negligible kg Cost: 5-200 credits
I
Modern Terranovan vaccines are compounds of specifically engineered viral RNA administered to individuals i n order to boost their
immune system (SilCORE: +2 bonus to specific Health test; OGL: +4 bonus t o Fortitude saves against specific disease). Vaccines that
protect against common childhood diseases such as Terranovan influenza are very inexpensive, and are usually administered before a
child enters school. Boosters are required every ten to fifteen cycles.
Vaccines against more exotic diseases cost much more, and are usually only administered to soldiers, field scientists and others who will
be away from state-of-the-art medical care for long periods of time. Many diseases s t i l l thrive despite all attempts to create vaccines for
them; even after nearly eighty cycles of research, there i s still no vaccine for Montcalm Fever (see I n t o the Badlands, p. 15).
+ Antivenom Injector
Mass: 0.1 kg Cost: 30
Antivenom injectors contain a cocktail of common antivenoms, but they are not proper treatment for a poisonous animal bite by
themselves. They are intended to neutralize enough of any venom i n a person's bloodstream t o stabilize the v i c t h long enough to reach
a hospital. Any character bitten by a poisonous animal should be transported to a hospital as quickly as possible, so the specific
antivenom can be administered. (SilCORE +5 bonus to Health test i f administered immediately after a poisonous bite. This i s reduced
by 1for each minute after the bite. OGL: +10 bonus t o Fortitude save. This i s reduced by 2 for each minute after the bite.)
+ Fieldlmager
Mass: 1 kg Cost: 800
While a somewhat bulky piece of equipment, the field imager has become a vital tool i n emergency medicine, since it allows a medic to
see just where a bullet has become lodged or a bone broken i n the patient's body. The field imager consists of a web of low-powered
electromagnetic resonance emitters and receivers built into a glove, which are connected by an interface cable t o a backpack containing
the imagets batteries and data-processing equipment. (Field imagers can make use of wireless connections, but interference from the
resonance glove makes such an interface less than reliable.) The resulting image i s then displayed either on a wrist-mounted monitor
or on a hardwired Heads-Up Interface. It i s not uncommon for field medics t o have their field imagers connected with other items such
as glove-mounted medical kits, and have all the information coalesced and presented i n one display. The combination of these tools
gives the medic a complete picture of the patient's injuries and vital signs.
6.5 - PERSONAL EUUIPMENT
"Personal equipment" is a catch-all term that includes those things that make the characters' lives a b i t easier. Many people have a
utility knife or a lighter tucked into a handbag or pants pocket, and almost everyone who lives in a communal environment, such as a
barracks or college dormitory, w i l l have his or her own personal hygiene kit.
This section also includes equipment that is useful i n certain circumstances, but is neither a weapon nor something that directly affects
the charactefs safety or livelihood.
A +1modifier may be allowed by the Gamemaster for a Tinker Skill test if a WFP Army Knife is used (OGL: +2 t o appropriate Craft or
Repair tests): whether the modifier i s appropriate depends on the task t h a t the Player i s trying t o accomplish and what kind of knife
the character is using. The CompaRero would only provide a modifier for a few basic tasks, while the modifier might be granted for
just about any mechanical task involving a Maestro.
load-[taring Equipment +
Mass: 5 for complete set kg Cost: 3-10 per indiddual piece, 40 for complete set
This i s a set of straps, belts, pouches, hooks and loops designed t o distribute the weight of equipment more evenly over the body. Load-
bearing equipment can be worn under a backpack. I t is provided t o soldiers as part of their basic equipment issue at no cost, but sets
and individual components are also available for purchase. Weight-related Encumbrance penalties for a character wearing a set of load-
bearing equipment are reduced by 1for all items attached t o or secured in it (OGL: reduce effective mass by 20%).
Modern lighters no longer burn fuel such as kerosene. A fast-discharge power cell i n the lighter runs a current through a heating
element, which gets hot enough t o ignite paper, cigarettes and other such items in just a few seconds. Disposable lighters can be
bought a t any corner store and are simply thrown away when the battery dies. More expensive lighters feature a rechargeable power
cell and are often made with ornate metal or ceramic casings. Many companies specialize i n customizing lighters for groups or
individuals.
Hand restraints are available t o all police and security forces on the planet. Modern handcuffs are usually made of long-chain polymer
plastics t o resist corrosion, but the traditional chrome steel variety i s s t i l l common. Cutting a pair of handcuffs will usually take nothing
less than a cutting torch (SilCORE: causing 75 points of damage t o the link w i l l break it. O G L Hardness 12, 10 hp, Break DC 30).
Attempting this task, of course, puts the person wearing the handcuffs a t risk for severe burns, either from the heat of the torch or the
melted material of the handcuffs.
SURVV
l flEOUIPMENT - 6.6
Humanity is a remarkably adaptive species. That people were able t o make homes for themselves nearly everywhere on the Earth, much
less inhabit other worlds, is ample testament t o the ability of humans t o sulvive anywhere if they have the will t o do so. W i l l is often
not enough, of course, and many different tools and objects have been developed through the ages t o help keep people alive i n
unforgiving environments.
+ Survival Blanket
Mass: 0.1 kg Cost: 5
A staple item of mountain survival kits, this emergency blanket is stored i n a pocket-sized sealed pouch until needed. When the pouch
is opened, the blanket unfolds into a 2 x 2 meter square, with a flap i n the center large enough for a person t o put his head through.
The flap may be opened so that the blanket may be worn like a poncho, or it can be kept closed and the blanket used normally. The
outside has a reflective coating, both t o keep out moisture and t o aid searchers in noticing the blanket, while the inside is insulated t o
trap the wearefs body heat.
Survival blankets are not intended t o replace proper mountain or wilderness clothing and w i l l not provide much protection i n extreme
conditions (subfreezing temperatures, heavy rain, etc.).
These are designed t o neutralize any microbes and impurities present i n an available supply of water. One tablet will treat one liter of
water. Many people complain about the bitter aftertaste the tablets leave behind, but acknowledge it is better than the alternative.
Mass: 100 g per liter capacity (plus water) kg Cost: 2 per liter capacity
These are available i n various sizes, from the one-liter canteen included with a soldier's basic kit t o the backpack-sized 20-Liter water
can that is carried on vehicles. Each canteen is sold with a plastic filter that can trap sediment and large particles that might be present
i n water, but using purification tablets is recommended if a water supply is suspect.
+ Emerflencq Whistle
Mass: 0.01 kg Cost: 5
The emergency whistle is a signaling device for persons who are lost i n the wilderness. The Notice threshold up t o twenty meters away
from the person using the whistle i s 3; it increases by 1for every further twenty meters of distance (OGL: +8 bonus t o Listen/Spot
checks, dropping by 1every 50 feet after the first 50 feet distance from whistle user).
+ Inpatable Raft
Mass: 10 per person capacity kg Cost: 100 per person capacity
Several models are available, from six-person rafts for recreational purposes t o emergency rafts capable of holding twenty persons or
more. Each raft includes an internal compressor t o inflate the raft and enough oars t o provide one for every passenger. Inflating a raft
takes one combat round per person capacity.
+ Field Stove
Mass: 0.7 kg Cost: 50
A must for any outdoor excursion, field stoves measure 20 x 10 x 4 cm. The top of the stove is a sealed ceramic surface that heats up
when an electrical current i s passed through it. The battery that supplies this current can power the stove for up t o a week. The power
switch on the side of the stove is covered t o prevent accidental activation. While the field stove has no open flame, the ceramic plate
can get hot enough t o ignite extremely flammable materials like dry grass, so care should be exercised when using it. The ceramic can
also scald unprotected skin (SilCORE: fire attack with Intensity 4. OGL: fire attack causing l d 6 points of damage).
Bachpach 0
215 kg Cost: 20135
A general use backpack can hold up t o 1cubic meter and 100 kilograms of various equipment (half
that for the light version). The straps are large and padded t o prevent chaffing.
an oxygen mask with a two-hour supply: a radio flare: and a helmet with a HUD altimeter, a powerful
Flare 4b
0.05 kg Cost: 2 (Radio 8, Smoke 4)
The size of a small pencil, the flare is a one-shot compressed gas gun that fires a high intensity blast
about 200 meters into the air. Specialized loads (colors, smoke, etc.) are available. The flare is not
0.5 kg Cost: 50
A lightweight plastic unit that fits over the mouth and nose. A small filtering device provides fresh
air a t all times, but the mask does not have an independent air supply. Characters equipped with a
gas mask are not affected by all poison gas that must be inhaled (this includes smoke). The mask
does not protect the user from poisons absorbed through the skin. The filter unit must be cleaned or
replaced after evely twenty hours of use.
Goggles e
0.2 kg kg Cost: 10
These are used when driving open vehicles or i n the desert, sometimes i n conjunction with specially
designed gas masks (see above) for complete facial protection. Almost all Badlanders possess a t least
one pair. Goggles are easily available i n a wide variety of styles.
Terra Nova’s surface is irregularly seeded with magnetic monopoles. Thus, a normal compass, while
not useless, is unreliable and only used for short range navigation. The MemCompass is equipped
with an internal gyroscope and a memoly computer chip. It can both give directions and store them,
then replay them on a small screen.
Sleeping Bag +
1 kg Cost: 40
A good quality sleeping bag i s made of polymer and composite, and folds down t o a handy packet
about 20 x 20 x 3 cm. I t insulates against both heat (up t o 30 degrees Celsius) and cold (down t o -
50 degrees Celsius). Cheaper cloth models are also available for one-third the price, but ten times the
weight and encumbrance, and they cannot insulate effectively against heat, only cold.
Mass: 0.1 kg Cost: 2
A variety of food products sealed i n a polymer packet. Some can be heated, others are eaten cold.
These rations can sustain a person for up t o a week, and have a shelf life o f two years.
+ Tents
1 Mass: 11215 ko I Cast:
Tents are often used by scouts and prospectors. They are made of ultra-light reinforced composites.
When collapsed, they take very little space - a one-man tent can even fit in one's pocket. Tents are
quick t o set up, with a sturdy anchoring system i n case of bad weather. Several sizes are available (2,
5 and 12-man, respectively).
0 Water Condenser
I ' Mass: 2.5 kg Cost:
This lightweight, practkal device condenses about one liter of water every day from the air a t the
200
poles. I n the Badlands, it produces about half a liter per day because of the dry atmosphere.
Although most Terranovan tools are incorporated into packages that are worn on the body, many
tools are still small enough t o fit i n a pocket or are simply more convenient t o use out of a box. Some r 4 -
attempts have been made t o incorporate the most basic tools into a wearable package, with results
ranging from the insignificant t o the laughable. The following tools have been designed for use on
the ground. Space-adapted versions are available for 1.5 times the cost: other statistics remain the
same.
0 Cutting Torch
I Mass: 1 kg I Cost: 25 1
A high-power plasma cutter powered by a superconductor loop. It is used t o cut through metal and,
at a lower setting, can serve as a welding torch. It hardly makes for an accurate weapon, but can
inflict severe burns if it does connect (SilCORE: Fire Intensity 6. OGL: fire attack causing 2d6 points
of damage). The torch has enough power and gas for 30 minutes of continual use.
A flashlight capable of illuminating up t o 50 meters ahead in its broad setting. The intensity and
angle of the light beam can be adjusted by the user by rotating a small knob under the thumb. Beam
width can be narrowed down almost t o a laser state - although the beam is too weak t o cause any
damage. The flashlight is the size of a small pencil. Battety life varies depending on the model, but
usually allows 36 hours of continuous use.
This kit contains the basic tools necessary for maintenanceand repairs on mechanicalobjects. No repair other
than jury-rigging can be done without it. The contents of the kit include two hammers, two metal handsaws,
a variety of screwdrivers, wrenches and toque bars, a small plasma torch (lasts one hour), a drill with bits, a -I
saw with blades and a small battery power supply (Lasts two houn). Some high-grade kits (twice or even three
i 0 -1-
times the price) feature expert systems used by field engineers to help with highly technical repairs.
Geiger Counter +
Mass: 0.2 kg Cost: 100
A standard Geiger counter, able t o detect trace radiation up t o 50 meters away (further for heavy radiation). The unit is equipped with
either visual or audio output and is the size of a lighter. Thanks t o the counter's low power requirement, the power cell lasts practically
forever.
This k i t contains the basic tools and diagnostic instruments for routine maintenance and repairs on electronic circuitry. No repair other
than jury-rigging can be done without this kit. Common versions of the kit include cutters, pincers, a variety of small screwdrivers, a few
testing boards, a multimeter/circuit analyzer, a good number of replacement chips, optical and electrical wires, a miniature plasma
torch (lasts four hours), a microdrill, a saw and a small power supply (lasts a hundred hours). A complete miniaturized diagnostic
computer and expert system is found in high-grade electronic kits.
A small detector relying on Magnetic Anomaly Detection (MAD) technology t o detect metal concen-
trations up t o 50 meters away. The unit is equipped with either visual or audio output (sometimes
both) and is the size of a big thumb. The power cell lasts practically forever.
This small polymer case houses a complete miniaturized diagnostic computer and expert system,
along with some basic tools and sensors. The computer is equipped with a deployable screen and
draftboard and can be networked t o any other computer systems, including those on vehicles, pro-
vided the correct adapters can be found. I n addition, a small cellular phone is included for linking
with non-portable mainframes. A chip reprogrammer, with adapters for most of the existing chip
designs, is located on an extensible side support. The portable CAD mainframe weights 3.5 and acts
as a personal computer and electronic tool kit, giving a +1 t o Electronic Skill tests (OGL: +2 bonus t o
electronic-related Craft/Repair checks).
These mundane-looking alloy cylinders are in fact a useful geological micro-laboratory. Each cylinder
contains the proper catalysers and analysis instruments t o detect one type of ore. The soil sample
needs only be dropped i n and the output port connected t o a computer t o know the results.
This shoulder-worn harness mounts the tools required t o do routine field maintenance and repair on
equipment. The kit includes a small hammer, a metal handsaws, a variety of small screwdrivers,
wrenches and torque bars, a plasma torch (half-hour autonomy), a drill with bits and a small battery
power supply (20 hours autonomy). The harness also contains the tools and diagnostic instruments
necessary t o do routine maintenance and repairs on electronic circuitry.
+ Rope
Mass: 1 kg Cost: 10 (50m)
This is a braided composite filament cord, about half a centimeter i n diameter and sold i n 50-meter length, which is able t o support
around five tons. It is available i n a variety of colors and motifs. Other diameters of ropes of various lengths exist to fulfill a large
number of specific needs.
Any technicalskill tests gain a +1 modifier if an Omnitoolis used and no mechanical tool kit is available (OGL: +2 bonus t o Craft/Repair
checks). No modifier is granted if other, more appropriate tools are available for the given task.
This kit is necessary for the cleaning and maintenance of small arms. The kit is a 10 x 10 x 5 cm kit containing solvent, degreaser,
cleaning oil and lubricant, as well as a bore brush with a multisecfion handle (the diameter of the brush is determined at purchase). The
kit also comes with a selecfion of swabs t o remove unburnt propellant from the bore and other parts of the weapon, but these can easily
be replaced by simply cutting up an old shirt.
Bore brushes w i l l work on any weapon whose caliber is the same as the brush's diameter (the same brush, with different lengths of
handle, can be used in a 9mm pistol and a 9mm rifle, for instance). As long as the proper bore brush is available, the gun cleaning kit
may be used t o maintain any slugthrowing weapon, up t o and including the Anti-Gear Rifle.
+ Entrenching Tool
Mass: 1 kg Cost 10
One of many tools that have stayed essentially the same throughout the millennia, the modern form of the soldier's personal shovel
has an alloy blade and collapsible handle. Some models have hollow handles that contain small survival supplies, like hooks, fishing
line and matches.
This is a small pouch that folds open t o reveal a set of professional lockpicks. This kit is sold on the open market, but only locally
licensed and certified locksmiths are allowed t o own them. Possession of a locksmith kit without proper certification is a misdemeanor
i n most city-states. This kit will naturally only work on mechanical locks: an electronic tool kit is required t o bypass electronic locks.
This contains everything needed by actors and intelligence operatives t o alter their appearance. The kit comes in a 40 x 20 x 15 cm
case with several pull-out trays and drawers. I t contains foundations, powders and creams for altering skin tones, several pairs of
false-color contact lenses, wigs and false hairpieces t o simulate eyebrows and facial hair. The kit also contains eyebrow and colored
pencils t o create and accent skin lines, as well as synthetic prosthetic devices t o significantly alter facial features (false noses,
warts, and so forth).
Makeup kits may also be customized t o suit individual requirements, including such things as corrective contact lenses and custom-
molded prosthetics. A character who uses a customized makeup kit receives a +1 modifier t o a Disguise Skill test (OGL: +2 bonus t o
Disguise checks) when impersonating someone else.
6.9 - FOOD li DRINK
Agriculture and food production are significant, if not key, industries of many city-states. Competition i n the food sector can thus be as
cutthroat at times as i n heavy industry or the arms business, since the jobs and livelihoods of thousands of people can ride on a new
contract or the results of a crop report. The struggle between companies t o be the next producer of militaty field rations or the risks
involved i n producing a new snack food may seem trivial to Player Characters accustomed to armed combat, but t o those involved, they
are very serious matters.
Cawfee +
cost: 5-50 per kilogram of ground beans
Cawfee is Terra Nova's indigenous analog t o Earth coffee beans as true coffee plants were never successfully adapted to the soil of the
new planet. Cawfee's flavor i s reminiscent of a mixture of dark cocoa and finely ground strong, black coffee beans with just a hint of
cinnamon. Terranovans drink cawfee i n many situations: getting up, going to bed, meeting with friends, enjoying a quiet night, etc.
Cawfee can be served as-is or can be mixed with juices, alcohols and other infusions, depending on the desired effects.
The cawfee bean-fruit is known to contain small quantities of an amphetamine derivative. This chemical produces effects similar t o
those of caffeine i n coffee. Amphetamine-free cawfee is sold i n health food stores but has never gained popularity with the general
public. Carbonated drinks based on cawfee extracts are also available for 1-2 marks/dinars per serving.
I Mass: 0.5 Der 0.5-liter bottle, 2 per 2-liter bottle ks I Cost: 0.6 per 0.5-liter bottle, 1.4 per 2-liter bottle I
Octane's "Fuel for Life" tag Line has been used i n the brand's advertising for close t o sixty cycles, and the company's directors have
given no hint that the slogan will be retired anytime soon. The soft drink brand i s sold all over Terra Nova, and most flavors of Octane
have been successful (the only exception being the infamous Octane Green and its alleged similarity i n taste to transmission fluid).
Octane commercially sponsors individual athletes and teams i n sporting events, and i s a major sponsor of the Ashanti 200 speedboat
race on Lake Esperance.
Octane is sold by "color," each of which represents a specific flavor. Black i s the commonly sold cola flavor, with the diet version known
as Octane Gray. Octane Gold is a creme soda, Red i s a fruit punch flavor and White i s a clear citrus variety. The newest flavor i n the
series, Octane Blue, contains cawfee-bean extract and has become very popular amongst young drinkers.
Field Rations +
Weight: 1 per ration Price: 5 per ration
The bane of soldiers i n the field throughout the ages, field rations have been known by such unflattering nicknames as "Rations Unfit
for Dawgs" and "Meals Rejected by Everyone" (from MRE, or "Meals Ready t o Eat" and variations). Field rations currently used i n
Terranovan armies are the same on both sides of the equator, the menus having been standardized back i n the War of the Alliance. That
their field rations seemed actually to have been produced during the War of the Alliance is a constant gripe among soldiers serving
evetywhere on the planet.
The ration is sealed i n a heavy synthetic bag, which both resists tearing during shipping and mildew during storage (each ration has a
shelf life of at least five cycles). Each bag contains an entree, two side dishes, a dessert and accessories, including freeze-dried cawfee,
utensils and toilet paper. Most also include a stick of candy or chocolate. Field rations contain enough calories for half a man-day of
general activity or a third of a man-day of heavy exertion.
Field rations are designed t o be eaten cold if need be, but they may be warmed i n the bag if a heat source is available (if no stove
i s around, placing a ration on an engine block for several minutes works quite well). Though they are generally shunned, there i s a
range of acceptance for the menu entrees i n field rations, from the tolerable springer with rice t o the universally despised barnaby
and hopper loaf.
Churro Crisps +
Mass: 0.125 per bag kg Cost: 1 per bag
Churro Crisps are the inaugural product of SunHarvest Snacks, the new commercial snack food division of SunHarvest Bakeries of Fort
James. Bags of these tortilla chips sprinkled with sugar and cinnamon disappear from shelves almost as fast as they are stocked, and
SunHarvest Snacks is busily expanding its production lines to meet the demand.
-
E
A Night Out - 6.9.1
Unless all of the player characters in a party are college students, they are not likely to eat all their meals out of boxes or from the local
Weird but Tasty' outlet. A good meal at a nice restaurant can highlight an important or memorable event, whether it be a business
luncheon, an intimate meal with a loved one or simply an enjoyable night on the town.
Several meals that player characters might enjoy are presented below, as well as a recipe for those characters who can cook and would
like t o try their hand at a simple dish.
This meal i s a favorite amongst the sports fishermen who are lucky enough t o catch river eels without serious injury. Those eels not kept
intact as trophies are cleaned, and the flesh is grilled or broiled and is presented around the edges of a plate along with rice or a fern
salad. The garnish i n the middle of the plate is what gives the dish i t s name. After severing the head of the eel, the jaws are carefully
cleaned, then folded open on the plate. Sweet berries are placed within the jaws and are eaten as a dessert, as a culinary metaphor for
savoring the sweetness of conquering such a dangerous beast.
This is a dining experience t o remember, not so much for the flavors of the meal as for the unique experience of eating something one
can see through. Chefs prepare the flesh gingerly so that it remains as transparent as possible: it is then cooked with splashes of vinegar
and saju oil. The flesh itself i s somewhat grainy i n texture, yet still has a pleasant taste. Due to the hazards involved i n catching glass
sharks, however, this dish i s served very infrequently, and several restaurants have taken up the practice of booking reservations not for
when the customer would like t o eat but for when sharks have been caught by local fishermen.
Giant mud crabs were the centerpieces of many a banquet i n the Humanist Alliance, and chefs specializing i n preparing mud crabs could
command a handsome salary i n any restaurant on the planet. Upon catching the crab, the flesh and organs were removed and cleaned,
while the halves of the carapace were thoroughly cleaned and hollowed to turn them into serving trays. One half of the carapace would
be filled with hors #oeuvres, small fruits and other light foods.
It would then be presented t o the guests early i n the evening. While they were enjoying these appetizers, the other half of the carapace
would be prepared t o hold the main course of sautked crab meat, with smaller shellfish and vegetables i n bowls within the carapace.
This second carapace would be replenished with fresh meat until no more was left. The presentation and method of preparation of the
main course would often be the talk of the evening.
... .........
A bomb-shaped field surveillance device designed t o be dropped from an aircraft, a Remote Sensor
...... A .
. . '
Pod can also be used as a perimeter surveillance system at forward bases. Encased i n a sturdy
duranium shell, the base of the unit contains a battery that powers the pod for two weeks, with a
sensor array and communication antenna on top. The pod is normally programmed t o take readings
from its passive sensor array and transmit the data t o a remote operator, either on the ground or i n
the air. The pod's communication system is usually set t o transmit only; if the operator wants t o
change the pods settings (to switch t o active sensors, for instance), he must send a signal t o the pod
t o stop transmitting and await new instructions. The data streams from several pods can be sent t o
and compiled i n the same system, providing the operator with a composite picture of the area under
surveillance.
S N O R E Stats: Armor 5, Autopilot, ECM (3, 2 km), ECCM (3, 2 km), 2 x Sensors (+l, 2 km), 2 x
REMOTE ECM POD Communications (+l, 10 km), No Engine, One-way Communication, Sensor Dependent.
1 1 1
j - - -
OGL S t a b Hardness 5, 20 hp, Limited A.I. (DexO, Wisl4, ChaO), ECM (Comm +3, Radar +3), GPS, High
Rez Radar (2 km), Tam'cal Radio, Infrared (2 km)
Stil Camera +
Mass: 1.2 kg Cost: 75
Made by several manufacturers, still cameras take digital pictures which are then saved as graphic
files i n the camera's memory (about half a terabyte). The camera is aimed by means of a small rear-
mounted display. Basic image editing such as cropping and contrast adjustment can be done directly
i n the camera, but any significant enhancement or alteration must be done by a computer with a
graphics software package. Still cameras are equipped with interface ports for this purpose, as well as
t o download images t o a printer.
+ Bug and Tracer Detector
Mass: 0.05 kg Cost: 200
About the size of a large pen, this device flashes a small light when it detects the signal of a transmitting bug or tracer (to a range of
five meters). Dormant or deacfivated bugs and tracers cannot be detected with this item, so activating a discretion device is a good
idea even if no signal is picked up.
+ Chemical Sniffer
Mass: 0.05 (small), 0.2 (laqe) kg Cost: 20 (small), 250 (laqe)
The chemical sniffer is a sampling and analysis device which "sniffs" for gases in the air at a distance of up t o three meters (farther for
large concentrations). The small version is about the size of a lighter and is usually hung from or clipped t o a soldier's load-bearing
equipment. It is designed only t o detect and warn of the presence of harmful agents i n the atmosphere. The large version is a handheld
unit that can detect a much wider range of gases and their concentrations. Any Physical Sciences test involving detecting and analyzing
atmospheric gases receives a +1 modifier when using a large chemical sniffer (OGL: +2 bonus t o checks).
+ Mine Sensors
Mass: 7 (antenna), 4 (analysis unit) kg Cost: 1000 (antenna), 350 (analysis unit)
Mine sensors are a set of bulky equipment designed t o recognize the presence of buried mines. Mines are detected by a handheld, low-
power ground-penetrating radar antenna, which is powered by a backpack battery. The backpack also contains a dedicated short-range
radio t o an analysis unit, which interprets the data from the antenna and builds a return image from it, which is displayed either on a
computer screen or a HUI monocle.
Scanning for mines is usually done by a two-man team, one of whom operates the antenna while the other operates the analysis unit.
This allows each specialist t o concentrate on his assigned task and also increases the safety of each teammate. Since they can work at
a distance from each other, one specialist can still operate his equipment if the other triggers a mine or is otherwise incapacitated. I f
only one specialist is available and all of the equipment is functional, he can operate the entire set of equipment a t a -1modifier (OGL:
-2 distraction penalty), since he has t o split his attention between the two units.
SilCORE Stats: By spending one action, the team can look for mines by rolling the higher of their Electronic Warfare skills. The result is
then compared t o the detection Thresholds of all mines within 100 meters of the antenna. If the roll is greater than a particular mine's
Threshold, that mine is detected. If equal or lower, there is no result. Note that the mines are identified, not deactivated.
OGL Stats: The user can spend a full round acfion t o look for hidden mines. This gives a +10 bonus t o Notice checks for mines. Note that
the mines are identified, not deactivated.
Made of the same materials as vehicle camouflage netting, static netting is draped over tents and modular buildings t o break up their
silhouettes i n the visible light and infrared bands, and can be mounted on poles much as a regular tent. Static netting is made in easily
produced squares and rectangles and is thus substantially cheaper than customized vehicle netting.
+ Jamming Grenades
Mass (kg): 0.5 kg Cost: 150
Accuracy: 0 Damage Multiplier: S/spccial
Range (m): varies ROE 0
Originally appearing as an improvised device on airfields i n the Badlands when Earth forces first landed on Terra Nova, this grenade
consists of a bundle of flares and chaff cartridges mounted on a weighted base. The base also contains the firing mechanism, which is
triggered when the base hits the ground. When the flares and chaff go off, they create a zone of sensor interference within its effect
radius, equal to an Obscurement of 2 within 1 5 meters of the grenade (OGL: treat as a flashbang grenade). The grenade w i l l last for one
round (30 seconds) before the flares burn out and the chaff clouds dissipate.
1 kg Cost: 50
Computer-enhancedbinoculars with range-finders are standard fire for officers. They can magnify up
objects up to forty times at the touch of a button and give a rough estimate of the range (around
70% accuracy) using purely passive methods. Many models include motion dampeners i n the basic
package. Standard binoculars are about palm-sized.
0.5 kg Cost:
This lightweight head-mounted data recording apparatus transforms one man into a complete media
team. Combining the function of binoculars, Head Up Display and video/trideo recorder, the rig
allows hand-free use through auto-adjusting features and voice activated controls. The information
recorded i s stored on standard data disks which are held by a small unit clipped t o the waist of the
operator, generally i n a discrete belt pouch hidden out of sight. This unit also contains the battery,
which i s good for about a day of continuous operations.
Lightweight goggles equipped with a visual-enhancement system. They offer true sight by amplifica-
tion of ambient light or through the use of UV. They are useless i n pitch black darkness. Some very
advanced (and expensive: triple price) models look like thick sunglasses.
- -- -~- - Built into a seemingly inoffensive piece of jewelry, the scrambling (or discretion) device is a broad
--___ _ _ _ band signal jammer designed to prevent unauthorized eavesdropping. The device generates elec-
-c-- _ - tronic noise on ever-changing random bands, preventing everything but tight-beam transmissions
_I -I _I - - - - - from getting through. The scrambler can also be attached to a wall or window, vibrating it to prevent
laser and touch sensors from functioning. Autonomy is limited (because of the high energy output)
0.5 kg Cort:
These are similar to the nightvision goggles except that they rely exclusively on infrared. These
appear as moving patterns of various colors. Some practice i s necessaty before being able to correctly
interpret the heat patterns. Also available i n the same "sunglasses" model as the nightvision gog-
_ _ - - - gles, again at triple price.
about the smell), a character can recover a pair of badly torn pants, a soiled shirt and a pair of shoes
with holes i n them from any community's garbage dump for free.
These are clothes that you don't mind getting dirty, since they didn't cost very much to begin with.
and families on tight budgets. Parents commonly buy inexpensive clothes for young children, who are
just as likely to outgrow their clothes as wear them out. A pair of pants can be bought for 20 marks/
dinars, while a package of three T-shirts costs 25 and a pair of ordinary shoes costs 20.
The reputation of Timmins as "the home of the cheap knock-off" has even extended to the clothing
industry. Timmins i s home t o several manufacturersthat produce articles that are obviously patterned
after more popular styles and lines but are just different enough to avoid infringement Lawsuits. Any
piece of inexpensive, utilitarian, plain or formal clothing made by a Timmins-based company can be
purchased a t 40% t o 90% of the cost for a name-brand version of the item. The character will likely
be ridiculed for stooping so low as to buy such blatant imitations, but he may well not be able to
afford anything else.
1
Utilitarian
Utilitarian clothes are made for function rather than fashion. They are made from fabrics that resist
tearing and abrasion, and purchasers w i l l often get a cycle or longer of good use from them before
they wear out. The brand names of such clothes often become household words.
Athletic clothes are a specific type of utilitarian clothes. While the gaudy symbols and flashy colors
of athletic wear can be annoying at times, they are still designed to stand up to prolonged periods of
heavy exertion and w i l l last as long as other clothes when worn during moderate activity. A pair of
denim jeans costs 40 marks/dinars, and a soccer shirt costs 25. A durable pair of athletic shoes costs
40 marks/dinars, while a pair of deep-tread work or hiking boots costs 55 marks/dinars. Sweat pants
can be purchased for 20 marks/dinars, and a comfortable sweatshirt costs 25.
Some everyday clothes are similar t o their more expensive counterparts, but their useful life i s much
shorter. They are made of less durable fabrics, are stitched with poor quality thread or were simply
not designed to take a great deal of wear and tear. Cheap versions of utilitarian clothes cost two-
thirds of the name-brand versions above, but will generally fall apart after one or two seasons.
+ Plain
Plain clothes are hardly that at all, representing a wide range of casual and semiformal clothes that
are worn every day at the workplace by plainclothes police detectives, mid-level managers and the
like. This category represents what most Terranovans wear t o work.
A typical business suit for both men and women comprises a business coat (for 150 marks/dinars), a
pair of slacks or a skirt (for 40 marks/dinars), a long-sleeved shirt (between 25 and 75 marks/dinars,
1 3
depending on the style and the fabric) and a pair of dress shoes (for 50 to 150 marks/dinars).
Depending on the store the suit i s purchased from and the brand name of i t s manufacturer, these
prices can fluctuate from 90% to 140% of List.
Uniforms +
Any group or organization that wishes to project a common image amongst its members will usually
invest i n uniforms. Civilian work uniforms are usually provided t o an employee as long as he works
with a company, and usually consist of a matching shirt and pair of pants. Wealthier, image-conscious
companies will have a whole range of matching uniform pieces, including caps and coats, which are
also provided a t no charge t o their employees. Uniforms for other private institutions such as schools,
however, must usually be privately purchased (use the prices for plain clothes, previous page).
Military dress uniforms are in a way a form of advertising for the armed service i n question. When
possible, dress uniforms are tailored for the wearer. A dress uniform consists of a dress coat, long-
sleeved shirt, shoes and trousers. Rank insignia, service ribbons and other accessories are issued a t
no charge, but they can also be purchased through specialty stores t o replace damaged or lost items.
These same stores also sell replacement articles for dress uniforms, at the same prices as plain
clothes.
Military fatigues are produced i n a variety of patterns and schemes, and i n theory soldiers will be
issued fatigues appropriate t o the area i n which they are deployed. As shown during the Interpolar
War, though, theory has little t o do with practice, since many Northern units deployed t o the Free
Emirates had t o fight i n a jungle environment i n Northern temperate pattern fatigues. A new fatigue
coat and pair of pants each sell for 25 marks/dinars, while a new pair of combat boots will go for
about 60 marks/dinars and a neutral colored short-sleeved shirt costs 10 marks/dinars. Both military
dress uniforms and fatigues are issued t o enlisted personnel a t no charge, but officers must pay for
theirs, either by deducting the amount from their paychecks or out of their own pockets.
Used, surplus and irregular fatigues are a popular choice for those looking for durable, inexpensive
clothing, and are readily available for purchase at costume shops and surplus outlets. Surplus fatigue
articles are available for sale a t 40% t o 90% of the price of new articles.
The modern descendants of the tuxedo and the cocktail dress, these are the clothes worn t o special
events and ceremonies, from weddings t o high school proms t o theater openings and other "black
tie" events. A man's formal dinner suit can be purchased for 350 marks/dinars, while a woman's
evening gown can be purchased for 100-500 marks/dinars. Shoes t o go with such garments usually
cost 80 marks/dinars for both men and women. I f the character only wishes t o rent such a garment
for a specific occasion, a night's rental i s 20% of the cost of the garment.
Elegant clothing is not much more stylish or fashionable than more ordinary clothes, but they are
specifically chosen t o enhance the highlights and subdue the imperfections i n a person's appearance.
Specialty clothiers can be found i n every city-state, and w i l l work with the customer t o select the
best choice of fabric, cut and accessories for a given ensemble. The outfit is then tailored t o best fit
the customer, with alterations made on a scheduled basis or as required. Characters with an average
\' t o good income are likely t o have one or two elegant sets of clothes i n their wardrobes.
Elegant forms of both plain and formal clothing usually cost twice the price of the "off-the-rack"
versions. Some civilian uniforms are also purchased as elegant clothing, especially for elite private
schools and colleges. The price increase is due t o the higher cost of the articles i n general, but also
includes the costs of tailoring and other adjustments.
Elegant clpthing is as high on the fashion ladder as most characters are likely t o get, though it is
more than enough for most Terranovans. Combinations of fabric and cut become very distinctive at
this level, and a fashion-conscious character can spot someone wearing Wallace or Sezanti at thirty
meters. Characters are likely t o find clothes from these designers i n specialty clothing or high-end
department stores, although the most popular labels will also operate their own boutiques. Fashionable
forms of plain and formal clothing are available a t three t o four times their list price for a minor
label, and the price increases dramatically if the clothes are produced by a world-renowned designer.
High Fashion are the clothes people love t o talk about, even i f they never get the chance t o wear
them. Clothes i n this category are usually beyond the means of most Player Characters.
A variety of clothing and survival suits is readily available on the market. Each of these suits protects against a specific environment
and can be combined with other suits (as well as armor - see page 84)for 1.5 times the total costs of all suits and armor. Some more
fashionable clothes and suits are often available, with prices ranging from 75% of regular price (for propaganda-driven uniforms or
This is an indispensable piece of clothing for the modern field agent. Stealth suits are designed t o
muffle the wearer's heat signature and movement noise, and the suifs many pockets are fastened
with old-fashioned plastic buttons t o avoid the noise of zippers or dual-part tape fasteners. The
fabric of the suit contains a weave of the same polymer as the stealth helmet t o break up the wearer's
sensor signature, and the neutral color of its fabric is designed t o blend in with the wearer's
surroundings. Stealth suits grant a +2 modifier (OGL: +4 bonus) t o all Stealth and Camouflage tests
the wearer must make.
Several militaty, intelligence and corporate forces produce unique types of stealth suits t o satisfy
their own requirements; examples are found i n the United Mercantile Federation Leaguebook, p.
79 and the Mekong Dominion Leaguebook, p. 87.
12 kg Cort:
This is a specially modified suit of turtleshell armor (see Combat Armor) for Explosive Ordnance
Disposal specialists. The standard turtleshell helmet retains i t s integral communicator, but its visor is
removed and replaced by a reinforced transparent polymer faceplate (SilCORE: Personal Armor Value
25. OGL: Hardness 10). The respirator connections in the helmet are also modified t o attach t o an air
- _ _ i l _ -
tank that is worn on the specialist's back. The turtleshell plates are covered with padding, both t o - SERtlhSltR
reduce any vibrations caused by movement and t o absorb some of the impact of a detonation.
A pair of reinforced gloves is also issued with the suit. Many EOD specialists, however, find that they
require a finer touch than the gloves will allow, and w i l l work on a bomb with their bare hands.
5 kg Cort:
4 kg Cost:
Designed t o protect the wearer from flying debris and burns, racing suits are usually covered with
corporate emblems and slogans as sponsors take the opportunity t o advertise on a racer's body.
Racing suits also incorporate desert suit technology t o keep the wearer comfortable. The suits are
fireproofed (SilCORE: treat as Armor 20 against fire attacks. OGL: Hardness 10 against fire only) t o
protect against burning fuel i n the event of an accident and provide a general Armor Value of 10
(OGL Hardness 5).
A standard "brain bucket" helmet (SilCORE: Armor Value 10. O G L Hardness 5) is included, though
when possible racers w i l l use the more advanced helmets used by Gear pilots.
Mass: 5 kg Cost 2001250
A skintight, synthetic polymer suit equipped with a heat exchanger at the belt. A special fluid flows
through thousands of small tubes woven between the inner and outer layers of the suit, removing
body heat through the heat exchanger. It's commonly worn by the inhabitants of the Badlands. The
suit does not provide any significant protection against weapon fire, although it can be worn under
any type of armor. The coolant fluid is non-toxic, even if splashed over open wounds, but i s not
potable. Some suits are specially designed t o protect against dry environments, and can recuperate
and distillate lost bodily fluids (+50 t o cost). With such a suit on, a man can comfortably function i n
up to 50 degrees Celsius environments with a minimum daily water ration of 250 ml.
10 kg Cost:
A skintight suit of rubber-like synthetic material equipped with a transparent face plate. A small gill
unit attached to the face plate extracts oxygen from the water and contains an emergency five-
minute air supply i n case the gills break down. The suit offers some thermal insulation (as low as -5
degrees Celsius without suffering from hypothermia). Neither the suit nor the face plate provide any
significant physical protection. Maximum diving depth i s around 200 meters.
I f * - -
Fire suits are designed to protect the wearer against high temperatures (up to 1000 degrees Celsius)
and resist damage done from fire sources; consider the suit as having an Armor rating of 40 against
fire attacks only (OGL: Hardness 10 vs. Fire attacks). It includes a gas mask and air coolant unit.
12 kg Cost: 1200
NBC suits, also called environment suits, are sealed garments designed to protect the wearer against
the effects of NBC (Nuclear, Biological and Chemical) warfare. They are self-contained environments
that shield a trooper for up t o 12 hours without external supplies. Each suit contains a small medical
kit which contain the antidotes to the most common chemical and bacteriological weapons. The suits
are quite cumbersome to wear and very tiring to fight in: they have a -1 encumbrance penalty,
cumulative with any armor worn.
1 0 kg Cost:
Vacuum suits, the most complex and cumbersome of survival suits, allow a person t o survive in a
vacuum. These suits are made of a self-sealing material that will repair a hole of up t o 0.5 cm i n
diameter i n one round. The air and power reserve usually contains up t o six hours' worth. They offer
total insulation against cold, and will enable the wearer t o comfortably withstand temperatures of up
to 250 degrees Celsius. They also count as sealed against NBC effects. Vacuum suits are cumbersome
and impose a -1encumbrance penalty, cumulative with any armor worn.
6 kg Cost 250
Winter suits are insulated and internally heated to offer complete thermal protection for a period of
up to 12 hours. After this period, it will allow the wearer to comfortably withstand temperatures as
low as -30 degrees Celsius.
News reports featuring law enforcement or military personnel in full riot gear have unfortunately become all too common on Terranovan
newscasts. While this equipment does provide some physical protection from improvised weapons, its main purpose is t o increase the
protected areas surrounding the soldier or police officer. Riot shields and armor blankets also provide instant cover t o the injured or t o
unlucky individuals caught i n the middle.
This archetypal garment of the Badlands i s not usually considered armor, but dusters made from
tanned barnaby or tamaru hide do provide considerable protection. Commercially produced dusters
are available for purchase i n the city-states, but somehow they don't look "right;" handmade dusters
are very common i n the Badlands proper. The hem of commercial dusters tends t o end halfway down
the calf, while handmade dusters reach anywhere between the knee and the ankle. Due t o the tough
4 kg cost:
Although it provides significant protection (Armor Value of ZO), almost all Terranovans shun this -,-& 7-c
garment, because it is the standard field coat for officers of the Arthurian Korps. The coat features an
unusually high collar, which contains the antenna for an integrated communicator. This communicator
i i--
-LUfHW DUSTER l_l
The high collar is also presumably t o protect the neck and base of the skull from shell fragments. Very
few Earth officers have been observed wearing combat helmets, though, and it is just as likely that
this is just a styling choice, t o recognize officers easily.
0.1 kg Colt:
This transparent polymer faceplate can be clamped t o the rim of any combat helmet. The clamp has
a hinge built into it, so that the faceplate may be raised up and away from the wearer's face.
Faceplates provide Armor +5 (OGL: Hardness +2) t o any attacks t o the front of the head, i n addition
2 kg Cost:
Riot shields are rectangles of transparent polymer 1.5 meters high by .5 meters wide. A large stripe
with the word "POLICE" or the local equivalent is painted on the outside, while two straps fastened
t o the inside allow the officer t o wear the shield on one arm. A 10 cm slot is cut out of the shield, so
that the officer may bring the shield up t o protect his body and still see and, if need be, point a
weapon through the slot. If he is wearing the shield on his arm, an officer can only wield a pistol.
(SiLCORE: Accuracy -2, DM AD+5, Parry +3, Shield 20)
611.2 - Combat Rrmor
Personal armor has been worn by troopers since the dawn of war. Armor is divided into three categories: light flak, heavy flak and
turtleshell. Because of the huge diversity of models available, no specific model has been described. The Armor rating listed is the
maximum rating for the specific category - some armor may have less.
As a rule of thumb, only the lightest personal armor may be concealed under normal clothing. The chance of someone noticing is
dependent on a number of elements (lighting, awareness, clothes, time of day, etc.) that are impossible t o accurately summarize in a
few modifiers. The Gamemaster must make a judgment call. The number listed i n the Encumbrance column of the table is a penalty
applied t o physical acfions while wearing the armor. Custom-fitted armor reduces this penalty by one, but it costs five times more and
can only be worn by the person for which it is fitted.
Light Flak: Light flak consists of thin bulletproof clothing that resembles normal combat fatigues. It is made of composite synthetic
fibers interwoven with alloy threads. The material i s supple a t all times except when hit with a blow; it then distributes the impact
throughout its fibers.
Medium/Heavy Flak: These are bulky suits of flexible body armor worn over normal combat fatigues. Both are slightly heavier and work
on the same principle as light flak armor, but are stronger and more durable. Hard plates are often incorporated in the torso area of
heavy armor.
Turtleshell Armor: The last type of personal armor is the "turtleshell," a nickname for full suits of antiballistic polymer or composite
plates. Turtleshell armor often includes attachment points for respirator masks and radio equipment. Its component plates are light but
damage resistant. They are designed for optimum comfort and mobility without compromising too much on protection. However,
turtleshell still restricts the wearer's movements and is tiring t o wear over extended periods of time.
Medium Flak Suit: A medium flak suit grants a +8 bonus on Spot checks t o notice it when concealed.
ised together. Only the hard shell armM suit (nick
lamed "turtleshell"by soldiers) has its own special
zed comoonents. thouah it shares the same under
larment as the Mk 23 series.
Players may want extra layers of protection between them and their opponent's weapons. The Armor rating of all armor worn is added
together. The trade-off for this is a quick escalation in mass and encumbrance. Mass is added together, while the worst Encumbrance
value is multiplied by (1.1x number of layers), rounding up t o the nearest whole number (minimum penalty of -1).Layered armor may
prove t o be more of a hindrance than a life saver.
When desperate characters build armor from scratch, the GM must ascertain how much material is actually useable as armor; a damaged
suit of armor will provide an amount of Armor points equal t o the proportion of the armor that is salvageable. I f working with a bunch
of raw metal, composite, etc. the GM must make a judgement call based on the tools available and the condition of the scrap parts.
The Player must state how long he intends t o work on the armor; if interrupted beforehand, the amount of armor actually available is
proportionate t o the amount of time actually spent. Upon completion (or interruption) the Player makes a Tinker Skill test against a
Threshold of 3. I f the roll is equal t o or less than the Threshold, the scratchbuild i s ineffective and will slow the character down more
than protect him. The formula below is applied with a maximum final Armor value equal t o the sum of base Armor points available.
Final Armor Value - Tinker MoS x (square root of intended work time in hours) x 1/4 base Armor available x time available (hrs)
A number of protecfive devices for one's head are available. Many combine their defensive function with the sensitive electronics that
are used t o pilot a vehicle.
i n holographic HUD and communication equipment but includes additional life support features. The
primary connectors for the life support system are located t o the front and sides of the helmet, while
the data connectors plug into the side sockets.
A cloth cap, usually decorated with insignias and patches. It is useful t o provide insulation by
minimizing the loss of body heat through the head.
Combat Helmet 0
This type of helmet is worn by virtually all infantrymen. A sturdy shell of reinforced polymer houses
a complete combat communicator and a combat rnicrocam t o relay information t o the squad leader.
The helmet also include a laser-crystal visor and ear baffles t o protect the wearer's senses.
This piece of headgear was especially designed t o meet the needs of demolition experts working in
the field under hard conditions. The lightweight unit contains a voice-activated military communica-
tor which is equipped with a throat mike with discriminating circuitry t o allow clear communication
a t all times. Likewise, the audio protectors have similar filters designed t o protect the ears while still
allowing the operative t o hear normally. The face plate is a tough, shatter-proof polymer designed t o
protect the face and eyes from shrapnel.
The helmet of a Gear pilot i s an important part of the man/machine interface. I n addition t o its
protective function, the armoplast shell houses a laser-clystal screen t o feed the pilot information
treated by the CPU's visualsub-processor, enabling him t o "see" outside the cockpit. The helmet also
contains some communication equipment and a gas mask. Some advanced versions replace the laser-
crystal screen by a more complex full immersion projem'on system which provide the pilot with an
unequaled view of the outside. Although the system is bulkier and tiring for the eyes, the quality of
the virtual environment allows more information t o be processed i n a shorter time, a useful charac-
teristic for test pilots struggling with new machines. The helmet also contains communication equip-
ment and the standard gas mask.
One of many varieties of hats, this garment protects the head against sunstroke and cold alike, both
of which are common dangers i n the Badlands.
The strider crew helmet is a sturdy contraption made of carbon-reinforced armoplast. The unit fea-
tures a standard personal communication rig and an air filtration unit, should fumes enter the
strider's crew compartment. Both systems, although fully independent, are usually connected t o the
strider's own internal systems. Data and clean air feeds are provided by twin polymer hoses which
connect t o sockets located t o the front and sides of the helmet. The face plate houses a standard
holographic HUD, displaying battle information right in front of the crewman's eyes.
FlNlMAl EOUIPMENT - 612
People accustomed t o reliable mechanical technology will often overlook the usefulness of a trained, healthy animal. Working a firm and
just getting around i s more efficient and quicker i n a truck, but a mature barnaby can handle rougher terrain and repair itself. Gamemasten
would do well t o remind their Players of the utility of animals if their characters lack the technology they are accustomed to.
The maximum mass any animal can carry is equal t o the lowest value i n the Weight Equivalent column of the Attribute Description Table
for a given Strength Rating (OGL: see the STR table in the core d20 rules). For instance, an average barnaby with a Strength of +4 can
carry a mass of 140 kilograms on its back without risk of injury. Animals use the same rules as vehicles for towing.
Animal Armor
Training an animal can involve as much time and effort as training a human being, and it is the best interest of organizations that use
+
animals t o protect their investments. Suits of armor have thus been produced for animals who are used i n high-risk situations. Armor is
available i n as many degrees of protection for animals as for humans and is made from exactly the same materials. Animal armor is also
made t o provide the same degree of coverage as human armor; animal "vests" cover the creature's torso and full suits include the limbs.
Helmets are also acquired separately as appropriate.
The mass and cost of a piece of animal armor is equal t o (10 + Build) x 15% of an equivalent piece of human armor. For example, a full
turtleshell shell suit for a tamaru (Build of +9) costs and weighs 285% of the human version of the suit, or 28.5 kilograms and 14,250
marks/dinars. Such a suit provides a Armor Value of 60 t o reinforce the tamaru's naturally tough hide.
This includes a bit, bridle, reins, saddle blanket and everything else needed for a human t o comfortably ride a large animal like a
barnaby. Tack sets do not include saddles, which must be purchased separately. Different sets of tack must be produced for each species
of animal, unless a character wishes t o make a Tinker test versus a Threshold of 3 t o adapt the equipment. This equipment is usually only
produced for animals with Builds of +3 or higher.
+ Saddles
Saddles are usually made from tanned barnaby or tamaru leather, but examples made of synthetic fibers or other manmade materials are
seen occasionally. Riding saddles allow one or more people t o ride an animal, while a pack saddle i s used t o store cargo for transport
(essentially an animal backpack).
613 - WEAPONS OF TERRA NOVA
Arms produm.on has been big business throughout human history, and this is no less true on Terra
Nova today. As the polar powers rearm and reequip after the losses of the Interpolar War, the arms
industry is flourishing as never before.
Riley Weapons Systems of Fort William i s the premier weapons manufacturer of the North and has a
deserved reputation for quality. Riley's M222 light autocannon for the Hunter series of Gears, i n fact,
proved so reliable and easy t o maintain that Paxton Arms produces the Riley design under license,
both for their own Warrior series of Gears and for export t o customers i n the South.
As well as being the South's premier Gear manufacturer, Territorial Arms is also the primary manufacturer
of all small arms and support weapons used by the Southern Republican Army. The MILICIA, however,
only gets a small fraction of Territorial Arms' production output, and companies such as Sepeca and
Dartand have become the MILICIKs primary munitions suppliers.
Smaller arms companies have become quite successful by catering t o markets that the large
manufacturers do not or cannot exploit. Socorro Arms, another company based in Fort William, has
made a name for itself by producing high-quality weapons for the civilian market. Socorro's line of
hunting rifles and sidearms has become quite popular i n the Western Frontier Protectorate, because
of both the dependability of the weapons and Socorro's shrewd advertising campaigns.
None of these companies, however, could match the sales figures or political clout of Paxton Arms.
For every commercially successful weapon design produced by polar arms manufacturers, Paxton had
produced and sold three or four. Paxton sales representatives could, with some justification, say that
Paxton products were i n use by every armed force on Terra Nova.
: Mass: 0.22 kg per box of 50, Cost: 6/box 9mm Pistol: Mass: 0.6 kg per box of 50, tort: 7.5/box
l l m m Pistol: Mass: 1.1 per box of 50, Cost: 9.5/box 13mm Pistol: Mass: 0.75 kg per b m of 20. Cost: 5/box
5mm Paxton Rifle: Mass: 0.15 kg per box of 20, Cost: 5/box 7mm RIfle: Mass: 0.3 kg per box of 20. Cost: 6.5/bOX
- -
9mm Heavy Rifle: Mass: 0.65 kg per box of 20. Con: l l . l / b o x lOmm Northco Heavy: Mass: 1.23 kg per box of 20. Cost: 23/box
- ~ ... -. .. .. .. . . - .. ....
-
15mm Riley Ball: Mass: 1.22 kg per box of 10, Cost: 5O/bOX 15mm Riley Discarding Sabot: Mass: 1 kg per bOX of 10. con: lOO/bOx
25mm Riley light Cannon: Mass: 4.4 kg per box of 10, Cost: 135/box
~~ ~
Other types of ammunition are available, examples of which are given below. The rules for nonstandard ammunition are more fully
described on the next page. Other ammunition types are not generally available on the open market for small arms. A wide range of
ammunition types is available for shotguns, however, and is discussed separately.
Boosted Damage rounds include such types as hollow-points, wadcutters and other bullets designed t o increase the damage inflicted
upon the target.
Boosted Range ammunition contains a more energetic propellant charge, giving the bullet a higher muzzle velocity. Although Boosted
Range ammunition is common, not every weapon is designed t o handle the stresses and pressures generated by the propellant. Weapons
that can accept Boosted Range ammunition are 10% heavier than standard versions and are 10% more expensive.
Paint rounds are commonly available. They are usually used by police and military units for training exercises, but they are also sold t o
urban combat halls for civilians who want t o play war.
Subsonic ammunition, for use with suppressed weapons and for those who simply wish t o fire a less noisy round, are described
separately under section 3.10.2, Sound Suppressors.
Fragmentation
(Cost x15): Frag ammunition, often known as shotgun rounds, fires multiple small projectiles (most often flechettes) instead of a single
+
Large warhead. This makes them more efficient against soft targets and reduce the need for aiming, but it also reduces the damage
caused by each attack. I n game terms, the attacker adds a +1 modifier t o his attack roll, halves the Damage Multiplier, and adds +2 t o
the weapon's effective ROF. However, the weapon cannot walk its fire or saturate an area unless it has +1 or better ROF without the
fragmentation ammunition.
Non-lethal
(Cost x 1):This is used for crowd-control or police operations, when it is important or desirable t o keep the casualties t o a minimum.
+
Shells are built around either rubber bullets or low-velocity plastic projectiles that deploy "arms" t o distribute the impact across a larger
surface. Non-lethal ammo has no penetration power and thus no effect against armor of any kind.
When hit, use one-tenth of the weapon's Damage Multiplier (rounded up) plus the MoS of the attack as a Threshold for a Health roll
against unconsciousness. If it fails, the target is automatically unconscious for a number of rounds equal t o the MoF of the Health test.
I n addition, if the roll fails by between 4 and 6, the subject gains a flesh wound; if by between 7 and 9, a deep wound. I f the Build roll
is failed by 10 or more, the target is dead. Once this period has passed, another Health test must be made evety turn t o regain
consciousness. The Threshold i s the same as before, but goes down by one after each failure to regain consciousness. Only pistols,
machineguns, light rifles; other direct-fire weapons are just too powerful.
Paint
(Cost xl): The shells are pellets of brightly colored paint (practically any color can be ordered, though day-glo tones are preferred).
+
Paint ammo cause no damage and i s used for training - although some have found some more ingenious combat uses for it. The paint
is generally water-soluble. Observers have a visual spotting bonus equal t o the MoS of the painting attack when tlying t o visually spot
a target that has been h i t by paint ammunition. Only the highest MoS is ever used - multiple hits are not cumulative.
Tracer
(Cost xl): These have a tiny back-mounted flare that allows the firer t o follow them i n flight t o improve his aim. They are mostly used
+
in automatic weapons t o "lead" the burst t o the target. When used a t night, tracer ammo gives a +1 bonus t o both Walking Fire and
Saturation Fire attempts. This, however, makes the firer plainly visible t o all within LoS (-1t o all defense rolls, cannot hide).
Armor-piercing +
(Cost x 5): The shell is highly efficient when penetrating armor, concentrating all its energy on a single point t o enhance its force. The
target's base Armor, if any, is halved t o determine damage. Targets may not be Overkilled by Armor-Piercing weapons - any extra
damage passes right through the target, possibly affecting something beyond.
Boosted Oamage
(Cost x15): When used, these ammunitions add +2 t o the base Damage Multiplier of the weapon. They do not otherwise increase or
+
modify the Range, accuracy or rate of fire of the weapon.
Boosted Range
(Cost x15): The weapon can fire enhanced ammunition such as continuous acceleration rounds or multi-stage propulsion units. These
+
munitions increase the weapon's base Range by 50% (round down). Medium, Long and Extreme Ranges are equal t o 2,4 and 8 times the
new base Range.
Incendiary +
(Cost x12): The shells are filled with an incendiary compound such as napalm or white phosphorus. Halve the weapon's Damage
Multiplier; the weapon gains the "Incendiary" characteristic.
Even i n this age of antimatter weapons and walking armored vehicles, there are still instances where the display or outright use of force
must be restricted solely to the combatants involved. Duels are the most popular instances of combat with melee weapons, but their use
is probably most important i n the various space colonies i n the Helios system. I n such enclosed, fragile spaces as orbital stations and
spacecraft, a stray round from even the smallest handgun stands a good chance of puncturing a bulkhead and causing a dangerous
atmosphere leak. The weapons described below are usually found i n the hands of Duelists, although many civilian enthusiasts use them
to defend their homes and i n competition with one another. Other melee weapons are described i n the various Leaguebooks.
The cutlass i s the preferred sword for most military Duelists. While its blade is not as long as that of
swords such as the rapier, many Duelists prefer the cutlass for its combination of balance and power.
An unrelated but equally important reason is that the wider blade of the cutlass allows for extensive
engraving and decoration.
Rapiers are a popular alternative to the cutlass as a dueling weapon. The rapier's long, thin blade i s
' not as powerful as the thicker blade of the cutlass, but many swordsmen find that the rapier's longer
reach i s quite an acceptable trade-off. Rapiers are also s t i l l popular as fencing weapons, and fencing
lives on as a featured event at the Terranovan Olympics i n Gropius (which are currently on hold).
Hatana +
I Mass: 1.4 I Damage: AD+14 kg I Cost 200 I
The katana has been widely regarded as one of the most effective and distinm've swords humans
have ever produced, but for most of humanity's stay on Terra Nova, the weapon has been shrouded i n
mystery and myth. No examples were imported from Earth t o the new colony, and no serious attempt
was made to keep the craft of making katanas alive. It has only been relatively recently that Mekongese
swordsmiths have rediscovered the katana and opened a new chapter i n the histoiy of this unique
weapon. The art of creating katanas is not restricted to the Dominion, however; blades made by
metalsmiths from Baton Rouge are held i n almost as high regard as Mekongese blades. Several
Mekong Peacekeepers have taken to wearing katanas as an unoRcial badge of rank, and Mekongese
Duelists serving in the Southern MIUCIA have adopted the sword as a tribute to their homeland.
SluordCane +
Mass: 2.2 (sword: 1.2) Damage: AD+ 11 kg Cost: 125
A popular concealed weapon i n the Mekong Dominion, the sword cane i s a long, thin sword whose
scabbard i s made t o look like a cane or a walking stick. The sword cane i s exported and manufactured
i n other areas on Terra Nova, but it i s often restricted i n city-states with laws against concealed
weapons. Outside the Dominion, the sword cane i s an unusual enough item that many policemen
might not recognize it right away. (OGL: A Spot check (DC 18) i s required to notice the hidden blade.)
- About the same time as the katana was coming back t o life i n the Mekong Dominion, Western
, academics came across the claymore while researching the clan structures of ancient Scotland. An
:- immense weapon by any standard, very few swordsmen can use the claymore effectively, and not
many more care t o try. Those that make the claymore their weapon of choice, however, are guaranteed
a place of distinction amongst Duelists. A minimum STR of +1 i s required t o wield this sword.
Nonlethal weapons are defensive weapons that are designed to incapacitate a target. Nonlethal weapons can s t i l l be dangerous if used
improperly. Some weapons, like whips and nets, can entangle an opponent or his weapon. These have a number representing the
minimum MoS to entangle an opponent successfully. So a netgun, with Entangle (l),will entangle an opponent on any successful
attack; a whip, with Entangle (2). w i l l only entangle with an MoS of 2 or more. Wielders of weapons with an Entangle rating of 2 or more
can choose not to entangle at all. An entangled defender i s effectively immobilized (all acfions that require movement are at -3) as long
as he does not free himself and the attacker maintains tension on the weapon. Maintaining tension past the first round requires an
action but no test. To free himself, the defender must pass an AGI or STR test (his choice) opposed by the attacker's Melee Skill. Some
entangling weapons (like a net fired from a netgun or the polymer strands from a goopgun) are not held by the attacker. I n this case the
defender remains entangled until he frees himself by passing an AGI or STR test (his choice) against a Threshold of 4 .
+ Whip
I Mass Ikol: 1 ko I Cost: 50 I
Magazine: nfa Accuracy: 0
Damaae: AD+5. Entanole 12) I Ranae: close combat
I ROF: nta I I
Essentially a heavy, weighted cable, the whip i s used to lash or entangle an opponent. Useless i n untrained hands or i n close confines,
it i s nonetheless used as a "signature weapon" by some criminals. (OGL: see core rules for whip rules and stats.)
Netguns +
+ NetGun I
Mass (kg): 4 kg Cost: 450
Maoazine: 1 I Accuracv: 0 c-
~
OGL Anyone hit by the net i s entangled (-2 to attack rolls, -4to Dex, move a t half speed). Escaping the net requires an Escape Artist check
(DC 20) and a full round action, a Strength check (DC 20) t o burst the net with a full round action or a slashing weapon to cut it (hp 7).
+ Tasers
Mass (kg): 0.5 kg Cost: 60
Magazine: 30 (Cost: 10) Accuracy: 0
Damage: x3, Electric (Int. 5 ) Range: 4/8/16/32
ROF: 0
This weapon fires a small electrically charged dart at its target. If the opponent i s not wearing armor, he receives electrical damage
equivalent to an Intensity 5 shock. No matter the result, however, the victim will not suffer more than a Light Wound. Fatal side effects are
ignored but the MoS of the attack i s added t o the Intensity. Tasers use standard power packs. (OGL: see core rules for whip rules and stats.)
+ Soccer Grenades
I Mass (kg): 0.1 kg I Cost: 10 I
I Accuracy: 0 I Damage: x8, Non-lethal I I^ -
Range (m): varies Radius: 3/10
Soccer grenades are stun grenades designed for riot control situations. A small explosive charge i s surrounded by a segmented soft
polymer sheath. When the explosive goes off, the sheath breaks into several Large pieces that stun anybody they hit. (OGL: Soccer
Grenade: Anyone caught in the burst radius (15 ft) must make a Fortitude save (DC 15) or be stunned for l d 6 rounds. The Range
Increment of the grenade i s 10 feet.)
613.5 - Ranged Personal Weapons
Small arms is a blanket term covering a wide variety of personal weapons. All use polymer or composite i n their construction and can
be loaded with a variety of ammunition types. Small arms ammunition may or may not be compatible from one gun model t o another.
Compatibility is generally clearly indicated i n the description. Ammo is available in a huge variety of payloads, from armor-piercing t o
smoke rounds. Due t o space considerations, the statistics listed here are for standard ammunition.
Practically all of the ammunition used is the standard age-old cased variety. Caseless ammo, while less cumbersome, corrodes rather
rapidly when exposed to the Terranovan atmosphere ( l d 6 days a t the most before performances are severely affected) and is impractical
t o manufacture i n the field. Conversion packages are available nonetheless for most weapon types, allowing them t o use caseless
ammunition. The cost of such a conversion kit is ten percent of the gun's cost. Weapons equipped t o use caseless ammo have double the
listed ammo capacity per clip. Depending on the location, caseless ammo costs between one and a half t o ten times more than the
standard version, i n addition t o being hard t o find.
The listed ranges are considered t o be combat ranges. A l l ranged weaponry can fire about two t o five times further depending on the
weapon's type, although combat accuracy is practically n i l at these maximum ranges.
and conceal, and thus are the most common hand weapons around. Most Terranovan homes, espe-
cially i n the Badlands, will have a t least one handgun.
Machine pistols are a cross between a submachine gun and a pistol. They can spit out a larger amount
of metal i n the air than an equivalent-sized pistol, but are limited by the size of their ammunition
clip. They also tend t o suffer from overheating i f fired too long at high rates. Machine pistols are
used with the Small Arms S k i l l and normally require both hands t o operate, though they can be fired
one-handed with a -1 penalty.
Submachine Guns e
Submachineguns are fully automatic weapons that use ordinary pistol ammunition of the same caliber.
They can lay down a hail of fire and are easy t o supply with ammo. For this reason, they are popular
with many military units. They suffer from the same overheating problem as machine pistols i f fired
for too Long. Submachineguns are used with the Small Arms Skill and normally require both hands t o
operate, though they can be fired one-handed with a -2 penalty.
Most rifles are automatic, lightweight weapons designed for good accuracy, long range and large
ammo capacity. Rifles are the most common infantry weapon and are available i n a tremendous
variety of designs t o fit an equally varied number of operational needs. Most Badlands homesteads
have a t least one rifle, often more, and many are the heavy models designed t o drop a large beast i n
Rifle ammunition i s not compatible with pistol ammunition. Rifles are used with the Small Arms Skill
and normally require both hands t o operate. I f fired one handed, a -5 penalty is applied t o the shot;
i f the weapon was braced, this penalty i s reduced t o -1.
EOUIPMENT
Although automatic pistols are by far the most common sidearm on Terra Nova, revolvers have seen a resurgence i n the civilian market,
particularly in the Western Frontier Protectorate and the Badlands. Since the mid-TN 1800'5, Socorro Arms has made a specialty of
marketing revolvers t o complement their successful line of rifles in the Western and Badlands markets.
The sheer quantities of automatic pistol ammunition on the market have forced Socorro and later manufacturers t o design revolvers t o
accept standard "rimless" automatic pistol rounds, rather than the revolver's traditional rimmed rounds. Rimmed rounds are available,
but they are usually produced only i n small lots by classical weapons enthusiasts and museum researchers.
The only ammunition designed specifically for revolvers i s high-powered Magnum ammunition, which can only be used i n certain
weapons (see below). A box of fifty 9mm Magnum rounds masses 0.65 kilograms and costs 9 marks/dinars. A box of fifty l l m m Magnum
rounds masses 1.15 kg and costs 11marks/dinars.
The Ranger has been one of Socorro's most popular firearms, having been produced steadily almost since the company opened i n TN
1855. Sales of the Ranger have been slipping lately, since the local conflicts fueled the desire for more powerful weapons on the civilian
market. As an easily concealable personal defense weapon, though, the Ranger has few rivals. (OGL: The Ranger grants a +2 circumstance
bonus t o Sleight o f Hand checks made t o conceal the weapon.)
Mass (kg):
cost:
ROF:
the subject of intense interest t o Terranovans everywhere. Archives across the planet were scoured for what few records, films and
fiction depicting the Classical West had survived Earth's abandonment of her colonies. This interest, i n turn, helped spark a terrific
demand for things reminiscent o f the period, including revolvers. Socorro responded by introducing the Dawg, a larger, more
powerful cousin of the Ranger.
I n many ways, the Barnaby is simply a larger version of the Dawg, with the barrel and cylinder enlarged t o accept l l m m rounds. The
frame is likewise larger and stronger, though not t o the degree needed t o fire l l m m Magnum rounds. The weapon has enjoyed a certain
amount of popularity, but is not common.
While the Dawg was and remains a commercial success, demand for a s t i l l more powerful revolver soon emerged. Socorro took the
ambitious step of developing several designs at once t o explore alternative approaches, and the company first released the Great Dawg
i n TN 1894. Designed concurrently with the Barnaby l l m m revolver, above, the Great Dawg features a stronger frame with a longer
cylinder that w i l l accept the longer, more powerful 9mm Magnum cartridge.
The Great Dawg w i l l accept standard 9mm pistol ammunition, but the reverse is not true - Magnum ammunition cannot be safely fired
i n the Dawg or any other pistol. The cartridge is too long t o fit i n an automatic pistol, and the energy released by a Magnum cartridge,
if fired i n a standard 9mm revolver, will a t best crack the frame and at worst cause the weapon t o blow up in the user's hands.
The data above applies t o Magnum ammunition: if using standard ammunition, use the data for the Dawg revolver.
For a time, it was the most powerful revolver made on Terra Nova (an honor it soon lost t o the Collins, below) and it remains the most
powerful one still manufactured.
As with the Great Dawg revolver, the Tamaru will accept standard l l m m ammunition, but regular revolvers must not fire Magnum
ammunition.
5, internal
+l
x25
7/14/28/56
0
Collins, the legendary hero of the Badlands (see Into The Badlands, p. 9), the Collins remains the largest caliber revolver ever
commercially produced on Terra Nova.
Sadly, the Collins was released too late t o enjoy the success of its competitors. By the time it was produced in significant quantity, the
Classical Western fad had come t o an end, and sales of revolvers across Terra Nova plummeted. Paxton decided t o cut its losses and, by
the turn of the century, production of the Collins had ceased completely. The few weapons that were made were highly regarded by
firearms enthusiasts, and the Collins quickly became a highly coveted collector's item. A rumor currently making its way through the
industry is that a start-up company has approached Paxton for the specifications for the Collins, and that the weapon might return t o
the commercial market as early as TN 1943.
"Semiautomatic pistols" or "autoloading pistols" are more technically accurate expressions used when referring t o these weapons,
but only the most fastidious of weapons enthusiasts s t i l l cling t o these terms. The argument that "automatic pistol" suggests a
When Paxton released the Maus i n TN 1886, it marked one of the company's few weapons designed from the start for the civilian market.
It has since become one of Paxton's most popular pistols. The Maus's straightforward and reliable design means that it can be used i n
the harshest environments with the barest of maintenance and s t i l l fire every round i n its magazine. The Maus is also rumored to be the
preferred sidearm o f Milani DuBeau-Slovenski, Acting CEO of Paxton Arms.
Mass (kg):
colt:
Magazine: 10,box (Mass: 0.05 loaded, Cost: 8)
Accuracy:
Damage:
Range (m):
ROF:
This variant of the Maus i s designed to be used i n competition shooting, and is fitted with several adjustable weights and a muzzle
compensator t o keep the pistol as steady and accurate as possible. The Ferret became instantly famous at the Terranovan Olympics i n TN
Despite its near uselessness on the battlefield, the Alliance was made i n such numbers that it remains a commonly encountered weapon
all over Terra Nova. As its name suggests, the Alliance was manufactured during the War of the Alliance as a cheap weapon that could
be quickly produced and distributed to resistance groups and irregulars.
It operates as any other automatic pistol, except that i t s magazine is not a separate unit. When the last round i s fired, the slide locks
back to expose the magazine, into which a round must be fed one a t a time. The Alliance was designed this way so that the magazine
'
~
could not be Lost and reduce the pistol to a single-shot weapon. Produced at a desperate time when Terranovans were scrambling for
anything t o use against the Earth invaders, Alliance pistols are now considered to be nothing more than historical artifacts, found only
i n museums or i n the hands of an occasional rover. (OGL Due to i t s cheap manufacturing, the Alliance has a -1penalty on attack rolls.)
The Dartand snubnose pistol was first used by Southern military police officers who wanted a less obtrusive weapon than the MILICIA's
standard Sepeca 9mm automatic. It has since become the hallmark weapon of military criminalinvestigations officers throughout the South.
(OGL: The Dartland 6mm Snubnose grants a +2 circumstance bonus t o Sleight of Hand checks made t o conceal the weapon.)
I
I Damaae: 7
z I
This is the standard sidearm of all Paxton military and police personnel, as well as that of several militias i n the Badlands. The P9 has
been i n production for several decades, and other manufacturers were producing the pistol under license from Paxton long before the
OPAL program was developed. The P9 i s therefore one of the few Paxton products whose production has never been interrupted by
external events.
Accuracy: 0
Damage: x20
Range (m): 3/6112/24
ROF: 0
This is a small frame automatic pistol, designed t o be a powerful weapon a t close range. I t is popular with police officers, both for
plainclothes detectives who must carry a weapon and for patrol cops who want a backup sidearm. (OGL: The C55 grants a +2 circumstance
bonus t o Sleight of Hand checks made t o conceal the weapon.)
After the War of the Alliance, the Northern Guard asked for bids for a new standard issue sidearm t o replace its aging inventory of Paxton
P9s. Riley entered the competition with the M15, a modernized version of the classic M8 pistol that had been i n production for decades.
The contract ultimately went t o Pierce & Thor, but the M15 has become very popular on the civitian market. The M32 is a slightly heavier
variant of the M15 designed for special operations personnel. The pistol's frame accepts an active sight and the muzzle, a suppressor.
Machine Pistols and Submachineguns - 613.1
Like other weapon types, submachineguns go through phases of development, where periods of intense interest and research result i n
an explosion of different types and capabilities, followed by periods of relative calm where a few designs are adopted by many different
forces. Currently, Paxton's series of machine pistols and submachineguns are enjoying a calm period and have become the defacto
standard for these weapon types on Terra Nova. Even the Northern Guard and Southern MIUCIA, services that are supplied by well-
established national arms programs, equip commandos, military police and other troops who operate i n a close quarters environment
with Paxton weapons.
Northco developed the SM-58 i n the TN 1900's as an alternative to the 559 series from Paxton (see below). While it i s another example
of Northco's fine workmanship, the SM-58 has an unsavory reputation because of its history. Northco's announcement that development
of the SM-58 was complete was followed barely a season later by the announcement that the company had secured a contract t o produce
the weapon for several UMF government agencies. This struck many on the Corporate Council as entirely too convenient, and the
ensuing scandal cost Northco similar chances for contracts with other CNCS government bodies. Northco still holds the original contract
from the UMF, however, and produces both the 6mm SM-58 and a 9mm version called the SM-61.
A fully-automatic version of the P9 pistol, the P9R has an extended magazine and a reshaped trigger guard and frame so the shooter can
grip the pistol with two hands. The magazines for the P9 and P9R are interchangeable, although the machine pistol's magazine does
hang awkwardly when used in the automatic pistol.
ROF:
The F model is a machine pistol version of the 559. This version has a much shorter barrel than the standard 559, and is designed t o be
concealable under a longcoat or carried i n a small bag or briefcase. The foregrip is available either as a simple grip that is flush with the
barrel, or with a pistol grip extension. The 559 is popular with executive bodyguards and others who must carry a powelful weapon
without attracting undue attention. (OGL: The S59F grants a +1 circumstance bonus t o Sleight of Hand checks made t o conceal the
weapon.)
1.3
410
30, box (Mass: 0.43 loaded, Cost: 22)
0
x19
15/30/60/120
+3
This weapon i s the basis for a popular family of submachineguns. The 559 i s the earliest and most common variant, with a fixed stock
and full-length barrel. Other versions include folding stocks, shorter barrels and mounts for sights. A l l versions of the 559 have
attachment lugs for a muzzle suppressor.
Noticing the sound of the 5596 firing requires a Listen check (DC E).)
2.1
480
Magazine: 30, box (Ma ss: 0.87 loaded, Cost 26)
Accuracy:
Damage: x23
18/36/72/144
+2
2
680
30, box (Mass: 0.55 loaded, Cost: 35)
0
x26
35/70/140/2ao
+I
The R27 i s a variant of Paxton's R23 service rifle (see Rifles) that has an even shorter barrel than the R25 carbine; it is i n fact too short
to accept a rifle-mounted grenade launcher. The R27 i s used mainly as a submachinegun that fires rifle bullets, and it i s often used as
a support weapon for troops and police officers who are equipped with shotguns or lighter submachineguns.
Most military rifles on Terra Nova are of the "bullpup" configuration, where the rifle's action i s housed within the stock and the
weapon's grip and trigger are placed ahead of the magazine. Without having to sacrifice range, this configuration reduces the overall
length of the rifle by using a shorter barrel. Versions with shorter barrels are produced for troops who operate i n confined spaces and
urban environments, since a smaller weapon is easier to point through doors and i n tight hallways.
Civilian rifles almost always use the traditional rifle pattern, where the stock i s a solid or empty piece and the action i s built so that the
magazine, either internal or external, is forward of the grip and trigger. Bullpup-configuration hunting rifles simply look "wrong" t o
many shooters and have just never caught on.
The R25 has a shorter barrel but i s otherwise identical to the R23 rifle. It is used by troops who must fight i n close quarters (such as
within Peace River itself). The smaller size of the weapon makes it easier t o bring to bear through doorways and i n tight halls. The
This series of weapons was unusually disappointing for Paxton, which had hoped for it to become the new standard i n infantry
weapons when it was introduced in TN 1934. Essentially a scaled-down version of the R23, the R36 i s just as rugged and dependable
as the weapon it was intended t o replace. The R36 i s a victim of Terranovan weapons preferences and realities. Despite the
performances of the R36 in demonstrations, the members of the various reviewing boards were unimpressed by the "lightweight"
5mm bullet, often expressing the opinion that it lacked stopping power. The more pragmatic reason for the near-universal rejection
of the R36 is that converting to a new round would render existing stockpiles of 7mm and 9mm rifle ammunition useless. Paxton
nevertheless made some sales of the R36 t o various Badlands militias, and the weapon had slowly started to appear i n Peace River
Defense Force units. The continued lack of interest by polar forces and the loss of the primary manufacturing line may be the last
nail i n the coffin of an otherwise promising design.
2.4
500
35, box (Mass: 0.3 loaded, Cost: 30)
0
x23
40/80/160/320
+1
This is a shorter barreled version of the R36, and, like the R25 assault carbine, it is intended for issue t o vehicle crews and troops who
must fight i n close quarters. Like the R36, the R37 i s a good design but has been a poor seller.
Accuracy: 0
Damage: x28
Range (m): 50/100/200/400
ROF 0
The Provider is a popular sporting and hunting rifle, partly because it uses inexpensive military ammunition and partly because of the
advertising campaign Socorro launched when the rifle was introduced. The commercials in the campaign, featuring panoramic Western
vistas and other emotional imagery, helped make the Provider one of the most popular rifles i n the Protectorate.
Designed t o use the same magazines as the Maus series of automatic pistols, the Sparrow is a very popular rifle for hunting small game
and target shooting. Before the Interpolar War, it was rare for a competition shooter t o use a different rifle than the Sparrow, especially
i n planetary competition and at the Olympics i n Gropius. The Sparrow is equipped with a mount for a sight. (OGL: The Sparrow is always
considered a mastercraft weapon. As such, it grants a +l bonus on attack rolls.)
The creme de la creme of sniper rifles, the Dartand Premiere is custom-tailored t o fit a single person. Precise measurements of the
shooter's hand, arm and shoulder are obtained with a laser scanner and fed into a machining system. The system then produces a
stock designed t o that shooter's specifications, into which a match-grade barrel and receiver are installed. The rifle can be further
adjusted t o suit the shooter's preferences as necessary. The Premiere thus grants a total Accuracy bonus of +2 t o the shooter for
whom it was designed. (OGL: The Premiere is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls. For
the shooter it for whom it was designed this bonus increases t o +2.)
Mass (kg):
Cost
-
-
-
-
Range (m): 120/240/480/960
ROF:
This is a mass-produced version of the Dartand Premier. Some adjustments can be made t o the stock t o suit a range of shooters, but all
the stocks are produced from the exact same pattern. The Standard maintains the same performance as the Premiere, however, because
the two designs share the same barrel and receiver.
creatures.
An aptly named beast of a weapon, the Bullspringer is a highly accurized rifle that has become very popular with military and police
snipers. It uses the same ammunition as the Riley M202 autocannon.
Since the standard 15mm ball ammunition i s often too powerful for urban environments (a round is likely t o go through the target, the
building behind him, and down the next block), special sabot rounds are available. A light 5mm penetrator is carried i n a 15mm sheath,
which falls away as the projectile leaves the barrel. The penetrator is not nearly as powerful as the full-size ball ammunition, yet it
retains enough energy t o strike targets a t a much further range.
Although shotguns are s t i l l most commonly used for personal defense and hunting, they have become true multipurpose weapons with
the development of specialized ammunition (see below). I f circumstances or the Gamemaster dictate that a character must only select
one weapon, a shotgun would be a wise choice.
Most Terranovan shotguns have a bore that is 18.5 millimeters i n diameter, but is universally known as "12-Gauge." Although the exact
meaning of the term has been lost t o the ages, weapons historians have discovered references t o an obsolete system of measurement
used before the beginning of Earth's Space Age (circa A.D. 2200). The term has endured i n popular language because there is simply no
need t o replace it: it remains a unique identifier for a specific class of ammunition, and is not confused with anything else (unlike that
which commonly occurs between 9 mm pistol and rifle rounds).
A favorite hunting weapon for millennia, double-barreled shotguns are sold with the barrels mounted either one on top of the other or
side by side. Many are sold with separate triggers for each barrel, so in case of a misfire in one barrel, the shooter can immediately fire
the second. There is a terrific range i n the quality and price of double-barreled shotguns, depending mainly on the market the gun is
being produced for. The Socorro Homestead, presented here, is a plain and serviceable weapon, and is commonly sold i n sporting goods
stores and commercial outlets. Shotguns such as the Dartand Dauphin, on the other hand, are only made t o fill custom orders, and can
cost in the thousands of dinars if the purchaser decides t o have the barrels hand-etched, the triggers customized t o his fingers and the
stock made of genuine Earth hardwoods. Shotguns such as the Dauphin are indeed less weapons and more status symbols.
Sawed-off Shotgun +
Mass (kg): 1.35
cost: 200
Magazine: 2, internal
Accuracy: -1
Damage: x27
Range (m): 2/4/8/16
ROE 0
This is a double-barreled shotgun with the barrels cut down t o a fraction of their original size, and the stock cut down t o form a pistol
grip. The range of a sawed-off shotgun is abysmal, but few weapons can match this combination of concealment and tremendous power.
3.5
380
Magazine: 5, internal
Accuracy: 0
x27
6/12/24/48
0
This style of shotgun contains several rounds i n a tube magazine that is mounted underneath the barrel. A slide that forms the front
handgrip is wrapped around the magazine and operates the feeding mechanism, which yanks a round from the chamber when the slide
is pulled back. When the slide is brought back forward, a fresh round i s pulled from the magazine and fed into the chamber. Pump-action
shotguns are very common weapons, used by civilians, law enforcement and military personnel alike.
3.6
540
5, internal
-
0
-
x27
-
6/12/24/48
0
propellant gases t o operate the weapon's action. This type of shotgun is preferred i n situations where constant accuracy is important.
Since the shooter does not have t o move his hands or arms t o reload, he can maintain a steady aim on his target.
This weapon i s the ultimate "broom" shotgun, because it contains all the features of a fully automatic shotgun i n a package the size of
a submachinegun. The weapon does not come with an integral stock, though one can be ordered; the Hailstorm is intended to be fired
from the hip t o fill a room with a cloud of pellets or pepper a target with slug rounds. Taking proper aim i s of little use with a weapon
whose combat range i s usually measured i n single-digit numbers.
Shotgun Ammunition +
As with the other small arms i n the Catalog, the statistics presented for shotguns assume the use of solid slug ammunition. A much
wider range of ammunition i s available for shotguns than for other weapons, however.
SLug (Standard): A single large ball of metal, slug rounds are not quite as common as buckshot. A box of 20 rounds masses 0.8 kg and
costs 10 marks/dinars.
Buckshot (Fragmentation): The most common shotgun ammunition, buckshot rounds contain a number of small metal pellets that
expand i n a cone-shaped pattern as they leave the barrel. (This is the ammunition presented with shotgun designs i n other Heavy Gear
publications.) I t adds a +1 bonus to Accuracy and +2 to effecfive ROF. Due t o the low mass of the shots, however, the value of any Armor
that i s attacked by a buckshot round is doubled. A box of 20 rounds masses 0.8 kg and costs 12 marks/dinars.
"Dragonflame" (Incendiary): This i s a round that contains an incendiary charge. This charge can only be used at close combat ranges
and i s treated as a fire attack with an Intensity of 4. Repeated use of these rounds w i l l damage the barrel. They are sold individually for
3 marks/dinars each.
Shotgun Flare (IlLumination): This shotgun round contains an emergency flare. The flare ignites as it leaves the barrel and i s treated
i n any other way as a standard signal flare. Each shotgun flare costs 3 marks/dinars.
Shocker (Haywire): This i s designed as a nonlethal round and i s essentially a shotgun-launched taser dart. I f the Shocker round comes
into contact with a person, the round delivers an electrical attack with an Intensity of 6. Shocker rounds cost 4 marks/dinars apiece.
Ring Slugs (Nan-Lethal): Designed to knock down an opponent, a ring slug contains a compacted polymer ring that expands once it
leaves the barrel. The ring increases the area over which the energy of the round i s expended, reducing the overalleffect. Ring slugs are
sold i n boxes of 10 rounds and cost 5 per box.
Marker (Paint): This round contains a capsule of paint that breaks upon impact, splashing the target with bright paint that i s visible
fTom a considerable distance. Marker rounds are used by law enforcement agencies to mark vehicles that are involved i n crimes,
especially during high speed pursuits. The paint cannot be easily washed off. Marker rounds are sold i n boxes of 10 rounds and cost 5
per box.
Smoke, Boosted Damage and Tracer rounds are also manufactured for shotguns.
Heavy weapons are designed t o provide an infantry platoon's "punch." They are generally heavier, more cumbersome and a lot more
expensive than standard weapons, and are thus assigned onlyin limited numbers. Common heavy weapons are those capable of covering
a wide area through an explosive effect (Grenade Rifle, Light Mortar, Rocket Launcher) or rapid rate of fire (Light Machinegun, Chaingun).
Others are more specialized: the laser has all but replaced the sniper rifle - it is more accurate and has a longer range.
A l l are used with the Heavy Weapons Skill and require both hands and a stationary position t o operate. I f fired on the move, a -1penalty
is applied t o the die roll. A l l heavy weapons can be tripod or pintle-mounted for additional stability. A tripod requires another operator
t o carry it and takes one action t o set-up or disassemble. It provides a +1 bonus t o all attacks, weights 10 kilograms and cost 100
marks/dinars. Pintle mounts are only found on vehicles and fortifications, but confer similar bonuses.
Chaingun 0
A chaingun is a large, electrically driven multi-barrel cannon which is ammo-fed by a cassette or a
rate of fire, since it can dissipate the heat through multiple barrels. Chainguns have a lower effective
range than machineguns, however, because their barrels are shorter. The internal power cell for the
gun lasts for two hours of continuous fire.
Grenade rifles are used t o shoot grenades at a specific target; their accuracy is lower than other
i weapons, but serves their purpose well. A direct h i t with a grenade is just a bonus; if it falls right
I next t o the target, it is s t i l l going t o cause damage! This weapon is most often found in the hands of
~
the military or crowd control police (to fire tear gas grenades). A smaller version of the standard
launcher can be carried underneath the barrel of most rifles. The underbarrel launcher has an Accu-
racy of -1and its Base Range is 40 instead of 50, but it behaves like a standard grenade launcher i n
s every other respect. Grenade launchers fire their own high explosive p r o j e d e s but they can use rifle
I 1 n versions of all the grenade types listed on the previous page.
light Machinegun Q
A Light Machinegun is a large automatic weapon that fires small caliber ammunition. Due t o the low
mass of each bullet and the advanced materials used i n its construction, it can be carried and
operated by a single infantryman.
can be carried and deployed by a single trooper i n mere seconds. It fires high explosive shells i n an
arcing, overhead trajectory. It can also use any of the grenade types listed on the previous page.
- - Aochet launcher Q
A light missile-firing cannon without recoil, the Rocket Launcher is fired from the shoulder, but it is
; also available as a tripod-mounted model.
Sniper laser 0
A bulky weapon, the Sniper Laser is a high precision laser gun designed for long range performance.
The system is composed of the gun proper with a backpack-mounted capacitor.
ttack the enemies no one eke can reach. This section presents a variety of support
an's j o b of clearing the enemy away from the objective a little easier.
The 515 falls between an automatic rifle and a light machinegun. It is a fully automatic weapon that fires the same 7mm rounds as the
R23 series of rifles. It can even use the same magazines as the R23, though a 150-round "can" magazine is usually used.
The 515 remains very popular with militias on a limited budget, who must stretch their ammunition supplies as far as they can. It is also
common in more developed military forces as a lighter alternative t o the 9mm light machinegun.
I Cost: 2900 I
I Magazine: 100, belt (Mass: 8, Cost: 120) I
Accuracy:
Damage:
The GU-IO1 is a single-barreled version of the GU-10 multibarreled machinegun found on the Grizzly series of Gears. The GU-101 is
designed as a heavy support weapon, and i s found on tripods a t forward bases and on pintle mounts on all kinds of vehicles.
Marketed as an alternative t o the 24mm Anti-Gear Rifle, the M221 fires the same 25mm rounds as the M222 autocannon that equips
Hunter, Jager and Warrior Gears. I t can either be fired from an integral bipod or mounted on a tripod or pintle mount. This weapon is
usually purchased by units who want t o standardize their ammunition types and has gained some notoriety since it was selected as the
primary support weapon for the Kenema Police Department.
2
5000
50, box (Mass: 13.8 loaded, Cost: varies)
Sometimes referred t o as a "grenade machinegun," the MNTN is a fully automatic area support weapon that fires high-velocity 37mm
grenades. The longer casings of these grenades contain much more propellant than standard grenades, allowing ranges of several
hundred meters. They are also linked together like a machinegun belt, allowing the MNTN t o pepper a target with grenades. As with
grenade rifles, the Damage Multiplier for high velocity grenades is twice that of thrown versions. High-velocity grenades cost three
times the price of thrown versions. The MNTN can also fire standard 37mm grenades, but they must be loaded and fired one at a time.
When firing standard grenades, use the statistics for the Grenade Rifle on page 83 of the Second Edition Heavy Gear Rulebook. Due t o
the longer casings of the high-velocity grenades, they w i l l not fit and cannot be fired from a standard grenade launcher or rifle.
Commonly referred t o as "Jonny one-shots," these are single-shot grenade launchers that are simply discarded after firing. Smoke, flash
and gas grenades are the most common loads, but incendiary and concussion grenades are also used. Disposable grenade launchers cost
These single-shot grenade launchers can be slung under the muzzle of most rifle weapons. They can launch most grenade types and take
one turn t o reload (most have a break-away design).
Flamer +
Mass (kg): 25
cost: 2400
Magazine: 1 0 bursts
Accuracy: +I
Damage: x 5 0 , Slow Burn
Range (in): 3/6/12/24
ROF: 0
The most terrifying of all infantry weapons, the modern infantry flamethrower is still very similar t o its ancestors. A rifle-like projector
with an electric igniter is connected by a hose t o a tank worn on the back. This tank contains a flamable agent mixed with a thickener
t o make the burning liquid stick t o targets. Flamers have the Incendiary and Persistent weapon characteristics. The catastrophic results
of a h i t on the fuel tank and the wide availability of launched incendiary grenades has made flamers uncommon implements on the
modern battlefield. They are most popular i n the South, where jungle fires of immense proportions can be started with a few quick
splashes of burning liquid.
Many Terranovan soldiers, especially those stationed i n the Badlands, find the subject of air defense hard t o take seriously. They feel,
with some justification, that the danger of attacks from the air is minimal, due to the unpredictable and sometimes savage nature of the
planet's weather. Only a sandstorm will truly eliminate the risk of an air raid, though, and portable SAM launchers have saved the lives
of more than one unit who felt they could ignore this danger.
The weapon comes i n two parts: the sight, which contains the targeting system and Identification-Friend-or-Foe receiver, and the
missile, which has an integral homing seeker and is contained i n a disposable tube. When a hostile aircraft i s detected, the gunner must
make a Gunnery test to acquire the target. I f he succeeds, he may fire the missile, then remove the sight from the empty tube and attach
it t o a fresh missile. I f a designator lock can be maintained on the aircraft, a hit i s almost certain.
The range bands listed for this weapon are for attacks against ground targets; when attacking aircraft or any target that is more than
fifty meters above the ground, multiply the ranges by 5.
Although some quite powerful anti-armor rockets are available to infantry teams, the AAGM (Anti-Armor Guided Missile) gives them
even more bite than before. The AAGM is very similar i n overall size and performance to the vehicle-mounted Anti-Gear Missile. The
weapon is composed of two parts: the missile itself and the launcher. Each i s carried by one trooper - if the trooper is killed, that part
carried i s lost. The launcher i s absolutely required t o fire the missile, but an infantry squad can carry more than one missile (maximum
of one per trooper).
Set-up takes one round (30 seconds), during which the gunner may not move or fire. While the missile is in the ready-to-fire position,
the gunner cannot move until the launcher i s broken down, unless he i s willing to abandon it. Firing 1the missile and breaking down the
launcher take one action each. The AAGM acts as a vehicular AGM i n all respects and can benefit from any friendly target designator. The
launcher can also be remotely operated: the gunner hides nearby and controls it via a thin fiber optic cable.
~~~
+ laser Designator
I Mass Ika): 5 1
cost: 10,000
Accuracy: 0
Damaae: N/A (tatgetins laser only)
1 Range (m): 50/100/200/400 I
ROE 0
Weaoon Oamaae Critical Damaae Tvoe Ranae Inc. Rate of Fire Maealine Size
I Ranaed Simple Weapons (require the Simple Weapons Proficiencv feat) -1
ld2 20 Slashina 15 n. 1 - Small I
I Taser ld4 Electricity 10 ft. S 30 box Small I
Paxton R23 7mm Bullpup Assault Rifle 2d8 20 Ballistic 70 ft. 5. A 30 box large
Paxton R23 7mm Bullpup Assault Carbine 2d8 20 Ballistic 60 n. 5. A 30 box large
Paxton R36 5mm Assault Rifle 2d6 20 Ballistic 70 n. 5. A 35 box large
Paxton R37 5mm Assault Carbine 2d6 20 Ballistic 60 n. 5. A 35 box large
Socono Provider 7mm Sporting Rifle 2d8 20 Ballistic son. Single 5 int. Large
Paxton Sparrow 6mm Target Rifle 2d4 20 Ballistic 50 ft. Single 10 box large
Dartand Premiere 9mm Sniper Rifle 2d10 20 Ballistk 180 n. 5 6 box lame
I Dartand Standard 9mm Sniper Rifle 2d10 20 Ballistic 180 n. 5 6 box lame- 1
I Northco HR-38 lOmm Hunting Rifle 2d12 20 Ballistic 120 ft. Single 5 box Huqe I
I Socorm Bullspringer 15mm Sniper Rifle (ball) 3d12 20 Ballistic 80 ft. S 5 box Huge I
Socorro Bullspringer 15mm Sniper Rifle (sabot) 2d12 20 Ballistic 150 n. S 5 box Huge
Double-barreled Shotgun 2d8 20 Ballistic 30 n. 5 2 int. large
- Shotaun
Autoloadins - 2d8 20 Ballistic 3 0 ft. 5 5 int. lame
~ --
Automatic Shotqun 2d8 20 Ballistic 30 ft. S. A 10 box lame
I Paxton Hailstorm Automatic Shotgun 2d8 20 Ballistic 25 ft. S. A 10 box LargFI
1111 I
I l l 061 Weapon Stah [cont.]
I Heavy Weapons (each requires a specific Exotic Fireaarms Proficiency feat) I
I Net Gun (grenade launcher) See text 2 0 ft. 1 lint. Large I
I Paxton 515 7mm SSW (heavy machinegun) 2d8 20 Ballistic 80 ft. A 150 box Huge I
I Northco Gu-101 Heavy MG (heavy machinegun) 2d12 20 Ballistic 150 ft. A 1 0 0 belt Huge I
Riley M221 Support Cannon (cannon) 4d12 20 Ballistic 150 ft. S 3int. Huge
Territorial Arms MNTN AGL (grenade launcher) varies 150 ft. 5. A 50 box Huge
Disposable Grenade Launcher (grenade launcher) varies 60 ft. 1 1 int. Medium
Auxiliary Grenade launcher (grenade launcher) varies 60 ft. 1 1 int. Medium
Flamer (no feat needed) 3d6 Fire 1 1Oint. Large
Portable SAM launcher (rocket launcher) 6d6 300 ft. 1 lint. Huoe
~~~ ~
I Portable AAGM Launcher (rocket launcher) lOd6 200 ft. 1 lint. Huae I
Laser Designator (no feat needed) 80 ft. Single 5 0 battery large
Territorial Arms MNTN Automatic Grenade Launcher: Attacking with a grenade rifle is similar t o throwing an explosive: you make a
ranged attack against a specific 5-fOOt square (instead of targeting a person or object). Autofire fires 5 grenades into the 10 ft. by loft.
autofire area. It can use any of the grenade types as ammunition.
Disposable Grenade Launcher: Attacking with a disposable grenade launcher is similar t o throwing an explosive: you make a ranged
attack against a specific 5-fOOt square (instead of targeting a person or object). It can use any of the grenade types as ammunition. Due
t o its design, a disposable grenade launcher has a -1 penalty on attack rolls.
Auxiliary Grenade Launcher: Attacking with an auxiliary grenade launcher is similar t o throwing an explosive: you make a ranged
attack against a specific 5-foot square (instead of targeting a person or object). It can use any of the grenade types as ammunition. Due
t o its design, an auxiliary grenade launcher has a -1 penalty on attack rolls.
Flamer: A flamer shoots a 5-foot-wide, 30-foot-long line of flame that deals 3d6 points of fire damage t o all creatures and objects i n
its path. No attack roll is necessary, and thus no feat is needed t o operate the weapon effecfively. Any creature caught i n the line of
flame can make a Reflex save (DC 15) t o take half damage. Creatures with cover get a bonus on their Reflex save.
A flamer's backpack has hardness 5 and 5 h i t points. When worn, the backpack has a Defense equal t o 9 +the wearer's Dexterity modifier
+ t h e wearer's class bonus. A backpack reduced to 0 hit points ruptures and explodes, dealing 6d6 points of fire damage t o the wearer
(no save allowed) and 3d6 points of splash damage t o creatures and objects i n adjacent 5-foot squares (Reflex save, DC 15, for half
damage).
Any creature or flammable object that takes damage from a flamer catches on fire, taking l d 6 points of fire damage each subsequent
round until the flames are extinguished. A fire engulfing a single creature or object can be doused or smothered as a full-round action.
Discharging a fire extinguisher is a move action and instantly smothers flames i n a 10-foot-by-10-foot area.
Portable Surface-to-Air Missile Launcher: Firing the SAM is a full attack action. When the SAM hits its target, it explodes like a
grenade or other explosive, dealing its 6d6 points of damage t o all creatures within a 5-foot radius (Reflex save DC 18 for half damage).
Because of its advanced warhead, the SAM ignores up t o 10 points of hardness i f it strikes a vehicle, building, or object. However, this
only applies t o the target struck, not t o other objects within the burst radius. The listed range increment is for attacks against ground
targets; when attacking aircraft, multiply the range increment by 5.
Portable AAGM Launcher: The AAGM takes 5 rounds (30 seconds) t o set up before it can be fired, and one round t o break down before
it can be moved again. Firing the AAGM i s a full attack action. When the AAGM hits its target, it explodes like a grenade or other
explosive, dealing its 10d6 points of damage t o all creatures within a 10-foot radius (Reflex save DC 18 for half damage). Because its
advanced shaped charge warhead, the AAGM ignores up to 10 points of hardness or the target's hardness protects a t half value (round
down), whichever gives the best effect, i f it strikes a vehicle, building, or object. However, this only applies t o the target struck, not
t o other objects within the burst radius. If the target is 'painted' by a friendly target designator the AAGM recieves a +5 bonus on its
attack roll.
Laser Designator: Firing the laser designator is a full attack action. A succesful attack with the Laser designator 'paints' the target,
giving friendly guided missiles a +5 bonus t o h i t that target until the end of the round. I f the operator of the designator takes damage
before a friendly missile i s fired, he or she must make a Concentration check (DC 10 + damage dealt) or the bonus is lost until the
operator can make another attack.
6.14 - WEAPONS ACCESSORIES
A plethora of accessories are sold for small arms, from holsters and replacement grips t o ammunition bandoliers and fingerprint gun
locks. Bringing such details into focus is best left t o the players and Gamemaster, since the possible combinations and variants would
fill a book all by themselves. Two important types (especially in game terms) of accessories are described below.
6.14.1- Sights
The Accuracy rating of slugthrower weapons i n Heavy Gear assumes the use of "iron sights," the metal sights that are built into the
weapon when it is manufactured. Greater accuracy is often desired, however, especially for weapons intended t o be used at great
distances from their targets. Several types of optional sighting devices may therefore be attached t o substitute for the weapon's integral
sights. These sights provide a +1 Accuracy bonus t o shots at Long and Extreme ranges and provide additional bonuses i n specific
circumstances as described below. (OGL: add a +1 circumstance bonus t o ranged attacks.)
Sights are classified into two types: passive and active. Passive sensors gather energy from the direction they are pointed (usually from
the visible light and infrared portions of the electromagnetic spectrum) t o create a sight picture. Active sights, on the other hand ,emit
energy and form the sight picture from the energy reflected from the target. (Indeed, sights can be considered a type of sensor.) An
Electronic Warfare or Notice test versus a Threshold of 4 is allowed for the defender t o observe that he has been "tagged" by an active
sight. No such roll is allowed if the attacker is using a passive sight.
Passive sights can include features such as internal memcompasses and variable magnification. Sights with these features can cost two
or more times the cost of a standard sight, depending on the number and combination of features. The final cost for a specialized sight
like this is left t o the Gamemaster, but i s sure t o be very expensive.
Active and passive sights can be combined; an optical sight may be used i n conjunction with a laser sight, a passive thermal can be used
t o see the reflected energy of an active thermal sight and so forth. No more than one of each type can be fitted, because there is only
so much space on a weapon t o attach accessories. Attaching a sight mount t o a weapon requires a mechanical tool kit, a successful
Tinker test versus a Threshold of 4 and half an houl's time. To align the sight, the same test and amount of time are required, as well as
several rounds of ammunition.
It should be noted that the improved accuracy of the Sniper Laser (as listed i n the generic weapon table) is assumed t o be conferred by
using the weapon's laser beam a t a low power setting as a laser sight. A second laser sight would therefore be redundant and is not
allowed.
Optical
Mass: 0.5 ka I Cost: 100 I
Any of a variety of passive telescopic sights or battery-powered closed-circuit cameras. Optical sights are mounted on many sniping and
hunting rifles. They do not provide any bonuses t o attacks a t night or in any bad weather, including rain.
Passive Thermal
Mass: 0.5 kg Cost: 80
Working on the same principles as Thermal Goggles (see earlier i n this chapter), the thermal sight creates an image based upon the
heat radiated by or reflected from whatever the sight is pointed at. Rather than forming colors as the Thermal Goggles do, the
passive thermal sight displays the information as patterns of light and dark. A switch on the sight allows the user t o switch between
"white-hot" and "black-hot," where the hottest parts of the pattern are the brightest or darkest, t o obtain the greatest clarity and
contrast. Passive thermal sights provide a +2 modifier t o any attacks conducted a t night and +1 t o attacks conducted i n the rain or
other bad weather.
light-lntensifqing I l l
Mass: 0.5 kg Cost: 200
These amplify ambient light much as Nightvision Goggles do (see earlier i n this chapter), and as with the goggles, a light-intensifying
sight will not work i n total darkness. L I sights provide a +1 modifier t o any attacks a t night where there is a t least starlight t o see by
and provide no bonus in rain or other bad weather.
l
I
i laser
I Mass: 0.1 kq I cost: 200 I
Popular because of their small size and light weight, laser sights emit a beam of laser light i n the same direction as the bullet w i l l travel.
Laser sights can be made to emit a beam of visible light or i n a wavelength that can be seen only by either thermal or light-intensifying
sights and goggles. A Notice test versus a Threshold of 5 i s allowed for the target or someone near him to see the dot produced by the
beam of a visible light laser sight. I f a thermal or U-compatible laser sight is used, the Notice roll i s only allowed i f the target or
someone near him i s using the correct type of goggles or sight.
I l l Active Thermal
I Mass: 0.5 kg I Cost:
Essentially an infrared flashlight, an active thermal sight w i l l illuminate an area as i f it were daylight, but the energy can only be seen
by someone using a passive thermal sight or thermal goggles. Anybody using these can attack the person using the active thermal sight
as i f the person were i n daylight. Regular flashlights may be mounted on small arms and used i n the same way to illuminate an area i n
visible light. The same rules apply as for acfive thermal sights, but no special equipment i s required.
A suppressor, or a "silencer" as it is commonly known, is essentially a can that surrounds a shaft with a series of holes punched along
the side. As the bullet passes through the shaft, the gases that are pushing the bullet along pass though the holes i n the shaft into the
can, allowing the gas to expand and cool before it passes out of the suppressor and into the open air. The energy contained i n the gas
i s substantially reduced by this process, which results i n a much quieter report (down to the level of average to loud conversation at a
distance of three meters).
I f a suppressor i s used with standard ammunition, anyone besides the person being fired a t must make a Notice test at a Threshold of
5 t o determine where the shots are coming from; if a suppressor is used with subsonic ammunition, the Threshold increases to 7, and
even the target must make a Notice rollversus a Threshold of 4 (he knows he's being shot at, but he may not be able t o tell from where).
Multiple shots reduce the effectiveness of suppressors, because the trapped gas and unburnt propellant clog the exhaust ports and trap
chamber. They therefore can only be used for a limited number of shots before they must be cleaned thoroughly. A suppressor may fire
a number of rounds equal t o the weapon's Personal Damage Multiplier before the suppressor becomes so dirty it effectively becomes
useless. (OGL: see core OGL rules for stats on firearm sound suppressors.)
Several weapons are designed from the start to use a suppressor, either as an integral part of the weapon or by including some means
t o screw or snap a suppressor on to the end of the barrel. Modifying a standard weapon t o accept a muzzle suppressor requires a Tinker
task with a Threshold of 4,and takes half an hour. It i s possible to suppress a revolver, but the revolver must be specially made to ensure
that there i s no gap between the cylinder and the frame where gas, and thus sound, can escape. A revolver that can be suppressed i s
twice as expensive as a standard model. No weapon covered by the Heavy Weapons Skill can effectively use a suppressor.
Suppressors are usually heavily regulated but are available for sale on the civilian market. Purchasing a suppressor may indeed be
mandatory i n some cases; some city-states with tight noise pollution regulations, for instance, may require suppressors for weapons
used at shooting ranges i n dense urban areas. The mass of a detachable muzzle suppressor is equal to the Personal Damage Multiplier
of the weapon times 10 grams for pistols and submachineguns, times 20 grams for rifles. The cost i s equal to the mass i n grams.
I Mass: DM x 0.01 IDistol. SMGh OM x 0.02 Irifle) ka I Cost: Eaual to mass i n arams I
Subsonic Ammunition
Although subsonic ammunition for rifles i s certainly plausible, only ammunition for pistols and submachineguns i s considered here. A
box of fifty 6mm subsonic rounds masses 0.2 kg and costs 5.5 marks/dinars, a box of 9mm subsonic masses 0.6 kg and costs 7 marks/
dinars, and a box of l l m m subsonic rounds masses 1.05 kg and costs 9 marks/dinars.
EOUIPMENT
615 - EXPlOSlVES
Explosives have always caught the popular imagination. Every cycle, thousands thrill at the colorful pyrotechnic displays included i n the
celebrations of Discovery Day and the signing of the Treaty of Westphalia. Large demolitions jobs w i l l also often involve large quantities
of explosives. The spectacular destruction of a large structure is often a media event: the controlled implosion of Aquitaine's damaged
Needle i n TN 1941 was broadcast across Terra Nova via the Hermes 72 network.
A character with Demolitions skill must prepare a "charge" of explosives (with enough time, any quantity of explosives may be used i n
a charge). Preparing a charge takes 1minute per unit of charge and requires the use of a detonator and possibly fuses or electrical wire,
all of which are found i n the Demolitions K i t described below. I f the GM allows, charges may be prepared during a character's "down
time" and thus be ready t o use when needed. Emplacing a charge on a target takes 30 seconds (5 rounds). The effectiveness of a
explosives charge is rated by its Damage Multiplier, and is determined as follows:
I . Personal DM of Charge - (Fourth mot of the number of units) x Personal DM of sinale unit I
I n other words, take the square root of the number of units i n a charge (the number of kilograms i n a charge of plastic explosive, for
instance), take the square root of that number, then multiply it by the Personal DM of one unit of explosive. For example, the DM of a
5-kilogram charge of plastic explosive is equal t o (the square root of 5 is 2.23, the square root of 2.23 is 1.49,1.49 multiplied by 57
equals) 85.
Plastic explosives are by far the most common on Terra Nova, but they are certainly not the only ones Characters might wish or need t o
use. For simplicity, the formula is the same whether the Characters use plastic explosives, dynamite, nitroglycerin or propellant from
small arms ammunition.
I f the character has time t o "tamp" the charge (cover the explosives with sandbags or other heavy objects t o focus the explosion), add
2 to the result of his Demolition roll. Tamping a charge takes 1minute per unit of charge. I f the charge is not placed properly and is just
lying on the target (if thrown against a wall from a moving vehicle, for instance), subtract 2 from the roll. I f using the charge t o breach
a barrier (a wall, an embankment, etc.), and the charge is successfully detonated, divide the total damage of the charge by the Armor
Value of the barrier t o determine the Size of the vehicle that the resulting hole will accommodate. Personnel are assumed t o be Size 2.
Like anything else that explodes, charges produce concussion effects. The primary area of effect of an explosive charge i s a circle with
a radius equal t o 30% of the total Personal DM of the charge (a standard block of plastic explosive, for instance, has an area of effect
radius of 17 meters). This radius is reduced t o 10% if the charge has been tamped.
A charge that successfully attacks anything with an Armor Value will also produce shrapnel. This shrapnel is treated like that of a
fragmentation grenade (see next section), except that the shrapnel's Damage Multiplier is equal t o half the Armor Value of the attacked
object. Shrapnel w i l l affect a circular area with a radius i n meters equal t o 40% of the Damage Multiplier of the charge. This radius is
reduced t o 15% if the charge has been tamped.
Example
-
Anders wishes t o blow up a wall with a standard satchel charge. The charge contains 10 of plastic explosive, which produces a total
Personal DM of ((10 t o the fourth root) x 57) 101, or a Tactical DM of x10. The GM has determined that the wall has a Personal Armor
Value of 40 (a reinforced concrete or brick wall).
Anders doesn't have time t o tamp the charge, but he does place it where he thinks it will cause the most damage (it takes five rounds
t o properly place the charge). Anders sets the timer and runs for cover, and he makes it by the time the charge goes off. His Demolition
roll produces an MoS of 4,for a total of 400 points of damage. Not only does he blow a hall i n the wall, the hole is big enough t o drive
a Size (400/40=) 10 vehicle through. I f he'd had time t o tamp the charge, the hole would be big enough t o drive an Aller through (an
MoS of 6 equals 600 points of damage, 600/40 = 15). It's a good thing he found cover. The concussion would have attacked Anders out
t o 30 meters (30% of the total DM of the charge) away, and bits of the wall would have attacked him for (106 x 20) points of damage
up to 40 meters away.
These rules naturally cannot take into account the effects of the projectiles left over when the ammunition is taken apart; that is best
left t o the fertile minds of the GM and the players.
1111 I
+ Dqnamite
I Mass: 1 Der stick b I Cost: 3 0 per stick I
I Damase: x30 I Radius: 10 I
Explosives experts have predicted the demise of dynamite many times over the centuries, but it remains as popular and as inexpensive
t o produce as ever. The only significant changes t o the compound have been t o add improved stabilizers t o extend its shelf life. Care
should s t i l l be taken when handling dynamite, however: in addition t o its explosive properties, prolonged exposure t o the fumes from
the nitroglycerin within the dynamite can lead to severe migraines and other health problems.
+ Plastic Explosives
Mass: Iper block kg Cost: 100 per block
Damage: x57 Radius: 17
Plastic explosives are popular for military and civilian demolitions purposes because they are very stable, requiring electrical current or
another explosion t o set them off. They are also quite pliable and can be molded and shaped by hand t o adhere best t o the target. For
large demolition jobs, companies can even place special orders for plastic explosive that can be pumped like a liquid from specialized
tanker trucks.
+ Satchel Charges
I Mass: 1 2 kg I Cost: 1100 I
I Damage: xlOl I Radius:
The quintessential demolition expert tool, satchel charges are used t o blow up obstacles and immobilize enemy vehicles. A satchel
charge consists of a cloth or polymer bag filled with blocks of plastic explosive and a programmable detonator, carried on a shoulder
strap. The satchel charge can be placed against the target for maximum effect, or it can be thrown a couple of meters away in the hope
that it will land near the target before exploding.
+ Primercord
I Mass: 0.1 Der meter ka I Cost 1 0 Der meter
x32 I Radius: 10 I
Primercord is a cord-like form of plastic explosive that comes rolled on spools, and can be mistaken for ordinary rope for those not
familiar with it. Primercord can be used t o link other explosive charges together without the need for additional fuses or wire, but
something else is required t o set the primercord off. A blasting cap is normally used, but wrapping primercord around a concussion
grenade and pulling the pin will work in a pinch. I f enough is available, primercord can be used i n place of a frame charge t o blow holes
i n walls.
+ Frame Charge
Mass (kg): 1.5 kg Cost: 200
Damage: x48 I Radius: 5
Also referred t o as an "instant door," a frame charge is an explosive device designed t o cut a hole in a wall large enough for a person
t o get through. The charge consists of a metal frame two meters high by one meter wide that is filled with plastic explosive. Due t o the
design of the charge, it is automatically considered t o be tamped and has a very small area of effect. Most commonly used by military
engineers and police special action teams, frame charges are also sometimes used by fire departments t o get into a building quickly.
+ Demolitions Hit
Mass (kg): 20 kg Cost: 800
This is a large chest containing all the tools required by the demolitions expert. Fuses, blasting caps, electrical wire and timers are all
included, as well as packs of catalysts for converting ammunition propellant gel either as a more solid explosive (see above) or as fuel
(see Heavy Gear Technical Manual).
Grenades are small, explosive weapons which are either thrown by hand or shot at their target with a launcher (see description of the
grenade launcher). Concentrating a lot of firepower i n a small, easy to carry package, grenades are an important part of the infantryman's
arsenal. Although a lot of variations exist as far as the type and power of particular grenades are concerned, most of them fall i n a few
definite categories as detailed below.
Most grenades are equipped with an explosive charge to disperse either fragments or their contents, i n case of a specialized charge. The
latter type of grenades (fragmentation, incendiary, gas, etc.) do more than simple concussion damage; the secondary Damage Multiplier
indicates the intensity of this secondary attack, while the weapon's description explains the nature, are of effect and game mechanics
related to this additional damage. I n certain cases, it i s possible to have non-exploding grenades, especially for the gas ones (instead
of exploding, they just release their pressurized payload through small holes).
- d "Flashers" do little actual damage, but stun targets with a very bright chemical flash and loud bang.
I -,-+
i Anyone inside the secondary area of effect must make a Health roll against a Threshold equal to half
? -- *
the maximum secondary area of effect minus the distance between the target and the grenade's point
- - *
I ~
i - 4
-
€.
'
?
of impact, rounded up. For example, a character located 12 meters away from an exploding flash
grenade with a maximum secondary area of effect of 30 would have to roll against a Threshold of (30-
Margin of Failure.
___ - "Frags" do additional damage by scattering small shards of molecular pre-fractured ceramic over a
_ - - _ - --
I
wide area. Anyone caught i n the secondary area of effect takes the result of one die multiplied by the
liI_ I__-
secondary Damage Multiplier. Frags are superb anti-personel weapons, though they don't do as well
against armored targets.
Gas 4+
Gas Grenades subject everyone within the secondaty radius to the effects of a particular gas, which
is treated like a drug or toxin. They come in many different varieties, the most common being Nerve
Gas, Tear Gas and Smoke. Nerve gas grenades dissipate a fatal toxin gas i n their area of effect, with
a Potency usually situated between 7 and 15. A l l target i n the secondary area of effect are subjected
t o the toxin's effect, unless they are protected by a sealed suit or inside a vehicle.
Tear gas incapacitates by attacking the victim's respiratory system and mucous membranes (such as
the eyes, nose and mouth). A potential victim must make a Health test against the gas' Potency
(usually between 6 and 10); a character whose Margin of Failure is between 1and 4 will suffer an
equivalent negative action modifier due to pain and blurred vision. This penalty w i l l lessen by 1 every
minute the character spends outside of the gas. A Margin of Failure between 5 and 9 w i l l incur a -4
action penalty, which w i l l lessen by 1 every hour after being removed from the gas. A Margin of
- A _ f
/
Failure of 10 and more will, i n addition t o the other effects, cause damaqe to the character as if he'd
been affected by a fatal toxin of a Potency seven points lower than the actual Potency of the tear
gas; a fumble is equal to a Margin of Failure of 9.
Smoke grenades have the same stats as Tear Gas but only cause a -2 penalty on all ranged Skills.
Incendiarq e
"Burners" carry an additional charge of high-burning chemicals, such as white phosphorus. Fire
damage i s applied t o anyone within the secondary area of effect, with an Fire Intensity equal to the
secondary Damage Multiplier.
SilCORE Stats: Grenades [Cont. next page]
Weapon Weight (kg) Cost (Mark/Mnar) Weapon Weight (kg) Cost (Mark/Dinar)
Concussion Grenade 0.1 12 Flash Grenade 0.1 a
Fragmentation Grenade 0.1 10 Tear Gas Grenade 0.1 a
IncendiaN Grenade 0.1 12 Nerve Gas Grenade 0.1 15
Flash Grenade: Anyone caught i n the burst radius of a flash grenade must make a Fortitude save (DC 15) or be blinded, dazed and
deafened for l d 6 rounds; on a successful save they are dazed and deafened for l d 3 rounds. Flash goggles prevents the blindness effect,
ear protection prevents the deafness effect and both together negate all effects.
Smoke Grenade: On the round when it i s thrown, a smoke grenade fills the four squares around it with smoke. On the following round,
it fills all squares within 10 feet, and on the third round it fills all squares within 1 5 feet. It disperses after 10 rounds, though a
moderate wind (11+ mph) disperses the smoke i n 4 rounds and a strong wind (21+ mph) disperses it i n 1round. The smoke obscures all
sight, including the darkvision ability granted by night vision goggles. Anyone within the area has total concealment (attacks suffer a
50% miss chance, and the attacker can't use sight t o locate the target).
Tear Gas Grenade: A tear gas grenade releases gas like a smoke grenade. Likewise, its cloud disperses like a smoke grenade's cloud.
Anyone caught i n the cloud must make a Fortitude save (DC 15) or be nauseated. This effect lasts as long as the character is i n the cloud
and for l d 6 rounds after he leaves it. Those who succeed their saves but remain i n the cloud must continue to save each round. A gas
mask renders the target immune to the effects. A wet cloth held over the eyes, nose and mouth provides a +2 bonus on the Fortitude save.
Nerve Gas Grenade: A nerve gas grenade releases gas like a smoke grenade. Likewise, its cloud disperses like a smoke grenade's cloud.
Anyone caught i n a cloud of nerve gas is effected by the nerve agent (Type: Inhaled, Save D C 22, Initial Damage l d 6 Con, Secondary
Damage 2d6 Con). Nerve gas i s absorbed through the skin as well as inhaled: a gas mask provides a +2 bonus on the Fortitude save but
only a sealed NBC suit or vehicle provides protection from the gas.
I S -CRRRYING WEAPONS
0 HOOHS 8 TP
Several Players believe that having weapons at all times is the safest way to go. They like to parade their characters around like walking
arsenals and be ready for everything for anything. While this i s certainly a prudent attitude, especially given the harsh environment of
Terra Nova, there are certain drawbacks to this which Gamemasters should not ignore.
Among other things, visible weapons and armor mean trouble. Most people prefer t o lead peaceful lives and will do their best to avoid
trouble. Individuals who are armed t o the teeth appear as scary and dangerous. John and Jane Doe from the street - who are not known
for their bravery (average Willpower or lower) - tend to steer clear of those people. I f engaged i n conversation, they w i l l answer briefly
and will take the earliest opportunity to leave the area. Some other people tend to be very antagonistic when faced with armed
individuals. Young punks or other anti-social persons may react with aggressiveness with the display of available firepower and try t o
antagonize the Players, taunting them and daring them to show they "have the guts" it takes t o use their weapons against someone
their own size. I n some locales, it may be considered a rite of passage among small gang members t o show off how tough they are by
harassing someone bearing weapons.
Most establishments forbid (or at least severely frown upon) openly displayed weapons. Again, this comes back t o trouble. They will ask
the individual to leave his weapons with the doorman for safekeeping. On that particular topic, several Gamemasters take advantage of
the Players' collaboration by having the weapons permanently disappear. This is a grave mistake. Players whose weapons were stolen
this way once will never again part with their armament. Gamemasters should do this sparingly, and not the first few times around. PCs
who cause trouble i n the establishment will be thrown out and their weapons w i l l be returned t o them through the police (who will no
doubt ask questions about the origins and the legality of the weapons).
EOUIPMEMT
SiICORE: Generic Personal Weapons Statistics D l
Melee Weaoons
t RangedWeapons I
Weapon Accuracy Damage X Range (m)* ROF Radius (m)
l i g h t Bow 0 7 5/10/20/40 011
Medium Bow 0 10 6/12/24/48 012
Heavy bow 0 15 7/14/28/56 012
6mm pistol 0 10 4/8/16/32 0 n/a
9mm Pistol 0 15 5/10/20/40 0 n/a
l l m m Pistol 0 20 5/10/20/40 0 nla
13mm pistol 0 25 5/10/20/40 0 nla
6mm Machine pistol 0 10 4/8/16/32 1 n/a
9mm Machine Pistol 0 15 5/10/20/40 1 nla
9mm Submachinegun 0 15 10/20/40/80 2 n/a
l l m m Submachinegun 0 20 i0/20/4o/ao 2 nla
7mm Rifle 0 22 50/100/200/400 0 n/a
7mm Assault Rifle 0 22 50/100/200/400 1 n/a
9mm Heavy Rifle 0 30 601120/240/480 0 n/a
15mm Sniper Rifle +1 40 ioo/2oo~4oo/aoo 0 n/a
Grenades
*Short/Medium/Long/Extreme
**Vanes according t o grenade type used (all grenade types are available; double the Damage Multiplier and the cost for rifle version).
Usual anti-armor rifle grenade causes x80 damage, Area Effect = 5 meters.
***Cannot fire a t ranges of 100 m or less. t Pnmary/Secondary area of effect.
!ll
OIL: Generic PersonalWeapons Statistics
Simple Weapons (require the Simple Weapons Pmficiency feat)
Oamage Type Range Increment Size
- Weapon Oamage Critical
- -
Knife id4 19-20 P Tinv
- 10 ft.
-
Club/Truncheon Id6 19-20 EIludge,onina Med
- -
Staff (double mapon) ldWld6 20 EIludge,oning
- - -
Large
Spear Id8 20/x3 Piercing 20 n Large
I Vibmknife 2d4 19-20 Slashing
37mm Grenade Rifle: Attacking with a grenade rifle i s similar t o throwing an explosive: make a ranged attack against a specific 5-foot
square (instead of targeting a person or object). It can use any of the grenade types as ammunition.
62mm Light Mortar: Attacking with a mortar i s similar to throwing an explosive: make a ranged attack against a specific 5-foOt square
(instead of targeting a person or object). It damages all targets within a 30 ft. radius (Reflex save DC 18 for half damage). It cannot
be fired at ranges of 1Range Increment or less.
50mm Rocket Launcher: When the rocket launcher hits its target, it explodes like a grenade or other explosive, dealing i t s 10d6 points
of damage t o all creatures within a 10-foot radius (Reflex save DC 18 for half damage).
TERRANOVAN TECHNOLOGY - 7 1
The presence of many coexisting technological levels i n every walk of life is one of the main features
of Heavy Gear. While this concept i s nothing new in science fim'on, it does take some gemhg used
t o from players expem'ng t o have high technology a t their beck and call. Just because the technology
exists for a given task does not mean that it w i l l automatically be available. Terra Nova is still mostly
a frontier planet and the basic necessities of survival will override any other concerns. I t is no use
knowing how a tractor works when you do not have the tools t o build one, or the fuel to operate it.
People use what works for them.
I n general, the level of technological sophistication is at its highest i n the city-states that form the
centers of civilization on Terra Nova. With the proper connections and contacts, almost any item
known t o the Terranovans of the 62nd century is available on the streets.
As we move into the surrounding countryside, the technology becomes more rugged, adapted t o the
rigors of everyday use. Surfaces are not shiny and neat anymore: items show the marks of constant
use. There are fewer luxury objects and repair facilities for the more advanced items become harder t o
find. I n some of the most remote or poor areas, people may hand-manufacture most of what they
own, trading only for the things they absolutely cannot build by themselves.
Research constantly develops new and useful materials. Most of the work is centered on finding new
ways t o improve the qualities of the existing alloys and composites while simplifying the manufacturing
processes involved i n their creation, in an attempt t o meet the high demand. At the same time, new
molecular-level shaping techniques, using a combination of heat treatments, magnetic field generators
and particle beams, can force completely new structures into existence. Few Terranovan items and
vehicles use unmodified natural materials in their design.
Metal alloys are commonly used i n the 62nd century for all sorts of engineering functions. They are
known for their high tensile strength, electrical conductivity, ductility and isotropic properties. The
internal frame of many Heavy Gears is made out of Flexite, a steel alloy that is both tough and
flexible.
Ceramics have the advantage of being extremely resistant t o high temperatures. For this reason,
many modern armor materials include layers of ceramic. Some armor types are specifically intermixed
with ceramic compounds t o be even more resistant t o energy-based weapons such as shaped-charge
warheads and laser beams. They see wide use as shielding and heat sinks for fusion reactors and
spaceship hulls, particularly those equipped for atmospheric re-entry. Special ceramic glazing and
coatings can also be manufactured t o improve the durability of spaceships.
Polymers are long strings of organic molecules artificially attached t o one another. They are generally
light and adaptable and are used in many everyday items. Polymers are also used i n the weapons
industry for light gun casings and missile outer shells. An extremely tough ballistic plastic called
Armoplast i s used in several kinds of laminated armor, especially the personal "turtleshell" armor
worn by front-line infantry.
Composites are custom designed for specific applications, creating materials with the perfect balance
of strength, durability and weight. As their name indicates, they are a combination of two or more
different materials. Any combination of materials - plastic, resin, ceramic or metal - may constitute
a composite.
Unfortunately, composites are more expensive t o prepare and much harder t o repair since the damage,
if any, is usually deep within the composite structure. Stress-induced core delamination, where
micro-layers become separated within the material, is one such problem. I n these cases, complete
replacement of the affected piece is recommended.
"Fastener" is the name given t o any material or object(s) that hold(s) a given structure together. For
example, many Terranovan vehicles have systems that are literally welded a t the molecular level by
advanced resin compounds. The development of polymers and composites has given rise t o a whole
line of structural glues that not only bond two surfaces, but also serve as a proper load-bearing path.
Smart glues are one of the most useful tools available t o the technician faced with the prospect of 6- Anti-spalling polymer
jury-rigging a damaged mechanism. Their variable properties allow different make-shift repairs t o be
made with a single container of glue by altering the mix.
For millennia the heart and soul of the machines of Mankind, electronics are vital t o the people of the
62nd century. Circuitry is used i n all types of equipment, from the lowly kitchen appliance t o the
most complex military weapons, and practically all are monitored by a computer of some sort.
precise circuitry within. They are chiefly used for low-power and low-speed applications such as door
controller mechanisms, low-tech appliances and the like. The militaly uses them in simple but important
circuitry such as pump relay controllers, sensor sub-interpreters and many types of system monitoring
+ Neural letworhs
Neural networks were developed back in the beginning of the third millennium and have been the basis for many of the advancements
i n computer science that followed. NNets are flexible electronic circuitry, so named because they mimic natural neural pathways. These
monitored and limited by design parameters that are generally implanted a t the factory t o prevent unwanted variations from the
intended functions. These advanced computer chips form the basis of the 62nd-century computer. NNets do tend t o be fragile, and as
a result, neural net chips are often mounted on special isolated plates within the machine's electronics bay.
Optical NNets are used for high speed calculations and other demanding data manipulations. They are similar in principle t o basic neural
networks, but use the interactions of photons in a transparent composite matrix for data storage and transfer. The size of a circuit can
be scaled down t o the molecular level, and the operation of such a NNet creates no heat or wear.
The main disadvantages of the optical NNets are their cost and the complexity of their manufacture. The actual act of building them is
relatively simple, as the process is mostly automated - but the machines that make NNet chips are fabulously expensive. In addition, the
subsequent period of training under the supervision of a human technician requires a considerable investment in time and resources.
Like regular NNets, optical NNets must complete their programming by creating new pathways within themselves. Those found i n an
ONNet are molecule-thin strands of crystal that can be easily broken by excessive jarring. External "noise" (photons and other particles)
can also disrupt the system. For these reasons, all ONNets must be well-shielded and encased in shock-proof material.
With the complexity of the self-developing neural network came a surprising phenomenon that experts call Behavioral Mimicly Syndrome
(BMS). For example, a computer that is used for processing meteorological information every morning might do so even i f its operator
is not present, simply because it is used t o a "routine." At the very least, it w i l l inquire i f it should launch the program. Not all of these
new self-programmed behaviors are useful and/or harmless, however. Safeguards and limitation routines prevent most complications,
but sometimes the results can be most unexpected. A perfect example is the legendary Bowser, a very old Hunter-class Gear that almost
has a personality of its own. It has been known t o move by itself when threatened and can express simple "opinions," mostly with
unsavory gestures learned from the troopers it served alongside. Its whereabouts are unknown a t this time.
Communications - 71.3
Whenever possible, messages are sent on a microwave tight-beam, line-of-sight pulse t o prevent both interception and location.
Emitters not only code and compress the pulses to durations of a thousandth of a second, but also automatically vary the frequency used
according t o a preset algorithm. I f there are no hostile units within range, a general, wide pulse message can also be used. The process
is fully digitized from beginning to end, ensuring crystal-clear reception under normal circumstances. Enemy scramblers can affect this,
although correction routines are included i n the communication software.
Radio i s the most common type of short-wave communication used. The civilian systems are based around simple solid-state elements
and are easy to put together and repair. Military systems are more complex, incorporating scramblers and frequency-hopping devices to
stay ahead of enemy direction finding, jamming or intercept. They operate on digital pulse codes, sending their data-compressed signal
through aerials and virtual phased arrays that can be tuned to a wide range of frequencies and power levels.
By its very nature, long range communication requires more power and thus larger emitting and receiving systems: the longer the wave,
the longer the range, and the larger the antenna. A matrix of emitters i n a mast-type structure or a broad category of phased-array
systems are used t o get around these limitations. Phased arrays are computer controlled radiation-emitters encased under broad
featureless panels. Power and sensibility, and hence range, will be determined by the total number of elements i n the array. For longer
ranges, though, more powerful systems are needed.
The neutrino interference detector (NID) array is a highly sophisticated communication device that i s used for trans-planetary and deep
space communication. I t s neutrino emissions are impossible to block and almost impossible to intercept, but they require sophisticated
and bulky detectors that can be mounted only i n buildings or on large vehicles such as landships. Communication beams must be sent
to a very precise location, or else they are undetectable. A vehicle w i l l call its base (which is equipped with a very large detection array,
often hundreds of meters on each side) t o announce its position and then wait for a two-way link t o be established.
Sensors - 71.4
Sensors are essential to any front-line combat vehicle i n the 62nd century. Although most vehicles are served quite well by the classic
Mark IEyeball, the fast-flowing, modern battlefield requires additional and often very sophisticated means to detect an enemy that,
over the years, has become quite adept at concealing his location.
Sensors can be divided into two general categories, passive and active. Passive sensors only collect information from their surroundings.
They do not reveal the presence of the unit using them, which is why they are preferred for combat vehicles. Active sensors tend to be
both more powerful and accurate, but they must send out some form of energy to function. This energy can be detected by enemy units
and used t o calculate the approximate position of the emitter, which makes it impossible t o hide while actively scanning. The emitted
energy can also be used as a "guide" by enemy missiles, and so active sensors are used sparingly.
Tied t o the vehicle's drive and battle computers, cameras are mounted on gyro-stabilized frames that can follow targets through the
most spectacular maneuvers. Being passive i n nature, cameras supply the basic environmental data, both for piloting and combat
purposes. Light amplification and anti-dazzle protection for all optical systems are usually standard. Military issue optical sensors are
all shielded against glares, and cameras with low-light capability are common. Limited zoom function i s also standard. Dedicated lasers
are sometimes added to the optical sensor package for range-finding and depth measurements, although the sensor array i s then
"active" and thus easier t o spot. To avoid this, the above tasks are often fulfilled instead by a pair of small - and passive -
stereoscopic cameras. Infrared cameras are generally used only as backup or as a low-cost night-time imaging system because they are
easily fooled by decoy heat sources.
Much preferred is the Advanced Forward Looking Imaging Composer (AFUC) system used on most tanks, striders and aircraft. It i s a
small turret-contained sensor package that uses a combination of normal light, low-light and thermal imaging to provide data to a
dedicated battle computer. The resulting output i s a composite, VR-like environment where every feature of the combat zone is mapped
and tagged with the proper colors.
The ubiquitous radar s t i l l remains as popular as ever, although it is now often used i n semi-passive, pulse-emitting mode to reduce the
chance of alerting enemy forces. The bulk of a modern radar system is filled with sorting and discriminating circuitry used to cut
through the electronic fog generated over the modern battlefield by a multitude of communication and ECM devices. A l l radar except the
most basic models includes Track-While-Scan (TWS) capability and variable sweep width, along with "intelligent" pulse-scanning
procedures for increasing area coverage.
Other long range detectors work on a similar principle, but use different wave-lengths. The ladar and madar are two such systems, one
using low-intensity laser beams to scan while the other relies on microwaves. Ladars and madars are primarily used on spaceships and
are standard equipment on all Gateships, though ladars are also used by many ground and air vehicles.
Other sensor systems are used for some very specific purposes, such as the environmental feedback required by the drive computer of
walker vehicles. Accelerometers are one such system. Motion and vibration sensors are also used to monitor the terrain being crossed
for any excessive displacement or disruption. Densitometer and magnetometers (Magnetic Anomaly Detector, or MAD) are sometimes
part of the on-board sensor equipment.
Terranovan medical science is advanced enough i n both hemispheres that doctors can almost totally
heal third degree burns i n a matter of weeks, sometimes even as few as three or four. It is also
possible t o recover from nearly fatal wounds in less than a month, although that requires many drugs
and constant medical monitoring. A biological entity is now as easily programmable as a computer.
Contagious diseases are a problem that can take anywhere between minutes or hours t o heal, no
more. Epidemics are almost unheard of. Whenever something of this sort occurs, it is eradicated
within a few days a t most. Problems arise only when the disease kills too quickly for a research team
t o react, as was the case with the St-Vincent Plague or the epidemic i n the Montcalm Oasis.
While they almost always provide a solution t o any given medical problem, it is usually prohibited t o
perform a genetic operation on a patient without a special legal authorization. Such authorizations
are always long i n coming and, almost invariably, outrageously expensive t o obtain. Human society
still remembers the abuses and horrors of the past, and has placed many safeguards t o make sure they
will not happen again.
I n general, genetic corrections are easy t o perform (relatively speaking, of course). Actual modifications
t o the gene map, of the type that drastically change the body layout or chemistry of the patient, are
much harder, involving the splicing of entirely new coded sequences within the genetic material of
every cell i n the body. Important genetic augmentations are detectable for up t o 10 years after they
have been performed. Augmentations become increasingly difficult with age as the gene map stabilizes
over time. It is a very messy business t o genetically alter a six year-old, and it becomes nearly
impossible t o successfully do it without severe secondary effects (cancers, for example) once past
puberty.
_ - Genetic manipulation can be used t o grow missing body parts. This takes some time even i n a
properly equipped hospital and may not be available t o all patients. I n general, the younger the
*
patient is the better the chance of success. I f regeneration is not possible, the patient will be forced
L -I
t o rely on prosthetics. A tissue sample i s first taken and then modified t o take it back t o a more
primitive, undifferentiated cell type. The cells are then encouraged t o grow into whatever type of
tissue is required for the operation. When it reaches the desired physical age, it is taken out of the
vat and carefully transplanted t o the patient's body.
Cybernetic limbs (also called "cybs") do exist, but those who wear them are too often viewed with a mix of pity and mild disgust.
Although they are easily implanted and can very discreetly replace any biological equivalent, they represent a social stigma that is very
annoying for most cyborgs. Prosthetics look artificial upon inspection, but can pass unnoticed under normal scrutiny, especially i f the
subject is wearing clothes. Implants not designed t o pass as human limbs (chrome-plated, exposed mechanisms, etc.) generally cost
less than fully concealable ones.
Arms and legs are the most com but not the only, prosthetic replacements available. Advances i n computer and material technology
have allowed the creation of a a1 limbs that replicate nearly all functions of natural ones. Some limbs can even be designed t o
augment the physical performance of the wearer, though the body remains limited by i t s natural muscles and skeletal structure. Arm and
leg replacements are often roomy enough t o conceal some small items such as a watch, mini-radio, or even weaponry.
Eyes can be replaced with cybernetics and even augmented i n many ways, each more expensive than the next. Fully artificial eyes
(which require complete replacement) include a system that projects data directly onto the wearer's field of vision. They also commonly
include automatic shutoff t o protect against blinding flashes of light. Ears are more easily modifiable than eyes, and correspondingly
cost less. Radio reception ears are very popular among the general public.
Other cyber replacements are more specialized. The cyber-spine was first developed for people suffering from crippling back injuries. It
consists of a cybernetic spinal cord, reinforced vertebrae and augmented synthetic back muscles. Because of their bulk, cyber-spines
cannot be hidden. Other implants include flesh pockets and duraskin armor. Flesh pockets are just that - supple, sealable containment
units hidden within a person's flesh. Duraskin is the ultimate in personal civilian armor: a subcutaneous layer of fine duraplast ballistic
fiber that absorbs both kinetic and electromagnetic energy. Duraskin does not grow or shrink with the body, nor does it repair itself.
Maintenance: O f the utmost importance for implanted prosthetics is regular care, since they do not benefit from the body's natural
healing capacity. They must be checked regularly for power levels and micro-fractures. I n addition t o the purely mechanical maintenance,
each cyb must be checked a t least once a cycle t o make sure no infection occurs and the bio-interface must be carefully monitored for
biological trauma. Cybs are powered by one or more small super-conducting batteries that are located within an easy-to-reach compartment.
These batteries can be recharged by practically any energy source - it is easy t o jury-rig an adapter, given time and a few pieces of
assorted hardware.
l ARY SCIENCE AND TACTICS - 7.3
MT
The first centuries of the third millennium brought forth incredible advances i n all of the major scientific fields. Computers were faster,
material sturdier, weapons deadlier. However, the numerous armed conflicts of the third and fourth millenniums demonstrated that
although high tech equipment often turned the tide of war, victory lay with the side that could afford to exhaust its enemy's capacity
to fight and hold onto conquered territories. This caused a general stabilization of the level of technology used i n wars, with new
developments made horizontally, i n already known fields instead of emerging new ones.
I f one side could afford to field ten tanks for the price of one of their enemy's design, it did not matter if the tanks were slightly inferior:
they would overwhelm the enemy by sheer numbers as long as they were reasonably well designed and, most of all, well used. Another
consideration was the ease of building cheap weapons able to defeat multi-million dollar vehicles i n one shot, such as the infamous
infantry hand-held "tank-killer" missile launchers.
With the advent of interplanetary conflicts, logistics became a supply officer's nightmare. More than once, military forces had to use
whatever was available to them instead of the advanced tools and equipment designed and produced i n faraway locations.
One last important factor i n the stabilization of the technology of war was a vehicle's ease of maintenance. A point was reached where
a multi-million dollar weapon could fail because of a grain of dust i n one critical circuit. Designs gradually reverted to simplified,
modular forms that could withstand a lot of punishment, required minimal maintenance and could be used continuously without
breaking down all the time.
Weapon Technologq +
Vehicle-mounted weaponry remains as predominantly projectile systems. Not only are they efficient and simple t o build and maintain,
they can take an enormous amount of punishment before breaking down thanks t o the advanced materials used i n construction. High
tech weapons such as lasers, electromagneticrailguns and particle accelerators are not considered advanced anymore, but the denomination
has stuck. These weapons are rarely carried by ground units because their large energy and maintenance requirements prevent their
efficient use by field units. Space-borne units are the primary users of such systems - advanced weaponry being f i r more effective i n
space. Modern weapons can use a variety of sophisticated ammunition ranging from guided shells to self-propelled rockets. They are
also capable of firing simpler ammunition t o facilitate resupply i n the field.
Defensive Technologq +
Over the centuries, a variety of material has been used to protect a soldier and his equipment from enemy fire. With the power of today's
weapons, nothing less than an advanced composite layered armor material will do. Composite armor, however, while very advanced, is
also costly and hard to repair. That is why many noncombatant vehicles such as supply trucks are armored with simple rolled armor-
grade molecular steel, which, while not as strong, i s far easier t o manufacture and repair.
Most vehicles are unarmored; any weapon hit will most likely directly affect their structure and cause damage. The next step i s armor-
grade steel, a high quality steel alloy rolled and tempered for maximum resistance. This i s the basic material used i n weapon penetration
tests. Front-line combat units are most likely t o be equipped with the best armor composite material. Modern vehicular armor i s only a
few centimeters thick and i s vely light considering the protection it can offer.
Ground Warfare
The vehicles used by Terranovans range from extremely primitive internal combustion buggies for farm transport t o slick computer-
driven polymer-skinned interceptors. Despite the ready availability of highly advanced vehicle types such as walkers (both Gears and
striders), it i s often simpler (and cheaper) t o rely on conventional vehicles for more mundane tasks. Certain funm'ons are also simply
better fulfilled by systems that have been known and used for millennia, such as the armored tread system of battle tanks.
Aerial Warfare +
Aircraft are relatively uncommon on Terra Nova, simply because the weather i s unpredictable and dangerous. Short flights between polar
locations are fine, but voyages across the Badlands pit aircraft against strong heat-generated convection winds, not t o mention the
occasional tempest which i s sure to bring down a plane. Ground and sub-orbital travel i s safer and more efficient. Choppers and hoppers
(vectored thrust aerodynes) are used for close support and anti-vehicular duties.
Naval Warfare +
Naval warfare is practically nonexistent on Terra Nova. A l l water bodies are small and landlocked, which means that boats are practically
useless for attacking the enemy. Both the CNCS and the AST maintain a small fleet of naval hovercraft, but they exist mostly for civil
patrol duty.
Heavy Gears are one of the most significant advances i n the field of military technology i n the past millennium. Tacticians point out,
however, that Gears s t i l l depend on support from infantry, heavy armor, artillery and air support - they are not invincible super-weapons.
The Gear is actually a compromise between an infantryman's flexibility and an armored vehicle's resilience and firepower. It is, i n effeb,
a one-man I F V (Infantry Fighting Vehicle) which protects the soldier and allows him t o carry far more payload and armor than an
ordinary soldier. Mass-produced, Gears are cheap enough t o form a major part of the modern army.
Since Gears are supposed t o be inexpensive and easy t o maintain, most designs have only a minimal
sensor package. The primary sensor system is a small cluster of various digital cameras, often placed
together i n what could pass as the Gear's head. Most models use only one main camera, relying on
laser rangefinders and "dumb" stereoscopic cameras for range and depth measurements.
Early Gear designs had holographic screens and HUD t o display battle information. Newer models use
Virtual Reality technology instead. With special laser-crystal screens mounted inside a slightly enlarged
helmet, the VR system relays information treated by the CPU and its visual sub-processor t o the pilot.
For all intents and purposes, the trooper can see as if the cockpit were open t o the outside. Relevant
tactical and battle readouts are superimposed over the landscape by order of priority.
The "brain" of the Gear is the Central Processing Unit or CPU for short. It is a small, semi-transparent
cube (15 cm3) filled with an intricate molecule-sized neural network. This network is so complex it
cannot be repaired i f damaged and must be replaced by a new unit. It is encased i n a special
shockproof polymer or composite case which is normally installed under the pilot seat. It can be
easily removed by reaching under the seat and releasing the connections and is always the first piece
of equipment salvaged when a Gear is destroyed or damaged beyond repair.
The core of the V-engine that all Gears use is a support axle made out of high-strength alloy steel. It is truly only a bent bar of metal
and is the strongest part of the engine. Two combustion chambers are slipped over this support axle. These chambers, thanks t o their
peculiar internal shape, serve as piston housing, distributor cap, lubrication system, and cooling f i n - allin one. The engine configuration
thus provides two drive shafts, each delivering equal horsepower. The end result is a fairly compact engine which is rugged, easy t o
manufacture, and easy t o repair. The V-engine's ability t o run on a variety of fuels (as long as the fuel employed is gaseous or liquid and
is reasonably combustible) and its small number of moving parts make it perfectly suited for Gears.
Transmission is a catch-all term covering the various pistons and motors that move the machine around. All Gears use a combination of
hydraulic and electrical power t o move their limbs. Hydraulic systems can generate linear movement through the use of pistons and
torsion movement through a modified circular piston called a rotor.
The Secondary Movement System, or SMS for short, usually takes the form of wheels or treads placed under the feet of the machine.
Because of the low ground clearance of the wheels, the SMS is only useful on flat, hard ground like packed sand or concrete.
The average Gear carries several centimeters of the same composite armor as all other war vehicles in the 62nd Century. Unfortunately,
their humanoid shape, so versatile and maneuverable, here plays against them. Because the limbs of the Gear must have flexibility,
mobile armor plates are unavoidable. Some clearance is also necessary, leaving weak points which can be exploited by a skilled gunner.
1 ........ Generator/Pump Housing .
8 Lower Arm Rotation Assembly 15 ........
Foot Structural Member 22 . Knee Block Structural Frame
2 ........... Head Mainframe 9 ...... Elbow Mechanism Housing 16Supp. and Balance Mechanisms 23 ......Forward Hip Armor Frame
3 ............. Sensor Plate 10 ...... Forearm Shock Absorbers 17 .Short Range Forward Scanner 24 ........ Lower Forward Scanners
4 ............ Rocket Cluster 11 ............. Digit Rotor 18 .............
Pressure Fluid Tanks 25 ................ Cockpit Foot Plate
5 R P - I l l Pepperbox II Launcher 12 .. MR 25 Machinecannon Rifle 19 ............
SMS Wheel Assembly 26 ..................Torso Mainframe
6 ................. Modular Hardpoint 13 Upper Leg Rotation Assembly 20 ...Shock-Absorbing Footplate 27 ....Torso Suspension Actuator
7 ............... Arm Elevation Rotor 14 Booster Pumps and Heat Sink .
21 Short Range Ground Scanner 28 .......... Upper Hatch Assembly ~
-
"Strider" is the catch-all term used t o designate non-humanoid weapon platforms that use legs for
locomotion. While related t o them both i n form and technology, striders are more specialized units
than Gears and lack their versatility. They can carry a greater payload since they are usually bigger,
but this has the unfortunate side-effect of making them easier t o spot. Their size also precludes any
kind of advanced maneuvering.
Striders have up t o six legs and are equipped with large foot plates. A few smaller models have only
two legs, but the enlarged feet are retained, often with articulated claws. Arms and manipulators are
rarely used, and weapons are generally mounted on hull hard points and turrets.
Striders come into their own on rough terrain because their walker systems allow them t o go where
many traditional tanks and armored vehicles cannot. This allows the military t o bring artillery support
into mountains and amphibious striders are used i n jungles and swamps. Some striders, like the
Southern Naga, feature a secondary wheeled movement system, but this is a rare feature.
Smaller striders have helicopter-type cockpits, with the crewmen placed one behind the other. Larger
models are closer t o tanks with a central crew compartment and several hatches for access. Otherwise,
the rest of the equipment is very similar t o that found in the cockpit of Gears. Often, large screens are
used instead of the expensive VR helmet apparatus.
As might be expected, the sensor system is slightly more sophisticated, with better radar and long-
range communication capabilities available than for the average Gear. Striders are sometimes used as
battle coordinators or artillery vehicles, and the electronics carried varies with the design and the
intended mission profile.
+ Poluer
A larger version of the V-engine used in Gears has been developed for bigger vehicles, and it is used for striders. Sometimes, several V-
engines are hooked together t o provide increased power and redundancy. Diesel engines are also a viable alternative, as are high
capacity batteries (though this greatly limits the deployment range). Some striders use gas turbines t o drive turbo-alternators that
provide energy t o the various pumps and drive systems distributed throughout the strider's frame.
Secondary engines are often used i n the lower body or limbs t o provide additional power t o the booster pumps located there. These
secondary engines are generally electrical and powered by banks of superconducting batteries which are recharged from the vehicle's
main engine during lulls i n the fighting.
Striders use the same general transmission system as their smaller walker brethren. The internal layout of the actuators is slightly
different because the ranges of movement are not quite the same. The moment arms are slightly longer and multi-jointed articulations
are often a necessity. The structure itself is thicker and more massive i n order t o handle the stress caused by the weight of the machine
and the significant impact of each footstep.
Actuators are larger and more powerful versions of the ones used i n construction machinery. They are a clever compromise between raw
power and operating speed, providing just the right mix for optimal movement.
Antipersonnel weaponry is a must on any strider. Their bulk and slow speed make them ideal targets for marauding infantry units.
Likewise, most of their weapons are long-range i n order t o avoid close range confrontations with other units. Assault striders are an
exception t o this: these specialized, close range fighting units feature awesome armor and short range weapons.
~ _____ ~- --
Conventional ground vehicles, either tracked, wheeled, or hover, are s t i l l widely used i n the 62nd
century. They are cheaper, sturdier and easier to maintain than the complex walker mechanisms.
Unfortunately, while they are superior on open terrain, they fare poorly on broken or difficult ground.
This has led to a specialization of sorts: conventional vehicles are widely used for assault, transport
and support duty while the walkers are used either as powerful, highly mobile infantry units (Gears),
or broken terrain transports (striders).
Most vehicles do not feature the sophisticated VR setup of Gears because they do not need it. Either
the crew has the means t o look directly outside or they have a complete computer generated HUD t o
help them operate the vehicle. Most tanks have a holographic display which is actually easier to use
and less cumbersome than the Gear-mounted equipment. Sensory information i s acquired using small
sensor pods mounted on the turret or main body. I n general, even civilian designs are equipped with
a minimal sensor suite for safety purposes (night driving, for example).
Unless the vehicle is open-topped, the combat chamber of all Terranovan vehicles is airtight t o
prevent the intrusion of harmful gases and other airborne particles. Most vehicles make do with a
basic overpressure system, not bothering t o add full life support.
Power +
Vehicles are powered by a variety of means depending on their function. Common power sources include diesel, gas turbine, V-engine
and electric motors. Most civilian vehicles are powered by electric motors (in large cities) or simple fuel engines (in the countryside)
while military ones rely most often on advanced ceramic gas turbines and V-engines similar to those mounted on Gears and striders.
Hybrid setups are also i n use. Two or more different types are mounted i n the vehicle i n order to gain the advantages of both. For
example, a gas turbine may be used t o generate the electricity required by the motors that actually drive the wheels. This allows the
turbine to run at the most efficient regime at all times for the best possible fuel consumption, while the electrical banks can be
recharged for a variety of means. The end result i s a vehicle that can run on almost any power source or fuel available.
The great majority of fighting vehicles on Terra Nova are mounted on all-terrain wheels or treads. Though an extensive system of roads
exists. Terra Nova i s stillvery much an untamed planet, and off-road capabilities are not a luxury. I n addition, many tracked vehicles are
also capable of running on their road wheels alone, though at reduced levels of effectiveness.
Ground vehicles generally rely more on armor than any other type of defense. Armor configurations may vary from simple plates of steel
bolted onto the sides to a layered composite shell with ablative panels. Only a few vehicles carry am've defensive measures, such as
anti-missile systems.
Hovertanhs +
The hovertank was Earth's answer to the unknown conditions they would face on the colony planets.
A standard tank chassis is mounted on powerful turbofans, similar to those used i n VTOL vehicles. The
thrust produced is channeled through articulated nozzles, allowing a maneuverability not found on
normal ground effect vehicles. Although the engines are powerful enough t o physically lift the tank,
the machine usually rides on a cushion of air created underneath its body by ground effect, using the
extra power only to "jump" obstacles. Highly mobile and powerfully armed, they proved a dangerous
adversary t o the Terranovan defenders.
Terranovan landships are quite a sight t o behold. They are best described as land-going battleships,
bristling with weapons. Using a combination of magnetic repulsion and ground effect technologies,
these behemoths glide above the sandy surface of the Badlands, patrolling them as they would
oceans. Whereas rapid troop movements and raids are normally made via sub-orbital transports,
landships provide not only long range transport capabilities but a support base right at the front line
for more extended operations.
Landships are extremely costly t o build and each league can field only a limited number of ships.
Moreover, their maintenance costs, sheer bulk and slow speed prevent them from being used i n any
military operation but border defense and full frontal war. During a conflict landships are deployed i n
fleets. These group together one or more capital ships (carriers or heavy cruisers) along with a
variety of escort vessels (destroyers, corvettes, escort carriers, etc.). These fleets are a sight t o
behold and can usually punch through almost any defense or break up any force.
Landships do not have cockpits but rather have bridges. The internal layout is vely similar t o the
naval surface vessels of Earth's past, with navigation, sensor, weapon and command crew stations all
grouped together in an armored conning tower. Many also feature an observation deck equipped with
long range sensors and telescopes. It is usually located high i n the conning tower, just underneath
the tree-like structure of the main antenna array.
Each crew station is equipped with a holographic array and customizable control panels for maximum
operational efficiency. With the proper command code authorization, one crew station can take over
any of the others for improved redundancy. The commanding officer sits on a raised chair overlooking
the bridge. From this position, he can override any of the crew stations or transfer key functions t o
other stations.
+ Power
Most large landships are built around one or more fusion generators, as their magnetic repulsion coils and immense turbines require an
enormous amount of power t o move them about. While they require a lot of maintenance, fusion plants more than make up for it i n raw
power for speed and energy weaponry.
Smaller landships, however, sometimes must rely on conventional engines as their size may preclude installing a bulky, complex fusion
plant. Corvettes gulp down large amounts of fuel just t o stay aloft, and cannot reach the same operational altitude as larger fusion-
powered vessels. This greatly reduces their operating range as they are often tied t o a fixed supply base.
Landships have large hoverfans and ground effect vortex generators hidden under their armored hull. These only provide extra power for
motion and suspension however, as most of the lifting is accomplished by "repulsion" arrays (nicknamed "skis" by the crew) which use
the planet's magnetic properties t o raise the vessel off the ground. These repulsors, which are largely based on the particle accelerators
and field generators of the Tannhauser FTL drive, are heavily shielded and computer-controlled t o prevent them from interfering with
the ship's internal systems and crew. Huge turbines and air ducts serve as directional thrusters and are used t o steer the ship.
7.3.5 - Aircraft
The advent of powerful yet practical energy weapons, such as the battlefield laser, brought an effective end t o the concept of "air
superiority." Ifa target could be seen, it could be h i t at the speed of light, and no aircraft could carry enough armor t o be able t o
survive long enough t o be effective. Although stealth systems alleviated the problem somewhat, the concept of air superiority rapidly
declined over the centuries, t o the point where it would be called simply "air support." Most military flyers are now slow yet agile
vehicles, well hidden from enemy sensors by flying low t o the ground or using complex stealth devices.
TECHNOlOGY
Aircraft crew generally have the means t o look directly outside or they have a complete computer generated HUD t o help them operate
the vehicle. Most combat aircraft have a holographic display that superimposes the flight information on the pilot's field of vision.
Sensory information is acquired using small sensor pods mounted on the wings and main body.
- * * r - - i - -
b l _ - - * . - - i _
- - I _ I & /
3 ......Hunter HACS-OlMG-MP
4 ...........Visigoth MBT ST-12
__ -
1 1 1 1 1 1 1 1)
The Cheetah scout Gear was the first machine to announce the technological superiority of the North i n
the early part of the twentieth century. Designed to surpass the speed and maneuverability of previous
scout and reconnaissanceGears such as the Bobcat and Ferret, the Cheetah used cutting edge technol-
ogy on a frame similar to the Northco Hunter. The new machine's almost fully humanoid design allowed
it to be used i n a variety of specialized combat roles, including assaults that were previously off limits
to the combat-shy Bobcat and Ferret. The Cheetah i s nonetheless lightly armored, but it relies on
outstanding speed and superb maneuverability to give it a defensive edge. Speed i s not always an
appropriate defense, however, and the scout Gear i s s t i l l often deployed with heavier Gears when
undertakingcombat missions. Attempts to increase armor strength have thus f i r been largely unsuccessfuL
The Gear i s equipped with a variety of hardpoints including a series of waist-level attachments for
deployable pack-guns to supplement any shoulder-mounted weaponry. The standard armament consists
of a single pack gun, a RP-109 Pepperbox missile pod, grenades and a vibroknife.
The attempted invasion of Terra Nova by the Colonial Expeditionary Force i n TN 1913 provided the Cheetah
with ample opportunity to prove its worth i n battle. Although few combat vehicles could match the
combination of speed and firepower presented by the C E R deadly hovertanks, the Cheetah was able to hold
its own. Combat-capable scout units gave many Northern forces a critical edge when facing the initial drive
of the Earth forces into the United Mercantile Federation and the border territories of the Western Frontier
Protectorate. As the command of all Northern forces was centralized, the Cheetah came into much wider
distribution and many units were transferred to the Mercantile and Western theaters. The war also saw the
development of a many variants. Since the end of the war, the Cheetah has secured its place as the premier
scout unit among almost all Northern forces, but i s most widely used by the Northern Guard forces stationed
i n the Badlands. The Guard's elite 7th Gear Regiment - the Cat3 Paws - use a great number of Cheetahs
and swear by its strengths. The Paws' prestige ensures that Cheetah orders remain high.
Type: Giant Robot, Size: Large (Tall, 4.3 m), Hit Points: 40, Occupancy: 1operator, no cargo, Armor Hardness: 10, Defense: 9. Strength: 35 (+12)
I Speed land 135 kph, Tactical Speed land 225 in, Initiative: 0, Maneuver: +I I
I Special Abilities: ECM (Comm +3,Radar +a), laser Designator (RI: 150m). GPS, NBC Filter, High Re2 Radar (4 km), Tactical Radio, Infrared (3km) I
I Exotic Abilities: None, Mecha Defect% Noisy, Reduced Endurance (14 hours at combat speed), Start Up Time (1minute) I
I Weapons: I
Name Dam. ROF Rl Ammo Qualities Restrictions
20mm Autocannon. 4d12 A 80m 60 Automatic, €xtra Ammo Arc of Fire (Fr)
52mm Rocket Pack** 7d8 A 40m 24 Automatic, Blast, Indirect Arc of Fire (Fr), Short Range
HandGrenades'* Ed10 55 12m 3 3x Blast Arc of Fire (Fr), 3x Less Ammo
.... . .-
Vibmknife"'
.. . . ..
466
__
5s nla nla
.. . -
MUSClePOWerea
. .
ArC
- _. .-. .. . ..
or ire [Fr), Melee [ u r g e weapon)
NOTE: 'Ballistic Weapon: **Blast Weapons: ***Slashing Weapon. All weapons are Hardpoint-mounted, the A/C i s handheld.
~~
The Hunter was the first exclusively military walker machine on Terra Nova and remains among the
most commonly seen Gear designs i n active military service. I t s greatest strength has always been
its versatility and simplicity of design. Created when there were no scout/recon or fire-support
Gears, the Hunter had t o manage a l l by itself or i n conjunction with more traditional armored or
infantry forces. Although a great challenge t o create, the Hunter was designed t o be relatively
easy t o maintain and upgrade, allowing it t o remain in service for decades without being refit. The
simplicity of design has also meant a proliferation of specialized variants designed t o excel a t
specific combat tasks. The standard Hunter (actually the Mark 11, introduced in TN 1852) remain in
wide usage, however, even i n the face of more advanced machines. The standard armament of the
Hunter reflects its generalized military duty. A Riley M222 autocannon rifle and a RP-109 Pepperbox
act as the primary weapons, providing a good combination of firepower, range and limited indirect
fire capabilities. A Mark I V anti-personnel grenade launcher provides additional defense against
infantry, while several Gear-scale M-2A hand grenades and a vibroknife allow the Hunter t o enter
close combat.
The Hunter has seen more action than any other Northern combat Gear. First deployed during border
conflicts between the expansionist United Mercantile Federation and the other major Northern leagues,
the Hunter encountered its Southern counterpart (the Jager) during the Merchant War of TN 1686 t o
1688.The devastating battles of St. Vincent's War were also fought by the Hunter and the wide-scale
watfare saw the machine begin t o spread into the Badlands. The Gear was modernized and renamed
the Hunter Mark I1 i n the TN 1850s during another period of intense North-South conflict. The hard
times of the War of the Alliance proved the endurance of the Hunter, because expensive spare parts
and complex repair procedures limited the availability and service of more sophisticated machines.
Northco is currently examining the possibility of creating a Hunter Mark 111.
I 'Defensive Threat Value ioT\n: Movement: Walk 4/7 142 koh) Gmund 6/12 172 kohL Maneuver: 0. Armor: 15/30/45
~~~~
1
I 'Miscellaneous Threat Value (MW: Crew: Livina 1. DeDlovment Ranae: 500 km. Reaction Mass: n l a 1
Perks and Flaws: Arms: 2 x Manipulator Arm (Rating 6, can punch): Communications (+0/10 km): Feature: Easy t o Modify: Hostile Envimnment Ploternon
(Desert): Sensors (+0/2km) - -1
I *Offensive Threat Value (OW) I
I Quantity Name Arc ACC DM BR ROF PerksEFlam Ammo I
I 1 l i g h t Autocannon F 0 x8 2 +2 Hand-Held
1 Light Rocket Pod124 F -1 x12 1 +3 Indirect Fire 24
1 Antipersonnel Grenade launcher FF -1 x3 1 0 Anti-Infantry, Area Effect 0, Indirect Fire 6
3 Hand Grenade F -1 xi5 0 0 Anti-Infantry
1 Vibroblade F 0 x8 0 0 Armor-Piercino. Hand-Held
The Jaguar entered full production just i n time t o take part in the fight against the Earth invasion.
They first swelled the ranks of the Northern armies and, once a rapid agreement had been reached,
were sent south t o answer the need for high-technology commando Gears i n Southern forces. The
Jaguar saw action across the planet as a commando, a trooper, a command unit, an anti-armor unit
and a makeshift airdroppable fire-support Gear. It also (unfortunately for its pilots) jump-started
Southern Gear development and inspired the deadly Black Mamba. The Jaguar has yet t o replace the
Hunter because of its higher cost and increased complexity, but with every cycle it enters service i n
more and more units and some consider it only a matter of time before it becomes the lead Gear of all
Northern forces.
I Type: Giant Robot, Size: Large (Tall. 4.6 m), Hit Points: 46, Occupancy: 1operator, no cargo, Annor Hardness: 16, Defense: 15, Strenath: 41 -1
Speed: Land 122 kph, Tactical Speed land 203 m, Initiative: -1, Maneuver: 0
Special Abilities: GPS, NBC Filter, Radar (3 km). long Range Radio (Secure), Tactical Radio (Secure), Infrared (2 km). Parachute, Targeting System (+l,
all
weapons)
I Exotic Abilities: None, Mecha Defect% Noisy, Reduced Endurance (16 hours at combat speed), Start Up Time (1minute) I
I Weapons: I
I Name Dam. ROF RI Ammo Qualities Restrictions MPCost 1
I 30mmAutocannon* 5d12 A 100m 60 Automatic, Ema Ammo Arc of Fire (Fr) (130) 1
71mm Rocket Pack" 8d8 A 48m 32 Automatic, Blast, Indirect Arc of Fire (Fr), Short Range 180
HandGrenades** Ed10 SS 12m 3 3x Blast Arc of Fire (Fr), 3x less Ammo (88)
Wbmknife*"* 4d6 SS nla n/a MusclePowered Arc of Fire (Fr), Melee (Large mapon)
(18)
NOTE '8allist-i~ Weapon: **Blast Weapons: ***Slashing Weapon. All weapons are Hardpoint-mounted, the A/C i s handheld.
The Grizzly heavy fire support Gear has been a mainstay of the Northern armies since its introduction
i n the TN 1870s. The basic armament of the Grizzly i s based on that of the older Bear, featuring a
Riley M225 heavy autocannon supplemented by twin GH-8 rocket pods. The Grizzly also carries a TD-
76 mortar unit, capable of lobbing guided high-explosive shells up t o two kilometers. This long-range
guided weaponry makes the Grizzly extremely dangerous when paired with a forward observing unit
using a laser designator - such as a Cheetah or Ferret scout/recon Gears. The Grizzly's S-V22OOZ
engine performs well, but the Gear remains slow and lumbering compared t o other units. To provide
point defense, the Grizzly was equipped with a GU-10 gatling machinegun. The Grizzly is also usually
deployed with lighter machines as defensive escorts. The standard tactical deployment remains i n
mixed companies, using squadrons of Grizzlies i n secondaly positions, with strike squadrons moving
forward and including at least one forward observing unit t o relay coordinates and laser targeting
data to the Grizzlies. The successful use of the Grizzly has led to the progressive decommissioning of
the Bear.
The Grizzly has proved i t s worth repeatedly over the sixty cycles of i t s existence. An expensive
machine to produce, the Grizzly only slowly replaced the Bear. It first saw action i n a Northern Guard
campaign t o suppress a particularly vicious Wounded Knee smuggling ring i n the TN 1880s and was
responsible for a stunning number of kills. The Grizzly was also involved i n a fair number of skirmishes
with Southern MILICIA troops i n the Badlands. The true test, however, was the War of the Alliance.
061Stat l o c h
Type: Giant Robot, Size: Large (Tall, 5.0 m), Hit Points: 48, Occupancy: 1operator, no cargo, Armor Hardness: 18, Defense: 9, Strength: 45 (+17)
h e e d Land 99 kDh. Tactical SDeed: land 43 m/turn. Initiative: -2. Maneuver: -2
I Special Abilities: Chobham Armor, GPS. NBC Filter, Radar (2 km), Tactical Radio (Secure), Infrared (1km) I
I Exotic Abilities: None, Mecha Defect% Noisy, Reduced Endurance (14 hours a t combat speed), Start Up Time (1 minute) I
c Weapons:
-
Hvy Guided Mottar** 3d20 SS 80m 60 Blast, Extra Ammo, Indirect Arc of Fire (Fr)
HandGrenades" 8d10 SS 12m 3 3x Blast Arc of Fire (Fr), 3x Less Ammo
Vibmknife*** 4d6 SS n/a nla Muscle Powered Arc of Fire (Fr), Melee (large mapon)
NOTE: *Ballistic WeaDon: "Blast WeaDons: '**Slashina WeaDon. All weaDons are HardDoint-mounted, the A/C i s handheld.
L
The basic scout and reconnaissance Gear of the Southern armies, the Iguana was designed t o replace
the older Basilisk trooper Gears that had been pressed into these duties i n the past. Unlike the
Northern Cheetah, which features light armor and high maneuverability, the Iguana had t o be effem've
as a light general-purpose trooper as well as a scout model. The Iguana manages t o couple speed and
armor as few other machines have been able t o do. While the Iguana can achieve a running speed of
I 52 kph, a rolling one of over 84 kph and an impressive degree of maneuverability, it nonetheless
I carries almost as much armored protection as the Jager trooper Gear. The Iguana also features atop-
of-the-line Obelisk MERIT 1000 electronics package, designed especially for the model. The Obelisk
package provides long-range, precision sensor and communications equipment, supplemented by a
battlefield electronic counter-measures (ECM) suite. The Iguana's main direct fire weapon is a simple
MPGU-22 pack gun, supplemented by a Vogel-7 rocket pod and a simple vibroknife. The Iguana's
weapons load is lighter than the Basilisk's or the Jager's, but maintains a close approximation of
their firepower. I n Line with its duties as a forward observer unit, the Iguana is also equipped with an
arm-mounted Elite-15 laser target designator, allowing it t o lead guided munitions t o their targets.
Since its introducfion i n TN 1879, the Iguana has been a very successful design. Appreciated by its
pilots for its combination of speed and armored protection, the "Iggy" can be found i n all but the
most disfavored of front-line units. The Iguana is so popular that Territorial Arms, i n order t o meet
requirements, has subcontracted out much of the production t o Skavara Heavy Industries. Over its
career, the Iguana has proven itself an adept light trooper/commando machine as well, and is in use
by elite forces in this function. Indeed, the speed of the machine, combined with its offensive and
es, make it almost ideal for close-quarters rapid strike operations against lightly
armored targets. The Iguana has also spawned a family of variants, many of which build on i t s
strength as a commando unit.
II Size: (Tall, 4.1 m), Width: 3.4 meterr, Standard operational might: 5100 kg, Cost 389,333 dinarr
Silcore 5tat bloch
1
I 'Defensive Threat Value (W:Movement: Walk 5/9 (52 kph) Ground 7/14 (84.2 kph), Maneuver: +1,Armor: 14/28/42 I
I *Miscellaneous Threat Value (MTV): Crew: Living 1, Deployment Range: 700 km, Reaction Mass: n/a I
Perks and Flaws: Arms: 2 x Manipulator Arms (Rating 6. can punch): Communications (+2/30 km): Hostile Environment Protection (Desert): Information
Warfare Device: ECM (Rating 2): Reinforced System: Backups: Sensors (+1/4 km)
"Offensive Threat Value (OW)
t
L
Exotic Abilities: None, Mecha DefeN: Noisy, Reduced Endurance (14 hours at combat speed), Start Up Time (1minute)
Weapons:
The Jager has seen acfion i n the Southern War that subjugated the vassal-states of the AST, i n the
Merchant war against the UMF, i n St.-Vincenfs War against the CNCS and i n any number of border
conflicts and Badlands skirmishes. I t has faced competition from newer machines over its two-and-
a-half centuries of existence, but none of the machines that have been designed to supplant it have
been able t o match its simplicity and ease of produm'on, guaranteeing that the Jager will outlast
most of its so-called replacements. The durability of the Jager was proven during the dark cycles of
the War of the Alliance when Southern production facilities were crippled by orbital bombing. It
proved far more efficient t o use the remaining factories to produce large numbers of Jagers.
Type: Giant Robot, Size: Large (Tall, 4.3 m), Hit Points: 45, Occupancy: 1operator, no cargo, Armor Hardness: 15, Defense: 9, Strength 40 (+is)
Weed: Land 108 ksh. Taclical Sseed: b n d 180 m, I n i t i a t h e -1, Maneuver: -1
I Special Abilities: GPS, NBC Filter, Radar (2 km), Tactical Radio (Secure), Infrared (2km) I
I Exotic Abilities: None, Mecha Defectr: Noisy, Reduced Endurance (14 hours a t combat speed), Start Up Time (1minute) I
I Weapons: I
I Name Dam. ROF RI Ammo Qualities Restridions MPtost 1
20mm Autocannon* 4d12 A 80m 60 Automatic, Extra Ammo Arc of Fire (Fr) (104)
52mm Rocket Pack** 7d8 A 40m 24 Automatic, Blast, Indirect Arc of Fire (Fr), Short Range 157
The first Black Mambas came off the Territorial Arms factory in TN 1911. Damage t o the assembly
lines cut production during the early cycles of the War of the Alliance, but since then distribution has
followed standard Southern policy with the lion's share of the new models going t o the Southern
Republican Army, a lesser number t o the MIUCIA and very few t o the peacekeeping/local defense
forces of the Republic's vassal states. The units that have received it, however, have given the Black
Mamba rave reviews. A truly advanced machine, it has proven suitable for a wide variety of mission
profiles, most especially commando operations. Despite complaints about the reduced rear armor,
only a few variants have incorporated makeshift solutions t o the problem.
~~
Type: Giant Robot Size: Large (Tall, 4.6 m), Hit Points: 47, Occupancy: 1operator, no cargo, Armor Hardness: 17, Defense: 15, Strength: 41
Speed: Land 126 kph, Tactical Speed: Land 203 m, Initiative: -1, Maneuver: 0
SpecialAbilities: GPS, NBC Filter, Radar (3 km), long Range Radio (Secure), TacticalRadio (Secure), I n f r a d (2 km), Para~hutc,TargCtiq S all -porn)
m (+ l,
Exotic Abilities: Limited A.I. (Dex3/Wisl/Chal), sMecha Defect% Optimized Armor (Front) Noisy, Reduced Endurance (16 hours at combat speed), Start
Up Time (1 minute)
Weapons:
Name Dam. ROF RI Ammo Qualities Restrictions
30mm Autocannon' 5d12 A lOOm 60 Automatic, Extra Ammo Arc of Fire (Fr)
71mm Rocket Pack** 8d8 A 48m 32 Automatic, Blast, Indirect Arc of Fire (Fr), Short Range
NOTE: *Ballistic Weapon: '"Blast Weapons: ***Slashing Weapon. All weapons are Hardpoint-mounted, the A/C i s handheld.
Silcore stat bloch
Size: (Tall, 5.0 m), Width: 4.0 meters, Standard operational weight: 8990 kg, Cort: 525,857 dinars
'Defensive Threat Value (DN): Movement: Walk 316 (35 kph) Gmund 5/10 (62 kph), Maneuver: -1, Armor: 21/42/63
'Miscellaneous Threat Value (MN): Crew: living 1, Deployment Range: 400 km, Reaction Mass: n/a
Perks and Flaws: Arms: 2 x Manipulator Arms (Rating 7. can punch): Communications (+0/10 km): Hostile Envimnment Pmtection (Desert): Reinforced
System: Crew: Sensors (+0/2 km)
'Offensive Threat Value (ON)
The Mammoth began as a Norlight design and was used by the Norlight Armed Forces almost exclusively until
TN 1855. Art that time, the Northern Guard decided to adopt the new weapons system after a NAF task force
I successfully suppressed a bandit army being raised outside Timmins. Since then the Mammoth has been a
mainstay of almost all Northern Guard armored regiments. Like aUTerranovan combat vehicles, the Mammoth
was pressed into service during the War of the Alliance. The mider proved itself effem've against hovertank
columns when used i n conjunction with fast moving scout units using target designators, or when it could
take advantage of tenain. When fighting the fist-moving CEF hovertanks on open ground, however, the
__ lumbering Mammoths fared poorly because they were consistently outmaneuvered by their enemies.
Type: Giant Robot Size: Huge (Tall, 6.5 m), Hit Poi- 90 (MP: 140). Occupancy: 2 operaton. no cargo (ME 20). Annor Hardness 25 (MP: 125). Defense: 8
Strength: 30 (+lo) (MP: 60). Speed Land 46 kph (MP: 175). Tactical Speed Land 76 m, Initiative: -3 (MP: -5), Maneuver: -2 (MP: 0)
Special Abilities: Chobham Armor (MP: 23), Laser Designator ( R I 150, MP: 4) GPS (MP: 2), NBC Filter (MP: 4). High Rez Radar (3 km, MP: 12). Tactical
Radio (Secure, MP: 2). Long Range Radio (Secure, MP: 4). Infrared (2 km, MP: 6)
Exotic Abilities: None, Mecha Defects: No Hands (MP: -30). Noisy (MP: -51, Reduced Endurance (14 hours at combat speed, MP: -20). Start Up Time (1minute, MP: -2)
I Weapons: I
1 Name Dam. ROF RI Ammo Qualities Restrictions MP Cost I
25mm Autocannon" 4d12 A 80m 60 Automatic, Ema Ammo - (104)
90mmSnubCannon* 5d20 SS 75m 20 - Arc of tire (Fr), Short Range (52)
Guided Missile Pod** lOdlO S 150111 8 Semiauto, Blast, Indirect, Arc of Fire (Fr), 2x Less Ammo 256
Guided (SARH, LG)
I Heavy Machineguns 3d12 A 40m 200 Automatic. 2x Extra Ammo Arc of Fire (Fr) (52) I
NOTE: *Ballistic Weapon: **Blast Weapons.
The Naga i s a high firepower, rapid intervention unit designed t o exploit breakthroughs i n the enemy
line and lend medium range heavy support t o friendly units i n trouble. The Naga i s f i s t enough and
carries enough armor t o get to the hot zone i n time to relieve beleaguered friendlies, and its powerful
anti-tank missiles ensure that at least eight of the enemy vehicles will likely not survive the battle.
The Naga i s crewed by two persons, with the pilot/commander i n the back and the gunner/system
operator in the front, just above the autocannon mounts. The higher position of the pilot gives him
a better view of his surroundings. The Naga i s surprisingly maneuverable for a walker of its size. Like
a smaller Gear, it can use foot and leg-mounted wheels to move about fister than it can walk. Its legs
have been designed to fold backward underneath the main chassis, turning the unit into a slightly
squatter "urban tank." Three tiny arms bear sensor pods, allowing the Naga to look over corners and
walls without exposing itself to return attacks. Its weapon systems are centered around the Pilum
guided missile launchers placed on each shoulder. These can receive targetting information from
friendly designators. A single chin-mounted, twin-barrel rotating autocannon, belt-fed from a large,
armored drum mounted underneath the torso, is available for use against soft and lightly armored
targets.
The Naga is the main strider unit of the Republican forces, and i s the basis for many current specialized
vehicles. It i s not very strongly armored for its size, and as such is rarely seen locked i n close combat.
The most common Naga tactic is t o team it up with a squad of Gears, at least one of which can
designate for the stridets anti-tank missiles. The strider then relies on its mobility and sensor booms
to escape the attention of enemy units while using its missiles t o eliminate as many opponents as
possible. Once its missile bins run dry, the Naga speeds to base for resupplying. The Naga is currently
i n service i n all Southern forces, though each army has its own specific variants featuring locally-
produced components, but similar performance.
Champions and diplomats for their regiments, Duelists know better than most that the divisions
between North and South exist along with a shared heritage of honor, struggle and survival. They
were the first onto the battlefield when war returned t o the Terranovan landscape, and they felt most
acutely the shattering of the trust built after the War of the Alliance. They know it will happen again.
Outside of the military, others also take the mantle of Duelist. They represent their cities in regulated
sporting duels or their gangs i n bloody underground fights, but they too can sense the tide of battle
s t i l l on the horizon. They too understand the difference between a battle of honor and the indiscriminate
carnage of the battlefield.
I n the eyes of average Terranovans, Duelists are the heroes of legend. They are the pilots who can
work miracles with their Gears, who win the critical battles that are remembered for generations, the
knights who defend honor t o the death. This media image is a heavy burden for those who bear it.
Expected t o match the exploits of heroes and trideo stars, Duelists must balance their own survival
with their duty. Risking their lives on the battlefield over small points of honor or for a handful of
dinars, the pilots must always be careful not t o provoke a situation they are not ready t o handle.
Duelists lead a lonely life, having t o separate themselves from their fellows because of their duties.
Military pilots are expected t o lead perfect lives, t o think always of the regiment first and forget
about any personal considerations. Professional sports Duelists are constantly surrounded by packs of
scandal-conscious reporters and dazzled fans, rarely finding time t o establish any real friendships.
Underground pilots live on the edge, regularly risking their lives for the entertainment of wealthy
gamblers and bloodthirsty crowds. The scarcity of meaningful human contact makes what friendships
a Duelist does establish very strong. The pilots, ingrained with traditions of honor and respect, are
uncommonly loyal, ready and willing t o stand by their companions in the direst of situations. When
these obligations - as a friend and as a Duelist - come into conflict, the results are rarely pleasant.
The pilot must choose between becoming a pariah and letting a friend suffer.
Terra Nova i s not unique i n its societies of Duelists, although its traditions are certainly the strongest.
Caprice, too, maintains groups of elite warriors who are capable of pushing their machines past the
theoretical limits of their performance t o win the adulation of the masses. One important factor in
Caprician dueling that distinguishes it from Terranovan dueling is the Right of Consent. The Right
makes legal any activity t o which all participants have agreed. Therefore nearly every Caprician
Mount duel has the intensity and visceral excitement of a Terranovan gladiatorial duel, and personal
injury - even death - t o the pilots often results. The personal consequences of these duels imbue
Caprician Duelists with an intense aura rarely seen amongst their Terranovan counterparts.
Three dueling "circles" exist on Caprice, roughly paralleling Terra Nova's own. The corporate security
forces ("corp-serfs") have Duelists amongst their ranks, although their traditions are nowhere nearly
as formal and strong as those of Terra Nova's military Duelists. The corporations of Caprice, which
occupy a role similar i n nature t o that of Terra Nova's political leagues, maintain Duelist sporting
teams t o foster corporate spirit. Finally, both worlds have blood sport gladiatorial dueling, and it is
far more widespread on Caprice than on Terra Nova. I t is not inconceivable that other colonized
worlds of the Interstellar Gate Web have incorporated dueling into their culture as well.
On the surface of things, a duel between Heavy Gears may appear simple: two Gears meet on the
battlefield and fight until one falls down. While combats of a nature this simple do occur, they can
hardly be called duels. Dueling is a long proud tradition on Terra Nova that refers t o a certain type of
personal combat - and a few specific types of group combat. Only those who understand and
respect the protocols established over the centuries can properly be called Duelists.
Virtually every aspect of a duelis regulated by the protocols. Allowable machines, weapons, victory
conditions, terrain and duration are strictly controlled and any deviation from the agreed setup
once a duel has begun is considered not only an automatic defeat, but also a critical loss of honor.
Each type of dueling, be it military, sporting or gladiatorial, has different traditions, but certain
rules remain consistent. Most importantly, duels may end only when the proper victory conditions
have been met or by mutual consent of the Duelists. I n military circles soldiers occasionally t e l l
stories of Duelists who refused t o leave the field as one regiment was forced t o retreat under
artillery fire. Just as those not on the battlefield cannot stop a duel, they also are never allowed
t o interfere. Medical support, reloading weapons, or distracting an enemy are all forbidden unless
agreed upon t o begin with.
I Skirmish Match I l l
Participants: two (or two teams)
Time: 10 minutes
Weapons Load: standard
Victory Conditions: set number of hits (usually five)
Terrain: vaned
The most archetypal of all duels, a skirmish match pits two pilots against each other on a delimited
battlefield. The Gears start a t opposing sides of the battlefield and tiy t o Land five weapon strikes
against each other. These hits need not do any damage, so faster machines bearing light arms are
often a t an advantage. Some Duelists handicap such machines, setting their victory conditions a t
seven or eight hits, but both combatants must agree t o this handicap for the duel t o occur. Skirmishes
are most often used t o resolve minor conflicts or determine bragging rights, with minimal risk of
serious damage t o pilots or equipment.
Stalher-Preq ~ u e ~ s
Participants: two (multiple stalkers are possible)
Time: 20 minutes
Stalker-Prey duels are unusual i n that the combatants do not share the same victory conditions. One
Gear (the stalker) must find and damage the other (the prey) while the other must avoid detection
and damage. Traditionally this duel type is used when a light scout Gear faces a heavier fire-support
machine. I n this way, both machines demonstrate their strengths. Prey vehicles may gain extra
bragging rights by pestering their stalkers during the duel.
.
stakes consisting of simple bragging rights. Duels over minor points of pride
are also quite common and rarely lead t o fatalities.
Militarq Duels - 8.2.2
Military duels involve combat between the representatives of two Gear regiments. These battles are highly structured and involve the
defense of the units' honor and prestige. Most take place between otherwise friendly forces for the entertainment of the troops, with
-
such as which regiment has the bravest commander -
Some military duels are fought for much more important stakes, however. In military standoffs over strategically minor points, enemy
Duelists may do battle to avoid large-scale confrontations. The loset's forces are honor-bound to withdraw i n these cases, and few
regiments would risk the disgrace of not doing so. These duels are significantly more dangerous than casual sparring matches and often
lead t o serious injury and even death. Accusations of cowardice, treason or dishonorable behavior can also lead to deadly duels between
pilots of the same league. Most armies officially discourage such battles, but the tradition of regimental honor leads most commanders
to overlook the regulations i n this case. For most pilots and commanders, a duel is the only way to resolve serious accusations leveled
against the unit as a whole.
Regimental duels form the model for all other types and are considered the most "pure." I n matters of honor, even non-military pilots
will follow the military rules of engagement, confident that doing so w i l l ensure a clear victory that will settle the dispute. These rules
have been established over the life of the military Heavy Gear and are taken very seriously across Terra Nova. Each regiment nominates
a Duelist and expects him t o follow military protocol to the letter, embodying his unifs honor and defending it to the death.
Regimental dueling usually takes the form of one of the standard duel types, but great care i s taken to ensure the battle is a contest of
skill rather than brute force. Weapon loads are often quite light - especially i n friendly duels - since the military can illafford t o
sacrifice its best pilots and machines i n a time of war. Military duels remain closed t o those outside of the armed forces and often to all
those outside the regiments involved as well. These battles are matters of honor rather than entertainment.
While military Duelists practice most of the basic duel types, they have also developed a few combat styles that are all their own. These
emphasize skill and discipline over firepower, and honor above all eke. These unique types of duel are not very popular in the more
media-conscious arenas of professionalsport and gladiatorial dueling because they tend not t o be crowd-pleasing. Gladiatorial organizers
often think of regimental Duelists as haughty and self-absorbed as a result, but true dueling enthusiasts understand that honor always
comes before the pleasure of the audience.
The only people entitled t o issue a challenge to another regiment or to accept such a challenge are the Duelist, the regimental
commander and the regimental NCO. When the challenge is made, the stakes must also be clearly stated, indicating what the consequences
of the battle w i l l be. I f no such consequences are stated the duelis assumed to be fought for bragging rights only. The challenged party
then has the right to set a single battle condition (the victory conditions, the terrain, the duration, or appropriate weapons). The
challenger and challenged then each set the other conditions one at a time until the duel is clearly defined. Both parties must then
agree to the duel for it to go forward.
Rapier Duel
I Participants: *I
I Time: unlimited I
Weapons Load: vibrorapier and shield
Victory Conditions: death
Terrain: open terrain
The classic Southern battle of honor, the rapier duel pits two high-performance machines armed with
vibrorapiers and shields against each other. Adapted from the human fencing duels pram'ced i n the
Southern Republic, these duels are only called on life and death matters: surrender and the granting
of quarter are the rarest of events. These are entirely private affairs, attended only by the Duelists,
the regimental commanders and chief NCOs. Those who have seen these battles tell tales of speed
and grace rarely associated with heavy battle machines like Gears.
Professional sport duels are the legitimate cousins of regimental combats. Taking advantage of the
popularity of dueling, most leagues - and several smaller groups - have established professional
dueling circuits i n which highly paid civilian pilots compete. These battles are not fought for honor
i n the same sense as regimental duels are, but each city-state and league takes great pride i n its
professional Duelists and their performance is often seen as a reflection on the community as a
whole. A city-state with a championship team gains tremendous prestige and will often attract
businesses and tourists as never before, simply because of the massive media coverage that comes
with a winning team. Many city governments sink significant parts of their public revenues into local
teams, building massive arenas, practice fields and maintenance facilities t o attract the top pilots.
Massive crowds of rabid fans and intense media scrutiny are commonplace a t the most prestigious of
professional duels. During a league's championship tournament it becomes nearly impossible t o
escape the match, as game footage, commentaty, analysis and retrospectives fill most trideo broadcasts
and billboards plaster the streets. Public security forces i n cities with winning teams have learned t o
dread this time of year: a crowd ofjubilant fans of a victorious team or their angly defeated counterparts
can easily turn into a rioting mob.
Unlike militaty duels, professional sport duels are often team affairs. Whole squadrons of Gears
confront each other i n a large arenas, often using simulated "sporting" weapons t o score points.
One-on-one duels are s t i l l possible i n professional circuits, but nothing is quite so spectacular as two
dozen war machines darting around a complex playing field. Impressive arenas accommodate these
games are often one of the major landmarks i n a city-state.
With rare exceptions, professional dueling is not a deadly sport and Gears prepared for this purpose feature ample protection for the
pilots. Weapon loads are often reduced t o nominal levels, or replaced with harmless "scoring guns" - a modification of a laser target
designator. Even i n the safest of circuits, however, pilots have been known t o perish due t o mechanical failure or the dangers of close
combat. Norlight duel champion Ethan Hartz was killed in TN 1902 when the cockpit safety cage of his Tiger Gear crumpled after a bad
fall. The Hartz Trophy is now awarded t o the best Duelist i n the NLC, as voted upon by professional sport writers.
Professional Duelists partake i n a wide variety of battles, each designed t o be more challenging and more entertaining than the last. The
traditional duel formats are s t i l l followed, although within the confines of the large sporting arenas that house the professional duels.
Unlike military Duelists, professionals are grouped into teams. Very rarely will the whole team be on the field for a single match: rather,
each member will specialize in certain types of games. As the season progresses, the wins and losses of each member count toward the
team's standing. Some circuits feature solo-circuits that allow lone Duelists t o compete, but team play is usually the most popular form.
As such, a variety of unique "team duels" have developed across the professional circuits.
Tenain: varied
Not so much a duel as a mock battlefield encounter, team skirmishes p i t two opposing squadrons
against one another. The use of terrain, fire support and teamwork make the game popular with
military enthusiasts who enjoy the "realism" it brings t o the otherwise wild world of professional
dueling. I n fact, the team skirmish is taken directly from the war game training exercises of the
military, and team champions are quite often military reserve pilots. Although most team games are
of the "engage and destroy" variety, other objectives are possible and several arenas provide mock
forts t o defend and capture.
I n the darkest corner of the dueling world lies the underground gladiatorial duel. Banking on the
mystique of military duels and the popularity of professional sport Gear battles, criminal kingpins
and opportunistic promoters across the Badlands and the poles establish illegal arenas where anything
goes. Immensely popular in the huge fringe out of sight of polar law, underground dueling pits pilots
against each other i n dangerous and often deadly combats for the pleasure of gamblers and combat
fans and for the profit of underworld organizers.
Like professional dueling, gladiatorial combat is often quite distant i n form from the traditional
battles of the military, but the sense of pride and deadly dangers t i e the two traditions together.
Obviously rigged duels are commonplace i n the ruthless world of the underground, but the top
circuits keep it to a well-regulated minimum. The kingpins make most of their money off of gambling,
and high-stakes gamblers quickly learn to avoid circuits i n which they stand no chance of winning
big. Gladiatorial Duelists of the highest order also rarely stand for extensive duel fixing. These men
and women consider themselves t o be part of the same tradition as their military counterparts and
value their honor on the battlefield. It is mainly because of this common attitude that even the most
brutal of underground arena fights can s t i l l claim the status of duel.
The modicum of honesty i n the major arenas attracts large numbers of fins, who come to the Badlands
or other areas to see Gear combat at i t s most visceral. While most organizers understand the value of
keeping their best pilots alive, rare i s the illegal arena that has not seen its fair share of spilled
blood. Unlike sport dueling, underground weapons are live and audience members can and do get
hurt by ricochets and wild fire. The few truly large underground arenas - such as the Web Arena i n
Khayr ad-Din - take precautions t o avoid fatalities, but occasional accidents are unavoidable. The
most important of the these arenas are located i n the Badlands, where polar legal codes are meaningless,
but smaller dueling circuits exist at both poles, often deep i n the countryside, sometimes just under
the noses of law enforcement authorities.
Bame Conditions +
Very little can be taken for granted i n the world of gladiatorial dueling. Kingpins and match organizers usually set the battle conditions,
forming a series of recognized games, but the tension of the militaty challenge i s also prized. As such, individual Duelists are also given
the opportunity t o set conditions when challenging each other, especially i n the case of long-standing rivalries that are likely to attract
large audiences.
Death i s an ever-present possibility i n underground duels. The sporting weapons used i n professional circuits are completely absent and
the reduced armaments often featured i n military circuits are used only t o increase skill and tension. It i s an unfortunate fact that
audiences enjoy blood and firepower, and many young pilots have sacrificed their lives t o sate the crowd's desire for extreme entertainment.
Almost all gladiatorial duels happen in tight arenas, ensuring both proximity to the on-site audience and quick and dirty battles. It i s
not uncommon for uneven gladiatorial duels to be timed i n the seconds, rather than minutes. The best arenas also feature nasty
surprises for the participants, such as camouflaged smoke machines, ECM generators and weapon pods. The most observant duel
watchers have come to realize that it i s these systems that are used for subtle battle manipulation by organizers. The hidden obstacles
will favor one pilot over another on the controllets whim. Duelists themselves seem to put up with this manipulation as long as it is
done subtly to increase entertainment value, rather than to ensure a result on the battlefield.
Games of Blood +
Kingpins of underground dueling rings are more than willing to use any and all types of combat that provide betting opportunities and
plenty of entertainment value. Most of the military and professional battle types find their place i n the gladiatorial arena, but always
with nastier additions. Ram-plates, chassis reinforcements, spike guns and huge vibroaxes, amplify the classic close-combat duel.
Similarly, a team skirmish variant i s often played i n which each Gear is armed only with a heavy grenade Launcher. Some exotic and
outrageously violent games, however, have been developed to deal particularly with the needs of the underground circuits.
A trash-heap; a den of iniquity; a bad place to die; a golden opportunity - all of these terms have
been used to describe Khayr ad-Din, the criminal haven and informal city-state of the Western
Desert. Although it may seem to be but a glorified shantytown, the city is i n fact the center of many
different webs stretching across the Badlands and into the poles. Trade centers here, as the gamma
maglev line provides easy access t o the North and South, while a major caravan route brings i n other
goods as well. I n Khayr ad-Din no trade i s either black or white, and the smuggling and black market
networks of the city stretch far and wide.
The inhabitants of the "city of trash" range from the destitute to the wealthy. Mendicant children run
through the legs of mercenaries and prostitutes, while wealthy gamblers frolic with media stars
behind security walls. O f all those who call Khayr ad-Din their home, however, it i s the Duelists who
attract the most attention. Backed by the media sawy of the city's overlord, these pilots find their
battles projected across Terra Nova, and their losses and victories are the subject of huge wagers. But
even they live on the edge, brought into the underground i n search of honor i n a world gone wrong.
This section provides a detailed look at the city of Khayr ad-Din. The city can be used as a setting for
an underworld campaign, but it can also be an interesting change of pace for those more used to the
refined worlds of the poles. Many people are attracted to the danger of the city; fewer survive it.
8.31 - Historq
The city that would become Khayr ad-Din started its existence i n TN 515 as the Monroe Settlement, built to serve as a supply station
along the new gamma maglev line for the mining settlements i n the Western Desert. As trade and development i n the Badlands grew
during the colonial period, so did Monroe; when the last ships l e f t for Earth i n TN 1455, it was one of the only desert communities to
remain vibrant, because of its position on the maglev line.
A l l this changed i n TN 1520 when the Great Tempest wracked the Badlands. Whipping across the equator, this apocalyptic storm swept
through the Great White Desert (west of Khayr ad-Din) i n the Autumn, picking up tons of corrosive white sand ash. By the time it hit
Monroe, most of the population had been wise enough to flee to the shelter at the poles, allowing them t o avoid the sight of their
homes being destroyed. Over the course of the season, the deadly storm eroded 250 kilometers of the maglev line and left only a few
corroded ruins i n Monroe.
It took until the emergence of the leagues at the poles for the gamma maglev to be rebuilt. By this time, urban centers such as Port
Oasis, Marabou and Fort James were beginning to experience trash disposal problems and the decision was made to create a massive
garbage dump along the new stretch of track. Some historians have suggested that this decision may have had less t o do with the
economics of trash than with a desire t o bury any and all evidence of Terra Nova's destructive power.
Despite the tons of refuse and rusted machinery that began t o bury the ruins of Monroe, the reopened maglev station gained i n
importance. The development of the polar leagues had sparked an expansion i n the number and size of Badlands communities and
the station became very important for the region. Traders began flocking t o the community. The conditions of a trash heap caused
most to stay only briefly, however. Only the desperate and the destitute made the community their home, scavenging for discarded
supplies, trading with locals and polar citizens and setting up petty criminal organizations. The new community came t o be known
as Khayr ad-Din.
By the time of the War of the Alliance, Khayr ad-Din was firmly established as the underground heart of the Badlands. Small mercenary
units plied their trade, dueling rings competed for traders' dinars, and a series of rival criminal godfathers extracted a profit from it all.
During the war, Khayr ad-Din was spared occupation or any major battles, but was cut off from the North by the colonial occupation of
the Westridge Mountain area along the gamma maglev line. Trains s t i l l ran to the Southern Republic, but few troops entered the area
until the Last seasons of the War because they were busy defending the league borders. Like Westphalia to the southwest, Khayr ad-Din
was largely neutral ground.
I n the cycles since, Khayr ad-Din has undergone a transformation. I n TN 1919, the powelful crime lord known as the Priest was
assassinated and replaced by one of his lieutenants, Saddik "the Spider" Jahmoon. The Spider grew even more powerful than his
predecessor, building a veritable empire i n Khayr ad-Din. His position was threatened during the early 1930s when a rival, Mother
Superior, sought to usurp the Spider to gain revenge for his assassination of the Priest. Taking advantage of the Spidefs emotional
turmoil over the departure of Katryne Sanz, his lover, Mother Superior nearly toppled the kingpin. The events of the Interpolar War -
including Sanz' return and her formation of the Khayr ad-Din Army - have helped to reawaken the Spider from his depression and assure
his dominance of the city.
It would be ludicrous to attempt to create a completely detailed map of the trash heap that is Khayr
ad-Din. There are no formalstreets, no urban planning and no accurate records. The city i s a labyrinth
of shanty-homes, underworld villas and hectares of trash fields. It can, however, be divided into a
series of sectors, each with i t s own particular characteristics.
The "neighborhoods" of Khayr ad-Din are the product of the differential impact of the few resources
the city can count as i t s own. The Terranovan TransRail station at the city's heart has developed into
a well manicured armed camp i n response to the sea of "undesirables" who clamor outside i t s gates.
Most other housing and construm'on has been completely improvised and haphazard, consisting of
shanties or simple ferroconcrete homes built among the ruins of Monroe or the sea of trash created by
polar garbage dumping. The Core remains the best-organized neighborhood because of its proximity
to the TNTR compound and the trade route t o Westphalia, but also thanks t o the construction of the
Web Arena i n the TN 1920s. The P i t i s the Core's poor cousin, a shantytown that collapsed under i t s
own weight i n TN 1851. Ghost Town i s the only part of the Monroe ruins that has not been swallowed
by the sea of detritus. This expanse of waste is known as the Heaps. It girdles the city and is
inhabited by a virtual army of human scavengers known as "trashers."
8.3.3 - TransRail Compound
A t the geographic center of the vague disc of Khayr ad-Din stands the reason for its existence: the Terranovan TransRail compound. It
i s here that goods and passengers from North and South disembark and here that Khayr ad-Din finds its great access t o the poles. The
Compound i s also the major stop-off point for the trading caravans arriving from Westphalia or Azov.
A bastion of order i n the lawless city, the compound i s run like an armed camp. Featuring representatives from TNTR and both polar
confederations, as well as accommodations for traders and travelers, the enclave i s surrounded by a three-meter wall that conceals much
of the ugliness that lurks beyond. Like most TNTR operations, the Khayr ad-Din compound i s all business. While a few entertainment
centers are provided for TransRail employees, most are forced t o venture into the Core or the P i t i n search of a good time.
I n other maglev stations, TransRail officials have to play a delicate diplomatic game. They are the representatives of a critical resource
monopoly that has ties to both confederations. I n these times of increased tension, TNTR has come under increasing pressure to choose
sides and threats of nationalization are being made with increasing frequency i n both the North and the South. I n Khayr ad-Din,
however, TNTR calls the shots. There are no laws or regulations t o obey, beyond those of the conglomerate. While the representatives of
the polar governments are given their due, it is TNTR bureau director Basyl Paleologus who is i n charge.
The compound as a whole is split between the two principal occupations of the station: trade and garbage. Trade and civilian transport
are arranged through a series of trade and tourism offices. Garbage is transported to the station in specialized cargo cars that are than
transferred to a slow maglev train at Khayr ad-Din. This latter train runs along minor tracks parallel to the main line and dumps the
detritus along the two dump zones to the west and southeast of the compound. TransRail makes a handsome profit out of this operation,
especially as it expends no resources i n processing the waste - a task taken care of by the independent "trashers" who inhabit the
Heaps.
Those accustomed to the polished streets of the polar capitals have a hard time believing it, but the Core i s the most "high class"
neighborhood of Khayr ad-Din. Although almost all i t s streets are unpaved and no sewer or utilities systems have been installed,
conditions are generally good. Waste processing and power are managed on a building-by-building basis, and the Spider makes sure that
the area is not flooded with trashers or wretches. Those who do not fit into the economy of the Core, such as drinkers, shop owners or
even street rats, are forced t o live elsewhere. As such, the hopeless and desperate qualities of the rest of Khayr ad-Din are mostly absent
from the Core, where dueling enthusiasts, Duelists themselves, tourists and traders all bring energy and capital into the city-state.
It is said that one cannot take two steps i n the Core without running into a bar or tavern. Very few of these establishments, however,
can boast the reputation of the Sand Stone. Located south of the Web Arena, the Stone caters t o the dueling circuit, especially the
Duelists themselves. Providing the pilots with an exclusive section of the bar and guaranteeing very special service, Marice Fryzel is able
to attract many of the top Duelists to her establishment. Many customers come to the Stone just t o catch a glimpse of the stars, and she
often has to turn people away at the door.
The Sand Stone consists of several different interconnected establishments. The upper floor of the three-story establishment features
the exclusive Duelists' bar. Relaxed and relatively private, it features fine alcohols and drugs along with specia1"hosts" and "hostesses,"
while s t i l l maintaining the relaxed feel of a desert bar. Recognized Duelists and VIPs can get i n with little trouble, while others must
either come with them or know someone. Fryzel allows a few unconnected people i n a t random every night, picking those who are less
likely t o cause a scene. Open rooms take up the rest of the Stone, each with its own character. A hard drinking desert bar i s located i n
the basement, a more general tavern on the ground floor, and a dance bar on the second floor. In these different locales, rumors and
gossip fly like sand on the wind.
The Web Arena
The most recognizable site i n the city is undoubtedly the Web Arena. The massive ferroconcrete arena was constructed from TN 1919 t o
+
TN 1923 by Saddik "the Spider" Jahmoon t o create a permanent home for the dueling circuit he was in the process of forming. The Spider
had a vision of capitalizing on the media attention given t o the Heavy Gear after the War of the Alliance, and the large number of skilled
pilots reentering civilian life, t o create a world-class dueling circuit. By bringing together the small-scale and informal circuits that
already existed i n Khayr ad-Din and elsewhere in the Badlands, he knew he could assemble enough interest t o launch his project; but
a grand-scale home for the circuit - on par with professional sport arenas - was necessary.
At first the Spider planned his arena as a live venue alone, concentrating on being able t o attract wealthy polar gamblers. When the
Satellite News Service went on-line as the first commercial Hermes 72 network, however, he knew a new market was opening up. As
Hermes 72 networks began popping up across the planet, the Spider approached the SportStar network situated i n Lyonnesse and
OrbiViz out of Ashanti. Both small stations signed mutually beneficial contracts t o cover matches a t Khayr ad-Din. Most Terranovans
with access t o a Hermes 72 dish can now choose t o see live coverage from the Web Arena.
The Arena itself is a massive structure. The playing field is a 150-meter diameter octagon, the intersecting lines of its floor slabs creating
the pattern for which it is named. Rows of seating surround the high wall of the arena, with room for roughly 10,000 people in standing
room galleries, another 10,000 i n simple seating, and about 500 in a variety of loges. It is the loges that provide the most income, as their
luxury accommodations and direct banking links attract wealthy gamblers from Westphalia and the poles. Standing and sitting tickets are
sold much more cheaply, allowing the Spider to keep the citizens of Khayr ad-Din entertained and t o create the atmosphere of a roaring
crowd. Standing tickets sell for 5 marks/dinar, seats for 10, and six-person loges can be resewed for 1000. These prices can and do increase
for critical matches, rising t o up t o 500% of their normal value. Scalping does happen, but the population of Khayr ad-Din is only so big;
a truly sold-out Arena is rare enough that enthusiasts can get i n at the last minute most nights.
DUEllN6
8.3.5 - The Pit
The area northeast of the Core, beyond the stretch of the gamma maglev line and straddling the Azov caravan route, represents what
Khayr ad-Din was before the rise of Saddik the Spider. Known as the Pit, this area is a jumble of shanty houses and improvised buildings
that hide those not resourceful or desperate enough to live i n the Heaps, but still not connected enough to move to the Core. The Pit
i s also the center of mercenary am'vity and drug refinement and production for Khayr ad-Din. While both industries bring plenty of
money to the Spider, they do not mesh entirely well with his dueling circuit. Mercenaries need quiet, out-of-the way places to make their
deals, and drug production facilities must remain hidden to stay competitive.
The P i t gets its name from the fact that i n TN 1851 the piles of trash upon which the western half of the area was built gave way and
subsided, dropping it straight down by up t o fifteen meters. Tangled and worn, the western P i t resembles a bizarre crater. The P i t (and
the rest of Khayr ad-Din) still sits on a thick layer of ancient trash, and the subsiding has exposed layers i n which toxic chemicals flow
between rusted carcasses. Some ambitious trashers have set up processing plants for these poisonous run-offs, but most just stay away
from these "dead-zones." The Toxics street gang has taken to ingesting small amounts of the ooze, claiming it gives an incredible high.
Several members have died, while others display bizarre skin lesions or the symptoms of severe brain damage.
The P i t is the area where the Spidefs control most actively eroded away during his depression. His rival, Mother Superior, set up several
outposts of her fanatical Priesthood i n the area and many of the drug plants were under dispute. A war brewed up among the blockhouses
and lean-tos of the crater and the locals suffered heavy casualties. With the Priesthood routed and the Spidefs control of the city firmly
reestablished, the P i t has finally returned to "normal."
+ CovenHouse
Coven House i s the home o f the street gang known as the Heretics, whose original membership fled the "tender mercies" of the
Orphanage of Saint Chastity. Among Mother Superior's most bitter enemies, the Heretics provided the Spider with crucial intelligence
during his purge of the Priesthood. The original Coven House was located i n the Heaps, but during the Interpolar War, the Heretics
moved their home to an abandoned warehouse complex across the street from the Orphanage. From there, they have kept a watchful
eye on the Priesthood's headquarters for nearly a decade. Like the original, the new Coven House is a tangled labyrinthine hive of
rooms and huts.
Many of the Heretics of today were never subjected t o the Orphanage's cruelty. As runaways and orphans, however, living alone on the
streets for most of their lives, they have hardly been much better off. The gang recruits disaffected children wherever it finds them i n
the City of Trash, which, sadly, i s virtually anywhere one cares to look. The Heretics' current leader is Lilith, an enigmatic girl of 20
cycles who i s one of the few who remembers the Orphanage at all.
To the east and west of the strip centered on the Core lie the nigh-infinite trash heaps of Khayr ad-
Din. For over 350 cycles, the major metropolises of both poles have been dumping tons of detritus on
the region, creating a massive sea of garbage that stretches for several kilometers along the gamma
maglev line. This trash is neither processed nor sorted by the poles or TNTR before being dumped
beside the tracks. The independent trashers take on these duties.
The trashers of Khayr ad-Din are the human scavengers who make a living by rifling through the tons
of polar detritus pilled about the city. They call the Heaps their home, coming out t o barter their
goods with merchants and caravan traders. Many spend money i n the bars, brothels and drug dens of
the Core and Pit, but their activities are largely outside the control of the local gang-lords. Rather,
profit comes from extracting money from the merchants they deal with.
Trashers come i n two general categories. The most numerous and the most desperate are those who
scavenge by hand or with minimal tools. They scratch out a living by picking out the reusable and
recyclable material from a mountain of garbage and bringing it t o trade i n the city. They can be seen
swarming over mountains of freshly dumped or moved trash like army skags swarming over a mound
of food. The more successful trashers employ equipment ranging from magnetometers and echolocation
guns t o bulldozers and Groundhog Gears t o go after the most valuable detritus. Scraps of machinery,
destroyed computer parts, quantities of precious metal and chemicals can all be found and extracted
if one has the proper equipment. These trashers often operate out of makeshift compounds of their
own, where they refurbish the equipment they discover i n order t o sell it at a higher price. Entire
piecemeal Gears have been known t o emerge from the Heaps i n this manner.
Recent events - t h e Interpolar War, the formation of the Black Talon and contact with the Liberati on Caprice - have brought change
t o both the Spider and his Web. He has been forced t o think of Khayr ad-Din not as his private, isolated duchy in the middle of nowhere
but as a city of rapidly increasing importance i n events stretching beyond even the Helios system. He is indeed the city's master (even
its de facto mayor as some would have it), and his focus is shifting from its underbelly t o its place i n the larger scheme of things.
A power void exists there i n the twisted streets and alleys of the City of Trash, where the Spidefs attention has lapsed, and those
hundreds of smaller organizations that no longer feel pressure t o pay him for protecfion are filling it. None is powerful enough yet to
challenge him directly, but without a real police force and without a system of law t o give such a thing any legitimacy, it is only a matter
of time before another major power struggle erupts and tears the city apart.
It may lack a police force, but the city is not without an army. The Khayr ad-Din Army serves as its protector, and it keeps foreign armies
well away from its borders. The closest foreign army remains the Northern Guard 67th Heavy Gear regiment, which was stationed just
west of the city prior t o the Interpolar War. Now located several dozens of kilometers farther west along the gamma maglev line, the
67th harbors a strong dislike of the KADA, with which it clashed several times during the war. KADA Duelists soundly defeated each of
the three Duelists the 67th brought forth over the course of the conflict, gravely tarnishing the 67th'~reputation and honor.
Unfortunately, while it can keep a large military force at bay and deal easily with its Duelists, the Khayr ad-Din Army lacks a competent
special forces unit t o respond t o small-scale enemy insurgents. As a result, several covert foreign military agents and teams operate
within the city, sent there by powers that fear what the city might become or that bear old grudges. Even the CEF has a handful of spies
and assassins working in the city.
Saddik "the Spider" Jahmoon, recognized overlord of Khayr ad-Din, came t o power because of his
ability t o seize an opportunity. His assassination of the Priest, one of Khayr ad-Din's top kingpins, i n
TN 1919 set the stage for a dynamic reorganization of the outlaw city. A master a t weaving intricate
plots - hence his arachnid moniker - Saddik drew together many of the isolated criminal organizations
into a wealthy empire. Petty thieves, small drug houses and regional rovers all were brought into the
fold and given assistance and connections in return for substantial protection money. At first many
local street criminals resented the Spider's presence, but as his Web Arena became more and more
successful and it became evident that his were the coattails of choice upon which t o ride, few
complained when they were drawn into his profitable web.
I n the decades since his rise t o power, the Spider has extended that web into much of the Western
Desert. He maintains connections with the smuggler rings of Wounded Knee and the gambling lords
of Westphalia. His largest success has certainly been the Web Arena and Khayr ad-Din dueling circuit.
Bringing i n top underground Duelists t o fight for prize money and standing i n his circuit, he has
attracted the attention of gamblers and fans at both poles. Two different networks, each paying huge
sums t o the Spider, pick up the Hermes 72 feed from the arena.
The Spider's position was severely threatened in 1931 when Saddik withdrew from power. I n 1930,
former Northern Guard Gear trainer Katryne Sanz fought i n the Web Arena and became an instant star.
She and Saddik discovered a mutual attraction and became lovers. When she left Khayr ad-Din in
1931 t o become the Northern Guard's top trainer, Saddik sank into a deep depression.
I n his weakened condition, the Spider surrendered more and more of the control of his organization
t o his cadre of lieutenants. The lieutenants' personal quests for power almost ripped the organization
apart from within, while on the outside, the psychotic Mother Superior sought t o destroy Saddik and
everything he had built. During this time, he found refuge in the arms of Lash, his top Duelist, but it
was a hollow relationship that they ended mutually shortly thereafter. She did spark him into occasional
activity during those dark cycles, however, and it was probably Lash's presence that saved him from
complete collapse.
Everything changed in 1933 when Katryne Sanz returned t o Khayr ad-Din. Although she kept her
distance, her mere presence in the city was enough t o reawaken the Spider. He spent the next few
cycles regaining control of his organization and reasserting himself as the city's master, driving
Mother Superior and the Priesthood t o ground. In 1936, Katryne approached him directly for the first
time since she had arrived i n the city. She outlined the danger she saw on the horizon and laid out
her plans t o keep the city safe from the coming war. Her plan required his support, however, especially
as a financial backer t o fund the project. Having already foreseen a similar problem, he cautiously
pledged his support for the Khayr ad-Din Army.
+ Organization
The Spider's organization is shaped - appropriately enough - like a web. Five lieutenants oversee different affiirs, reporting t o the
Spider who sits at the center. Each lieutenant runs his or her own department, but also oversees a n o t h e k Hence no part of the Spider's
network is completely isolated. The Spider used just such isolation t o create his own power-base within the Priest's organization and
fears others will do the same thing t o him.
Although he would have liked t o purge his lieutenants when he regained control of his organization, the Spider recognized that t o do
so would be t o waste time and resources - something he could hardly afford while concentrating on the Priesthood. Thus, Andraya
Vokolov, Hektor Tran, Feliz Esteban, Ranna Zurfino and Xavier Kross are all s t i l l in power - and thankful for the Spider's attention
towards Mother Superior.
+ Current Concerns
With the war over and the KADA converting t o reserve status, the Spider i s turning his attentions t o other matters. His first goal is t o
track down the Priesthood and destroy it once and for all. Once he has achieved that goal, he believes he will be able t o retire and turn
his organization over t o one of his lieutenants, but he fears that such a move would splinter the operation. He must choose his
successor very carefully. The only other desire i n his life is t o win back the heart of Katryne Sanz, and he is at a loss for how t o proceed.
Mother Superior and the Priesthood - ?I.J.IUln
The Priesthoodi s the legacy of the Spider's murder of the Priest. Mother Superior was once a lieutenant
of the crime lord and for 26 cycles has sought vengeance for Saddik Jahmoon's crime. She operated
from the shadows for most of this time, establishing an insidious hold on the streets of the city. Her
principal weapon was the Orphanage of Saint Chastity i n Ghost Town (see 8.3.6 Ghost Town, p. XX).
By taking i n the many homeless street urchins of the City of Trash, Mother Superior was able to instill
i n them a fanatical belief in her depraved cult.
The principal belief espoused by Mother Superior was that the Priest was somehow divine. Explanations
were never terribly clear, but they tended to involve an assertion of his divinity being sexual i n
1
nature. She sometimes called him the "consort of the universe." Mother Superior, in turn, presented 1
herself as the successor to his mantle of divinity and sexual enlightenment.
The key to enlightenment, according to this tenet, was two-fold. The first key was obedience to the
pontiff, i n this case Mother Superior. The second key was the achievement of a supposedly "religious"
frame of existence. This higher consciousness was achieved by following a careful regimen of drugs,
sex and other experiences that were overseen by the Mother Superior.
The Priesthood's criminal activities were all seen as part of the faith. The control of Khayr ad-Din was
a holy mission to create a blessed enclave where Mother Superior's w i l l could reign supreme. The drug
and prostitution businesses were seen as part of the tenets of the faith, and all other criminal
activities were understood t o victimize only those who had refused to accept the Priesthood.
Saddik the Spider maintained a special place in the Priesthood's theology. As the murderer of the first '
universal consort, he was seen as having committed the gravest possible sin. As such he was more
than simply a wretched man; he was the personification of evil i n the physical world. As a consequence,
allimages of the deviland hellin the Priesthood featured arachnid imagery. Mother Superior believed
that an ill-timed assassination of the Spider would do her organization much harm, and she restrained
all would-be holy warriors. She decided that before loosing an onslaught of attackers upon Jahmoon,
she should attain an iron lock on Khayr ad-Din. It is a decision she has come to regret i n recent
cycles.
The right time to strike was when Jahmoon was i n the midst of his depression over the departure of
Katryne Sanz from Khayr ad-Din. Mother Superior stayed her hand for too long, however, and when
Sanz returned and Jahmoon came out of his decline, one of his first actions was to strike a t her and
the Priesthood. Although she had chipped away at his power base, her depraved, fanatical followers
were no match for a determined Spider, and her organization crumbled around her. t
Organization +
A t i t s peak, Mother Superiofs criminal network was organized like a church or a cult. She sat at i t s top as the "benevolent" pontiff from
whom all truth came. Below her stood a variety of priests, fathers, bishops, mothers, sisters, abbots and abbesses named with very little
care t o the actual hierarchical position of these titles. Indeed, the re-christening of gang-members had much less to do with their
specific functions than the affection their Mother felt for them. Many members of the Priesthood did not share their leadel's religious
fewor upon joining, but her powerful personality and the ample supply of drugs she supplied often led to their conversion. More
powerful, however, was the hold the Priesthood had over the children of Khayr ad-Din. Through the Orphanage of Saint Chastity i n Ghost
Town and several other "halfway houses" scattered about the trash-heaps, Mother influenced a whole generation.
Her organization i s largely gone now, her followers slain or driven from the city by the Spider's people. All that remains are a handful of
her closest followers, Mother Superior herself, and a limitless supply of anger.
turret Concerns +
Mother Superior and the surviving members of the Priesthood fled t o the desert during Jahrnoon's purge. From there, she slowly bides
her time, waiting for the right opportunity to strike back. Rage doesn't even begin to describe how she feels whenever she thinks of
Jahmoon. She has already begun the long process of re-establishing herself i n the City of Trash, and when she finally corners the Spider,
she intends t o make him suffer.
Over a dozen different mercenary outfits operate out of Khayr ad-Din. Despite the media stereotypes
of mercenary armies, none is particularly large. It is well understood that the polar armed forces
would not tolerate any force large enough t o threaten them or their outposts. Most outfits count
their soldiers i n the dozen, supported only by a handful of vehicles. The largest group of mercenaries
is Jarlson Freelance.
Certainly not powerful enough t o be of any great concern t o a real army, Jarlson is nonetheless the
right size t o defend independent communities and oasis towers against rover bandits. The outfit
takes most of its contracts from such communities, but has also been known t o participate in border
raids t o the North and t o both attack and defend convoys. Jarlson troops are also under a constant
retainer from the Spider t o serve as the unofficial Khayr ad-Din militia in case of attacks. It was i n
this capacity that Jarlson Freelance joined the Khayr ad-Din Army i n TN 1936.
The initial corps of Jarlson Freelance came t o Khayr ad-Din after the War of the Alliance and was
composed of the remnants of Colonel Adrian Jarlson's unit in the Peace River Army. Jarlson had been
a mercenary before the War and came t o the C i t y of Trash t o continue i n this vein. At first, his outfit
was but one of many featuring a few Gears and surplus war supplies, but Jarlson's leadership and the
contacts he made i n the PRA helped him t o establish a better reputation. Jarlson also recognized the
rise of the Spider and obtained his patronage.
Other than Jarlson himself, the mercenary unit is commanded by a small cadre of captains who all
served with the colonel i n the Peace River Army. The most senior of these captains is Marta Goirot,
currently i n charge of hiring and training mercenaries for Jarlson Freelance. Captain Goirot served for
many cycles as the unit3 top field commander but was promoted t o her current position by the
Colonel in TN 1928. Although she trusts the Colonel's judgment and appreciates the opportunity t o
shape the future of the unit, she is still most comfortable behind the controls of her Sidewinder
Heavy Gear and commonly wears her pilot's uniform. Captain Goirot is thus f i r unaware that Colonel
Jarlson is considering retiring and hopes t o leave her in charge of the outfit when he does.
Captain Goirot gained many contacts among the rovers and smugglers of the Western Desert and
Karaq Wastes during her service in the Peace River Army and has used these t o her advantage when
recruiting pilots and soldiers. She has a distinct preference for troops with some military training -
since it ensures a certain amount of discipline - but has also hired self-trained rovers and marshal's
deputies. A significant number of Jarlson troops are also former MILICIA members, and Captain
Goirot has proved very skillful at taking advantage of the secondary status awarded t o the MILICIA.
The diverse composition of Jarlson's forces has led t o some problems, however. In any given situation
there may be a pilot or soldier who has a personal reason t o dislike the mission profile, be it former
marshals raiding a homestead, rovers turned against their own kind or MIUCIA veterans raiding a
Southern border station.
Adrian Jarlson serves as overall commander and director of his outfit. Three field commanders and an administrative staff assist him.
The outfit is based in a compound t o the north of the Pit area of Khayr ad-Din, which is well defended, featuring antipersonnel gun
emplacements and heavy ferroconcrete walls, but most contracts are made a t local bar called the Hammer. The mercenaries themselves
are divided between veterans of the War of the Alliance and former rovers or local militia members. Adrian Jarlson's greatest skill is
perhaps group dynamics and he has managed t o create eRcient five-man squads out of his rough and tumble troops.
+ Current Concerns
Jarlson was once caught in the middle of the gang war between the Spider and Mother Superior, and while he isn't particularly fond
of the Spider, he is certainly much happier with him back in charge and the psychotic Mother Superior driven out o f the city. The
Interpolar War was an interesting diversion for Jarlson Freelance and the unit needed no strong persuasion t o defend their home, but
the moment the war ended, Jarlson Freelance detached itself from the Khayr ad-Din Army and got back down t o the business of
being soldiers for hire.
~~ ~ -- ___l__l_ - -__-
Katryne Sanz formed the Khayr ad-Din Army i n 1936 after realizing the coming Interpolar War would
exact a terrible t o l l from her new home in the City of Duelists. During a planetary conflict, Terra
Nova's massive transit system, the maglevs, would become a crucial strategic resource, providing a
convenient means to supply the armies on the front. Communities along the three lines, such as
Kahyr ad-Din, would be smothered as the polar powers struggled for control of these routes, no
matter how neutral the communities might be. The only way to survive would be t o take an active
role i n the defense of the system.
To accomplish this goal, Sanz needed allies, and she found them in the unlikeliest of places. Saddik
the Spider Jahmoon's shady organization supplied her with the capital and resources necessary t o
maintain the militia, and her former lover's public support for the effort swayed popular opinion
sharply i n her favor. Adrian Jarlson's Freelancers provided a kernel of organized military effort and
helped to shape the structure of the Army. She formed an alliance with the New Coalition and - by
extension - Colonel Charles Arthur and the Arthurian Korps t o aid i n defending the communities
along the Badlands segment of the Gamma Maglev. The support of TNTR's Basyl Paleologus legitimized
her efforts. Together, these groups kept the Badlands segment of gamma maglev open and secure
during the Interpolar War while simultaneously driving back Colonel Prousfs New Human Republic
during the White War. Through their efforts, these Badlands communities came through the conflicts
relatively unscathed.
Although the Interpolar War that forced its creation i s over, the Khayr ad-Din Army i s still an active
force i n the Western Desert. Hostile factions remain at work there, after all, including bands of rovers
and the occasional straggling remnant of the New Human Republic's army. The KADA has been acutely
successful i n tracking down and eliminating these threats, sending most rover gangs into hiding or
wiping them out entirely. New gangs are always cropping up, however, especially as the polar powers'
throttle back their massive war industries, leaving numerous embittered soldiers without employment.
The success of the Khayr ad-Din Army i n i t s efforts t o defend the Badlands has given most of Terra
Nova pause t o reconsider their perceptions of the people of Khayr ad-Din. Before the war, they
seemed little more than petty criminals. Now that they've proven themselves a force to be reckoned
with, many politicians are calling for serious, concerted efforts to bring their nations' wayward
deserters t o justice - while just as many seek full pardons for the honorable warriors that were
forced to take extraordinary measures during extraordinary times. The Westphalia Cabinet actively
seeks to recruit as many of the Duelists as it can for its Black Talon operation. Many of the Duelists
themselves, having found a great source of pride and honor i n "going legit," have made noises about
trying to clean up the City of Trash and keep it on the maps as a shining example of Badlands spirit
rather than the stained blemish it once was. Meanwhile, on faraway Caprice, tales of the KADA's
continued victories only reinforce the widespread Liberati belief that Terra Nova is crawling with
rugged and powelful Duelists.
a than a traditional army, the KADA consists of roughly three segments: the Duelists, the experienced mercenary
groups and the freelance, volunteer irregulars from the City of Trash and i t s surrounding communities. The Duelists tend to operate
alone or i n small groups while the mercenaries and volunteers operate more along the lines of conventionalforces. During the Interpolar
War and the White War, Katryne Sanz and Adrian Jarlson served as co-commanders of the Army, with Jarlson directing the majority of the
operations and Sanz working chiefly with the Duelist contingent. I n future times of crisis, it i s likely that their successors w i l l serve i n
the same capacity.
Current Concerns +
The local economies of Khayr ad-Din and its neighbors cannot support adequately a standing militia and, like the polar armies they
fought, the KADA i s slowly disbanding, i t s soldiers shiffing t o reserve status. This trend began with the detachment of Jarlson Freelance
from the Army immediately following the war, returning to i t s customary occupation as soldiers-for-hire. Much of the Duelist contingent
of the Army remains, however, and it seems as though they will remain ever-vigilant defenders of Khayr ad-Din and its surroundings,
despite the best efforts of promoters to lure them back to the arenas. Katryne Sanz s t i l l sits at the head of the Army, but she is known
to be grooming several of her former students - as well some of her former enemies - for eventual command of the force. Should it
ever be needed again, the KADA i s prepared to return to full, active duty.
_____
The Dueling Skill allows pilots t o perform Dueling Macromoves that hereafter will be referred t o
simply as Macromoves. A l l Macromoves are essentially an attempt t o gain a tactical advantage over
an opponent and most are thus directed at specific opponents. A pilot can perform a number of
Macromoves per round equal to his Gear's nominal number of Actions. Pilots can defend against an
unlimited number of Macromoves, performed against them by other pilots, without penalty. Pilots
without the Dueling Skill defend against a Macromove as if Unskilled and may not themselves perform
any Macromoves.
Attempting t o use a Macromove does not itself cost an Action, although failure t o perform a Macromove
successfully may entail the loss of an Action or other penalty as noted. There are seven general
Macromoves: Combo, Combo Break, Armor Piercing Attack, Called Shot, Area Effect Fire, Pushing the
Envelope, and Duelist's Luck.
Adapting Macromoves t o Open Gaming Rules systems is fairly straightforward. I n most cases, the
Duelist must make a successful Dueling skill check against the listed Difficulty Class (DC). A Duelist
may perform one Macromove per round: it is a free action. He may perform any number of Combo
Break Macromoves per round, however.
OGL - Combo and Combo Break: (DC 15) The two pilots make an opposed Dueling skill check, each of which must also beat the base
DC. I f the attacker beats the defender, he gains one additional attack against the target a t his most recent base attack bonus. I f he fails
t o beat the base DC, however, he loses all remaining attacks for the round.
OGL - Armor Penetrating Attack: (DC 30) I f the attacker succeeds, his next attack against the target is considered t o be Armor
Penetrating. I f the weapon being used is already Armor Penetrating, it is considered t o have an additional level of the Armor Penetrating
quality. The Macromove attempt must be made prior t o the attack.
+ Called Shot
(Complexity 4) The two pilots make an Opposed Dueling Skill test. I f the attacker achieves an MoS of 1or more then he may select freely
the system to be damaged by his next attack (Fire Control, Structure, Crew, Movement or Auxiliary Systems but //not// Roll Twice)
against the defender without penalty. I f the attacker fails t o achieve an MoS of 1or more then he suffers no other penalty than a wasted
Macromove. The Macromove attempt must be made prior t o an attack and the attack must be a t Point Blank or Short Range. For the
purposes of Skill Specialization, each system is considered a separate specialization.
OGL - Called Shot: (DC 25) I f the attacker succeeds, he may freely select a specific system t o damage. The Macromove attempt must
be made prior t o an attack and the attack must be a t point blank or short range.
Area Effect Fire
(Complexity 2 ) The Area Effect Fire Macromove uses massed fire t o tty t o knock an opponent down; it requires an ROF-capable weapon
+
t o use. Successful use of Area Effect Fire effectively makes the weapon an Area Effect weapon, with all of the results an Area Effect
weapon would have. The two pilots make an Opposed Dueling Skill Test and for evey two full ROF points spent the attacking pilot gains
a +1 t o this roll. If the attacker achieves an MoS of 1his next attack is considered t o have AE-0 a t half Damage if using an RDF weapon.
I f he achieves an MoS of 2 his next attack is considered t o have AE-0 a t full Damage if using an ROF weapon. I f he achieves an MoS of
3 or more his next attack i s considered t o have AE-1 a t full Damage if using an ROF weapon. I f he fails t o achieve an MoS of 1then he
suffers no other penalty than a wasted Macromove and expended ammunition. The Macromove attempt must be made prior t o an attack
and the attack must be at Point Blank or Short Range using RDF+l or more; it uses the same amount of ammo that a regular ROF attack
would use.
OGL - Area Effect Fire: (DC 20) I f the attacker succeeds, his weapon is treated as though it has the Automatic quality twice for a
Saturation Auto-fire attack. The Macromove attempt must be made prior t o an attack, the attack must be a t point blank or short range
and the weapon must have the Automatic quality. The attack uses ammo as though for a standard Area Auto-fire attack.
OGL - Pushing t h e Envelope: (DC 20) I f the pilot performing the Macromove succeeds, he may make a double move acfion as though
it were a single move action.
Duelist's luch +
(Complexity 1) A Pilot may at any time use his Dueling Skill t o re-roll any one
Attack or Defense roll (but not Macromove rolls), including (and especially)
Fumbles, but //must// take the result of the re-roll. This ability may only
be used when attacking or defending at Point Blank Range, or when
attacking with or defending against a ranged weapon within that weapon's
Short Range. A l l modifiers from the previous roll are used, except for the
Attribute modifier, which i s replaced with the Attribute modifier of the
Duelist skill. Furthermore, the Complexity modifier is not applied t o this
roll. This Macromove represents the Duelist reading his opponent's moves
and making that last split-second adjustment t o move out of the way,
t o aim a shot better or even t o land a physical blow.
OGL - Duelisfs Luck: (DC -) A pilot may at any time use his
Dueling skill t o re-roll any one attack roll (but not a Macromove roll),
but he must take the result of the re-roll. This ability may only be used a t
point blank or short range.
Special Properties
Ranged:
HEAVY GEAR TM
I ELN
IE
The Heavy Gear saga is an ever-evolving story told through the various game sourcebooks and the dedicated Storyline books. TO help
Gamemasters plan out the future events of their game sessions, we provide here a timeline of the most significant moments that w i l l
occur in the next ten years or so of the Heavy Gear story. This w i l l also allow use of sourcebooks placed further along the timeline, such
as the various colony books.
1 Autumn 1935: Second Follower Thor Hutchison is assassinated by Norlight Colonel Neel Garner Fulan. Garner Fulan is killed by
Hutchison's bodyguards.
17 Autumn 1935: Sister Melissa Noble, Neel Garner Fulan's lover, is arrested for her role in the assassination of Thor Hutchison. She is
subject t o intense questioning which reveals a possible Southern role i n the plot.
27 Autumn 1935: The SRID discovers that Farzahd Hemami, Lord Chancellor of the Alliance, i s i n fact a spy for the very league he
should be overseeing, passing Southern secrets t o the Alliance. Enraged by the revelation of Hemami's treachely and aware that the
Twin Falcon program could be exposed Republican Prime-Minister deRouen decides t o unleash the secret bio-weapon on the Alliance.
37 Autumn 1935: The Humanist city-state of Thebes is quarantined after the first outbreak of "Theban Blight," the effect of the Twin
Falcon bio-weapon.
05 Winter 1936: The Humanist capital of Perth joins Thebes under quarantine, and fears of a plague that can't be contained begin t o
spread among the Terranovan medical community.
17 Spring 1936: Theban Blight reaches i t s peak with a devastating outbreak i n the enclosed Humanist city-state of Gardena. The dead
number 250,000 after the deep Bluewater District i s flooded.
19 Spring 1936: The Southern Republic officially annexes the Humanist Alliance under the pretense of restoring order and dealing with
the Theban Blight.
33 Spring 1936: The Republican Army captures White Rock, the last bastion of the Humanist Alliance Protection Force, although HAPF
Archon Navar and many protectors escape.
Early Summer 1936: I n the wake of the Theban Blight and the Republican annexation of the Humanist Alliance, protectors led by HAPF
Archon Mykael Navar flee t o the Free Emirates and ally themselves with the rebel Emirs.
05 Summer 1936: The Perth quarantine is lifted by Republican authorities and maglev service is reestablished.
15 Summer 1936: NorGuard and MILICIA forces fight a battle around the Eastern Desert oasis tower of Rahnguard. A Southern attack
during the Northern holy day of the Miracle of the Waters becomes a casus belli i n Valeria.
18 Summer 1936: The CNCS declares war against the Southern Republic. Grand-Marshal Edden-Smythe assumes her wartime powers and
troops begin moving south almost immediately.
19 Summer 1936: All three maglev lines are cut by Northern and Southern powers alike. The "White War" along the western fringe of
the Great White Desert hits full force as the Desert Wolves, New Human Republic, Arthurian Korps and Khayr ad-Din Army all become
involved i n the region.
Late Summer 1936: The NorGuard drive South is a two-pronged affair involving an Eastern and a Mekong Task Force. The Eastern Task
Force enters and establishes supply lines in the Free Emirates. Supported by the local rebel Emirs, they prepare t o move west toward the
Southern Republic. At the same time, the Mekong Task Force faces heavy opposition in the Dominion. Peacekeeper units whom the
Northerners expected t o be allies are revealed as dogged enemies. After several days of heavy fighting and serious losses, the Task Force
must withdraw t o the desert fringe.
27 Autumn 1936: After a full season of slow advances, the Northern Guard's Eastern Task Force captures the Humanist city-state of
Raleigh and the surrounding territory. The city-state welcomes the Northerners and negotiates an alliance with the Free Emirates.
37 Autumn 1 9 3 6 ESE Patriarch Oliver Masao orders his forces into an assault on Okavango and calls for the death of Emir Rafael
Bhravo.
40 Autumn 1936: The Northern landship Vigilance leads a devastating attack against Aquitaine i n the Southern Republic, which strikes
an important blow against Republican morale.
10 Winter 1937: Consul Victor deBourgogne, commander-in-chief of the Republican Army and a long-time ally of Prime-Minister
delouen, agrees t o join Louise deRouen's Order of the Falcon and work against the Prime-Minister.
16 Winter 1937: Emir Rafael Bhravo and his followers repel the combined Patriarchal/MILICIA assault on Dkavango after three weeks
of heavy battle. They are aided by Northern forces and Humanist expatriates.
17 Winter 1937: Fort Henry and the local weapon testing range suffer under heavy cruise missile attack. Casualties are numerous, and
raids by opportunistic rovers quickly become a problem i n the city and along the frontier.
05 Spring 1937: Astrophysicist t a w a w e Di Smit joins Lang Regina's circle of allies after an introduction by the Northern Guard Space
Setvice chief, General Cristobal Santiago. Lang and Cristobal become committed t o Di Smit's search for undiscovered Tannhauser micro-
gates.
33 Spring 1937: North and South fight a battle around and i n Jan Mayen, destroying the community. Col. Proust and Sebastopol arrive
t o rescue Derek and Tara, the hybrid children. After a battle, each leaves with one twin.
22 Autumn 1937: UMF Gateship Lhaban Emuros Leaves Ares orbit t o begin tests of the micro-gate detection system designed by
Gawaone Di Smit.
12 Winter 1938 During tests of the micro-gate detection system, the crew of UMF Gateship Lhaban Emuros witnesses the opening of
one such gate and the arrival of a "Gate-coffin" ship carrying Helene Del Pulciano, a member of the Liberati resistance on Caprice.
20 Winter 1938: Del Pulciano gives warning that Earth is smuggling spies onto Terra Nova through "Gate-coffins" and she requests help
in freeing Caprice.
02 Summer 1939: Peace River is destroyed by an anti-matter weapon planted by an unknown party.
9 Summer 1939 Volunteers do their best t o dig survivors out of the debris of the Peace River explosion. Emergency crews from every
league unite i n the rescue efforts.
10 Summer 1939: The rest of the planet is paralyzed for a few days as the people and their governments sort out the aftermath. A full
ceasefire is called and all fighting stops along the borders.
11 Summer 1939: Investigators and relief teams from across the globe arrive in Peace River.
18 Summer 1939: Kenichi Tanaka, Lord Chancellor of the Eastern Sun Emirates, discovers evidence that would link the New Earth
Commonwealth t o the destruction of Peace River. He immediately contacts his Northern allies t o share the information.
29 Summer 1939: Lang, Tanaka and their circle of allies decide that the time has come for them t o reveal themselves as allies and
assume a position of leadership within Terranovan society. For security reasons, it is decided that only Tanaka and Lang will come
forward t o represent the group t o the assembled heads of state.
30 Summer 1939: A memo from Tanaka and Lang puts the wheels in motion for the creation of a covert action/recon team program
codenamed Black Talon, intended t o be the first line of offense against the Colonial Expeditionary Forces and Earth.
2 Autumn 1939: Lang and Tanaka's secret council officially takes on the name of "Westphalia Cabinet" and offers t o act as an advisor,
intermediary and mediator between the various Terranovan leagues and factions.
8 Autumn 1939: General Gervase Achernsback, commander of the 1st Black Talon, begins recruiting promising pilots for his outfit. He
does not restrain himself t o any given league, but seeks the best pilots from every armed force.
12 Autumn 1939: An alliance of leagues and factions i s formed under the direm'on of the Westphalia Cabinet t o reorganize the planet3
efforts toward more serious space missions and t o explore the possibilities of recon expeditions t o Caprice and the other colonies. With
the ceasefire thoroughly settled, the Cabinet tries t o redirect public attention towards the more external threat posed by the CEF.
30 Autumn 1939: Louise deRouen and Lord Jacques Molay discuss the Prime Minister and recent news regarding the Westphalia
Cabinet. Louise schemes t o counteract the effects of the Cabinet and its leaders.
1Winter 1939: The 1st Black Talon team is formed around a core of pilots of mixed origins. They begin training immediately a t a series
of facilities prepared for them throughout the leagues.
12 Winter 1939: The Republican Gateship Illustrious exchanges information with the UMF Gateship Laban Emuro, far from Terra Nova.
The two vessels begin looking for more of the smaller Gates. A plan t o insert secret agents i n the Caprice system is put i n place.
25 Winter 1939: The entire aristocracy of the Eastern Sun Emirates i s poisoned under orders from Patriarch Oliver Masao, who promptly
commits suicide afterward. The only survivors of the massacre are Raphael Bhravo, Lysia Masao and Nigel Shirow.
31 Winter 1939: Nigel Shirow and Lysia Masao are crowned Patriarch and Consort of the Eastern Sun Emirates i n a lavish ceremony
before the cream of Southern society. Emir Raphael Bhravo is conspicuous by his absence.
39 Winter 1939: Earth collaborator Garrick Vallis i s exposed. Garrick is taken into custody by Lord Protector Kenichi Tanaka's men.
54 Winter 1939: Earth collaborator Garrick Vallis i s freed from prison by what appears t o be a CEF commando operation. He vanishes,
presumably taken off-planet by his rescuers.
1Spring 1940: The 1st Black Talon take t o the field for their first mission on Terra Nova, attacking an isolated New Human Republic
firebase in the swamps of the South.
14 Spring 1940 Paxton Acting CEO Milani DuBeau-slovensky is recruited into the Westphalia Cabinet by Lord Protector Kenichi Tanaka,
as a representative for the struggling Paxton Arms Corporation.
38 Spring 1940: A son is born t o the GREL trooper known as Roskiman and his mate, the Sand Rider Zaya. While the birth is
unprecedented, both mother and child are i n excellent health. The family remains with Zaya's clan i n the Great White Desert.
56 Spring 1940: The Khayr ad-Din army, along with forces from NuCoal and Port Arthur, drives the remaining New Human Republic
forces away from the Great White Desert region. The NHR i s subsequently reduced t o a shadow of its former glory.
48 Summer 1 9 4 0 An NEC memo regarding the planned destrucfion of Peace River i s found by a Paxton patrol during field tests of their
new Gear designs (the Elite program). The memo i s kept secret t o avoid divulging the existence of the remaining Paxton Badlands
facilities. Salvage crews are sent into the s t i l l heavily-irradiated tunnels of the destroyed city-state to ascertain the level of damage.
8 Autumn 1 9 4 0 The main hidden CEF base on Terra Nova is found by the orbiting ship RSS Montaigne. The information i s verified and
then discreetly transmitted t o the Westphalia Cabinet.
1 Winter 1 9 4 0 The main CEF base on Terra Nova is taken out by the 1st Black Talon. A large quantity of intelligence data, along with
a single anti-matter warhead, i s recovered.
5 1 Winter 1 9 4 0 The Westphalia Cabinet sends several agents t o the Caprice system covertly using small one-man vehicles, mirroring
the previous efforts of the CEF. The agents manage t o recover vital pieces of information and intelligence, though not all of them survive
the operation. The Liberati are recruited as allies.
11 Spring 1941: The 1 s t Black Talon departs for Caprice aboard the experimental assault shuttle Fuly t o recon the path of follow-up
Talon missions.
15 Spring 1941: The 1 s t Black Talon send back their first report from the Caprice system. They proceed to make their way t o an isolated
desert wasteland on Caprice, where they build a firebase. They make contact with the Liberati resistance soon after.
50 Spring 1941: The 1 s t Black Talon wage a guerilla war to free important Liberati personnel from the CEF prison at Bastille Alpha.
Along the way, they acquire important data on the strengths and weaknesses of the CEF garrison on Caprice.
29 Summer 1941: The 1st Black Talon report the loss of the Fury, forcing them to commandeer a spacecraft at the Vegas Spaceport.
They are now actively hunted by CEF forces.
37 Summer 1941: The 1 s t Black Talon send back a message warning the Westphalia Cabinet of a weapon of mass-destruction (Project
Brimstone) being assembled i n space i n the Caprice system. The transmission ends with the Talons announcing their intention to try
and destroy the super weapon before heading back.
43 Summer 1941: Intelligence data gathered by the Black Talon confirms that the CEF is reinforcing its planetary garrison, possibly i n
response to the Talon attack and the destruction of their main base on Terra Nova. The survival of the Black Talon i s unconfirmed.
19 Autumn 1941: Emir Raphael Bhravo and his followers force all citizens of Okavango to board the restored Eastern Sun and blast off
into space, nearly destroying the city-state of Skavara i n the process.
Late Autumn 1941: Space ships from the various leagues are dispatched t o follow the trail of the Eastern Sun as it leaves the gravity
well of Terra Nova. The Gateship goes into silent running mode and soon evades its pursuers.
27 Autumn 1941: Following the overall success of the 1 s t Black Talon mission to Caprice, new pilots are recruited for the Talon program
to form additional strike teams.
01 Spring 1942: Damien. the leader of the SPIT, i s actbated by her CEF handler as part of the Golab operation (a rear-guard undercover
force left behind by the CEF as they left the planet).
Early Spring 1942: The SPR greatly increase the number of cells within its ranks i n preparation for a complex operation known as the
Day of Terror. This operation will consist of a number of coordinated strikes against Republican targets. Though it i s unknown to the
SPR at large, the plan is actually aimed a t significantly weakening the Republican defensive capabilities i n the region to ease future CEF
strikes.
05 Spring 1942: The first solid indication that the former Humanist Alliance armed forces are rebuilding i n an attempt to reconquer
their homeland i s uncovered from an intercepted transmission.
16 Spring 1942: An SPIT cell manages t o survive an ambush that was supposed to eliminate it. The cell members go rogue and begin
to dig into the recent mishaps that have befallen the organization i n the hope of finding who i s trying to kill them.
1 7 Spring 1942: The rogue SPR cell discovers that the killers are indeed part of the SPR and they are i n contact with Damien, the
organization's leader.
24 Spring 1942: Former Humanist Alliance forces make a series of daring raids against Republican positions near Gardena and White
Rock. They escape with supplies and ammunition.
3 1 Spring 1942: The Golab Operation group sends an assassin team against the rogue cell. They are saved at the last minute by the
intervention of Damien, who has a crisis of conscience. Damien decides to throw her lot i n with the Terranovans, turning her back on her
CEF past.
01 Summer 1942: After some in-depth behind-the-scenes reworking, Damien puts the "Day of Terror" plan into action. SPFI cells loyal
to her are tasked to hit crucial objectives throughout the city-state, using the opportunity to remove as many CEF infiltrators i n the
process as they can. The local Colonial Expeditionary Force operation is wiped out, though the Republic is not rid of the SPR.
29 Summer 1942: I n response to the 77th Talon raid, the CEF implements a complex battle plan designed to stop the Terranovan
incursions i n Caprician space by destroying the Terranovans' space transport capacity, from vessels to shipyards. The plan is broken
down i n an ambitious series of raids and deep space strikes, to be implemented gradually over the following months.
32 Summer 1942: The Gate drive parts brought back by the 77th Talons' Winter 1942 expedition are examined and analyzed a t Iandens
Astro Development Labs' main orbital facility. The entire operation i s supervised from IADL's home base i n Marathon, which serves as the
mission control center.
03 Winter 1943: A recon patrol from the Oasis tower of Jasmine's Hope clashes with a Republican battle group trying to establish a
secret supply dump i n the region. I n the subsequent battle, the tower i s destroyed and all i t s inhabitants believed killed.
07 Winter 1943: The Battle of Hamd's Ridge, one of the many Black Talon operations on Caprice, takes place. The Terranovans are
victorious, eliminating an entire Commonwealth convoy, but not without taking some casualties
Spring 1943: The first few Oasis towers of the New Peace River settlements open their doors to the Riverans. Paxton reopens a number
of small factories and resumes production.
02 Spring 1943: Jophell Taverson, a Liberati sympathizer serving aboard the CEFs Monolith Station, helps engineer the breakout of a
captured Talon pilot, Nathan Matthews.
23 Summer 1943: A woman describing herself as a freelance Terranovan agent begins t o make contact with Liberati cells across the
city. She claims she is not affiliated with the Black Talon program, but is actually sponsored by another Terranovan fah'on.
09 Winter 1944: A number of small CEF ships emerge in-system from a tiny Gate. They manage t o pierce the Terranovan defences and
head for low orbit where they release troops. KADA troopers intercept transmissions that lead them to an incoming raider dropship,
which immediately releases Battle Frames that attack them.
20 Winter 1944: The attack segment of Operation Icarus, the CEF plan to destroy the Terranovans' space capabilities, begins i n full
force. The South Lyonesse launch facilities are bombarded by orbiting CEF strike ships. Much of the facilities and the surrounding area
are blown t o smithereens. A CEF strike force slips through a small Tannhauser Gate and springs a surprise attack on the Terranovan fleet
anchored at the Ellis Island Station. The Terranovans manage to drive off the enemy, but not without taking heavy casualties i n both
men and ships. Some of the enemy ships manage t o escape.
09 Spring 1944: Nathan Matthews, the Black Talon pilot now stranded on Caprice, begins teaching a group of Liberati freedom fighters
i n various Gear combat tactics.
13 Spring 1944: The rebellious Humanist Alliance forces officially declare war on the Southern Republic.
OB Summer 1944: The New Peace River settlement i s nearing completion. The Paxton directors turn to the task of rebuilding their
power base. Paxton Acting CEO Milani DuBeau-Slovenski works patiently to ensure she will have the tools needed for her revenge.
10 Spring 1945: A commando unit disables the nerve gas nodes built as a safety precaution by the CEF within Gommorrah itself. The
action paves the way to future collaboration with the Liberati.
01 Winter 1947: The Westphalia Cabinet receives the first detailed reports on the missions sent to Atlantis and beyond as part of the
Talon deep space exploration program. They all agree that these early stages are encouraging enough to warrant additional missions
further along the Gate Web.
12 Summer 1948: A fleet of vessels, presumably arriving from Utopia, emerge from a Gate i n the Loki system. A local Black Talon
surveillance ship manages t o send a coded warning home before being destroyed. The newcomers' intentions are otherwise unknown,
though they are accompanied by a CEF ship.
A Heaps, the ..................................................... 241
Age of Alliances ............................................... 16 Pit, the ...............
Police Officer .......
R
Raleigh ......................... ................... 79
................... 106 Ranged Personal Weapons
Fort William .................................................... 42 News Reporter ................................................ 131 Transrail Compound ......................................... 238
Forzi Cartel ..................................................... 47 Newton ........................................................... 60 U
..................................... 30 Ngorongoro ..................................................... 67 United Merchantile Federation Army _____
G Nineveh 108 United Merchantile Federation
Game Elements ................................................ 11 Non-Alig ............................................ 48 V
Gardena .......................................................... 76 Non-Lethal Weapons ........................................ 181 Valeria-Port Aurora ........................................... 26
Gear Duelist ................................................... 125 Northern Guard ............................................... 142 W
Gear Pilot Advanced Class ................................. 140 Northern Leagues ............................................. 22 War of the Alliance, the ..................................... 16
Northern Lights Confederacy ........... Weapon Accessorie
0 Western Frontier P
Oasis Towers .................................................... 86 Western Protectora
Genre Points .................................................... 13 Okavango ........................................................ 73
Olduvai ................ 65 White Rock ___..
Order of the Falcon 80
Oxford ................. 78
P Yakut Brotherhood ............................................ 96
....................................... 49 Paxton Arms .................................................... 89 Yele ............................................................... 33
Peace River Defense Force 90
Peace River ................... 88 Z
Grizzly ........................................................... 223 Peacekeepers ................. 81 Zagazig ........................................................... 33
Gropius ........................................................... 78 Perfect Form Movement ..................................... 96 Zagreb ............................................................ 41
Ground Vehicles .............................................. 217 Personal Equipment ......................................... 158 Zucco Association ............................................. 48
H Perth ....... 75
Headgear ............ 176 Petropolis 28
OPEN GAME LICENSE Version 1.0a
The following text i s the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material"
means copyrighted material including derivative works and translations (including into other computer languages), potation, modification,
correction, addition, extension, upgrade, improvement, compilation, abridgment or other form i n which an existing work may be recast, transformed
or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute: (d)"Open
Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not
embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the
Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically
excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress:
artifacts; creatures characters: stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions,
likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of
characters, spells, enchantments, personalities, teams, personas, likenesses and special ab es: places, locations, environments, creatures,
equipment. magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark
clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) 'Trademark"
means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or i t s products or the associated products
contributed to the Open Game License by the Contributor (9) "Use", "Used" or "Using" means t o use, Distribute, copy, edit, format, modify,
translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your means the licensee i n terms of this agreement.
2. The License: This License applies t o any Open Game Content that contains a notice indicating that the Open Game Content may only be Used
under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted
from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed
using this License.
3.0ffer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: I n consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-
exclusive license with the exact terms of this License t o Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original materialas Open Game Content, You represent that Your Contributions
are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE
of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's
name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed
in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-
adaptability with any Trademark or Registered Trademark i n conjunction with a work containing Open Game Content except as expressly licensed
in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game
Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content
shall retain all rights, title and interest i n and to that Product Identity.
8. Identification: I f you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open
Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of
this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written
permission from the Contributor to do so.
12. Inability to Comply: I f it i s impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game
Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days
of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: I f any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to
make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan,
based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and
JD Wiker.
d20 Mecha, Copyright 2003, Guardians of Order, Inc. Author David Pulver
d20 Mecha Compendium, Copyright 2003, Oream Pod 9, Inc. Author Marc A. Vezina, Chris Schaller, Alister Gillies
Hunter, DP9-215 Jaguar, DP9-216 Cheetah, DP9-219 Grizzly, DP9-220 Kodiak, DP9-233 Moab, DP9-276
Jager, DP9-217 Black Mamba, DP9-218 Iguana, DP9-221 Spitting Cobra, DP9-222 King Cobra, DP9-230 Battle Frame, DP9-248
State/Province:
ZiDlPostal Code: Card Number:
@
-
--
5000 Iberville, #332
Montreal, Quebec
H2H 256, Canada