Aurora Magazine Issue 1 5 PDF
Aurora Magazine Issue 1 5 PDF
Aurora Magazine Issue 1 5 PDF
Alfie’s Tenners 6
Graphic Novel set in Gear Krieg by John Bell
Do the Windu 9
Rules for SilCORE RPG by Nicholas Pilon
SilCORE Genetics 17
Rules for SilCORE RPG by Jason Jarvis
Submission Guidelines 30
How to Submit Material to Aurora
Article Suggestions 31
What Aurora is Looking For
Evoke worlds. Creating environments. Backstory and history. Last month I mentioned DP9 lives for creating moments of
Fluff. triumph and surprise, and this is the vehicle in which we do
it: expansive and evocative worlds. Even as the pod moves
Games can be all about rules and tactics and strategy, pure and forward in developing new games the story remains at the heart
simple. Chess is a prime example, a game that has survived of it all.
in many guises and evolutions for centuries as a pure rules
game. Another is the game of Go, who’s basic concept can fit Welcome to issue number five. Go out and create some
on a single page, yet who’s depth and mastery is astounding. stories!
There are many amazing rules-only games that are taken to the
highest level. Oliver Bollmann
Aurora Magazine Editor
But sometimes we want more than just that perfect ruleset. Even
in the earliest wargames, there was another angle. You weren’t
just moving nondescript pieces across the playing field, hoping Please note...
to roll well, out maneuver your opponent, and win the day. No,
you were advancing the legions of Rome. Or were assaulting We have made some changes to our article guidelines! As
the Axis beachheads. Or moving one side of the USA civil war you prepare to write your articles for Aurora, please review
to attack the other. There was more there than winning and them (they’re at the back of the issue), then get cracking!
tactics: there was also story.
copyright information
Silhouette™, Silhouette Core™, Core Command™, Heavy Gear™, Heavy Gear Blitz™, Jovian Chronicles™, Tribe
8™ and Gear Krieg™ are Trademarks of Dream Pod 9, Inc. Silhouette™ Core Rules are © Dream Pod 9, Inc.
All articles written within are © their respective authors, as indicated on the list above. Permission has been granted
for the sole purpose of their publication in Aurora. No reproduction is allowed without their express consent.
All images not specifically listed above, as well as all game logos are © DP9 and their original artists. No
reproduction is allowed without their express consent.
Heavy Gear’s Northern Factions’ Engineering Grizzly has 1. The Dremel tool was used to rout the Bricklayer pilot out of
to bring the game to a new level, to make it more in tune with the current trend: little or no
book-keeping, large armies, in-scale gaming with cool terrain, competitive play, etc.
The Blitz! rules take all the best parts of the famous SilCORE system and do away with the
seemed like the essential root of everything on Terranova, the on the cutting mat with pliers.
Defense modifiers, and the New Blitz! counters keep track of
movement, damage and special actions.
We also revised the Infantry rules and simplified to whole ammunition system to its simplest
In short, Blitz! is a brand new way to play the Heavy Gear miniature battles.
pilot.
The best in giant robot gaming just keeps getting better!
the Art of Heavy Gear PDFs, and one CAD drawing in the the
Writers: Philippe F. LeClerc, Robert Dubois
Additional Contributors:: Jonathan Bresse, John Buckmaster, Jason Willenberg
tech-tree in the 1st Edition Technical Manual and 3rd Edition various thicknesses of sheet styrene were glued around the pilot
Copyright 2006 Dream Pod 9, Inc. All Rights Reserved.
tools
Olfa Utility Knife (L-1)
Pin vice
Fine drill bits
Steel ruler 4. The chainsaw blades were cut to lengths that approximated
Cutting Mat my illustration, and the vents were cut off the top and rear of the
Fine sandpaper extra Grizzly V-engine.
Dremel Moto-Tool
Pliers
Materials
1X Grizzly (Heavy Gear Blitz!)
1X additional Grizzly V-engine
2X Chainswords from Type-99 Space Frames (Heavy Gear Tactical line)
1X Bricklayer torso (1:87 scale RAFM line)
Various thicknesses of sheet styrene and gauges of styrene dowel*
Cyanoacrylate glue
Two-part epoxy putty
Brass wire*
*gauge to suit crash-bars and roll-cage of conversion
6. The engine block was glued first, then the hard-point strap
and vents were fitted in place and glued. Some of the details
on the Grizzly forearm had to be cut off and sanded down. To
ensure a straight fit, the actual chainsaw blades were the last to
be glued.
8. The front crash bar was formed from bending a short segment
of brass wire with the pliers. It was then fitted and glued in place.
Cuffs were fashioned out of styrene tubes cut in half for where
the crash bar meets the torso chassis.
A weapon is no good on a vehicle if it cannot be pointed in the Arrow indicates direction of firing mount (may vary based on
right direction. Turrets and flexible mounts allow for off-axis vehicle orientation).
fire and ready tracking of targets, though some weapons are
FLEXIBLE MOUNT extended MOUNT
so large or possess enough recoil that they couldn’t fit onto
a vehicle in any way except as part of the hull. Turning the
vehicle as a whole becomes a necessity...
•that60°is part
(Spinal Mount) - Usually representative of a weapon
of the structure or affixed to the hull, or otherwise
requires the vehicle itself to maneuver in order to aim.
FIXED MOUNT turret mount
• 120° (Fixed Mount) - Mounted on a gimbal, possessing
rotating focussing lenses, on a swivel mount, or some other
type of mount that allows some freedom of movement.
•smaller
360° (Turret) - A turret or similar mount, or a series of
systems that can fire in any direction, or missiles
capable of twisting to lock onto a target in any direction.
•speed
360° Slow (Slow Turret) - As per turret, but due to rotation
limitations, the turret cannot cover all arcs effectively.
Each turn, systems mounted in the turret can only cover a
180° arc: orient a Flexible Mount arc to a hexside/hexpoint
desired during unit activation.
Note that these arcs are the maximum arcs allowed for a
given cost multiplier. Due to the design of a vehicle, the arc
FIRING mount costs may be less. In these restricted cases, the cost is 0.1 less.
One-half of a complete system, Power Absorption converts Under the AC perk, it is mentioned that one can combine the
incoming energy for its own use, storing the energy into AP and the AC perk into one system, to represent cutting
batteries/capacitors for later use. To use Power Absorption, blades and similar weapons. However, the fact that you
the vehicle must also purchase a Power Booster system; in cannot Overkill with such a system (as made explicit by the
effect, the Power Absorption allows the in-battle ‘recharging’ AP perk) makes the suggestion of use in a cutting blade
of the Power Booster perk. While most often purchased system a bit suspect (if you cleave through a target, one
to absorb energy weapons, there is no limitation against would expect an overkill capable result). ACP, as a single
purchasing physical power absorption. Note that Power perk, combines the AP and AC perks, but still allows for an
Absorption provides no protection from the incoming attack, Overkill result.
it simply siphons off energy to recharge the Power Booster
(ie, you must still buy armour to protect the vehicle).
Expanded Flicker Flaw
To recharge one Power Booster use requires a test on 2d6
against a threshold of (7 – Rating). A successful roll indicates In order to prevent excessive power use, some systems
that one use of the booster has been restored; if all uses of flicker rapidly in an on/off sequence. Whenever a system
the booster are charged up (not used) then the absorbed with the flicker flaw is called into use, a two dice test is made
energy is wasted. against the threshold shown below. Success indicates
the system is ‘on’, failure indicates the system is ‘off’ and
A separate Power Absorption perk must be bought for each unavailable.
damage type (physical, energy, etc) as desired. Multiple
Power Absorption systems can exist on the same vehicle
Flicker Flaw
of either the same or different damage types. If there are
multiple systems of the same damage type, each may attempt
to absorb and recharge a Booster, however, each additional Threshold % Chance Flaw Cost
system attempted adds one to the threshold (representing Available
the diminishing energy). Thus, the first system would roll at
the base Threshold, the second at (Threshold + 1), the third 3 88.9% 1.0
at (Threshold + 2), and so on. 4 75.0% 1.5
5 55.6% 2.0
At GM’s option, especially powerful (high DM) or successful 6 30.6% 3.0
(high MoS) attacks may influence the absorption Threshold. 7 2.8% 6.0
Anti-Crew Perk
Perk Cost: 4
Burdened with refugees from the destroyed Copernicus Dome on Luna, the Beautiful Dreamer
made a stopover on Mars. Complications arose, and the Jovian agents being smuggled home
by the Dreamer’s crew found themselves fleeing up the Martian Elevator. As the Dreamer left
Martian orbit, a terrorist organization severed Heaven Station from the Elevator, sending it
plunging to the surface below and wrecking untold havoc.
►THE SCENARIO
With the disaster on Mars behind them and the eyes of the solar system focused on them, the
Dreamer finally manages to slip away from its CEGA pursuers. With fresh supplies and full
fuel tanks from their stopover at Mars, the Dreamer is easily able to make Jupiter. There, the
players deliver Dr. Peyarje (or his notes, if the doctor did not survive or was recaptured) to the
JAW Skunk Works team on Joshua Station. While refitting the Prometheus prototype exo-armor,
the team begins constructing a CAT-equipped recon drone to follow up on the hints of Floater
Creatures found in Slumbering Eidolon’s memory banks.
Desperate to cover up the evidence of their plot, the Bank orders Kleb to take whatever action
is necessary to prevent the Jovians from discovering the Floaters. Kleb, his last shreds of sanity
destroyed by Venusian drugs, orders the elements of the CEGA 4th Fleet, still assigned to
recover Peyarje and waiting just outside of Jovian space, into action. Their objective is the total
destruction of Elysee, Joshua Station, and however many other colonies they must dispose of
to hide the evidence!
The Elysee Station sensor net has been disabled by a CEGA agent, allowing the fleet to close
with the colony undetected. A powerful jamming device has been deployed by the fleet to prevent
the station from calling for help. Kleb’s plan is to deorbit the station with retro-rocket packs placed
on its hull by squads of exo-suited marines. This will send the colony and all its inhabitants
plunging into the Jovian atmosphere within twenty-four hours, taking care of them quite nicely
and avoiding the massive munitions expenditure necessary to destroy a colony cylander.
►CHARACTER INVOLVEMENT
Pilot characters are the easiest to involve in this episode, as they were what the segment was
originally written for. JAF combat pilots can trivially become involved in the Battle of Elysee,
fighting to turn back the CEGA invasion fleet. (See “The God and the Dragon, Part I”, below, for
the way this was originally scripted) This should involve daring duels, close calls, wounded or
lost friends, and a desperate battle against overwhelming odds. High-tension heated arguments
between bitter foes in the midst of mortal combat should be employed for sure!
JIS agents are the next easiest to involve. They can become involved in the exo-suit battle on
the hull of Elysee station and the race to disarm the thrusters Kleb is using to de-orbit the station.
Or they can become embroiled in intrigue while the battle rages outside, trying to track down the
agents that opened a hole in the Elysee defensive/sensor grid for the CEGA fleet to slip through.
If they can disable the jammers and restore the sensor net, Elysee can call for help. Or they
could try to protect important figures (those that know things about Methuselah or the Floaters)
from Venusian assassins sent to garuntee they don’t escape.
35
EPISODE FIVE
Reporters are the hardest to involve at this point. There’s nothing they can really do to affect
the course of the battle itself. What they can do is try to get word out past the CEGA jamming
screen, warning the other Olympus colonies of the attack. This could be an adventure in itself
- slipping out past the CEGA blockade, then convincing a disbelieving (or possibly suborned)
military commander that he needs to take action /now/, or millions of people will die. They can
also use their press passes to get places they normally couldn’t, such as military bases. This
could allow them to get in touch with higher-up officers that’re normally unavailable, or perhaps
being held captive by the Venusians.
Admiral Thorsen
Admiral Avram Thorsen, commander of the JAF, was the one who let the CEGA fleet slip through
the Elysee sensor net. Thorsen was compromised by the Venusians almost five years ago, in
exchange for his very ill wife recieving advanced medica treatments on Venus, and has been
slipping them information and recieving a substantial paycheque from them ever since. This is
the first time they’ve actually called on him to betray his nation, and he is somewhat uneasy about
doing so. He had been mislead about the objectives of the CEGA fleet, and may reconsider his
actions when their purpose becomes clear.
Unfortunately, Avram is one of many Venusian moles in the JAF command structure, and many
of the others lack his misgivings. If he shows signs of turning against their masters, they may
take steps to eliminate him.
Admiral Thorsen is best used in a campaign focusing on reporters or JIs agents as a villain or
questionable ally. As a villain, Thorsen has not yet worked out what the CEGA fleet is up to, or
refuses to believe it. He will use the other Venusian agents to hinder, by any means necessary,
players attempting to get the word out, remove the CEGA rocket packs, or expose the Venusian
spy network. Pilots could also have to deal with comrades or superiors who have been suborned
by Thorsen, or who have recieved conflicting orders or bad information from him.
As an ally, Thorsen’s loyalty would be questionable, but his help would be useful. His position
gives him knowledge of and access to areas on Elysee that PCs would otherwise not know of or
be able to enter. He also has knowledge of much of the Venusian mole network on Elysee, and
can use his authority to order JAF units or JIS or colony police divisions to aid the players.
For pilot PCs, Thorsen’s actions probably won’t have any direct impact on the episode, though
they could find themselves fighting former comrades who have been turned by the Venusians. Or
news of Thorsen’s defection could reach them mid-battle, disenheartening them or leading them
to question their loyalties or beliefs. The GM should try to make Thorsen pitiable, not villanous.
He’s a man torn between loyalty to his country and loyalty to his wife.
Ranho Garand
Ranho Garand has a pivotal role in the historical version of the battle. (See The God and the
Dragon, below) His intense will and discipline give him near-perfect control over the still-imperfect
CAT/Rapid-Scan control system fitted to the prototype Dragonstriker. Despite Admiral Kleb’s
dislike for him, he has thus been assigned to pilot it because he’s the only one that can do the
job.
36
EPISODE FIVE
Knowing that Ranho would object to the true purpose of the operation (out of a “misplaced”
sense of honor and responsibility), Kleb has kept him as far away as possible from the attack on
Elysee. While Ranho knows that it is taking place, he is unaware of its true purpose and believes
that the 4th Fleet merely seeks to conquer the Confederation. He has been sent to perform a
diversionary attack against Joshua’s Station (and, Kleb hopes, get himself killed there) outside of
the jamming field, to distract any JAF forces that might be in a position to intervene.
Kleb’s insanity, hatred, and total lack of honor have pushed Garand’s loyalties to the breaking
point. If he finds out about the true plan for Elysee and Kleb’s backers, he will turn on Kleb’s fleet.
(This might even cause other fleet elements loyal to Garand to turn or withdraw from combat.)
The problem is getting news of the plan through the jamming field. This can make a good element
in a “reporter” campaign - after punching through the jamming field, they find themselves face-to-
face with a monstrous CEGA exo-armor... Which offers to help them!
Pilot PCs should probably start the adventure on Joshua’s Station, helping the Skunk Works team
test out their new CAT-equipped Vindicator and Prometheus prototypes. When Garand attacks
with the Dragonstriker they, of course, launch to defend the station. Garand’s exo-armor (and
any allies) should be powerful enough to turn the confrontation into a stalemate, until DeMers (or
whoever) arrives with word of the attack on Elysee...
Admiral Kleb
Kleb, by this point, is throughly insane. The Venusian drugs have consumed his sanity and
restraint, and he will do anything to recapture the traitorous colonies for Mother Eearth. The
officers of his fleet have noticed the change in the Admiral’s personality, but have put it down to
stress from the Odyssey affair and pressure from above to recapture Peyarje. They have, after
all, been pursuing terrorists and one of CEGA’s most valuable assets across the solar system for
months without any progress.
With prodding from his Venusian backers, Kleb developed his plan for Elysee station. He sees
his role as taking revenge on the Jovians for the deaths “they” caused on the Moon and Mars,
and the indignities inflicted on CEGA over the past fifty years. (They are, after all, far richer
than the Earth that “gave them everything they have.”) Kleb will fight to the last to achieve his
objectives, even if defeat is certain. His officers, however, may not be as dedicated. If the GM
doesn’t want to use the historical outcome, Kleb’s officers could mutiny (or attempt to) when his
insanity becomes clear.
Just how much Kleb knows about Methuselah is up to the GM. He could know absolutely nothing,
and have been completely duped by the Bank. Or he could have been promised an early shot at
the treatment the Bank hopes to create as a reward. In the later case, if the PCs have been slow
picking up on the Venusian angle, he could become unhinged as the battle progresses and start
babbling about eternal life.
Devron Malachai
Devron, at this point, is in full cover-up mode. There is no way to salvage Operation Methuselah,
as with Peyarje in Jovian space, its only a matter of time until the Confederation discovers
the Floaters. The VB’s best option is to use their CEGA pawns to destroy the evidence AND
everyone who knows about it. Then, maybe, Methuselah will be able to continue as planned.
Most of the people Malachai needs to elimiante are on Elysee, and will be destroyed when the
colony enters the Jovian atmosphere. The rest are on Joshua’s Station, and will be killed by
Garand and the Dragonstriker.
37
EPISODE FIVE
Knowing the full details of Kleb’s madness, Devron is not foolish enough to remain on the Scylla.
He will either observe the battle from his own yaught or take place in the covert operation on
Elysee or Joshua’s Station, ready to escape at the last minute. He could be leading a Ronin team
seeking to ensure the elimination of the Jovian agents on Joshua’s Station, or monitoring Admiral
Thorsen, to ensure that he doesn’t have an attack of conscience and pull things out of the fire.
For JAF pilot PCs, the GM could consider giving Malachai his own prototype exo-armor. This
gives pilot characters the oppartunity to go head to head with the evil mastermind that’s been
dogging their steps all along and get an epic mecha battle after Garand changes sides. Malachai
is a former exo-armor pilot, and still knows his way around a linear frame. He could be observing
the battle from hiding, watching to make sure that all goes well, and spring into action once
Garand and the PCs arrive from Joshua’s station.
For maximum effect, by this point, the PCs should have encountered Malachai personally two or
three times, and unravelled his hand in other events. If not, Kleb could describe how Malachai’s
been manipulating (or attempting to manipulate) events from behind the scenes as his madness
takes hold.
Carl DeMers
Suggested Stereotype: Rookie
Suggested Archtype: Pilot
Carl DeMers is the pilot that broke through the jamming net around Elysee and brought word of
the attack to the other Jovian stations. (Specifically, Joshua’s Station) In the original Odyssey,
he died of radiation poisoning soon afterwards, but sufficiently skilled PCs could save him. This
rewrite has him pursued by CEGA exo-armors loyal to Kleb and the Bank, making it easier for
the PCs to save him, though he still might be in danger from a bad radiation overdose. His death
or wounding inspires his sister to join the JAF, and she later (2212) plays a role in the Europa
Incident.
Θ
Ysa Cantroni
Ysa’s involvement in this episode is, as usual, completely optional. If she stayed with the PCs
when they left Mars, she could become involved in any number of ways. As a reporter, she could
provide a live account of the battle of Elysee once the PCs (or other defenders) take down the
CEGA jamming net. She could also participate as an exo-armor pilot, or become involved in the
battle on the hull of Elysee station.
Ysa could also be instrumental in convincing Garand to break off his attack on Joshua’s Station
and return to Elysee to confront Kleb. He could initially be dubious of Carl’s account, believing
it to be nothing more than a dishonorable Jovian trick, until Ysa berates him for his pride. What
happens to her afterwards is likewise open, though she would probably use the stepping-stone
given to her by the Odyssey (and any reporter PCs) to launch a proper career as a reporter.
With Dr. Peyarje finally safe on Joshua’s Station, the JAF spend a brief period grilling him about
his CAT/Rapid-Scan system before turning him loose to relax in Jovian splendour. From this and
38
EPISODE FIVE
the prototypes recovered from Slumbering Eidolon, they can develop a simple CAT/Rapid-Scan
add-on to the Prometheus and Vindicator prototypes. This provides comprable performance
to the Dragonstriker’s version, but is much easier to operate, thanks to the advances made by
Peyarje since his departure from Project Dragonstriker. It is, unfortunately, still not feasable for
mass-production, requiring far too much fine-tuning and hand-tweaking.
The Dragonstriker’s immense power would make short work of the Pathfinders, Retaliators, and
Lancers that compose Joshua’s Station’s garrison. The JAW Skunk Works Team decides that
Something Must Be Done, and drafts the PCs (this is assuming they’re pilots, even if they weren’t
assigned to the JAW as test pilots after their return) to pilot the Vindicators and Prometheus
against the Dragonstriker and its modest retinue of exo-armors. The PCs launch and engage in
a short battle with Garand. It quickly becomes obvious that the Prometheus and Dragonstriker
are evenly matched, and that any conflict between them is going to be very drawn-out.
At this point, a damaged Pathfinder arrives, pursued by Kleb-loyal Wyverns. The pilot, Carl
DeMers, broadcasts a warning about Kleb’s activities near Elysee, and is then destroyed by the
Wyverns. The Wyverns, low on fuel, either surrender or are made short work of by an infuriated
Garand and PCs, who are then issued booster packs (again, by the JAW Skunk Works - basically,
huge Lancer drives and lots and lots of fuel) and depart for Elysee. Alternately, the Wyverns
could be ex-members of Garand’s division or students of the famous ace, and decide to support
their former leader or teacher once he berates them for following an obviousy dishonorable
commander.
They arrive at Elysee to find the battle in full swing, with the Jovian forces slowly being driven
back by the CEGA Fleet, and the retro-rockets are just beginning to fire. The JSS Godsfire, its
weapon block mauled by enemy fire, is trying to evacuate as many civillians as it can, using
its remaining firepower to keep the CEGA exos and fighters at a distance. The arrival of the
Prometheus and Dragonstriker, and a detachment of other exo-armors, quickly turns the tide
of battle, shoring up the badly-depleted Jovian forces. The battle seems unlikely to be resolved
soon, thanks to the power of Kleb’s Posideon flagship and his remaining exo forces, until Garand
sacrifices himself and the Dragonstriker to destroy the Scylla’s bridge. (Either ramming it or
clamping on and self-destructing)
At this point, the Kleb loyallist elements among the CEGA fleet break and flee. The infuriated
Jovian defenders pursue, utterly annihilating the CEGA attackers.
This, of course, only works for pilot characters, though it does work well for them. It keeps
them in the center of the action, and allows them to interact with the villains (Garand, Kleb,
and Malachai) they’ve spent the entire campaign running from and thwarting. While Garand is
ultimately responsible for eliminating Kleb, the PCs should take center-stage in the rest of the
battle. As many of his troops are worried about their Admiral’s lack of mental stability, the PCs
could convince some of them to switch sides with impassioned speaches.
For reporters and JIS agents, things are MUCH harder. Reporters can become involved in
convincing Garand to help the defenders, as part of getting word out about what CEGA is planning
for Elysee. JIS agents are best used to thwart Malachai’s sinister behind-the-scenes plotting and
other such keep-the-planets-orbiting tasks while the flyboys play with their flashy toys.
39
EPISODE FIVE
CAT/Rapid-Scan equipped vehicles, its only a matter of time before they do. This would quickly
lead the JIS to piece together the clues they have about Project Methuselah, or confirm any
information the PCs might have brought with them.
The Venusian agents on Elysee and Joshua’s Station, of course, do not want this. At Malachai’s
orders, they are assisting the CEGA assault teams and (of course, at the GM’s discretion)
working to assassinate anyone in the know. Like President Itangre. This is a great way to involve
JIS agents - as the battle rages outside, they race to rescue their President from a bunch of suit-
wearing maniacs with guns and get her to the Godsfire evacuation, as the entire station is about
to plunge into the Jovian atmosphere.
By the end of the Episode, the Jovian government in general and the PCs in particular should
have a good idea of what Venus was up to with Project Methuselah. They should know what
Venus was trying to do and have some hints about how they were doing it. This should come
from a combination of facts discovered by the PCs, information recovered from Slumbering
Eidolon, Dr. Peyarje’s testemony, and other intelligence sources.
This adventure should start slow and then become be fast-paced and desperate, but not as
chaotic as Episode 3 or 4. Its the climax of the entire series, a do-or-die battle where the conflicts
that have been simmering under the surface or behind the scenes come to a head, and the PCs
should be able to clearly see everything that’s been going on. Don’t stretch things out too long,
lest the players get bored, or turn it into a tactical game. Keep things fast-paced and focus on
the interaction between characters (eg, Ranho and the players) rather than on the mechanics of
the battle as a whole.
The characters’ objective is, of course, to save Elysee and drive off the CEGA fleet. Uncovering
the Venusian agents on Elysee should be considered a bonus. Several means of going about
this are detailed above. These will definitely not work for all characters, or all groups, and should
be able to easily be changed, mixed, matched, or mutilated.
►VEHICLES
Ranho Garand is piloting the Dragonstriker Prototype. This differs enough from the mass-
produced version published in the Cislunar Space planetbook that stats have been provided for
it. It adds “command armor” and the CAT/Rapid-Scan system, in addition to numerous higher-
performance components. It focuses on size and raw destructive power, though its massive
engines and CAT system give it impressive maneuverability for something so large.
The Scylla, Kleb’s command ship, is a “stock” Posideon. It has slightly bigger exo-armor bays
than usual, as it is intended to operate with the ‘escort fleets’, farther from the easy resupply
available in Earth orbit. These bays carry both more exo-armors and fighters and the needed
parts and fuel to keep them operating on long deployments. The rest of the CEGA fleet is mostly
Bricrius, Hachimans, and Tengus, with a squadron of Ullers.
The Prometheus is the Jovian prototype next-generation exo-armor. Unlike the Dragonstriker, it
focuses on speed and maneuverability over raw power. Like the Dragonstriker, it has detachable
“Storm attacker” armor that is integrated in the mass-production model (the Stormrider) and has
recently had a CAT system added, thanks to the efforts of the PCs. If the PCs are pilots, one
should definitely wind up piloting the Prometheus.
40
EPISODE FIVE
Other exo-armor pilot PCs should get the Vindicator prototypes. These should be more powerful
(and expensive) than the mass-produced version, and should definitely have unique quirks and
problems. If you need some ideas for alternate load-outs, check out the image on the GM’s
screen. The Swordfish Lancer could be a good prototype for fighter pilot PCs.
The Jovian defenders for both Elysee and Joshua’s Station are mostly Pathfinders, Retaliators,
and Lancers. Hectors are only deployed in the Trojan states and the Vindicator is not yet mass-
produced. Warships are limited to the older designs, like Thunderbolts, the Godsfire, and possibly
a few Javelins. No Athenas were present for the Battle of Elysee and the Valiant is not finished
yet. Though the Valiant could arrive dramaticaly at the last second to save the day, GMs who opt
to use this plot device should be careful not to upstage the PCs. It is, however, a good way for
reporter PCs who’ve gone for help to impact the battle. Reporting from the Valiant’s high-tech
bridge as it crushes the attackers would produce some very impressive footage.
Of Garand, no remains are found. The Dragonstriker’s cockpit region appears to hve been
completely annihilated by the blast. While he could have escaped in the escape pod, it seems
unlikely that he survived. That the CSS Karana, an Uller-class missile cruiser believed destroyed
during the battle, is missing is noticed during cleanup months later, but no connection is ever
made between the two events. Garand did, in fact, manage to eject in time, before the blast wiped
out the pilot’s compartment but was horrifically wounded, and recovered later by the crew of the
Karana, who had trained under him and admired his integrety, patriotism, and self-sacrifice.The
Karana could also have discovered the drifting remains of the Dragonstriker, recovered him,
then obliterated the pilot’s compartment. Unfortunately, the Karana was badly damaged during
the battle and takes months to limp back to civilization - and even then, its crew is careful to not
make its survival (or the survival of Ranho Garand) known to the CEGA government. This leads
into the events of the Replicant Syndrome.
Kleb is killed in the destruction of the Scylla’s bridge. The CEGA government publically him off
as a “lone gunman” who acted without official sanction and engages in a ruthless purge of the
Navy’s command structure to “remove any who might seek to follow Admiral Kleb’s example”. In
fact, they use this to eliminate to expunge or marginalize those taught by Garand or “corrupted”
by his philosophy from the upper ranks. Garand’s rebellion against Kleb has the higher echelons
of the CEGA government very scared. Their shadowy ties to Venus remain as strong as ever,
and, much to their relief, the diplomatic repercussions of the Odyssey affair fade away over
the next year. An unintended side-effect of the purge is dissatisfied CEGA personel swelling of
STRIKE’s ranks, though the impact of this won’t be felt for a while.
Malachai falls into disgrace with VenusBank for his failure to produce results or protect the
existance of Project Methuselah, and becomes a dissatisfied freelancer. For the next decade he
wanders the solar system, hatching mad schemes to put him in the good graces of his former
employer once more and destroy the Confederation. He is eventually captured by SolaPol and
disappears. VenusBank begins scaling back its operations slightly, uncertain of just how much
the Confederation knows. No public or private charges are ever made by the Confederation over
the poaching of the Floaters or the aims of Project Methuselah, leaving the Bank executives in a
very unpleasant information vacuum.
41
EPISODE FIVE
The consequences of the Martian Elevator that take a long time to show themselves. The impact
on the terraforming project is uncertain, but scientists suspect it might help counteract the out-of-
control microorganisms seeded in the planet’s polar regions. Initially, neither Martian government
accuses the other of the collapse - evidence is sketchy, and the presence of Jovian and CEGA
agents on-site makes things even more uneasy. STRIKE is initially blamed, at CEGA’s insistance,
but evidence is produced in 2212 calling this into doubt. (See the Mars planetbook and Chaos
Principle for further details)
Avram Thorsen is convicted of treason against the Confederacy and sentanced to death.
However, he escapes his confinement on the eve of his execution, aided by a number of
mysterious figures who somehow manage to disable or bypass all the security systems in his
block, and travels to Venus to get revenge against those who sought to use him to destroy the
Confederacy. He dies there, amidst the strange events surrounding the rise of the Venusian
Planetary Advisory Board in 2211.
Doctor Peyarje retires to blissful anonimity in the Confederation. Despite her hunger for power,
Itangre never forces him to use his skills to help the JAF. She already has the design for the
CAT/Rapid-Scan system, which has years of refinement ahead of it before it can be mass-
produced, and attempting to conscript Peyarje could lead to unpleasant consequences for the
Confederation. Letting sleeping cats lie seems to be the best approach... For now. Its possible
that Peyarje could become interested in the Floaters, and lead the effort to study them and learn
more about them in their natural habitat.
The PCs are allowed to go their own way, but it is made clear to them that revealing the classified
information discovered on their travels would be very hazardous.
Of course, many things still remain unresolved. For an extended campaign involving the same
PCs, as opposed to switching to different characters for another OCA, the PCs could become
involved in any number of related events. Pilot PCs are actually, again, the hardest - there’s
really nothing left for them to do. However, they CAN become involved in Chaos Principle,
replacing Jared St. John, or even the entire cast. They can also, after having more in-the-field
experience than most, enter the JIS agent training program. (And thus, become involved in the
plot threads below) Finally, they could become involved in the events around Titan in 2211, or
the Europa Incident.
JIS agents and Reporters can become involved in the followup of any number of plot threads.
Why did Thorsen turn, how did he escape, and what is he doing now? What, exactly, was the
Bank’s plan? How far does the corruption go in CEGA? Who was REALLY behind the Elevator
collapse? The repercussions of the Odyssey will take a long time to die down, and the motivations
and agendas that drove the events that transpired will take even longer to uncover.
42
EPISODE FIVE
►MECHANICAL CATALOGUE
This revolutionary system, developed by Dr. Agram Peyarje, allows an exo-armor pilot to process
sensor information and control his machine with his mind, eliminating the need for a linear
frame. Not only does this make the exo more responsive and improves the efficiency of the
sensor systems, it allows the linear frame to be replaced with a “g-cockpit”. This provides more
acceleration protection for the pilot, allowing more powerful PCCs and maneuvering motors to
be used safely.
Early versions of the CAT, like those used on the Dragonstriker, should be a Thought Interface:
Mind Link, Unshielded system affecting one crew with a WIL threshold of 5 or 6. Really early
prototypes could have a threshold as high as 7. Later versions, like those built into the Prometheus,
should have a threshold of 4 or 5. It should add +1 or +2 to the sensor rating, and 2-4 km to the
sensor range. Maneuver should be increased by one.
Unlike a normal Thought Interface system, if the pilot of a CAT-equipped vehicle fails their WIL
roll, they loose their maneuver and sensor bonus. They also gain the Ineffecient Controls flaw.
CEA-05X WYVERNSTRIKER
The Wyvernstriker was a test platform used by the Dragonstriker project in the early stages
of its research. Instead of constructing a prototype from scratch, the team modified existing
Wyvern units to test out subsystems before incorporating them into the Dragonstriker itself.
Most were officially listed as destroyed, but were in fact handed over to Venus and shipped off
to Slumbering Eidolon. The modifications will generally be very obvious to any sort of detailed
scan or visual observation.
EAX-C0 Vindicator
Add: Thought Interface: Mind Link (1 crew, WIL Threshold 4 or 5)
Remove: -
Change: Maneuver to +0, Space Movement +2/4 MPs. (Combat/Top), Sensors to (+1, 5km)
* CAT Prototype: Thought Interface: Mind Link (1 crew, WIL Threshold 6 or 7), add +1 to Sensor
rating, +2 to Sensor range, and +1 to Maneuver.
Note that the Continuous-Fire Beam Cannon is NOT Hand-held. Because of the mass of the weapon, it
has to be integrated into the Wyvernstriker’s shoulder.
43
EPISODE FIVE
EAX-C1 PROMETHEUS
Design-wise, the Prometheus follows the standard Jovian asthetic. Lots of rounded armor give
the exo-armor an almost organic look, which its uncanny agility only emphasizes. It is whispered
among the test pilots and engineers that its fallen victim to the famous Skunk Works curse,
and thus all test flights so far have been in tightly controlled environments. Unfortunately, it
will wind up taking part in the Battle of Elysee, which is most definitely NOT a tightly-controlled
environment....
EAX-C1 Prometheus
Size: 13 (61.4 tons)
CAT Notes:
The Prometheus’ CAT system provides a +1 to its maneuver, a +1 to its Sensor rating, and a +2 to
its Sensor range.
The Plasma Lance and Particle Cannon are both subsystems of the Plasma Interface Ports.
44
EPISODE FIVE
EAX-C1 PROMETHEUS WITH STORM ATTACKER ARMOR
The Storm Attacker armor adds an impressive amount of protection and extra armnament to the
Prometheus. It was designed in response to the first intelligence uncovered by the JIS about
CEGA’s Dragonstriker program, to attempt to beef up the Prometheus’ armnament and armor.
While this would normally reduce the exo’s speed significantly, the Storm Attacker mounts a
number of extra engines.
In addition to the extra armor modules for the chest, legs, and waist, the Storm Attacker adds
two massive missile pods to the Prometheus’ shoulders. A pair of heavy particle cannons are
connected to these pods and powered by the Plasma Interface Ports.
CAT Notes:
The Prometheus’ CAT system provides a +1 to its maneuver, a +1 to its Sensor rating, and a +2 to
its Sensor range.
45
EPISODE FIVE
CXE-01 DRAGONSTRIKER
The Dragonstriker was developed by a skilled group of CEGA and Venusian technicians to be
the ultimate exo-armor. Even without its add-on armor, its weapon load-out is impressive. While
somewhat a little sluggish, its armor is hideously tough and its speed is well above-average for
an exo-armor its size. What makes the Dragonstriker truly lethal, though, is the CAT/Rapid-Scan
system, which allows the pilot to control the exo-armor with his mind alone, making it even more
effective. Unfortunately, the CAT built into the Dragonstriker is an early, unrefined model, and an
exceptionally disciplined mind is required to use it effectively.
Without its add-on armor, the Dragonstriker’s main weapon is the cluster of four vulcan cannons
built into its chest. Another two vulcans are mounted on the back of the head, and its arms end
in razor-sharp claws capable of shredding armor like paper. For attacking larger targets, it is
equipped with four missiles with tactical nuclear fusion warheads.
CXE-01 Dragonstriker
Size 14 (84.7 tons)
CAT Notes:
If the pilot fails his WIL roll, Manuever drops to -1/-2 (Space/Ground), Sensors drop to (+1,
6km).
46
EPISODE FIVE
CXE-01 DRAGONSTRIKER (WITH ARMOUR)
The Dragonstriker’s deadliest weapons are built into add-on armor, which can be jetissoned
to increase its speed if its engines are damaged or remove dead weight if the weapons are
destroyed. While their added mass makes the Dragonstriker rather clumsy, the extra armor and
incredibly destructive weapons make it virtually unstoppable. In addition to the usual nuclear
missiles, the armor adds a cluster of four powerful, synchronized continuous-fire particle beam
cannons. The cannons can either focus their firepower on a single target, or sweep across a
wide area of space.
CAT Notes:
If the pilot fails his WIL roll, Manuever drops to -2/-3 (Space/Ground), Sensors drop to (+1,
6km).
47
EPISODE FIVE
GX-0 RYUJIN
When VenusBank got access to Project Dragonstriker technology by contributing technicians and material to the
project, they decided that it was high time for them to have their own cutting-edge exo-armor. While their G-1 Ryu exo
was in the last stages of development and was more advanced than the trooper exos fielded by other nations, it still
could not stand up to the might of the Dragonstriker or Prometheus armors. Rather than develop a new exo-armor
from scratch, the Bank decided to use Dragonstriker technology to develop an enhanced Ryu. Instead of focusing
on raw power, as with the Dragonstriker, or stealth and speed, as the Typhon, the Ryujin seeks a balance between
the three.
The Ryujin looks like a Ryu with add-on armor. The forearms and lower legs have extra, elaborate armor worked
around the extra maneuvering engines. The shoulder armor and rear PCC engine unit are also larger and more
ornate, and likewise contain enlarged engines and maneuvering thrusters. While the missiles have been removed, it
still carries the Ryu’s mass driver rifle and head pulse lasers, which are the only visible weapons on the exo-armor.
The ornate forearm and lower-leg armor conceal the Close Range Plasma Combat System, plasma emitters placed
at strategic points on the Ryujin’s elbows, knees, ankles, wrists, and fingertips. Combined with the fine control made
possible with the CAT system, these allow a sufficiently skilled pilot to do truly horrific damage in close combat. The
enlarged shoulder armor conceals a pair of powerful particle beam cannons, which can flip out into firing position
(under the mecha’s armpits), fire, and flip back again in a matter of seconds. Finally, the extended PCC housing
contains a nasty surprise. What looks like ornamentation extending up past the head is really the concealed housing
for a prototype plasma projector, the Arc Launcher. This weapon fires a “wave” of energy outwards, which can knock
small targets about. Unfortunately, the Ryu must use its engines to stabilize itself while firing, or the force of the blast
will knock it backwards.
Ryujin is the Japanese dragon-god of the seas. From his palace deep in the ocean, he controls all the world’s tides.
One of his daughters, along with prince Hoori, founded the line of Japanese emperors, and the “Tide Jewels” he
gave to Empress Jingo were instrumental in the founding of the Japanese empire. Likewise, Venus hopes to use the
power of the Ryujin to found their own empire and has (if the GM decides to use it) assigned the exo-armor to Devon
Malachai, to supervise the final stages of Operation Methuselah.
GX-0 Ryujin
Size 14 (85 tons)
CAT Notes:
If the pilot fails his WIL roll, Manuever drops to +0, Sensors drop to (+0, 2km).
48
EPISODE FIVE
THE BEAUTIFUL DREAMER
Captained by Aglaee DesSources, the Beautiful Dreamer began life as an Inari-class passenger
liner. While still officially registered as an Inari with a small interplanetary passenger transport
company, the Dreamer has undergone major refits since DesSources became captain. Although
still not in the same league as custom-built warships, the Dreamer is quite well-armed. Most of
the modifications and weapons are concealed, but some - such as the spinal railguns or the extra
armor - are obvious.
Many of the modifications are similar to those once performed by Martian orbital shipyards to
transform freighters and passenger liners to warships. This gives some clue as to the origin of
the refits, but not much. The same modifications have since migrated outwards to independant
shipyards in the Belt, Jovian Trojan States, and outer solar system. Given the Dreamer’s captain’s
connection to the Society of the Evolved Human, they no doubt funded the conversion.
Main Hull:
Size: 60, Armor: 70/140/210, Crew: Living 54; Computer 4 (Dumb, Level 4), Passengers 50;
Deployment Range 5000 hrs
Drive Section:
Size: 20; Movement: Space 8/15; Armor: 50/100/150; Crew: Living 4; Deployment Range: 5000 hrs;
Burn Points: 10000
Hangar/Cargo Section:
Size: 30; Movement: Space 2/3 Armor: 50/100/150; Crew: Living 4; Deployment Range: 5000 hrs; Burn
Points 3000
49
AURORA: the S ilhouette magazine
silcore genetics
jason jarvis
Genetics are a series of Perks and Flaws to simulate evolved Spit/Spray - This involves a chemical emitted generally through
differing traits of species for the Silhouette system. These a frontal or rear method. Frontal suggestions are by a tube in the
Traits are to be used for both real or speculative beings. They, corner of the eye or throat. Rear methods may include already
however, are not meant to reproduce fantastic alien powers. existing functions or an extra organ.
Some genetics do not express how a being visually exhibit
these Traits. In these cases, feel free to determine the visual or Stinger/Fang - An elongated piercer is hollow and attached to
how it works. the sac in question. The basic stinger or fang does not provide
any strong defensive or offense values; as such they only
provide basic UD.
Some simple words on genetic theory. Intelligence breeds
out instinctual advantages; animals with strong instinctual Skin/Surface Glands/Organs - This method uses skin touch
advantages don’t develop full sentience and intelligent thought. or other dermal deployment. Poison or stink glands being most
Even so the universe is large and it is possible that a defense common, but electric organs or other such concepts are also
or offense genetic proved to be greater than created tools. As quite possible.
such it is also reasonable to assume that some elements do
adapt. Certain defensive traits may become obsolete with
created tools, such as spraying explosive chemicals out one’s NATURAL ATTACKS
posterior. However, a tail or wings may have encouraged tools Some beings have natural attacks, such as teeth, claws, talons,
that strengthen the genetic trait. and others. These attacks should not be treated as weapons,
but instead as part as a separate variant of Unarmed Damage.
The natural attack modifier is applied during the normal UD
SOCIAL BEHAVIOUR calculations. Natural attacks are generally covered by unarmed
The Genetics list is designed to effect physical evolutionary damage, as most animals do not wield weapons. Minimum UD
traits. Many traits are also used in various displays or tools for for creatures is 1, as some animals can be quite small.
social behaviour. For example: A Moose has large antlers.
These antlers are not typically used as weapons, but are used
to show off to females for mating purposes. Octopuses use their COMBINED TRAITS
fast colour changing ability not only to disguise themselves, but Evolution is a amazing thing; when creating a speculative race
also to communicate. These details is beyond the scope of the of creatures don’t feel limited. Feel free to merge and modify
Genetics article. various traits to suit your needs.
GAME BALANCE
If as the GM that your concerned that a particular combination
may be too cheap try charging half the cost as CP or add a few
points. For example: Electrical glands that use skin deployment,
limited to the hands, usable at will is a very specific and effective
use. It maybe a good idea to add 2 or more points on the cost
total.
DEPLOYMENT
Some Genetic traits require a method of use; the following is
a few basic distribution types. There is no cost for a trait that
requires specific deployment. For example, a scorpion has a
venom sac trait stored in a tail; the scorpion has a stinger in the
tail to inject the victim. This stinger has no point cost attached.
When Mutations Rise
Armoured Claws
Cost: 2/level Non Retractable Cost: 2
The being has some form of natural armour. This could be thick Claws of this sort serve for grip when running. This offers a
fur, scales, shells, slime and thick/horny hide. Generally heavy +1 modifier when on more difficult surfaces or making quick
armoured decreases mobility, though there is no solid rule for maneuvers. Claws also offer a +2 UD Claw Attack.
this. The provided armour is equal to level x 4.
Retractable Cost: 3
Barbed Spine/Quills Claws of this sort are designed as weapons. By retracting, they
The body is covered in some form of quills or spines. Quills are do not dull while the being walks or runs. The claws damage is
quite dense and commonly lay back, but can be raised when equal to +4 UD Claw Attack.
necessary. Quills are not typically poisonous. Spines are usually
not as thick as quills, and are often already in a defensive Colour Control
position; they are frequently poisonous. Minutes Cost: 3/level
Seconds Cost: 5/level
The spines/quill damage is equal 2+BLD(min 1). The spines This can be used to control the flesh tone in order to blend
can be used both as a defense and an attack. If the spine of in with environment. In our animal kingdom, mammals and
quills are involved in a defense roll. The MoS of the defense roll birds change color at best from season to season (fur/feather
is used as an attack roll. No AD/UD is added to the quill or spine color), while quick change is, as a rule, only for thinner-skinned
damage. creatures with biochromes such as reptiles, amphibians, and
fish.
Biological/Chemical This offers a +1 result roll to hiding/sneaking per level.
Cost: varies Relative time to change is equal to Fit / 10.
The being contains glands or organs that can store and produce
various types of liquids or gases. These materials are for prey or Dietary Requirement
hunter purposes. These chemicals need catalysts or deployment Cost: - varies
methods to work. This could be another gland, enzyme or even The being requires a certain food requirement. The being can not
a common gas(oxygen/CO2, etc). absorb other foods and will suffer cumulative fatigue modifiers (.
This will continue until the being withers and dies.
The cost is up to the player and GM and should be based on Cost=1-2 (how vital the food is:1 for needed 50% or more in diet,
the the overall strength and usefulness, using a possible range 2 for exclusive diet) x 1-5 (how specific/rare the food is)
Talons
Cost: 3
Talons are used for gripping and holding, offering a +2 bonus to
these actions. Can also be used as weapons offering a +2 UD
Talon attack, but give a -1 to fine motor control.
Tough Skin
SilCore p230.
Modifier, Dark
Cost: 3/5/7
Limitation: -1
Various senses need little or no light at all to “see”. The being can
ingnore up to a number of darkness penalties based on the level
purchased. Variant types also carry a form of disadvantage, lack
of colour, detail, bright light or some other.
Wings
Core Command: Not a Nice Guy
Cost: 3/5/7
Wings have supported both hunter and prey evolution. However
the strength of the wings are varied. The wing type offer from
gliding to flight. The effect of the wings depends on the purchased
level, Fitness and effective build. The greater the Wing level the
greater the relative span to the build.
The Blitz! rules take all the best parts of the famous SilCORE system and do away with the
but never seen stats for. The Lion is mentioned in a few From the beginning, the designers found the requirements
attack procedure was revised: modifiers were moved, ranges were
tweeked, and in the end you now only have three modifiers to factor
in your attack roll! New Blitz Datacards now list all the Attack and
Northern sourcebooks, but no stats have ever been released. daunting. Originally, the plan was to follow the standard gear
Defense modifiers, and the New Blitz! counters keep track of
movement, damage and special actions.
We also revised the Infantry rules and simplified to whole ammunition system to its simplest
form. A new 4 level damage system, inspired from Lighting Strike, was created and we gave
each and every Perk and Flaw a game effect. layout with a heavier weapons load, but that proved unbalancing
Background
All of these changes allow for faster and larger battles, using bigger and move
varied armies. With Terra Nova's many warring factions the battles will never
end. From the War of the Alliance to the Interpolar War, and don't forget Peace
in the engineering simulations. It was decided that the primary
weapons would be hand-held to reduce the risk of the parachute
River! The Earth's time will come...
In short, Blitz! is a brand new way to play the Heavy Gear miniature battles.
tension within the NLC. Not only were there concerns about the
Dream Pod 9
5000 Iberville, Suite 332
Montreal, Quebec, H2H2S6
in line with one of the design philosophies of interchangeability.
increasing antagonism with the South, but the Confederacy was The neural net was trained to be able to switch between several
Canada
also growing more wary of its neighbours. As the NLC foreign different hand-held weapons, providing mission flexibility in the
Copyright 2006 Dream Pod 9, Inc. All Rights Reserved.
minister, Ethan Scope was particularly worried about the NLC’s field.
dependence on the United Mercantile Federation for a variety
of imports, especially high-performance gears like the Jaguar. With one of the requirements being deep recon away from
He felt it was imperative that the NLC be as self-sufficient as resupply, the designers experimented with a number of weapons
possible in matters of its own defensive preparedness. systems before settling on a Light Particle Accelerator. Based
on the model used on the Kodiak, Shaian retro-engineered the
At the same time, the working relationship between Shaian LPA design in-house and subcontracted production to DiMaean
Mechanics and Northco was cooling as both sides tried to Missile Systems, known for their precision weapons. Back-up
uncover each other’s trade secrets in an increasingly competitive weapons included a shoulder mounted anti-personnel grenade
manufacturing sector. When Northco backed Kemuri Gear in launcher and smoke launcher. Hardpoints on each hip could
their development of the Ferret Mark II and Weasel EW gears, mount heavy grenades or weapon magazines. A vibro-axe was
the Shaian Board of Directors realized they could not go on stored lengthwise across the rear armoured skirt.
relying on the Cheetah as their only major entry in the gear
market. If Shaian could develop a second model that could One of Shaian’s trump cards in the new design was the armour
compliment the Cheetah and fill a niche in the Northern armies – a new alloy under development by Noveren Materials in
that no other gear could match, the company’s survival would Livingstone. Called Argyderium, it was lighter than a comparable
be assured for at least a few more decades. thickness of durasheet and provided over a 10% improvement in
stopping power. Noveren executives spent considerable capital
The results of a quiet canvassing of the Northern Guard and to develop the alloy and were confident that it would supplant
NAF revealed a need for a heavy commando unit that could durasheet as the armour of choice within the next decade. The
carry heavier weaponry to support deep strikes by lighter gears. Lion’s designers had planned to use the new alloy to create a
Armed with this knowledge, Shaian Mechanics approached the gear with as much protection as a Rabid Grizzly, yet retain much
NAF procurement board and made a pitch to develop a gear to better manoeuvrability.
meet this need. Minister Scope also got wind of the proposal and
championed its continued development, but with the stipulation Shaian’s newest model of heavy-duty, high-performance
that all components must be of Norlight manufacture. actuators provided unmatched flexibility for the large gear
frame. When the first prototype rolled out of the manufacturing
In late Autumn, TN 1931, Shaian CEO Tetsuko Hatsushiba cell to begin testing, the Lion reacted with a speed and grace
authorized development of a new heavy commando gear. that belied its larger size.
Drawing on their expertise gained working on the Kodiak, Grizzly,
and Nemesis Jaguar, a project team was given a mandate During trials of the testbed prototype, the pilots pushed the top
to create a heavy-class gear “to surpass the capabilities and speed of the SMS up to 85 km/h, well past that of the Jaguar.
performance envelope of the Jaguar and be produced more A slightly larger fuel tank was added that extended the gear’s
cheaply with materials found with within this great Confederacy.” operational range 30 km further than the Jaguar. The electronics
The project was code-named Lion, after the unofficial totem matched the Jaguar’s communications array, but slightly
animal of the NLC and legendary king of the beasts. exceeded its sensor capability. All this performance at a cost
estimated to be significantly lower than that of a comparable
Jaguar if the model went into mass production.
Players may come into contact with the Lion prototype through a
hook developed by the GM, such as test pilots contracted to put
the gear through its paces. Alternatively covert operatives could
be assigned a mission to steal blueprints or the prototype itself,
or a reporter could be following a lead on something top secret,
or a scientist could be responsible for some portion of the project.
Just being around such a high-profile piece of equipment should
lead to internal and external conflict for the group
Options:
Swap the LPA for a HAAC (F, Reloads) for 0 TV.
Swap the HHGs for HPZ (F, limited ammo 2) for 0 TV.
Swap the LPA, APGL and HHGs for a HGL (F, Reloads) and
LMG (F, No reloads) for +15 TV.
The gear may still have the Argyderium alloy armour. If so, then
increase the armor to 19, increase the Ground Top Speed to
14, and remove one sturdy box and the critical damage box for
0TV.
HG3e STATS
HG BLITZ! Stats
M S PEED S TOP C BT TP
Lion DEFENSE W 5/9 -2 +1 +2
G 7/13 -2 +2 +3
ATT DEF EW LD
ATTACK +3 +1 -2
A RMOR AND DAMAGE
A CTIONS S IZE A RMOR : 17
# 1 7 DAMAGE : S S L H C
DETECT: 5
S ENSORS : +2 rf (2) MOVEMENT
EXPOSED
HEAVY GEAR BLITZ
A UTO C OMM : 5 P
PERKS
erks/F/f : : airdroPPable
laws
LAWS
C OMM : +1 a UX SsYSTEMS
Aux ystems: : smoke x6
Provided below are modifiers and options applicable to a The aggressor’s margin of success increases the target’s
number of persuasive skills. Specific examples are presented standing penalty for the rest of the scene. The aggressor’s margin
for Animal Handling, Camaraderie, Diplomacy, Intimidate, and of failure is likewise subtracted from the target’s standing.
Seduction. A full description of each skill can be found at the
end of this article. A persuasive skill roll can normally be made once per scene
with a given skill or request, but the GM may permit additional
For clarity, any character using a persuasive skill is known as rolls for new approaches or circumstances.
the ‘aggressor,’ even for non-aggressive skills. The subject of
the skill used is the ‘target.’ New circumstances may include:
Standing can be immediate or permanent. Immediate standing Amanda has identified Willum, the target she is supposed
lasts until the end of the scene, and permanent standing does to interrogate, making the best of the wedding’s open bar.
not diminish. Her objective is to ‘get familiar’ to Willum while she awaits
further orders. Since she has no specific requests at this
If a target’s immediate standing becomes -3 or lower, the target time, she attempts to make Willum desire her by stiking up
suffers a -1 permanent standing in all future scenes with the a conversation.
aggressor. When permanent standing is recorded, note the
aggressor, the target, and the skill involved. Amanda rolls her Rating 2 Seduction skill for a result of 5.
Willum rolls his Psyche (rating 0), and the GM rules that his
The example skills at the end of the article offer descriptive -1 from intoxication definitely applies to this roll. Willum’s
terms for the various levels of Standing. total roll is three, giving Amanda a Margin of Success 2.
Willum’s Standing with Amanda is now -2 (‘smitten’) and he
would like very much to impress her.
Standing Example Requests: “If you don’t call the cops, there’s
0 Wild money in it for you.” (-1), “We would like to borrow some
1 Socialized money.” (-3)
2 Domesticated
3 Housebroken
The Blitz! rules take all the best parts of the famous SilCORE system and do away with the
small details. The fluid combat round structure allows for dynamic interractions, where small
We also revised the Infantry rules and simplified to whole ammunition system to its simplest
form. A new 4 level damage system, inspired from Lighting Strike, was created and we gave
each and every Perk and Flaw a game effect.
In short, Blitz! is a brand new way to play the Heavy Gear miniature battles.
The best in giant robot gaming just keeps getting better!
Tables may be included in the submission. Preferably, tables Please send all submissions to the following email address:
should be created with minimal lines between cells, instead using
background colour and/or cell spacing for clarity. Tables may also [email protected]
be included in courier-font/fixed-formatting. Identify these kind of
tables with the following: <<<Table>>> Thank you everyone for your interest, and we look forward to seeing
your submissions soon!
The article’s title should be clearly noted at the beginning of the
file, followed by a short (less than 75 words) introductory text. This Deadline for Submissions for Issue #6: October 14th 2007
introductory text can either be a synopsis, a quote, story, etc. It will
be used at the beginning of the article to ‘set the stage’.