Aurora Magazine Issue 1 3 PDF
Aurora Magazine Issue 1 3 PDF
Aurora Magazine Issue 1 3 PDF
Cargography: Capal 7
Map of the city of Capal for Tribe 8 by Gareth Perkins
Spotlight: Detection 8
Rules for Heavy Gear Blitz! by Owen O’Connel
Spotlight: Ferret 13
Gallery Image for Spotlight:Detection by Paul O’Connel
Scaled Combat 13
Rules for Tribe 8 by Jason Jarvis
HACS-02HG/MPS GRIZZLY 19
Miniatures Painting for Heavy Gear Blitz! by Greg Perkins
Grinding Gears 27
Rules for Heavy Gear Blitz! by Tyler Mason
Submission Guidelines 31
How to Submit Material to Aurora
Article Suggestions 32
What Aurora is Looking For
Game on!
The Test Drive Stamp indicates that the rules presented are, to
use computer parlance, in beta testing. The rules are not official Oliver Bollmann
-- yet -- they are in testing. These rules are being considered Aurora Magazine Editor
for later publication as Errata or products in development and
DP9 would appreciate feedback on their use, but they are not to
be considered official. They are an indicator of potential things Dream Pod 9 Release Schedule
to come, however the final result may be tweaked or even
significantly different if they do not test well. Under revision in light of the award nomination... we’ll have more next
issue!
Paul O’Connel ([email protected]) -- Illustration: Spotlight:Ferret, p13 and Griding Gears, p28
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.
Of course no one other than the Keepers knows what goes on On the far bank of the Great River is another large banlie, Peti-
in there. There are, as always, whispers, particularly since it’s Port, that couldn’t possibly be more different from Snowshore.
so close to Dahlia’s new home. The Keepers claim that they The Waterfront’s docks are bigger and sturdier, but Peti-Port’s
perform dangerous experiments there so as not to jeopardize docking fees are aggressively reasonable. The entire Banlie is
the dwellers on the mainland, and there have been more than based around trade, and many of the Squats and High Tribals
enough explosions and strange gasses emitting from Afloat to that live and work here move back to the city when the snows
make this believable. The whispers say that much more than this come. As soon as the green comes back and the first caravan
goes on there. Experiments into Synthesis and Sundering and from the Confederacy arrives, Peti-Port erupts into a furious
Technosmithing that the Keepers don’t want the Eighth Tribe to whirlwind of activity that doesn’t abate until the leaves start to fall.
know about. It certainly is a popular destination for Keepers from And if you want to move something into or out of the city without
the wastes... disturbing the powers that be, I hear its customs inspectors can
be very discrete. The Children of Lilith have shown an interest in
Peti-Port this summer, but whether they want to crack down on
Banlies the customs inspectors or are trying to move something of their
own is anyone’s guess.
Not everyone likes living in Capal itself. Perhaps the bustle of
the Thousand Souls is too much for them, or perhaps they find
the thumb (or responsibilities) of the Eighth Tribe oppressive. At
any rate, smaller communities - banlies, as they’re called - have
been growing around the city since the Liberation. The largest
is the Agnites, off in the Spires, but there are many smaller ones
that few know about. If you know where to look, you can find a
couple families that’ve carved out homes for themselves in the
Spires and make a living selling reca - salvage from the World
Before - to the city.
AURORA: t h e S i l h ou e t t e m a g a z i n e
1
Spotlight: Detection
Introduction
When Heavy Gear was created over 10 years ago, the style of game design was to try and
make the most realistic system possilbe. Games were played using hex maps with endless
combat tables and tons of dice roll modifiers.
Owen O ′ connel
A decade later, the miniature game hobby is now more popular than ever. We felt it was time
In many ways, the Heavy Gear: Blitz! game is about detection. establish a Target Lock, he’ll have to beat the Fog’s Cover Value
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
sufficient terrain on the playing field, the game quickly becomes Example ECM Preventing Target Lock:
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.
WWW.DP9.COM
18-19 of the Heavy Gear: Blitz! rule books. You are welcome to
Copyright 2006 Dream Pod 9, Inc. All Rights Reserved.
adopt only those changes which your group approves of. A brief PROFILE
summary of the specific changes and rationale can be found at This value is added to Cover Value + Concealment to provide
the end of the article. the threshold for Detection. The target’s Profile is listed on it’s
datacard for easy reference. Profile is calculated by adding the
AWARENESS gear’s Stealth Rating, Low Profile, Camo Netting, Large Sensor
For simplicity, the Blitz! rules presume that any unit is aware Profile, Traceable Emissions, and any other non-variable
of the presence of all other units on the battlefield. Stealth and modifiers that affect detection. The Three columns correspond
other detection factors merely prevent an attacker’s fire control to Stationary, Combat and Top speeds. Profile values for all
systems from acquiring an adequate Target Lock. published datacards and a blank Datacard are presented at the
end of this supplement.
TARGET LOCK
To attack or Forward Observe a target, a unit’s sensors must COVER
lock-on; this is called a Target Lock. A Target Lock is achieved If any part of the target or it’s base is obstructed by terrain,
by default if the entire target and it’s base can be seen from sensors must be used to detect the target. Intervening terrain
the highest point on the detecting unit’s miniature. Obtaining a is called Cover. Measure the total amount of each Cover Type
Target Lock in this manner may be prevented by Concealment crossed by a straight line between the detecting unit and the
or ECM (see below). any part of the target, then find the total value of the Cover on
the chart below. It takes a minimum of 1 inch to get a +1 Cover
It is still possible to obtain a Target Lock on a miniature that is Value from any type of terrain.
totally obscured by certain types of terrain (see Cover).
If no part of the target is visible through the Cover, compare
Note: Target Lock is “Line of Sight.” The term was changed in the detecting unit’s current Detect rating to the target’s Profile +
this supplement to eliminate ambiguity. Any reference to LoS in Cover Value + Concealment. This is the minimum Detect rating
other Blitz rules applies to Target Lock. required to get a Target Lock on the unit. You cannot Target Lock
a unit completely hidden by Solid Cover.
Example Target Lock:
It is Tyler’s turn and he has elected to activate his Jaguar. He If part of the unit is exposed, the Exposure table determines the
decides to attack Owen’s Black Mamba with his MAC, but needs Maximum Cover Value available. Calculate the Cover value as
to establish a Target Lock first. Looking from the highest point on above, but the total can not exceed the Maximum Cover Value.
the Jaguar’s miniature, he can clearly see the entire backside of Weapons that extend more than 1/2 inch laterally from the
the Mamba with no Cover intervening. The Jaguar has a Target base of the miniature do not count for Exposure purposes. Any
Lock on the Mamba. instance of Solid Cover provides the Maximum Cover value.
If there were anything visibly obscuring the view of the Mamba, Cover Value is applied as a negative modifier to attack rolls
partially or entirely, Tyler would need to use his Detect rating to against the target, regardless of how the target was detected.
establish a Target Lock. Concealment does not count toward this value.
UTO OMM:
ERKS LAWS SENSORS:
AUTO COMM:
PERKS/FLAWS:
3. Profile pre-calculates
N A many
A
AME of the
R Detection
RCD S modifiers from
CC ANGE AM PECIAL NAME ARC ACC RANGE DAM SPECIAL
the standard Blitz system. This is less of a rule change and more
of a reorganization. The math is effectively the same as before.
4. Concealment P
was made distinct from Cover,
A HYSICAL TTACK M
and the term
(PUNCH/KICK/RAM) PHYSICAL ATTACK (PUNCH/KICK/RAM) M
Obscurement was removed. Once a Target Lock is established,
anything that won’t physically impede a bullet is not applied to
the attack roll, be it fog or camo netting. M S S C T PEED TOP BT OP M SPEED STOP CBT TOP
DEFENCE DEFENCE
DEFENCE DEFENCE
5. Exposure was added ATT
so
DEF
Solid
EW
cover
LD
would
A make sense. This TTACK
ATT DEF EW LD
ATTACK
DETECT: DETECT:
6. Active Detection is no longerS a roll, it is an
P increase
/F : in Detection
ENSORS: ERKS LAWS SENSORS: PERKS/FLAWS:
OMM:
UX YSTEMS:
AUTO COMM:
COMM:
AUX SYSTEMS:
Some players
#
find that Active Detection thresholds
ARMOUR
A :
AND DAMAGE are almost
RMOUR #
ARMOUR AND DAMAGE
ARMOUR:
always reduced to 1, unlessACTIONS
thereSIZEis a Dgreat deal S S
of
L
Cover
H C
on AMAGE:
ACTIONS SIZE
DAMAGE: S S L H C
the board. Players interested in a more “hide-and-seek” style of
D DETECT:
play should consider shifting the movement /F modifier to detection
ETECT:
NAME ARC ACC RANGE DAM SPECIAL NAME ARC ACC RANGE DAM SPECIAL
Stationary +2, Combat Speed 0, Top Speed -2.
Combat Vet Casualty Rating = Deep Wound + Armour Damage = attack MoS x (dmg + RoA)
Fanatical Casualty Rating = Deep Wound + Armour Injured = damage / Casualty Rating
Simple Tactics Closed : The Unit is closed together to provide better protection.
Like Leadership, positioning Units and Fighters to be most Offering a +1 to the Units defense roll. The closed Unit is also
effective can be a heavy influence on battle. To simplify this, better at resisting charges +2 to the Units Defense. If the Unit
Tactical skills increase the Attackers attack roll by the difference suffers a number of injuries equal to their RoA then the Unit
of both Units Tactical skill. becomes Broken from the Charge. Closed Units also move
slower over difficult terrain increasing the MP cost of the terrain
Attack bonus = (atk. Tactics + CRE) - (Def. Tactics + CRE) by 1.
Z’bri Sundering
The Sundering powers of the Z’bri show their strength in combat.
The pain that is caused assists Z’bri Sundering allowing Z’bri
Units to be unaffected by normal penalties.
• Players are in a Unit, but are not apart of the Unit Fallen Hl’kar Crusaders
• The bigger Unit gains the RoA difference -1 for or Attack: 2/2 +1, Defense 3/2 +1
against the Hero. Dmg: x15
• Players gain Unit benefits, but do not suffer the CR: 35 (Flesh 20)
disadvantage, such as being attacked by Martial BMP: +2
Trained Joanites. Special: Combat Veteran
• Players don’t get Leadership points unless they are in
Command. Fallen Bandits(Vimary)
• If a Player is in a duel (with a Unit commander or enemy Attack: 2/2 +1, Defense 2/2 +1
Hero), both Player and Hero are not attacked by the Dmg: x14
Unit, but instead the greater RoA side will carry over for CR: 18
the Player or against. BMP: +1
• Player damages are tracked by Flesh Wounds, so 2 Special: Mob
Flesh counts as 1 Deep when dealing with tougher
Units.
• If the Player is fighting a named NPC, the GM should
keep track of wounds to the enemy normally.
Squat Hunters
Attack: 2/2 +1(range) 2/1(melee)
Defense 1/1 +1
Dmg: x13(range) x9(melee)
CR: 13
BMP: +2
Special: Mob, Range
Gek’Roh
Attack: 3/1 +2
Defense: 3/1
Dmg: x16
CR: 50 (Flesh 30)
BMP: +2
Special: Animal Move, Combat Veteran
Wolf Pack
Attack: 3/1, Defense: 2/1
Dmg: x14
CR: 15
BMP: +3
Special: Animal Move, Pack Tactics(use Combat sense as a
Tactical skill)
Rescued from his CEGA handlers at the Intersettlement Scientific Convention by a daring team
of Jovian operatives, Dr. Peyarje and his rescuers have fled Venus aboard the Beautiful Dreamer,
a privateer ship commanded by Aglaee DesSources. Unfortunately, they have not lost the CEGA
forces seeking to recapture Peyarje. The 3rd Division of the CEGA 4th fleet, commanded by ace
exo-pilot Ranho Garand, is in hot pursuit.
The Scenario
Low on fuel, with the CEGA pursuit fleet closing in fast, the crew of the Beautiful Dreamer find
themselves with few options. Stealth and careful planning has allowed them to evade their CEGA
pursuers thus far, but Garand’s 3rd Division is slowly closing in, blocking the orbits they could
use to travel out-system. Another division of the 4th Fleet has launched from Earth to intercept
them.
The ship’s best choice seems to be change course and head for the Earth system, the closest
source of supplies and fuel. There, they can loose their pursuers in the high-traffic Orbitals, then
contact DesSources’ mysterious associates for resupply and slip back on-course for their trip to
Jupiter. If all goes well, their pursuers will be left far behind.
DesSources’ skillful helmsmanship makes the most of their limited reaction mass, barely
brining the Dreamer within reach of the 4th Fleet’s 2nd Division. (Which, of course, provides an
opportunity for pilot PCs to fight off interceptors and exo-armors launched by the 2nd Division
to disable or destroy the Beautiful Dreamer) Then, with the last of the Dreamer’s reaction mass,
she puts them on an orbit that will take them through the most heavily traffic’d regions of the
Orbitals and drop them cleanly into lunar orbit mere days later.
The players (and Ysa and any other appropriate NPCs) are sent to the Lunar surface to make
contact with DesSources’ associates while she supervises repairs to the Dreamer. Her associates
decline to make contact themselves (not wanting to risk exposure) but should instead direct them
to Ismael Li’s burgeoning rebel group, which has the connections to provide them with the fuel
and parts they need... For a price!
►CHARACTER INVOLVEMENT
This episode is fairly open-ended. The main plot point is Ismael Li’s doomed Copernicus rebellion,
an effort he wants the players to help with. In exchange, his organization can provide fuel for the
Dreamer without tipping off CEGA (they have insiders in several important fuel manufacturing
plants) and even provide some extra booster engines, which will give the Dreamer an important
edge over her pursuers when it becomes time to leave. Exactly what help characters will be able
to provide depends on who they are.
JAF pilots probably won’t be able to provide much help with exo-armors or fighters, unless you’re
running a very cinematic game and want the rebellion to include a minor war on the moon’s
surface. Fortunately for pilot characters, Li’s rebels have managed to procure a small number of
Sand Stalker and Sabertooth exo-suits from Martian arms dealers. These suits are much better
suited to close-quarters fighting in the Lunar tunnels, but Li doesn’t have enough pilots to use
them effectively. Fighter pilots could be given makeshift support aircraft, or, for a slightly different
challenge, have to fly supply/troop shuttles while evading CEGA pursuit.
18
EPISODE THREE
Note that this shouldn’t be all that pilot PCs do. Try to involve them in other aspects of the
rebellion. As they have military experience, they will probably be able to offer valuable advice to
Li’s staff on matters of tactics, organization, and strategy.
JIS agents are generally well-suited to intrigues, backstabbing, and conspiracies in the buried
and domed cities of Luna. Greasing the wheels of revolution through raids, assassinations, and
intrigue fit the typical skill set of JIS agents well. They can provide Li with badly-needed behind-
the-scenes assistance and professional intelligence gathering. See the Plot Points sections
below for more ideas on subplots that JIS agents can be involved in.
Reporters will face the most daunting task of all. They must make Ismael and his revolution not
only palatable but sympathetic to the average CEGA citizen. This is harder than it sounds, as the
Earth system (especially the Orbitals) still have the massive, dense communications networks
that characterized the early 21st century. The citizens, used to assimilating a massive amount
of information, have a very short attention span. Not only that, but CEGA employs some of
the best spin-doctors in the solar system. On the upside, this gives the PCs a chance to fight
CEGA’s propaganda against them, especially since they can call upon Ibrahim Youssef’s skills
and knowledge.
Peyarje will most likely stay on the Dreamer, rather than travel to the surface and risk capture by
CEGA. And his technical skills could be invaluable to the crew if the Dreamer suffered damage
in battle that needs to be repaired. However, his family could be held somewhere on the moon,
prisoners but not yet executed because CEGA still aims to recapture him and will need a hold
on him when they do so. As he doesn’t plan to return to Earth, there is no doubt that they will
eventually be executed, so he will request that the PCs attempt to free them. This could be one
reason for the PC’s initial journey to Copernicus: Peyarje’s family is being held somewhere near
there.
Of course, freeing Peyarje’s family is just the first step. The players the need to get them OFF
Luna. And since Copernicus Dome is going to have a bad case of the revolutions, that’s not going
to be easy. Especially not if Peyarje’s family includes some impetuous teenaged grandchildren
looking to give CEGA a kick in the teeth for keeping them locked up.
Whether or not Peyarje’s family is in captivity, and whether or not the PCs successfully free them
is left up to the GM.
The Society is fed up with the status quo. They see humanity as having entered a period of
evolutionary stagnation, and want to give things a jump-start. Their members want to give
exceptional humans a chance to shine, to realize their full potential, to push themselves to their
limits. They refer to these individuals as Evolved Humans, samples of or steps on the road to the
next stage in the evolution of the human race. The Society believes that these Evolved Humans
will never reach their potential without help, and that they are hard to find, as society acts as a
19
EPISODE THREE
force to oppress their ability, forcing them back into anonymity among the teeming masses. They
are not, however, Transhumanists. They want the human race to evolve, not be replaced by
something artificial and equally stagnant.
1. Keep their presence and work secret at all times. With the Edicts and the widespread prejudice
against genetic engineering, their work could easily be misinterpreted.
2. Seek out the Evolved Humans, wherever and whoever they might be. Members of the Society
must always keep their eyes open for extraordinary feats that could be the sign of an Evolved
Human. (Or someone whose descendants could be Evolved Humans)
3. Aid Evolved Humans in realizing their potential. While their beliefs are egalitarian in the sense
that they believe that everyone has the potential to improve themselves and become an “Evolved
Human”, the Society only has limited resources, and so must focus on those whose drive, talent,
and skill have already marked them.
The Society has its eye on the player characters, and has instructed DesSources to work to
help them realize their true potential. DesSources is an experienced operative of the Society,
and while the PCs should catch hints that she’s up to something, it shouldn’t be easy for them to
work out what. While much of the time, DesSources will simply provide the PCs with the things
they need - exo parts, fuel, transportation, air, etc. - she will occasionally work against them to
place them in dangerous situations that can help them to realize their potential. Placing them in
the middle of Li’s rebellion could be an example of this.
Of course, its also possible that the PCs aren’t the Evolved Human candidates at all. The Society
could be aiming to help Garand, Li, Peyarje, Ysa, or any number of other NPCs to realize their
potential. Despite this, in the interests of keeping the PCs central to the plot, they should also
attract the attention of the Society through their actions, even if they did not initially.
Aglaee DesSources
Aglaee will likely spend most of the episode getting things sorted out aboard the Beautiful
Dreamer. Any help she provides should probably be through the Society, in the form of contacts,
equipment, or personel. She will also offer to provide transport to as many refugees as the
Dreamer can handle safely, once things turn bad.
Ismael Li
Suggested Stereotype: Curiousity or Expert
Suggested Archtype: Spacer or Soldier
Ismael Li is the leader and driving force behind the burgeoning Lunar resistance movement. Once
a miner, Li worked hard, long hours in the tunnels deep below the Lunar surface and Helium-3
harvesters. He quit in disgust when he realized that the company he’d worked ten hard years for
was constantly operating at a loss and systematically abusing its employees in order to provide
CEGA and massive Earth corporations with cheap Lunar ores. Using the excellent education
provided to all Selenties, Li spoke out against the CEGA “occupation”, making speeches and
distributing eloquent pleas for regime change in an attempt to awaken the populace to the truth
of their situation.
20
EPISODE THREE
Five years ago, under investigation by CEGA and Lunar police forces, Li took his crusade
underground. No matter what he did, legitimate means would only get him arrested. He set
about building a proper revolutionary organization out of the public eye, aiming to drive CEGA off
the Lunar surface by force of arms. Strangely, this has won him many more converts among the
usually peaceful Selenites than his speaches ever did. He finds this somewhat disheartening,
but still forges ahead.
Li is now ready to launch his uprising. The arrival of the PCs has moved his timetable up a bit,
as their actions on Venus have distracted many of CEGA’s forces and their skills can be a great
help to him. He is a fundamentally honest man, and will promise fuel, parts, and provisions
in exchange for the PCs’ help. He will give them what he promised without short-changing or
holding back. He also truly believes in his cause, and would willing sacrifice his life to save any
of his supporters.
Ibrahim Youssef
Suggested Stereotype: Rookie
Suggested Archtype: Reporter
Youssef is a young reporter, sent by his company to do a piece on the madman plotting rebellion
from deep within the Lunar tunnels. Instead of a madman, he found a rational, honorable
gentleman seeking to end the exploitation of his people. For the first time in his life, Youssef found
a cause he could really connect with. When his employers received a thoughtful, well-reasoned
piece on the corruption and exploitation rampant on Luna instead of the propaganda piece on the
madman who opposes the righteous might of CEGA, Youssef found himself unemployed. Not
that he really cared - Li provided Youssef with the financing for a pirate Earth System Network
terminal, from which Youssef has been broadcasting the “Truth from the Tunnels” ever since.
Now that the hour of uprising is at hand, Youssef is standing by to cover the Selenites’ fight
for freedom. He plans to broadcast live coverage of the fighting in the Lunar warrens, fighting
CEGA propaganda as his comrades fight CEGA’s garrison troops. But Youssef has no idea how
effective his broadcasts have been, or how wrong he is in thinking that the authorities won’t take
notice of him and attempt to curtail his activities once the fighting starts. During the uprising,
Youssef could be targeted by CEGA special operations squads seeking to take him off the air
permanently, even as he fights a battle against CEGA’s massive PR steamrollers.
After the uprising, assuming he survives, his skills could be of use to parties faced with a CEGA
propaganda campaign against them. He has years of experience fighting such campaigns, and
could help to turn public opinion in the inner solar system back towards the players.
Catherine Glit
Suggested Stereotype: Expert
Suggested Archtype: Medic
One of the first to join Li’s cause, Glit is a doctor from one of the Lunar mining corporations,
retained to treat miners who succumb to the many diseases caused by long working hours at
low gravity. She witnessed first-hand the side effects of CEGA’s lunar policy, and believes that
Li might be able to convince them to change their ways... If he could cool his head a bit! Glit
provides a steady head and unshakable rationality to offset Li’s dedication and passion. She
has, against her better judgment, become the rebels’ strategic advisor as well as their chief
physician.
21
EPISODE THREE
As the rebellion heats up, Glit will be the one directing the effort, making sure that everyone’s in
the right place at the right time and that no avenue is left open for the CEGA forces to strike at the
rebels’ flanks or rear. As the battle turns against them, she will be the one to coolly arrange the
evacuation of as many willing civilians as possible, to place them out of reach of CEGA reprisals.
Focused on the needs of the moment, she will only grieve for the lost later, once the shooting’s
finished and the depths of interplanetary space have swallowed the scattered refugees.
Glit will be wary of trusting the PCs, but glad for their help, both during the battle and during the
desperate evacuation that follows. Glit keeps a cool mask between herself and the world and,
like Aglaee DesSources, keeps most of her companions at a distance. Only Li is a true friend, but
even he is nothing more. Unlike DesSources, Glit’s mask is because she is shy and feels more
comfortable keeping those around her at a careful distance.
Luka Ansevik
Suggested Stereotype: None
Suggested Archtype: Official
Captain Luka Ansevik is the commander of the small CEGA lunar garrison force. Captain
Ansevik is throughly unimaginative, a very by-the-book officer, assigned to a post not likely to tax
her capabilities. After all, what threat could the unarmed and industrious Selenites pose to the
military might of CEGA? When revolution erupts around her, Ansevik will do her best to contain
it, but becomes increasing desperate as the situation unravels. She knows that failure to resolve
the situation before her superiors are forced to take notice will be the end of her career.
Ansevik is an officer focused on tactics and administrative work. As such, her combat skills
are virtually nonexistent - she is much more comfortable ordering others into combat than
fighting herself. This leads to disaster, as it leaves Ansevik out of touch with her troops as they
desperately fight the rebels in the streets of Copernicus. Finally, increasingly desperate to contain
the situation, she could be the one to order the dome blown.
(Ind) Ysa Cantroni
Ysa will be in her element during the Lunar uprising. Action, crusading for justice, and a bevy of
human interest stories to practice her reporting skills on! Having spent a year touring the Earth
system at one point, Ysa has a number of useful contacts on Luna that can supplement those
provided by DesSources and Li. Even if she doesn’t travel down from the Dreamer with the PCs
initially, she will try to find some way down so she can help the Selenites of Copernicus fight for
their freedom once the uprising begins.
Of course, Ysa might not be quite as good at tunnel fighting as she thinks she is. Saving her
from herself could be an exciting and frustrating subplot for a PC, especially one who has
become emotionally involved with her. Having a mysterious masked figure in a red CEGA exo-
suit (Garand, of course) help save her and keep her safe from CEGA forces, but carefully avoid
aiding the rebels, might create an interesting mystery... Or not, depending on how sharp your
players are.
Ranho Garand
Garand isn’t integral to this episode, and doesn’t fit into the action very well. He’s an ace,
not a grunt, and is poorly-suited to the fighting in the Lunar tunnels both philosophically (he
would see fighting against or for the rebels as dishonorable) and in terms of his experience.
He could, however, be involved with the escape. Perhaps he covers the PCs as they withdraw,
in an attempt to restore his honor after not managing to stop the Copernicus Disaster. This is
22
EPISODE THREE
especially likely if Kleb was the one who ordered the dome blown. Or he could reluctantly don
an exo-suit and enter the tunnels to protect someone or something - eg, Ysa Cantroni. Both, of
course, assume that his fleet either finishes whatever resupply they need or he proceeds to the
Moon independantly before the Episode ends. Given that it will probably take place over the
course of a week or two, this isn’t unreasonable.
Russel Kleb
Kleb is, again, not integral to this episode, though he is Ansevik’s superior officer. If she
fumbles the situation in Copernicus too badly or is killed, he’s likely to step in and take command.
By this point, the Venusian drugs have seriously impaired his judgement. He’s likely to order
such drastic measures as the destruction of the dome or ordering the CEGA marines to fire on
civillian targets.
Project Dragonstriker
Dragonstriker doesn’t have much to do with the central events of this episode, though
there are ways to incorporate it. CEGA could be holding the families of involved scientists and
technicians hostage as insurance of good behavior has been covered above, under Dr. Peyarje’s
entry. Freeing all the captive families, while likely a logistical nightmare, could provoke more
scientists and technicians to dare to defect or desert, putting a serious crimp in Dragonstriker’s
progress and CEGA’s future exo-weapon development work.
Its also possible that the main (or auxiliary) faculties for Dragonstriker are located on the moon,
possibly even near Copernicus. In exchange for their help, or as a distraction, the PCs might be
able to arrange to raid one of these bases with the help of the rebels. While they would be more
heavily defended than a civilian city, the installations could probably still be handled by a group
of competent PCs, especially JIS agents skilled in infiltration and raids. The PCs might even be
able to find a way to steal one of the early prototypes, though the main Dragonstriker prototype
would (by now) have been loaded aboard Kleb’s flagship. The prototype probably wouldn’t have
all the gadgets of the Dragonstriker itself (no wide-angle beam cannons or nuclear missiles) but
would probably have the CAT system and some other goodies of its own.
Project Methuselah
Again, Methuselah doesn’t have a direct connection to the action of the episode. This doesn’t
change the fact that the PCs (might) know about it, or at the very least, will have upset its smooth
progress. And while the PCs might have lost the CEGA forces seeking to recapture Peyarje,
there’s no garuntee that Malachai and his men aren’t still hot on their tail. What part Malachai and
his Ronin servants play in the events on Luna will depend on just what his objectives are.
If the Bank’s still looking to make Peyarje disappear in an apparent disaster, having him right in
the middle of a revolution offers some wonderful opportunities. They could be trying to get the
PCs killed in the fighting, with some help from Ronin agents if necessary. And with refugees
shuttling aboard the Dreamer, an agent or two could no doubt slip aboard and take care of
Peyarje. Even if they aren’t seeking to get rid of Peyarje, the chaos of the revolutionary battles
provides the perfect circumstances for the PCs to mysteriously disappear, as a warning to those
that would cross the Bank or to cover up Methuselah.
Malachai and the Bank could also be helping the revolutionaries, seeking to weaken their CEGA
“allies” (and acquire a new customer) by removing their convenient nearby source of natural
23
EPISODE THREE
resources from their grasp. Not only does this give the Bank influence on the “ground floor” of
a new customer/nation, but it means that CEGA must rely on the bank to prop up its weakened
economy and pay shipping fees. An especially sinister scenario would be for the Bank to provide
an advisor to the rebels: Malachai. Of course, the players know who he is and why he’s there,
but can they afford to out him without loosing Li’s trust or looking like they’re seeking to replace
him?
The Bank could be seeking to encourage and then foil the rebellion for their own ends. After all,
a rebellion would disrupt CEGA’s economy and spur a further build-up of military forces, giving
the Bank a good way to increase its hold.
! Plot: Rebellion
The PCs provide the last piece of the machinery of Li’s revolution. With their arrival, after providing
them with the fuel they need, he launches his armed uprising in the depths of Copernicus. Moving
barricades outwards at carefully-regulated intervals, his troops and exo-suits advance through
the dome, driving out the CEGA bureaucrats and policemen as they go. The few initial firefights
go well for the rebels, and it takes several hours for Captain Ansevik to organize a response.
Even then, though the rebels’ steady advance is slowed, and most engagements still go to the
rebels.
About six hours into the fighting, give or take, things begin to turn. Ansevik manages to get her
exo-suit forces into Copernicus, and their numbers mean bad things for the rebels. Catherine Glit
starts an evacuation of refugees - those who no longer want to live under CEGA’s fist (and there
are many, especially now that Li has shown his willingness to take action). The rebels lift as many
to hastily-contracted merchant and passenger ships in lunar orbit as they can. Things become
even more chaotic as the Selenties abandon their usual reserve and scramble to be one of the
lucky ones and the rebels fall back before the CEGA forces. Organizing such a retreat is no easy
task, and PCs with organizational or oratory skills could no doubt be of great help.
Of course, this is a rough outline. The players’ actions will affect the course of events in unpredictable
ways. But the final outcome is relatively certant - CEGA will crush the resistance however it has
to. Especially since the judgment-impaired Admiral Kleb is the one who responsibility would fall
to if Ansevik failed. It might be best to think of this outline as what would happen if the players
hadn’t intervened.
DesSources will, of course, take as many refugees as possible aboard the Dreamer. Ysa will
probably want to help the rebels fight. Exactly what the players do is up to them, but they should
be involved in the fighting or evacuation effort somehow. After all, it was their presence that
provided the catalyst that started the rebellion. GMs that want to add a more personal edge to the
rebellion could arrange for one of the PCs to befriend or even fall in love with one of the rebels.
This could serve to either further highlight the cost of the rebellion, if the friend/love interest got
killed in the fighting or disaster, or add a note of hope if (s)he managed to make it aboard the
Dreamer or another ship.
24
EPISODE THREE
back and taking the spaceport and ground-to-orbit weapons. Even the citizens who couldn’t be
evacuate help, pelting helpless CEGA infantry and marines with common (but heavy) household
items. Things are obviously not going well for the CEGA troops.
In a panic, Ansevik orders the few warships under her command to open fire on Copernicus,
fearing that the rebels could use the city’s ground-to-orbit weapons to take away her space
superiority, one of the few advantages she has left. Alternately, Kleb could step in and order the
4th Fleet to fire on the dome, in an attempt to eliminate the PCs, though this option is probably
best used if the PCs managed to eliminate Ansevik. The ships’ weapons shatter the armored
dome and level the spaceport and orbital defense emplacements. Ismael Li’s last words, relayed
to his friends and helpers aboard the Dreamer, are My life for freedom!
Alternately, the rebellion could be crushed by setting off charges or blowing seals on the dome
itself. If the charges/seals were operated from a secured control station, a desperate scramble to
prevent Ansevik from setting off the charges could be an excellent end to the uprising, especially
for action-heavy campaigns. This would be followed by a hasty retreat into space by the PCs and
the other surviving members of the strike force (eg, Glit, Youssef) as the Dome opens to vacuum,
killing rebel, civillian, and CEGA marine alike.
CEGA, of course, refuses to take the blame for the Dome disaster. Their first desperate response
is to put the blame on the Jovian terrorists who abducted Peyarje, and later shift it to the extremist
STRIKE organization. Reporter PCs can use Ansevik’s (or Kleb’s) actions as fodder for their own
counter-attack against CEGA’s propaganda. After all, the Dreamer presumably has recordings
of Ansevik’s ships opening fire on Copernicus and her orders.
If the GM is looking for a way to lighten the end of the episode slightly, the PCs could overhear
a radio broadcast from (or hear the report of a reporter aboard the vessel) a Solar Cross ship
moving in to investigate. If the GM chooses to have CEGA ships attempt to stop the Dreamer,
the Solar Cross ship (and its 500 kilometer cease-fire zone) could save the day, either by forcing
the CEGA ships to stand down or by forcing them to choose between preventing the Dreamer’s
escape or attempting to cover up the Copernicus atrocity.
In either case, Captain Hannah Keflavik of the Amaterasu from Lightning Strike: Call to Arms is a
good choice for the captain of the rescue vessel. (And a nice easter egg for long-time JC fans)
Timing and Objectives
Again, take your time with this adventure. Develop the rebellion and the rebels, especially
Ismael Li. Emphasize the moon’s restrained and industrious culture and the rampant poverty
and utilitarian nature of the underground cities. If appropriate, show the corruption of the CEGA
officials that oversee the colonies. The rebellion itself should be fast-paced and chaotic. Cut from
scene to scene, without always making the transitions between them clear. Play up the initial
hope and final despair of the rebels, the desperation of the refugees to find a better life, and the
chaos of close-quarters fighting in the Lunar warrens.
25
EPISODE THREE
The PCs’ primary objective is, of course, to get the supplies they need and escape alive. Depending
on their motivations and the subplots the GM chooses to throw at them, they could also be trying
to help the rebels, rescue Peyarje’s family, manufacture some advantage for themselves, or any
number of other things.
►NEXT EPISODE
On the run again, the Beautiful Dreamer boosts away from the Moon with a cargo of desperate
Selentie refugees filling its holds. The only course open to it is straight for Mars, with the CEGA
4th Fleet’s 3rd Division again in hot pursuit. On the war-torn Red Planet, a seemingly peaceful
layover will once again becomes a desperate struggle against impossible odds. Will our heroes
ever find a respite from war?
►FILLER SUGGESTIONS
Again, the GM is confronted with the daunting prospect of a weeks-long haul through interplanetary
space. This time, however, there is a much wider set of choices available for filler. With Garand’s
3rd Division again in pursuit, pilot characters should frequently come face-to-face with their
nemesis in desperate attempts to buy the Dreamer more time. A ploy involving a decoy drone
and spare reaction mass tanks for the players’ exo-armors and fighters could be used to lure the
pursuit fleet onto a false vector. (As it was in the original Green Book Odyssey)
With a cargo of desperate Selenites crammed into its holds, the Dreamer will be facing serious
strains on its life support systems and provisions. Rationing and seeking workarounds while
providing medical aid to those wounded in the escape can provide a temporary, slower-paced
relief from the fast encounters to date. The Selenties, suddenly seeing a world beyond the
warrens of the moon, can also provide an interesting social encounter, giving the players a
window into the minds of the least fortunate among their enemies. Consider, for example, the
simple fact that many Selenites have never really seen the stars.
The Betrayl subplot from Episode #2 can again be put to use here. The GM has a wider variety
of options and motives for the traitor, thanks to the Selenite refugees aboard the Dreamer. As
mentioned above, Bank operatives could slip aboard and seek to punish or eliminate the PCs or
Peyarje. Having to protect the refugees while taking out or discovering Ronin operatives would
make for a tense or action-packed interlude.
►VEHICLES
This episode will probably mostly involve exo-suits and civilian vehicles. The Rebels will probably
be using Sand Strikers and Sabertooths, while the CEGA forces will use Sabertooths and
Minotaurs. Of course, most of the fighting will be conducted by infantry.
26
�
HEAVY GEAR BLITZ! (BETA VERSION 2.0)
HACS-02HG/MPS GRIZZLY
Introduction
When Heavy Gear was created over 10 years ago, the style of game design was to try and
make the most realistic system possilbe. Games were played using hex maps with endless
combat tables and tons of dice roll modifiers.
greg perkins
A decade later, the miniature game hobby is now more popular than ever. We felt it was time
When I saw the newly ‘Blitz!-ed’ Northern Fire Support The Nova Redriders are known for their use of desert camouflage,
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
limited palette for the overall figure: dark brown, tawny, dark red,
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.
of the calves: first scraping off mold lines and then re-routing the Details like the starburst would find their way onto a vibroblade
The best in giant robot gaming just keeps getting better!
WWW.DP9.COM
I wanted the right arm of the Grizzly to be fully extended and The base terrain was painted black and drybrushed according
the HAC to be held as straight as possible. Therefore, I bent to the chart. I chose to paint some vegetation to the base as well
the manipulator into position, cut the forearm off at the elbow, in order to liven it up a bit and give a sense of scale. I chose a
and sanded down the rough bits. I also modified the crash bar few grains of ballast from the vegetation area and painted them
behind the head of the Grizzly by cutting off the existing one and red to give the impression of flowering cacti.
drilling two holes where the ‘neck’ meets the MRP brackets. I
bent a short piece of brass wire to the desire shape, and super Most of the painting can be explained by comparing the miniature
glued it in place. to the colour chart. However, I’m rather pleased with the method
I applied to the tank treads. They were painted black, then a mix
BASING: Next, I wanted to mount the Grizzly on an appropriate of Dark Flesh and Codex Grey was dabbed on with the side
base. The Grizzly, like the new Cobra, is a tight fit on the hex base of my size 1 brush. I highlighted the treads with some watered
packed in the box. Therefore I chose a round 40mm base. down Codex Grey before using a size 00 detail brush to edge
the top and sides of each thread with the same colour lightened
Seeing as I chose a pose which has one of the treads of the with white.
Grizzly resting on a modelled stone, I wanted the rest of the
base to represent a similarly craggy terrain. I looked through my The Main Armour was all painted Snakebite Leather. From here,
box of stones (yes, I keep of box of interesting stones just for this I use a much more subjective techniqe: I look at the armour in
reason], and chose one that had enough detail to look like more terms of individual facets, and paint dark to light gradients along
than a lump of clay. The stone didn’t cover the whole base, so them in accordance to how I imagine the surface would be lit.
I tacked the stone to the base with some ‘Green Stuff’ two-part Once all the gradients are done, the edges are all highlighted.
epoxy modelling putty. Using more putty and some aquarium Again, this is to taste, but I generally go for a higher contrast than
pebbles for filler, I built up the rest of the base to the level of the most painters would feel was necessary. To help you determine
stone. I smoothed the ‘Green Stuff’ to the shape I wanted with how to apply these gradients, I generally make the rule that
the back end of an old brush. The Grizzly was fastened to the any facet facing upwards will be lighter, and any facet facing
base by the “Green Stuff” under the right tread, and by Super downwards will receive a darker gradient, or none at all.
Glue under the left tread.
The Hazard Striping was done by painting the entire plate with
When the Green Stuff had dried, I painted some diluted white Golden Yellow and highlighting it. Then the Black was watered
glue around the base, omitting some of the more interesting down to the consistency of an ink, and the black stripes were
looking details. Then the base was dunked into a small container carefully painted with the detail brush. The rivets on the calf
of ground ballast. On top of this, for an added detail, I superglued plates were weathered by painting a thin wash of Snakebite
an OVNI recon drone. Leather along them.
Once the white glue dried, all the pieces were layed out in a box Weathering on the armour plates was done on the “butt plate”
and primed with white spray paint in a well ventilated area. and the rear underside of the calves, where it seems most likely
that stones, mud and dust would accumulate. The weathering
Now to the actual PAINTING! was generally a wash of Scorched Brown with an additional
wash of Black. Paint chips were added to the edges by painting
REMEMBER: Always add water or a medium to your acryllic short streaks along the edges, and then highlighting those with
model paint until it reaches a milky consistency. White.
HANDY WEAPONS
Skills, Complexity, And Resolution The next class of weapons are certain muscle-powered
weapons, such as bows or throwing knives, that are capable
Skill Levels are a measure of one’s expertise in a particular of being fired rapidly, albeit not quite as easily. These weapons
field, while Complexity Ranks measure the breadth of one’s require some easy action to ‘reload’: arrows are grabbed from
knowledge of the field. Some people will find themselves an a quiver and nocked, knives are grabbed from a belt, shuriken
expert in a narrow range (high Skill, low CPX), while others are shifted from one hand to the other and thrown, etc. To ready
are mildly familiar across a wide gamut (low Skill, high CPX). these weapons takes a Simple action.
The best of the best have both high Skill and high CPX. How
these two distinctions interact with each other depends on Starting with a weapon at the ready, a character could fire,
the task at hand. ready, and fire, for a total penalty of -1 (two actions, one simple
action). To continue the same volume of fire the following turn,
As stated in SilCore, certain tasks may have a Complexity they would need to ready, fire, ready, fire, for a total penalty of
level associated with them. Note that the Complexity rating -2 (two actions, two simple actions). Alternating taking one shot
can represent various things, depending on the task, be and two shots per round keeps the penalties always at -1, and
it esoteric knowledge (secret martial arts techniques), thus represents an excellent progression of, say, an archer,
advanced theory (quartic four-dimensional calculus), superior beginning with one shot per turn (10 shots per minute, the rate
understanding and training to handle a type of vehicle (flying of a competent English longbowman) onto three every two, onto
the prototype MX-32) or tool, adapting to an unfamiliar set of two shots every turn (20 shots per minute, the elite bowman).
controls, etc. When performing a Skill Test:
SINGLE-SHOT RELOADABLE
Characters who do not possess a skill CPX rating that Easily reloadable weapons (light crossbows, simple bolt-action
matches the Complexity rating of the task suffer a -1 penalty rifles, break open shotguns) require a Standard action to reload.
to their rolls for each point of CPX below the required If the character wants to perform another action in the same
rating. round they reload, they
may make an Agility
In the opposite case where a character’s CPX rating is above test versus a threshold
the base Complexity of the task, the character receives a of 3; if they do not
+1 bonus to their roll. This is the maximum bonus; extra succeed the reload was
knowledge can only make tasks so much easier. fumbled and must be
commenced anew. If
A character attempting a task for which they do not have the user wishes to rush-
enough CPX, but who possess an appropriate Specialization, reload, they may make
may ‘trade in’ their specialization bonus of one die for a +1 an Agility test versus a
to their effective CPX in that skill, as to roll with no bonuses threshold of 5, where
or penalties. success indicates the
reload only takes a
Additionally, Skill Specializations model an increase of Simple action.
character skill in a narrow range. Thus, Specializations
Jonas in Action
Called Shots, Aiming and Scopes Every scope has a ‘power’ rating, listed in terms of x. The range
to the target is divided by the power of the scope to get the
CALLED SHOTS ‘effective’ range used to determine the range penalty for the
Sometimes just hitting the target is not good enough. Sometimes shot. A target 150m away on a weapon with a 3x scope would
it is imperative to drop the target in one shot, aim for an effectively be only 50m away for the range penalty.
unprotected spot, or even disable rather than harm. Whatever
the necessity, called shots add flexibility in tactical situations. However, scopes have a minimum (real) range before they
become effective. Multiply the power of the scope by 10 to
To call a shot against a specific small target or body shot requires determine the minimum range, in metres.
a simple action, and imposes a -1 penalty to the shooter’s
defence rolls for the round. Making multiple called shots during While focused aiming through a scope a character also suffers a
the turn still requires the use of only a single simple action, but 2 die penalty to notice anything happening around them.
each additional aimed shot adds a cumulative -1 modifier to
defence rolls for the turn (as the character moves less to line
up their shots). Cover and Concealment
The penalties for firing a called shot are based on the size of COVER
the target being attacked. The penalty is applied by removing A target is under cover if a solid object is hiding a portion
dice from the Skill test made to hit the target, as per the SilCore of their body. This has the effect of reducing the target size
“Aiming” rules: subtract one die for a called shot to a torso- considerably. To fire at a character under cover follows
sized target, subtract two dice for a limb-sized target, subtract rules similar to Called Shots, detailed above. In fact, the
three dice for a head-sized target, and subtract four dice for an character may elect to fire a Called Shot against the target,
extremity-sized target. which provides the best chance of striking the target.
The player rolls the remaining number of dice, however, roll an If a character chooses to not take a Called Shot against the
extra die (of a different colour) as well. Compare the result to visible portions of the target, then their penalty for attacking
the following: the target is one die worse than as if they had made a Called
Shot (thus if only the target’s head was visible, the penalty
If the dice without the extra die indicates a hit (ie beat the target’s would be at minus four dice, however, the attacker would
defence), then the called shot was a success, and the intended/ suffer no defence penalty). For a case of a non-Called Shot
called target location was hit. against a target who is half-hidden (torso, head and arms
visible, for example) the penalty is minus one die.
If the ‘extra’ die brings the result to a level to indicate a hit,
then the target is struck as per a normal shot (ie, not a specific Whether the shot against the target in Cover is made as a
location). Called Shot or not (suffering the worse penalty), the same
procedure is followed as with a Called Shot, that is, adding an
If the results of all dice do not indicate a hit, then the shot is ‘extra’ die to the roll. Unlike a regular Called Shot, however, if
indeed a miss. the target is hit only with the ‘extra’ die, this indicates the shot
Volume 1, Issue 1 22 all material © - see About the Authors
AURORA: the S ilhouette magazine
core injection: variant rpg rules
hit the Cover. Depending on the type of cover, the shot may
blow through and still mange to injure the character behind
it, and the GM may check to see if this occurs. Characters
are advised to choose their Cover wisely.
CONCEALMENT
Concealment, unlike cover, does not present any physical
protection to a target, but instead corresponds to obscurement
that makes the target harder to pick out or see. Concealment
is generally useful only in situations where most of the body
is concealed, such as smoke, in the dark, hiding completely
behind foliage (that still allows some view through, else it
would be a blind shot), shoji screens, etc. In these cases, the
defender is granted a bonus to their defence rolls.
Wynona groaned. “Do I look like an admiral? Crap on toast, “…get around…”
man, get a grip!” She was standing, her fists balled up.
“Sheesh! You’re whiny today. Still worried about your sister?” “There goes…”
she responded, softening her tone as she did. She crossed the
room and sat down next to Shuyun. “A Bael? That’s Mercurian.” thought Shuyun. “What are they
doing out here?”
He sighed. “Yeah. Ever since I got word of the bombing at her
prison, I’ve been desperate to find out how she is, but all my Getting close enough so that the combatants were showing
queries have been ignored by the officials. I just want to know up on their scanners, the two could see that the Nestor, an
she’s alright.” Inari merchant ship, was being defended by a Mercurian Bael.
Both the exo and the ship were broadcasting Merchant Guild
“I’m sure she is, Sport.” Wy put an arm around Li’s shoulders. transponder codes. They were beset by a swarm of exos,
Tell you what. Come with me to the exercise room. We’ll work mostly ancient Apollos with what looked to be an Explorer in
off some of that tension!” Reluctantly, Li agreed, and eventually command.
hauled himself upright and followed his comrade down the
hallway. “Attention, Unknown Aggressors! This is the USN Guard. Stand
down or be destroyed!” Wynona always said that with relish.
������������������������������ Shuyun usually let her do the warnings. It seemed to be her
favorite part of bashing Rats.
The Resolute, a Jovian Intrepid transport in USNG service, had
been on extended patrol for a month since Shuyun’s transfer “Back off, Guard! This has nothing to do with you,” a female
from Templar, the UNSG flagship. After more than two weeks voice replied. Shuyun perked up. “Why does that voice sound
of constant skirmishing with pirates and raiders, a task for which familiar?” he wondered.
the Intrepids are not particularly suited, the crew was on the
breaking edge and tensions were running high. Desperately in “We have registered a distress call. Under USN Resolution
need of rest and refit, the crew of the Resolute was doing their blah, blah, blah that means we get to blow you up. Die, Rat
best to live up their ship’s name. scum!” Wynona really liked that part.
Both the Bael and Wy’s Syreen had been successful in their
fights, and the pirate Explorer and two remaining Apollos began
to thrust out of the fight as fast as they could. Li knew his Wyvern
was in no shape for another fight, so he left the fleeing pirates to
the incoming fighters.
UNITED SOLAR NATIONS
A volley of missiles took down the Apollos and damaged the
fleeing Explorer, but it was heading deeper into the asteroids
and was able to lose the less-maneuverable fighters.
“OK, Nestor, you’re all clear. What are you doing in this part of
the belt?” asked Shuyun.
Grinding gears
Introduction
When Heavy Gear was created over 10 years ago, the style of game design was to try and
make the most realistic system possilbe. Games were played using hex maps with endless
combat tables and tons of dice roll modifiers.
Tyler Mason
A decade later, the miniature game hobby is now more popular than ever. We felt it was time
Not every unit shows up to fight in good repair and with a full tank > Partial Repair: The vehicle begins the battle with light damage.
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
Simulating Wear and Tear on Terra Novan War > Electronics Glitch: The vehicle decreases the rating of its
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.
system.
The best in giant robot gaming just keeps getting better!
> Bad Gearbox: The vehicle can only switch between movement
Canada
types while stationary. Only vehicles with more than one type of
Copyright 2006 Dream Pod 9, Inc. All Rights Reserved.
and tanks fielded by the Polar forces are unlikely to break movement system can take this flaw. This costs -10TV.
down or fall apart in the heat of battle. Independent factions,
like Badlands Rovers, possess forces cobbled together from > Faulty Turret Mechanism: The vehicle’s turret is locked in
salvage or cast-off obsolete vehicles that are just as likely to fall place. Change facing of a turret mounted weapon from T to F
apart as perform properly. Likewise, Polar units on the front lines for -10TV or FF for -15.TV. Only vehicles with turrets can take
may find themselves cut off from supply and unable to perform this flaw.
regular maintenance.
> Gyro Trouble: The vehicle acquires the Unstable flaw. This
These flaws can be taken by any vehicle to simulate the hazards costs -5TV.
of fielding old or improperly cared for equipment. A vehicle may
take any combination of flaws it is eligible for, but a combat > Jury-rigged Controls: The vehicle loses one action. Only
group may not reduce its total TV cost to less than half its base vehicles with more than one action may take this flaw. This
TV cost with flaws. costs -15TV.
> Engine Problems: The vehicle loses 1 MP at combat speed > Dirty Fuel: The vehicle acquires the Traceable Emissions flaw
and 2 MP at top speed. This flaw can be applied once to each at rating 1. If the vehicle already has the Traceable Emissions
movement type a vehicle possesses for -5 TV each. flaw, increase its rating by 1. This costs -10TV.
> Patchwork Armor: The vehicle’s armor is composed of > Runs Hot: The vehicle acquires the Overheating flaw. Vehicles
numerous makeshift bolt-on plates that are likely to fall apart that already have the Overheating flaw can not take this flaw.
after taking a hit. The vehicle loses twice as many armor points This costs -10TV.
as normal when damaged (-2 for light damage, -4 for heavy
damage, and -6 for critical damage). This costs -15TV. > Bad Fuel Pump: The vehicle acquires the Random Shutdown
flaw at rating 1. If the vehicle already has the Random Shutdown
> Metal Fatigue: The vehicle becomes fragile (loses its critical flaw, increase its rating by 1. This costs -10TV.
damage box). This costs -15TV. Vehicles which are already
fragile can not take this flaw. > Bare Metal: The vehicle’s chassis has spots of highly reflective
bare metal, making it easier to spot. Treat the vehicle as though
> Low Quality Ammunition: Attack rolls are treated as if they were it had the Large Sensor Profile flaw at rating 1. If the vehicle
1 point lower for the purposes of ammunition tracking (IE if the already has the Large Sensor Profile flaw, increase its rating
roll is a 3 it is treated as if it were a 2). On a fumble the weapon by 1. This costs -5TV. If this flaw is applied to a vehicle with
jams and can not be cleared without an armorer (the weapon the Stealth perk, the Stealth perk is removed and replaced with
can not be used again this battle). This flaw can be applied once Large Sensor Profile 1. This costs -5TV.
to each weapon the vehicle possesses for -10 TV each.
> Oil Leak: The vehicle takes light damage and generates an
> Bad shocks: The vehicle acquires the Poor Off-Road Ability AE2 smoke screen (as per the Smoke Launcher perk) centered
flaw. Vehicles that already have the Poor Off-Road Ability flaw on the unit every time it goes to top speed and at the beginning
or the Imrpoved Off-Road Ability perk can not take this flaw. This of each turn it remains at top speed. This costs -10TV.
costs -10TV.
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
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
River! The Earth's time will come...
Optional Rules for Heavy Gear Blitz!
In short, Blitz! is a brand new way to play the Heavy Gear miniature battles.
The following rules are official updates and reprinted from the These optional rules were originally printed in the army books
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Clarification on Transports:
Additional Contributors:: Jonathan Bresse, John Buckmaster, Jason Willenberg
Anti-Personnel Charges: Riding Beasts: Any Infantry formation allowed ATVs may take
Now have a Range of 3 inches and will automatically be fired at Riding Beasts for the same cost. Riding Beasts function exactly
any enemy Infantry Unit within this Range. like ATVs, but have a movement of Walk 6/12 and a Size of
4 per base or 6 per Squad, however they may not be made
Increased Placement Thresholds: into paratroopers (ie may not gain the Airdoppable perk in any
The Indirect Fire Threshold is now 5 plus normal modifiers way).
including cover and concealment.
Off-Road Vehicles: Any Infantry formation allowed to take ATVs
Variable Indirect Fire Scatter Distance: or an APC may instead take Off-Road Vehicles. This costs +10
Scatter is now 1d6 plus MoF in inches. If MoF is zero, it is just TV if 3 or more bases and +5 TV if 2 or less. ORVs function like
1d6. Artillery will roll 2d6 as per skill rolls and add MoF plus one. ATVs, but add 2 to any existing Infantry Armor rating and may fire
Thus a MoF 3 would scatter 1d6+3 if normal Indirect fire and Heavy Weapons at Top Speed with a -3 Attack Modifier. ORVs
2d6, taking highest and adding 4 if Artillery. do not count as infantry when attacked by non-AI weapons.
Determining Direction of Scatter: Portable AGM: If an Infantry Formation has the option to take
Rather than the method in the Rulebook, roll a Blitz Die. The Rocket Launchers, it may add a portable AGM as one of the
Blast will scatter in the direction of the arrow on the die facing Heavy Weapon Options. The AGM counts as a normal AGM in
(point of shield for Hull Down) all respects and as a Heavy Weapon. It costs +20 TV to upgrade
a Rocket Launcher to an AGM.
Stealth:
At Night or when the Unit has one point or more of Concealment
from other sources, the rating of Stealth is added to the Total
Concealment Score for Detection purposes only. It does not
apply if any Unit has an unobstructed LoS to the Stealth Unit, as
Stealth does not make things invisible.
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 #4: June 14th
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’.
Any story (narrative with characters) that takes place within the House Rules
established DP9 game worlds falls under this category. See the
Historical Accuracy note, below, and also see the submission Original rules for the Silhouette/Blitz system and modifications to
guidelines for further requirements. existing rules. All rules submittals must include an explanation of
the rule’s purpose, the rules themselves clearly written, and an
example of the rule in play.
Modules
Scenarios Miniatures/Modeling
These are the tactical equivalent of modules, an encounter between Any article on preparing miniatures, painting, terrain making,
two (or more) factions set up for combat. A complete scenario sculpting, foliage techniques, etc will be accepted. Photographs
will detail the background of the encounter (the why), the forces and/or diagrams are strongly encouraged.
engaged (the who -- what physical units at a minimum, regiment
and designations to go the full way), the map and terrain (the where)
the victory conditions (the how) and any special rules or conditions Note: Historical Accuracy
(the what). Scenarios should be designed to be balanced for
each side, either via the types/numbers of units or through special Aurora is committed to accuracy within the established DP9 worlds.
circumstances or conditions. If the scenario is not balanced this All articles that take place ‘within’ the game world should be checked
must be mentioned in the background. See the Historical Accuracy for its accuracy within the established timeline, faction dispositions,
note, below. available equipment, etc. Submitted articles will be run by the game
world historians, so check your work! You may, however, submit
your article clearly marked as “Alternate History” and if published
Designs the article too will bear this mark. Be sure, if you submit this way,
to provide in the background all that is necessary to describe what
New mechanical designs/vehicles/ships for use in the DP9 worlds. has changed.
Designs must be legal and use either the latest SilCore rules
(including all errata and the FAQ) or Blitz rules. Please indicate
which design rules were used. Mechanical designs should fill a