TEXT:  
   
   
   
   
   
   
   
   
  Dark Horizons - Lore d20 Edition 
   
   
   
  Dark Horizons Universe Campaign Setting Supplement 
   
   
   
   
   
  A d20 System adaptation of the critically acclaimed  
  independent computer game 
   
   
   
  Published by MGT Press, a division of Max Gaming Technologies, LLC  
   
  Requires the use of the d20 Modern Roleplaying Game Core Rulebook and d20 Future, 
  by Wizards of the Coast, Inc.
  
   
                        
   
  © 2005 Max Gaming Technologies, LLC 
   
  2
  Credits 
   
  Game Designers: 
  Edward Gardner 
  Richard Breyer 
   
  Story and Timeline: 
  Brian Hammack 
   
  Editors: 
  Richard Breyer 
  Edward Gardner 
  Jennifer Kohl 
   
  Original Artwork: 
  Logan Foster 
  Aaron Canaday 
   
  Based on an original concept by: 
  Adrian Wright 
   
  Playtesters: 
  Tim “TheBaron” Murray 
  Kenneth “Chimera” Ertel 
  Nathan “Anubis” Topping 
  The channel members of the eXiles at irc.maxgaming.net:6667 #ssx 
   
   
  For more information on the Dark Horizons Universe Role Playing Setting visit 
  http://www.darkhorizons-rpg.com
   
  Inspired by Dark Horizons- Lore for the Windows, Macintosh, and Linux  
  Personal Computer Platforms available at: 
  http://www.garagegames.com/lore
   
   
   
  Published by MGT Press, a division of Max Gaming Technologies, LLC 
   
   
   
  ‘d20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc. and are used according to the 
  terms of the d20 System License version 6.0. A copy of this License can be found at www.wizards.com/d20. 
   
  d20 Modern,  d20 Future, and Wizards of the Coast  are trademarks of Wizards of the Coast, Inc. in the United States 
  and other countries and are used with permission. 
   
  
   
                        
   
  © 2005 Max Gaming Technologies, LLC 
   
  3
  Introduction........................................................................................................................4 
  Federated States: A Brief History ....................................................................................5 
  Eastern Confederation: A Brief History..........................................................................7 
  Equipment ..........................................................................................................................9 
  Weapons............................................................................................................................11 
  Special Rules.....................................................................................................................15 
  Pilots and Crew Quality ..................................................................................................15 
  Modified Movement Rules for MAVs............................................................................17 
  Special Weapons...............................................................................................................18 
  Dark Horizons - Lore Mechanized Assault Vehicles Overview...................................19 
  Federated States Mechanized Assault Vehicles ............................................................20 
  Eastern Confederation Mechanized Assault Vehicles..................................................24 
  Scenario - Crash Site .......................................................................................................28 
  Appendix One: Open Gaming License ..........................................................................31 
   
  
   
                        
   
  © 2005 Max Gaming Technologies, LLC 
   
  4
  d20 Dark Horizons - Lore 
   
  Introduction 
   
  Dark Horizons - Lore is a game of 
  mechanized combat set in a world 
  shattered by war. Set in the early 2160s, 
  this game simulates combat between the 
  remotely controlled mechanized assault 
  vehicles of two opposing factions in the 
  Dark Horizons Universe: the Federated 
  States and the Eastern Confederation. 
  The Dark Horizons Universe has a deep 
  and lengthy history of which Dark 
  Horizons - Lore is only a small part. 
   
  Dark Horizons - Lore d20 Edition (d20 
  Lore, for short) uses the rules in the d20 
  Modern Roleplaying Game Core 
  Rulebook and d20 Future as the 
  foundation for play. All rules in this 
  supplement are exceptions or additions 
  to the rules in those guides. Mechanized 
  Assault Vehicles (MAVs) are treated as 
  a blend of Vehicles (d20 Modern 
  Roleplaying Game Core Rulebook 
  Chapter 4: Vehicles) and d20 Future 
  Mecha (d20 Future Chapter 9: Mecha). 
   
   
  MAVs are approximately Progress Level 
  (PL) 6 technology relative to the d20 
  Future technology framework. Some 
  liberty was taken in defining Dark 
  Horizons-specific technology levels, so 
  d20 Future’s PL 6 was used as a starting 
  point for the creation of MAVs, rather 
  than as a rigidly proscriptive framework. 
  Note that the amount of damage dealt by 
  MAV weapons systems is higher than 
  that dealt by most PL 6 Mech weapons 
  systems as described in d20 Future. This 
  greatly increases the pace of the 
  experience, emulating the arcade-style 
  shooting action of the original computer 
  game. 
   
  Combat in d20 Lore follows standard 
  d20 Modern Roleplaying Game combat 
  rules. Firing arcs and line of sight 
  evaluations are described in the section 
  of the d20 Modern rulebook covering 
  Vehicle Movement and Combat. Combat 
  takes place according to the following 
  sequence, summarized from the d20 
  Modern combat rules: 
   
  1. Each player rolls for initiative. 
  2. Tanks declare initial facing for 
  line of sight. 
  3. Each player conducts Move/Fire 
  actions according to initiative; 
  when moving, a player declares 
  speed and any acceleration or 
  deceleration. 
   
  All size and distance measurements in 
  this guide are given in feet and combat 
  should be conducted in chase scale, 
  measured in 50-foot increments.  Game 
  maps should utilize a grid overlay 
  (recommended: 1 square = 50 feet) to 
  aid in measuring in-game distances. 
  Downloadable PDFs 
  (http://www.darkhorizons-
  lore.com/downloads) of the various units 
  available for combat can be pasted onto 
  cardboard to make “miniatures”, or 
  players may use a virtual tabletop such 
  as OpenRPG (http://www.openrpg.com). 
  OpenRPG assets are available for the 
  sample scenario provided in this 
  rulebook. 
   
  Gameplay can be deepened further by 
  Game Master (GM) guidance for in-
  game obstacles and puzzles. All d20 
  System games are about imagination, so 
  players and gamemasters are encouraged 
  to use their imaginations to realize these 
  epic battles. 
  
  Federated States 
  A Brief History 
   
   
                        
   
  © 2005 Max Gaming Technologies, LLC 
   
  5
  Originated with: the nuclear strikes of 
  2010 
  Capital: New Paris 
  Member Countries: United States, 
  Canada, England, Spain, Germany, 
  France, Italy, Switzerland, Ireland, 
  Belgium, Portugal, Norway, Sweden, 
  Finland, the Netherlands. 
   
  World Altered  
  August 13th, 2010 started like any other 
  day, but when it ended, the world was 
  changed forever.  The eastern United 
  States was just waking and Europe was 
  well into its day when, at 1:00 PM GMT, 
  simultaneous nuclear explosions gutted 
  the American cities of New York, 
  Washington, D.C., Atlanta, Miami, 
  Niagara Falls, Chicago, Boston, St. 
  Louis, Houston, Baltimore, Pittsburgh, 
  and Orlando, as well as Rome, Brussels, 
  Lisbon, and Berlin. In the blink of an 
  eye, these nuclear attacks instantly 
  claimed the lives of  many millions of 
  people. Millions more would die in the 
  months that followed: some from the 
  effects of radiation poisoning, others 
  from a lack of food and medical aid, and 
  still others in the pandemonium of the 
  mass evacuations of regions threatened 
  by nuclear fallout. No one knows who 
  was responsible for the devastating 
  nuclear attacks that started it all.  
   
  Formation of the Federated States 
  After the attacks, paranoia ran rampant 
  across the globe. Quiescent military 
  forces were activated, soldiers abroad 
  were recalled, and humanitarian 
  international aid dried up, creating more 
  chaos as old hotbeds of violence re-
  ignited.  The nations of the western 
  world shared a sudden shift toward 
  extreme isolationism in their foreign 
  policies.  This shift ultimately caused the 
  dissolution of both the NATO alliance 
  and the United Nations. 
   
  What fear had put asunder, fear would 
  unite once more. The rise to prominence 
  of the nation-state that would become 
  the Eastern Confederation threatened the 
  divided countries of the west. On April 
  10th, 2013, after many months of secret 
  negotiation, an unprecedented agreement 
  joined the nations of Western Europe 
  and North America under a united 
  government; this new political entity 
  was called the Federated States. 
   
  No Man's Land and a New Age of 
  Remote Control 
  The nuclear attacks turned the entire east 
  coast of the United States into a 
  radioactive wasteland. Even areas that 
  were not affected directly by the 
  explosions or the ensuing fallout could 
  not be reached without either passing 
  through heavily irradiated areas or 
  taking a very long, indirect route. In the 
  interests of both safety and domestic 
  order, legislation was passed in 2025 
  that made most of the east coast off-
  limits to everyone but government-
  authorized personnel. 
   
  It soon occurred to the new government 
  that an abandoned coastline was a 
  
   
                        
   
  © 2005 Max Gaming Technologies, LLC 
   
  6
  potential entry point for an invading 
  army.  The Federated States began to 
  search for a reliable way to patrol the 
  area safely and to counter any land-
  based threats. In 2100, Armatron 
  Robotics provided the solution: large, 
  heavily-armored, weapons-ready mobile 
  units called Mechanized Assault 
  Vehicles (MAVs) which could be 
  controlled remotely. MAVs soon 
  became the protectors of the eastern 
  coast of North America: an area once 
  thought impossible to protect. 
   
  In 2160, the first MAV versus MAV 
  engagements take place when the 
  Eastern Confederation uses its own 
  MAVs to launch attacks on mining 
  operations throughout the eastern No 
  Man's Land. 
   
  Federated Armed Forces (FAF) 
  With the Federated States covering such 
  a large area of the planet, an entirely 
  new structure for its military was 
  created. The FAF is divided into four 
  branches: Army, Navy, Air Corps, and 
  Militia.  
  FAF Army 
  Commissioned to  protect the land based 
  borders of the Federated States, each 
  FAF Army base is manned an entire 
  Corp of soldiers – over 200,000 men and 
  women – and is commanded by a Major 
  General.  
   
  FAF Mechanized Army 
  The equipment used to move the FAF 
  Army is controlled by the Mechanized 
  Army, a branch of the FAF that falls 
  under the control of the FAF Army 
  command. With the introduction of the 
  MAV and its role in protecting the No 
  Man’s Land, the importance of the 
  Mechanized Army became paramount. 
   
  FAF Navy 
  The duty of protecting the waters of the 
  Federation falls to the Federated Naval 
  Fleet (FNF). The FNF is divided into 
  Carrier Battle Groups, each of which 
  consists of a carrier, a missile boat, a gun 
  ship, and support ships. Each Battle 
  Group is capable of bringing war to 
  anyone anywhere in the world at a 
  moment’s notice. The carrier of each 
  Battle Group carries two fighter wings 
  and two bomber groups as well as ten 
  support aircraft. Each group is 
  commanded by an Admiral with a 
  Commodore as his second in command. 
   
  FAF Air Corps 
  The FAF Air Corps is given the task of 
  keeping the skies of the Federation free 
  of threats. Each Air Corps base is its 
  own city, capable of operating 
  independently of the rest of the 
  Federation. Each base is commanded by 
  a Major General, who is entitled to total 
  autonomy in the event of a 
  communications blackout. The full 
  complement of an Air Corps base is a 
  Fighter Corps of around 1200 fighters. 
   
  
  Eastern Confederation 
  A Brief History 
  Origin: Revolt of 2007 
  Capital: Moscow 
  Countries: Russia, Kazakhstan, 
  Mongolia, Uzbekistan, Turkmenistan, 
  Kyrgyzstan, Ukraine, Georgia, 
  Afghanistan.  
   
   
   
                        
   
  © 2005 Max Gaming Technologies, LLC 
   
  7
  Death of a Superpower 
  With the collapse of the Soviet Union in 
  1991 the former members of  the USSR, 
  including Russia, had been plunged into 
  turmoil and uncertainty. The second-
  largest superpower had  become a group 
  of powerless nations with no goal except 
  for survival, known around the world for 
  their failures rather than for the 
  successes that had been theirs during the 
  glory days of their united power.  
   
  Less than two decades after the end of 
  the Soviet era, Russia’s once-great 
  military was barely operational, and its 
  economy was largely in ruin. Her people 
  were hungry for new leaders – leaders 
  who would turn the tide for Russia and 
  make things right once again.  
   
  Birth of a Leader 
  Sergei Zhdanov, the man who would 
  eventually lead Russia back into 
  prominence as the center of the Soviet-
  inspired Eastern Confederation, was 
  born in Moscow on June 24th, 1975.  
  Sergei grew up with the stories of the 
  power and the glory of the Soviet Union, 
  the very name of which once made men 
  – and nations – tremble.  
   
  Following the example of his 
  forefathers, Sergei enlisted in the 
  Russian military at a young age.  The 
  potent combination of his father’s 
  influence, his own keen military  
   
  mind, and his towering ambition allowed 
  him to advance quickly through the 
  ranks. Before long, Sergei was not only 
  in command of a considerable number of 
  men and and an impressive array of 
  weaponry, but also seen as one of the 
  most loyal, trusted, and well-respected 
  young officers in the military. 
   
  Sergei’s memories of the stories of his 
  youth were the foundation of his 
  strongly nationalistic leanings. During 
  one of his many missions to Georgia, 
  Sergei met Majdey Ahmed, the leader of 
  a radical Syrian political group known as 
  New Dawn. Majdey was sympathetic to 
  Sergei’s vision for a revitalized and 
  powerful Russia, and helped him 
  develop and implement a plan to place 
  Sergei into a position from which he 
  could realize that vision. 
   
  Rebirth of a Superpower 
  New Dawn used subterfuge to initiate 
  and exacerbate conflict among Russia’s 
  criminal syndicates, as well as inciting 
  political, religious, and food riots among 
  the poorest and most downtrodden of 
  Russia’s citizens. Fearing a revolution, 
  the Russian government deployed the 
  military in an attempt to keep order. The 
  use of military force backfired: elements 
  of the military became sympathetic to 
  the demands of the populace for a 
  change in leadership, and Sergei 
  Zhdanov became the outspoken public 
  voice of those elements.  His popularity 
  
   
                        
   
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  8
  skyrocketed, and in 2007, with the 
  backing of the military and the popular 
  support of the people, Sergei marched 
  through Moscow to the Kremlin and 
  removed the existing Russian leadership 
  with no more than a handful of shots. It 
  was the quickest and least bloody 
  revolution in Russian history. Sergei 
  wasted little time in building alliances 
  with many of Russia’s former partners 
  (and some of its former enemies); the 
  amalgamation of nations under the 
  command of Sergei’s government was 
  known as the Eastern Confederation. 
   
  Finland 
  Since World War II, Finland had acted 
  as a buffer between the Soviets and rest 
  of Europe. When Finland petitioned the 
  Federated States for membership, the 
  Eastern Confederation quickly 
  responded with threats and hostility.  If 
  Finland were to join the Federated 
  States, the Federated States would be 
  within striking distance of Moscow. 
   
   
  Finland refused to bow to pressure from 
  the Eastern Confederation, and in 
  response the Red Army invaded. Their 
  goal was to install a puppet government 
  and maintain the nation as a buffer 
  between two superpowers. However, 
  Chancellor Astolpho Knight of the 
  Federated States had earlier promised 
  Finland the protection of the Federated 
  States. Knight kept his promise when 
  members of the Red Army and Red Air 
  Force crossed the borders into Finland, 
  mobilizing the FAF to defend Finland. 
   
  Mechanized Combat 
  During the war over Finland, the Eastern 
  Confederation launched a pre-planned 
  assault on mines in the No Man’s Land 
  on the eastern coast of North America.  
  The goals of the Eastern Confederation 
  were twofold: first, to distract the FAF 
  from its efforts in Finland, and second, 
  to obtain much-needed natural resources 
  for their own war effort. On May 1st, 
  2160, MAVs belonging to the Eastern 
  Confederation fired on Federated States 
  MAVs patrolling the coal fields of West 
  Virginia. The war for North America 
  was joined. 
  Eastern Confederation Military 
  (ECM) 
  The ECM’s goal is not only to instill fear 
  in its enemies, but also in its own people. 
  The ubiquitous presence of the Red 
  Army in the cities and towns of the 
  Conferation is a constant reminder to the 
  citizens of the Confederation that loyalty 
  and obedience are both expected and 
  enforced.  
  Red Army  
  The majority of the Eastern 
  Confederation is land-locked, and its 
  responsibility for defending such a large 
  border makes the Red Army the most 
  important component of the ECM.  
  Red Air Force  
  The ECM’s Red Air Force is one of the 
  largest air powers in the world. The 
  small, fast Red Air Force jets play havoc 
  with slower aircraft of other nations.  
  Red Navy  
  The majority of the coastline in the 
  Eastern Confederation fronts the Arctic, 
  so attacking by water is a difficult 
  proposition for an invader. With 
  relatively little real threat to defend 
  against, the Confederate Naval Fleet 
  receives less funding than any other 
  branch.
  
   
                        
   
  © 2005 Max Gaming Technologies, LLC 
   
  9
  Equipment 
   
  The equipment in d20 Lore is based 
  loosely on the equipment in Dark 
  Horizons – Lore. The following 
  equipment descriptions are organized by 
  MAV class.  They are not meant to serve 
  as a construction guide for new MAVs, 
  although d20 Future does provide robust 
  construction rules. Gamemasters and 
  players are encouraged to experiment.  
   
  Light MAV Equipment 
  The following equipment is exclusive to 
  the Scout class MAVs of the Federated 
  States and Eastern Confederation. 
   
  Scout MAV Armor  
  The Scout Armor is designed with 
  agility in mind. It's impervious to all but 
  the heaviest of small arms, and affords 
  modest protection against MAV and 
  anti-MAV based weapons. 
   
   
  Hardness: 5 
   
  Equipment Defense Bonus: +4 
   
  Armour Penalty: 0 
   
  Speed Penalty: 0 
   
  Purchase DC: 20 
   
  Scout class armor gives a Light MAV 
  Combat Profile and the following 
  defense modifiers: 
    
   
  Defense Bonus: +1 
   
  EC Scout Jump Jets 
  Eastern Confederation MAVs are 
  designed for close fighting, so their 
  movement systems must facilitate 
  getting to the action fast. EC Jump Jets 
  offer the best flight time of any MAV 
  flight system. 
   
   
  Infantry MAV Jump Jets 
  Duration: 2 rounds 
  Ceiling: 200 feet 
  Defense Penalty: -1 while 
  airborne 
  Purchase DC: 8 + one-quarter of 
  the MAV base Purchase DC 
   
  FS Scout Jump Jets 
  Federated States jump jet systems are 
  reliable, but slightly inferior to their 
  Eastern Confederation counterparts. 
   
  Duration: 2 rounds 
  Ceiling: 150 feet 
  Defense Penalty: -1 while 
  airborne 
  Purchase DC: 8 + one-quarter of 
  the MAV base Purchase DC 
   
   
  Infantry MAV Equipment 
  The following equipment is exclusive to 
  the Infantry class MAVs of the 
  Federated States and Eastern 
  Confederation. 
   
  Infantry MAV Armor  
  Infantry class MAV armor is suited to a 
  utility role. It can withstand a fair 
  amount of punishment before failing, 
  and is impervious to all but the heaviest 
  of small arms fire. 
   
  Hardness: 5 
  Equipment Defense Bonus: +4 
  Armour Penalty: 0 
  Speed Penalty: 0 
  Purchase DC: 20 
   
  Infantry class armor gives an Infantry 
  MAV Combat Profile and the following 
  defense modifiers: 
   
   
  Defense Bonus: 0 
   
  There is little difference between the 
  Federated States and Eastern 
  
   
                        
   
  © 2005 Max Gaming Technologies, LLC 
   
  10
  Confederation infantry class jump jets – 
  both allow reasonable flight times for 
  MAVs of this class. 
   
  Duration: 1 round 
  Ceiling: 50 feet 
  Defense Penalty: -1 while 
  airborne 
  Purchase DC: 8 + one-quarter of 
  the MAV base Purchase DC 
   
   
  Assault MAV Equipment 
  The following equipment is exclusive to 
  the Assault class MAVs of the Federated 
  States and Eastern Confederation. 
   
  Assault MAV Armour  
  Assault class armor is the heaviest biped 
  MAV armor available. Only MAV 
  weapons systems can hope to penetrate 
  this thick protection. 
   
   
  Hardness: 10 
   
  Equipment Defense Bonus: +4 
   
  Armour Penalty: 0 
   
  Speed Penalty: 0 
   
  Purchase DC: 40 
   
  Tracked MAV Equipment 
  The following equipment is exclusive to 
  the Tracked MAVs of the Federated 
  States and Eastern Confederation. 
   
  Tracked MAV Armour 
  Tracked MAVs are the most durable 
  MAVs in the game, able to take the most 
  damage and last the longest in combat. 
  Tracked MAV armor is similar in 
  construction to Assault MAV armor. 
   
   
  Hardness: 10 
   
  Equipment Defense Bonus: +4 
   
  Armour Penalty: 0 
   
  Speed Penalty: 0 
   
  Purchase DC: 40 
   
   
   
   
   
  
   
                        
   
  © 2005 Max Gaming Technologies, LLC 
   
  11
  Although plasma-based weapons don’t 
   
  Range increment: 200' 
  0  
  nd 
  fantry Cannon 
  n is the default 
  ates 
  ssault, 
  ount 
   
  Range Increment: 350' 
  0  
  nd 
   
   
   
  Weapons 
   
  MAV-based weapons systems are 
  divided into three types: Primary 
  Weapons Systems, Secondary Weapons 
  Systems, and Special Weapons Systems. 
  Each MAV mounts one Primary System, 
  one Secondary System, and one Special 
  System. Many weapons systems are 
  restricted to specific MAV classes and 
  factions. Special systems are restricted to 
  individual MAV classes. These 
  restrictions are noted in the descriptions 
  of the weapons systems. Firing a MAV 
  weapon is a combat action. Only one 
  weapon may be fired per turn. 
   
  Primary Weapons Systems  
   
  These weapons can be mounted only in a 
  MAV’s primary weapons slot. Primary 
  weapons consist largely of direct fire, 
  line of sight weapons. 
   
   
  Plasma Rifle 
   
  While the Plasma Rifle is the default 
  primary weapon of the Federated States 
  Scout MAV, it may be mounted on 
  Federated States MAVs of any class. It 
  fires a ball of high-energy plasma, 
  generated by a separate power source 
  carried by the MAV.  Damage from a 
  Plasma Rifle counts as fire damage.  
  do much damage, their firing rates make
  them suitable for short-range combat. 
   
   
   
  Damage: 1d6*10 
   
  Energy/Ammo: 30
   
  Rate of Fire: 3 per rou
   
  Purchase DC: 24 
   
   
   
   
  In
  The Infantry Canno
  primary weapon of the Federated St
  Infantry MAV. It may be mounted on 
  any Federated States MAV of the 
  following classes only: Infantry, A
  or Tracked Tank. Because they are 
  accurate, reliable, and do a large am
  of ballistic damage, autocannons (such 
  as the Infantry Cannon) are the most 
  common weapons systems in use in 
  today’s military. 
   
  Weapon Damage
  Critical
  Rate of Fire
  Magazine Faction
  Plasma Rifle
  1d6*10
  -
  20
  -
  Fire
  200'
  1/round
  3/round
  300
  FS
  1d6*10
  -
  20
  -
  Ballistic
  350'
  1/round
  1/round
  100
  FS
  Heavy Laser
  2d20
  75
  20
  -
  Energy
  500'
  .5/round
  -
  -
  FS
  Scout Gatling
  1d6*12
  -
  -
  -
  Ballistic
  100'
  1/round
  6/round
  1200
  EC
  1d8*10
  -
  20
  -
  Ballistic
  350'
  1/round
  2/round
  150
  EC
  Heavy Gatling
  1d8*12
  -
  -
  -
  Ballistic
  150'
  1/round
  6/round
  1200
  EC
  Damage 
  Bonus
  Attack 
  Bonus
  Damage 
  Type
  Range 
  Increment 
  (feet)
  Ammunition 
  Expended
  Infantry Cannon 
  (FS)
  Infantry Cannon 
  (EC)
  Table 1 Primary MAV Weapons Systems 
   
   
  Damage: 1d6*10 
  Energy/Ammo: 10
  Rate of Fire: 1 per rou
  Purchase DC: 26 
   
   
  
   
                        
   
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  12
  eavy Laser 
  er is the default primary 
  eapon of the Federated States Tracked 
  ition, 
  er 
  y 
  Damage: 2d20+75 
   3 
  on: 
  chase DC: 30 
   
  Scout G
  g Cannon is the default 
  rimary weapon of the Eastern 
   
   rate, 
   
   
  nt: 100'  
  Damage: 1d6*12 
  on depletion: 
   
  EC Du
  nnon 
   is the 
  efault primary weapon of the Eastern 
  nd 
  e, 
   
  nge Increment: 350' 
  Damage: 1d8*10 
  on depletion: 
   
  EC He
   the default primary 
  eapon of the Eastern Confederation 
  e 
  an 
  ery 
   
  t. 
  Damage: 1d8*12 
  on depletion: 
   
   
  H
   
  The Heavy Las
  w
  MAV. It may only be mounted on 
  Tracked or Assault class MAVs. Note 
  that while the laser uses no ammun
  it is powered by a MAV’s internal pow
  plant, and the significant amount of time 
  required to recharge the laser between 
  uses gives it a low rate of fire. Because 
  its shots have an extremely high velocit
  and can deal a large amount of energy 
  damage, the Heavy Laser is favored by 
  snipers, despite the heavy burden it 
  places on a MAVs energy reserves. 
   
  Range Increment: 500' 
  Rate of fire: 1 shot every
  rounds 
  Rate of ammunition depleti
  n/a 
  Energy/Ammo: n/a 
  Pur
  atling 
   
  While the Gatlin
  p
  Confederation Scout MAV, it may be 
  mounted on any class of Eastern
  Confederation MAV. Firing explosive-
  tipped projectiles at an incredible
  the Gatling Cannon can deliver massive
  ballistic damage very quickly to a small
  area. Gatling Cannons are typically used 
  in short-range combat. 
   
  Range Increme
  Energy/Ammo: 600  
  Rate of ammuniti
  6 per round 
  Purchase DC: 22 
  al Fire Infantry Ca
   
  The EC Dual Fire Infantry Cannon
  d
  Confederation Infantry MAV. It may be 
  mounted on any Eastern Confederation 
  MAV of the following classes only: 
  Infantry, Assault, or Tracked Tank. 
  Because they are accurate, reliable, a
  do a large amount of ballistic damag
  autocannons (such as the EC Dual Fire 
  Infantry Cannon) are the most common
  weapons systems in use in today’s 
  military. 
   
  Ra
  Energy/Ammo: 150  
  Rate of ammuniti
  2 per round 
  Purchase DC: 28 
  avy Gatling 
   
  The Heavy Gatling is
  w
  Tracked MAV. It may be mounted only 
  on Eastern Confederation MAVs of th
  Tracked or Assault classes. Firing 
  explosive-tipped projectiles at an 
  incredible rate, the Heavy Gatling c
  deliver massive ballistic damage v
  quickly to a small area. Heavy Gatlings
  are typically used in short-range comba
   
  Range Increment: 150' 
  Energy/Ammo: 400 
  Rate of ammuniti
  2 per round 
  Purchase DC: 29 
  
  Secondary Weapons Systems 
   
  These weapons may be mounted only in 
  a MAV's secondary weapons slot. 
  Secondary weapons are primarily 
  missiles or indirect fire weapons. 
   
   
                        
   
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  13
   
   
  Medium Homing Missile 
   
  While the Medium Homing Missile is 
  the default secondary weapon of the 
  Federated States Scout MAV, it may be 
  mounted on any class of Federated 
  States MAV.  These guided missiles will 
  seek out any heat source, such as a MAV 
  power plant.  
   
   
  Range increment: 500'  
   
  Damage: 1d12*4 
   
  Attack Bonus: +6 to attack 
   
  Energy/Ammo: 20  
   
  Rate of fire: 1 per round 
   
  Purchase DC: 26 
   
  Heavy Homing Missile 
   
  The Heavy Homing Missile is the 
  default secondary weapon of the 
  Federated States Tracked MAV.  It may 
  be mounted on any Federated States 
  MAV of the Tracked or Assault classes.  
  These guided missiles will seek out any 
  heat source, such as a MAV power plant.  
   
  Range increment: 500' 
  Damage: 2d12*4 
  Attack Bonus: +6 to attack 
  Energy/Ammo: 30 
  Rate of fire: 1 per shot, 1 shot 
  every 2 rounds  
  Purchase DC: 28 
  Weapon Damage
  Critical
  Rate of Fire
  Magazine Faction
  Medium Homing
  1d12*4
  -
  20
  6
  Ballistic
  500'
  1/round
  1/round
  20
  FS
  Heavy Homing
  2d12*4
  -
  20
  6
  Ballistic
  500'
  1/round
  1/round
  30
  FS
  Spider Homing
  1d4*8
  -
  6
  Ballistic
  350'
  1/round
  3/round
  50
  EC
  Infantry Rockets
  1d20*3
  10
  -
  -
  Ballistic
  350'
  1/round
  6/round
  60
  EC
  Heavy Rockets
  1d20*4
  10
  -
  -
  Ballistic
  350'
  1/round
  6/round
  60
  EC
  Damage 
  Bonus
  Attack 
  Bonus
  Damage 
  Type
  Range 
  Increment 
  (feet)
  Ammunition 
  Expended
  Attack 
  Penalty
  Table 2 Secondary MAV Weapons Systems 
   
   
  Spider Homing Missile 
   
  While the Spider Homing Missile is the 
  default secondary weapon of the Eastern 
  Confederation Scout MAV, it may be 
  mounted on any class of Eastern 
  Confederation MAV. Its rapid-fire 
  guided missiles will seek out any heat 
  source, such as a MAV power plant. 
  Causing very little actual combat 
  damage, the Spider missile is known as 
  an annoyance weapon. 
   
   
  Range Increment: 350' 
   
  Damage: 1d4*8 
   
  Attack Bonus: +6 to attack 
   
  Energy/Ammo: 50 
   
  Rate of Fire: 3 per round 
   
  Purchase DC: 20 
   
  When the Spider Homing Missile is 
  fired, a separate roll is made for each of 
  the three missiles fired to determine 
  whether the missile hits its target. Each 
  successful hit will cause the target to 
  incur a -1 penalty to any attack rolls 
  made the next turn. 
  
   
                        
   
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  14
   
  Infantry Rockets 
   
  The Infantry Rocket is the default 
  secondary weapon of the Eastern 
  Confederation Infantry MAV. It may be 
  mounted on any Eastern Confederation 
  MAV of the following classes only: 
  Infantry, Assault, or Tracked Tank. This 
  weapon is a simple dumb-fire, point-
  and-click weapon system that can 
  deliver an amazing amount of firepower 
  to a target in a short period of time. 
   
   
  Range Increment: 350' 
   
  Damage: 1d20*2 
   
  Energy/Ammo: 60 
   
  Rate of Fire: 6 per round 
   
  Purchase DC: 22 
   
  Heavy Rockets 
   
  The Heavy Rocket is the default 
  secondary weapon of the Eastern 
  Confederation Tracked MAV. It may be 
  mounted only on Eastern Confederation 
  MAV of the Tracked or Assault classes. 
   
   
  Range Increment: 350' 
   
  Damage: 1d20*3 
   
  Energy/Ammo: 60 
   
  Rate of fire: 6 per round 
   
  Purchase DC: 26
  
   
                        
   
  © 2005 Max Gaming Technologies, LLC 
   
  15
  Special Rules: 
   
  Unless otherwise noted, the following 
  rules are unique to d20 Lore. They 
  model the core gameplay of Dark 
  Horizons – Lore. 
   
  Repair Bays 
  As a full round action, a damaged MAV 
  can enter a repair bay. The hit points of a 
  MAV in a repair bay are regenerated at a 
  rate of 50 HP per round. Exiting the 
  repair bay counts as a move action. 
   
  Rearm Stations 
  Entering a rearming station counts as a 
  full round action. Once a MAV enters a 
  rearming station, all of the MAV’s 
  charged weapons are fully recharged, 
  and its stock of ammunition for all 
  primary, secondary, and special weapons 
  is fully replenished. (The Heavy Laser is 
  the single exception: entering a rearming 
  station does not affect the readiness of 
  the Heavy Laser to be fired.) Exiting the 
  rearming station counts as a move 
  action. 
   
   
   
  Pilots and Crew Quality 
   
  MAVs are piloted by Expert pilots by 
  default, granting players +4 to all skill 
  checks, saving throws, and attack rolls 
  (refer to the chapter of the d20 Modern 
  Roleplaying Game Core Rulebook 
  describing combat).  
   
   
  Players may opt to use player characters 
  to pilot MAVs, in which case the 
  modifiers of the player character are 
  used instead of a generic crew quality 
  modifier. Sample pilot characters are 
  described below. (Please refer to the 
  chapter of the d20 Modern Roleplaying 
  Game Core Rulebook describing 
  characters for detailed character creation 
  rules, and to the Dark Horizons Universe 
  d20 Roleplaying Game rulebook for 
  additional character options.) Player 
  characters advance normally per level as 
  documented in the d20 Modern 
  Roleplaying Game Core Rulebook. 
   
  If players choose to use crew quality 
  modifiers for the delineation of their 
  MAVs instead of modifiers for player 
  characters, d20 Lore can be played 
  without a gamemaster (GM). However, 
  if players elect to use the following 
  pregenerated pilot characters or to create 
  their own characters, a GM is strongly 
  recommended. As characters progress 
  and become increasingly differentiated, 
  they gain abilities which may require 
  GM arbitration. Specific skill checks, 
  saving throws, and attack rolls should be 
  made using the player character's 
  relevant statistics; any other player 
  character abilities should be checked at 
  the GM's discretion. 
   
  In the following descriptions, 
  characteristics marked * are fully 
  described in the d20 Modern 
  Roleplaying Game Core Rulebook, and 
  those marked ** are fully described in 
  d20 Future. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
                        
   
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  16
  FS MAV Pilot (Fast Hero II): Medium 
  size Human; HD 2d8+2; hp 18; Mass 12; 
  Init +2; Spd 30 ft; Defense 16, touch 16, 
  flatfooted 14 (+2 Dex, +4 class); BAB 
  +1; Grap +1; Atk +1 melee (1d4, 
  unarmed strike), or +3 ranged (2d6, 
  9mm automatic pistol); FS 5 ft by 5 ft; 
  Reach 5 ft; AL any; SV Fort +1, Ref +4, 
  Will -1; AP 11; Rep 0; Str 10, Dex 15, 
  Con 12, Int 12, Wis 8, Cha 14. 
   
   
  Occupation: Transporter (Class 
  Skills: Drive, Pilot*; Bonus Feat: 
  Vehicle Expert**). 
   
   
  Skills: Balance +7, Drive +10, 
  Knowledge (current events) +2,  Pilot 
  +10, Profession +4, Read/Write 
  Language (English, French, Russian) +2, 
  Speak Language (English, French, 
  Russian) +2, and Tumble +2. 
   
   
  Feats: Simple Weapons 
  Proficiency*, Mecha Operation**,  
  Mecha Weapon Proficiency**, Personal 
  Firearms Proficiency*. 
   
   
  Talents: Evasion. 
   
   
  Possessions: Flight suit, 9mm 
  service pistol, 50 rounds of 9mm 
  ammunition, knife, personal effects. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  EC MAV Pilot (Fast Hero II): Medium 
  size Human; HD 2d8+4; hp 20; Mass 15; 
  Init +1; Spd 30 ft; Defense 15, touch 15, 
  flatfooted 13 (+1 Dex, +4 class); BAB 
  +1; Grap +1; Atk +1 melee (1d4, knife), 
  or +2 ranged (2d6, 9mm automatic 
  pistol); FS 5 ft by 5 ft; Reach 5 ft; AL 
  any; SV Fort +2, Ref +3, Will -1; AP 11; 
  Rep 0; Str 10, Dex 12, Con 15, Int 12, 
  Wis 8, Cha 14. 
   
   
  Occupation: Transporter (Class 
  Skills: Drive, Pilot*; Bonus Feat: 
  Vehicle Expert**). 
   
   
  Skills: Balance +6, Craft 
  (mechanical) +2, Drive +9, Knowledge 
  (current events) +2,  Pilot +9, Profession 
  +4, Read/Write Language (Russian, 
  English) +1, Speak Language (Russian, 
  English, Chinese) +2, and Tumble +1. 
   
   
  Feats: Simple Weapons 
  Proficiency*, Mecha Operation**,  
  Mecha Weapon Proficiency**, 
  Oathbound** (Eastern Confederation). 
   
   
  Talents:  Evasion. 
   
   
  Possessions: Flight suit, 9mm 
  service pistol, 50 rounds of 9mm 
  ammunition, knife, personal effects.
  
  Modified movement rules for MAVs 
   
  The basic rules of motion for Tracked-
  class MAVs (including simple 
  maneuvers and stunts) are the same as 
  those for the motion of vehicles in the 
  d20 Modern Roleplaying Game Core 
  Rulebook.  All other MAVs, like the 
  Mecha in d20 Future, move in the same 
  way as characters.  To determine the 
  effects of a collision between MAVs, 
  refer to the section in the d20 Modern 
  Roleplaying Game Core Rulebook 
  describing vehicle collisions. In general, 
  no skill checks are required for simple 
  maneuvers. 
   
  MAV speeds in d20 Lore are defined in 
  the following table: 
   
   
                        
   
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  17
   
  MAVs may accelerate or decelerate at a 
  rate of 100'/round. The use of jump jets 
  allows a MAV to move at its top speed 
  without accelerating for the duration of 
  the jump jet burn. 
   
  Terrain: 
   
  There three basic terrain types in Lore 
  that influence movement and cover. 
  These are: Open Terrain, Rough Terrain, 
  and Water.  
   
   
   
   
  Open Terrain : 
   
  No penalties or cover benefits are 
  conferred by traversing open terrain. 
   
  Rough Terrain: 
   
  Rough terrain consists of rocky or 
  uneven surfaces and forested areas. 
  Buildings may constitute rough terrain; 
  this determination is left to the GM's 
  discretion.  
   
  Movement Penalty: -50' 
   
  Cover Defensive Bonus: +1 
   
  Water: 
   
  Water does not include most shallow 
  streams or pools. Water penalties and  
                        Table 3 MAV Speed Table- All speeds listed in 50' Chase Scale squares
   
  D20 label
  Scout
  Infantry Assault Tank
  Stationary
  0
  0
  0
  0
  0
  0
  Alley Speed
  50'
  50'
  50'
  50'
  1
  -1
  Street Speed
  100'
  100'
  100'
  2
  -2
  Highway Speed
  150'
  150'
  3
  -3
  All-out
  200'
  4
  -4
  Defense 
  Modifier
  Check Roll 
  Modifier
  bonuses should only be applied to 
  MAVs in bodies of water deep enough 
  to partially cover a MAV (GM 
  discretion). The attack bonus to heat-
  seeking weapons (i.e. Homing Missiles) 
  is negated when the target MAV is fully 
  submerged. 
   
              Movement Penalty: -50' 
   
  Cover Defensive Bonus: +0
  
   
                        
   
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  18
  Special Weapons 
   
  Every MAV has the capacity to mount a 
  special weapon specific to its MAV 
  class. These special weapons are 
  described below. 
   
   
  Mines 
  A Scout class MAV can drop mines in 
  the square in which it is located.  
  Deploying mines is a move action. A 
  MAV may deploy as many mines in a 
  single square as it has available. A MAV 
  entering a mined square must make a 
  Piloting skill (DC 15) check to avoid 
  damage. Each mine in the square must 
  by avoided by a separate check. 
   
  Mines can be destroyed by weapons fire, 
  but they are very small and difficult to 
  see; only mines within 50’ can be 
  detected (Spot check DC 20). Mines are 
  destroyed when they are hit. 
   
   
  Infantry class MAVs have the ability to 
  call in an Airstrike. To do so, an Infantry 
  MAV uses its targeting laser to select a 
  200’ by 200’ area within both LOS and 
  sensor range; this is a combat action. 
  The Airstrike occurs 1d4 rounds after 
  firing the targeting laser and affects the 
  entire area selected. An Infantry MAV 
  can call in 3 Airstrikes per battle, no 
  more frequently than once every 3 
  rounds. 
  Mine vital statistics: 
  Defense: 12 
  Damage: 2d20+20 
   
  Turrets 
  A Tracked class MAV can deploy turrets 
  (stationary weapons platforms from 
  which FS autocannons fire) in the square 
  in which it is located. Deploying a turret 
  is move equivalent action. A Tracked 
  MAV may have no more than 3 turrets 
  deployed at any one time; it may deploy 
  a replacement turret for any turret that is 
  destroyed. Tracked MAVs have a supply 
  of turret-constructing nano-machines 
  sufficient for any single battle. Turrets 
  have infinite ammunition, and each will 
  target the closest enemy MAV 
  automatically and continue to fire at that 
  target until LOS is lost. 
   
   
   
  Turrets vital statistics: 
  Defense: 8 
  Hardness: 5 
  Hit points: 50 
  Attack bonus: +4 
   
  Flamethrower 
  Assault MAV equipment includes a 
  special melee-range plasma venting 
  system that operates like a flamethrower.  
   
  Flamethrower vital statistics: 
  Maximum range: 50' 
  Damage: 1d4*20 
  Attack bonus: +2 
   
  Airstrike 
   
  Airstrike Vital Statistics: 
  Damage: (1d10*15)+100
  
   
                        
   
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  19
  Dark Horizons - Lore Mechanized 
  Assault Vehicles Overview 
   
  The characteristics of MAVs in d20 Lore 
  mirror the characteristics of MAVs in 
  Dark Horizons – Lore.  MAV 
  characteristics are described by a set of 
  statistics arranged in the general format 
  demonstrated at the end of this page. 
  Characteristics of individual MAVs are 
  located at the end of this guide. 
   
  There are 4 Mechanized Assault Vehicle 
  classes in Lore: Scout, Infantry, Assault, 
  and Tracked. Each class fills a specific 
  combat role as described below. 
   
  Scout-class MAVs are fast, light, and 
  maneuverable, with light armament. 
  They are used for reconnaissance and 
  fast strike capability; they are able to 
  take objectives quickly and escape 
  before serious resistance arrives. 
   
  Infantry MAVs are the utility class, with 
  sufficient armor and sufficiently high-
  powered weaponry to stand against the 
  larger, heavier classes. Infantry MAVs 
  also make excellent tank-busters, as they 
  are fast enough to outflank Tracked-
  class MAVs and possess weapons 
  powerful enough to penetrate the thick 
  armor of Tracked-class MAVs. 
   
  Assault MAVs are an army’s mobile 
  firepower. They are larger than both 
  Scout and Infantry MAVs and have 
  extremely powerful weapons systems. 
   
  Tracked MAVs are the most powerful 
  MAVs available. Their power comes at a 
  cost, as they are also the least 
  maneuverable MAVs. Tracked MAVs 
  are effectively mobile artillery 
  platforms, designed for defense. If a unit 
  commander in charge of defending a 
  base sees Assault-class MAVs 
  advancing on his position, he feels 
  comfortable in his defense if there are a 
  few Tracked MAVs there to counter that 
  threat. 
   
  MAV Vital Statistics 
   
  Size: Huge to Gargantuan 
  Hit Points: 200 to 400 (less for light 
  MAVs, more for heavy MAVs ) 
  Hardness: 10 to 30 (less for light 
  MAVs, more for heavy MAVs) 
  Armour Type: Scout, Infantry, Assault, 
  or Tracked 
  Combat Profile: Scout, Infantry, or 
  None 
  Total Defense: This value is calculated 
  by adding all equipment and pilot 
  bonuses 
  Max Ground Speed: 1-4 Squares 
  Max Air Speed: 1-4 Squares (Good), if 
  jump jets equipped 
  Sensor Range: 10-50 Squares 
  Energy: This value is used to calculate 
  the explosion damage of a destroyed 
  MAV. 
  Weapon 1: Primary Weapon Slot 
  Weapon 2: Secondary Weapon Slot 
  Special Attack: Described in the special 
  weapons rules earlier in this guide. 
  Height: This value, listed in meters, is 
  used in Line of Site evaluations. 
  Weight: This value is currently unused. 
  Purchase DC: Base MAV Purchase DC 
   
  
  Federated States Mechanized Assault 
  Vehicles 
   
  FS Hunter Scout MAV 
  Scout/Recon Mechanized Assault 
  Vehicle 
   
  The AR-16b Hunter by Armatron 
  Robotics was first introduced in the 
  Federated States in 2109 to fill the role 
  of a light and fast recon MAV. While 
  not heavily armored, the Hunter is 
  capable of making quick hit-and-run 
  attacks on slower targets. 
   
  The right arm of the Hunter typically 
  holds an X-27 Plasma Rifle which draws 
  plasma from the MAV’s Condor Helium 
  3 reactor and converts it into a projectile. 
  While the resulting projectile does not 
  do a great deal of damage, the rifle’s 
  firing rate is quite high. The Hunter’s 
  homing missiles are fired from the right 
  torso and deliver a surprising punch for 
  such a small guided weapon. 
   
  MAV Vital Statistics: Huge-size Mech; 
  hp 200; Hardness 5; Init +4; Spd 
  ground 100 ft, fly (FS Scout Jump 
  Jets) 100 ft; Defense 13 (Light MAV 
  Armor, Scout MAV Combat 
  Profile); BAB +4; Atk +4 ranged 
  (DK-5 Plasma, dmg 1d6x10), +10 
  ranged (FS Homing Missile, dmg 
  1d12x4), special (Mines). 
  Crew Quality: Expert (+4). 
  Ammo: 300 Plasma, 20 Missiles, 12 
  Mines. 
  Sensor Range: 1900 ft. 
  Energy: 70 units (1d20 per 10 units 
  rounded up on explosion in a 100 
  foot radius) 
  Purchase DC: 44 
   
   
   
   
                        
   
  © 2005 Max Gaming Technologies, LLC 
   
  20
  
  FS Shaddrack Infantry MAV 
  Infantry Mechanized Assault Vehicle 
   
  The AR-85x Shaddrack by Armatron 
  Robotics was first introduced in the 
  Federated States in 2111 to fill the role 
  of an Infantry MAV. Standing almost 5 
  meters tall, the Shaddrack is able to both 
  deliver a striking blow and withstand 
  large amounts of damage.  
   
  The right arm of the Shaddrack typically 
  holds a 70 caliber auto cannon. The 
  homing missiles of the Shaddrack are 
  fired from the upper left torso and deal a 
  gratifying amount of damage. 
   
  MAV Vital Statistics: Huge-size Mech; 
  hp 275; Hardness 5; Init +4; Spd 
  ground 75 ft, fly (FS Infantry Jump 
  Jets) 75 ft; Defense 12 (Infantry 
  MAV Armor); BAB +4; Atk +4 
  ranged (FS Autocannon, dmg 
  1d6x10), +10 ranged (FS Homing 
  Missle, dmg 1d12x4), special 
  (Airstrike). 
  Crew Quality: Expert (+4). 
  Ammo: 100 autocannon, 20 Missiles. 
  Sensor Range: 1500 ft. 
  Energy: 100 units (1d20 per 10 units 
  rounded up on explosion in a 100 
  foot radius) 
  Purchase DC: 44 
   
   
   
   
   
   
                        
   
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  FS Liberator Assault MAV 
  Heavy Assault Mechanized Assault 
  Vehicle 
   
  The initial skirmishes of the war for No 
  Man’s Land put the Federated States 
  command on alert that it needed a heavy 
  combat MAV that could hold its own 
  against the fierce tactics employed by 
  the Eastern Confederation.  
   
  The Liberator, already in its design 
  phase when the war began, entered the 
  combat theatre near the end of 2160. 
  Armed with a default configuration of 
  flame throwers, auto cannons and 
  homing missiles, the Liberator is a 
  menacing presence in any battle.  
   
   
  MAV Vital Statistics: Huge-size Mech; 
  hp 300; Hardness 10; Init +4; Spd 
  ground 50 ft; Defense 12 (Infantry 
  MAV Armor); BAB +4; Atk +4 
  ranged (Heavy Laser, dmg 
  2d20+75), +10 ranged (Heavy 
  Homing Missile, dmg 1d12x8), 
  special (Flamethrower). 
  Crew Quality: Expert (+4). 
  Ammo: 30 Missiles. 
  Sensor Range: 1000 ft. 
  Energy: 150 units (1d20 per 10 units 
  rounded up on explosion in a 100 
  foot radius) 
  Purchase DC: 44 
   
   
   
   
   
   
   
                        
   
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  FS Abolisher Tracked MAV 
  Tank Mechanized Assault Vehicle 
   
  The MT-5t Abolisher by Mechanized 
  Technologies was introduced to the 
  Federation in 2151. The Abolisher is a 
  very versatile vehicle capable of both 
  reaching areas never before thought 
  accessible by a tank and attacking over 
  very long ranges.  
   
  The Abolisher’s weapons systems 
  include the Brimstone XL7 heavy laser 
  on its right side and an artillery barrage 
  missile system in the left side of its 
  turret. Abolishers are also able to deploy 
  portable turrets for both defensive and 
  offensive fire. 
   
  MAV Vital Statistics: Gargantuan-size 
  Mech/Vehicle; hp 400; Hardness 10; 
  Init +4; Spd ground 25 ft; Defense 
  10; BAB +4; Atk +4 ranged (Heavy 
  Laser, dmg 2d20+75), +10 ranged 
  (Heavy Homing Missile, dmg 
  1d12x8), special (Turrets). 
  Crew Quality: Expert (+4). 
  Ammo: 30 Missiles. 
  Sensor Range: 1500 ft. 
  Energy: 200 units (1d20 per 10 units 
  rounded up on explosion in a 100 
  foot radius) 
  Purchase DC: 48 
   
   
   
                        
   
  © 2005 Max Gaming Technologies, LLC 
   
  23
  
  Eastern Confederation Mechanized 
  Assault Vehicles 
   
  EC Locust Scout MAV 
  Scout/Recon Mechanized Assault 
  Vehicle 
   
  The Red Army has adopted the 
  blitzkrieg tactic of moving fast and 
  hitting even faster. When the 
  Confederation requested a quick-moving 
  MAV that could carry powerful 
  weaponry, Rogatina Arms responded 
  with the Locust.  
   
  The Locust’s standard Gatling gun and 
  unguided rockets make it a tough 
  contender at short range.  Small and 
  light, the Locust can get in and out fast, 
  but if it gets caught in a bar fight it will 
  come out swinging. 
   
  MAV Vital Statistics: Huge-size Mech; 
  hp 210; Hardness 5; Init +4; Spd 
  ground 100 ft, fly 100 ft (EC Scout 
  Jump Jets); Defense 13 (Light MAV 
  Armor, Urban Combat Profile); BAB 
  +4; Atk +4 ranged (Scout Gatling, 
  dmg 1d6x12), +10 ranged (Homing 
  Missile, dmg 1d12x4), special 
  (Mines). 
  Crew Quality: Expert (+4). 
  Ammo: 600 Gatling, 20 Missiles, 12 
  Missiles. 
  Sensor Range: 2000 ft. 
  Energy: 70 units (1d20 per 10 units 
  rounded up on explosion in a 100 
  foot radius) 
  Purchase DC: 44 
   
   
   
   
   
                        
   
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  24
  
  EC Mantis Infantry MAV 
  Infantry Mechanized Assault Vehicle 
   
  The workhorse MAV for the Eastern 
  Confederation is the Infantry-class KW-
  27 Mantis by Kodiak Weapons. The 
  Mantis was showcased to the Red Army 
  in 2151 and incorporated into its ranks in 
  2152. 
   
  Able to deploy its dual auto cannons and 
  exploding rockets both fast and 
  accurately, the Mantis is one of the 
  deadliest MAVs currently in the combat 
  theatre. 
   
  MAV Vital Statistics: Huge-size Mech; 
  hp 285; Hardness 5; Init +4; Spd 
  ground 75 ft, fly 75 ft (EC Infantry 
  Jump Jets); Defense 12 (Infantry 
  MAV Armor); BAB +4; Atk +4 
  ranged (EC Autocannon, dmg 
  1d8x10), +4 ranged (Infantry 
  Rockets, dmg 1d20x3+10), special 
  (Airstrike). 
  Crew Quality: Expert (+4). 
  Ammo: 150 Autocannon, 60 Rockets. 
  Sensor Range: 1500 ft. 
  Energy: 100 units (1d20 per 10 units 
  rounded up on explosion in a 100 
  foot radius) 
  Purchase DC: 44 
   
   
   
   
   
   
                        
   
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  EC Predator Assault MAV 
  Heavy Assault Mechanized Assault 
  Vehicle 
   
  Built in preparation for the invasion of 
  North America, the Predator was 
  designed to counter the Federated States’ 
  advanced technology with brute force. 
  Since its deployment in 2159 the 
  Predator has proved even more 
  successful than Eastern Confederation 
  command had hoped.  
   
  A Predator is typically equipped with a 
  plasma-venting system for close combat; 
  for ranged combat, it uses the 
  combination of auto cannons and 
  exploding rockets that is typical of many 
  Eastern Confederation MAVs. 
   
  MAV Vital Statistics: Huge-size Mech; 
  hp 325; Hardness 10; Init +4; Spd 
  ground 50 ft; Defense 12 (Infantry 
  MAV Armor); BAB +4; Atk +4 
  ranged (EC Heavy Gatling, dmg 
  1d8x12), +4 ranged (Heavy Rockets, 
  dmg 1d20x4+10), special 
  (Flamethrower). 
  Crew Quality: Expert (+4). 
  Ammo: 1200 Gatling, 60 Rockets. 
  Sensor Range: 1000 ft. 
  Energy: 150 units (1d20 per 10 units 
  rounded up on explosion in a 100 
  foot radius) 
  Purchase DC: 44 
   
   
   
   
   
   
   
                        
   
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  EC Juggernaught Tracked MAV 
  Tank Mechanized Assault Vehicle 
   
  When the Red Army placed an order for 
  a new remotely-controlled tracked tank, 
  Rogatina Arms delivered the KA-74 
  Juggernaut. The Juggernaut won over 
  the Red Army with its defensive charms: 
  its low profile and open sides make it far 
  harder to hit than most tanks. The newly 
  renamed ECM-74 Juggernaut rolled into 
  service on August 16th, 2150 as the 
  Eastern Confederation’s newest assault 
  tank. 
   
  Each Juggernaut is equipped with a 
  Kopyo Gatling gun and a Long Range 
  Rocket Bombardment System. It can 
  also deploy turrets for both defense and 
  assault with amazing speed. 
   
  MAV Vital Statistics: Gargantuan-size 
  Mech/Vehicle; hp 425; Hardness 10; 
  Init +4; Spd ground 25 ft; Defense 
  10; BAB +4; Atk +4 ranged (EC 
  Heavy Gatling, dmg 1d8x12), +4 
  ranged (Heavy Rockets, dmg 
  1d20x4+10), special (Turrets). 
  Crew Quality: Expert (+4). 
  Ammo: 1200 Gatling, 60 Rockets. 
  Sensor Range: 1500 ft. 
  Energy: 200 units (1d20 per 10 units 
  rounded up on explosion in a 100 
  foot radius) 
  Purchase DC: 48 
   
   
   
   
   
   
                        
   
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  Scenario - Crash Site 
   
  2 players are recommended for this 
  scenario. A gamemaster (GM) is 
  optional, but recommended.  
   
  Background: 
   
  Federated States Air Forces have 
  managed to down an Eastern 
  Confederation transport. You are 
  required to evade all opposition and 
  secure the crash site so the transport’s 
  data core can be recovered. 
   
  Eastern Confederation drop ships have 
  deployed a small MAV force to prevent 
  enemy recovery of the transport’s data 
  core. 
   
   
  If the Scout MAV containing the copy of 
  the transport’s data is destroyed, but the 
  other Scout MAV is not, the remaining 
  Scout MAV may spend 1 full round 
  action at the wreckage of the first to 
  recover the destroyed MAVs “black 
  box” flight recorder and data storage, 
  thus retrieving the copy of the 
  transport’s data.  The second Scout 
  MAV must then escape the area via the 
  extraction point. 
  Starting Forces: 
   
  Federated States 
  2 Hunter Scout MAVs with standard 
  armament 
  2 Shaddrack Infantry MAVs with 
  standard armament 
   
  Eastern Confederation 
  1 Locust Scout MAV with standard 
  armament 
  3 Mantis Infantry MAVs with standard 
  armament 
   
  Starting Positions: 
   
  Eastern Confederation forces start within 
  50' of the 2 drop ships in the northeast 
  part of the map. 
   
  Federated States forces enter from the 
  western edge of the map, near the river. 
  The point of entry is also the extraction 
  point. 
   
   
  Federated States Victory Conditions: 
   
  At least one Scout MAV must recover 
  the data core. To do this, the Scout MAV 
  is required to spend 2 full rounds 
  stationary inside the downed drop ship. 
  It may fire, but it may not move. Once 
  this action is completed, the data core is 
  considered recovered, and a copy of the 
  transport’s data is stored on that Scout 
  MAV’s local combat network. The 
  Scout MAV holding the copy of the 
  transport’s data must then escape the 
  area via the extraction point. 
   
   
  Eastern Confederation Victory 
  Conditions: 
   
  The Eastern Confederation wins if both 
  Federated States scout MAVs are 
  destroyed.  
    
   
   
   
   
  
   
                        
   
  © 2005 Max Gaming Technologies, LLC 
   
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  Suggested set up for OpenRPG 
   
  Download and install OpenRPG from 
  http://www.openrpg.org 
   
  Federated States Miniatures 
   
  Hunter Scout MAV 
  http://www.darkhorizons-
  lore.com/tabletop/minis/hunter.png
   
  Shaddrack Infantry MAV 
  http://www.darkhorizons-
  lore.com/tabletop/minis/shaddrack.png
   
  Liberator Assault MAV 
  http://www.darkhorizons-
  lore.com/tabletop/minis/liberator.png
   
  Abolisher Tracked MAV 
  http://www.darkhorizons-
  lore.com/tabletop/minis/abolisher.png
   
   
  Eastern Confederation Miniatures 
   
  Locust Scout MAV 
  http://www.darkhorizons-
  lore.com/tabletop/minis/locust.png
   
  Mantis Infantry MAV 
  http://www.darkhorizons-
  lore.com/tabletop/minis/mantis.png
   
  Predator Assault MAV 
  http://www.darkhorizons-
  lore.com/tabletop/minis/predator.png
   
   
  Juggernaught Tracked MAV 
  http://www.darkhorizons-
  lore.com/tabletop/minis/juggernaught.pn
  g
   
   
   
   
   
   
  Scenario Map 
   
  Crash Site Map 
  http://www.darkhorizons-
  lore.com/tabletop/maps/crash.png
   
  Scenario Completion Suggestions: 
   
  The odds are against the Federated 
  States forces. Obviously, the FS 
  Shaddrack Infantry MAVs must find a 
  way of preventing the EC Mantis Class 
  MAVs from destroying the scouts before 
  they can achieve their mission. The 
  Eastern Confederation has only one 
  scout at its disposal, so pursuit will be 
  difficult for the EC if a Federated States 
  Scout MAV does manage to capture the 
  core. 
   
   
   
   
   
   
   
   
   
  
  Scenario Map 
   
   
  *This map is available online at http://www.darkhorizons-lore.com/tabletop/maps/crash.png
   
   
   
                        
   
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  Appendix One: Open Gaming License 
   
  Designation of Product Identity 
  The following items are hereby designated as Product 
  Identity in accordance with Section 1(e) of the Open 
  Gaming License, version 1.0a: Any and all Max Gaming 
  Technologies or MGT logos and identifying marks are 
  trade dress, including all Max Gaming Technologies 
  Product and Product Line names, including but not 
  limited to Dark Horizons- Lore, Mechanized Assault 
  Vehicle, MAV, Dark Horizons Universe, Dark Horizons 
  Universe Roleplay Game, “If you thought man’s past 
  was dark, wait till you see his future – Dark Horizons 
  Universe”; all text under “Description” header of any 
  creature, Tech Program, Quantum Electrino Drive, 
  Equipment and Gear, Power Armor, NPC’s listing; any 
  elements of the Dark Horizons Universe setting, 
  including but not limited to capitalized names, names of 
  Tech Programs, characters, factions, creatures, races, 
  non sol system planets, organizations, Eastern 
  Confederation, Federated States, Rising Suns, Martian 
  Consortium, Midpoint Station, Cy-Gen, Valence, Irritus; 
  any and all storylines, stories, plots, and dialogue; all 
  artwork, symbols, designs, depictions, illustrations, 
  maps and cartography, likeness, poses, logos, or 
  graphic designs, except such elements that already 
  appear in the d20 System Reference Document and 
  are already OGC by virtue of appearing there.  The 
  above Product Identity is not Open Game Content. 
   
  OPEN GAME LICENSE Version 1.0a 
   
  The following text is the property of Wizards of the Coast, 
  Inc. and is Copyright 2000 Wizards of the Coast, Inc 
  ("Wizards"). All Rights Reserved. 
   
  1. Definitions: (a)"Contributors" means the copyright and/or 
  trademark owners who have contributed Open Game 
  Content; (b)"Derivative Material" means copyrighted 
  material including derivative works and translations 
  (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, 
  improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or 
  adapted; (c) "Distribute" means to reproduce, license, rent, 
  lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d)"Open Game Content" means the game 
  mechanic and includes the methods, procedures, processes 
  and routines to the extent such content does not embody the 
  Product Identity and is an enhancement over the prior art and 
  any additional content clearly identified as Open Game 
  Content by the Contributor, and means any work covered by 
  this License, including translations and derivative works 
  under copyright law, but specifically excludes Product 
  Identity. (e) "Product Identity" means product and product 
  line names, logos and identifying marks including trade 
  dress; artifacts; creatures characters; stories, storylines, plots, 
  thematic elements, dialogue, incidents, language, artwork, 
  symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual 
  or audio representations; names and descriptions of 
  characters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and 
  any other trademark or registered trademark clearly identified 
  as Product identity by the owner of the Product Identity, and 
  which specifically excludes the Open Game Content; (f) 
  "Trademark" means the logos, names, mark, sign, motto, 
  designs that are used by a Contributor to identify itself or its 
  products or the associated products contributed to the Open 
  Game License by the Contributor (g) "Use", "Used" or 
  "Using" means to use, Distribute, copy, edit, format, modify, 
  translate and otherwise create Derivative Material of Open 
  Game Content. (h) "You" or "Your" means the licensee in 
  terms of this agreement. 
   
  2. The License: This License applies to any Open Game 
  Content that contains a notice indicating that the Open Game 
  Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game 
  Content that you Use. No terms may be added to or 
  subtracted from this License except as described by the 
  License itself. No other terms or conditions may be applied to 
  any Open Game Content distributed using this License. 
   
  3.Offer and Acceptance: By Using the Open Game Content 
  You indicate Your acceptance of the terms of this License. 
   
  4. Grant and Consideration: In consideration for agreeing to 
  use this License, the Contributors grant You a perpetual, 
  worldwide, royalty-free, non-exclusive license with the exact 
  terms of this License to Use, the Open Game Content. 
   
  5.Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed 
  by this License. 
   
  6.Notice of License Copyright: You must update the 
  COPYRIGHT NOTICE portion of this License to include the 
  exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copyright 
  holder's name to the COPYRIGHT NOTICE of any original 
  Open Game Content you Distribute. 
   
  7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except 
  as expressly licensed in another, independent Agreement 
  with the owner of each element of that Product Identity. You 
  agree not to indicate compatibility or co-adaptability with 
  any Trademark or Registered Trademark in conjunction with 
  a work containing Open Game Content except as expressly 
  licensed in another, independent Agreement with the owner 
  of such Trademark or Registered Trademark. The use of any 
  Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The 
  owner of any Product Identity used in Open Game Content 
  shall retain all rights, title and interest in and to that Product 
  Identity. 
   
  8. Identification: If you distribute Open Game Content You 
  must clearly indicate which portions of the work that you are 
  distributing are Open Game Content. 
   
  9. Updating the License: Wizards or its designated Agents 
  may publish updated versions of this License. You may use 
  any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed 
  under any version of this License. 
   
  10 Copy of this License: You MUST include a copy of this 
  License with every copy of the Open Game Content You 
  Distribute. 
  
   
                        
   
  © 2005 Max Gaming Technologies, LLC 
   
  32
   
  11. Use of Contributor Credits: You may not market or 
  advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the 
  Contributor to do so. 
   
  12 Inability to Comply: If it is impossible for You to comply 
  with any of the terms of this License with respect to some or 
  all of the Open Game Content due to statute, judicial order, 
  or governmental regulation then You may not Use any Open 
  Game Material so affected. 
   
  13 Termination: This License will terminate automatically if 
  You fail to comply with all terms herein and fail to cure such 
  breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License. 
   
  14 Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the 
  extent necessary to make it enforceable. 
   
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the 
  Coast, Inc. 
  
SOURCE: textdata/thevault/Dark Horizons Universe/Dark Horizons Universe Lore.pdf