TEXT: Bryce Hubbard (order #7487075)
  
  SWORDS OF PRIDE
  ARMIES OF THE SOUTH
  CHAPTER 1: THE SOUTH
  INTRODUCTION
  2
  THE ALLIED SOUTHERN TERRITORIES
  3
  THE SOUTHERN REPUBLIC
  3
  THE MEKONG DOMINION
  4
  THE HUMANIST ALLIANCE
  4
  THE EASTERN SUN EMIRATES
  5
  CHAPTER 2: SOUTHERN MILITARY
  5
  STABILITY AND CHAOS
  5
  ALLIANCE OF THE SEPARATE & UNEQUAL 6
  THE MILICIA
  6
  THE ST. VINCENT'S WAR
  7
  THE BARRINGTON CAMPAIGN
  7
  THE VEHICLE MODERNIZATION PROGRAM 7
  THE WAR OF THE ALLIANCE
  8
  ORGANIZATION AND STRUCTURE OF THE
  AST MILITARIES
  9
  SOUTHERN DOCTRINE
  13
  SOUTHERN ARMS AND EQUIPMENT
  15
  CHAPTER 3: FIELD GUIDES 
  SIZE OF THE GAME
  22
  SKILL LEVEL
  22
  UNIT AVAILABILITY
  22
  VETERAN COMBAT GROUPS
  22
  UNIT COST AND UPGRADES
  22
  MINIATURE RECOGNITION
  22
  THE SOUTHERN REPUBLICAN ARMY
  24
  THE MILICIA
  26
  HUMANIST ALLIANCE PROTECTION FORCE 28
  THE MEKONG PEACEKEEPERS
  30
  THE EASTERN SUN EMIRATES GUARD 32
  CHAPTER 4: COMBATT GROUP LISTINGS
  GENERAL PURPOSE CADRE
  34
  RECON CADRE
  35
  STRIKE CADRE
  36
  FIRE SUPPORT CADRE
  37
  MP CADRE
  38
  PARATROOP CADRE
  39
  OPSEC CADRE
  40
  STRIDER CADRE
  41
  TANK CADRE
  42
  CAVALRY CADRE
  43
  INFANTRY PLATOON
  44
  INFANTRY SNIPER ESCOUADE
  45
  FIELD GUN ESCOUADE
  45
  AIR STRIKES
  46
  OFF-BOARD ARTILLERY
  46
  CHAPTER 5: REGIMENTS OF NOTE
  LÉGION NOIRE /  AUXILLIARY
  47
  ETHEREAL GUARD
  48
  THE SPECIAL INTERVENTION UNIT
  49
  SILVER VIPERS
  50
  THE SKYHAWKS
  51
  THE APES
  52
  KILLER BUNNY COMMANDO CADRE
  53
  LES ÉTRANGERS
  54
  APPENDIX
  ADDITIONAL RULES
  55
  HAMMERS OF FAITH ERRATA
  55
  WEAPON TABLES
  56
  WEAPON RECOGNITION CHART
  56
  DATACARDS
  59
  DREAM POD 9 TEAM
  PROJECT MANAGER/SENIOR EDITOR: 
  ROBERT DUBOIS
  LINE DEVELOPER:
  JOHN BUCKMASTER
  BLITZ!  CONCEPT: 
  PHILIPPE F. LE CLERC
  WRITING: 
  JOHN BUCKMASTER
  NICK PILON
  PAUL NEMETH
  LAYOUT: 
  ODD 1
  COVER ARTWORK:
  GHISLAIN BARBE
  ADDITIONAL ARTWORK:
  BETH PORTER
  JAKE STAINES
  GHISLAIN BARBE
  PIERRE OUELLETTE
  JEAN-FRANÇOIS FORTIIER
  MARC OUELLETTE
  CHARLES-E. OUELLETTE
  NORMAND BILODEAU
  MINIATURES SCULPTING/PAINTING: 
  PHILIPPE F. LLE CLERC
  AGIS NEUGEBAUER
  ALAIN GABOIS
  PHOTOS:
  ROBERT DUBOIS
  PHILIPPE F. LECLERC
  AGIS NEUGEBAUER
  SILHOUETTE SYSTEM DESIGNERS: 
  MARC-ALEXANDRE VEZINA
  GENE MARCIL
  STEPHANE I. MATIS
  ADMINISTRATION: 
  ROBERT DUBOIS
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  PRINTED IN USA
  TABLE OF CONTENTS
  Bryce Hubbard (order #7487075)
  
  So, we went back and did research. Lost of research. We
  combed through the original writeups of the nations and then
  poured through the tactical writeups and the Leaguebooks to
  discover the character of the South. It was not easy, in fact,
  there were times I would want to defenestrate my computer
  or simply give up. But we found the character of the South.
  It was really there all along, just very good at hiding, like
  many Southern Gears.
  Someone once said that adversity bring greatness and I think
  that applies to this book. The research and effort that went
  into this book not only let us characterize the Leagues and
  the South better, but let us break them from being a poor
  copy of the North or simple bad guys. When combined with
  Hammers of Faith, you should start seeing the beginnings of
  a story forming, one that will eventually cross the stars and
  involve you, the player, in a very meaningful way.
  May your sword stay true,
  John Buckmaster
  22 February 2007
  Special thanks goes out to Beth for amazing all of us with her
  art, to Agis and Mason for doing such awesome paint jobs, to
  Paul for riding our butts about ranks and organization, to
  Jake Staines and Gareth Perkins for putting up with me once
  again and helping with proofreading, and to Holy and Doum
  for helping with terrain. An extra special thanks for The Pod
  Squad, who have volunteered their time to demonstrate Blitz.
  Playtesters: The Pod Squad, The 28th Stone Warriors, Milani's
  Lapdogs, The Capital Corps, Gujav's Groupies, The Aurora
  Monkeys, Gareth's Grenadiers, Hudson's Weasels, Sarcastro's
  Skirmishers, the Centurions, as well as Captain Stallion and
  the Fun Brigade.
  Errata and FAQs for Heavy Gear Blitz can be found on the
  Dream Pod 9 Forums at http://www.dp9forum.com/ If you
  have any rules questions or just want to talk about the game,
  please stop by! Information regarding contacting or joining
  the Pod Squad can also be found on the forum.
  Aurora, the Silhouette Magazine, is a free downloadable mag-
  azine providing support for Blitz and our other game lines. It
  can be found on our website at http://www.dp9.com/ or on
  our forum.
  INTRODUCTION
  A long time ago, during a Saskatchewanian "coffee conver-
  sation," I mentioned in passing that while the North had
  character, the South had characters. It was an offhanded
  remark, meant to be funny and get a jab in at my South-
  playing friends. (For the record, I have all of the armies for
  HG, but many of my friends play the South exclusively.)
  The problem was, I was right. The North has very strong
  themes and each League has a national character that is
  easy to define and makes for a very good army list. The
  older Southern books seemed to have a lot of propaganda-
  laden opinions, interesting characters, unique vehicles and
  important events, but no real unifying themes for any indi-
  vidual League or the South as a whole. In addition, we
  repeatedly ran into contradictory information about vehi-
  cles, events or even names. This made trying to find the
  theme or create a coherent write-up. Without a theme, you
  cannot characterize an army, give it rules or explain to
  people very quickly what the army does. Neither of which
  is good for a game, let alone a wargame.
  THE SOUTH
  CHAPTER 1: THE SOUTH
  2
  Bryce Hubbard (order #7487075)
  
  THE ALLIED SOUTHERN TERRITORIES
  The Southern hemisphere of Terra Nova
  is dominated by the Allied Southern
  Territories. Far from a confederation of
  equals, the AST is a puppet used by
  the Southern Republic to maintain
  control of its conquered vassal-states.
  The AST is nominally governed by the
  Curia, but since all twenty-five members of the Curia are
  appointed by the Estates-General of the Southern
  Republic, it is far from independent. The most important
  members of the Curia are the three Lord Chancellors, each
  assigned to supervise one of the three vassal Leagues and
  the Lord Protector, who supposedly controls the entire
  AST.
  The Curia's influence over day-to-day life is minimal. Most
  affairs are handled by the AST's massive bureaucracy,
  which advises and assists the governments of the vassal
  Leagues. The bureaucracy is widely regarded as corrupt and
  useless, but the political climate of the South makes
  change difficult.
  Jacques Molay, the current Lord Protector, has broken with
  tradition by ruling largely independently of the Estates-
  General. Under Molay, the Curia has become increasingly
  authoritarian and the MILICIA has frequently been
  deployed into Southern cities to maintain order, quell
  rebellions and suppress dissent. Those who publicly oppose
  Molay frequently disappear and he has gone as far as to
  have members of the Curia who vote against him executed
  for treason..
  THE SOUTHERN REPUBLIC
  The most populous League on Terra Nova,
  the Southern Republic is the true master
  of the Allied Southern Territories. The
  Republic was built through violent con-
  quest, with a handful of city-states on
  the border of Lake Esperance (Terra
  Nova's largest body of water) taking con-
  trol of their neighbors. Most Republicans celebrate their
  superior culture, which embraces diversity and personal
  freedom. From the shores of Ashanti, where clothing is not
  just optional but unusual, to the sophisticated arts and
  entertainment of Port Oasis, to the simple rural farmers that
  feed the Republic's 53 million mouths, a multitude of
  diverse peoples live in harmony.
  The Republic's relations with the rest of Terra Nova have
  never been quite as harmonious and the Southern Republic
  has many enemies. The Northern Lights Confederacy's evan-
  gelistic Sorrento Revisionism and antagonism towards
  Southern culture particularly worries most Republicans.
  Despite a short period of fellowship after the War of the
  Alliance, fears of the North have again become widespread.
  The Estates-General has responded to popular demand and
  ordered the MILICIA to operate more aggressively in the
  Badlands to defend against the Northern threat and help
  Badlands communities rebuff Northern attempts to manipu-
  late their affairs.
  While the Republic's culture may be free, its government is
  not. Dissent and criticism are not tolerated. The Republic's
  secret police, Les Témoins, are ever-vigilant and those who
  challenge the powerful have a way of disappearing. Many
  political parties exist, but all have largely identical plat-
  forms and those that break the mold rarely capture more
  than a handful of seats. Most Republicans accept these
  things without question as aspects of the Republic's cultur-
  al superiority.
  CHAPTER 1: THE SOUTH
  THE SOUTH
  3
  Bryce Hubbard (order #7487075)
  
  THE MEKONG DOMINION
  The Mekong Dominion is the economic
  stronghold of the South. While many of
  the AST's factories are located in the
  Emirates or the Republic, most are
  owned wholly or partly by Mekong cor-
  porations and are dependent on raw
  materials from Mekong's rich Yung An
  basin and lowlands. Mekong itself is ruled by the CEOs of
  those same corporations, called Taipans and only those
  who own stock in a Taipan's corporation are considered cit-
  izens. Regular stock gifts to loyal employees keep most of
  the population in line, but the Dominion's large underclass
  has few rights.
  The Dominion is minimally armed. The Mekongese prefer
  canny economical and social manipulation to gross force
  and people who exercise good business sense, especially at
  the expense of the less clever, are widely well-regarded.
  This attitude has given the Dominion considerable behind-
  the-scenes influence over the AST. Taipan Aaron Logan has
  been using this power to push for a more aggressive for-
  eign policy, demanding more direct authority over the
  MILICIA to protect Dominion business interests. Speaker
  Miyako Sogabe, his chief opponent, has taken a less con-
  frontational route, advocating greater justice in internal
  policies and benevolence in foreign relations. She seeks to
  use the MILICIA and the Peacekeepers - the Dominion's
  dual-purpose law enforcement and security organization -
  to protect others from their enemies without directly con-
  trolling them, placing them in the Dominion's debt.
  THE HUMANIST ALLIANCE
  Founded based on the principles
  espoused by Yuri Gropius, the
  Humanist Alliance has held fast to
  its devotion to his vision of a utopia
  for almost 400 cycles. Even being
  conquered by the Southern Republic
  during the Southern War of TN1680 did not dislodge
  Gropius' philosophy, though the Republic put a great many
  restrictions on the Alliance's development. Under the AST,
  mild social reforms have been put in place, but the
  Republic is not so much concerned with social justice as
  ensuring that it retains control of the products of the
  Alliance's advanced research labs and that the Alliance's
  culture does not eclipse its own. The Alliance's leaders
  blame this external meddling for growing internal instabil-
  ity and deviation from Gropius' plan and have become des-
  perate to eliminate it.
  Humanists pride themselves in their devotion to Gropius'
  vision and his philosophy has almost attained the status
  of a religion. At the age of 16, Humanists go through a rig-
  orous testing procedure and are assigned to one of three
  castes. Preceptors are the scholars, politicians and leaders;
  Protectors are the soldiers and police; and Commoners
  handle matters of business and menial jobs. All Humanist
  policy is dictated at a very high level and the average cit-
  izen has little freedom. Dissenters that attempt to buck
  the system are taken away for reeducation with drugs and
  hypnotic techniques. This fundamental lack of self-deter-
  mination is commonly cited as the cause of the Alliance's
  unusually high suicide rate.
  THE SOUTH
  CHAPTER 1: THE SOUTH
  4
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  THE EASTERN SUN EMIRATES
  The once-proud Eastern Sun Emirates
  have become more of an ongoing civil
  war than a functioning League. The
  Emirates are governed by a feudal aris-
  tocracy. Each city-state is ruled by one
  or more Emirs, descendants of the offi-
  cers of the HCS Eastern Sun. The Emirs
  have traditionally been bound together by their loyalty to
  each other and to the Patriarch or Matriarch, a descendant
  of the Eastern Sun's captain. Since the Southern Republic
  conquered the Emirates, they have installed a succession
  of weak, disinterested, abusive or hedonistic Emirs,
  Patriarchs and Matriarchs, who have strained these bonds
  to the breaking point. The current Patriarch, Oliver Masao,
  is widely seen as the worst of the lot. Several Emirs, led by
  Nigel Shirow of Basal, are in open rebellion and the MILI-
  CIA has been deployed to help the Patriarch's Guard keep
  the revolt from spreading further.
  The Emirates' aristocratic government is coupled with a
  strict caste system. Like the bonds between Emirs, the
  bonds between the lower classes and their Emirs have
  deteriorated under the Southern Republic's rule. While the
  Emirates' culture is still splendid, it leans more towards
  decadence than elegance and the lives of the lower class-
  es are frequently squalid, miserable and short. The Emirs
  have kept the population in line with ready access to
  blood sports and other visceral entertainment. Popular
  uprisings have still been frequent, but before Shirow, none
  had the support of any Emir.
  MIILITARY HISTORY OF
  THE SOUTH
  STABILITY AND CHAOS
  The concept of a League of city-states was born TN
  1479 in the Southern city-state of Tanalom. Inspired
  by the history of Greater Samarkand during Earth's Ice
  Age and pre-historic philosophers like Plato, Yuri
  Gropius developed the philosophy of Humanism.
  During an era when city-states eyed their neighbors
  with distrust, Rover bands terrorized rural communi-
  ties and wars between city-states were commonplace,
  Gropius' vision of peace, prosperity and cooperation
  was novel and revolutionary. Over the next 30 cycles,
  seven city-states joined into a single League under
  the banner of the Humanist Alliance, united by
  Gropius' ideals. Countless others across the planet
  were inspired by his vision and began creating
  alliances of their own.
  The Eastern Sun Emirates were founded near the
  fledgling Alliance in TN1492. This collection of city-
  states was welded together not by a shared vision,
  but by the power of the officers of a crashed
  Concordat gateship and their monopoly over advanced
  technology. The rest of the South took much longer to
  achieve stability and wars between city-states were
  fierce and frequent. One such extended war of con-
  flict, instigated by Marabou, united all the city-stat-
  ed on the shores of Lake Esperance into the Southern
  Republic in TN1545. The Republic continued to
  expand through wars of conquest until its borders
  butted up against the Mekong Dominion and
  Humanist Alliance, when it found itself unable to
  overpower the armed forces of either League.
  CHAPTER 1: THE SOUTH
  SOUTHERN MILITARY
  5
  Bryce Hubbard (order #7487075)
  
  ALLIANCE AND THE SEPARATE AND UNEQUAL
  The balance of power between the four Leagues of the
  South remained relatively even for much of the TN1600s.
  The difficult terrain and frequent internal troubles, such as
  civil wars, revolts and banditry, precluded the widespread
  inter-League warfare that characterized the Northern
  hemisphere. The Southern Leagues were far from friendly
  and a palpable atmosphere of hostility remained, but none
  had the power to do anything about it. This changed in
  TN1679, when Southern Republic spies obtained a proto-
  type of the Hunter from the WFP. The Republic's own walk-
  er combat vehicle program scientists were given the pro-
  totype to reverse-engineer and copy and the Jäger was
  quickly put into mass production.
  Armed with this new weapon, the Southern Republican
  Army (SRA) was able to quickly and easily traverse terrain
  that had formerly posed an impassible barrier to invasion.
  The stable, advanced Humanist Alliance and the rich
  Mekong Dominion were the Republic's first targets. After a
  few tentative battles, the Mekong Dominion's Taipans
  decided that a war with the Republic would be unprof-
  itable and willingly submitted to the invaders. This freed
  up SRA resources for assaults on the Humanist Alliance and
  Eastern Sun Emirates. By TN1681, the entire Southern
  hemisphere had - one way or another - acknowledged the
  superiority of the Republic and formed the Allied Southern
  Territories.
  THE MILICIA
  Initially, each of the Leagues of the Allied Southern
  Territories was responsible for maintaining a standing army
  for self-defense. The Republic, being larger and more pros-
  perous than its neighbors, voluntarily chose to maintain
  its larger, better-trained Republican Army to keep order in
  the AST and help the other Leagues defend themselves
  against foreign threats. This worked well enough before
  the formation of the Confederated Northern City-States
  (CNCS) and the Dominion Peacekeepers, with some help
  from the SRA, were able to solidly defeat the United
  Mercantile Federation Army in the Merchant War of
  TN1688. The formation of the CNCS changed this and con-
  cern over the defensive readiness of the South abounded.
  It was clearly unfair to expect the Southern Republic to
  shoulder the burden of building an army big enough to
  protect the South against the CNCS alone.
  At one of the regular summits held to allow the local rulers
  of the South's member-cities and Leagues to consult with
  the Curia, a solution for this inequality was proposed.
  Rather than requiring the individual Leagues to increase
  the size of their armies to match the Republican Army - an
  impossible task - a subordinate force would be created to
  support the Republican Army. The MILitary Invention and
  Counter-Insurgency Army (MILICIA) would protect
  Southern interests in the Badlands and help keep order in
  the AST itself. Rather than requiring any one League to
  support it, the MILICIA would be funded by tax money and
  made up of conscripts from throughout the AST. The dis-
  tinctly Anglic name was a compromise, as the other
  Leagues of the South had not yet adopted the Republic's
  Universal French.
  SOUTHERN MILITARY
  CHAPTER 2: SOUTHERN MILITARY
  6
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  SOUTHERN MILITARY
  7
  THE ST. VINCENT’S WAR
  The first real test of the newly-formed MILICIA was the St.
  Vincent's War. In TN1723, a sandstorm uncovered the
  remains of a cargo ship that had crashed and been lost in
  the Badlands during the Concordat era. MILICIA units in
  the region quickly responded and claimed the wreck for the
  AST, only to be challenged for possession by a Northern
  Guard unit that arrived mere hours later. Dishonorable con-
  duct on the part of both commanders lead to a battle and
  the release of an airborne plague. All but a tiny minority
  of adults were immune to the disease, but it had killed five
  percent of Terra Nova's children and crippled another five
  percent by the time it was cured.
  The CNCS and AST were outraged at the release of the virus
  and, seeking a way to restore their honor, accused each
  other of culpability in the release of the virus. When both
  proved unwilling to admit wrongdoing, a full-scale war
  broke out between the two superpowers. The devastating,
  six-cycle war was mostly fought on the part of the South
  by the MILICIA. Since they had been involved in the inci-
  dent which caused the conflict, they were honor-bound to
  resolve it. The Southern League armies aided the MILICIA
  when they could, but were mostly occupied with keeping
  order in the wake of the plague and, as the war dragged
  on, economic and political disruption.
  Even though it should never have happened, the St.
  Vincent's War demonstrated the value of the MILICIA and
  the power of the AST. The St. Vincent's War also proved the
  viability of the Gear concept, but highlighted the flaws in
  relying on the Jäger alone. Heavy Gears were used more
  frequently and in new ways over the course of the war and
  Southern military planners began designing additional
  Gears to fill more specialized roles. The "Serpent Series"
  (composed of the Rattlesnake light trooper/recon Gear,
  the Copperhead heavy trooper and the Anaconda fire-sup-
  port Gear) was a great success and served the South with
  distinction through the mid TN1800s.
  THE BARRINGTON CAMPAIGN
  The South lost many of its most experienced soldiers in the
  St. Vincent's War and the period of economic depression
  and civil unrest that followed had left the Southern armed
  forces in a very sad state indeed. Fortunately, a series of
  skirmishes with the North over trade routes and natural
  resources in the Barrington Basin gave the South, partic-
  ularly the MILICIA, the conflict it needed to retrain and
  rebuild its armed forces. Although the Barrington
  Campaign cost many lives, it re-asserted Southern
  supremacy and proved invaluable as a combat trial for the
  new Gear designs developed after the St. Vincent's War.
  CHAPTER 2: SOUTHERN MILITARY
  THE VEHICLE MODERNIZATION PROGRAM
  By the middle of the 19th century TN, the Serpent Series and
  the venerable Jäger were showing their age. While still supe-
  rior to most Northern Gears, Southern intelligence analysts
  predicted that Northern technological developments would
  soon completely overshadow their capabilities. In TN1843,
  the Republican Army initiated the Vehicle Modernization
  Program (VModProg). Many of the Gear designs created by
  VModProg or their modern descendants are still in service with
  the armies of the South, including the Basilisk, Sidewinder,
  Desert Viper and the "Alpha" revision of the Jäger.
  Bryce Hubbard (order #7487075)
  
  THE WAR OF THE ALLIANCE
  The arrival of the New Earth Commonwealth's Colonial
  Expeditionary Force in TN1913 caused a great deal of dis-
  ruption in the South. Across the hemisphere, long-laid
  plans were forcibly set aside as dozens of heavily-armed
  spaceships appeared in Terra Nova's skies and frightening,
  powerful weapons of war were disgorged onto the planet's
  surface. Using rivers and railway clearings to travel quick-
  ly through the jungle, the CEF's Southern Expeditionary
  Force cut deep into the Mekong Dominion before the
  Mekong Peacekeepers or the MILICIA could organize an
  effective response. Only at the gates of Mekong City itself
  were the invaders turned back.
  The initial Southern victories were marred by the loss of
  much of the South's powerful industrial machine. Orbital
  bombardment and the CEF's advance through the Dominion
  destroyed the mass-production infrastructure the Southern
  armies relied on to feed their demands for war machines.
  The lines dedicated to the new Black Mamba and Spitting
  Cobra designs were particularly hard-hit, depriving the
  South of the advanced Gears its military planners had
  come to rely on. The CEF fleet was quickly driven out of
  orbit by a combined drone assault launched by both con-
  federations, preventing further devastation and a hastily-
  formed alliance with the CNCS allowed the AST to purchase
  Jaguars to fill their need for advanced Gears. This allowed
  the South's remaining production lines to be dedicated to
  the mass-production of Jägers and Iguanas, which could
  be used to drive back the CEF with sheer weight of num-
  bers.
  The CEF advance into the Dominion and the neighboring
  Emirates had stalled completely by the end of TN1914.
  Heavy fighting continued in the deep jungles, but neither
  side made much headway. The thick vegetation prevented
  the CEF from making good offensive use of their hover-
  tanks, but greatly increased the power of their GREL
  infantry. Likewise, the South could not use their heavy
  landships or armor to dislodge the CEF, but found their
  Gears incredibly effective. Many Southern Gear designs
  acquitted themselves well in the intense jungle fighting,
  but casualties were high.
  In Winter TN1916, the CEF Fleet returned to Terra Nova
  and landed 80,000 troops on the Badlands city-state of
  Baja before being driven from orbit once more. The city's
  defenders were quickly overwhelmed and the new CEF force
  attempted to open a new front in the war. They were
  quickly defeated by a combined offensive by the Terra
  Nova Alliance composed of fresh troops from the Northern
  Lights Confederacy, Southern Republic and Humanist
  Alliance. A Season-long siege lead to the destruction of
  the CEF Baja detachment by mid-Summer. This was the
  incentive needed for Paxton Arms to enter the conflict on
  the side of the Terra Novan Alliance in Autumn TN1916.
  Paxton's participation proved the last straw for the CEF
  invaders and the main CEF base in the Barrington Basin
  surrendered in Spring TN1917.
  Despite the valiant efforts of the soldiers that formed an
  unyielding wall between the South and its enemies, the
  War of the Alliance left the AST in a sorry state. Its indus-
  tries and armed forces had been crippled by the intense,
  prolonged warfare. Even as reconstruction efforts caused
  the Southern economy to enter a post-war boom period,
  the inability of the MILICIA and SRA to effectively main-
  tain order prompted another boom - this one in terrorist
  activity, uprisings and civil unrest.
  SOUTHERN MILITARY
  CHAPTER 2: SOUTHERN MILITARY
  8
  Bryce Hubbard (order #7487075)
  
  ORGANIZATION AND STRUCTURE OF THE AST MILITARIES
  When the Southern Republic conquered the other Southern leagues, their military organizations were left largely intact,
  though greatly reduced in scope by the terms of the surrender agreements. The Republic's massive numerical and quality
  advantage left the Southern Republican Army (SRA) unconcerned about the militaries of the other Leagues. They were
  expected to contribute to the defense of the South through the MILICIA. Joint military operations between the MILICIA or
  the SRA and inferior League armies were unnecessary. Some standardization of organization and equipment was forced on
  the other AST Leagues, but they were mostly left alone and came to be symbols of League identity in an increasingly homog-
  enized South.
  The War of the Alliance proved the Republic wrong. Within seasons, the SRA and MILICIA were fully committed and the
  League armies were once again mobilized to defend their home territories and strike back against the CEF. Greater impor-
  tance was placed on the League armies as actual coherent fighting forces, rather than simple militias and symbolic garrison
  and combined operations doctrines were developed to allow the League militaries to work together under SRA command.
  SUBUNITS
  Subunits the smallest and most basic military units and are normally designed to operate in one specific role with a defined
  and limited set of equipment. This focus on a single role or 'arm of service' helps create standardization across a force, sim-
  plifying the decisions a senior commander must make to effectively employ each subunit and minimizing the variety of mate-
  rial necessary to support a subunit. Without support, a subunit is lucky to remain effective for more than a few hours in com-
  bat. In longer operations, they rely on the support provided by their superior organizations. Subunits are standardized across
  the South in terms of structure, but capabilities can vary widely given each league's access to technology, inherent corrup-
  tion and levels of funding.
  UNITS
  Units are the core elements of an army. In peacetime, they are the organizations within which soldiers train and in war they
  are the primary tactical maneuver elements that a senior commander maneuvers in the field. Subunit commanders are expect-
  ed to exercise initiative in leading their soldiers, but units are usually the lowest level of independent command. Units are
  the highest level at which standardization of structure and equipment is rigidly controlled. In heavy combat, a unit without
  support from a higher formation can only expect to remain effective for a few days at most. In order to campaign, a unit
  needs the support of a higher formation or supporting base. Most Southern armies deploy their units on purely defensive mis-
  sions, tying them to a support base almost permanently. The SRA and the MILICIA perform more offensive campaigns and fre-
  quently receive the necessary support from nearby firebases or landships.
  9
  SOUTHERN MILITARY
  CHAPTER 2: SOUTHERN MILITARY
  Bryce Hubbard (order #7487075)
  
  SRA AND MILICIA SUBUNITS
  The smallest vehicle subunit is the cadre.
  Commanded by a sous-lieutenant (armor) or
  sous-sergent (Gear), members of a cadre
  always live and work very closely togeth-
  er and know each other's strengths and
  weaknesses very well. The equivalent
  grouping for infantry is the escouade,
  commanded by a caporal.
  Gear cadres are grouped into sec-
  tions, commanded by sous-lieu-
  tenants. Gear sections or armor cadres are then grouped
  into compagnies, commanded by lieutenants. Infantry
  escouades in the MILICIA and SRA are grouped into sec-
  tions commanded by sous-sergents, then platoons com-
  manded by sous-lieutenants and compagnies commanded
  by lieutenants. Infantry compagnies are organized into
  battallions, commanded by sous-commandants.
  Subunits are frequently organized into compagnie-sized
  "équipes de combat" (combat teams) or battallion-sized
  "groupes de combat" (battle groups) to carry out specific
  missions. "Équipes de combat" are composed of assets
  drawn from several compagnies in a regiment or battallion
  or even from different regiments in a sufficiently large-
  scale operation.
  SRA AND MILICIA UNITS
  Regiments, commanded by comman-
  dants, are the basic units of the SRA and
  MILICIA. Each regiment is structured to
  provide a specific core capability and
  include all the support needed to achieve
  a specific operational objective. The SRA
  and MILICIA have very well-organized reg-
  iments that split Gears, armor, infantry
  and support assets into separate compag-
  nies and battallions, which are typically
  broken up as needed to form "équipes de
  combat" or "groupes de combat". 
  Specialized or independent battallions, such as engineers
  or special operations forces, are organized as permanent
  units and commanded by sous-commandants or comman-
  dants. These normally only operate as a single unit on an
  operational-level mission, such as establishing a river
  crossing for a regiment or performing a large airborne raid.
  In a more normal deployment, these units will be broken
  up to support operations by "groupes de combat" and tem-
  porarily placed under the authority of the commanding
  officer in the field. This provides "groupes de combat"
  with stealth assets, snipers, engineers, airborne reinforce-
  ments and other unusual forms of support needed to com-
  plete their mission.
  SOUTHERN MILITARY
  CHAPTER 2: SOUTHERN MILITARY
  10
  FORMATIONS
  Formations are groups of units that have been created for a specific operational mission or capability. They can be tempo-
  rary or permanent, and are designed to easily adapt their structure as allocated resources change. Formations are also the
  level at which specialized troops and logistic resources are centralized, to take advantage of economies of scale and
  enhance a senior commander’s operational flexibility. As such, only formations are capable of extended and sustained field
  operations.
  Bryce Hubbard (order #7487075)
  
  SRA AND MILICIA FORMATIONS
  Brigades, commanded by sous-prefects, are the
  smallest operational formations in the South.
  Normally, several brigades will operate collec-
  tively as a légion, but brigades that are spe-
  cialized, have fallen out of favor with com-
  mand or are assigned to low-priority sectors are
  frequently reinforced with the necessary sup-
  port to enable them to operate independently.
  Such a formation is usually referred to as a
  'groupe de brigade'.
  All larger SRA and MILICIA formations are com-
  manded by prefects, officers with both mili-
  tary and political roles in the Estates-
  General or the Curia, respectively. The largest permanent
  formation is a légion, a group of several brigades. Légions,
  commanded by prefects, are the main operational maneu-
  ver element in Southern armies and are the largest military
  organizations that are established on a permanent basis.
  Next to regiments, légions are the military organization
  soldiers most associate with and can be the source of con-
  siderable esprit-de-corps or depression for any soldier
  assigned to them.
  In war and for larger peacetime exercises, operations may
  call for légions to be grouped under a single temporary
  command to co-ordinate groups of légions in pursuit of
  large-scale strategic and political objectives. Like commit-
  tees in the Estates-General, these formations are created
  whenever necessary to co-ordinate these large-scale oper-
  ations and are distinct from the combat units they have
  authority over. These are often assigned mixed SRA and
  MILICIA forces and in time of war can incorporate the
  units and formations of other League armies. In each case,
  the Consul or his Grand Prefect (see below) will select one
  of the prefects in the force and delegate complete or par-
  tial authority over the légions to him. Each such prefect is
  given a formal title, befitting of his status, for the dura-
  tion of his appointment. A Southern "force opéra-
  tionnelle", combines two to four légions under a "général
  de force". Multiple "forces opérationnelle" can be com-
  bined as a "corps d'armée" and placed under a prefect des-
  ignated as "général d'armée". Several times in the
  Republic's history, operations actually required the forma-
  tion of a "group d'armée" under command of a "Maréchal".
  SOUTHERN MILITARY
  11
  WAIT, I THOUGHT A GEAR WAS A UNIT?
  For purposes of the game rules a Unit or combat unit is a
  single model or a single infantry squad. For purposes of
  military organization, a unit (note the lowercase) is a
  structural designation. While this may be a bit confusing,
  we felt it was only proper that we used actual military des-
  ignations for this section. To help keep things straight:
  game Units are models, military units are organizational.
  CHAPTER 2: SOUTHERN MILITARY
  One of the highest wartime appointments for a prefect of
  the MILICIA is command of a Préfecture, a region encom-
  passing an entire theater of operations. Such a prefect sur-
  renders command of his legion to assume a role of Grand
  Prefect, one of the senior military advisors to a Lord
  Chancellor of the AST. In this role, the Grand Prefect has
  authority to speak on behalf of the Consul to co-ordinate
  the strategic operations of an allied League in wartime. To
  be appointed, the Consul of the MILICIA selects the pre-
  fect and the Lord Commander of the AST and the Lord
  Chancellor of the League containing the Préfecture must
  approve his appointment.
  Légions usually have a fixed home base, thanks to the
  logistical difficulty of moving such a large volume of men
  and machines. Because higher formations must often move
  between theatres in pursuit of their objectives, légions are
  rarely permanently assigned to them. Instead, a Grand
  Prefect grants authority over legions to a higher formation
  operating in its prefecture as necessary. During wartime or
  in troubled sectors, it is not uncommon for a légion to find
  itself attached to more than one distinct higher formation.
  Especially unlucky or unpopular légions may find them-
  selves attached to several and forced to constantly detach
  brigades to help accomplish their supported formation's
  objectives.
  Bryce Hubbard (order #7487075)
  
  THE MEKONG PEACEKEEPERS
  The Peacekeepers use the same structure and ranks as
  the SRA, but the largest fulltime formation in the peace-
  keepers is a brigade, encompassing all of the
  Peacekeepers garrisoned in a single city-state. The
  Peacekeepers subvert the standard Republican scheme by
  dividing their personnel into Constables, who operate in
  the field in either a police or military role and Warders,
  who provide logistical and organizational support.
  Mekong citizens prefer to use "Constable" or "Warder"
  and ignore MILICIA rank, something that continually
  confuses and infuriates their SRA and MILICIA allies.
  Similarly, Mekong citizens often fall back on traditional
  unit descriptions amongst themselves. The most common
  of these are "ban" for cadre, "lian" for company and
  "tuan" for regiment. Command in the traditional Mekong
  system is indicated by prefixing the unit name with
  "zheng". So a "zhengban" is a cadre commander.
  THE HUMANIST ALLIANCE PROTECTORS
  FORCE (HAPF)
  The distinctive ranks and structure of the HAPF are a cre-
  ation of the founder, Yuri Gropius and have survived to
  this day despite of the subjugation of the Alliance by the
  Republic. Units are organized in multiples of two and five,
  emulating hands and fingers. When the MILICIA insisted
  that the HAPF reorganize its forces to conform to its for-
  mat, the HAPF instead divided its personnel into two
  groups, those seconded to the MILICIA and those in
  domestic service. The MILICIA component was reorganized
  along Southern lines and adopted Southern ranks and doc-
  trine, while the domestic regiments retained the tradition-
  al Humanist structure. Personnel are regularly rotated
  between the two branches.
  Humanist cadres are referred to as "dekarion" and command-
  ed by a "dekarch". Similarly, a "pendekarion" is a gear sec-
  tion or infantry platoon and a "kosion" is a company. Units
  in the HAPF are a "penkosion" (gear or armor regiment or
  infantry battalion) and a "hilion" (infantry regiment).
  "Penhilions" (brigades) and "strations" (legions) are the
  largest normal organizations. In peacetime, each sector of
  the HAPF is assigned a single stration and its stratarch
  reports directly to the Archon, the HAPF commander-in-
  chief. In the last 200 cycles, the HAPF has only ever formed
  formations in time of war and even then only under the aus-
  pices of larger MILICIA or SRA formations. A "penstration",
  for example, was last formed for the Baja campaign of the
  War of the Alliance had not been used since the invasion of
  the Alliance by the SRA 250 years before.
  EASTERN SUN EMIRATE GUARDS
  The Emirate Guards cling to their traditional feudal system.
  Troops in a retinue do not hold rank; all are commoners of
  equally low status in the eyes of an Emir. Instead, the Emir
  grants titles to those selected as commanders. A cadre is
  commanded by a "havildar", which very roughly translates
  to sergeant. Any number of cadres (usually 2-12) of any
  type may be grouped into a "century", commanded by a
  "subedar" or captain. All of the centuries in an Emir's
  Guard are combined as a "retinue" and commanded by a
  "sirdar" or commandant. On the rare occasions that sever-
  al Emirs combine forces and delegate command to a non-
  Emir, that noble is referred to as "sirdariazam". The
  Ethereal Guard is slightly larger, reflecting its elite status.
  In peacetime, the retinues of the Ethereal Guard form the
  Guard Brigade, commanded by the "Sharif", loosely trans-
  lated as Lord Commandant. In war, the Patriarch can
  expand the Ethereal Guard as he sees fit, but never to more
  than a légion in size.
  SOUTHERN MILITARY
  CHAPTER 2: SOUTHERN MILITARY
  12
  Bryce Hubbard (order #7487075)
  
  SOUTHERN DOCTRINE 
  Southern armies are highly varied in doctrine and style.
  Most of the League armies are very limited in scope and
  function, while the MILICIA and SRA follow similar,
  although divergent, philosophies regarding tactics and
  deployment. One thing does remain constant throughout
  the Southern forces. In stark contrast to the North,
  Southern units are not just capable of performing multiple
  roles, but have been expressly designed to do so. Even
  when outfitted for a specific task, each cadre can fill in
  where it is needed and can operate fairly well on its own,
  although working in concert always produces the best
  results. In fact, a cadre may be used for different roles with-
  in a campaign and sometimes within the a single battle.
  The largest single outside factor affecting doctrine in all
  Southern forces is social stratification. The HAPF is affected
  by their caste system, the Emirate forces by their feudal
  oath and the SRA by their internal patronage. Indeed, the
  Mekong Peacekeepers stand out simply because social rank
  has no correspondence with military rank. Unfortunately, the
  MILICIA is very much affected by social interweaving. A
  force of conscripts from four Leagues, League military
  rejects and the occasional volunteer, disciplinary problems
  abound throughout the MILICIA.
  Ordinary soldiers are generally treated as being "under-
  lings" and the resulting gap between officers and the
  ranks is very reminiscent of the French army of the
  Napoleonic era. While this gap is present in the SRA and
  other League armies, the MILICIA takes it to the extreme.
  On base, soldiers are given lighter meals early in the day
  and a larger meal at night. While in the field, they are
  given only one (poor) meal and the unit is expected to
  forage, steal or otherwise find its own food. This has a
  very profound impact on strategies and tactics for the
  South. When in the field in friendly territory, an extra
  "meal tax" is levied on nearby urban areas. In hostile ter-
  ritory, standard operating procedure is very much "rape
  and burn" if only so the common soldier can steal enough
  food and water to survive.
  On mission, soldiers also sleep in or beneath their vehi-
  cles for warmth and base accommodation is very spar-
  tan. Denial of meals and the accompanying soft drug
  rations (similar to rum or cigarette rations in older
  armies) is used as a primary discipline measure. Officers
  always at least have a tent or trailer to sleep in and
  often have their own accompanying mess tent with
  chefs. 
  SOUTHERN MILITARY
  13
  CHAPTER 2: SOUTHERN MILITARY
  Bryce Hubbard (order #7487075)
  
  SCOUTING
  Scouting is a term used for any discovery or light
  skirmish force within an army. The general usage of
  this type of unit is to provide intelligence, screen
  strike units or simply hold an enemy long enough for
  support units to act.
  STRIKE
  Strike units are designed around "direct" assault or
  other such rapid strikes. These units may be made up
  of Fire Support, Strike, tanks or any other Unit capable
  of providing a high firepower punch at the appropriate
  time. They take advantage of the Scouting groups'
  screen and Support groups' barrages to exploit holes in
  the enemy lines or to seize/destroy objectives.
  SUPPORT
  Support Units are generally used to provide covering
  fire, reinforce objectives and defend areas. Like any
  of the other major groups in Southern doctrine, they
  can be armor, infantry or walkers. The exact type will
  be dependent on the terrain and the exact kind of
  support needed.
  OFFICERS
  Officers are there not just to provide command and threaten
  disciplinary action. The unique nature of Southern society
  means that "leading from the rear" is often frowned upon and
  leads to commanders losing face. This means that Army
  Commanders and officers will often be found in the positions
  that give them the most chance of recognition and glory.
  Prudent Commanders, however, learn that recognition and
  glory only matters if you do not die in the process.
  CONVICTS
  Exclusive to the MILICIA, convicts are often used to "scout"
  and "determine enemy strength" by assaulting the area in
  question. The rate of casualties has proven to be highly
  effective in determining what the enemy has in that location
  and since they're "not real people anyway," indirect fire
  attacks, artillery barrages and airstrikes upon the area while
  they're still in it are quite common. Convicts are also used for
  unpleasant tasks that the Commander finds dishonorable or
  generally distasteful and does not want to sully the honor of
  his "real troops" with.
  SOUTHERN MILITARY
  CHAPTER 2: SOUHERN MILITARY
  14
  Bryce Hubbard (order #7487075)
  
  SOUTHERN ARMS AND EQUIPMENT
  Southern equipment quality varies wildly from one league to the next and even one regiment to the next. The SRA and the
  HAPF tend to have the best and most well-maintained equipment. The MILICIA is getting more funding and making an con-
  certed effort to upgrade, but the diversity of its troops, the sheer numbers of older vehicles it needs to replace and its fre-
  quent lack of funds make this task near impossible.
  JAGER
  Developed from a stolen Northern Hunter prototype, the Jäger was the chief reason for the South's rapid, decisive victory in
  the Southern War of TN1680. Despite being created by the United Mercantile Federation, only in the hands of the Southern
  Republic was the Heavy Gear's full potential realized. Its mobility allowed it to cross impenetrable terrain and strike at enemy
  forces from unexpected directions and its simplicity allowed the Republic's industrial base to mass produce it. The produc-
  tion contract for the Jäger was granted to Territorial Arms, which has had a near-monopoly on the Southern military Gear
  market ever since.
  Since its early development, the Jäger has gone through
  many revisions. The most significant was the "Alpha"
  upgrade in TN1843, which added desert-proofing and mod-
  ernized the Jäger's electronics. The Beta followed soon
  after, adding a sophisticated holographic display system
  based on the Hunter MkII. Subsequent minor upgrades
  have resulted in the current "Epsilon" model. A sturdy,
  reliable general-purpose trooper Gear, the Jäger is capable
  of performing practically any battlefield role with the right
  equipment. Its role in the Southern military has changed
  little and it is still the staple of most regiments.
  INFANTRY EQUIPMENT
  MILICIA equipment is invariably built by the lowest bidder, however the care they take in the design specifi-
  cation phase normally mean their weaponry is highly reliable and capable of performing in very adverse condi-
  tions found throughout the Southern Hemisphere. The other Leagues tend to build their own equipment and
  while there are differences in the technology, all Southern infantry equipment shares this reliability for practi-
  cal reasons. Southerners take great pride in pointing out that a gun dropped in the mud will still fire while a
  Northern one would not, carefully ignoring any similar statements from Northerners regarding cold weather oper-
  ation.
  SOUTHERN MILITARY
  15
  CHAPTER 2: SOUTHERN MILITARY
  Bryce Hubbard (order #7487075)
  
  IGUANA
  The Iguana was created in the late 19th century TN. The failure of the overly-ambitious
  Anolis had left the South without a proper recon Gear, forcing most regiments to once
  again rely on Basilisks and stripped-down Jägers for recon duty. Rather than attempt
  to create another ultra-miniaturized, high-speed dedicated recon unit, the designers of
  the Iguana sought to produce a vehicle that could also serve as a light trooper Gear,
  replacing both the Basilisk and the Anolis in one fell swoop.
  The Iguana is an impressive design. While not as fast or agile as some dedicated scout
  Gears, its armor is only slightly thinner than the Jäger's. The basic Iguana is well-bal-
  anced between electronics and firepower, sporting an ECM array, a target designator
  and a light but serviceable complement of weapons. Alternate load-outs and popular
  field variants typically enhance one of these areas at the expense of the other.
  SOUTHERN MILITARY
  CHAPTER 2: SOUTHERN MILITARY
  16
  BLACK MAMBA
  The Black Mamba showcases many of the recent advances in Southern
  Gear design. Light-weight materials and sophisticated construction have
  created a combination of mobility, firepower and armor that makes for a
  potent combat vehicle. Its airdrop capability makes it very well-suited for
  the rapid strikes and commando operations favored by the South. This
  superiority is not without cost. The Mamba is expensive to produce and
  only the SRA has a plentiful supply of these advanced machines. In order
  to keep the Gear's weight down, its rear is very lightly armored, leaving
  it very vulnerable to surprise attacks and flanking maneuvers.
  The Mamba's high-performance chassis is a natural base for many heavy
  weapons and the popularity of close support Mamba load-outs has result-
  ed in profiles for many standard and not-so-standard weapons being
  loaded at the factory. A number of more specialized factory variants also
  exist, including the feared "Snakeye" stealth/sniper Gear. Difficult to
  detect and equipped with a precise long-range laser, the Snakeye is a
  favorite of the Republic's intelligence services and covert ops regiments.
  CHAMELEON
  Based on the Iguana chassis, the Chameleon is the South's main stealth operations Gear. It is most frequently found on covert
  ops beside the various stealth models of the Black Mamba. Some Southern forces have taken to using the Chameleon as an advance
  scout, employing its stealth capabilities to determine the enemy's disposition without alerting them to an impending attack. This
  policy is somewhat contentious, but has proven very effective against many bandit gangs, subversive elements and Northern
  aggressors.
  Bryce Hubbard (order #7487075)
  
  SPITTING COBRA
  The Spitting Cobra is a uniquely Southern fire-support Gear.
  Territorial Arms based the design on the unpopular but effective
  "Constrictor" series of Gears by Mandeers Heavy Industries. Like
  most Southern specialist Gears, the Cobra actually covers a wide
  variety of roles. Its heavy armor and ample protection for the
  pilot makes it well-suited for heavy assault roles. The Cobra's
  main fire support weapon is a massive heavy rocket pod, which
  allows it to make powerful, mostly precise strikes or cover a large
  area of the battlefield with a wave of rockets. A light guided mor-
  tar provides pin-point long-range firepower, while a smaller rock-
  et pack serves as a supplemental assault/support weapon. Even
  when acting in a pure fire support role, its armor and payload
  means that Cobras tend to operate closer to the enemy than other
  fire support Gears and they will frequently switch between roles as needed.
  Like the Iguana, alternate Cobra load-outs focus on enhancing one aspect of the machine at the expense of the others.
  Anti-armor or long-range support load-outs are the most common, but dedicated assault models are not unknown. The flex-
  ibility of its standard equipment makes most Cobra variants rare, since commanders are disinclined to risk tinkering with a
  proven, popular formula.
  CHAPTER 2: SOUTHERN MILITARY
  SOUTHERN MILITARY
  17
  BLACK ADDER
  An older assault and heavy weapons Gear, the Black Adder was a further development of the
  Sidewinder heavy trooper Gear. It is designed to handle one of the most hazardous battlefield roles
  for a Gear: tank-hunting. While its armor is only marginally heavier than that of the Jäger, the pilot
  is very well-protected, making it very popular with pilots assigned to tank-hunting duty. Accessible
  and readily-intelligible systems have made it similarly popular with technicians, but its specialized
  mission profile, high price tag and the ongoing legal rivalry between Black Adder manufacturer
  Dynamic Systems and Territorial Arms mean that it is uncommon at best.
  DESERT VIPER
  One of the many Southern designs inspired by the Northern Razorback was the Desert Viper. The
  Viper was among the first designs produced by VModProg to enter service. Issues with the trans-
  mission lead to the removal of the secondary movement system (SMS) and the sensor cluster in
  the head still does not work properly, but the design was and is still very popular. The success
  of its "close support" weaponry may have inspired later Southern fire support designs, which
  focus on similarly short-range solutions. The lack of an SMS badly impairs the Viper in the open
  but makes it exceptionally stable in rough terrain. It is still used by most Southern militaries,
  particularly in mountainous, forested or swampy regions.
  Bryce Hubbard (order #7487075)
  
  SIDEWINDER
  A short-lived precursor to the Black Mamba, the Sidewinder was the result of
  VModProg's attempt to resurrect the concept of a fast assault/heavy trooper
  Gear. A collaboration between Territorial Arms and Dynamic Systems, the
  Sidewinder follows the same basic design as the Jäger, but possesses much
  heavier armor and weapons. The pilot's compartment is particularly well-pro-
  tected, making the design a favorite of Gear pilots. The long-term success of
  the project was a casualty of the legal conflict between Territorial Arms and
  Dynamic Systems at the end of the 19th century TN and it was soon replaced
  by the Black Mamba in the SRA. Most Sidewinders were transferred to the
  MILICIA, other League armies or sold to Badlanders.
  ANOLIS
  Developed at the end of the 18th century TN, the Anolis was an overly ambitious project aimed
  at producing a dedicated scout Gear. Initial trials were promising, but the compact "sensor head"
  design proved unworkable in practice. The efficient, miniaturized engine also had a bad tenden-
  cy to shut down in the middle of combat. The Anolis was retired from active service soon after
  it was introduced and most vehicles were sold off to local militias or Badlanders. In the early
  TN1930s, a group of technicians finally used modern technology to solve the Anolis' problems
  and sold the refit plans to Territorial Arms for a sum of money later .reported to be "obscene".
  Territorial Arms immediately began producing the "Anolis R" as a cheap light scout Gear.
  SOUTHERN MILITARY
  CHAPTER 2: SOUTHERN MILITARY
  18
  RATTLESNAKE
  The first Gear to be developed to fight alongside the Jäger, the Rattlesnake is a slight variation on the pattern established by its
  parent. Intended to work alongside and supplement the Jäger, the Rattlesnake's armor is lighter but a heavier rocket pack gives
  it a bigger punch. The Rattlesnake never received the upgrades the Jäger did and it was made obsolete by the introduction of
  the Basilisk and the Sidewinder during VModProg in the mid-19th century TN. It is still used in militias, particularly in the
  Badlands and by the Mekong Peacekeepers and some disfavored MILICIA units.
  MILITARY POLICE GEARS
  The nature of the MILCIA and the frequent civil unrest throughout the South have spurred the development of Military Police
  Gear variants. The CNCS and Paxton also make use of MP Gears, but only in the South are they ubiquitous. Even in the most
  orderly of cities, a few can still be regularly seen protecting important buildings or just as a reminder of the Republic's power.
  In order to keep the unruly troops of the MILICIA in-line, at least one MP Cadre is stationed on most bases and they frequent-
  ly take to the field beside the other troops, to bolster the regiment's firepower and ensure that discipline is maintained during battle.
  Bryce Hubbard (order #7487075)
  
  CHAPTER 2: SOUTHERN MILITARY
  SOUTHERN MILITARY
  19
  KING COBRA
  During the War of the Alliance, the AST found that their older assault Gears lacked the
  firepower necessary to assault heavily-entrenched CEF positions. The Territorial Arms
  Skunk Works was given the task of addressing this, within the industrial constraints
  imposed by the damage to the South's factories in the initial CEF strike. The result was
  the King Cobra. The Cobra's basic weapon load was nearly identical to that of the
  Spitting Cobra, modified slightly for an assault role, but its armor was much heavier
  and its speed was higher. While the King Cobra proved effective in the very late stages
  of the War, it has seen little use since then due to its extreme expense and is widely
  criticized as being more useful on recruiting posters than on the battlefield.
  BASILIK
  Another creation of VModProg in the mid 19th century TN, the Basilisk was intended to serve as
  a light trooper Gear, a cheap, quick model that could supplement proper trooper Gears. Basically
  a simple version of the Jäger, the Basilisk never succeeded in its intended role. Instead, the fail-
  ure of the Anolis caused it to be pressed into service as a recon Gear and it was often equipped
  with target designators and electronic warfare suites. After the introduction of the Iguana, most
  Basilisks were shuffled off to League militaries or MILICIA units that had fallen from favor.
  NAGA
  The main strider used by the SRA and MILICIA, the
  Naga, has a strange mission profile. Rather than serve
  as pure heavy assault or long-range fire support, like
  most striders, it is a high-powered rapid interven-
  tion/strike unit. Quick and mobile, the Naga's Gear-
  like dual walker/wheeled drive system allows it to
  cross most terrain rapidly and a pair of guided missile
  launchers give it impressive firepower. Its main weak-
  ness is the lack of any real backup weapon, leaving it
  more vulnerable than most striders to being swarmed
  and brought down by lighter units.
  Bryce Hubbard (order #7487075)
  
  HUN
  The Hun is a simple, no-frills light tank design. This allows it to be produced and deployed in
  large numbers, an advantage the South made good use of during the War of the Alliance. The Hun's
  weapons are light but adequate, optimized for direct assault rather than indirect fire support. A
  twin caterpillar drive system allows the Hun to move through water with relative ease, making it
  an excellent amphibious assault vehicle. The Hun's chassis has given rise to a wide variety of light
  combat vehicles, including the terrifying Hittite infantry support tank.
  CAIMAN
  The Caiman is more like a miniature tank than a normal APC. Small, tough and reliable,
  Caimans are used by every Southern military to support their infantry in the field. Through
  a bureaucratic mix-up during the initial contract bidding, the Caiman only carries a sin-
  gle squad of infantry instead of the more usual two. The SRA offset the additional cost
  imposed by this blunder by having most Caimans bought by the MILICIA (and, thus,
  financed by taxes on the other Southern Leagues) and then lent to the SRA. The Caiman's
  performance has proven exemplary, particularly its ability to weather heavy fire and, with slight modifications, easily traverse
  the South's swamps. All efforts to replace it with a "proper" APC have bogged down.
  SAGITTARIIUS
  The Sagittarius is a new strider developed by the Humanist Alliance.
  Although it was originally created for long-range fire support duties, the
  Sagittarius has been successfully adapted for a wide range of fire support
  missions. The strider's long legs and large feet allow it to move quickly
  through rough terrain and heavy armor allows it to survive the enemy
  attention it will inevitably draw. The Sagittarius' weapons are mounted in
  a modular rack on the top of the main body, while a chin turret provides
  limited close-defense firepower.
  SOUTHERN MILITARY
  CHAPTER 2: SOUTHERN MILITARY
  20
  FIRE DRAGON
  The Fire Dragon is actually the oldest design still in service with the armies of the AST. The original was developed by the Humanist
  Alliance as a combination civil police/military assault vehicle before the Southern War. Its military performance was lacking and so
  it was employed as a pure riot control vehicle. After the Republic conquered the Alliance, the Fire Dragon was overhauled into a mil-
  itary assault strider, using ONNet technology to resolve the engineering hurdles that had stumped Humanist engineers. It has been
  updated several times since then, but remains the AST's premier heavy assault strider, with a good mix of long and short-range weapons.
  Bryce Hubbard (order #7487075)
  
  CHAPTER 2: SOUTHERN MILITARY
  SOUTHERN MILITARY
  21
  VISIGOTH
  For over a century and a half, the South's main battle tank has been
  the reliable, powerful Visigoth. Thanks to heavy automation, the
  Visigoth only requires two live crew members to make full use of its
  powerful weapons. A 140mm field gun, suitable for both direct and
  indirect fire, is the centrepiece of the Visigoth's armament, while a
  range of smaller weapons provide close defense and anti-aircraft
  support. The two chief limitations of the Visigoth are its expense
  and, related, the political intrigues that swirl about its production
  contracts. The South invests billions of dinars every cycle to manu-
  facture, upgrade and maintain its Visigoths and every arms manufac-
  turer in the South wants a piece of that pie.
  HETAIROI
  Since the first engagements with the CEF, Terra Novan research labs have been trying to reproduce the awesome power of their
  sophisticated hovertanks. Duplicating the advanced technology of Earth has proved a significant challenge and only the Humanist
  Alliance has managed to develop a mass-production hovertank model. Thanks to Humanist engineering proficiency (and some help
  from the CEF expatriates of Port Arthur), the Hetairoi can match CEF hovertanks for speed and armor, but must make do with
  much weaker armament. While the Humanists are quite adept at particle and Laser weaponry, the heavy particle accelerators of
  the CEF remain too unreliable and require too much maintenance currently. A few Hetairoi have been equipped with lasers, but
  most employ the massive "Junglemower" autocannon in concert with a medium rocket pack and a machine gun.
  Bryce Hubbard (order #7487075)
  
  FIELD GUIDES
  CHAPTER 3: FIELD GUIDES
  22
  FIELD GUIDES
  The following Field Guides allow you to build an army from the MILICIA or any of the armies from the AST member Leagues.
  This Field Guide replaces the one in the Heavy Gear Blitz Rulebook and should be used in its place.
  SIZE OF THE GAME
  Players normally agree on a TV limit for the game they are playing. 1000TV to 2000TV is a normal-sized game that should
  take under 3 hours to play. Under that is a skirmish that should take less time, while more than 2000TV is a large game that
  will take a fair amount of time to play. Both sides should choose an army with a total TV cost of at most the agreed-upon
  TV. It is recommended that beginning players try a skirmish or two in the 500 to 750 TV range before moving on to larger
  games.
  SKILL LEVEL
  The Combat Group listings give the Skills and levels for Units in the Combat Group. If a Unit does not have a level listed for
  a Skill, it is assumed to be 0 (Unskilled).
  Bryce Hubbard (order #7487075)
  
  text does not specify a loadout, assume Standard Loadout. 
  In the Combat Group listings, a Unit may be able to
  "chain" upgrades together, such as upgrading a Pack gun
  to an Autocannon and then upgrading that Autocannon to
  another weapon. In some cases, the upgrade will require
  swapping 2 or more items for one or more other items.
  Please pay attention while swapping. If squad listing
  states Units of a certain type may take an option, the
  option may be taken by all Units of that type, as long as
  the variant has the type listed in its name and any other
  prerequisites. Thus a Command Jäger could take any Jäger
  upgrades, but a Sidewinder would not be able to unless
  specified. The one exception is the King Cobra, as while it
  does have Cobra in its name, it is its own vehicle and not
  a Spitting Cobra Variant.
  All vehicles and Variants can be found in the Datacards
  section. Some variants are listed as options on the main
  card for that vehicle.
  MIODEL RECOGNITION:
  To endure fairness and to avoid confusion, all upgrades
  and weapons except for Grenades, Vibroblades and APGLs
  should be represented on the model in a clearly visible
  fashion. Camo netting, for example, must be at least rep-
  resented as a visible bundled roll on the model, if not a
  full cloak sculpted on or modeled with cheesecloth or sim-
  ilar. Not only will this enhance the look of your models,
  you won't forget crucial details and your opponent won't
  be left wondering what weapons or equipment he's looking
  down the barrel of.
  If the model does not have the equipment modeled on, it
  should be noted clearly on a piece of tape affixed to the
  model. This works quite well for home games and when
  trying new combinations out, but organized games such as
  tournaments may not allow this. Models "counting as"
  other models should also be noted like this.
  UNIT AVAILABILITY
  When building a Southern army, you must choose one of
  the Regimental Types listed for that particular League or
  organization. The Organization Chart for your chosen
  Regimental Type gives the minimum and maximum number
  of Combat Groups for the size of game you are playing.
  Combat Group types are along the left, while the maximum
  size of game is along the top. Simply cross-reference the
  size of game with the Combat Group type to determine the
  number you can take. A � next to the Combat Group type
  indicates a Group of that type may be the Army
  Commander. Combat Group types without the � cannot be
  made Army Commander. 
  "X+" means you need at least X Combat Groups of that type
  and may take more. "X-Y" means you must take at least X
  Combat Groups of that type and may take up to Y. "0"
  means you simply cannot take that Combat Group in that
  particular formation. "0+" means that you do not need to
  take any, but may take as many as you have TV for. Combat
  Groups with "S" in the Regiment chart have special
  requirements, see the Combat Group entry for information
  on the requirements for taking that Group.
  Veteran Combat Groups: One Combat Group per every full
  750 Points can be upgraded to Veteran Status. Veteran
  Status grants access to extra options which will be listed
  in each Combat Group's entry. Unless otherwise specified,
  all options available to the Combat Group are also avail-
  able to the Veteran version. Only Combat Groups designat-
  ed in the Regiment chart with a � next to the require-
  ment numbers may be upgraded to Veteran Status.
  UNIT COST AND UPGRADES
  You may note some vehicles cost more in some Combat
  Groups than in others. This is due to usefulness, options
  available and skills listed in the Cadre. "Standard Loadout"
  refers to the basic model shown on the Datacard. If the
  CHAPTER 3: FIELD GUIDES
  FIELD GUIDES
  23
  Example: At 1000TV, a Northern Guard Gear
  Regiment would need to take a minimum of 2
  General Purpose Squads and has no maximum num-
  ber of these Squads.
  Bryce Hubbard (order #7487075)
  
  FIELD GUIDES
  CHAPTER 3: FIELD GUIDES
  24
  THE SOUTHERN REPUBLICAN ARMY
  The real might of the Southern military is the Southern Republican Army (SRA). Larger, stronger and better-
  funded than the MILICIA, the SRA is a professional army in every respect. Despite this, the SRA is rarely
  deployed outside the borders of the AST in peacetime; such a use of their superior military might would be
  a blot on the Republic's honor. This does not mean that the SRA sits idle in the absence of a foreign threat, for SRA troops are
  in high demand for keeping order throughout the AST and its protectorates in the Badlands. The SRA is tightly bound-up in the
  politics of the Republic. Who an officer knows, who they've done favors for and who they've supported or opposed often plays a
  larger role in promotions and assignments than outdated, sentimental concepts like merit. Still, officers must be careful to main-
  tain the appearance of impartiality, for the honor of the defenders of the Republic is paramount. Assignments to garrisons close
  to Port Oasis are coveted, as they allow officers access to the corridors of power and to demonstrate their honor in full view of
  their superiors.
  WELL FUNDED: As the SRA is funded far better than any other Southern League, as such, any Veteran Upgrade marked with a  �
  (black dot)
  may be taken in a base Cadre of that type and does not count as a Veteran Upgrade.
  ASSAULT TROOPS: The SRA prides itself on being cross-trained in hand to hand as well as ranged combat and outfits its troops
  appropriately. One Gear Cadre or Infantry Platoon (not Snipers) per 750 TV may be upgraded to Assault Troops for free. Gear
  Cadre Assault Troops swap their VBs for Vibromachetes, Chainswords or Bayonets (F, all count as CS). Infantry Escouade Assault
  Troops may add 1 die to their Infantry Skill when attacking or Defending at Point Blank or Base-to Base.
  PRIDE OF THE SOUTH: The SRA is very proud and is secure in the knowledge that they are the best troops on Terra Nova. While this
  confidence normally makes them quite effective, it can also lead to severe problems if the troops are being beaten by "inferior"
  armies. If using morale, all Demoralized Thresholds are increased by 1 and all Breakpoints are decreased by one. If the two thresh-
  olds become equal, any Cadre with more morale tokens than the threshold is Broken.
  COMBINED OPERATIONS: The SRA may take an allied contingent of MILICIA forces. When doing this, you are effectively building
  2 armies that act as one. The TV may be split between the two forces in any manner you wish, however the SRA must have at
  least 50% of the TV. Veteran limits are based on the total combined TV level. The largest minimum and maximum for any Group
  type applies to the entire force and each force must respect their own maximum for Cadres of that type from that force. Neither
  Regiment needs to be of the same type, but the MILICIA does not gain an Army Commander and all Army Special Rules only
  apply to the Groups from that army. Command Points are generated separately for each force and pooled and any effects that
  generate CPs will apply to the Army Commander, regardless of origin.
  COMMAND AND SPECIAL UNITS: The leader of the command Group becomes the Army Commander. At any TV over 750, the com-
  mander must spend 50 TV to gain +1 to its Attack, Defense, EW and Ld skills. The most expensive Combat Group able to be des-
  ignated as the Command Group must be designated as the Command Group. If in a Gear, the Commander may carry a VibroRapier
  (F) as a sign of station for +5 TV.
  POLITICAL OFFICER: One Unit in your Army Command Squad other than your Army Commander may contain a Political Officer sent
  to "observe" the battle. Once per Round, one Unit within 10" of the Political Officer may reroll any dice roll as they are acute-
  ly aware that their actions are being monitored. The Political Officer costs +30 TV.
  COMMAND POINTS: The SRA gains a number of Command Points equal to their army Commander's Leadership Skill and an addi-
  tional +1 for every 2 full Combat Groups in the army not including Sniper Escouades, Air Strikes or Off-Board Artillery. An addi-
  tional CP is granted for each Veteran Squad with at least 2 separate Units given Veteran Upgrades. Maximum Starting CPs is
  equal to 6 + 2 for every 500 TV in your army.
  Bryce Hubbard (order #7487075)
  
  CHAPTER 3: FIELD GUIDES
  FIELD GUIDES
  25
  GEAR REGIMENT ORGANIZATION
  750TV
  1500TV 3000TV 3K TV +
  �GP 
  1+ �
  2+ �
  3+ �
  4+ �
  �Recon 
  0-1
  0-1�
  0-2�
  0-3�
  �Strike 
  0-1 �
  0-2�
  0-3�
  0-4�
  Fire Support 
  0-1 
  0-2
  0-3 �
  0-4�
  MP
  0-1
  0-2
  0-3
  0-4�
  �Paratroop 
  0-1�
  0-2�
  0-3�
  0-4�
  �OpSec
  0
  0-1�
  0-2�
  0-3�
  Strider 
  0-2
  0-3 
  0-4�
  0-4�
  Tank
  0-1
  0-1
  0-2
  0-3
  Cavalry 
  0-1
  0-2
  0-3�
  0-4�
  Infantry 
  0-1
  0-2
  0-3�
  0-4�
  Sniper Squad
  S
  S
  S   �
  S   �
  Field Gun 
  0-1
  0-2
  0-3
  0-4�
  Air Strike
  0-2
  0-3
  0-4
  0-5
  Artillery
  0-2
  0-3
  0-4
  0-5
  ARMOR REGIMENT ORGANIZATION
  750TV
  1500TV 3000TV 3K TV +
  GP 
  0-1
  0-2
  0-2�
  0-3�
  Recon 
  0-1 �
  0-2�
  0-3�
  0-4�
  Strike 
  0
  0-1
  0-2�
  0-3�
  Fire Support 
  0-1 
  0-2�
  0-3 �
  0-4�
  MP
  0
  0-1
  0-2
  0-3�
  Paratroop 
  0-1
  0-1
  0-2�
  0-3�
  OpSec
  0
  0-1�
  0-1�
  0-2�
  Strider 
  0-1
  0-1�
  0-2�
  0-3�
  �Tank
  1+ �
  2+ �
  3+ �
  4+ �
  �Cavalry 
  0-2�
  0-3�
  0-4�
  0-5�
  Infantry 
  0-2
  0-3�
  0-4�
  0-5�
  Sniper Squad
  S
  S
  S   
  S   
  Field Gun 
  0-2
  0-3
  0-5�
  0-7�
  Air Strike
  0-2
  0-3
  0-4
  0-5
  Artillery
  0-2
  0-3
  0-4
  0-5
  INFANTRY REGIMENT ORGANIZATION
  750TV
  1500TV 3000TV 3K TV +
  GP
  0-1
  0-2�
  0-3�
  0-4�
  Recon
  0-1
  0-1
  0-2�
  0-2�
  Strike
  0
  0-1
  0-2
  0-3�
  Fire Support
  0-1
  0-1
  0-2�
  0-3�
  MP
  0-1
  0-2
  0-3�
  0-4�
  Paratroop
  0-1
  0-2�
  0-3�
  0-4�
  OpSec
  0
  0-1�
  0-1�
  0-1�
  Strider
  0
  0-1
  0-1
  0-3�
  Tank
  0-1
  0-2
  0-3�
  0-4�
  �Cavalry 
  1+ �
  2+ �
  3+ �
  4+ �
  �Inf. Platoon 
  4+ �
  6+ �
  8+ �
  10+�
  Sniper Squad 
  S   �
  S   �
  S   �
  S   �
  Field Gun 
  0-4
  0-6�
  0-8�
  0-10�
  Air Strike
  0-2
  0-3
  0-4
  0-5
  Artillery
  0-2
  0-3
  0-4
  0-5
  � = This unit can be upgraded to Command status.
  �
  = This unit can be upgraded to Veteran status.
  Bryce Hubbard (order #7487075)
  
  VARIABLE MORALE: The bulk of the troops in the MILICIA are conscripted and the MILICIA is seen as an expendable force
  by the Southern Republic. If playing with the Morale rules, roll 1 die for each Command Group other than the Commander's
  Group. On a 1, it doesn't want to be there, because it thinks it's being sent to die or similar: lower that Cadre's Breakpoint
  by 1. On a 6, they are determined to show command a thing or two and survive no matter the odds. Raise the Combat Group's
  Breakpoint by 1.
  CONVICTS: Any GP Cadres or Infantry Platoons may be designated as Convicts (Cadre/Platoon de Bagnard) for -5 TV per Gear
  or -10 TV per Infantry Platoon. Convict Infantry Platoons may never take Heavy Weapons and do not count toward Sniper
  Cadre requirements. If a Gear from an MP Cadre is not within 10 inches of a Convict Gear/Escouade, that Unit may not receive
  Command Points. A Convict Cadre may never be the Army Command Cadre. If using Morale, Convicts do not count as friendly
  Units for non-Convict Units for Morale. Convicts are often used for "special recon" and Convict Groups (Cadres or Platoons)
  grant 1 CP to the CPs for the army when reduced below half strength (cannot exceed maximum CPs for the TV level). Because
  of this, they are referred to as "les condamné" - the condemned.
  FRESH MEAT: Any member of a GP or Recon Cadre who is in a Jäger or variant, Basilisk or Anolis may be "Fresh Meat" - an
  inexperienced pilot often grouped with other rookies or handed to experienced pilots to train. Lower this Gear's Defense and
  EW by 1 for -10 TV. If a Cadre has any Fresh Meat, it may not take Veteran options.
  Any Infantry Escouade (not including Snipers) or Caiman crew may be "Fresh Meat." Escouades designated as Fresh Meat may
  not take Veteran Upgrades and may not gain the Airdroppable perk. Fresh Meat infantry swap their Assault Rifle for an Infantry
  Rifle and count as level 1 for Leadership purposes only (including Command Points and Morale). Caimans which are "Fresh
  Meat" lower their Attack and Defense by 1 each. This costs -5 TV per Caiman or Escouade. Fresh Meat are frequently victims
  of Limited Resources and may only be Convicts if they are Infantry.
  LIMITED RESOURCES: Limited Resources: Due to a lack of field resources, the MILICIA sometimes replaces vehicles with old stock
  or simply strips down existing vehicles due to lack of available armor or parts. Any number of the following Gears may be
  replaced with the following gears at price listed.
  JÄGER: Stripped-Down Jäger for -15 TV, DartJäger for 0TV or Rattlesnake for -10 TV. May not take Field Armor, but otherwise
  count as Jägers for upgrades.
  FIELD GUIDES
  CHAPTER 3: FIELD GUIDES
  26
  THE MILICIA
  The MILitary Intervention/Counter-Insurgency Army (MILICIA) is the main tool used by the Allied Southern
  Territories to extend its influence over the Badlands. Although much larger than its closest Northern coun-
  terpart, the Northern Guard, the MILICIA has two distinct disadvantages. Its soldiers are mostly conscripts
  from throughout the South, though a few are volunteers. Officers tend to be "reassigned" from other mili-
  taries as punishment, particularly the SRA. Morale is erratic at best; some soldiers are excited to be defend-
  ing their homelands, but others view their service as a death sentence. The MILICIA's other major weakness is that it has few
  armor units and unreliable funding, making it much weaker in the field than it is on paper. During wartime, the MILICIA is typ-
  ically absorbed into the Southern Republican Army as an auxiliary support force.
  The MILICIA is a favorite pawn in the political intrigues that frequently grip the South. Its officers are hungry for promotion
  or transfer to another organization and so the patronage of any influential figure is valued. The Curia tolerates this corrup-
  tion as long as it does not harm the interests of the Republic and Political Officers with sweeping powers are often assigned
  to MILICIA regiments and landships to ensure that they do not stray into treason.
  Bryce Hubbard (order #7487075)
  
  IGUANA: Stripped Down Jäger for -35 TV, Basilisk for -30 TV,
  Anolis R for -20 TV. Veteran Cadres may upgrade Basilisks to
  Silverscales for +15 TV. Basilisks and Silverscales may not take
  any other upgrades.
  SPITTING COBRA: Python for -10 TV. May not take any upgrades.
  COMMAND AND SPECIAL UNITS: The leader of the Command Group
  becomes the Army Commander. At any TV over 750, the com-
  mander must spend 50 TV to gain +1 to its Attack, Defense, EW
  and Ld skills. At 750 TV or less, this expenditure is optional.
  If using a Gear Regiment, the army Commander must be in an
  Iguana, Black Mamba or Command Naga if the army contains
  one of the above. MP Cadres may only be Army Commanders if
  Convict Groups are at least 1/3 of the Units in your force. The
  MILICIA may also be given a Political Officer as per the SRA
  rules (see Page 24). 
  COMMAND POINTS: The MILICIA is gains a number of Command
  Points equal to their army Commander's Leadership Skill and an
  additional +1 for every Combat Group in the army after the
  first (not including Sniper Escouades, Convict Groups, Air
  Strikes or Off-Board Artillery). Maximum Starting CPs is equal
  to 6 + 2 for every 500 full TV in your army. Thus a 750 TV army
  would get a maximum of 8 CPs, while a 1200 TV Army would
  get a maximum of 10.
  INFANTRY REGIMENT ORGANIZATION
  750TV
  1500TV 3000TV 3K TV +
  GP 
  0-2�
  0-3�
  0-4 �
  0+ �
  Recon 
  0-1
  0-1�
  0-2�
  0-3�
  Strike 
  0
  0-1
  0-2
  0-3�
  Fire Support 
  0 
  0-1
  0-1�
  0-2�
  �MP
  0-2
  0-3�
  0+ �
  0+ �
  Paratroop 
  0
  0-1
  0-2
  0-3�
  OpSec
  0
  0
  0-1�
  0-1�
  Strider 
  0-1
  0-1 
  0-2
  0-3�
  Tank
  0
  0-1
  0-2�
  0-3�
  �Cavalry 
  1+�
  2+�
  3+�
  4+�
  �Infantry 
  5+ �
  7+ �
  9+ �
  11+�
  Sniper Squad
  S
  S   �
  S   �
  S   �
  Field Gun 
  0-4
  0-6�
  0-8�
  0-10�
  Air Strike
  0-1
  0-2
  0-3
  0-4
  Artillery
  0-3
  0-4
  0-5
  0-6
  GEAR REGIMENT ORGANIZATION
  750TV
  1500TV 3000TV 3K TV +
  �GP 
  2+ �
  3+ �
  4+ �
  5+ �
  �Recon 
  0-1�
  0-1�
  0-2�
  0-3�
  �Strike 
  0-1
  0-2�
  0-3�
  0-4�
  Fire Support 
  0-1 
  0-2
  0-3�
  0-4�
  �MP
  0-2
  0+
  0+ �
  0+ �
  �Paratroop
  0-1�
  0-2�
  0-3�
  0-4�
  OpSec
  0
  0-1�
  0-1�
  0-2�
  �Strider 
  0-2
  0-3 
  0-4�
  0-4�
  Tank
  0
  0-1
  0-2
  0-3�
  Cavalry 
  0-1
  0-2
  0-3�
  0-4�
  Infantry 
  0-2
  0-3�
  0-4�
  0-6�
  Sniper Squad
  S
  S
  S   �
  S   �
  Field Gun 
  0-1
  0-2
  0-3
  0-4�
  Air Strike
  0-1
  0-2
  0-3
  0-4
  Artillery
  0-3
  0-4
  0-5
  0-6
  CHAPTER 3: FIELD GUIDES
  FIELD GUIDES
  27
  � = This unit can be upgraded to Command status.
  � = This unit can be upgraded to Veteran status.
  ARMOR REGIMENT ORGANIZATION
  750TV
  1500TV 3000TV 3K TV +
  GP 
  0-1
  0-2�
  1-3 �
  1-4�
  Recon 
  0-1�
  0-1�
  0-2�
  0-2�
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  0
  0-1
  0-2�
  0-3�
  Fire Support 
  0 
  0-1�
  0-2�
  0-2�
  MP
  0-1
  0-2
  0-3
  0-4�
  Paratroop 
  0
  0-1
  0-1�
  0-4�
  OpSec
  0
  0
  0-1�
  0-1�
  Strider 
  0-1
  0-1�
  0-2�
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  �Tank
  1+ �
  2+ �
  3+ �
  3+ �
  �Cavalry 
  1-2
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  Infantry 
  0-3�
  0-4�
  0-5�
  0+ �
  Sniper Squad
  S
  S
  S   �
  S   �
  Field Gun 
  0-2
  0-3
  0-5�
  0-7�
  Air Strike
  0-1
  0-2
  0-3
  0-4
  Artillery
  0-3
  0-4
  0-5
  0-6
  Bryce Hubbard (order #7487075)
  
  THE HUMANIST ALLIANCE PROTECTION FORCE
  The Humanist Alliance Protection Force is an odd, multi-pronged organization. Unlike most tradition-
  al army hierarchies, it is built in three parallel branches using the Alliance's three castes. The main
  branch is composed entirely of Protectors, who are the only ones authorized to participate in combat.
  Commoners serve as logistics and support personnel, while Preceptors advise (and can overrule) officers
  on tactics, strategy organization and other high-level decisions. To avoid the disruption of the caste system a general draft
  would cause, about a third of the HAPF is on detached duty with the MILICIA at any one time. Some non-HAPF Humanists,
  notably deviants, renegades and dissidents join the MILICIA on their own.
  The HAPF favors heavy weapons and group tactics and has a poor opinion of any fighting vehicle that emphasizes the indi-
  vidual soldier. This means that Gears are less common in the HAPF than in other Southern armies, but they have an unusu-
  ally large number of striders and conventional (and unconventional) armor units. These heavy units benefit the most from
  the advanced technology produced by Humanist research institutions. Much of this technology is kept hidden, even from
  the Alliance's supposed allies. In the field, the HAPF adopts very unconventional tactics, with a heavy reliance on advanced
  technology and multi-pronged surprise attacks.
  HAPF SPECIAL RULES
  INDOCTRINATION: The Humanist Alliance is no stranger to hypnotraining and mind control. Their troops tend to
  be much harder to break or confuse but cannot handle shocks that slip past their conditioning. If playing with
  Morale, HA Combat Groups never become Demoralized, but if Broken, the Combat Group gains an additional 2
  Morale Tokens.
  STRIDER CENTRAL: The Humanist Alliance is the foremost producer of striders in the South. Many of its designs
  are classified and hidden, even from the Southern Republic. Any Fire Dragon may swap its MFL for a LPA (F, no
  Reloads) at +15 TV each and any Veteran Fire Dragon may swap its HRP and Sniper System for a HPLC (T, no
  Reloads, AA) for -5 TV. Additionally, any Veteran Sagittarius may swap its VLRPs for 2x LPLC (FF, Linked, No
  Reloads) at +10 TV.
  HIGH TECHNOLOGY: Humanist technological development is some of the most advanced on Terra Nova. As such,
  any HAPF Tank squad may swap any Base Hun for Hetairoi a at -25 TV. The Tank squad may not contain any
  Gears or Visigoths. Any Veteran Hetairoi may upgrade its VHAC to a HPLC (T, no Reloads) for +20 TV.
  COMMAND AND SPECIAL UNITS: The leader of the group you designate as the Command Group becomes the Army
  Commander. The Army Commander may pay 15TV to gain a +1 to its Leadership or Defense Skills or may pay
  30TV to upgrade both. If an Infantry Section is chosen, one escouade is Designated as the Army Commander
  and it may pay 30 TV to upgrade its Infantry Skill by 1.
  COMMAND POINTS: The HAPF gain Command Points equal to their army Commander's Leadership Skill level (or
  Infantry Skill level), plus one for each Combat Group in the army after the first. Sniper Squads, Air Support and
  Off-Board Artillery do not count towards this. Maximum Starting CPs is equal to 6 + 2 for every 500 full TV in
  your army.
  FIELD GUIDES
  CHAPTER 3: FIELD GUIDES
  28
  Bryce Hubbard (order #7487075)
  
  HAPF ORGANIZATION
  750TV
  1500TV 3000TV 3K TV +
  �GP 
  0-1
  0-1
  0-2�
  0-3�
  �Recon 
  0-1
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  0-2�
  �Strike 
  0
  0
  0-1
  0-3�
  Fire Support 
  0
  0-1
  0-2
  0-2�
  �MP
  0
  0-1
  0-2
  0-3 �
  Paratroopers 
  0
  0-1
  0-2
  0-2�
  OpSec
  0
  0
  0
  0-1�
  �Strider 
  1+�
  2+ �
  3+�
  4+ �
  �Tank
  0-2
  0-3�
  0+ �
  0+ �
  �Cavalry 
  0-2�
  0-3�
  0-4�
  0+ �
  �Infantry 
  1-5�
  2-7�
  3+ �
  4+ �
  Sniper Squad
  S
  S   �
  S   �
  S   �
  Field Gun 
  0-2
  0-4�
  0-6�
  0-8�
  Air Strike
  0-2
  0-4
  0-6
  0-8
  Artilery
  0-1
  0-2
  0-3
  0-4
  CHAPTER 3: FIELD GUIDES
  FIELD GUIDES
  29
  � = This unit can be upgraded to Command status.
  �
  = This unit can be upgraded to Veteran status.
  Bryce Hubbard (order #7487075)
  
  THE MEKONG PEACEKEEPERS
  The Peacekeepers are something of an oddity in the Mekong Dominion. In a nation where all are defined
  by their connection to the powerful, the Peacekeepers owe allegiance to no Taipan or oyabun. They rep-
  resent stability and order in the Dominion and their spartan lifestyles and dedication to justice have
  earned them a permanent place in the Dominion's popular culture and folklore. The Peacekeepers' duties encompass domes-
  tic law enforcement, security and home defense. The Peacekeepers are a small military force, but a well-trained one. However,
  their equipment is not quite up to the same standards as their troops. While the Dominion could easily afford top-of-the-
  line military hardware and large armored divisions, the Republic dislikes the idea of any of its allies growing so strong and
  Mekong culture disdains such blatant displays of power. Instead, the Peacekeepers are a very Gear-centric force, built to
  fight wherever in the Dominion their duties take them, be it crowded jungle, open plain or city street. The Taipans prefer
  to employ the MILICIA for operations outside the Dominion, so the Peacekeepers mostly concern themselves with defend-
  ing the Dominion's borders and battling the brigands that dwell in the deep jungle.
  PEACEKEEPER SPECIAL RULES
  INTEGRITY: The Peacekeepers are a blend of Police Officer and Samurai Warrior, valuing personal and professional integrity
  far more than the average Southerner, even more than the average Mekong citizen. If playing with morale, they will never
  fire upon a Broken enemy.
  DUTY: Peacekeepers put the mission first. Losing comrades is regrettable, but they can mourn once they win. Lower all Morale
  Tokens received from Friendly deaths by 1.
  SIGN OF STATION: Those Peacekeepers who have shown great devotion and who do often wear a specially crafted VibroKatana
  as a sign of station. Any Gear in the Regiment may carry one for +5 TV. The VibroKatana counts as a Vibroblade with the AP
  quality and any gear with both a VibroKatana and a Vibroblade gains +1 Defense in Melee combat.
  SWAT: MP Cadres may swap any FGCs for a LAC (F, Reloads) and HHGs (F, Limited Ammo 3) for 0 TV each. In addition, the
  Peacekeepers may swap any LAAC to a MRF (F, no Reloads, Sniper System) for 0 TV.
  OLDER STOCK: Due to their policies regarding warfare, the Dominion does not actively purchase newer stock for non-MP
  Cadres. Indeed, its largest supplier of military hardware is a refurbisher rather than a producer. As such, Peacekeeper forces
  may use the Limited Resources rules from the MILICIA list (see Page 26). 
  COMMAND AND SPECIAL UNITS: The leader of the Command Group becomes the Army Commander. The Army Commander may
  pay 15TV to gain a +1 to its Leadership or Defense Skills or may pay 30TV to upgrade both. If an Infantry Section is cho-
  sen, one squad must be Designated as the Army Commander and it may pay 30 TV to upgrade its Infantry Skill by 1.
  COMMAND POINTS: The Peacekeepers gain Command Points equal to their army Commander's Leadership Skill level (or Infantry
  Skill level), plus one for each MP Cadre or Veteran Infantry platoon in the Army, not including the Command Group and an
  additional +1 for each Combat Group in the army with two or more VibroKatanas included. Maximum Starting CPs is equal
  to 6 + 2 for every 500 full TV in your army.
  FIELD GUIDES
  CHAPTER 3: FIELD GUIDES
  30
  Bryce Hubbard (order #7487075)
  
  PEACEKEEPER ORGANIZATION
  750TV
  1500TV 3000TV 3K TV +
  GP 
  0-1�
  0-2�
  0-3�
  0+ �
  Recon 
  0-1
  0-1
  0-2�
  0-3�
  Strike 
  0-1 
  0-2
  0-2�
  0-3�
  Fire Support 
  0
  0-1
  0-2
  0-2�
  �MP
  1+ �
  2+ �
  3+ �
  4+ �
  Paratroopers 
  0-1
  0-2�
  0-3�
  0-4�
  OpSec
  0
  0
  0-1�
  0-2�
  Strider 
  0-1
  0-2
  0-3
  0-4�
  Tank
  0
  0-1
  0-2
  0-3
  Cavalry 
  0-1
  0-2
  0-3�
  0-4�
  �Infantry 
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  0-6�
  0-8�
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  Sniper Squad
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  S   �
  S   �
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  Field Gun 
  0-1
  0-3
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  Air Strike
  0-2
  0-4
  0-5
  0-6
  Artilery
  0-1
  0-2
  0-4
  0-6
  GENERAL PURPOSE CADRE
  CHAPTER 3: FIELD GUIDE
  FIELD GUIDES
  31
  � 
  = This unit can be upgraded to Command status.
  �
  = This unit can be upgraded to Veteran status.
  Bryce Hubbard (order #7487075)
  
  FIELD GUIDES
  CHAPTER 3: FIELD GUIDES
  32
  THE EASTERN SUN EMIRATES GUARD
  Like its political structure, the military of the ESE is fragmented. Each Emir is responsible for raising and funding their
  own personal guard or retinue, which is responsible for the defense of their territory. In times of crisis, such as the Earth
  invasion, the separate Guards band together under the banner of the Patriarch to defend the Emirates. With the Basal
  rebellion in full swing, many of the Emirs have been holding their personal Guards in reserve to protect their holdings, forcing the Patriarch
  to employ his own personal troops and even some of the Ethereal Guard (see pg. 48) alongside the MILICIA to battle the rebels. The Guards
  themselves vary widely in terms of equipment, morale and composition, depending on the wealth, tastes and policies of their Emir. The
  weakening of the Emirates' central authority has lead many Emirs to seek outside help to bolster their Guards, to ensure that they can
  defend their holdings should the Emirates fall apart. Most have turned to other Southern Leagues, but a few, particularly those sympathet-
  ic to the Basal rebels, have sought help from Paxton Arms or even the North.
  ESEG SPECIAL RULES
  FEUDAL FEALTY: Emirate forces are built
  around feudal oaths. Each force has a core
  Cadre, called the Honor Guard, sworn directly
  to the Emir that the rest of the force is built
  around. Choose one Cadre from the table
  below to serve as your Honor Guard. You may
  always take at least one Cadre of this type
  and your Army Commander must be this type
  of Cadre. Each type of Honor Guard has a cor-
  responding Base Type. The listed limits
  replace the limits for that Base Type in the
  Emirate Regiment Organization chart, below.
  Honor Guard and Base Type Cadres may be
  upgraded to Veteran status, subject to the normal
  limitations on the number of Veteran Cadres.
  Emirate Ties: Each Emirate has ties to some ideal or group. When building your army, you must choose one of the following
  options for your force to represent these ties. Some support may come in sales of vehicles, others will come in the form of
  actual troops from the allied nation.
  AST: May use Fresh Meat and Convicts as per MILICIA Rules.
  SRA: May use Well-funded, Assault Troops and take Political Officers as per SRA rules.
  CNCS: Instead of a veteran upgrade, you may replace a Cadre with a Squad of the same type (identical names) from Hammers
  of Faith. Paratroop Cadres may be replaced with Airborne Squads. This Squad may not be upgraded to veteran status itself
  and may not use any special rules from Hammers of Faith.
  Humanist Alliance: May add 1 to the maximum number of Strider cadres allowed. Additionally, they may take advantage of
  "Strider Central" and "High Technology" for one Tank or Strider Cadre per 1000 TV.
  Honor Guard
  Base Type
  750TV
  1500TV 3000TV 3K TV +
  GP
  GP
  1+
  2+
  3+
  4+
  Recon
  GP
  1+
  2+
  3+
  4+
  Strike
  GP
  1+
  2+
  3+
  4+
  Fire Support
  Recon
  1+
  2+
  3+
  4+
  MP
  MP
  1+
  2+
  3+
  4+
  Paratroopers
  Recon
  1+
  2+
  3+
  4+
  Strider
  Tank
  1+
  2+
  3+
  4+
  Cavalry
  Infantry
  3+
  5+
  5+
  9+
  Infantry
  Infantry
  3+
  5+
  5+
  9+
  Bryce Hubbard (order #7487075)
  
  Mekong Dominion: Your Honor Guard may use Integrity, Duty and Sign of Station form the Mekong list. Any MP Cadre may
  use the SWAT special rule.
  PRDF: Instead of a veteran upgrade, you may replace a Cadre with a Squad of the same type (identical names) from the PRDF
  list in Shields of Freedom. Tank Cadres may be replaced with Tankstrider Squads. This Squad may not be upgraded to veter-
  an status itself and may not use any special rules from the PRDF list.
  Independent: May use Mercenary Badlander Forces within their army. See Shields of Freedom for information on how to use
  them in an Emirate force.
  Local Manufacturing: As most Iguana Gears are produced in the ESE, any ESE Guard force may swap any Jäger for an Iguana
  for +20 TV and may swap any Iguana for a Basilisk for -30TV. If the Basilisk replaces an Iguana that would normally be
  allowed in the squad listing (not purchased with ESE rules), it may be upgraded to a Silverscale for +15 TV in a Veteran
  cadre. Any Iguana or Basilisk may be given an LMG (F, no Reloads) for +5 TV.
  COMMAND AND SPECIAL UNITS
  Honor Guard: The Cadre chosen as your Honor Guard is always the Command Cadre. The commander of the Honor Guard Cadre
  becomes the Army Commander and gains +1 to its Attack, Defense, EW and Ld skills. This costs 50 TV. Unlike with the MILI-
  CIA, you must spend this at all TV levels.
  Command Points Emirate forces follow the same rules for command points as the MILICIA.
  CHAPTER 3: FIELD GUIDES
  FIELD GUIDES
  33
  EMIRATE REGIMENT ORGANIZATION
  750TV
  1500TV 3000TV 3K TV +
  GP 
  0-2
  0-3
  0-4
  0-5�
  Recon 
  0-1
  0-2
  0-3
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  Strike 
  0-1
  0-2
  0-3
  0-4
  Fire Support 
  0-1 
  0-2
  0-3 �
  0-4�
  MP
  0-2
  0-2
  0-3
  0-4�
  Paratroopers 
  0
  0-1�
  0-2�
  0-3�
  OpSec
  0
  0
  0-1�
  0-1�
  Strider 
  0-1
  0-1�
  0-2�
  0-3�
  Tank
  0-1
  0-2
  0-3
  0-4
  Cavalry 
  0-2
  0-3�
  0-4�
  0-5�
  Infantry 
  0-2
  0-3
  0-4
  0-5�
  Sniper Squad
  S
  S   �
  S   �
  S   �
  Field Gun 
  0-3
  0-4�
  0-5�
  0-7�
  Air Strike
  0-1
  0-1
  0-2
  0-3
  Artilery
  0-2
  0-3
  0-4
  0-5
  Bryce Hubbard (order #7487075)
  
  GP CADRE
  TV: 160
  General Purpose Cadres are adaptable and efficient. They are able to fill a wide variety of battlefield roles, though are not as effec-
  tive at any particular role as more specialized units. The bulk of most Southern forces is composed of General Purpose Cadres.
  Français Universel: Cadre ordinaire (Official) / Gros troufions (Colloquial)
  Composition: A Cadre consists of 4 Jägers all with standard Loadout.
  Skills: All members have Attack 2, Defense 2, EW 1. One Jäger has Ld 1 and is the Combat Group Leader.
  OPTIONS:
  - The Cadre may add an additional Jäger for +40 TV.
  - The Commander's Jäger may be turned into a Command Jäger for +5 TV.
  - Swap the Commander's Jäger for a Black Mamba with Standard Loadout and same Ld for +25 TV.
  - Swap the Commander's Jäger for an Iguana with Standard Loadout and same Ld for +20 TV. You may swap the
  Iguana's DPG for an LAC (F, Reloads) for an additional +5 TV.
  - Up to two Jägers may be replaced with Sidewinders at 5TV each.
  - Increase Leadership of the Cadre leader by 1 level (to 2) for +10 TV.
  - Add a cloak (Camo Netting) to any member for +5 TV per member.
  Up to 2 members of the Cadre may do one of the following:
  - Swap their Autocannon for a Paratrooper rifle (F, LAC+ LGL, Reloads for LAC only) for +10 TV per Unit.
  - Swap their Autocannon for a LBZK (F, no Reloads) for + 5 TV per Unit.
  - Swap their LAC for a MAC (F, with Reloads) for +5 TV per Unit.
  Veteran Options:
  - Up to two Jägers may be upgraded to Black Mambas at +25 TV each or Iguanas at +20 TV each. �
  - Up to Two Jägers may swap their LAC and LRP for a MFL (F, no Reloads), IRP/20 (F, RoF2, no Reloads) and the
  Fire Resistant Perk for +10TV.
  - Increase both the Attack and Defense Skills of any member to level 3 for +25 TV per member.
  - The limit of 2 members of the Cadre upgrading to LBZK or MACs is removed. All members of the Cadre with
  Autocannons may upgrade to these weapons. The limit for Paratrooper rifles remains.
  - Add Field Armor (an additional Sturdy Box) to any member for +30 per Jäger or Sidewinder variant and +25 per
  Black Mamba variant or Iguana variant.
  COMBAT GROUP LISTINGS
  CHAPTER 4: COMBAT GROUP LISTINGS
  34
  Bryce Hubbard (order #7487075)
  
  RECON CADRE
  TV: 280
  Composed of light, fast Gears, Recon Cadres are a regiment's eyes and ears. They are frequently used as spotters for heavier fire
  support units, but can also fill a variety of other roles when necessary, including light assault or fast deployment.
  Français Universel: Cadre de reconnaissance (Official) / Les louveteaux (Colloquial)
  Composition: A Cadre consists of 4 Iguanas, all with Standard Loadout.
  Skills: All members have Attack 2, Defense 2, EW 2. One Iguana has Ld 1 and is the Combat Group Leader.
  Options:
  - The Cadre may add an additional Iguana for +70 TV.
  - Swap up to 2 Iguanas for Black Mambas with Standard Loadout for +5 TV each.
  - One Iguana may swap their Target Designator and LRP for an expanded EW suite. Upgrade ECM to 3, add ECCM 3
  for -10 TV.
  - The Combat Group Leader, if in an Iguana, may add a Satellite Uplink and Exposed Auxiliaries for +5 TV.
  - Swap any DPG for a LAC (F, Reloads) or a LRF (F, Reloads, Sniper System) for +5 TV.
  - Swap an Iguana's TD and ECM for +1 ROF on the LRP at -15TV per Iguana.
  - Increase Leadership of the Cadre Leader by 1 level (to 2) for +10 TV.
  - Add a cloak (Camo Netting) to any member for +5 TV per member.
  - Add one Recon drone to any member (max 1 drone per Unit) + 20 TV.
  Veteran Status Options: 
  - Add Field Armor (an additional Sturdy Box) to any member for +25 per Black Mamba variant or Iguana variant.
  - One additional Iguana may add an EW suite for the price listed above.
  - Up to two Iguanas may upgrade their Sensors to +2, Detect to 4, Auto Comms to 7 for +10 TV.
  - The Combat Group leader, if in a Black Mamba may be upgraded to a Razor Fang Black Mamba for +15 TV. �
  - Increase the EW skill of any member by +1 (to 3) +10 TV each.
  - Increase Leadership of the Cadre Leader by an additional +1 (to a maximum of 3) for +10 TV.
  - Increase the Defense skill of any member by +1 (to 3) for +15 TV each.
  CHAPTER 4: COMBAT GROUP LISTINGS
  COMBAT GROUP LISTINGS
  35
  Bryce Hubbard (order #7487075)
  
  STRIKE SQUAD
  TV: 340
  One of the most prestigious assignments for a Gear pilot, a Strike Cadre is also
  one of the most dangerous. Strike Cadres provide close support with short-
  ranged heavy weapons and provide the "force de frappe" for an assault or anti-
  tank operation. Since this inevitably draws considerable attention from the
  enemy, Strike Cadres are assigned veteran pilots and tough Gears.
  Français Universel: Cadre d'assault (Official) / Les déchiqueteurs (Colloquial)
  Composition: A Strike Cadre consists of 2 Black Mambas and 2 Jägers all with
  standard Loadout.
  Skills: All members have Attack 3, Defense 3, EW 2. One Black Mamba has Ld
  2 and is the Combat Group Leader.
  OPTIONS:
  - Add an additional Jäger for +70 TV.
  - Any Gear may swap their LAC for a MAC (F, Reloads) for +5 TV.
  - Up to two Jägers may be replaced with Sidewinders at 5 TV each.
  - One Jäger may swap its LRP for an ATM (F, Limited Ammo 2) for +55 TV. 
  - Up to two Jägers may swap their APGL for an APM (F, no reloads) for +5 TV.
  - One Black Mamba may swap its MAC for a HGL (F, no Reloads) at +15 TV.
  - Up to two Units may swap their Autocannon and LRP for a MFL (F, no Reloads), IRP/20 (F, RoF2, no Reloads)
  and the Fire Resistant Perk for +10TV.
  - Up to two Black Mambas may swap their LRP for a VLRP/32 (F, RoF +4, no Reloads) for -5 TV.
  - Swap any Jäger for a Black Mamba with Standard Loadout for +25 TV
  - Up to two Jägers may be swapped for Black Adders at +15 TV each or Desert Vipers for +15 TV each.
  - Any Black Adder may swap its SC for a LAC (F, reloads), add an additional MRP (same arc and RoF) and link
  Both MRPs for +5 TV
  - Add Field Armor (an additional Sturdy Box) to any member for +30 per Jäger or Cobra variant and +25 per Black
  Mamba variant or Iguana variant. King Cobras and other Gears may not take Field Armor.
  - Add a cloak (Camo Netting) to any member for +5 TV per member.
  - Any Black Mamba or Jäger may swap their Autocannon for a Light Bazooka (F, no Reloads) for +5 TV.
  - Add one Hunter-Killer drone to any member (max 1 drone per Unit) + 5TV.
  Veteran Status Options: 
  - One additional Black Mamba may swap its MAC for a HGL (F, no Reloads) at +15 TV.
  - Increase the Leadership the commanding Black Mamba by 1 level (to 3) for +10 TV.
  - Turn one Black Mamba into a Second in Command (Leadership 1) +10 TV.
  - The commanding Black Mamba may be upgraded to a Razor Fang Black Mamba for +15TV. �
  - One Black Mamba may be upgraded to a King Cobra for +50 TV each. 
  - The King Cobra may swap its LPA to a LLC (F, no reloads) for +10 TV or to a VHAC (F, Reloads) for +5 TV.
  - Up to two Black Mambas may swap their APGLs and LRP for 2x MRP/36 (F, RoF4, no reloads) for +45 TV. These
  may be linked at an additional +10TV.
  - Up to two Black Mambas may swap their MAC and LRP for a HGLC (F, no Reloads) and the Exposed Fire Control
  Flaw at -5 TV per.
  - Up to two Jägers may swap their Autocannon for a HAC(F, No Reloads, Sniper System) for +5 TV.
  - One additional Jäger (Maximum of 2 total) may swap its LRP for an ATM (F, Limited Ammo 2) for +55 TV.
  - Any number of Jägers may be swapped for Black Adders at +15 TV each or Desert Vipers at +15 TV each. 
  COMBAT GROUP LISTINGS
  CHAPTER 4: COMBAT GROUP LISTINGS
  36
  Bryce Hubbard (order #7487075)
  
  FIRE SUPPORT SQUAD
  TV: 280
  The South's Fire Support Cadres are among the more unique expressions of Southern doctrine. Built
  around the variable capabilities of the formidable Spitting Cobra, Fire Support Cadres are half heavy
  strike, half long-range support and entirely dedicated to burying the enemy under a barrage of fire.
  As such, the Cadre has a variety of weapon options available to improve its intended role. Fire
  Support Cadres work best when paired with Recon Cadres, but in smaller forces, they are often
  forced to employ their own recon elements.
  Français Universel: Cadre de soutien (Official) / Les balèzes (Colloquial)
  Composition: A Fire Support Cadre consists one Jäger and three Spitting Cobras of all with stan-
  dard Loadout.
  Skills: All members have Attack 2, Defense 2, EW 1. The Jäger has Ld 1 and is the Combat Group
  Leader.
  OPTIONS:
  - The Cadre may add an additional Jäger for +40 TV.
  - Any Jäger may be swapped for a Black Mamba at +25 TV.
  - Any Jäger may be replaced with a Sidewinder at 5 TV each.
  - Swap the leader's Jäger for a Command Jäger with Standard Loadout and same Ld for +5 TV.
  - Swap one Jäger for an Iguana with Standard Loadout for +20 TV.
  - Any Jäger may swap its APGL for an APM (F, no reloads) for +5 TV.
  - Add Field Armor (an additional Sturdy Box) to any member for +30 per Jäger or Cobra variant and +25 per Black
  Mamba variant or Iguana variant. King Cobras may not take Field Armor
  - Add a cloak (Camo Netting) to any member for +5 TV per member.
  - Add a Demolitions drone to any Unit (max one per Unit) for + 5 TV.
  - One Spitting Cobra may be upgraded to a King Cobra for +30 TV.
  - Any Spitting Cobra may swap its HAC and LGM for an MBZK (F, no reloads) for -5 TV.
  - Any Spitting Cobra may swap its HRP and LGM for a VLFG (FF, no reloads) for -25 TV.
  - Any Spitting Cobra may swap its HAC and MRP for a VHAC (F, reloads) for -10 TV.
  Veteran Status Options:
  - Up to two Jägers (including the leaders) may be swapped for Black Mambas with same for +25 TV each.�
  - Up to two Gears may swap their LRP and Autocannon for a MRF (F, Reloads, Sniper System) for -5 TV.
  - Any Black Mamba may swap its APGLs and LRP for 2x MRP/36 (F, +4 RoF, no Reloads) for +45 TV. These may be
  linked at an additional +10TV.
  - Swap one Jäger for a Spitting Cobra with Standard Loadout for +40 TV.
  - One additional Spitting Cobra (total of 2) may be upgraded to a King Cobra for +30 TV.
  - Any Spitting Cobra may swap its MRP, HRP, LGM and LMG for a ATM (FF, Limited Ammo 6) for +10 TV.
  - If the Leader is in a Spitting Cobra, it may be swapped for a Razor Fang Cobra for -5 TV.
  - Any King Cobra may swap its LPA to a LLC (F, no reloads) for +10 TV or to a VHAC (F, Reloads) for +5 TV.
  - Increase Leadership of the Cadre Leader by 1 (to 2) for +10 TV.
  - Increase the Attack and Defense skills of any member by +1 (to 3 each) for +30 TV.
  CHAPTER 4: COMBAT GROUP LISTINGS
  COMBAT GROUP LISTINGS
  37
  Bryce Hubbard (order #7487075)
  
  MP CADRE
  TV: 185
  MP Cadres excel tight jungle fighting, house-to-house urban combat and anti-infantry operations. They are equipped with pow-
  erful close-range weapons, typically the shotgun-like Frag Cannons and grenade launchers. The MILICA relies on its highly-
  trained and loyal MP Cadres to keep its often-unruly conscripts and convicts in line. MILICIA MP Cadres are responsible for
  retrieving or neutralizing deserters by any means necessary. While the other Southern militaries do not have this problem to the
  same degree, but they still keep MP Cadres on hand for both combat and civil police duties, including crowd control and defend-
  ing vital civic structures.
  Français Universel: Police militaire (Official) / Les flics (Colloquial)
  Composition: A MP Cadre consists of 3 Iguana MPs and 1 Black Mamba MP
  Skills: All members have Attack 2, Defense 2, EW 1. The Black Mamba has Ld 2 and is the Combat Group Leader.
  OPTIONS:
  - Add an additional Iguana MP for +40 TV.
  - Swap up to two Iguana MPs for Black Adders or Desert Vipers for +10 TV each.
  - Up to two Iguana MPs can be upgraded to Black Mamba MPs for +15 TV each.
  - One Black Mamba MP, not including the leader's, can be swapped to a Cobra MP for -30 TV.
  - Up to two Units may swap their FGC for a LAC (F, Reloads) and HHGs (F, limited ammo 3) for 0 TV.
  - Turn one Unit into a Second in Command (Leadership 1) for +10 TV.
  - Any Unit that does not have a LMG may add one (FF, no reloads) in a torso mount for +5 TV.
  - Add one Hunter-Killer or Recon drone to any Unit (max 1 per Unit) + 5 TV per Hunter-Killer or +20 TV per
  Recon.
  Veteran Status Options: 
  - Upgrade any Iguana MP to a Black Mamba MP for +10 TV per Unit. �
  - The Command Black Mamba MP may be Upgraded to a Razor Fang Black Mamba MP for +15 TV. �
  - Swap an additional two Black Mamba MPs to Cobra MPs for -30TV per Unit.
  - Up to two Units may swap their FGC for a LAAC (F, no Reloads) for +5 TV.
  - Any unit may replace their Shield (Sturdy box) with an APM (FF, no Reloads) for 0 TV.
  - Upgrade both Attack and Defense skills of any member to Level 3 for +30 TV per member.
  - Increase the Leader's Ld Skill to 3 for +10 TV.
  - Add Field Armor (an additional Sturdy Box) to any member for +30 per Cobra variant and +25 per Black Mamba
  variant or Iguana variant.
  COMBAT GROUP LISTINGS
  CHAPTER 4: COMBAT GROUP LISTINGS
  38
  Bryce Hubbard (order #7487075)
  
  PARATROOP CADRE
  TV: 265
  While the Black Mamba's standard airdrop capability allows many Southern Cadres to take advantage of aerial insertion, only
  Paratroop Cadres are dedicated to airborne operations. Equipped with Gears specifically designed for long operations behind
  enemy lines, Paratroop Cadres are employed as commandos or infiltrators. They often work in combination with more conven-
  tional forces, which move in to provide support and resupply after the initial landing.
  Français Universel: Cadre aéroporté (Official) / Les Paras (Colloquial)
  Composition: Paratroop Cadre consists of 3 Jäger Paratoopers and one Black Mamba.
  Skills: All members have Attack 2, Defense 2, EW 2. The Black Mamba has Ld 2 and is the Combat Group Leader.
  OPTIONS:
  - Add an additional Jäger Paratrooper for + 60 TV.
  - Up to two Jäger Paratroopers may be upgraded to Black Mambas at +15 TV or Iguana Paratroopers at +5 TV .
  - Any Black Mamba may swap its MAC for a Paratroop Rifle (LAC+LGL, both F arc. LAC with Reloads, LGL without)
  for +10 TV.
  - Any Unit may swap Chassis Reinforcement for a DPG (F, no Reloads) at +5 TV each.
  - Any Unit without Hand Grenades can add Hand Grenades (F, limited ammo 3) for +5 TV per Unit.
  - Add a cloak (Camo Netting) to any member for +5 TV per member.
  - Add one Recon drone to any Unit (max 1 per Unit) +20 TV per.
  Veteran Status Options:
  - Increase the Leadership the commander by 1 level (to 3) for +10 TV.
  - Turn one Unit into a Second in Command (Leadership 1) +10 TV.
  - Increase the Attack and Defense skills of any member by +1 (to 3) for +30 TV.
  - The commander, if in a Black Mamba may be upgraded to a Razorfang Black Mamba MP at +15 TV. �
  - Any number of Jäger Paratroopers may be upgraded to Black Mambas at +10 TV or Iguana Paratroopers at 0 TV.�
  - Up to two Black Mambas may swap their APGLs and LRP for 2x MRP/36 (F, +4 RoF, no Reloads) for + 45 TV.
  These may be linked at an additional +10TV.
  - Up to three Iguana Paratroopers may be swapped for Iguana Commandos at 0 TV each.
  - Any Iguana Paratrooper may swap its Paratrooper Rifle (LAC + LGL) for a MAC (F, Reloads) for -5 TV.
  - Any Unit may swap its Paratrooper Rifle (LAC + LGL) for a LRF (F, no reloads, Sniper) for 0 TV.
  - Up to two Jäger Paratroopers may swap both APGLs for a LGM (F, no reloads) at +10 TV each.
  CHAPTER 4: COMBAT GROUP LISTINGS
  COMBAT GROUP LISTINGS
  39
  Bryce Hubbard (order #7487075)
  
  COMBAT GROUP LISTINGS
  CHAPTER 4: COMBAT GROUP LISTINGS
  40
  OPSEC CADRE
  TV: 335
  The official status of OpSec Cadres in the Southern militaries is quite vague. They do appear in budgets and organization charts
  but their equipment, precise personnel assignments and missions are usually classified or officially disavowed. Different OpSec
  Cadres fill a wide variety of roles, including snipers, assassins, infiltrators and terror units. Airborne OpSec units tasked with
  scouting ahead of a force and eliminating pivotal enemy "assets" are common in favoured SRA regiments.
  Français Universel: Opération secrètes (Official) / Obsèques (Colloquial)
  Composition: An OpSec Cadre consists of 3 Green Mambas and 1 Chameleon
  Skills: All members have Attack 2, Defense 2, EW 2. The Chameleon has Ld 3 and is the Combat Group Leader.
  Special: OpSec Cadres always count as Veteran Cadres and as such count towards the maximum number of Veteran Cadres allowed
  in your army.
  OPTIONS:
  - Add a Demolitions or Hunter-Killer drone to any Unit (max 1 per Unit) for +5 per Demolitions and +5 per
  Hunter-Killer.
  - Increase the Attack and Defense skills of any member by +1 (to 3) for +30 TV.
  - Increase the EW skill of any member by +1 (to 3) +10 TV each.
  - Up to two Green Mambas may be swapped for Chameleons at -15 TV.
  - Up to two Green Mambas may be swapped for Snakeye Black Mambas at +10TV.
  - Any Chameleon may be swapped for a Green Mamba at +15 TV.
  - Any Chameleon may replace their DPG with an LAC (F, Reloads) for +5 TV.
  - Up to two Chameleons may replace their DPG with a MRF (F, Reloads, Sniper System) for +5 TV.
  - Any Chameleon may replace their LRP with an APGL (F, limited ammo 6) for -5 TV.
  - Any Chameleon may replace their Target Designator with HPZFs (F, limited Ammo 2) for -10 TV.
  - Any Unit may upgrade their Autocannon to a LBZK (F, no Reloads) for +5 TV.
  Bryce Hubbard (order #7487075)
  
  CHAPTER 4: COMBAT GROUP LISTINGS
  COMBAT GROUP LISTINGS
  41
  STRIDER SQUAD
  TV: 185
  Striders provide all-terrain support for Southern armies. Thanks to the research labs of the Humanist Alliance, Southern striders
  cover a wide variety of battlefield roles. Southern doctrine calls for these units to be mixed freely as necessary, so tough close-
  assault units will sometimes be placed in the same Cadre as long-range support or shoot-and-scoot models. Striders are the
  South's primary guided weapons platform and these models are used in conjunction with TD-equipped Iguanas.
  Français Universel: Marcheur lourd (Official) / Grand pas (Colloquial)
  Composition: A Cadre consists of 1 Naga.
  Skills: All members have Attack 2, Defense 2 and EW 2. One Unit has Ld 2 and is the Combat Group Leader.
  OPTIONS:
  - Add up to two additional Nagas for +110 TV each.
  - Any Naga may remove its ATM to add 2xLFG (FF, no Reloads) and Stabilizer Mounts for the LFGs. This costs -35
  TV per Unit.
  - Swap any Naga for a Sagittarius for -35 TV per.
  - Swap up to two Nagas for Fire Dragons at +70 TV each.
  - Any Naga may lower its ATM Ammo to 4 and add an AGM (F, Limited Ammo 8) for +25 TV.
  - Any Fire Dragon can swap its MFL for a SC (F, no Reloads) at +0 TV per.
  - Add Camo Netting to any member for +5 TV per member
  - Add a Recon drone to any Unit (max one per Cadre) +25 TV each.
  Veteran Status Options:
  - Any Unit may have their Attack Skill upgraded to level 3 for +15 TV each.
  - Any Unit may have their Defense Skill upgraded to level 3 for +15TV each.
  - Any Unit may have their EW skill upgraded to Level 3 for +15 TV each.
  - The Leader may upgrade its Ld to level 3 for +10 TV.
  - Any Unit in the Cadre can have the Ld skill at 1 for +10 TV each.
  - The Lead Naga may be exchanged for a Command Naga at -10 TV. �
  - Up to 2 Nagas may remove their LFGs and replace them with a HATM (FF, Limited Ammo 4) and Unstable. The
  Stabilizer mount now becomes linked to the HATM. This costs +70 TV per Unit.
  - One Naga may swap its ATM and MAC for 2x LLC (F, no Reloads, Sniper System) and Vulnerable to Haywire for -35 TV.
  - Any Naga may swap its MAC for a HFL (F, No Reloads) for 0 TV. �
  - Swap any number of Nagas for Fire Dragons at +70 TV per.
  - Any Fire Dragon can swap its HRP and Sniper System
  for 2x MFM (T, no Reloads, Linked) for +165 TV.
  - Any Fire Dragon can exchange their AMS for
  Sensors +2 and Detect 3 at -10 TV.
  - Any Sagittarius may swap its 3xVLRP for an ABM
  Launcher (F, Limited ammo 8) for 0 TV
  - Any Unit may swap their Ground Movement (if any)
  for Amphibious at 0 TV.
  Bryce Hubbard (order #7487075)
  
  COMBAT GROUP LISTINGS
  CHAPTER 4: COMBAT GROUP LISTINGS
  42
  TANK CADRE
  TV: 190
  Tanks are the ultimate expression of the Southern love of power. Large, heavily armored, capable of mounting massive weapons
  and moving fast over open ground, tanks project power like nothing else on the battlefield. Southern tanks cover a wide vari-
  ety of roles and while their indirect fire options allow them to perform acceptably in broken terrain, they work best with clear
  lines of fire. Still, tanks are often high-priority targets and Gears are frequently assigned to tank Cadres to serve as spotters
  and escorts.
  Français Universel: Cadre de blindée (Official) / Petit kekette (Colloquial)
  Composition: Français Universel: Cadre de blindée (Official) / Petit kekette (Colloquial)
  Skills: All members have Attack 2, Defense 2, EW 1. One Tank has Ld 1 and is the Combat Group Leader.
  Special: The Cadre must have at least 3 Units allowed before another cadre of this type may be taken.
  OPTIONS:
  - Add up to two additional Huns for +95 TV.
  - Any Hun may swap all weapons for a VLRP/128 (T, RoF +6, Reloads, Sniper System) for -45 TV each.
  - Upgrade any Hun to a Visigoth for +165 TV per Unit.
  - Add Camo Netting to any member for +5 TV per member.
  - Add a drone to any Unit (max one per Cadre): Hunter-Killer + 5 TV, Recon +20 TV each.
  - The Leader may upgrade its Ld to level 2 for +10 TV.`
  A Tank Cadre may replace up to two non-commander Huns with Gears as long as no Visigoths are taken: -55 TV
  per Jäger, -35 TV per Iguana, -30 TV per Black Mamba. All gears come with Standard Loadout and may not be
  further modified except as listed for Units within the Cadre
  Veteran Status Options: 
  - Any Unit may have their Attack Skill upgraded to level 3 for +15 TV each.
  - Any Unit may have their Defense Skill upgraded to level 3 for +15 TV each.
  - Any Unit may have their EW skill upgraded to Level 2 for +10 TV each.
  - Any Hun may be Airdroppable for +10 TV. �
  - The commander, if in a Visigoth may upgrade to a Visigoth Kahn for +20 TV.
  - Any Visigoth can swap its HAC to a VHAC (T, no Reloads) for +5 TV.
  - Any Visigoth may swap its HFG for 2x SC (T, no Reloads) and AP
  Charges (R2) for -90 TV. The Snub Cannons may be linked for +15 TV.
  - Make one of the Gears the Cadre Leader: +5 TV. �
  - Increase Leadership of the Cadre Leader by an additional +1 (to a
  maximum of 3) for +10 TV.
  Bryce Hubbard (order #7487075)
  
  CHAPTER 4: COMBAT GROUP LISTINGS
  COMBAT GROUP LISTINGS
  43
  CAVALRY PATROLTV: 40
  In addition to their roles as infantry transports, light armored vehicles can serve as combat units. Their speed advantage makes
  them particularly well-suited for flanking maneuvers or quick assaults and they can carry surprisingly powerful weapons. The
  Caiman is particularly popular in this role and even looks like a miniature tank. The primary weakness of Cavalry Cadres is their
  light armor. They must maneuver carefully to employ their weapons while avoiding heavily-armed enemies, particularly tank-
  hunters.
  Français Universel: Cadre de Cavalerie (Official) / Conserves (Colloquial)
  Composition: A Cavalry Patrol consists of Two Badger APCs.
  Skills: All members have Attack 2, Defense 2, EW 1. One Badger has Ld 1 and is the Combat Group Leader.
  Special: The Cadre must have the maximum number of Units allowed before another cadre of this type may be taken.
  OPTIONS
  - Add an additional Caiman for +15 TV.
  - Any Caiman may replace its MAC and LMG with a HRP/48 (T, RoF 4, No Reloads) for +15 TV.
  - The Lead Caiman may be turned into a Caiman Command unit for +5 TV.
  Veteran Status Options: 
  - Up to 1 APC may be replaced with a Recon Hun for +55 TV. The Recon Hun may buy up to three Drones at the
  following costs: Hunter-Killer + 5 TV per, Recon +20 TV per.
  - Add Amphibious to any Caiman, Lower Ground Speed to 6/12 and change Ground Defense Modifiers to -6/-3/-1
  for +5 TV. �
  - Any APC may be Airdroppable for +10 TV. �
  - Any Unit may have their Attack Skill upgraded to level 3 for +15 TV each.
  - Any Unit may have their Defense Skill upgraded to level 3 for +15 TV each.
  - Any Unit may have their EW skill upgraded to Level 2 for +10 TV each.
  - The Leader may upgrade its Ld to level 2 for +10 TV.
  Bryce Hubbard (order #7487075)
  
  INFANTRY PLATOON
  TV: 60
  Infantry are a vital but unexciting part of any force. Slow and poorly-armored compared to vehicles, they are very vulnerable
  and seemingly useless in the face of Gears and Tanks. That said, infantry sections have access to a wide variety of specialized
  equipment, can hold ground better than any other unit and are a nightmare to deal with in built up areas like urban centers.
  This makes them practically a necessity to deal with other infantry or to hold ground once you've taken it.
  Français Universel: Platoon de fantassins (Official) / Troufions (Colloquial)
  Composition: Each Platoon consists of 2 Sections comprised of 2 Escouades, each Escouade consisting of 3 bases and having 1
  action. All bases are armed with 7mm Assault Rifles.
  Skills: All Escouades are considered to have Level 2 Infantry skill and Armor 8. Choose one Escouade to be the Combat Group Leader.
  Special Rules: If Infantry Sections are allowed a Veteran Upgrade in the regiment list for the TV your game is set at, up to 1/4
  of the Infantry Sections in your army may be upgraded to Veteran Status. This only counts once against your maximum Veteran
  Upgrades, regardless of how many Sections are actually upgraded.
  OPTIONS
  - Any Escouade may be mounted in a Caiman APC (may not be mounted on ATVs) for +20 TV. The Caiman crew
  has Attack and Defense 2, EW1, Ld1. If the Escouade is Upgraded to Airdroppable, the Caiman must also be, this
  costs +10TV.
  - The Section may be granted Medium Armor (+1 Armor) at +5 TV or Heavy Armor (+2 armor) at +10 TV.
  - Any Escouade may carry one type of heavy weapon at the costs listed : Light Machine Gun +5 TV, Chaingun +5
  TV, Anti-Gear Rifle +5 TV, Grenade Rifle +10 TV, Rocket Launcher +10 TV, Light Mortar +15 TV, Target Designator
  (Rating 2) +10 TV.
  - Any Escouade may be upgraded to Paratroopers (Airdroppable Perk) +5TV.
  - Any Escouade (including Paratroopers) may be given ATVs at a cost of 10 TV per Escouade.
  - Any Escouade (including Paratroopers) may be given the Amphibious Perk at +5 TV.
  - Add Camo Netting to any Escouade for +5 TV per Escouade.
  - Add a drone to any Escouade (max one per Escouade): Hunter-Killer or Demolition + 5 TV each, Recon +20 TV
  each.
  - One Caiman may be upgraded to a Hittite Tank for +35 TV.
  If any Escouade in the Platoon is chosen as the Army Commander, you may upgrade its Caiman to a Caiman
  Command. The Caiman Command may pay 15 TV to increase it's Ld by one level. This can stack with the upgrade
  for Veteran Caiman.
  Veteran Status Options: 
  - Any Infantry Escouade may be upgraded to level 3 Infantry Skill for +10 TV
  - Any Escouade may be given the Amphibious Perk for +5 TV per Escouade. �
  - Any Escouade may be given Stealth R2 for +5 TV
  - Any Caiman Crew may be upgraded to level 3 Attack and Defense at +20 TV.
  - Any Caiman may have it's Ld increased by one level for +15 TV.
  - Any Caiman may replace its MAC and LMG with a HRP/48 (T, RoF 4, No Reloads) for +15 TV.
  - A second Caiman may be upgraded to a Hittite Tank for +35 TV.
  - Add Amphibious to any Caiman, Lower Ground Speed to 6/12 and change Ground Defense Modifiers to -6/-3/-1
  for +5 TV. �
  COMBAT GROUP LISTINGS
  CHAPTER 4: COMBAT GROUP LISTINGS
  44
  Bryce Hubbard (order #7487075)
  
  INFANTRY SNIPER ESCOUADE
  TV: 15
  Sniper Escouades consist of two to three soldiers, one with the sniper rifle and the others with assault rifles to provide some
  protection for the sniper. Their role is simple, take out vital targets without being seen and without being near the enemy.
  Français Universel: Tireurs d'élite (Official) / Snipers (Colloquial)
  Composition: 1 base, Infantry Skill 3, Armor 9, Camo Netting, Stealth 2, armed with a Sniper Rifle and an Assault Rifle.
  Special Rules: For each Section of Infantry taken, you may buy a single Sniper Escouade. This Escouade acts as its own com-
  bat group.
  OPTIONS:
  - The Escouade may upgrade to Heavy Armor (+1 armor) for +5 TV. 
  - The Escouade may also take a single Recon drone for + 20 TV.
  - The Escouade may be upgraded to Paratroopers (Airdroppable Perk) for +5TV.
  - The Escouade (even if Paratroopers) may be given ATVs at a cost of +10 TV.
  Veteran Status Options Options: 
  A Sniper Veteran Escouade may choose from the following options:
  - The Sniper Rifle may be upgraded to a Laser Sniper Rifle for +5 TV. 
  CHAPTER 4: COMBAT GROUP LISTINGS
  COMBAT GROUP LISTINGS
  45
  FIELD GUN ESCOUADE
  TV: 30
  Field Guns are cheap, infantry-manned indirect fire support weapons. They are for the most part immobile and vulnerable to
  enemy fire but, if used right, they can deal substantial damage without ever coming under attack.
  Français Universel: Canon de campagne (Official) / Tire-poix (Colloquial)
  Composition: One Field Gun.
  Skills: The Crew have Attack 2, Defense 2, EW 1, The lead gun Crew has Ld 1.
  Special Rules: A Field Gun Section must be at full compliment (3 Field guns) before a second Field Gun Section may be taken.
  OPTIONS:
  - Add up to two additional Field Guns for +30 TV each.
  - Add Camo Netting to any Gun for +5 TV per Escouade
  Veteran Status:
  - Any Field Gun may have its crew upgrade its Attack to 3 for +10 TV.
  - The Lead Field Gun may have its crew upgrade its Ld to 2 for +10 TV.
  Bryce Hubbard (order #7487075)
  
  COMBAT GROUP LISTINGS
  CHAPTER 4: COMBAT GROUP LISTINGS
  46
  AIR STRIKES
  Despite air superiority being reduced to air support on Terra
  Nova due to weather and massive AA capabilities, "les ailes
  de la mort" (the Wings of Death) are a welcome sight and
  sound for many beleaguered troops. Strikes against
  entrenched positions and vital targets can change the
  course of a battle in seconds 
  Français Universel: Frappe aérienne (Official) / Les ailes de
  la mort (Colloquial)
  OPTIONS:
  - Fighter Run: 15 TV
  - Fighter-Bomber Run: 75 TV
  - Bomber Run: 175 TV
  OFF-BOARD ARTILLERY
  The South has a wide variety of indirect fire artillery plat-
  forms capable of bombarding the battlefield from a great
  distance away. While the Vandal and Ostrogoth are techni-
  cally capable of surviving direct combat, it is not a good
  idea as their main armament is designed around long range
  bombardment. Unfortunately MILICIA commanders take lit-
  tle care ensuring their own troops are clear of the target
  zones, leading to very entertaining colloquial names.
  Français Universel: Artillerie (Official) / Lance-merde or
  "Tabarnak!" depending on situation (Colloquial)
  OPTIONS:
  - Light Artillery Salvo: 5 TV
  - Medium Artillery Salvo: 15 TV
  - Heavy Artillery Salvo: 40 TV
  Bryce Hubbard (order #7487075)
  
  REGIMENTS OF NOTE
  The following are noted regiments found throughout the AST. Some are not actual regiments, but instead odd or unique
  organizations within the Southern Leagues. They are presented in the regimental fashion as it is the most suitable way
  to describe their special functionality. Because these lists are designed to emulate the flavor and feel of the organiza-
  tions they depict, tournament organizers should feel free to restrict their use if they feel it unbalances their tournament.
  LÉGION NOIRE / LÉGION NOIRE AUXILLIARY
  The Légion Noire is not a regiment, but rather an entire Special
  Operations Légion within the SRA. In an Army full of glory hounds and
  braggarts, the Légion stand out as being the loudest and most brash. The
  entirety of the Légion is devoted to strike and covert operations and has
  access to more stealth technology and high-end commando gears than
  any other group within the South. This puts them in the enviable posi-
  tion of being the best trained, best armed group on Terra Nova, some-
  thing they will let other army members know... repeatedly. In a danger-
  ous display of internal one-upmanship, Légion Regiments often "defend their honor" by pick-
  ing fights with renowned Northern Regiments that have "wronged" them or otherwise wound-
  ed their pride. SR command has not yet cracked down on this as it reinforces the behavioral
  traits they want their most lethal of tools to display. In fact, wholesale slaughter of enemies
  and bystanders is given a blind eye as it reinforces the Légion's reputation as ruthless and
  dangerous.
  The Auxilliary is a group of MILICIA members trained in the Légion's methodology and patterns.
  Members of both the Auxiliary and the Légion itself wear black armbands with a red and white knife and skull pattern to
  distinguish themselves. The Auxiliary is generally given jobs deemed distasteful, dishonorable or simply "below" the Légions
  standards. They are generally looked down upon by the MILICIA for being SRA "wannabes" and doing dirty jobs for others,
  thus bringing down the MILICIA's already poor reputation. The Auxiliary and the Légion will operate together and in fact,
  some Légion regiments consist of both full Légion members and Auxiliary troops-in-training.
  COLOR SCHEME:
  The Légion itself has no particular color scheme other than the parade dress of black with red trim, which nicely comple-
  ments their tailored black dress uniforms with silver trim. The Auxilliary wears their MILICIA uniforms with the black arm-
  band. All vehicles are painted according to the mission at hand.
  REGIMENTAL ORGANIZATION:
  The Légion Noire is built as any non-named SRA regiment and the Auxiliary as any non-named MILICIA Regiment. In all cases
  the following special conditions apply: The number of OpSec Cadres available at any TV level is increased by 1, all Combat
  Groups may be made Veterans and any Unit without the Stealth Perk may add it at level 2 for +5 TV. Both the Légion Noire
  and the Auxiliary are known for their bloodthirstiness and gain no VPs for any enemy combat group that is not completely
  destroyed. They may never use the MILICIA's Limited Resources rule.
  CHAPTER 4: COMBAT GROUP LISTINGS
  REGIMENTS OF NOTE
  47
  Bryce Hubbard (order #7487075)
  
  ETHEREAL GUARD
  Of all the Emirate Guards, the Patriarch's retinue is the largest, best-trained and best-equipped. Of the
  Patriarch's Guard, the Ethereal Guard are a cut above the rest. The men and women of the Ethereal Guard
  are fanatically devoted to the Patriach himself. Soldiers in the Guard often engage in rituals to demonstrate
  their devotion to the Patriarch, including self-torture and self-mutilation. Members of the Ethereal Guard
  are taken from their families at birth, almost always from the lowest of the low, and raised in isolated,
  Spartan accommodations. They are trained to fight practically from the moment they are old enough to walk.
  Normally, the Ethereal Guard is permanently assigned to protect the capital, Strathclyde and the Ethereal Palace in particular.
  Most Patriarchs, Oliver Masao included, have had many enemies and they trust few to defend them. Every soldier in the Ethereal
  Guard is willing to sacrifice anything to protect their Patriarch, so they are the ideal choice.
  The Ethereal Guard's devotion has made them particularly feared in battle. While the Légion Noire has a reputation for being
  merciless and destructive, when the Ethereal Guard takes to the field against an enemy of the Patriarch, they are merciless and
  destructive. They have absolutely no compunction about slaughtering innocents to root out and destroy threats to their mas-
  ter and many bear multiple scars from the dangerous situations they gladly threw themselves into to demonstrate their loyalty.
  Faced with the failure of his other forces to contain and exterminate the Free Emirate rebels in Basal and Okavango, Masao has
  deployed several centuries of the Ethereal Guard to attempt to kill Emir Shirow once and for all.
  COLOR SCHEME:
  The Ethereal Guard paint their units in the purple and gold that symbolize
  the Patriarchy of the ESE. They even keep this pattern in the field, prefer-
  ring to let their enemies know who it is they fight, so as to spread fear
  before their advance.
  REGIMENTAL ORGANIZATION:
  The Ethereal Guard is built as an ESE Regiment with Strike Squad as the
  Honor Guard and AST as the Alliance. In addition, the Ethereal Guard are
  renowned for their tenacity and fanaticism. If playing with morale, the
  Ethereal Guard ignore all morale and may never become broken or demor-
  alized. This costs an additional +15 TV per Unit and must be bought for
  every Unit in the force.
  REGIMENTS OF NOTE
  CHAPTER 5: REGIMENTS OF NOTE
  48
  Bryce Hubbard (order #7487075)
  
  THE SPECIAL INTERVENTION UNIT
  During the War of the Alliance, MILICIA Commandant Aristide Lazarus became convinced
  that the MILICIA needed its own special forces unit, so that MILICIA units would not have
  to rely on the Légion Noire for special operations. The move faced considerable opposi-
  tion from the Légion and the Southern Republic Intelligence Directorate (SRID) until Lord
  Protector Jaques Molay stepped in to support Commandant Lazarus. Unlike the other
  Southern intelligence and special forces units, the SIU recruits from a wide variety of
  sources, from underground Badlands Duellists to orphaned children. All soldiers assigned to the SIU are referred to as
  "agents". Lazarus personally designed the regiment's training methods, which stress personal responsibility and honor over
  blindly following orders and many of his agents are personally loyal to him.
  The SIU is officially organized as a Gear regiment on paper, but its actual organization is much more fluid. Personnel are trans-
  ferred between mission teams as necessary. Most agents are trained in multiple specialities and are very independent-mind-
  ed. Missions assigned to the SIU have a high success rate, but also frequently a high body count, particularly among allied
  troops that aren't quite as elite as the agents they operate
  with.
  SIU teams are deployed across Terra Nova, mostly in trouble
  spots in the South and Badlands. Seeking to escape from
  Molay's influence, Lazarus has been cultivating ties with
  Kenichi Tanaka, Lord Chancellor of the ESE. Several SIU teams
  have been covertly deployed to Okavango and Basal to secret-
  ly aid the Free Emirates in their rebellion.
  COLOR SCHEME:
  The SIU has no fixed color scheme. When in the field, SIU
  vehicles use standard camouflage patterns or radar-absorbent
  black paint. Each agent is given some leeway for personaliza-
  tion. Common forms of personalization are names painted on
  or colored shoulder plates.
  REGIMENTAL ORGANIZATION:
  The SIU is built as a standard MILICIA Infantry or Gear
  Regiment. All Combat Groups may be upgraded to Veterans,
  but no MP or Tank cadres may be taken. In addition, the SIU
  may never use the Fresh Meat, Convicts or Limited Resources
  rules (even if some of the pilots are technically criminals).
  Any Unit without the Stealth Perk may add it at level 2 for +5
  TV.
  CHAPTER 5: REGIMENTS OF NOTE
  REGIMENTS OF NOTE
  49
  Bryce Hubbard (order #7487075)
  
  SILVER VIPERS
  The 49th MILICIA Gear regiment was formed in the wake of the War of the Alliance from two shattered
  regiments that cleared a bloody swath to ensure the Southern forces could reach Baja. They kept the
  nickname of the Silver Vipers regiment, but were forced sit out most of the remainder of the War and
  replace most of the Desert Vipers that gave said regiment its nickname with their now-signature Black
  Mambas.
  After the war, the valiant deeds of the regiment continued, as they hunted down rogue pockets of CEF
  resistance and aided in many reconstruction efforts in their off-duty hours. In turn, these efforts have led to the 49th Silver
  Vipers continuing to have access to the best equipment thanks to their excellent reputation. Many other Regiments have
  attempted to "borrow" the Silver Vipers' equipment and vehicles, leading to the Vipers jealously guarding the items they worked
  so hard to obtain. The Vipers are known to be pranksters, propagating long running "feuds" against various regiments as a
  humorous battle of wits. Those that manage to get away with "borrowing" equipment often find themselves on the receiving
  end of pranks and booby traps that are anything but funny to their victims. The attitude taken by many Viper old-timers has
  members of other Regiments to think of the Vipers as arrogant and escalated the prank wars to "bring the bastards down a
  notch." So far, the efforts have been unsuccessful.
  The "Silver 49th" are currently stationed in Javari in the ESE and have seen a great deal of combat against the rebels. While
  they have suffered no defeats to date, they are experiencing a high attrition rate. They do get enough new recruits to fill the
  ranks, but their inexperience and short life spans has led to a social stratification amongst the regiment as old-timers refuse to
  recognize any new recruit as a full member unless they have survived at least two combat missions. Veterans are seen as hav-
  ing a "holier than thou" attitude by the recruits and the recruits are seen as nothing more than barnabies for the slaughter by
  the veterans. Those that do survive are treated to a drunken revel as a form of initiation rite and those that do not are no longer
  given service by the Regiment. Honor Duels within the regiment are also becoming increasingly common and some fear the
  Vipers may tear themselves apart if things continue.
  COLOR SCHEME:
  The Vipers wear intricate silver scale paintjobs with viper heads carefully painted on their Gear "helmets" for parade duty. In
  the field, the Viper head remains, but the rest of the vehicle is done in standard camouflage for their mission (currently Jungle
  camo) with a red 49 on one shoulder and the symbol of their current station or city-state on their left hip plate. The Viper head
  design is unique for each Cadre, however certain "aces" often have their own designs.
  REGIMENTAL ORGANIZATION:
  The Silver Vipers are built as a MILICIA Gear regiment with the following exceptions. At least 1/4 of the Units in your force must
  be Fresh Meat, up to 1/3 of the Units in your force may be Veterans, even if this exceeds the normal maximum. This is on a per-
  Unit basis so Veteran Units may share the same Combat group as Fresh meat and non Veterans. The Silver Vipers may never take
  Convicts or MP Squads, but may use the Well Funded rule from the SRA list on page 24 in addition to their normal Limited
  Resources rule.
  REGIMENTS OF NOTE
  CHAPTER 5: REGIMENTS OF NOTE
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  Bryce Hubbard (order #7487075)
  
  THE SKYHAWKS
  The 99th SRA Gear Regiment, the Skyhawks, is one of the premiere units of the 2nd Airborne legion.
  Their enthusiasm has earned them many nicknames from "the angels of heaven" to "those crazy flying
  bastards." The Skyhawks generally take it all in stride as their proud history more than makes up for
  anything anyone says about them. During the St. Vincent's War, the Skyhawks landed in the City State
  of Mainz during the dead of night and caused a great deal of destruction, sneaking away before the
  Northern Militaries could respond.
  Since then, the Skyhawks have had the unusual privilege of participating in nearly every major action fought by the South.
  Their rapid deployment and heavy armament makes them very tough customers, although like all Units in the War of the
  Alliance, they were badly outgunned by the CEF forces, causing them to lose over two full companies to GRELs during a failed
  raid. A short time later, the Skyhawks performed a daring nighttime HALO (High-Altitude, Low Opening) drop on the same
  CEF detachment and thoroughly crushed the encamped CEF forces. Since then, members of the SRA often refer to HALO oper-
  ations as Skyhawk drops and the Skyhawks maintain a drill team to instruct other regiments in Skyhawk Drop Tactics.
  COLOR SCHEME:
  The Skyhawks have three main Camo schemes: a Desert camo consisting of tan with blue-white striping, a Woodland Camo
  which is similar but in greens and an Aerial Drop white and blue camo to ensure they do not get shot down before landing.
  A dark grey with bright red trim dress scheme is used by the drill team and on parade duty.
  REGIMENTAL ORGANIZATION:
  The Skyhawks are built as a SRA Gear regiment, but may take
  Paratroop Cadres instead of General Purpose Cadres on the Org Chart.
  At least 1/2 of the Combat Groups army must be fully Airdroppable
  Gear cadres and any Combat Groups that are not fully Airdroppable
  always show up as Reserves, unless you choose the Defensive stance.
  CHAPTER 5: REGIMENTS OF NOTE
  REGIMENTS OF NOTE
  51
  Bryce Hubbard (order #7487075)
  
  THE APES
  The 82nd MILICIA Cavalry Regiment got its unfortunate nickname from an incident involving a road
  giving out and a few members being covered in the fine mocha-colored fibers of local Johar grass.
  Unfortunately for Commandant Jorge Rodriguez, this is one of the most memorable actions under-
  taken by his men.
  Rodriguez was exposed to combined arms tactics while a liaison officer during the War of the
  Alliance. Specifically, he was repeatedly awed by the Northern 18th Armored Divisions capability of
  taking objectives his Southern Republic Army training dictated were impossible. In complete con-
  trast to the Republican Army's weighting of regiments to favor one type of Unit and lack of inter-
  operability even within each "force opérationnelle," Northern interworking of multiple types of
  units from multiple regiments gave flexibility and offensive capability unheard of to the young offi-
  cer... or anyone in the Republican Army.
  This was extremely evident to Rodriguez shortly after his promotion to Commandant shortly after
  the war. He tried pushing for the SRA to adopt the combined arms approach on a level even the
  Northerners had not gone to but the drastic nature of his changes meant he was often rebuked. In
  TN 1922, his frustrations got the better of him during a heated debate and the resulting court mar-
  shal for public slander left him with two choices: a dishonorable discharge or joining the MILICIA.
  Commandant Rodriguez joined the MILICIA in TN 1923 and was put in charge of a newly formed
  armored company meant to help bolster the MILICIAs lack of armored might. Needless to say, MILI-
  CIA command and quartermasters were displeased with his requests for nonstandard equipment met
  with great resistance. Eventually, his persistence payed off and he did receive the types of equipment he requested, even if it
  wasn't the most up to date. The 82nd so far has been kept out of any major actions, however in training exercises against other
  MILICIA Units, the 82nd has repeatedly done well and other commanders are seeing the worth of integrated combined arms and
  are outfitting their regiments similarly, although they have not integrated Cadres to Rodriguez's level. Indeed, Rodriguez has
  indeed found the future of the MILICIA and Southern tactics, but it remains to be seen if he will be credited.
  COLOR SCHEME:
  The Apes use standard MILICIA camo schemes appropriate for their mission and will often paint ape or monkey images on their
  vehicles.
  REGIMENTAL ORGANIZATION:
  The Apes are Built as a standard MILICIA Armor Regiment with the following exceptions. Any Tank Cadre or General Purpose Gear
  Cadre may add an Infantry Escouade mounted in a Caiman for +35 TV. This Escouade may be given any upgrades allowed to an
  Infantry Escouade in the Infantry Platoon listing, including Veteran options if available. Gears may also be bought for Tank
  Cadres that contain Visigoths. Any Infantry Platoon may attach up to two Jägers for +40 TV each.
  REGIMENTS OF NOTE
  CHAPTER 5: REGIMENTS OF NOTE
  52
  Bryce Hubbard (order #7487075)
  
  KILLER BUNNY COMMANDO CADRE
  The Hermes 72 satellite network left behind by the CEF and "appropriated" by the Terran expa-
  triates at Port Arthur has created a vast market for inter-League satellite trideo broadcasts, par-
  ticularly those that violate local censorship or decency legislation. Dominion corporations have
  found this to be a particularly lucrative market, as they can also evade advertising regulations
  in this "must-see trid". One of the most popular programs is the Killer Bunny Commando Cadre
  Show, a reality show about a Cadre of young, female MILICIA Gear pilots produced by Mekong
  Development Corporation.
  Members of the Killer Bunny Commando Cadre are carefully selected. They're almost always exotic young beauties from the
  lower classes of the vassal Leagues, though rich Republicans, Emirate heiresses and Mekong executives are occasionally used
  to add variety. Killer Bunnies rarely last more than a season or two. MDC CEO Aaron Logan's MILICIA ties allow the produc-
  ers to ensure that the Bunnies are transferred from hot spot to hot spot, to keep the action that fuels the shows ratings
  going strong. The frequent combat and accompanying high casualty rate, combined with the usual pressures of stardom, cre-
  ate a very stressful and highly emotional environment. The show's producers encourage the formation (and dissolution) of
  romantic relationships or close friendships between the Bunnies and those they fight alongside to further boost their rat-
  ings.
  Despite the unhealthy work environment, there are plenty of applicants. Death benefits for a Bunny's family are large enough
  to catapult most lower-class families into the upper middle class. Those Bunnies that do survive are often invited to join
  prestigious special ops regiments after their psychological treatment is completed. The Bunnies' trainer, Oliver Inaif, is dis-
  turbed by the direction the show has taken, but feels compelled to continue his job for fear of what would happen to the
  Bunnies in the hands of a less competent
  trainer.
  COLOR SCHEME:
  Oliver has insisted that the Bunnies use
  proper camouflage in the field, much to the
  producers' dismay. They do have an identi-
  fying marking to allow them to stand out
  on trideo feeds: the Killer Bunny Commando
  Cadre Show logo is always painted on the
  Gears somewhere, usually on the forearm or
  head armor.
  SQUAD INFORMATION:
  The Killer Bunny Commando Cadre may be
  used in place of any Veteran Paratroop
  Cadre in any MILICIA army, but may not be
  the army Commanders. The Paratroop Cadre
  is built as any normal Veteran Paratroop Cadre. Additionally, the KBCC grants certain benefits due to the live Trideo feeds fol-
  lowing them and their willingness to give "personal attention" to noteworthy warriors after the battle. This has the effect
  of granting each KBCC Unit a Satellite uplink and the Leadership Skill at level 1. This costs +25 TV per Unit in the Squad.
  CHAPTER 5: REGIMENTS OF NOTE
  REGIMENTS OF NOTE
  53
  Bryce Hubbard (order #7487075)
  
  LES ÉTRANGERS
  The Southern Republic Intelligence Directorate Black Ops Regiment officially does not exist and receives its
  funding and salaries through a special discretionary fund. Its members have had their histories wiped clean
  and their identities erased. Les Étrangers (The Strangers), as they are known, have no official record any-
  where, and known only to high ranking SRID members and Lord Protector Jaques Molay. Some of the SRID members in on the
  secret suspect that Molay has been using them for operations that even Prime Minister deRouen doesn't know about. Les
  Étrangers were created when Molay, then a high ranking SRID agent, recruited France-Marie Lijond to command an elite unit.
  Lijond has remained fanatically loyal to Molay and while he knows the regiment is Molay's personal tool, he is under the belief
  that Molay has the best interests of the South at heart.
  The regiment contains a number of Cadres devoted to impersonating other factions, including mercenaries and Northern regi-
  ments. Les Étrangers have participated in many actions against Northern Units near Zagazig, infiltration operations and in deal-
  ing with Southern "rebels." The fact that some of these operations were aimed at Molay's personal enemies or conducted with
  Northern Gears shortly before evidence of Northern aggression was made public by the Lord Protector's office is not lost on the
  members of the regiment, but as they no longer exist to anyone other than the regiment, the fear of being permanently disap-
  peared if they speak up is great. Lately, the 33rd Northern guard gear regiment seems to be frequently intercepting their covert
  operations in the Badlands, leading some to think their cover has been blown.
  COLOR SCHEME:
  Les Étrangers use whatever camo or colors are appropriate for the
  mission and do not use any identifying marks unless the mission calls
  for it.
  REGIMENTAL ORGANIZATION:
  Les Étrangers are built as a standard SRA Gear Regiment, Mercenary
  Badlander Gear Force from Shields of Freedom or Northern Guard Gear
  Regiment for Hammers of Faith. Forces may not be combined between
  the types and only Gear units may be taken, however up to half the
  Combat groups in the Army may be Veteran, regardless of the TV of
  your force.
  If building as a Mercenary or Northern Force, you may not use any
  Special rules from that Army, as Les Étrangers always follow SRA army
  rules, regardless of what force they are pretending to be. While this does
  mean that those two options lose "Well Funded," all other special SRA
  rules remain the same.
  REGIMENTS OF NOTE
  CHAPTER 5: REGIMENTS OF NOTE
  54
  Bryce Hubbard (order #7487075)
  
  ADDITIONAL RULES AND INFORMATION
  The following rules apply to all Blitz games and are considered part of the basic rules. Any rule marked as option-
  al is entirely optional as with the advanced rules in the Blitz Rulebook. Please note that the complete Errata and
  FAQ can be found on the Dream Pod 9 forums at http://www.dp9forum.com
  CLARIFICATION ON SLOW BURN
  In order for a weapon with Slow Burn to continue to cause damage, it must have dealt at least a Light Damage (before Sturdy
  boxes) on the initial attack
  DRONE CLARIFICATIONS AND UPDATES
  All drones start off on the same elevation level as their master Unit and may start docked. Drones do not count as Units
  destroyed for Morale purposes, but do count for Multiple Attacker Penalty.
  NOTES REGARDING WEAK FACING (UNDERSIDE)
  This variant of the Flaw applies when being fired upon from a Unit on a lower elevation level than the Vehicle with this flaw.
  If a Unit with this Flaw uses Jump Jets, any shots fired at the vehicle with this Flaw during Jump Jet Movement from a level
  equal to or lower than the highest point traversed will count as hitting the underside.
  SOLID COVER AND LOS (OPTIONAL)
  If all players agree, Solid Cover such as Hills and Bunkers may block all forms of LoS and Active Sensor attempts if the entire-
  ty of the miniature is hidden. As such, a Unit may not shoot, Forward observe or gain an active sensor lock on a model whol-
  ly hidden by solid cover. If the Miniature is not wholly hidden, it may be detected as per the normal rules for Detection and
  Active Detection.
  HAMMERS OF FAITH ERRATA
  Please note that the full FAQ and all errata can be found at http://www.dp9forum.com/
  Page 30: Remove Snub cannon reference in Panzerfaust and IRP swap note.
  Page 32: The Veteran Strike Squad should be able to swap an additional Hunter (maximum of 3) for a Grizzly
  for +45 TV, rather than the nonexistent Assault Grizzly
  Page 33: The Northern Fire Support Squad should allow Gears with an LAC to upgrade to an MAC for +5 TV, to
  better match the Box contents.
  Page 34: The Veteran Dragoon Squad option to swap a Grizzly for a Jaguar should be -30 TV.
  Pages 34 and 36: The cost for giving a Jaguar 2 MRPs should be +25 TV, not +10 TV. The link cost is unaffect-
  ed by this change.
  Page 42: The cost to upgrade Veteran Infantry from Level 2 to level 3 should be +10 TV, not +30 TV.
  Page 45: The Assault Grizzly upgrade option for the HMA Squad is an error. It should be the same as the MBZK
  swap option from the Strike Squad on page 32.
  Page 58: The Assault Rifle should have an RoF of 1.
  Page 64: Hunter-Killer Drone: Switch Movement mode to Hover. Recon Drone: Remove Backup Sensors,
  increase Sensors to +1, Comms to +1 Auto Comms to 5, Detect to 4, add ECCM 1. Cost in list stays the same
  for both. Stats in this book have been updated to take this into account.
  APPENDIX
  ADDITIONAL RULES 
  55
  Bryce Hubbard (order #7487075)
  
  56
  CANNONS AND RECOILLESS WEAPONS
  Weapon Name
  Code
  PB
  SR
  MR
  LR
  ER
  ACC
  Dam
  Notes
  Very Light Machine Gun
  VLMG
  1
  3
  6
  12
  24
  0
  x2
  ROF 3, AI
  Light Machine Gun
  LMG
  1
  3
  6
  12
  24
  0
  x3
  ROF 4, AI
  Heavy Machine Gun
  HMG
  1
  3
  6
  12
  24
  0
  x4
  ROF 3, AI
  Frag. Cannon*
  FGC
  1
  3
  6
  12
  24
  1
  x7
  ROF 2*, AI
  Very Light Rifle
  VLRF
  3
  6
  12
  24
  48
  0
  x6
  Light Rifle
  LRF
  3
  9
  18
  36
  72
  0
  x8
  Medium Rifle
  MRF
  6
  12
  24
  48
  96
  0
  x10
  Heavy Rifle
  HRF
  6
  12
  24
  48
  96
  0
  x12
  Deployable Pack Gun
  DPG
  3
  6
  12
  24
  48
  -1
  x8
  ROF 2
  Light Anti-Aircraft CannonLAAC
  3
  6
  12
  24
  48
  0
  x8
  ROF 6, AA
  Medium Anti-Air Cannon
  MAAC
  4
  9
  18
  36
  72
  0
  x10
  ROF 4, AA
  Heavy Anti-Air Cannon
  HAAC
  4
  9
  18
  36
  72
  0
  x12
  ROF 3, AA
  Very Light Autocannon
  VLAC
  3
  6
  12
  24
  48
  0
  x6
  ROF 2
  Light Autocannon
  LAC
  3
  6
  12
  24
  48
  0
  x8
  ROF 2
  Medium Autocannon
  MAC
  4
  9
  18
  36
  72
  0
  x10
  ROF 1
  Heavy Autocannon
  HAC
  4
  9
  18
  36
  72
  0
  x12
  ROF1
  Very Heavy Autocannon
  VHAC
  4
  9
  18
  36
  72
  0
  x15
  ROF1
  Light Artillery Gun
  LAG
  ARTILLERY
  -2
  x12
  ROF 1, , IF, AE2
  Very Light Field Gun
  VLFG
  8
  15
  30
  60
  120
  -1
  x20
  IF
  Light Field Gun
  LFG
  8
  15
  30
  60
  120
  0
  x22
  IF, AE1
  Heavy Field Gun
  HFG
  12
  24
  48
  96
  192
  0
  x28
  IF, AE1
  Very Heavy Field Gun
  VHFG
  15
  30
  60
  120
  240
  0
  x33
  IF, AE2
  Snub Cannon
  SC
  1
  3
  6
  12
  24
  -1
  x28
  Light Panzerfaust
  LPZF
  1
  3
  6
  12
  24
  -1
  x10
  Medium Panzerfaust
  MPZF
  1
  3
  6
  12
  24
  -1
  x15
  Heavy Panzerfaust
  HPZF
  3
  6
  12
  24
  48
  -1
  x20
  Rapid-Fire Bazooka
  RFB
  1
  3
  6
  12
  24
  0
  x14
  ROF 2
  Light Bazooka
  LBZK
  3
  6
  12
  24
  48
  0
  x15
  Medium Bazooka
  MBZK
  3
  6
  12
  24
  48
  0
  x20
  Heavy Bazooka
  HBZK
  3
  6
  12
  24
  48
  0
  x25
  *Frag Cannons are basically giant shotguns and as such, their RoF represents the choke setting rather than extra ammunition
  expenditure. It will only run out of ammo on a Fumble.
  Paratrooper Rifle (LAC+LGL)
  Light Autocannon (LAC)
  Medium Autocannon (MAC)
  Heavy Autocannon (HAC)
  Fraag Cannon (FGC)
  Snub Cannon (SC)
  Light Grenade Launcher
  Heavy Grenade launcher (HGL)
  WEAPON TABLES
  Bryce Hubbard (order #7487075)
  
  APPENDIX
  57
  WEAPON TABLES
  Rapid Fire Bazooka (RFB)
  Light Bazooka (LBZK)
  Medium Bazooka (MBZK)
  Panzerfaust rack 
  (LPZ, MPZ or HPZ)
  Light Rocket  Pod (LRP)
  Medium Rocket Pod (MRP)
  Vibroblade (VB)
  All these weapons can be found in
  the Blitz Weapon Pack (DP9-9029)
  and can be used to upgrade your
  squads  or even your older minia-
  tures!
  ROCKETS AND MISSILES
  Note: Many Rocket pods of the same class have different ammo loads represented by their varying RoF value. For
  example, two units with LRPs might have a different RoF value.
  Weapon Name
  Code
  PB
  SR
  MR
  LR
  ER
  ACC
  Dam
  Notes
  Very Light Rocket Pack
  VLRP
  1
  3
  6
  12
  24
  -1
  x8
  ROF 3 to 6, IF
  Light Rocket Pack
  LRP
  1
  3
  6
  12
  24
  -1
  x12
  ROF 1 to 4, IF
  Medium Rocket Pack
  MRP
  3
  6
  12
  24
  48
  -1
  x18
  ROF 1 to 4, IF
  Heavy Rocket Pack
  HRP
  4
  9
  18
  36
  72
  -1
  x20
  ROF 3 to 4, IF
  Incendiary Rocket Pack
  IRP
  1
  3
  6
  12
  24
  -1
  x13
  ROF 1 to 3, IF, SB
  Heavy Incendiary RP
  HIRP
  4
  9
  18
  36
  72
  -1
  x16
  ROF 3 to 4, IF, SB
  Light Artillery Missile
  LAM
  ARTILLERY
  -3
  x12
  ROF 4, AE3, IF 
  Anti-Aircraft Missile
  AAM
  12
  24
  48
  96
  192
  1
  x10
  IF, AA, MR
  Airburst Missiles
  ABM
  4
  9
  18
  36
  72
  0
  x10
  IF, AE3
  Anti-Gear Missile
  AGM
  4
  9
  18
  36
  72
  1
  x15
  IF, G
  Anti-Tank Missile
  ATM
  4
  9
  18
  36
  72
  1
  x25
  IF, G
  Heavy ATM
  HATM
  7
  15
  30
  60
  120
  1
  x30
  IF, G
  SUPPORT WEAPONS
  Weapon Name
  Code
  PB
  SR
  MR
  LR
  ER
  ACC
  Dam
  Notes
  Light Flamer
  LFL
  0
  2
  3
  6
  12
  1
  x5
  SB, IF
  Medium Flamer
  MFL
  1
  2
  4
  8
  16
  1
  x7
  ROF 1, AE1, SB, IF
  Heavy Flamer
  HFL
  2
  3
  6
  12
  24
  1
  x9
  ROF 2, AE2, SB, IF
  Anti-Personnel Mortar
  APM
  3
  6
  12
  24
  48
  0
  x4
  IF, AI, AE4, MR
  Light Guided Mortar
  LGM
  4
  9
  18
  36
  72
  -1
  x15
  IF, G, AE1, MR
  Heavy Guided Mortar
  HGM
  7
  15
  30
  60
  120
  -1
  x20
  IF, G, AE2, MR
  Light Field Mortar
  LFM
  6
  12
  24
  48
  96
  -1
  x15
  IF, AE3, MR
  Medium Field Mortar
  MFM
  7
  15
  30
  60
  120
  -1
  x20
  IF, AE3, MR
  Heavy Field Mortar
  HFM
  9
  18
  36
  72
  144
  -1
  x25
  IF, AE4, MR
  Anti-Personnel G.L.
  APGL
  1
  3
  6
  12
  24
  -1
  x4
  IF, AI, AE3
  Light Grenade Launcher
  LGL
  1
  3
  6
  12
  24
  -1
  x15
  ROF 2, IF, AE2
  Heavy Grenade LauncherHGL
  3
  6
  12
  24
  48
  -1
  x20
  ROF 1, IF, AE2
  Bryce Hubbard (order #7487075)
  
  58
  ADVANCED WEAPONS
  Weapon Name
  Code
  PB
  SR
  MR
  LR
  ER
  ACC
  Dam
  Notes
  Light Particle Accelerator LPA
  3
  6
  12
  24
  48
  1
  x10
  MB1, H
  Heavy P. Accelerator
  HPA
  4
  9
  18
  36
  72
  1
  x15
  MB1, H
  Light Railgun
  LRG
  7
  15
  30
  60
  120
  0
  x14
  ROF 2
  Heavy Railgun
  HRG
  15
  30
  60
  120
  240
  0
  x35
  Sniper Laser Cannon
  SLC
  7
  15
  30
  60
  120
  1
  x12
  MB1 
  Heavy Gatling L. Cannon
  HGLC
  3
  6
  12
  24
  48
  1
  x16
  ROF 1, MB3
  Light Laser Cannon
  LLC
  7
  15
  30
  60
  120
  1
  x16
  MB2
  Heavy Laser Cannon
  HLC
  7
  15
  30
  60
  120
  1
  x20
  MB3
  Light Pulse Laser Cannon LPLC
  4
  9
  18
  36
  72
  1
  x20
  MB3
  Heavy Pulse L. Cannon
  HPLC
  4
  9
  18
  36
  72
  1
  x24
  MB4
  CLOSE COMBAT AND THROWN WEAPONS
  Weapon Name
  Code
  PB
  SR
  MR
  LR
  ER
  ACC
  Dam
  Notes
  Chassis Reinforcement
  CR
  0
  0
  0
  0
  0
  0
  Size +1 M
  Chain Sword
  CS
  0
  0
  0
  0
  0
  0
  Size +3 M
  Kick
  K
  0
  0
  0
  0
  0
  0
  Size
  M
  Punch
  P
  0
  0
  0
  0
  0
  0
  Size
  M
  Vibroblade
  VB
  0
  0
  0
  0
  0
  0
  Size +2 M
  Vibrorapier
  VR
  0
  0
  0
  0
  0
  1
  Size
  M, AP
  Vibroaxe
  VA
  0
  0
  0
  0
  0
  -1
  Size +4 M, AC
  Spike Gun
  SG
  0
  0
  0
  0
  0
  -1
  x12
  M
  Heavy Spike Gun
  HSG
  0
  0
  0
  0
  0
  -1
  x14
  M, AP
  Haywire Grenade
  HWG
  0
  2
  3
  6
  12
  -1
  x10
  T, H, AE1
  Hand Grenade
  HG
  0
  2
  3
  6
  12
  -1
  x15
  T, AI, AE2
  Heavy Hand Grenade
  HHG
  0
  2
  3
  6
  12
  -1
  x25
  T, AE2
  Self-Destruct Grenade
  SDG
  0
  2
  3
  6
  12
  -1
  x30
  T, AE3
  INFANTRY BASIC WEAPONS
  Weapon Name
  PB
  SR
  MR
  LR
  ER
  ACC
  Dam
  Notes
  Rifle
  1
  3
  6
  12
  24
  0
  x2
  AI
  Assault Rifle
  1
  3
  6
  12
  24
  0
  x2
  AI, ROF 1
  Heavy Rifle
  1
  3
  6
  12
  24
  0
  x3
  AI
  INFANTRY HEAVY WEAPONS
  Weapon Name
  PB
  SR
  MR
  LR
  ER
  ACC
  Dam
  Notes
  Light Machine Gun
  3
  6
  12
  24
  48
  0
  x3
  ROF 2, AI
  Chaingun
  1
  3
  6
  12
  24
  0
  x3
  ROF 4, AI
  Anti-Gear Rifle
  4
  9
  18
  36
  72
  1
  x7
  Grenade Rifle
  1
  3
  6
  12
  24
  0
  x8
  AI, IF, AE2
  Rocket Launcher
  1
  3
  6
  12
  24
  0
  x14
  AE1
  Light Mortar
  4
  9
  18
  36
  72
  -1
  x12
  AI, MR, IF, AE3
  Sniper Rifle*
  3
  6
  12
  24
  48
  0
  X4
  ROF 1, AI
  Sniper Laser Rifle*
  6
  12
  24
  48
  96
  1
  x4
  AI
  *All Sniper rifles are assumed to have the Sniper Systems Perks.
  WEAPON TABLES
  Bryce Hubbard (order #7487075)
  
  APPENDIX
  59
  DATACARDS
  SIZE
  6
  JAGER
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  W
  4/7
  -3
  -1
  +1
  DEFENSE
  G
  6/12
  -3
  0
  +2
  ATTACK
  +2
  0
  -3
  ARMOR AND DAMAGE
  ARMOR:
  15
  DAMAGE:
  S
  L
  H
  C
  PERKS/FLAWS: 
  AUX SYSTEMS:
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  LAC
  F
  0
  3/6/12/24/48
  X8
  ROF 2, R
  LRP/24
  F
  -1
  1/3/6/12/24
  X12
  ROF 3, IF
  APGL
  FF
  -1
  1/3/6/12/24
  X4
  AI, IF, AE3
  OOOOOO
  HG
  F
  -1
  0/2/3/6/12
  X15
  AI, TH. AE2
  OOO
  VB
  F
  0
  0/-/-/-/-
  X8
  M
  PHYSICAL ATTACK (PUNCH/KICK/RAM)
  X6
  M
  OPTION - COMMAND JAGER: AUTO COMM TO 4, COMMS TO +1
  DETECT: 
  2
  SENSORS: 
  0
  AUTO COMM: 3
  COMM: 
  0
  ACTIONS
  1
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  SIZE
  6
  STRIPPED-DOWN JAGER
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  W
  4/8
  -3
  -1
  +1
  DEFENSE
  G
  7/13
  -3
  +1
  +2
  ATTACK
  +2
  0
  -3
  ARMOR AND DAMAGE
  ARMOR:
  15
  DAMAGE:
  L
  H
  C
  PERKS/FLAWS: 
  AUX SYSTEMS:
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  LAC
  F
  0
  3/6/12/24/48
  X8
  ROF 2, R
  APGL
  FF
  -1
  1/3/6/12/24
  X4
  AI, IF, AE3
  OOOOOO
  HG
  F
  -1
  0/2/3/6/12
  X15
  AI, TH. AE2
  OOO
  VB
  F
  0
  0/-/-/-/-
  X8
  M
  PHYSICAL ATTACK (PUNCH/KICK/RAM)
  X6
  M
  DETECT: 
  2
  SENSORS: 
  0
  AUTO COMM: 3
  COMM: 
  0
  ACTIONS
  1
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  SIZE
  6
  JAGER PARATROOPER
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  W
  4/7
  -3
  -1
  +1
  DEFENSE
  G
  6/12
  -3
  0
  +2
  ATTACK
  +2
  0
  -3
  ARMOR AND DAMAGE
  ARMOR:
  15
  DAMAGE:
  S
  L
  H
  C
  RUGGED MOVE.
  PERKS/FLAWS: AIRDROPPABLE
  AUX SYSTEMS:
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  LAC
  F
  0
  3/6/12/24/48
  X8
  ROF 2, R
  LGL
  F
  -1
  1/3/6/12/24
  X15
  ROF 2, AE2, IF
  APGL
  FF
  -1
  1/3/6/12/24
  X4
  AI, IF, AE3
  OOOOOO
  APGL
  FRR
  -1
  1/3/6/12/24
  X4
  AI, IF, AE3
  OOOOOO
  PHYSICAL ATTACK (PUNCH/KICK/RAM)
  X7
  M
  DETECT: 
  2
  SENSORS: 
  0
  AUTO COMM: 3
  COMM: 
  0
  ACTIONS
  1
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  SIZE
  6
  DARTJAGER
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  W
  4/8
  -3
  -1
  +1
  DEFENSE
  G
  7/14
  -3
  +1
  +2
  ATTACK
  +2
  0
  -3
  ARMOR AND DAMAGE
  ARMOR:
  12
  DAMAGE:
  S
  L
  H
  C
  EXPOSED MOVE.
  PERKS/FLAWS: IMP. OFF-ROAD
  AUX SYSTEMS:
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  LAC
  F
  0
  3/6/12/24/48
  X8
  ROF 2, R
  LRP/16
  F
  -1
  1/3/6/12/24
  X12
  ROF 2, IF
  APGL
  FF
  -1
  1/3/6/12/24
  X4
  AI, IF, AE3
  OOOOOO
  HG
  F
  -1
  0/2/3/6/12
  X15
  AI, TH. AE2
  O
  VB
  F
  0
  0/-/-/-/-
  X8
  M
  PHYSICAL ATTACK (PUNCH/KICK/RAM)
  X6
  M
  DETECT: 
  2
  SENSORS: 
  0
  AUTO COMM: 3
  COMM: 
  0
  ACTIONS
  1
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  SIZE
  6
  BLACK MAMBA MP
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  W
  5/9
  -2
  +1
  +2
  DEFENSE
  G
  7/14
  -2
  +2
  +3
  ATTACK
  +3
  +1
  -2
  ARMOR AND DAMAGE
  ARMOR:
  17
  DAMAGE:
  S
  L
  H
  C
  WEAK FACING (RR), BACKUP SENSORS
  PERKS/FLAWS: AIRDROPPABLE
  AUX SYSTEMS: AUTOPILOT
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  FGC
  F
  +1
  1/3/6/12/24
  X7
  ROF 2, AI, R
  MPZF
  F
  -1
  1/3/6/12/24
  X15
  OO
  APGL
  FF
  -1
  1/3/6/12/24
  X4
  AI, IF, AE3
  VB
  F
  0
  0/-/-/-/-
  X8
  M
  PHYSICAL ATTACK (PUNCH/KICK/RAM)
  X6
  M
  OPTION - RAZOR FANG MP: ADD SATELLITE UPLINK
  DETECT: 
  3
  SENSORS: 
  0
  AUTO COMM: 4
  COMM: 
  +1
  ACTIONS
  1
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  SIZE
  6
  BLACK MAMBA
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  W
  5/9
  -2
  +1
  +2
  DEFENSE
  G
  7/14
  -2
  +2
  +3
  ATTACK
  +3
  +1
  -2
  ARMOR AND DAMAGE
  ARMOR:
  17
  DAMAGE:
  L
  H
  C
  WEAK FACING (RR)
  PERKS/FLAWS: AIRDROPPABLE
  AUX SYSTEMS: AUTOPILOT
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  MAC
  F
  0
  4/9/18/36/72
  X10
  ROF 1, R
  LRP/32
  F
  -1
  1/3/6/12/24
  X12
  ROF 4 IF
  APGL
  FF
  -1
  1/3/6/12/24
  X4
  AI, IF, AE3
  OOOOOO
  APGL
  FRR
  -1
  1/3/6/12/24
  X4
  AI, IF, AE3
  OOOOOO
  HG
  F
  -1
  0/2/3/6/12
  X15
  AI, TH. AE2
  OOO
  VB
  F
  0
  0/-/-/-/-
  X8
  M
  PHYSICAL ATTACK (PUNCH/KICK/RAM)
  X6
  M
  OPTION - RAZOR FANG: ADD SATELLITE UPLINK
  DETECT: 
  3
  SENSORS: 
  +1
  AUTO COMM: 4
  COMM: 
  +1
  ACTIONS
  1
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  Bryce Hubbard (order #7487075)
  
  60
  SIZE
  6
  SNAKEYE BLACK MAMBA
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  W
  5/9
  -2
  +1
  +2
  DEFENSE
  G
  7/14
  -2
  +2
  +3
  ATTACK
  +3
  +1
  -2
  ARMOR AND DAMAGE
  ARMOR:
  17
  DAMAGE:
  L
  H
  C
  EXP. AUX.
  PERKS/FLAWS: AIRDROPPABLE
  AUX SYSTEMS: AUTOPILOT, STEALTH 5
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  SLC
  F
  +1
  7/15/30/60/120
  X12
  MB1
  APGL
  FF
  -1
  1/3/6/12/24
  X4
  AI, IF, AE3
  OOOOOO
  APGL
  FRR
  -1
  1/3/6/12/24
  X4
  AI, IF, AE3
  OOOOOO
  HG
  F
  -1
  0/2/3/6/12
  X15
  AI, TH. AE2
  OOO
  VB
  F
  0
  0/-/-/-/-
  X8
  M
  PHYSICAL ATTACK (PUNCH/KICK/RAM)
  X6
  M
  DETECT: 
  2
  SENSORS: 
  +1
  AUTO COMM: 3
  COMM: 
  +1
  ACTIONS
  1
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  SIZE
  6
  IGUANA
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  W
  5/9
  -2
  +1
  +2
  DEFENSE
  G
  7/14
  -2
  +2
  +3
  ATTACK
  +2
  0
  -3
  ARMOR AND DAMAGE
  ARMOR:
  14
  DAMAGE:
  L
  H
  C
  BACKUP SENSOR
  PERKS/FLAWS: 
  AUX SYSTEMS: ECM 2, TD 3
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  DPG
  F
  -1
  3/6/12/24/48
  X8
  ROF 2
  LRP/24
  F
  -1
  1/3/6/12/24
  X12
  ROF 3, IF
  VB
  F
  0
  0/-/-/-/-
  X8
  M
  PHYSICAL ATTACK (PUNCH/KICK/RAM)
  X6
  M
  DETECT: 
  4
  SENSORS: 
  +1
  AUTO COMM: 5
  COMM: 
  +2
  ACTIONS
  1
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  SIZE
  6
  IGUANA MP
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  W
  5/9
  -2
  +1
  +2
  DEFENSE
  G
  7/14
  -2
  +2
  +3
  ATTACK
  +2
  0
  -3
  ARMOR AND DAMAGE
  ARMOR:
  14
  DAMAGE:
  S
  L
  H
  C
  BACKUP SENSOR
  PERKS/FLAWS: 
  AUX SYSTEMS:
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  FGC
  F
  +1
  1/3/6/12/24
  X7
  ROF 2, AI, R
  APGL
  FF
  -1
  1/3/6/12/24
  X4
  AI, IF, AE3
  VB
  F
  0
  0/-/-/-/-
  X8
  M
  PHYSICAL ATTACK (PUNCH/KICK/RAM)
  X6
  M
  DETECT: 
  4
  SENSORS: 
  +1
  AUTO COMM: 4
  COMM: 
  +1
  ACTIONS
  1
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  SIZE
  6
  IGUANA COMMANDO
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  W
  5/9
  -2
  +1
  +2
  DEFENSE
  G
  7/14
  -2
  +2
  +3
  ATTACK
  +2
  0
  -3
  ARMOR AND DAMAGE
  ARMOR:
  14
  DAMAGE:
  L
  H
  C
  RUGGED MOVE.
  PERKS/FLAWS: AIRDROPPABLE, CAMO NET.
  AUX SYSTEMS: ECM 2, SMOKE X6
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  LBZK
  F
  0
  3/6/12/24/48
  X15
  SKG
  F
  -1
  0/-/-/-/-
  X12
  M
  HG
  F
  -1
  0/2/3/6/12
  X15
  AI, TH. AE2
  OOO
  PHYSICAL ATTACK (PUNCH/KICK/RAM)
  X6
  M
  DETECT: 
  4
  SENSORS: 
  +1
  AUTO COMM: 5
  COMM: 
  +2
  ACTIONS
  1
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  SIZE
  6
  IGUANA PARATROOPER
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  W
  5/9
  -2
  +1
  +2
  DEFENSE
  G
  7/14
  -2
  +2
  +3
  ATTACK
  +2
  0
  -3
  ARMOR AND DAMAGE
  ARMOR:
  14
  DAMAGE:
  L
  H
  C
  RUGGED MOVE.
  PERKS/FLAWS: AIRDROPPABLE
  AUX SYSTEMS: ECM 2
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  LAC
  F
  0
  3/6/12/24/48
  X8
  ROF 2, R
  LGL
  F
  -1
  1/3/6/12/24
  X15
  ROF 2, IF, AE2
  PHYSICAL ATTACK (PUNCH/KICK/RAM)
  X7
  M
  DETECT: 
  4
  SENSORS: 
  +1
  AUTO COMM: 5
  COMM: 
  +2
  ACTIONS
  1
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  SIZE
  6
  GREEN MAMBA
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  W
  5/9
  -2
  +1
  +2
  DEFENSE
  G
  7/13
  -2
  +2
  +3
  ATTACK
  +3
  +1
  -2
  ARMOR AND DAMAGE
  ARMOR:
  17
  DAMAGE:
  L
  H
  C
  EXP. AUX
  PERKS/FLAWS: AIRDROPPABLE
  AUX SYSTEMS: ECM 2, STEALTH 3
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  MAC
  F
  0
  4/9/18/36/72
  X10
  ROF 1, R
  LRP/24
  F
  -1
  1/3/6/12/24
  X12
  ROF 3, IF
  APGL
  FF
  -1
  1/3/6/12/24
  X4
  AI, IF, AE3
  OOOOOO
  HG
  F
  -1
  0/2/3/6/12
  X15
  AI, TH. AE2
  OOO
  VB
  F
  0
  0/-/-/-/-
  X8
  M
  PHYSICAL ATTACK (PUNCH/KICK/RAM)
  X6
  M
  DETECT: 
  3
  SENSORS: 
  +1
  AUTO COMM: 4
  COMM: 
  +1
  ACTIONS
  1
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  DATACARDS
  Bryce Hubbard (order #7487075)
  
  APPENDIX
  61
  DATACARDS
  SIZE
  7
  SPITTING COBRA
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  W
  3/6
  -4
  -2
  -1
  DEFENSE
  G
  5/10
  -4
  -1
  +1
  ATTACK
  +2
  0
  -3
  ARMOR AND DAMAGE
  ARMOR:
  21
  DAMAGE:
  S
  L
  H
  C
  PERKS/FLAWS: LSP 1
  AUX SYSTEMS:
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  HAC
  F
  0
  4/9/18/36/72
  X12
  ROF 1, R
  MRP/18
  F
  -1
  3/6/12/24/48
  X18
  ROF 3, IF
  HRP/48
  F
  -1
  4/9/18/36/72
  X20
  ROF 4, IF
  LGM
  F
  -1
  4/9/18/36/72
  X15
  IF, G, AE1, MR
  LMG
  FF
  0
  1/3/6/12/24
  X3
  ROF 4, AI
  HG
  F
  -1
  0/2/3/6/12
  X15
  AI, TH. AE2
  OOO
  VB
  F
  0
  0/-/-/-/-
  X9
  M
  PHYSICAL ATTACK (PUNCH/KICK/RAM)
  X7
  M
  OPTION - RAZOR FANG: REMOVE MRP/18, ADD SATELLITE UPLINK, EXP. AUX, SENSOR +1, 
  DETECT 4, AUTO COMM 5, COMM +2.
  DETECT: 
  2
  SENSORS: 
  0
  AUTO COMM: 3
  COMM: 
  0
  ACTIONS
  1
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  SIZE
  7
  KING COBRA
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  W
  3/6
  -4
  -2
  -1
  DEFENSE
  G
  6/11
  -4
  -1
  +1
  ATTACK
  +2
  0
  -3
  ARMOR AND DAMAGE
  ARMOR:
  21
  DAMAGE:
  S
  S
  L
  H
  C
  RF 2, IMP. REAR DEFFENSE
  PERKS/FLAWS: LSP 1
  AUX SYSTEMS:
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  LPA
  F
  +1
  3/6/12/24/48
  X10
  MB1, H
  MRP/36
  F
  -1
  3/6/12/24/48
  X18
  ROF 4, IF
  HRP/24
  F
  -1
  4/9/18/36/72
  X20
  ROF 3, IF
  LGM
  F
  -1
  4/9/18/36/72
  X15
  IF, G, AE1, MR
  LAC
  FF
  0
  3/6/12/24/48
  X8
  ROF 2
  APGL
  FF
  -1
  1/3/6/12/24
  X4
  AI, IF, AE3
  OOOOOO
  HG
  F
  -1
  0/2/3/6/12
  X15
  AI, TH. AE2
  OOOOOO
  VB
  F
  0
  0/-/-/-/-
  X9
  M
  PHYSICAL ATTACK (PUNCH/KICK/RAM)
  X8
  M
  DETECT: 
  2
  SENSORS: 
  0
  AUTO COMM: 4
  COMM: 
  +1
  ACTIONS
  1
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  SIZE
  6
  ANOLIS REFIT
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  W
  5/9
  -2
  +1
  +2
  DEFENSE
  G
  7/13
  -2
  +2
  +3
  ATTACK
  +2
  0
  -3
  ARMOR AND DAMAGE
  ARMOR:
  11
  DAMAGE:
  L
  H
  C
  PERKS/FLAWS: DEFECTIVE ACTIVE SENSORS 1
  AUX SYSTEMS: TD 2
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  VLAC
  F
  0
  3/6/12/24/48
  X6
  ROF 2, R
  LRP/16
  F
  -1
  1/3/6/12/24
  X4
  ROF 2, IF
  HG
  F
  -1
  0/2/3/6/12
  X15
  AI, TH. AE2
  O
  VB
  F
  0
  0/-/-/-/-
  X8
  M
  PHYSICAL ATTACK (PUNCH/KICK/RAM)
  X6
  M
  DETECT: 
  4
  SENSORS: 
  +1
  AUTO COMM: 4
  COMM: 
  +1
  ACTIONS
  1
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  SIZE
  6
  BASILISK
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  W
  4/7
  -3
  -1
  +1
  DEFENSE
  G
  7/13
  -3
  +1
  +2
  ATTACK
  +2
  0
  -3
  ARMOR AND DAMAGE
  ARMOR:
  15
  DAMAGE:
  L
  H
  C
  PERKS/FLAWS: 
  AUX SYSTEMS:
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  LAC
  F
  0
  3/6/12/24/48
  X8
  ROF 2, R
  LRP/24
  F
  -1
  1/3/6/12/24
  X15
  ROF 3, AE2, IF
  APGL
  FF
  -1
  1/3/6/12/24
  X4
  AI, IF, AE3
  OOOOOO
  HG
  F
  -1
  0/2/3/6/12
  X15
  AI, TH. AE2
  OOO
  VB
  F
  0
  0/-/-/-/-
  X8
  M
  PHYSICAL ATTACK (PUNCH/KICK/RAM)
  X6
  M
  DETECT: 
  3
  SENSORS: 
  -1
  AUTO COMM: 4
  COMM: 
  0
  ACTIONS
  1
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  SIZE
  7
  BLACK ADDER
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  W
  4/7
  -3
  -1
  +1
  DEFENSE
  G
  6/12
  -3
  0
  +2
  ATTACK
  +2
  0
  -3
  ARMOR AND DAMAGE
  ARMOR:
  16
  DAMAGE:
  S
  S
  L
  H
  C
  PERKS/FLAWS: SENSOR DEPENDANT
  AUX SYSTEMS:
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  SC
  F
  -1
  1/3/6/12/24
  X28
  MRP/36
  F
  0
  3/6/12/24/48
  X18
  ROF 4, IF
  APGL
  FF
  -1
  1/3/6/12/24
  X4
  AI, IF, AE3
  OOOOOO
  PHYSICAL ATTACK (PUNCH/KICK/RAM)
  X7
  M
  DETECT: 
  2
  SENSORS: 
  0
  AUTO COMM: 3
  COMM: 
  0
  ACTIONS
  1
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  SIZE
  7
  COBRA MP
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  W
  3/6
  -4
  -2
  -1
  DEFENSE
  G
  5/10
  -4
  -1
  +1
  ATTACK
  +2
  0
  -3
  ARMOR AND DAMAGE
  ARMOR:
  21
  DAMAGE:
  S
  L
  H
  C
  PERKS/FLAWS: LSP 1
  AUX SYSTEMS: SEARCH LIGHT (F, 25”)
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  LAC
  F
  0
  3/6/12/24/48
  X8
  ROF 2, R
  APM
  F
  0
  3/6/12/24/48
  X4
  IF, AI, AE4, MR
  HPZF
  F
  -1
  3/6/12/24/48
  X20
  OO
  LMG
  FF
  0
  1/3/6/12/24
  X3
  ROF 4, AI
  CR
  F
  0
  0/-/-/-/-
  X8
  M
  PHYSICAL ATTACK (PUNCH/KICK/RAM)
  X7
  M
  DETECT: 
  2
  SENSORS: 
  -1
  AUTO COMM: 3
  COMM: 
  -1
  ACTIONS
  1
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  Bryce Hubbard (order #7487075)
  
  62
  SIZE
  6
  CHAMELEON
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  W
  5/9
  -2
  +1
  +2
  DEFENSE
  G
  7/14
  -2
  +2
  +3
  ATTACK
  +2
  0
  -3
  ARMOR AND DAMAGE
  ARMOR:
  14
  DAMAGE:
  L
  H
  C
  EXP. AUX.
  PERKS/FLAWS: 
  AUX SYSTEMS: STEALTH (5), TD (3)
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  DPG
  F
  -1
  3/6/12/24/48
  X8
  ROF 2
  LRP/24
  F
  -1
  1/3/6/12/24
  X12
  ROF 3, IF
  VB
  F
  0
  0/-/-/-/-
  X8
  M
  PHYSICAL ATTACK (PUNCH/KICK/RAM)
  X6
  M
  DETECT: 
  4
  SENSORS: 
  +1
  AUTO COMM: 5
  COMM: 
  +2
  ACTIONS
  1
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  SIZE
  7
  PYTHON
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  W
  3/6
  -4
  -2
  -1
  DEFENSE
  G
  5/10
  -4
  -1
  +1
  ATTACK
  +2
  0
  -3
  ARMOR AND DAMAGE
  ARMOR:
  19
  DAMAGE:
  L
  H
  C
  PERKS/FLAWS: DEF. ACT. SNSR (1), LSP (1)
  AUX SYSTEMS:
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  HAC
  F
  0
  4/9/18/36/72
  X12
  ROF 1, R
  LGM
  F
  -1
  4/9/18/36/72
  X15
  IF, G, AE1, MR
  HRP/24
  F
  -1
  4/9/18/36/72
  X20
  ROF 3, IF
  MRP/18
  F
  -1
  3/6/12/24/48
  X18
  ROF 3, IF
  APGL
  FF
  -1
  1/3/6/12/24
  X4
  AI, IF, AE3
  OOOOOO
  PHYSICAL ATTACK (PUNCH/KICK/RAM)
  X7
  M
  DETECT: 
  2
  SENSORS: 
  0
  AUTO COMM: 3
  COMM: 
  0
  ACTIONS
  1
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  SIZE
  6
  RATTLESNAKE
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  W
  4/7
  -3
  -1
  +1
  DEFENSE
  G
  7/11
  -3
  0
  +2
  ATTACK
  +2
  0
  -3
  ARMOR AND DAMAGE
  ARMOR:
  13
  DAMAGE:
  L
  H
  C
  PERKS/FLAWS: DEF. FIRE CONTROL (1)
  AUX SYSTEMS:
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  LAC
  F
  0
  3/6/12/24/48
  X8
  ROF 2, R
  MRP/9
  F
  -1
  3/6/12/24/48
  X18
  ROF 1, IF
  APGL
  FF
  -1
  1/3/6/12/24
  X4
  AI, IF, AE3
  OOOOOO
  VB
  F
  0
  0/-/-/-/-
  X8
  M
  PHYSICAL ATTACK (PUNCH/KICK/RAM)
  X6
  M
  DETECT: 
  2
  SENSORS: 
  -1
  AUTO COMM: 3
  COMM: 
  -1
  ACTIONS
  1
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  SIZE
  6
  SILVERSCALE
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  W
  4/7
  -3
  -1
  +1
  DEFENSE
  G
  7/13
  -3
  +1
  +2
  ATTACK
  +2
  0
  -3
  ARMOR AND DAMAGE
  ARMOR:
  14
  DAMAGE:
  L
  H
  C
  PERKS/FLAWS: SENSOR BOOM
  AUX SYSTEMS: ECM 2, TD 2
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  LAC
  F
  0
  3/6/12/24/48
  X8
  ROF 2, R
  LRP/8
  F
  -1
  1/3/6/12/24
  X15
  ROF 1, IF
  APGL
  FF
  -1
  1/3/6/12/24
  X4
  AI, IF, AE3
  OOOOOO
  HG
  F
  -1
  0/2/3/6/12
  X15
  AI, TH. AE2
  OOO
  VB
  F
  0
  0/-/-/-/-
  X8
  M
  PHYSICAL ATTACK (PUNCH/KICK/RAM)
  X6
  M
  DETECT: 
  5
  SENSORS: 
  +1
  AUTO COMM: 4
  COMM: 
  +1
  ACTIONS
  1
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  SIZE
  6
  SIDEWINDER
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  W
  4/8
  -3
  -1
  +1
  DEFENSE
  G
  7/13
  -3
  +1
  +2
  ATTACK
  +2
  0
  -3
  ARMOR AND DAMAGE
  ARMOR:
  16
  DAMAGE:
  S
  L
  H
  C
  PERKS/FLAWS: 
  AUX SYSTEMS:
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  MAC
  F
  0
  4/9/18/36/72
  X10
  ROF 1, R
  MRP/36
  FF
  -1
  3/6/12/24/48
  X18
  ROF 4, IF
  APGL
  FF
  -1
  1/3/6/12/24
  X4
  AI, IF, AE3
  OOOOOO
  PHYSICAL ATTACK (PUNCH/KICK/RAM)
  X6
  M
  DETECT: 
  3
  SENSORS: 
  0
  AUTO COMM: 3
  COMM: 
  0
  ACTIONS
  1
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  SIZE
  6
  DESERT VIPER
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  W
  4/7
  -3
  -1
  +1
  ATTACK
  +2
  0
  -3
  ARMOR AND DAMAGE
  ARMOR:
  16
  DAMAGE:
  L
  H
  C
  RF2, RUGGED MOVE.
  PERKS/FLAWS: IMP. OFF-ROAD, LSP 1, 
  OVERHEATING, DEF. ACTIVE SENSORS (2)
  AUX. SYSTEMS:
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  HGL
  F
  -1
  3/6/12/24/48
  X20
  ROF 1, IF, AE2
  MRP/18
  F
  -1
  3/6/12/24/48
  X18
  ROF 3, IF
  APGL
  FF
  -1
  1/3/6/12/24
  X4
  AI, IF, AE3
  OOOOOO
  HG
  F
  -1
  0/2/3/6/12
  X15
  AI, TH. AE2
  O
  VB
  F
  0
  0/-/-/-/-
  X8
  M
  PHYSICAL ATTACK (PUNCH/KICK/RAM)
  X6
  M
  DETECT: 
  3
  SENSORS: 
  0
  AUTO COMM: 3
  COMM: 
  0
  ACTIONS
  1
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  DATACARDS
  Bryce Hubbard (order #7487075)
  
  APPENDIX
  63
  DATACARDS
  SIZE
  8
  NAGA
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  W
  4/7
  -5
  -3
  -1
  DEFENSE
  G
  6/12
  -5
  -2
  0
  ATTACK
  +2
  0
  -3
  ARMOR AND DAMAGE
  ARMOR:
  23
  DAMAGE:
  S
  L
  H
  C
  PERKS/FLAWS: LSP 1, SENSOR BOOM
  AUX SYSTEMS: TD 1
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  MAC
  F
  0
  4/9/18/36/72
  X10
  ROF 1, R
  ATM
  F
  +1
  4/9/18/36/72
  X25
  IF, G
  OOOOOOOO
  PHYSICAL ATTACK (KICK/RAM)
  X8
  M
  OPTION - COMMAND NAGA: REDUCE ATM AMMO TO 4, INCREASE AUTO COMM TO 5, COMMS TO
  +1, ADD ECM 2, ECCM 3, BACKUP COMM, SAT UPLINK
  DETECT: 
  4
  SENSORS: 
  0
  AUTO COMM: 3
  COMM: 
  0
  ACTIONS
  2
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  SIZE
  9
  SAGITTARIUS
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  W
  5/9
  -5
  -2
  -1
  ATTACK
  +2
  0
  -3
  ARMOR AND DAMAGE
  ARMOR:
  32
  DAMAGE:
  S
  L
  H
  PERKS/FLAWS: AMPHIBIOUS, IMP. OFF-ROAD.
  WPN LINK (VLRP)
  AUX SYSTEMS: ECM 2
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  VLRP
  FF
  -1
  1/3/6/12/24
  X8
  ROF 6, IF
  VLRP
  FF
  -1
  1/3/6/12/24
  X8
  ROF 6, IF
  VLRP
  FF
  -1
  1/3/6/12/24
  X8
  ROF 6, IF
  LAC
  F
  0
  3/6/12/24/48
  X8
  ROF 2
  APGL
  F
  -1
  1/3/6/12/24
  X4
  AI, IF, AE3
  OOOOOO
  HMG
  F
  0
  1/3/6/12/24
  X4
  ROF 3, AI
  PHYSICAL ATTACK (KICK/RAM)
  X9
  M
  DETECT: 
  4
  SENSORS: 
  +1
  AUTO COMM: 3
  COMM: 
  0
  ACTIONS
  2
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  SIZE
  11
  HETAIROI
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  H
  10/19 -5
  0
  0
  ATTACK
  +2
  0
  -3
  ARMOR AND DAMAGE
  ARMOR:
  29
  DAMAGE:
  L
  H
  C
  EXP. MOVE, WEAK FACING (UNDERSIDE)
  PERKS/FLAWS: RAM PLATE (F), LSP 2
  AUX SYSTEMS: AUTOPILOT, JUMP JETS (6), 
  SMOKE X10
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  VHAC
  T
  0
  4/9/18/36/72
  X15
  ROF 1
  HMG
  T
  0
  1/3/6/12/24
  X4
  ROF 3, AI
  MRP/18
  F
  -1
  3/6/12/24/48
  X18
  ROF 3, IF
  PHYSICAL ATTACK (RAM)
  X6
  M
  DETECT: 
  3
  SENSORS: 
  0
  AUTO COMM: 4
  COMM: 
  +1
  ACTIONS
  2
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  SIZE
  10
  HUN
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  G
  6/12
  -4
  -1
  +1
  ATTACK
  +2
  0
  -3
  ARMOR AND DAMAGE
  ARMOR:
  25
  DAMAGE:
  S
  L
  H
  C
  RF 3, SHIELDED WEAPONS
  PERKS/FLAWS: AMPHIBIOUS, 
  AUX SYSTEMS: AUTOPILOT
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  HRF
  T
  0
  6/12/24/48/96
  X12
  LLC
  T
  +1
  7/15/30/60/120
  X16
  MB2, AA
  MRP/36
  F
  -1
  3/6/12/24/48
  X18
  ROF 4, IF
  PHYSICAL ATTACK (RAM)
  X10
  M
  OPTION - RECON HUN: SWAP MRP FOR SMOKE LAUNCHERS (X10) AND TRANSPORT (3 DRONES)
  DETECT: 
  2
  SENSORS: 
  0
  AUTO COMM: 4
  COMM: 
  +1
  ACTIONS
  2
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  SIZE
  13
  VISIGOTH
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  G
  5/10
  -5
  -2
  0
  ATTACK
  +2
  0
  -3
  ARMOR AND DAMAGE
  ARMOR:
  40
  DAMAGE:
  S
  L
  H
  C
  RF5, BACKUP SENSOR, RUGGED MOVE.
  PERKS/FLAWS: LSP 2, SENSOR DEP.
  AUX SYSTEMS: AUTOPILOT, SMOKE X10
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  HFG
  T
  0
  12/25/48/96/192
  X28
  IF, AE1
  HAC
  F
  0
  4/9/18/36/72
  X12
  ROF 1
  LLC
  T
  +1
  7/15/30/60/120
  X16
  MB2, AA
  MRP/9
  F
  -1
  3/6/12/24/48
  X18
  ROF 1, IF
  MRP/9
  F
  -1
  3/6/12/24/48
  X18
  ROF 1, IF
  PHYSICAL ATTACK (RAM)
  X13
  M
  OPTION - VISIGOTH KHAN: ADD ECM 2, ECCM 2, COMMS TO +1, LSP TO 1
  DETECT: 
  2
  SENSORS: 
  0
  AUTO COMM: 4
  COMM: 
  0
  ACTIONS
  3
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  SIZE
  11
  FIRE DRAGON
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  W
  4/7
  -5
  -3
  -1
  DEFENSE
  G
  5/9
  -5
  -2
  -1
  ATTACK
  +3
  +1
  -2
  ARMOR AND DAMAGE
  ARMOR:
  28
  DAMAGE:
  S
  L
  H
  C
  BACKUP SENSORS, SENSOR DEP.
  PERKS/FLAWS: IMP. OFF-ROAD, LSP (2), 
  SENSOR DEP., SNIPER SYSTEM (HRP), 
  AUX SYSTEMS: AMS (1)
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  LAC
  F
  0
  3/6/12/24/48
  X8
  ROF 2
  LAC
  F
  0
  3/6/12/24/48
  X8
  ROF 2
  MFL
  F
  +1
  1/2/4/8/16
  X7
  ROF 1, AE1, SB, IF
  HRP/48
  F
  -1
  4/9/18/36/72
  X10
  ROF 4, IF
  PHYSICAL ATTACK (KICK/RAM)
  X11
  M
  DETECT: 
  2
  SENSORS: 
  +1
  AUTO COMM: 4
  COMM: 
  +1
  ACTIONS
  3
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  Bryce Hubbard (order #7487075)
  
  64
  SIZE
  10
  HITTITE
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  G
  6/11
  -4
  -1
  +1
  ATTACK
  +2
  0
  -3
  ARMOR AND DAMAGE
  ARMOR:
  25
  DAMAGE:
  S
  L
  H
  C
  RF 3
  PERKS/FLAWS: TRANSPORT I SQUAD, 
  AMPHIBIOUS, 
  AUX SYSTEMS: AUTOPILOT
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  HFL
  T
  +1
  2/3/6/12/24
  X9
  ROF 2, AE2, SB, IF
  HMG
  L
  0
  1/3/6/12/24
  X4
  ROF 3, AI
  HMG
  L
  0
  1/3/6/12/24
  X4
  ROF 3, AI
  HMG
  RI
  0
  1/3/6/12/24
  X4
  ROF 3, AI
  HMG
  RI
  0
  1/3/6/12/24
  X4
  ROF 3, AI
  PHYSICAL ATTACK (RAM)
  X10
  M
  DETECT: 
  2
  SENSORS: 
  0
  AUTO COMM: 4
  COMM: 
  0
  ACTIONS
  2
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  SIZE
  5
  FIELD GUN
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  G
  0/1
  -4
  -4
  -3
  ATTACK
  +2
  0
  -3
  ARMOR AND DAMAGE
  ARMOR:
  8
  DAMAGE:
  L
  H
  RF2, SHIELDED WPN, EXP. MOVE.
  PERKS/FLAWS: 
  AUX SYSTEMS:
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  LFG
  F
  0
  8/15/30/60/120
  X22
  AE1
  DETECT: 
  2
  SENSORS: 
  0
  AUTO COMM: 3
  COMM: 
  0
  ACTIONS
  1
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  W
  2/4
  0
  0
  0
  ATTACK
  +1
  0
  NA
  WEAPON
  ACC
  PB  /  S  /  M  /  L  / E
  DAM
  SPECIAL
  STD:
  /      /      /     /
  X
  HVY:
  /      /      /     /
  X
  WEAPON
  ACC
  PB  /  S  /  M  /  L  / E
  DAM
  SPECIAL
  STD:
  /      /      /     /
  X
  HVY:
  /      /      /     /
  X
  EQUIPMENT:
  EQUIPMENT:
  WEAPON
  ACC
  PB  /  S  /  M  /  L  / E
  DAM
  SPECIAL
  STD:
  /      /      /     /
  X
  HVY:
  /      /      /     /
  X
  WEAPON
  ACC
  PB  /  S  /  M  /  L  / E
  DAM
  SPECIAL
  STD:
  /      /      /     /
  X
  HVY:
  /      /      /     /
  X
  SQUAD 1
  SKILL LEVEL:
  ARMOR:
  SQUAD 2
  SKILL LEVEL:
  ARMOR:
  SQUAD 3
  SKILL LEVEL:
  ARMOR:
  SQUAD 4
  SKILL LEVEL:
  ARMOR:
  #
  INFANTRY
  PLATOON
  SIZE
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  ATTACK
  ARMOR AND DAMAGE
  ARMOR:
  DAMAGE:
  L
  H
  C
  EXPOSED MOVEMENT
  PERKS/FLAWS: 
  AUX SYSTEMS:
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  DETECT: 
  SENSORS: 
  AUTO COMM:
  COMM: 
  ACTIONS
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  DRONES
  M
  SPEED STOP
  CBT
  TOP
  DEFENSE
  H
  8/15
  -2
  +2
  +3
  ATTACK
  +2
  0
  -3
  M
  SPEED STOP
  CBT
  TOP
  DEFENSE
  G
  2/3
  -3
  -2
  -2
  ATTACK
  +1
  -1
  -4
  M
  SPEED STOP
  CBT
  TOP
  DEFENSE
  H
  6/12
  -5
  -2
  0
  ATTACK
  +1
  -1
  -4
  HUNTER-KILLER DRONE
  ACTIONS: 2; SIZE: 3; DETECT: 3; 
  SENSORS: 0; AUTO COMM: 4;  COMM: 0;
  WEAPONS: VLMG (T) 
  PERKS/FLAWS: DRONE, CAN'T GLIDE, SENSOR DEP.
  DEMOLITION DRONE
  ACTIONS:1; SIZE:3; DETECT: 3; SENSORS: 0; 
  AUTO COMM: 4;  COMM: 0; ARMOR: 4 
  WEAPONS: SDG(F, LIMITED AMMO: 1)
  PERKS/FLAWS:DRONE, SENSOR DEP.
  RECON DRONE
  ACTIONS: 1; SIZE: 2; DETECT: 4; SENSORS: +1;
  AUTO COMM: 5; COMM: +1; ARMOR: 3; 
  PERKS/FLAWS: DRONE, LOW PROFILE;  
  AUX SYSTEMS: TD1, ECCM1
  ARMOR: 4
  EXP. MOVE.
  DAMAGE:
  L
  H
  C
  ARMOR: 4
  EXP. MOVE.
  DAMAGE:
  L
  H
  C
  ARMOR: 4
  EXP. MOVE.
  DAMAGE:
  L
  H
  C
  SIZE
  8
  CAIMAN
  M
  SPEED STOP
  CBT
  TP
  DEFENSE
  G
  8/16
  -6
  -2
  0
  ATTACK
  +1
  -1
  -4
  ARMOR AND DAMAGE
  ARMOR:
  13
  DAMAGE:
  S
  L
  H
  C
  SHEILDED WEAPONS
  PERKS/FLAWS: TRANSPORT 1 SQUAD
  AUX SYSTEMS:
  NAME
  ARC
  ACC
  RANGE
  DAM
  SPECIAL
  MAC
  T
  0
  4/9/18/36/72
  X10
  ROF 1
  LMG
  T
  0
  1/3/6/12/24
  X3
  ROF 4, AI
  PHYSICAL ATTACK (RAM)
  X8
  M
  OPTION - CAIMAN COMMAND: ADD ECM 2, ECCM 2, COMM TO +1
  DETECT: 
  2
  SENSORS: 
  0
  AUTO COMM: 2
  COMM: 
  0
  ACTIONS
  2
  ATT
  DEF
  EW
  LD
  #
  HEAVY GEAR BLITZ
  DATACARDS
  Bryce Hubbard (order #7487075)
  
  Bryce Hubbard (order #7487075)
  
SOURCE: textdata/thevault/Dream Pod 9/Heavy Gear/9032 - Swords of Pride.pdf