TEXT: , " ." 
  1, 
  TIAN 
  HRONICLES 
  FROM DREAM POD 9& 
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  e 
  
  CHAPTER 1: INTRODUCTION .......................... 
  1.1 Introduction 
  Modeling and Fleet Update ....................... 
  3 
  CHAPTER 2: ADVANCED RULES 
  2.1 Asteroid Bases 
  2.3 Colony Cylinders ....................................... 
  5 
  2.3.1 Colony Cylinders on the Battlefield .. 5 
  2.3.2 Attacking and Destroying Colony 
  Cylinders ......................................................... 
  6 
  2.4 Escorting Units .......................................... 
  8 
  2.4.1 Escort Benefits ................................... 
  8 
  Hardware Notes ......................................... 
  9 
  Intermediate and Advanced Rules Notes .. 9 
  2.4.2 Strike Runs ......................................... 
  9 
  2.5 Magsails .................................................. 
  10 
  2.5.1 Damage ........................................... 
  11 
  2.6 Mirrors, Solettas and Solar Sails . 
  2.9 Strategic Nuclear Warheads ................... 12 
  2.10 Integration with the Roleplaying Game 13 
  2.3.3 Colony Components 
  7 
  2.8 Docking ...................................... 
  2.10.1 M 
  Roleplaying 
  . 13 
  CHAPTER 3 
  S 
  3.1 Welcome to Battle School ...................... 
  14 
  3.2 Strategic Gaming .................................... 
  14 
  3.2.1 Setup and Preparation 
  3.2.3 The Moderator ................................ 
  15 
  3.2.4 Objectives ............. 
  Generic Campaign Objectives . 
  3.2.5 Building Fleets ................................. 
  17 
  3.2.6 Traces and Initial Force Distributions 17 
  3.3 Campaign Characteristics 
  3.3.1 Zone Types ............... 
  3.3.2 Fixed Assets and Mobile Assets ...... 18 
  3.3.3 Espionage and R&D Cards .............. 19 
  3.3.4 Resources Points . 
  3.3.5 Morale ................. 
  3.4.1 Zone Control Segment . 
  Losing Zones to Low Morale . 
  3.4.2 The Economic Segment 
  21 
  Spending Resources Points 
  21 
  3.2.2 Choosing Factions ....... 
  3.4 The Campaign Turn ................................ 
  20 
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  New Neutral Traces .................................. 
  21 
  Getting Resources Points ......................... 
  21 
  3.4.3 The Movement Segm 
  24 
  Moving Neutral Ships ............................... 
  24 
  Moving Fleets and Traces ......................... 
  25 
  Fleet Movement Costs ............................. 
  25 
  Splitting Fleets and Traces ....................... 
  26 
  Hidden Movement ................................... 
  26 
  Transferirng Ships and Units 
  Detecting Fleets and Reveal1 
  3.4.4 The Battle Segment ........................ 
  28 
  Combined Fleet Maneuver ...................... 
  28 
  Emergency Reserves 
  3.4.6 Entering a Battle .............................. 
  29 
  The Phases of Battle ................. 
  30 
  The Backup Force .................... 
  30 
  The Strategy Phase .................. 
  30 
  Strategy Table 
  ............................. 
  31 
  Agressive Strat 
  32 
  Retreat Strategies .............. 
  32 
  Cautious Strategies .................................. 
  33 
  Defensive Strategies ................................ 
  34 
  Common Scenarios ...................... 
  Special Case 1: Simultaneous Atta 
  Special Case 2: Undefended Objectives .. 35 
  ........ 35 
  The Repair Phase ...................................... 
  38 
  The Tabletop Battle ... 
  I- . . 
  Going Home ............................................. 
  Abstracted Battles 
  3.4.7 The Aftermath Segment .................. 
  3.4.8 Regarding Zone Control .................. 
  Carry-over Battles ..................................... 
  3.5 Winning the Campaign 
  3.6 Additional Campaign N 
  3.6.1 The Solar Cross ............................... 
  3.6.2 Sailing Ships ................ 
  3.6.3 Wheeling and Dealing 
  Campaign Record Sheet ........... 
  Strategic Map of the Solar System .......... 47 
  Mercury Starting Attributes ...................... 
  Venus Starting Attributes 
  CEGA Starting Attributes ......................... 
  Martian Republic Starting Attributes ........ 
  Martian Federation Starting Attributes .... 
  Jovian Confederation Starting Attributes 
  Titan Starting Attributes ........................... 
  Nomads Starting Attributes ..................... 
  STRIKE Starting Attributes ....................... 
  USN Starting Attributes ............................ 
  CHAPTER 4: FLEET LISTS 
  4.1 Fleet Lists ................................................ 
  Generic Units ............................................ 
  4.2 Mars ........................................................ 
  4.2.1 The Martian Armies ......................... 
  4.2.2 Martian Free Republic 
  4.2.3 The Republican Army 
  4.2.4 Martian Federation .... 
  4.2.5 The Federation Army ...................... 
  4.3 Mercury ................................................... 
  4.3.1 The Mercurian Forces ...................... 
  4.4 Titan ........................................................ 
  4.5 Nomads .................................................. 
  4.5.1 The Nomad Fleets ........................... 
  4.7.1 The Solar Cross ............................... 
  4.7.2 The Mailed Fist of Peace ................. 
  APPENDIX 
  Markers and Counters ................................... 
  Zone Cards .................................................... 
  R&D Cards ......... 
  Sky Stalker ................................................ 
  Hoplite ...................................................... 
  Brimstone 
  ....... 
  Bael .......................................................... 
  Prometheus Prime .................................... 
  Dragonstriker Prototype ........................... 
  Agares ...................................................... 
  Hellhound ................................................. 
  Prometheus Tetra ..................................... 
  Typhon ...................................................... 
  Lucifer ............... 
  Apollo ....................................................... 
  Weapon Turret ...... 
  Ere1 Wing ............. 
  Ere1 Sword ................................................ 
  Martian HLV ........ 
  Free Republic Zulu-class Frigate .............. 
  SC Hospital Ship ....................................... 
  Patrol Cutter ............................................. 
  Transporter ............................................... 
  Seraph ...................................................... 
  Ophan .............................. 
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  Nephilim ................................................... 
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  b INTRODUCTION 
  While the three major naval superpowers may possess the 
  vast majority of the Solar System's military power, the other 
  Solar nations are no less important militarily, especiallywhen 
  one considers that the largest space naval clash in history, 
  the Battle of Kurtzenheim, was fought in ostensibly neu- 
  tral territory, as the result of a conflict between two of the 
  smaller Solar nations. It is for this reason that any presen- 
  tation of the military status of the Solar System of 2214 
  cannot be complete without a study of Humanity's other 
  nations and navies. 
  Traditionally neutral, the Mercurians nevertheless possess 
  a significant force of fighters, exo-armors and warships. While Mer- 
  cury lacks a military structure and doctrine suitable for attacking its 
  neighbors, its defensive arrangement is enviable, considering its pre- 
  carious physical position at the inner boundary of the Solar System. 
  Mars is divided between the ideologically and politically rigid Martian 
  Federation and the freedom-loving Martian Free Republic. Both nations 
  bear much antagonism toward the other, especially since the memory of the 
  recent Martian Civil War is only a few years old. However, there is no question 
  that both nations regard Mars as their own battleground; any intrusions from outside will likely be met with 
  a united front, and while the Martians lack a powerful navy, their orbital defense network is impressive and 
  modern. 
  Far out at the edge of human habitation lie the colonies of the Titanian Hydrocarbon Corporation. Once a 
  Jovian-owned concern, THC successfully lobbied for independence in 2212 and is now one of the 
  Confederation's staunchest allies. This status may change, however, should Jovian aggression toward the 
  inner Solar System result in a war that negatively impacts the flow of resources and money to Titan. 
  Not really a nation, the Nomad clans live within the vast space of the Belt, mining the rocks and operating 
  way stations for commerce and diplomacy. While militarily insignificant, the intelligence and support they 
  can provide make them allies to be valued or enemies to be quickly eliminated. 
  In addition to these nations, several independent groups also possess significant naval power, as well as the 
  political or financial clout to make their presence worth more than simple firepower. Perhaps the most well- 
  known of these are the United Space Nations Guards, who operate a small fleet of corvettes, patrol cutters 
  and transports. The USN Guards are often sent to "hot" zones as neutral observers or peacekeepers; so 
  long as the United Space Nations retains its power as a convocation of nations, the USN Guards will serve as 
  a potent buffer against war atrocities and outright chaos. 
  Just as well known as the USN Guards is the terrorist organization known as STRIKE. Mysterious in motiva- 
  tion, membership, strength, and the source of its impressive military might, STRIKE's avowed primary goal is 
  the reunification of Humanity under the guiding hand of Earth - 
  but not under the control of either Venus 
  or the current CEGA leadership. The result is a naval force whose appearance on a battlefield is greeted with 
  apprehension by everyone involved, not least due to the skill and experience of STRIKE'S ranks of defected 
  CEGA, Venusian and even Jovian pilots. 
  The Solar Cross is the famous organization responsible for saving the lives of spacers in danger, regardless of 
  creed or nationality. Attacking a Solar Cross ship is regarded as an unparalleled atrocity, since if these ships 
  were to be removed from service, all spacers, everywhere, would suffer the consequences. 
  In order to maintain readiness and awareness in their commanders, all the Solar nations run extensive 
  strategic simulations, planning the fate of the entire Solar System in computer models and virtual-reality 
  mockups. A single fleet, cleverly placed and properly supported, can easily tilt the balance of power, 
  making a clear understanding of the value of terrain and alliances paramount t o  the creation of a superla- 
  tive commander. In addition, no soldier can fight a future war without having a firm grasp of the triumphs 
  and errors of battles past; thus, though a battle's debris may have long since cleared, its tensions and 
  agonies are replayed over and over again in the schooling of hundreds of officer candidates, schoolchil- 
  dren, and history aficionados. 
  
  This Companion to the Lightning Strike 2nd Edition rulebook enables players to use allies from the smaller 
  navies of the Solar System, or to build their entire fleets around these minor (but vital) players on the Solar 
  chessboard. Additions to the campaign system allow players to pursue more varied goals than simply killing 
  each other. 
  BOOK CONTENTS V 
  Chapter 2, the Rules Addendum, provides additional Advanced Rules for the Lightning Strike system. These 
  can be considered an addition to Chapter 4 (Advanced Rules) in the main Lightnlng Strike 2nd Edition 
  rulebook, and are recommended for use by experienced players. Rules for escort and strike missions, colony 
  cylinders and solettas (the big mirrors used by Mars and Venus to help control their planets' atmospheres) 
  are detailed. 
  Chapter 2 also provides rules for Perks pertinent to the specialized vessels used by the Mercurian Guild 
  Security forces, covering solar sails, magsails, and the unique two-component Erel-class corvette. Finally, 
  Chapter 2 supplies guidelines for integrating Lightning Strike with the Jovian Chronicles roleplaying system, 
  including character-scale damage conversion and noncombat Skill use on the Lightning Strike battlefield. 
  Chapter 3, the Expanded Campaign, adds a new dimension to the simple campaign system in the main 2nd 
  Edition rulebook. Players can now control the dispersal and deployment of their forces across the entire 
  Solar System, moving their fleet in pursuit of a variety of political and military goals. 
  Chapter 4 provides fleet lists for the smaller navies of the Solar System, as well as for several military forces 
  not aligned with a particular nationality. 
  "--~-wlll---ll_^-*"- 
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  MODELING AND FLEET UPGRADES 0 
  - 
  The various datacards found in the main rulebook end at the end of this book represent the basic mass-produced versions of the units 
  end ships in the game. All can be upgraded to some extent - see page 70 of the basic rulebook Such modificaaons can easiiy be 
  represented on the miniatures Hnth a llme bh of e m  work. e number of examples can be found in the 
  color sechon to start up your imaginataon. Conversions are great to represent options and 
  upgrades, but they can also be used to jazz up the flaet's overall appearance. In 
  perbcular. Acepilotad units deserve a llme more atternon than the rank and 
  file: spruce up the model with e m  
  details [antannee, fuel tanks, etc 1 end a 
  dazzling paint job! 
  !%-IPS, rods end sheets of styrene plastic ere ahvays quta usaful in modeling; 
  most hobby stores stock e large vaflety of diameters and sizes. The soft plasm 
  stock can be easily shaped to represent weaponry end equipment alike Bhs and 
  pieces from other miniatures can also come in useful for conversions They don't have 
  to be from the same scala or miniature line. either. As long es the piece 
  can be properly intagrated in the model. feel free to use hl 
  The detailed campaign game introduced in this book requires 
  a number of support units such as cargo craft and big& 
  ers. The large number of types in service precludes 
  makmg miniatures for ell of them. but h does maka 
  modeling a lot easier. Slnce them is no single pat- 
  tarn to follow, cargo ships can be easily built using 
  odds and ends. An example can be found in the 
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  b ASTEROID BASES 
  Often, colonies or stations will be built on an asteroid, for stability, resource access, or protection. If a base 
  is on an asteroid, it can only be attacked from one side; the asteroid blocks line of sight, as always. Likewise, 
  the base may only use its weapons if the asteroid is not in the way. If an asteroid base has multiple compo- 
  nents spread over the asteroid’s surface, it is best to represent them with separate units, either using the 
  Installation datacard or the various colony components. The asteroid itself cannot be destroyed; even a 
  reactor explosion will only dent such a mountain. 
  b COMBINED SHIPS 
  Combination ships (of which the Mercurian Erel-class corvette is the only example thus far presented in 
  Lightning Strike) take the concept of docking to the next level. A combination ship is composed of two or 
  more independent ships, each one equipped with heavy-duty clamps and mating systems. When these 
  ships dock with each other, the resulting conglomeration is a complete ship in its own right, capable of full 
  maneuver and thrust. 
  A combination ship will be made up of one major module and one or more minor modules. The module 
  ships of a combination ship all have special Docking Equipment used to link up with each other. If any 
  module’s Docking Equipment is Overkilled, the module may no longer dock with its counterparts (it may, 
  however, continue to dock with other ships as described in the Docking rules). Separate module ships can 
  dock with each other as described above. While docking, combination ships undergo a misdock as normal 
  if any docking module suffers Overkill damage to any location. However, once the ships are linked, the 
  combination ship can suffer Overkill damage to its components and locations without misdocking, due to 
  the strength of the link between the modules; the only exception to this is if a module’s Docking Equipment 
  is destroyed while the ships are docking or linked, a misdock occurs as normal. 
  When the two module ships are docked, the combined vessel is treated as a single unit for movement, line 
  of sight, and close combat. The major module’s datacard may have several values (Thrust, Size, Avoidance, 
  Turn, Damage Control, Actions, Electronics) in parentheses; these values are used in place of the normal 
  values when the module ships are combined, and the normal values for all the module ships are ignored. In 
  essence, the combined ships are now a single vessel with the stats listed in parentheses. 
  Although the combined ships now act as one, each module ship still has its own set of main hull hit 
  locations and component hit locations, so attackers may still choose which module ship they wish to 
  attack. If the attackers are a t  a range where components are hit randomly, randomly determine which 
  module ship is hit by each attack before rolling a hit location. The combined ships may use all weapons as 
  normal, including PDS. 
  The combined ships can undock at the cost of all Actions for one turn. At the beginning of the subsequent 
  Second Ship Phase, the module ships become separate vessels again, each with their own normal Actions, 
  Thrust, etc. Avoidance values for the newly independent ships start out at the last Avoidance value the 
  combined ships had; if this value is higher than a module ship’s Base Avoidance, the module ship’s starting 
  Avoidance is its Base Avoidance. 
  Dues to their linked systems, combination ships suffer additional damage if they forgo the undocking proce- 
  dure and simply apply thrust to tear away from each other. The Docking Equipment on all module ships is 
  automatically Overkilled. Additionally, the number of random hits to each module ship is the result of one 
  die with a +3 modifier; these hits are determined after the Docking Equipment is crossed out. 
  
  COLONY CYLINDERS V 
  The huge cylindrical space stations in which a large proportion of humanity lives are major targets and battle 
  sites in the Solar System; they are resource and manufacturing centers, political headquarters, and highly 
  vulnerable masses of potential civilian hostages. These rules allow the use of these most massive of human 
  constructs on the Lightning Strike battlefield, and permit campaign players to mount strikes against the 
  supplies, morale, and the very population of their enemies. 
  A colony cylinder can be from 10 to 40 kilometers in length, with the most common ones being about 30 km 
  long. That translates to a 20-to-80-cm long tabletop miniature, with most colonies being about 60 cm long. 
  A tabletop representation of a colony cylinder can be as simple or as extravagant as the players want. At the 
  most basic, simply place an enlarged photocopy of one of the diagram on the tabletop. This is actually a 
  very effective way of depicting colony cylinders on the tabletop; units outside the colony can be placed atop 
  the flat surface, and units inside the colony can be marked with counters. 
  On the more extravagant side, one can build a model colony from a PVC pipe or wide cardboard tube. This 
  presents a problem, however, when one wishes to place miniatures on portions of the tabletop covered by 
  the curved surface of the tube. More effective perhaps, if less ‘‘realistic’’-looking, would be a two-level flat 
  construction, with the bottom level representing the interior of the colony and the top level representing the 
  exterior. Heavy cardboard (perhaps layered, for additional strength) or foamcore is perfect for this purpose. 
  Cut out two identical rectangles of material. Decorate one with a tiny cityscape (or, to save time, simply write 
  ”interior” somewhere on the sheet). Paint the other rectangle gray, to simulate the exterior of a colony 
  cylinder. Use some rolled-up cardboard, foamcore, or cut-down magic-marker shafts to make support pil- 
  lars; these should be tall enough to allow clearance for your miniatures. Place the exterior layer atop the 
  support pillars. Now, units that are outside the colony can be placed on the upper level, while units inside 
  the colony can be placed on the lower level. 
  The spaceports at either end of a colony cylinder can be represented with small (5-10 cm) ovals of cardboard 
  or foamcore, painted white with colored dotted lines to represent guide lights. The mirrors of ONeill cylin- 
  ders can be simulated with thin strips of cardboard and mirrored sticker sheets (available at most stores that 
  sell remote-control aircraft or race cars). For the sake of clarity and simplicity, it is recommended that the 
  mirrors be kept narrow; there is no tabletop reason to have a 10-cm wide, 60-cm long mirror when a mirror 
  the same length but only 1 cm wide will do just as well. The mirror can still be used to block line of sight, and 
  if someone wants to destroy it, it‘s still perfectly visible. Factories, powerplants, consumables warehouses 
  and weapons turrets can be represented by small counters or miniatures placed at the appropriate points on 
  or near the colony itself. 
  Special-configuration colonies like Khannan and Geiersburg (both in the Jovian Confederation) are beyond 
  the scope of these rules; such colonies can either be represented as normal Vivarium colonies, or can be 
  depicted according to the desires and creativity of the players. 
  COLONY CYLINDERS ON THE BA-TTLEFIELD ‘I 
  There are several ways to enter or leave a colony cylinder. To use a spaceport, a unit must end its turn inside 
  (or atop) the spaceport miniature. The unit cannot have a vector counter. On the unit’s next activation, it may 
  move into or out of the colony. If a scenario states that a spaceport is closed, a unit or ship may blow open 
  the doors by using the Boarding Action rules (Lightning Strike 2nd Edition, page 42). If the attack is success- 
  ful, the spaceport is Crippled, and any unit may now pass freely into and out of the spaceport for the 
  remainder of the game. 
  Standard units may also enter or leave a colony via auxiliary hangars or simply blowing a small hole in the 
  station wall. To do this, use the Boarding Action rules (Lightning Strike 2nd Edition, page 42). The attack 
  must take place against the colony hull; any damage is ignored, but for the remainder of the turn, any 
  number of standard units may enter or leave the colony. 
  Exo-suits and infantry may also enter or leave a colony via its components (see below). Once the component 
  has been boarded, the exo-suits or infantry may freely enter or leave the colony. 
  A ship may only enter and leave a colony through the spaceport, and it must remain near the colony’s axis at 
  all times. A ship may only enter or leave a spaceport if its Drives and Structure are not Overkilled. If, while it 
  is inside the colony, its Structure or Drives are Overkilled, it will crash into the colony wall. In the End Phase, 
  the ship is destroyed. The colony suffers damage as if the ship had performed a Ram moving from the center 
  of the colony out to one edge. 
  
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  Unless they are specifically noted as being inside, any units in contact with the colony are considered to be 
  outside the colony, skimming the surface. Units inside the colony can be marked with counters. Units inside 
  the colony cannot be attacked by units outside, nor can they attack out of the colony; this restriction also 
  applies to ECM. Cloaks cannot be used inside a colony. Command Points may be used as normal. 
  Combat inside a colony cylinder is very much abstracted for ease of play. Standard units may choose to fight 
  in the colony's internal airspace or on the inner surface of the colony (for simplicity's sake, even units with no 
  legs may engage in "ground" combat). Units in the air move and fight as normal. Units on the ground are 
  considered to be inside a Factory Complex (see Lightning Strike 2nd Edition, page 43). with an additional 
  restriction: their Movement characteristic is halved. Units may choose to switch between air and ground 
  combat (i.e. land or take off) at the start of their activation. Infantry may only fight on the ground, but they 
  get their full Movement, and get an additional +2 to their Avoidance while inside the colony. 
  V ATTACKING AND DESTROYING COLONY CYLINDERS 
  A colony cylinder has no Avoidance; any attack upon a colony cylinder automatically rolls against a Thresh- 
  old of zero. Range can be measured to the nearest edge of the colony cylinder. Units inside the cylinder may 
  choose to attack in close combat or at short range. The following restrictions also apply. 
  A colony cylinder's Main Hull has a Protection value ranging from 20/40/80 (small civilian or ONeill colonies) 
  through 25/50/100 (mid-sized colonies) to 30/60/120 (armored military or Vivarium colonies); structural limi- 
  tations prevent colonies from being more sturdy than this. 
  A colony cylinder takes damage differently from other units in Lightning Strike, partially due to its vast size, 
  and its built-in repair mechanisms. In addition to its Protection value, which is a reflection of overall durability 
  and solidity, a colony also has a certain number of Structure points, which define how much mass is actually 
  being held together. A colony cylinder may retain much of its armor and sturdiness, but it may be rendered 
  useless by the progressive destruction of vital structural members. Small or fragile (e.g. ONeill Islands) 
  colonies start out with about 25 Structure points, medium colonies have about 50, and large or heavily-built 
  (e.g. Vivarium) colonies have about 75 Structure points. 
  An attack that exceeds the colony's lowest Protection value removes one Structure point. An attack that 
  exceeds the colony's second Protection value removes two Structure points. When the colony loses its last 
  Structure point, it is immediately destroyed. If any single attack exceeds the colony's Overkill threshold, the 
  entire colony is immediately destroyed, regardless of how many Structure points it had left. In the End Phase 
  of every turn, after all potential damage for the turn (like Ship Missile attacks) is resolved, all colonies regen- 
  erate one Structure point. A cylinder may never have more Structure points than it started with. 
  Ship reactor explosions inside or in contact with a colony cylinder do triple damage to the cylinder. Reactor 
  explosions inside a colony cylinder multiply their blast radius by three, but do not affect anything outside the 
  colony cylinder. 
  The destruction of a colony results from an attack (or series of attacks) that has created a massive hole in the 
  colony that cannot be repaired, resulting in the loss of all atmosphere and lives within the cylinder. While 
  individual structures and components may remain operational for a few more hours, the colony itself is, for 
  all intents and purposes, a floating hulk. When a colony is destroyed, much of the interior is thrown into 
  disarray as secondary explosions rock the structure and debris flies out amid outrushing atmosphere. 
  Ships inside the colony lose three points of Avoidance and take a number of random Stun hits equal to the 
  result of one die. Ships outside the colony are unaffected. Roll a die for each exo-armor, exo-suit squad 
  and fighter inside the colony. On a 6 or 5, the unit is Stunned. On a 4 or 3, the unit is Crippled. On a 2 or 
  1, the unit is destroyed. Units outside the colony but in close combat with the colony are Stunned. Infantry 
  squads and Drones inside the colony are destroyed. Such units outside the colony but within 10 cm of the 
  colony are Stunned. 
  
  COLONY COMPONENTS V 
  Colony cylinders do have several major components that can be attacked separately from the basic struc- 
  ture itself. The most important of these to any hostile unit is probably the colony's weapons; most colonies 
  are armed with at least a few gun or missile turrets. The weapons are usually clustered around the ends of 
  the cylinder, but some heavily armed colonies have turrets all along their length. 
  A colony's [[spaceports]] are prime targets for attackers. Most colonies have one major spaceport, located at 
  the end of the cylinder opposite the powerplant, although colonies built for manufacturing or military pur- 
  poses may have two. 
  Manufacturing colonies have many [[factories]], located both inside the colony as well as in zero-g around 
  the cylinder itself. Destroying an exterior factory complex renders it useless, but the debris still acts as a 
  factory complex obstacle (see Lightning Strike 2nd Edition, page 43). 
  A colony gets its power from an array of fusion reactors at one end of the cylinder, usually separated from the 
  cylinder proper for safety. Destruction of a colony's powerplant effectively renders it unusable until a new 
  powerplant is installed. 
  Finally, all colonies have stores of consumables (food, hydroponics, water, etc.) in huge warehouses in rings 
  outside the cylinder. Destroying these can affect the colony's morale and productivity without directly caus- 
  ing casualties. Consumables have no crew and little armor; treat them as standard units of Size 7-10, with 
  Overkill Protection ratings of 10-30. Consumables warehouses cannot be Stunned or Crippled, and auto- 
  matically roll zero for defense. 
  All colony components (except consumables) are considered to be small standard units, each with their own 
  miniature (or counter) and datacard. Sample datacards for generic colony components are included with this 
  book; for customized colonies, players should feel free to modify any of the stats by up to 50% in either 
  direction. Colony components can be boarded and seized just like ships; once the component is seized, it 
  can be destroyed (as in the Boarding rules), shut down or occupied. Occupied spaceports can be immedi- 
  ately opened or closed, and occupied weapons come under the boarding player's control. 
  Even if the colony cylinder itself is destroyed, the components listed here will remain intact and operational 
  until the end of the battle, at which point they will all shut down and be considered destroyed. This makes 
  little difference except in the case of weapons, which may still attack, and spaceports, which can still allow 
  passage of units and departure of evacuees. 
  Photocopy a t  400% to 1000% to create template 
  007 
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  Copyrights 0 
  2001 Dream Pod 9, Inc. Permission to photocopy for personal use. 
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  b ESCORTING UNITS 
  It is a truism of combat that personal survival is seldom a requirement for a mission's completion. Often, a 
  pilot will be ordered to protect another battlefield unit at the possible expense of his or her own life. To 
  simulate this, a Lightning Strike standard unit may choose to put its own safety aside in favor of providing 
  close escort to another unit. It costs a unit one action to go into Escort mode. Use a scrap of paper, either 
  next to the unit or on its datacard, to mark the unit as being in Escort mode; write the identity of the unit 
  being escorted on the counter. A unit may drop out of Escort mode at any time, at no cost; simply remove 
  the Escort counter, and all benefits and restrictions of being in Escort mode are immediately eliminated. 
  Note that ships are too bulky and unmaneuverable to go into Escort mode. Drones may not act as Escorts. 
  Escorts must stay within a certain distance of the unit being escorted; this Escort Radius is defined by the 
  Taggingnargeting table (LS 2nd Ed. Rulebook, page 72). If, due to their movement or the movement of 
  the escorted unit, the Escorts leave this defined area, they immediately drop out of Escort mode. 
  The Escort(s) and the unit being escorted now move and act as a single Group, but do not get any combina- 
  tion attack benefits. The Escort group moves and acts when the escorted unit normally acts (if a ship is being 
  escorted, this means that its escorts are activated in the Second Ship Phase). However, no unit may be 
  activated more times than it can usually be activated; this means that standard units escorting ships can be 
  outrun by their charges if the player isn't careful about vector counters. Escorts have no movement restric- 
  tions, so long as they remain within their Escort Radius, and may Overthrust as necessary. 
  V ESCORT BENEFITS 
  The primary benefit of having Escorts is the passive interference and distraction they provide, which essen- 
  tially improves the escorted unit's chances of preparing for or evading an incoming attack. For each Escort it 
  has, the escorted unit gains a +I bonus to all its defense rolls, up to a maximum bonus of +3; additional 
  Escorts beyond three do not add to the bonus, but they may serve as backup or additional active interfer- 
  ence, as described below. 
  When an attack is declared on the escorted unit, its Escorts may also choose to actively intercept or interfere 
  with the attack, either by using various methods of distraction (flares, ECM, sensor pings, radio noise, etc.) or 
  by simply sticking an arm or leg in the way of the incoming fire. Attempts to Tag, Ping or Target Designate 
  are considered attacks for this purpose. 
  An Escort may intercept an attack regardless of its position, so long as it is within its Escort radius, and can 
  draw a Line-of-Sight to either the attacker or the defender. Put a Stun counter on each Escort that chooses 
  to intercept the attack; this cost is immediate and cannot be revoked once applied. 
  The attack roll is made as normal. However, for its defense roll, the target gets one extra die for every Escort 
  that is intercepting the attack. Thus, if the Valiant in the example were attacked and both its Pathfinder 
  Escorts took a Stun counter to intercept the attack, its defense roll would be its normal two dice, plus its +2 
  bonus for having two escorts, along with an additional two dice for the interception attempts, for a total of 
  four dice with a +2 modifier to the result. 
  A unit may intercept more than one attack. However, each intercept adds another Stun counter, which has 
  the normal effect (two Stun counters result in the unit's being Crippled). A Crippled unit with a Stun counter 
  may not intercept attacks; in other words, a unit may not destroy itself to stop a shot. 
  Because Escorts are focused upon protecting their charges, they cannot attack as freely as they could were 
  they in normal combat conditions. An Escort may attack any enemy unit within its Escort Radius; for ex- 
  ample, the Pathfinders in the example next page would be able to freely target any opponent that is within 
  30 cm of the Valiant. An Escort may attack any unit that is making a strike run on the unit being escorted, 
  regardless of range. Finally, an Escort may attack any unit that the escorted unit attacks or attempts to 
  designate, Tag or Ping. There is no multiple attacker bonus, unless the Escort and escorted unit happen to 
  also be in the same Group. 
  Otherwise, Escorts may not attack; this also applies to other actions such as Tagging. An escorting unit can 
  take advantage of the Group multiple attacker bonus only if its Group-mates are also escorting the same 
  unit. Otherwise, an escorting unit is considered to be out of its Group, since it no longer moves and acts in 
  concert with the rest of its Group. 
  008 
  
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  *----- 
  ESCORTING EXAMPLE 0 
  Two Pathfinders are escorting a Valiant. The Valiant has a vector counter. which is resolved in the initiative phase; this carries the Valiant 
  10 cm forward, leaving its Escorts behind. Luckily, the Pathfinders. with their high Electronics ratings, can remain in Escort mode out 
  to 30 cm of the Valiant. In the First Ship Phase, the Valiant decides to expend thrust to m m  
  another 10 cm. moving t, further away 
  from its escorts. The Main Phase passes. but the PatMinders do not activate; since they am escorting the Valiant, they will be activated 
  when the Valiant is activated in the Second Ship Phase. 
  In the Second Ship Phase, the Valiant activates. and so do its Pathfinder escorts. The Pathfinders may now m m  and act as normal: 
  hopefully, these two Pathfinders will Overthrust in order to keep up with tha Valiant before it m m s  out of Escort range. 
  ---",, 
  X", --*~-A---- 
  HARDWARE NOTES 0 
  Cloaked and Deep-Cloaked units may Escort, but are immediately uncloaked if they act to protect the 
  escorted unit (i.e. intercept an attack). Deep-Cloaked units are also uncloaked if they fail their Cloak check; 
  they must be placed on the board within their Escort radius, or they will immediately drop out of Escort 
  mode. Escorts may use ECM and ECCM normally; escorts may use Targeted ECM only under the same 
  restrictions as normal attacks. A Sentry Pod may be used by an Escort to protect the escorted unit; remove 
  the Ordnance counter as normal, but place the Evasion counter on the escorted unit. If the escorted unit is 
  a ship, it immediately gains +3 to its Avoidance, up to the ship's Base Avoidance. 
  INTERMEDIATE AND ADVANCED RULES NOTES 0 
  If using the Intermediate Rules (see rulebook page 34). the following effects apply. Escorts may not Evade. 
  Escorts may Aim and use Command Points without restriction. Escorts may Reaction Attack, under the same 
  restrictions as for normal Escort attacks. An Escort may also Reaction-Attack to interrupt any unit that is 
  about to attack the unit being escorted. 
  If using the Advanced Rules (see rulebook page 40). the following effects apply. Aces that are acting as 
  Escorts may, instead of adding one die and a +I bonus to an escorted unit's defense roll, add a number of 
  dice equal to their Skill Level and a bonus equal to their Skill bonus. Escorts may intercept attacks from 
  Minefields and Lightning Strikes. If all players agree, the rules for initiating a Ram may be applied to Escort- 
  ing units; if an Escorting unit can pass a Skill roll against a Threshold of 5, it may intercept an attack that 
  causes its own destruction (i.e. if it is Crippled and has a Stun counter, and wishes to intercept another 
  attack). This rule may not be applied to Reaction Attacks. 
  STRIKE RUNSI 
  Pilots may be asked to destroy something at any cost. In Lightning Strike, a unit may elect to go on a Strike 
  Run, whereby every ounce of the crew and vehicle's attention is focused toward a single target, at the 
  expense of paying heed to any other enemies in the area. 
  It costs a unit all its actions for one turn to prepare for a strike run; this represents setting up targeting 
  systems and lining up the attack itself. When a unit declares that it is going on a strike run, place a counter or 
  scrap of paper with the target of the strike run written on it, face down, next to the striking unit (or, of players 
  prefer, on the unit's datacard). On the unit's next activation, the counter is flipped over and revealed to all 
  players, and the striking unit immediately becomes subject to the benefits and penalties outlined below. 
  A ship may go on a strike run, but must, as noted above, use all its actions for one turn to do so; place the 
  strike run counter as normal. Drones may not go on strike runs. A unit may break off its strike run at any time, 
  at no cost; simply remove the strike counter. A unit on a strike run gets +3 to any defense rolls it makes when 
  being attacked by the target of the strike, but it also gets a -2 penalty to any defense rolls it must make when 
  being attacked by any other unit. 
  "-3 
  ~ - - I I I I " I x I  
  -_ 
  STRIKE RUN EXAMPLEA 
  i 
  A Pathfinder is in a fight wlth a Hachiman and a Wymrn. On ffi act(vBtlon, the Pathfinder pleyer decides to go on a strike run against 
  turn The Wydern and Hachiman m c k  the Pathfinder. which defends as normal The next turn. the Pathfinder player decides to 
  proceed wtth the smke, and m a l s  the smke counter to the CEGA player. The Pathfindar then attacks the Wpern. and misses When 
  the Wyvern returns fin?, the PatMindar wll get a +3 bonus to Its defense roll However. If the Hachiman attacks the Pathfinder, the 
  Pathfinder wll get a -2 penaHy to ffi defense rolls, unless the Pathfinder playar elects to break off the strike run and remove the smke 
  counter 
  the w e r n  H e m s  w a r n '  on a scrap of paper and places It next m the Pathfinder: this consbhhes the PatMinder's action for the 
  I 
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  b MAGSAILS 
  A magnetic sail is essentially a huge loop of wire, dozens (or sometimes hundreds) of kilometers across, with 
  a powerful current running through it. The current interacts with charged particles from the sun or planets, 
  resulting in a slight "push" against the sail, and its attached ship. Over time, this push develops into signifi- 
  cant velocity. Although slower than the plasma drives on most other spacecraft, the magsail requires no fuel 
  and relatively little power, making it ideal for long cargo hauls or patrol sweeps. 
  Although magsail ships are generally neutral, posing little threat to anyone, occasions can arise where a 
  military conflict flares up in the vicinity of a magsail vessel. Some magsails (like the Mercurian Erel-class 
  corvette) are armed, but most are neutral civilian vessels. Either way, considering the enormous amount of 
  energy involved in maintaining the sail's propulsive effect, the consequences for any combatant that strays 
  too close can be dire indeed. 
  Due to their slow velocity and great size, magsail ships show up in Lightning Strike as installations. A magsail 
  ship consists of three components, shown in the diagrams below. At the front of the vessel is a small 
  powerplant, containing the ship's reactor and the spooling mechanisms for the sail. The sail itself unwinds 
  into a giant loop that trails behind the powerplant. Sitting right in the middle of the loop and attached by 
  strong tethers to the powerplant is the barge itself, with cargo bays, vehicle docks and crew areas. 
  A magsail can be as large as required; when required, a magsail ship can unspool enough superconducting wire to 
  make a loop bigger (in Lightning Sttike scale) than most living rooms. Playen can either draw a circle on the 
  tabletop to represent the sail, or (especially if the sail is to have a vector) use a big loop of stting, paper or actual wire. 
  A magsail generates a massive magnetic field all along its length, designed to redirect charged particles and 
  use the resulting energy gained for propulsion. As a result, vehicles that wander too close to the wire loop 
  will find themselves experiencing problems with their electronic systems. Additionally, the sail's magnetic 
  field has a severe warping effect on weapon and missile guidance systems, resulting in odd misfires. Any unit 
  moving within 20 cm of any part of the superconducting loop will experience the following effects: 
  
  DAMAGE V 
  Magsails use the installation datacard, even though they are ships. Although the powerplant and the sail 
  itself are listed as components on the datacard, range to any magsail component must be measured indi- 
  vidually, due to the vessel's enormous overall size. Thus, a unit that is within firing range of a magsail's 
  powerplant is very likely not going to be in range to hit the main barge. Magsails can have a vector, just like 
  other installations; the only problem is the physical difficulty of moving the magsail model (especially if it's 
  only a drawing on the tabletop). 
  Damaging the magsail's superconducting loop is relatively easy. If the loop suffers overkill damage (a fairly 
  easy outcome, since it has little Protection and no damage boxes) the superconducting wire has been 
  severed, resulting in a massive burst of released energy. If the loop was severed by a close combat attack, 
  the loop's current will travel along the nearest available medium; the unit that cut the cable in close combat 
  is vaporized (along with anything else it was in contact with). All standard units within 20 cm of the sever 
  point are immediately Crippled. All ships within 20 cm of the sever point receive two damage points to their 
  Electronics and CommandKontrol systems. Once severed, the sail's magnetic field vanishes, along with all 
  its effects. The powerplant section will immediately shut down, eliminating any chance of a reactor explo- 
  sion. 
  The magsail's powerplant is a heavily-shielded (but somewhat fragile) reactor to which the ends of the sail's 
  loop are attached. If the powerplant suffers overkill damage, it detonates in the catastrophic damage seg- 
  ment of the end phase (see Rulebook page 37). If the powerplant is destroyed, then the sail loop is also 
  severed (see above). The powerplant section is immune to the effects of the magsail's field. On the other 
  hand, it never carries any complex electronics or weapons, and very few crewmembers. 
  The main barge is located at the very center of the magsail's wire loop, the safest point for a vessel to be 
  located. The barge is, for all intents and purposes, a space station, and can have a variety of configurations. 
  Destruction of the barge has no effect on the magsail loop itself, but if the barge is boarded, the attackers 
  can choose to blow up the powerplant. Doing so will produce the powerplant destruction effects noted 
  above. 
  MIRRORS. SOLETTAS AND SOLAR SAILS4 
  All ONeill-style colonies have a set of huge mirrors that reflect sunlight into the colony's interior. Solettas are 
  massive orbiting mirrors used to regulate temperature and weather on Mars and Venus. They are found 
  orbiting these planets in vast fields numbering hundreds or even thousands of individual mirrors. Solar sails 
  are thin sheets of reflective material used by cargo barges to travel long distances without the need for fuel. 
  Although their purposes are quite different, all three of these items are modeled on the Lightning Strike 
  battlefield in the same way. Mirrors, solettas and solar sails are represented by long strips of card or shiny 
  material, about 1 cm wide and as long as necessary. Mirrors are attached at one end to a colony cylinder, 
  solar sails are attached to solar sail barges, and solettas float freely in space. Colony mirrors are as long as 
  the colony they are attached to (usually 20-80 cm), solettas are usually rectangular or circular and are about 
  5-40 cm across, and solar sails are "petals" in a circle about 50-1 50 cm across. 
  Mirrors, solettas and solar sails block Line of Sight. Mirrors are usually quite narrow, and can be moved over 
  or under, and so do not obstruct movement. Solar sails are very thin, and can be moved through with 
  virtually no damage to either the sail or the unit. Solettas tend to be very large and relatively substantial, and 
  do obstruct movement. If a unit moves through a soletta, it suffers a single Stun hit; the soletta takes dam- 
  age equal to the unit's Size. Due to their vast size and relative insubstantiality, solar sails cannot be destroyed 
  by any normal battlefield effect; even a ship reactor explosion will only destroy the portion of the solar sail 
  that is within a radius three times the ship's Size (in centimeters). 
  For campaign purposes, mirrors and solettas can be destroyed (they have Overkill Protection equal to half 
  their length), but are not removed from the table during a battle; it takes a very long time for the shattered 
  fragments to disperse appreciably. 
  
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  b DOCKING 
  a 
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  Docking is an operation by which two ships match relative speeds and extend passageways and clamps to 
  each other in order to transfer cargo or personnel. Docking is an intricate and somewhat risky operation, and 
  is almost never done in combat, although docked ships are often the victims of ambushes. For two ships to 
  dock, they must begin a Second Ship Phase in base-to-base contact. Both ships announce that they are 
  docking. To dock, each ship must spend a number of Actions equal to its Size. These actions may be spent 
  over several turns, but the ships are not considered docked until both ships have spent the required number 
  of Actions. The ships may not move or turn until the docking operation is complete. They may, however, take 
  other Actions as normal. 
  Docking ships may have vector counters, but they must be in the same direction and at the same speed. If, 
  at any point in the docking process, one ship moves away from or at a different speed from the other, a 
  misdock occurs. A misdock also occurs if either ship suffers Overkill damage to any location or component 
  while attempting to dock or while docked. 
  When two ships misdock, both vessels suffer damage. Roll one die for each ship; the result is the number of 
  randomly-determined hits (use the hit location tables) the ship suffers. For each hit, cross off one damage 
  box from the damaged location. The ships must start the docking operation over. 
  Once docked, the ships are treated as being in close combat. Any scenario-related activities may now 
  take place (if a scenario requires that the ships remain docked for a certain number of turns, the turn in 
  which the docking operation is completed counts toward the requirement). While docked, neither ship 
  may apply Thrust or turn (if either ship does so, a misdock occurs). The ships may still take Actions as 
  normal. The ships have the same Avoidance, however; this is equal to whichever ship's Avoidance is the 
  lower at any given time. 
  While docked, the ships may lend aid to each other. When either ship uses a Damage Control action, the 
  repairs may be applied to either ship. 
  To undock, one of the ships must declare that it is going to undock. That ship must spend all its Actions for 
  the turn disengaging from the other ship. The ships are still considered docked until the start of the undock- 
  ing ship's next Second Ship Phase; at that point, both ships are free and clear to act as normal. In emergen- 
  cies, the ships can forgo this undocking procedure, and simply light their engines, tearing away from each 
  other. Treat this as a misdock. 
  Note: These rules, if used, apply to units interacting with a Gagarin-class ship's Ship Bay. The Detroit-class 
  ship can still use its special ability as described on its datacard, however. 
  b STRATEGIC NUCLEAR WARHEADS 
  Outlawed by mutual agreement, strategic nukes remain one of the most destructive weapons ever created 
  by Humankind. Any "P" weapon with a Damage Rating of 8 or above, and any Missile weapon, may be fitted 
  with a nuclear warhead. Most nuke-equipped units will only carry a few such warheads; note down how 
  many warheads the unit is carrying. The weapon is marked with the characteristic "Nuke," along with a 
  rating. The rating is used to determine the weapon's effectiveness. 
  Nuke use should be restricted to specific scenarios and moderator-controlled campaign situations; free use 
  of strategic nukes can seriously unbalance a game. As a guideline, the nuke unit's Threat Value is multiplied 
  by the rating of the nuke, and again by the number of nukes it is carrying, but this rule is obviously open to 
  exploitation. You Have Been Warned. 
  To use the nuke, simply draw a line of sight to a point within the weapon's arc and range. No attack roll is 
  necessary, but weapon restrictions like Power-hungry and Slow must be obeyed. If the attack is a Missile 
  attack and passes over a unit with PDS or the Anti-Missile perk, that unit may spend a Command Point or 
  Reaction Attack to attempt to destroy the nuke. The unit makes a Defense roll, adding its PDS or Anti-Missile 
  rating against a Threshold of 5; if the roll succeeds, the nuke has been destroyed. If the nuke is not de- 
  stroyed in this fashion, it detonates at the specified destination; treat this as a ship reactor explosion, using 
  the weapon's rating as the Size. 
  noli2 
  
  INTEGRATION WITH THE ROLEPLAYING GAME 4 
  For occasions or campaigns in which the full Silhouette tactical rules are too detailed, Lightning Strike offers 
  a quick, fast-paced alternative. The following guidelines are not intended for standard Lightning Strike play, 
  since many of them can seriously overbalance a game. In the integrated game, Threat Values are largely 
  superfluous: each battle will be defined, set up and judged by the Gamemaster. 
  Fighter pilots will be fighter pilots and exo-armor pilots will be exo-armor pilots. Exo-suits, infantry and ship 
  crews offer slightly different possibilities, however. Exo-suits and infantry operate in squads of four to ten 
  members; if a Player Character is to be part of one of these squads, the entire squad should be considered 
  to have the same equipment to keep matters simple. 
  A ship's crew is too large to be affected by the Pc's abilities - 
  too much is taking place by too many people all 
  at once for the PC to stand out against the background of the whole crew. As with all crewmembem, any PCs 
  aboard a ship should be given specific tasks, like missile gunnery or sensors operation, for example. Ship 
  Actions that do not involve the PC use the ship's default crew. For Actions that do involve the PC, use the Pc's 
  skills. If a PC is part of a KKC turret crew, then whenever the KKC turrets are fired, the Pc's abilities are used. 
  LIGHTNING STRIKE CHARACTER CREATION 
  1 
  ! B  
  i 
  1) 
  21 
  Plays Chamerss am aummatkallq Acm and am anwed to all the assonatsd bsnschs [Lightning Saike Snmnd Ed&n Rubbook. p. 401. 
  A Plays Character% Skdl Lsvel is qual rn the average of his n(evant Rlot and Gunnery Skills. roundad up. If tho Gamamasmr 
  may be sutmhted for or averaged in with the Gunnery Skill. 
  A Plays Chamctds Skill Bonus is equal to the gmmr of hm Perception. Agiliiy or Creativity Attribubs minw rW0. 
  Thus. a Charactsr with PER i2, AGI +3 and CRE +I 
  has s Skill Bonm of 3 - 2 = +1. 
  PC Acm am not limited to a apcdic class of vehicle. A PC with the EaoPilot Skill can pilot any eac-annor or eao-8uit. for arampb. 
  judges that Ebctmnic Warfare is a mom relevant Skill, 
  31 
  41 
  i 
  Fu~thulamom. a PC with a Speciefdon with e specific vehicle may u88 his Specialization bonus B normal, gaining a +I 
  Skill Bonus M e n  p W n g  it. 
  j 
  I I 
  51 
  At the time of creetnn. a Charaaar's Emergency Dice pool translates into Charm& We Perk mmlls. The PC may ignore tha maximum I 
  of fivs rerolls in lhim case. H so desired. e PC may 'sell back' Charmad Lib rerolls and us# the racwamd points to purchase other 
  Rn*s. but only with the permission of the GM end the other Pleyera. All Ace Perks am mailable tu PCa. 
  MERGING LIGHTNING STRIKE WITH ROLEPLAYING V 
  Damage Effects: If the vehicle takes a Stun damage result, there is no effect on the Character. If the vehicle 
  (or ship section) takes a Cripple damage result, however, each Character involved must make a Health test 
  against a Threshold of 4. If the roll fails, roll one die: on a 1-4, 
  the Character receives a Light Wound, and on 
  a 5-6, the Character receives a Heavy Wound. 
  Ship Loss and Survival: In the case of the destruction of a vehicle, there should be plenty of opportunity for 
  survival. Success should not be handed to the Players, however; they should without question have to fight 
  for it. After all, their ship is in the process of being destroyed! On the other hand, a crisis such as this one can 
  lead to incredible feats of heroism and self-sacrifice that may provide legends to be talked about throughout 
  the rest of the campaign and beyond. If the ship is lost due to leaving the playing field, the survival scenario 
  will be entirely different. Rather than having to think and act quickly, PCs will have to slow down and plan 
  very carefully. By leaving the map on the wrong edge, they will likely be trapped behind enemy lines or on 
  an orbit that takes them far from home. In either case, supplies (including reaction mass) may be limited. 
  Roleplaying Actions: There are five six-second roleplaying turns in every tactical turn. Most non-combat 
  actions take longer- treating wounds, accessing a computer- but for simplicity's sake, treat such activities 
  as taking a single tactical turn per goal. If there is a dramatic reason to break the action down into a series of 
  small, six-second activities, do so. Performing surgery under fire, disarming a bomb or attempting to hack 
  into an enemy ship's central computer should all be broken down to draw out the tension. If a PC has to 
  perform more than two six-second actions during a tactical turn, he may not take part in any Lightning Strike 
  Action during that time. If the PC is part of a crew, his Ace Skill Level and Skill Bonus may not be used for that 
  crew's action while he is otherwise occupied, although his Perks may still apply. 
  Reality Distortion Levels: If the campaign is Gritty, additional rolled sixes do not add a +I to a Skill test. Exo- 
  units and fighters may not repair their own Stun damage; only exo-suits equipped with Toolkits may make 
  repair in the field. Ace Perks of any kind are not available. For a Cinematic game, rolled fives grant an addi- 
  tional +I just like additional rolled sixes (for PCs and Main Villains only). In addition, enemy exo-units and 
  fighters cannot repair Stun damage and a single Crippled damage result counts as an Overkill result (as do 
  two Stun results). PC-controlled units and all ships use the Lightning Strike damage rules, as do Main Villains. 
  
  Welcome to Strategic Analysis, class. I've spoken with your other instructors, and they tell me you've all 
  been doing very well thus far. Congratulations. Then again, though, I was pretty good myself at shooting M- 
  bots in hangar bays when I was a kid. That's about what leading a fleet into a setpiece battle amounts to. Up 
  %ntd now, your instructors have handed you a few thousand cubic klicks of space, some reasonably skilled 
  opponents, and let you do what comes naturally If you thought that took some kind of special effort, you 
  obviously haven't been learning as much as I'd been led to believe. 
  Winning a stand-up fight requires no more than basic survival instinct. It's not part of your natural reflex to 
  hold back. On the other hand, artifice, the root of the very word itself, indeed, is a product of your higher 
  cognitive functions, an analyzed and intelligent falsification whose sole purpose is to do harm to others. It's 
  that little voice you have, or at least I hope to Jupiter you have, that tells you to hide your strength, keep 
  your guard up, and put false confidence into your enemy, so that when you win, it's an absolute and com- 
  plete victory. 
  O 
  W 
  0 
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  Any animal knows how to fight. It takes more than that to win a war. Your previous instructors taught you 
  nothing more than how to be an angry beast in the woods. I will teach you how to conceal yourself in the 
  woods, how to carve its trees into weapons, and of course, how to kill angry beasts. 
  Let's get started. I'd ask you all to shake hands and wish each other good luck, but that might ruin the spirit 
  of things. 
  b STRATEGIC GAMING 
  When studying strategy, no budding admiral can afford to ignore the big picture, especially when the pic- 
  ture is so large as the span of the Solar System. Even if the admiral is given only a single objective, that 
  - 
  objective must be viewed and analyzed in the context of the larger interactions between nations and fac- 
  tions. Furthermore, every nation's ruling organization must maintain constant watch on the future, preparing 
  contingencies for every imaginable occurrence. Thus it is that politicians, intelligence analysts and military 
  cadets are always, as part of their training and upkeep, run through scenario after hypothetical scenario, in 
  preparation for the day when the sun rises on the unexpected. 
  These expanded campaign rules add to the campaign presented in the Lightning Strike 2nd Edition 
  Rulebook, allowing Players to not only control the movements of their fleets, but to also make administra- 
  tive decisions regarding the political and social disposition of their nation or organization. The starting 
  conditions are always the same (at least for these initial scenarios): the Solar System is at peace, the various 
  Solar nations are vying for power, but open hostilities are rare. From that point, it is the job of the partici- 
  pants in the scenario to destabilize the situation and hopefully end up with a net gain. There are, of course, 
  many other fleets and forces moving and acting throughout the Solar System in the timeframe of the cam- 
  paign, but the campaign limits its scope to the activities of a few Players and their fleets; in other words, the 
  campaign focuses on the people who are actually doing the most fighting. 
  V SETUP AND PREPARATION 
  The campaign is something of a meta-game, in that it requires strategy and long-range thinking beyond 
  the normal tabletop battles of Lightning Strike. A poorly-run campaign can result in a series of unwinnable 
  tabletop battles, while an astute strategist will find ways to use the campaign system to make up for any 
  weaknesses on the tactical field. Before starting, photocopy and separate the Starting Conditions Sheets, 
  Zone Control Cards, Espionage Cards and R&D Cards on pages 70-75. You will also need a copy of the 
  Solar System map found on page 49 to serve as a general game board. The first step to playing the 
  campaign is for the Players to choose factions, build starting fleets, and set up their initial force distribu- 
  tions on the Solar System map. 
  Each Player will need a photocopy of the Campaign Record sheet on page 46. This sheet is used as a scratch 
  pad for the events of each Campaign Turn, the Player's Resource Point expenditure, and other notes that 
  need to be kept from Campaign Turn to Campaign Turn. For this reason, it is a good item to use an erasable 
  pencil, or to laminate the sheets and use washable markers. 
  
  battlefield. Since the campaign is best played over many evenings, with each evening consisting of a few 
  Campaign Turns and some small battles, or perhaps a single Campaign Turn with one big battle, the non- 
  national faction Players are often free to run errands, miss sessions, or leave early without disrupting the flow 
  of the campaign; at the same time, these Players can make a big difference as to who comes out on top in 
  the end. 
  It is possible for multiple Players to be on the same side (if, for instance, several Players happen to have 
  painted a lot of Jovian Confederation miniatures). It is recommended, however, that each Player choose a 
  different faction. If two or more Players want to play the same side, they must work as a team, dividing 
  forces, decisions and resources among themselves in some equitable fashion. They will work toward the 
  same campaign goals, and share in the final victory (or defeat). 
  Players will quickly note that some factions (like the Jovians, Venusians, and CEGA) are much more powerful, 
  militarily and economically, than the others. This is intentional. Life isn't fair; you may find yourself in a 
  hopeless fight, or at least a really unpleasant one, against more enemies than you can count. The balance is 
  that the requirements for victory for any faction are not so much about raw carnage as they are about making 
  the best of a tough situation. That said, a good way to assign handicaps is to give the superpowers to more 
  inexperienced Players, while the old hands try their best to make do with Mars or Mercury. 
  Each Player will need a copy of their faction's Starting Conditions Sheet, as well as the Zone Control cards for 
  the starting Zones listed on the Starting Conditions Sheet. Unused factions need not be set up; if necessary, 
  the moderator will play them. 
  The various possible roles for Players in the campaign are called Factions. A faction is usually one of the 
  Solar nations, but non-national organizations (like STRIKE) can also be factions. Players should choose a 
  faction to play based on personal preference or the availability of miniatures or counters. 
  The non-national factions are best chosen by Players who prefer not to be at the center of constant atten- 
  tion; these factions are vital to the campaign game, but tend not to make a big impact on the tabletop 
  THE MODERATOR V 
  It is recommended, but not required, that one Player take the role of the United Space Nations and serve as 
  the game's Moderator. The moderator's job is to make sure that the various factions play according to the 
  rules, and also to manage the flow of information between the Players. This Player also controls any minor 
  navies and neutral forces that appear in the course of the game. The moderator's actions on the battlefield 
  are dictated by strict guidelines; he is not out to win the game, but rather is trying to make sure that whoever 
  wins, does so fairly. As the controller of many Neutral forces, the moderator will almost certainly get to 
  participate in battles, but he will not win (or lose) any of them. 
  The moderator doesn't need to play every single faction not used by a Player. Instead, the unused factions 
  are treated as static elements; they do not get starting fleets, nor do they take any actions in the Campaign 
  Turn. Unused factions are encountered in battle only if they are intentionally attacked, in which case they get 
  the defenses and Emergency Reserve (calculated based on the campaign's starting fleet size) noted on their 
  Starting Conditions sheet (see page 50). 
  If only two people wish to play a campaign, it is possible to play a campaign without a moderator. Some rules 
  (such as Hidden Movement) will be unavailable, but for the most part, Players simply keep their Campaign 
  Records secret from each other and reveal information only when the rules require it. If no moderator is avail- 
  able to make judgment calls, a coin toss (or other random means) should be used to resolve rules disputes. 
  The moderator has full access to the contents of each Player's forces and resources, and may make notes as 
  needed. During the campaign, most intelligence-gathering is mediated by the moderator. When one Player 
  discovers the location of an enemy fleet, he must tell the other Player about the discovery in order to get the 
  required information about the contents of the enemy fleet. Thus, both Players are aware of the discovery, 
  and can act accordingly (the fleet's admiral, for instance, may decide to withdraw, robbing the other Player 
  of the opportunity to set an ambush). If a moderator is present, however, the Player who makes the detec- 
  tion attempt can do so using the moderator, without the knowledge of the opposing Player. The moderator 
  can then provide the necessary information, without the opposing Player knowing that he's been found out; 
  likewise, if the detecting Player rolls poorly, the moderator can tell the opposing Player that the enemy is 
  looking for him, without letting him know whether the searching forces have actually found anything. 
  *w 
  
  V OBJECTIVES 
  Each Player (except the moderator) will need to generate a campaign objective. First, roll one die to see what 
  kind of objective is to be assigned. This can be done in secret, with the moderator as witness. On a 1-4, roll 
  on the Campaign Objectives Table on that faction's Starting Conditions Sheet. On a 5-6, roll a generic objec- 
  tive below with one die. It is also possible for the Players to simply choose their objectives, have their objec- 
  tives assigned by the moderator, or to limit the possible selections in some other mutually agreeable way. It 
  is possible to play the campaign as one big scenario, either recreating a historical event or simulating a 
  hypothetical situation. All Players must agree beforehand which Setpiece Campaign will be played. In a 
  Setpiece Campaign, everyone will know the others' objectives, but they won't necessarily know how their 
  opponents will choose to go about fulfilling them. 
  Even if the Players' objectives have nothing to do with one another, the path to victory involves not only 
  completing your objectives, but also keeping your opponents from completing theirs. If all Players complete 
  their objectives, they all win, creating a draw. Thus, the only way to actually win a victory is to actively 
  interfere with the other Players. Even allies can always be sold out in secret. It is possible (if rare) for a 
  campaign to be played in which all Players complete their objectives without a single battle taking place. 
  0 GENERIC CAMPAIGN OBJECTIVES 
  1 - 
  Piracy: For whatever reason, your commanders have ordered you to raid civilian shipping. You must 
  find and attack True Neutral ships; Neutral ships that are affiliated with a faction do not count. The attacks 
  must be conducted in Zones that are not your Home or Allied Zones. You must destroy ten (10) True Neutral 
  Ships counters to complete your objective. 
  2 - 
  Colony Occupation: You must prove your strength to the rest of the Solar System, and especially to 
  your enemies. You must move a warship into a hostile colony and keep it there for three (3) campaign turns. 
  The warship must then leave the Zone under its own power. If all the warship's weapons are destroyed while 
  it is in the colony, it is no longer a threat, a new warship must be sent in (for another three campaign turns) 
  order to fulfill the objective. You may choose any Player-controlled faction as your target. The moderator 
  may reassign your target if your target has already been chosen by somebody else. 
  3 - 
  Orbital Bombardment: Your mission is to damage the manufacturing capability of another faction's 
  home planet. You must destroy five (5) Points of the planet's Resource Production to win. Roll one die for 
  your target; reroll if the result is your own faction. If one or more of these factions is Player-controlled, a 
  Player-controlled faction must be your target. The moderator may reassign your target if your target has 
  already been chosen by somebody else. Roll one die - 
  1: Mercury; 2: Venus, 3: Earth; 4: Mars Federation; 
  5: Mars Republic; 6: Jupiter. 
  4 -Trade Protection: You have been ordered to protect a series of goodwill shipments of art, culture and 
  consumer goods to another faction. Choose a faction whose capital is at least four Zones from your nearest 
  Home Zone. You must successfully send 1000 Goodwill Shipment Cargo Points to this faction's capital. The 
  ships that carry these Cargo Points must be part of your starting fleet, or must be built in one of your Home 
  Zones as materiel purchases. The 1000 Goodwill Shipment Cargo Points are free; they do not have to be 
  assigned a specific location until they are actually loaded onto ships. These Cargo Points must be loaded on 
  the cargo ships in your Home Zones, and cannot be used for any purpose other than fulfilling the objective; 
  if anyone steals the cargo in transit, it is useless to them. 
  5 - 
  Popularity War: Your orders are to foment discord and dissatisfaction in enemy territory. You don't need 
  new friends; you just need to deprive your opponents of theirs. Pick any Player-controlled faction as your 
  target; you must choose hostile factions first over neutral or allied factions. The moderator may reassign your 
  target if it has already been chosen by somebody else. You must cause one of your target's Home Zones to 
  go Neutral; at least ten (10) Levels of Morale must be lost through your faction's direct activities (politics, 
  defeating their forces in battle, etc.); the rest can come from outside help (even if it's unwitting help). 
  6 -Wolf Pack Your commanders have ordered you to raid shipping belonging to your faction's enemies. 
  You must find and attack Neutral Ships counters that are affiliated with a specific faction. You may choose 
  any Player-controlled faction as your target, but you must choose hostile factions over neutral or allied 
  factions. The moderator may reassign your target if your target has already been chosen by somebody else. 
  The attacks must be conducted in Zones that are not your Home or Allied Zones. You must destroy ten (10) 
  appropriate Neutral Ships counters to complete your objective. 
  OOLb - 
  
  BUILDING FLEETS 'I 
  Players build their fleets after getting their objective. This allows them to tailor their forces toward their 
  objective. Caution should be exercised, however, since a Player does not know what forces might be needed 
  I ? :  
  I r :  
  to foil his opponent's objective. 
  Players build their initial fleets according to the restrictions set out in the Lightning Strike 2nd Edition 
  Rulebook (page 50 and 70). Starting fleet size will affect the length of the campaign as well as the size and 
  frequency of battles; if all the Players have small fleets, the entire campaign may consist of nothing more 
  than skirmishes. All Players start with the same number of TV to spend on their fleets, and use the appropri- 
  ate fleet list for their faction. Cargo-carrying ships start with full complements of Cargo Points. A Player does 
  not need to spend all the TV points he has available; every 5 unused TV points become an additional 
  Resource Point added to the faction's starting Resource Point stockpile. 
  Players should keep a datacard for each unit and ship they have in their fleet. Datacards can be discarded 
  when units are destroyed, and added when units are built. If an opposing Player needs to know the contents 
  of a revealed fleet (for instance), the relevant datacards can simply be handed over, perused, and then 
  handed back, eliminating the need for keeping notes on fleet composition. 
  In addition to their starting fleets, Players receive an Emergency Reserve (see page 28) of TV points that can 
  be used in situations where the main fleet is unavailable. This Emergency Reserve is not spent, however, until 
  it is needed, so for the moment, Players merely need to know how big their Emergency Reserve is. A Player's 
  starting fleet, not counting the Emergency Reserve, is called the Main Fleet. 
  TRACES AND INITIAL FORCE DISTRIBUTION V 
  ATrace is a counter that represents an unknown ship (or group of ships) on the Strategic Map. Each Trace is 
  owned by one of the factions; faction-specific Trace counters can be found on page 69. To make the Trace 
  counters, photocopy and cut out the counters for each faction. On the back of each Trace, write either 
  "Fleet," "Neutral" or "Decoy," and numberthem sequentially. Each faction will need several of each kind of 
  Trace (about ten of each should be plenty). Note that all of a faction's Trace counters should look exactly the 
  same on the back; only after they are flipped are they revealed as Fleets, Neutrals or Decoys. 
  Each Player may divide up his Main Fleet into as many separate forces as he desires (simply divide the 
  datacards into different stacks), or may keep his entire fleet together. Each separate sub-fleet is represented 
  on the Strategic Map by a Fleet Trace; dividing the fleet into many small forces makes for more Traces, but 
  may make it difficult to muster a combined defense later on. Players must keep track of which Traces belong 
  to which fleets; use the numbers written on the back of the Trace counters for this purpose. 
  Traces start out on the Strategic Map face-down, so that the other Players cannot tell what kind of ships a 
  Trace represents. As the game progresses, Traces will get revealed; in other words, the counters are flipped 
  over, and the ships they represent will now be known to the other Players. Fleet and Neutral counters remain 
  on the Strategic Map, while Decoys are discarded. A Player may, at his discretion, choose to reveal the 
  contents of any of his Traces at any time; else, Traces get revealed by enemy Intelligence activity, combat, 
  and luck. 
  In addition to its starting Fleet Traces, each faction gets a number of Neutral Traces equal to the Neutral 
  Ships value on its Starting Conditions sheet, and a number of Decoy Traces according to the table below. 
  Neutral Traces represent civilian ships that are not necessarily under your control, and Decoys are just that: 
  misinformation due to enemy counterintelligence or incompetence in your own intelligence departments. 
  Fleet and Neutral Traces must be placed in one of your faction's Home Zones; Decoy Traces may be placed 
  anywhere. If your faction does not start with any Home Zones, your Fleet and Neutral Traces may be placed 
  anywhere (although Allied territory would be best, of course). 
  
  *ILI 
  ' m  
  ' m  
  b CAMPAIGN CHARACTERISTICS 
  Once all Players have completed their initial force distribution and made any needed notes regarding Cargo 
  Points, Aces, Fleet Maneuver and Equipment, the first Campaign Turn begins. 
  Before getting into the structure of the Campaign Turn, some basic concepts and terms used throughout 
  the campaign must be covered. These include descriptions of the various types of Zone, the difference 
  between Fixed and Mobile Assets, and the concept behind Resource Points and Morale. 
  V ZONE TYPES 
  The natural characteristics of each Zone on the Strategic Map are summarized on the table on page XX. The 
  table provides information about the Zone's size, current population, and obscurity. In addition to this infor- 
  mation, which is the same for all Players, each Player must keep track of how his faction perceives (and is 
  perceived by) each Zone. There are several types of Zone in the campaign; each faction will treat the various 
  Zones differently based on its political outlook and international relationships. 
  Allied Zones are Zones that are owned by other factions, but which are friendly to the Player's faction. A 
  faction may move through an Allied Zone more securely than a Neutral or Hostile Zone, and may also 
  resupply more easily. It is possible for a Zone to be allied to two factions that are hostile to each other; in this 
  case, the Zone provides its benefits to both factions. 
  Home Zones are the Zones that are willingly part of a faction's territory. Home Zones provide Resource 
  Points and are safe havens for that faction's fleets. It is difficult to gain more Home Zones than one's starting 
  complement; it usually takes many years for a population to get used to and accept a new government. 
  Even if a faction loses all its Home Zones, that faction's Player may still continue to play in the campaign, so 
  long as he has fleets left with which to enforce his nation's final wishes. 
  Hostile Zones are Zones controlled by a faction's enemies. A faction's Starting Conditions sheet will list 
  which Zones are hostile; more Zones may turn hostile in the course of a campaign. If a Zone changes from 
  being Neutral to Hostile to a particular faction, it does not necessarily turn hostile to other factions - 
  only 
  the Player to whom the Zone is now Hostile needs to make a change to his Campaign Record. 
  Neutral Zones are Zones that are uninhabited or controlled by factions that are indifferent to the Player's 
  faction. Most Zones on the Strategic Map will be Neutral toward a faction. 
  A final Zone type is one that does not exist at the start of most campaigns. An [[Occupied Zone]] is one in 
  which an enemy has invaded and taken over. The invaders may get Resources from the Zone, but must also 
  put Resources into keeping the Zone pacified. The invader holds the Zone's Control Card, but cannot treat 
  that Zone as a Home Zone until it has been completely pacified. Occupied Zones are almost always in 
  turmoil, and are treated the same by all Players, regardless of whether the Zone was originally Neutral or 
  Allied with them; once a Zone is Occupied, all Players must note that Zone as being Occupied. 
  V FIXED ASSETS AND MOBILE ASSETS 
  Over the course of the campaign, in addition to controlling Zones, Players will gain new ships and war 
  machines and play cards that give them additional bases or military forces. These non-Zone possessions are 
  collectively known as Assets. Assets come in two types, Fixed and Mobile. 
  Mobile Assets consist of a Player's fleets, both the starting units and any units built, purchased or otherwise 
  gained during the course of the campaign. A Player's Emergency Reserve is also considered a Mobile Asset. 
  Mobile Assets are not tied to any particular location; they may move freely about the Solar System, perform- 
  ing missions and advancing their faction's cause. Mobile Assets cannot be conquered or taken over (except 
  in extremely rare cases); they must be destroyed. In other words, even if your entire faction has seceded or 
  been conquered, as long as you have your fleet, you can still fight back. 
  Fixed Assets are stations, colonies, bases, and specific military forces represented by R&D Cards. Fixed 
  Assets may not move from the Zone they are located in. If the Zone declares Neutrality as a result of low 
  Morale or war atrocities, all the Zone's Fixed Assets also become neutral. However, if the Zone is seized by 
  another faction, the Fixed Assets remain under the control of the original owner, and must be seized or 
  destroyed by the invader one by one. Thus, the more Fixed Assets a Player puts into a Zone, the more 
  resistant that Zone (and faction) becomes to enemy invasion and occupation. 
  
  ESPIONAGE AND R&D CARDS V 
  Take the Espionage and R&D cards and put them into two separate decks; throughout the campaign, Play- 
  ers will draw cards from them. In large campaigns with many Players (4+), it may be necessary to make two 
  copies of each card. Espionage cards represent a faction's efforts to subvert opponents and get information 
  and technology through somewhat unconventional routes, while R&D (Research and Development) cards 
  represents a faction's initiatives in construction, research, education, and political development. The results 
  of both efforts can be unpredictable; in many cases, a drawn card will be useless (for instance, many Players 
  will not use nukes). The card can be discarded and reshuffled into the deck if the Player desires, but if kept 
  and unused, it can be used as a bargaining chip later on. 
  Cards are drawn randomly from one of the two decks when a Player pays Resource Points to do so. Drawn 
  cards may be played immediately (if the card text permits it), or may be kept, unused and in waiting, for as 
  long as the Player likes. Most R&D cards represent Fixed Assets that are placed on the Solar System map, 
  such as colonies or people; when these cards are used, counters are placed on the Strategic Map to mark 
  their presences (note any important characteristics on the Campaign Record sheet); the R&D card is then 
  reshuffled into the deck. Other cards provide one-time bonuses or changes to a Player's Mobile Assets or 
  the environment; once these changes have been made, the card is shuffled back into the deck. 
  If the text on a card contradicts the rules in this chapter, the text on the card always takes precedence. In 
  time, faction-specific Espionage and R&D cards may become available, but for now, all factions draw from 
  the same pool of cards. Players may make extra copies of certain cards in order to shift a campaign's focus 
  toward colony building, sabotage, nuclear holocaust, etc. 
  RESOURCE POINTS V 
  Every Campaign Turn, each faction acquires power and wealth stemming from a variety of sources: manufac- 
  turing ability, economic sawy, political maneuvering, mining, theft, and so on. The result is a pool of market- 
  able goods and services that can be translated into military or political clout. Although each faction's usable 
  resources may come from vastly different sources, they all end up getting spent on much the same things. 
  The Players, being high-ranking military officials for their faction, can influence how a certain portion of the 
  faction's resources are spent, thus providing a certain number of Resource Points each turn. As will be 
  described later on, Resource Points can be used to bend spies, politicians, factories, sympathizers and other 
  forms of aid toward the Player's needs. The Player's performance affects how much of his faction's resources 
  he has access to; thus, even though the Player's faction may control many Zones and have high Morale, if he 
  loses many battles, he will still only get a few Resource Points to spend. 
  MORALE V 
  Each Zone has a Morale Level representing the overall enthusiasm and fervor of its people. Morale doesn't 
  necessarily represent freedom or democracy; citizens of an oppressive regime can be just as patriotic (or 
  more so) as the citizens of a more tolerant government. Most inhabited Zones start with a Morale level of 15 
  to 20, though some have lower Morale. 
  Minimum Morale for any Zone is zero; any event that would reduce a Zone's Morale below zero merely puts 
  it at zero (although the Zone may Revolt; see page 42). Uninhabited Zones do not have Morale; in most 
  Campaigns, the Sun, the Outer Reaches and most of Saturn's orbit are the only uninhabited Zones. 
  A Zone's overall Morale affects Resource production, and can also be the subject of a Player's campaign 
  objective (like using terror tactics to reduce an opponent's Morale, for instance). A Player's performance 
  directly affects Morale in all Zones controlled by his faction: many battles won will make it easier to improve 
  a Zone's Morale. 
  Many factions have a capital listed on their Starting Conditions sheet. Losing one's capital is a great blow to 
  a faction, and results in a loss of Morale in all of the faction's Home Zones. If a faction's capital is destroyed, 
  it is assumed that the government relocates to one of the faction's remaining Home Zones, but the faction's 
  Morale must still recover slowly. 
  The various ways a Player's Home Zones can lose Morale are summarized in the table next page. 
  
  2 
  c3 
  MORALE COSTS TABLE 
  CONDMN 
  MORALE E
  M
   
  Use a nuclear wempon 
  Home Zonas low ID6 Morals Levels 
  Home Zonas Ioes 1 Morale Led 
  Use a suicide ship 
  O
  e
  q
   a civilian statbn or colony 
  Home Zonas low 1 Morale Led 
  Home Zones lose 1 Morale Level 
  hmbard a civilian tamet from orbit 
  Q 
  n 
  Attack or steal from Nemal ships that are from p u r  faction or an Y l i  faction 
  Lose vour caoital 
  Home Zones lose 1 Maakr Level 
  Home Zones lose 1D6+4 Morale Levels 
  End a Battle Segment having an overall loss of Campaign Point5 
  Take Bxtra Resources from a Zone 
  Home Zones lose 1 Maale Lavsl 
  lone 10988 1 Morale Level per 2 ext$a Resource Points 
  Lose a colony to attack or capture 
  Suffer orbital bombardment of milirv tarnets 
  Attacked Zom, loses 4 Morale Levels. other Home Zones lose3 Morale Lsvsls 
  Attacked Zone loses 4 Morale Levels, other Home Zones lose 2 Morale Lsvsls 
  Suffer orbital bombardment of civilian targets 
  Attacked Zone loses 4 Morale Levels, other Home Zones lose 3 Morsla Leds 
  .THE 
  CAMPAIGN TURN 
  *
  <
   
  A Lightning Strike campaign is divided into Campaign Turns, which represents an abstract period covering 
  a few weeks of real time. Depending on the number of Players and the size of their fleets, a game turn can 
  Q 
  last a few minutes (if the Players simply deal with administrative matters) or go on for many evenings (if 
  several factions get locked in simultaneous battles). The Campaign Turn is divided into five segments. In 
  each segment, if order of play becomes a concern, determine randomly which Player will go first; play 
  proceeds clockwise (or alphabetically, if necessary) until all Players have taken their actions for the segment. 
  Once the five segments are played, the next Campaign Turn begins. 
  CAMPAIGN TURN SEGMENTS 
  1 -Zone Cantml 
  2 -Economics 
  In this segment. any Zone Conawl changes from the prarious turn ora put im effscr 
  In this segment. Playas add Resource points m *sir srockpiles. and engage in 
  political scti'.iq end manufacturing. Also. Neutral Traces appear for each fa&. 
  In this segmmt. Players rove their Tracas and fleets. 
  This segment is when, Playera amally set up tabletop bsttles end fight things out at a 
  tactical level. It uses a modified form of the basic campaign rules in the lightning Strike 2nd Edition rul&dc. 
  conceal themsdvss. 
  fleets pay consumbles coats. and manufacturing hwn pmious Campaign Turn is wmpleted and p l d .  
  3 - Movement 
  4 - Battle 
  5 - 
  Aftermath 
  This segment is deanup: Players remOYB Emergency Reserves. Reets attempt 
  W 0 
  V ZONE CONTROL SEGMENT 
  In this segment, any Zone Control changes from the previous turn are put into effect. If a faction Occupied 
  a Zone, or if a Zone became Neutral, it is at this point that the Zone Control Cards are handed from the 
  previous owner to the new owner (or to the moderator). A Zone Control Card is simply a physical reminder 
  as to which Zones a Player gets Resources from. A Player may not give away his Zone Control Cards, nor may 
  he arbitrarily change their Allied/Neutral/Hostile status toward any Player; as an admiral, the Player does not 
  have the authority to give away portions of the nation or declare war. His actions can only influence interna- 
  tional relations, not dictate them. 
  After this Segment is over, the changes in political boundaries are considered to have taken effect. Obvi- 
  ously, the first Campaign Turn's Zone Control Segment will have no activity. 
  Q 
  n 
  x 
  .
  i
   
  OLOSING ZONES TO LOW MORALE 
  W 
  If a one of a faction's Home Zones' Morale reaches zero during a Campaign Turn, and remains at zero at 
  the next Zone Control segment, it becomes Neutral. Any Fixed Assets in the Zone also become Neutral. 
  Mobile Assets may stay in the Zone, but now treat the Zone as being Neutral, rather than friendly. The 
  Zone's former owner gives the newly Neutral Zone's Control Card to the moderator in the Zone Control 
  Segment. The Table of Morale Costs, which describes the various changes that can occur to a Zone's 
  Morale, is above. 
  . 
  0020 
  . -  
  
  THE ECONOMIC SEGMENT V 
  The Economic Segment is extremely important in the Campaign; each faction receives its allotment of 
  Resource Points and spends those resources solidifying political ties and control, building new weapons and 
  facilities, and engaging in cloak-and-dagger operations. 
  The Players are not actually controlling the finances and political views of their entire faction; rather, they are 
  using their influence and connections as high-ranking military officers to nudge their faction's policies in 
  such a way as to make their objective easier to complete. Anyway, one may assume that the Players' objec- 
  tives are important to their factions; else, why would they have been given such large fleets and broad 
  discretion? Thus, even though their entire faction may not be at the Players' disposal, it is certainly the case 
  that many resources and efforts of various kinds will be exercised in each Player's aid. 
  NEW NEUTRAL TRACES 0 
  At the beginning of the Economic Segment, each Player receives a number of Neutral Ships Traces equal to 
  the Neutral Ships value on their faction's Starting Conditions Sheet. These Traces must be placed immedi- 
  ately. The Traces may be placed in any of a Player's Home Zones, or any Zones that are currently Allied to 
  that faction. Instead of placing new Neutral Ships Traces in his Home Zones, a Player may choose to "split" 
  a Neutral Ships Trace elsewhere in the Solar System, turning one Trace into two identical Neutral Ships 
  Traces; although these Traces remain unrevealed, the other Players will be able to guess at their nature. To 
  confuse things a bit, Players may also place any Decoys they have in addition to placing Neutral Ships 
  Traces, such that the other Players don't know if a Neutral Ships Trace was split or if a Decoy was simply 
  dropped into the Zone. 
  The moderator receives and places Neutral Traces for the USN, but does not receive Traces for any non- 
  Player-controlled factions. 
  GE-TTING RESOURCE POINTS 0 
  After Neutral Traces are placed, each Player receives Resource Points from each of his Home Zones, as well 
  as any Zones that the Player has Occupied. Each Zone provides a number of Resource Points equal to the 
  Zone's Resource Point rating on the Zone Characteristics Table (page 47). These Resource Points are added 
  to the Player's existing stockpile. 
  At the cost of some Morale, it is possible to get extra Resources out of a Zone. A Player must declare that he 
  is taking extra Resources from a Zone, and lowers the Zone's Morale Level by one for every two extra 
  Resource Points he takes. The maximum number of extra Resource Points a Zone can provide in this manner 
  in one Campaign Turn is equal to the Zone's normal Resource Point production. 
  In addition to the Resource production listed on the Zone Characteristics Table, many colonies and stations 
  produce Resource Points in addition to the ones received from a faction's Home Zones. Also, if a Player is 
  performing well on the battlefield, his government is more likely to pay attention to his needs; for every 
  three Campaign Points a Player has, one extra Resource Point is gained each Economic Segment. 
  Players may freely give Resource Points to one another. This may be done as a gift, or in exchange for some 
  kind of concession (like one of the recipient's R&D or Espionage cards, or for military or political favors). The 
  rate of exchange can be freely worked out between the Players; it's all about supply and demand. 
  SPENDING RESOURCE POINTS 0 
  Each faction cat? spend its Resource Points in various ways, but depending on the faction's basic qualities, 
  some expenditures are more expensive than others. For instance, the Jovian Confederation has vast natural 
  resources, and so can spend its Resource Points very cheaply on Materiel and Resupply. On the other hand, its 
  political stances and relative isolation make alliances and espionage more expensive in terms of resource cost 
  (for one thing, it costs a lot of money, time and fuel to ship diplomats and spies into the Inner Solar System). 
  Resource Points can be spent in eight basic categories (see next pages). Most Resource Point expenditures 
  must occur in the Economic Phase; any exceptions will be noted in the descriptions. When spending Re- 
  source Points, Players may use the moderator as a witness and go-between, in order to hide their activities 
  from the other Players. Use of the moderator is up to each Player; if someone forgets to use the moderator 
  to get information when he can, the chance has been missed. 
  e,,\- 
  
  INTELLIGENCE EXPENDITURES By spending Resource Points on Intelligence, a Player can find out what 
  his enemy is building and where. The Player can also try to reveal Traces; a Trace revealed by Intelligence is 
  not revealed to all Players, only the Player who made the Intelligence roll. The Trace itself remains unrevealed 
  on the Strategic Map. 
  The Player can also use Intelligence to find out the contents of a revealed fleet Trace (number and types of 
  ships and units, but not Ace IDS or added Equipment or Weapons) without sending reconnaissance units to 
  engage it in battle. For any of the five possible uses of Intelligence, one die is rolled against the following 
  Intelligence Thresholds. The cost in Resource Points to make each roll is equal to the faction's Intelligence 
  cost on its Starting Conditions sheet; this cost must be paid before each roll is made. The result may be 
  modified by +1 in exchange for an additional 2 Resource Points; this cost must also be paid before the roll 
  is made, but the bonus may be purchased any number of times. 
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  9 
  RESEARCH AND DEVELOPMENT EXPENDITURES Spending Resources on R&D represents the Player 
  requesting that certain manufacturing or development facilities be put under his control, or that new ad- 
  vances and personnel be assigned to his command. Sometimes, the Player gets exactly what he wants, but 
  bureaucracy and red tape may result in his getting something someone else thought he might find useful. 
  A Player may spend Resource Points to draw an R&D card (see page 73). The card may be played at once, or 
  it may be held and played in a later Economic Segment; R&D cards may only be used in the Economic 
  Segment. The Resource Point cost to draw an R&D card is .qual to the faction's R&D cost in its Starting 
  Conditions. For every 5 additional Resource Points the Player spends before drawing, he may draw an extra 
  R&D card. After the Player has drawn all the R&D cards he has paid for, he may choose to keep one of them; 
  the other cards are shuffled back into the deck. After choosing and keeping a card, the Player is then free to 
  spend his faction's R&D cost in Resource Points again to draw another R&D card, and so on. 
  The use of R&D cards allows a virtually infinite number of new locations to be defined over the course of a 
  campaign. It is also possible, by this method, for several factions to get Resources out of a single Zone, even 
  if it is controlled by another faction, and for a single Zone to produce vast amounts of Resources in addition 
  to the basic number listed on the Zone's Control Card. 
  FOREIGN AFFAIRS EXPENDITURES With Foreign Affairs, Players use their Resources to keep and make 
  friends in other factions' Zones. If a Zone can be persuaded to Ally with the Player, the Player gains a 
  valuable military staging and resupply point. Most factions start the campaign with some Allies. 
  Each Allied Zone costs a certain number of Resource Points each Economic Segment: this cost is referred to 
  as the Zone's Alliance Cost. The Alliance Cost represents the expenses of keeping up diplomatic and social 
  ties, especially when trying to mollify citizens that are unhappy about having your fleets cruising through 
  their neighborhoods. Thus, the Alliance Cost goes up if you have revealed fleets in the Zone. 
  The cost to keep an already-Allied Zone as an Ally is one Resource Point. For each friendly revealed fleet in 
  the Zone, add +I to the Alliance Cost. If a hostile faction has a revealed fleet in an Allied Zone with friendly 
  revealed fleets, the added cost goes up to 2 Resource Points for each friendly fleet. If a Player fails to pay an 
  Alliance cost, a note should be made; in the next Zone Control Segment, the unpaid-for Zone becomes 
  Neutral to the faction that failed to pay the Alliance cost. 
  Players can also try to persuade Neutral Zones to ally with them. To do this, the Player chooses a Neutral 
  Zone and deducts a number of Resource Points from his stockpile equal to the Foreign Affairs cost on his 
  faction's Starting Conditions sheet. The Player then makes a roll on one die against a Threshold of 5. If the 
  roll fails, the Player may pay more Resource Points and try again. If the roll succeeds, the Zone becomes an 
  Ally in the next Zone Control Segment. If, before that happens, something happens to make the Zone turn 
  Hostile or Occupied, the alliance is canceled, and the spent Resource Points are wasted. 
  
  POLITICS EXPENDITURES: While Foreign Affairs represents the usage of Resources to make friends in 
  other factions, Politics represents an effort to drum up support in your own Zones (or in Zones that you've 
  conquered and want to be friends with). A Player may use Politics to raise Morale in his Home Zones or to try 
  to change a Home Zone's attitude toward another faction. If one of your Occupied Zones is in Revolt, it must 
  first be Pacified before it may gain Morale Levels. For any of the five possible uses of Politics, a roll on one 
  die is made, against the following Thresholds. 
  I *  
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  The cost in Resource Points to make each roll is equal to the faction's Politics cost on its Starting Conditions 
  sheet; this cost must be paid before each roll is made. The result of the roll may be modified by one in 
  exchange for an additional 3 Resource Points; this cost must also be paid before the roll is made, but the 
  bonus may be purchased any number of times. Also, for every five Campaign Points you have, you may 
  modify the result of each Politics roll you make by one; this bonus is cumulative (if you have 25 Campaign 
  Points, your Politics rolls are all modified by 5). 
  ESPIONAGE EXPENDITURES: Espionage represents the darker side of international affairs, where black- 
  mail, theft, terror and assassination are all common tools in the battle to win at any cost. Players can use 
  Espionage to generate Decoy Traces to hide their fleets or to draw Espionage cards. 
  The Resource Point cost to draw an Espionage card is equal to the faction's Espionage cost on its Starting 
  Conditions sheet. The card may be played at once, or it may be held and played at a more appropriate time 
  (many cards will specify when they can be used). For every 5 additional Resource Points the Player spends 
  before drawing, he may draw an extra Espionage card. After the Player has drawn all the Espionage cards he 
  has paid to draw, he may choose to keep one of them; the other cards are shuffled back into the deck. After 
  choosing and keeping a card, the Player is then free to spend his faction's Espionage cost in Resource Points 
  again to draw another Espionage card, and so on. 
  To generate Decoy Traces, the Player must spend a number of Resource Points equal to the faction's Espio- 
  nage cost on its Starting Conditions sheet. Roll one die; this is the number of Decoy Traces the Player gains. 
  Decoy Traces may be placed on the Strategic Map immediately, or they may be held and used at a later 
  time. Held Decoy Traces may be placed at any time, and may be placed anywhere in the Solar System. 
  MATERIEL EXPENDITURES: Perhaps the most straightforward of Resource expenditures, Materiel repre- 
  sents the construction and/or acquisition of new weapons and vehicles for your fleet. New vehicles take time 
  to construct or marshal, and thus may be destroyed if an enemy raids the manufacturing plant or staging 
  area before the vehicles ship out to your fleet. It is always wise to guard your manufacturing sites (or keep a 
  large Emergency Reserve). 
  Resource Points put toward building new units are immediately deducted from the Player's Resource Point 
  total. Every Resource Point converts into 5 TV points, which may be spent on new units in accordance with 
  the restrictions on the faction's Fleet List. The Player should gather together the datacards for the purchased 
  units. On his Campaign Record, the Player must note in which Zone the manufacturing is taking place. 
  Manufacturing may take place in either Home or Allied Zones. If the Player has a shipyard or military base, 
  that location can be designated as the manufacturing location. If the Zone or station becomes Neutral 
  before the manufacturing is complete, the units are still provided to the fleet upon completion; if the Zone 
  turns Hostile, the units are destroyed. If desired, manufacturing may be split up between several Zones and/ 
  or stations; the Player must clearly note which units are being manufactured at each location. 
  Units take one full Campaign Turn to be manufactured; at the end of the Aftermath Segment in the Cam- 
  paign Turn after the one in which the manufacturing was started, the new units are completed. The units 
  must be placed on the Campaign Map in the Zone in which they were constructed, but the Player may 
  choose how many Traces the units are split up into. The Player may also choose to place Decoys when 
  placing his new units. 
  Resource Points can also be used to increase a Player's Emergency Reserve. Each Resource Point used for 
  this purpose translates into one lV point added to the Emergency Reserve. This increase takes effect imme- 
  diately, without the need to wait for manufacturing. 
  0023 
  
  RESUPPLY EXPENDITURES: In the campaign rules in the Lightning Strike 2nd Edition book, Fleets are 
  supplied from Cargo Points carried by accompanying support ships. In the Expanded Campaign, one must 
  also consider the question "who supports the support ships?" 
  Resource Points can be used to add Cargo Points in increments of 10 to a Fleet's supply ships. Each time this 
  is done, the Player may immediately use any or all of the supply ships' Cargo Points to make any needed 
  repairs to the fleet; these repairs must be declared and paid for before the Player makes his next Resource 
  Point expenditure. The cost to add Cargo Points to a fleet depends on the fleet's current location; see the 
  table below. 
    CARGO POINTS COSTS 
  m 
  If the fleet has no supply ships, the purchased Cargo Points may also be spent directly on the fleet's ships, for 
  an additional Resource Point cost (representing the costs of repairing a fleet in a foreign port). The Cargo 
  Points must be spent immediately, before end of the Economic Segment; unused Cargo Points are lost. In 
  the Economic Segment, gained Cargo Points may also be spent to pay the fleet's Consumables cost for the 
  campaign turn (see page 41); a note should be made of this for reference in the Aftermath Segment. 
  MOVEMENT, CONCEALMENT & OTHER EXPENDITURES: Players should keep some of their Resource 
  Points unused in the Economic Segment in order to have them available for moving fleets and Traces in the 
  Movement Segment. Resource Points are also used to help keep Traces unrevealed in the Movement Seg- 
  ment and to re-hide revealed fleets in the Aftermath Segment. There are also a few other less common 
  situations where Players will have the opportunity to use Resource Points after the Economic Phase; if a 
  Player does not have any Resource Points to spend, these opportunities are lost. 
  V THE MOVEMENT SEGMENT 
  In the Movement Segment, all the Players pay Resource Points to move their fleets and Traces from one 
  Zone to another. Players may also split or merge Traces and fleets. At the end of the Movement Segment, a 
  check is made for each Trace to see if it gets revealed. 
  0 MOVING NEUTRAL SHIPS 
  A Neutral Ships counter represents civilian ships going about their business. Once revealed, the counter 
  moves randomly, since the ships aren't really under the Player's control; they were simply presented by one 
  /'faction's intelligence forces as being something they weren't. Once someone identifies them, their true 
  Before the Players move their fleets and Traces, all revealed Neutral Ships must be moved. Neutral Ships 
  only ever move one Zone at a time. The moderator (or one or more of the Players, if everyone agrees) rolls 
  a die for each revealed Neutral Ships counter. If a Neutral Ships counter rolls a result that cannot be obeyed 
  nature is revealed to all Players. 
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  MOVING FLEETS AND TRACES 0 
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  The moderator moves all units under his control first. The Players take then turns, either by moving one fleet 
  or Trace at a time, or simply moving all of one Player's fleets and Traces at once (the Players may choos 
  whatever method they prefer). A Player is never required to move any of his Traces or fleets. 
  The fleet or Trace may move into any Zone that touches the Zone it is currently in; this includes Zones th 
  are touching only by their corners (for instance, it is permissible to move from Zone 18A to Zone 14, throu 
  the corner of one Zone to the corner of the next). 
  A fleet or Trace may move through more than one Zone in a Turn if the first Zone it moves into is a Home 
  Zone or Allied Zone with no hostile Traces or fleets present. A fleet or Trace many not move into more than 
  two Zones in a Turn, except under certain special conditions (usually found on Espionage cards). It costs 
  nothing to move a Neutral Trace one Zone. It costs 1 Resource Point to move a Neutral Trace into a second 
  Zone in a single Turn. 
  Decoy Traces cost nothing to move, and may be moved however the owning Player likes, even in a fashion 
  that would be impossible for a "real" fleet (such as moving across the Solar System in one turn); of course, 
  doing so would identify the Trace to all Players as a phantom, so it is best for Decoys to be moved in a 
  fashion that makes them look like fleets or Neutral ships (i.e. one or two Zones at a time). 
  Each Player must keep track of the contents of each of his fleet Traces, because while it costs little to nothing 
  (at least as far as the Player is concerned) to move Neutral Ships and Decoys, moving a fleet can get quite 
  expensive. Before a fleet can be moved into a new Zone, a cost in Resource Points must be paid. Also, a fleet 
  must have ships in it to move between Zones; fleets with only standard units (which can happen in some 
  defensive situations) cannot move to another Zone until they have enough ships to transport all the fleet's 
  standard units (for information on Vehicle Capacity, see Lightning Strike 2nd Edition Rulebook, page 50). 
  Each Zone has a Travel Time listed on the Zone CharacteristicsTable (page 47). This value represents the size 
  and relative difficulty of moving a fleet into (and through) the Zone. Each time a Player wishes to move a fleet 
  into a new Zone, a cost in Resource Points must be paid for each ship in the fleet. This cost is equal to the 
  Zone's Travel Time. This cost applies to a fleet whether or not it has been revealed; the moderator should be 
  aware of all fleet movements. For instance, if a fleet of three ships wishes to move into Zone 13A (Travel 
  Time: 2). the Resource Point cost is 2 for each ship, for a total of 6 Resource Points. 
  Each ship has a Fleet Maneuver value listed on its datacard. This value represents the ship's capacity to 
  travel long distances in a short period of time. A ship's Fleet Maneuver value is subtracted from the cost of 
  moving the ship into a new Zone. For instance, if the fleet from the above example consisted of a Hydra, a 
  Tengu, and an Ebiiru, the cost of moving the fleet into Zone 13A would only be 3 Resource Points: 2 points 
  for the Hydra, 1 point for the Ebiiru, and nothing for the Tengu, which, with its Fleet Maneuver of 2, would 
  move into the Zone for free (2-2=0). 
  It is possible for a ship's cost to move into a new Zone to be zero as a result of its Fleet Maneuver rating; 
  however, regardless of the Maneuver Values of the ships in a fleet, the minimum cost to move a fleet into a 
  new Zone is 1 Resource Point. For example, if the fleet from above consisted of three Tengus, the cost for 
  moving the fleet into Zone 13A would be 1 Resource Point; even though the ships' Fleet Maneuver values 
  negate the Travel Time cost, the minimum cost of 1 Resource Point must still be paid. 
  If a fleet wishes to move into a second Zone in the same Movement Segment, the Travel Time cost must be 
  paid for the new Zone, only this time, the cost is doubled, and the minimum cost is equal to the number of 
  ships in the fleet. For example, if the Hydra, Ebiiru and Tengu wanted to move again in the same Turn, from 
  13A to 18A (Travel Time 2), the cost would be 3 x 2 = 6 Resource Points. If the fleet of three Tengus did the 
  same thing, the cost would be equal to the number of ships in the fleet: 3 Resource Points. 
  It is permissible for Travel Time costs to be paid using Cargo Points from the fleet's supply ships. Every 10 
  Cargo Points deducted from the supply ships translates into 1 Resource Point that must be immediately 
  used to pay Travel Time costs. 
  0025 
  
  0 SPLITTING FLEETS AND TRACES 
  At any time during the Movement Segment, a Player may split up the forces in a fleet (revealed or not), 
  creating new Traces, This is useful for many reasons, including hiding your fleet's units, spreading your forces 
  to cover multiple avenues of attack, and confusing the enemy. The downside of splitting a fleet is that the 
  smaller groups become more vulnerable to attack by superior forces. Splitting a fleet costs nothing. Decoy 
  aces may not be split (although the act of placing a new Decoy in a Zone that already has a Decoy in it will 
  A Player may also choose to merge Traces that are in the same Zone, combining two Traces into a single 
  Trace. If both Traces are fleets, a cost of one Resource Point must be paid (the moderator must be informed, 
  but not the other Players); the fleets merge into a single battle group. Any other combination of merging 
  Traces is free, and simply results in a single remaining (and unaltered) Trace, be it a fleet, Neutral Ships, or 
  Decoy. If a Neutral Ships Trace merges with a fleet, discard the Neutral Ships Trace. If a Decoy merges with 
  Neutral Ships or a fleet, discard the Decoy Trace. If a revealed fleet merges with a Trace of any kind, it 
  becomes an unrevealed Trace again. Revealed Neutral Ships counters may not merge or split, however; 
  since they are now defined ships, as opposed to abstracted sensor traces, the revealed Neutral Ships are not 
  imulate this), and Neutral Ships Traces may only be split at the beginning of the Economic Segment. 
  subject to the Player's orders. 
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  Players may split and merge Traces as many times as they want in a Campaign Turn, within the limits of 
  movement, resources and availability of new Trace counters. 
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  0 HIDDEN MOVEMENT 
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  In almost all cases, the presence of a ship (or group of ships) is noted with a Trace. However, there are 
  occasions when a Player may wish to keep his opponent completely unaware of even the possible location 
  of some of his forces. One can order a fleet to run completely silent and take extremely oblique routes in 
  order to prevent detection; this has the effect of increasing fuel use and isolation, however. 
  To use hidden movement, a moderator is required. The Player chooses one or more Traces or fleets to enter 
  hidden movement. The Player writes down (and tells the moderator) where the ships are starting, and keeps 
  track of the ships' movement from one Campaign Turn :e another. The moderator must be informed of all 
  movement and activity the hidden fleet engages in. 
  The hidden fleet's Trace or fleet counter is left on the Strategic Map, in the Zone where it was last visible; it 
  is the other Players' marker for the fleet's last known location (even though they don't know that the fleet has 
  gone into hidden movement). The fleet itself has, of course, already moved somewhere else, so if another 
  Player tries to reveal or attack the leftover counter, he must be told that there is, in fact, nothing there. The 
  leftover counter is then removed, just like a decoy. At this point, the only record of the fleet's location and 
  activities is what the owning Player and moderator have written in their notes. 
  Unless a Player specifically states that he is looking for a hidden fleet in a Zone, the hidden ships cannot be 
  discovered by chance. If a Player wishes to search a Zone for a hidden fleet, he must do so during the 
  Economic Segment, using his faction's Intelligence cost and abilities. A roll is made on one die against a 
  Threshold of 4, plus the Zone's Concealment Value on the Zone Characteristics Table. If the Player is search- 
  ing in one of his Allied or Home Zones, the roll gets a +I bonus. If the roll succeeds, any hidden fleets in the 
  Zone are immediately placed on the Strategic Map as unrevealed Traces; the hunting Player will know that 
  they are military fleets, but he will not know the contents of the fleets. The cost in Resource Points to make 
  each search roll is equal to the faction's Intelligence cost; this cost must be paid before each roll is made. The 
  result of the roll may be modified by one in exchange for an additional 2 Resource Points; this cost must also 
  be paid before the roll is made, but the bonus may be purchased any number of times. 
  The cost for the ships in the fleet to move to a new Zone using hidden movement is three times the normal 
  Travel Cost for the ships in the fleet (multiply the Travel Cost by three, and then subtract any Fleet Maneuver 
  modifiers). The minimum movement cost for the whole fleet per Zone entered is the number of ships in the 
  fleet times three. A fleet in hidden movement may only move one Zone per Campaign Turn. 
  At least half of the Strategic movement cost for the fleet must be paid using Cargo Points from the fleet's 
  own supply ships; this represents the need for the fleet to be self-sufficient while on its secret mission. 
  A fleet that is using hidden movement may not be resupplied except by supply ships in the fleet itself. If it 
  merges with any fleet or Trace, engages in battle, or if it receives outside resupply, its existence is immedi- 
  ately known, and its Trace is placed on the Strategic Map. 
  
  TRANSFERRING SHIPS AND UNITS 0 
  Resource Points can also be spent to redistribute forces between fleets (revealed or not). To transfer ships 
  and standard units between two or more fleets, the involved Traces and/or fleets need only be in the same 
  Zone. The transfer of units can occur at any time during the Movement Segment, and as many times as the 
  Player desires. The other Players need not be informed, but the moderator should be aware of all transfers. 
  The cost to transfer ships and units is one Resource Point per two-way transfer between two fleets, regard- 
  less of the number of units moved from one fleet to the other. After the cost is paid, the chosen datacards 
  are moved from one fleet's stack to the other's. 
  DETECTING FLEETS AND REVEALING TRACES 0 
  At the end of the Movement Segment, after all Players have completed their moves, a check must be made 
  for each unrevealed Trace to see if patrols, local news reports, or pure luck cause the nature of that Trace to 
  be revealed to public knowledge. 
  Each Player rolls one die for each of his Traces. A Player may modify his die roll by paying one Resource point 
  per one point added to or subtracted from the die roll; this cost must be paid before the die roll is made 
  (only the moderator need know this). The Threshold for each roll is listed on the table below; each Threshold 
  is modified by the Concealment Value of the Zone itself. If the roll is successful, the owning Player may leave 
  the Trace unrevealed. If the roll fails to exceed the Threshold, the nature of the Trace is immediately revealed 
  to all. The Trace is then replaced with an appropriate counter: Neutral Ships, Decoy, or Fleet. Even if a 
  military fleet is revealed at this point, its specific contents are still unknown to the other Players until they 
  take some action (Intelligence, battle, etc.) to find out more about the fleet. 
  TRACE DETECTION THRESHOLDS 
  THRESHOLD I 
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  5. minus Zonds COncwlment Value 
  7, minu6 Zone's Conceslmem Value 
  REVEALING NEUTRAL TRACES 0 
  A Neutral Ships Trace represents civilian ships going about their business, being presented by one faction's 
  intelligence forces as being something they aren't (like a military fleet). Once someone identifies a Trace as 
  Neutral Ships, their true nature is revealed to all Players. 
  When a Neutral Ships Trace is revealed, roll one die to find out whether the ships are truly neutral (civilian 
  pleasure craft and the like) or the property of the factions whose Trace has been revealed. 1-3: Ships are from 
  Trace's owner's Faction. 4-6 Ships are truly Neutral. Roll one die twice more to see what type of ships are in 
  the group, and how many there are. Note that even if the ships belong to a faction, they still move randomly; 
  the difference in ownership matters only if one of the Players is looking for enemy (or unallied) shipping to 
  raid. Replace the flipped Trace counter with a numbered Neutral Ships counter of the appropriate faction 
  (use the True Neutral Ships counters for truly Neutral ships). The moderator keeps track of the contents of 
  each Neutral Ships counter, using the numbers on the counters to keep track of which one is which. 
  3 
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  I 
  by 2, rounding up (for "1-3") 
  
  VTHE BATTLE SEGMENT 
  The Battle Segment is when fleets in the same Zone engage in a series of tabletop battles, using the stan- 
  dard Lightning Strike combat rules. Battles are not always huge fleet actions. In many cases, a Player will 
  simply send a Trace consisting of a light carrier and a few quick fighters to stalk an enemy fleet and discover 
  its exact contents, in order to muster a more suitable battle fleet later on. In such situations, the "battle" may 
  consist of nothing more than a quick reconnaissance mission or two, followed by an attempted retreat. At 
  other times, a tiny defending fleet will have to face down a vastly superior force; depending on the Players' 
  plans and actions in the rest of the Campaign Turn, such a situation may be the result of a major strategic 
  error, or it might just be bait to lure an enemy into a trap. 
  Due to the addition of the Expanded Campaign Turn, many of the battle selection and reinforcement 
  rules from the Basic Campaign are no longer necessary. Most scenarios and objectives will now be obvi- 
  ous from the larger strategic perspective, reducing the need for set scenarios. Unlike the Basic Campaign, 
  the Battle Phase has no declared winner or loser. Players collect Campaign Points as normal, but other- 
  wise, victory is judged based on the Player's faction's Campaign Objective. The following sections of the 
  Campaign Rules from the Lightning Strike 2nd Edition Rulebook still apply to the Expanded Campaign: 
  5.2.1: Campaign Stats, 5.2.2: Vehicle Capacity Table, 5.2.2: Support Ships, 5.2.2: Leadership (note that 
  each Player only has one flagship; thus, many battles will be fought without the flagship's presence), 5.2.2: 
  Optional Rules, 5.2.3: Salvage, 5.2.3: Regrouping and 5.2.3: Survival, Ship Repair, Standard Unit Repair, 
  Experience, Campaign Points. 
  0 COMBINED FLEET MANEUVER 
  Each fleet's Combined Fleet Maneuver Value is equal to the lowest Fleet Maneuver Value among the ships 
  in the fleet. The CFMV is used throughout the Battle Segment to determine which fleets move first and get 
  to combat zones early. Thus, a fleet's CFMV is quite important to keeping the initiative in a battle. 
  Before any die roll or comparison in the Battle Segment in which a fleet's CFMV is a factor, the Player may 
  pay Cargo Points to temporarily raise the individual Fleet Maneuver Values of the fleet's ships; each Cargo 
  Point deducted from the fleet's supply ships adds one to the Fleet Maneuver Value of one ship. Once the 
  Player has spent as many Cargo Points as he wants to for this purpose, the fleet's CFMV is recalculated. The 
  new CFMV goes away after the die roll or comparison; if another CFMV-related die roll must be made, more 
  Cargo Points must be spent to raise the Fleet Maneuver Values again. 
  0 EMERGENCY RESERVES 
  At the beginning of the Campaign, each Player receives an Emergency Reserve. The lV of this reserve is 
  a percentage of the main fleet's starting TV, and varies with the faction. The Emergency Reserve repre- 
  sents garrison and patrol forces that are almost always present in high-security or high-traffic areas. Be- 
  cause they are generally garrison units with second-line equipment, forces drawn from the Emergency 
  Reserve may not include Elite or Special-Duty units, or Heavy or Special-Duty ships, and they may use only 
  Common Equipment. 
  At the beginning of the Battle Segment, each Player may place Emergency Reserve units in any Home, 
  Allied or Neutral Zone. Emergency Reserve units may be placed as Traces, so that enemy forces do not know 
  what they are facing until they begin a battle. In Zones controlled by the Player's faction, any number of 
  Emergency Reserve units, up to the faction's full remaining Emergency Reserve TV, can be placed. In Allied 
  Zones, up to 60% of the faction's remaining Emergency Reserve may be placed in a single Zone, and in 
  Neutral Zones, only 20% of the Emergency Reserve may be placed in a Zone. Emergency Reserve forces 
  cannot be placed in Zones controlled by hostile factions. 
  Emergency Reserve forces are meant to allow Players to mount quick strikes or stopgap defenses without 
  having to keep track of every single unit each faction owns. At the end of the Campaign Turn in which 
  Emergency Reserve units are placed on the Strategic Map, all Emergency Reserve forces are removed from 
  the Strategic Map, and the surviving TV value is put back into the Emergency Reserve. Emergency Reserve 
  forces must be removed from the map each turn, regardless of whether they actually fought a battle. The 
  Emergency Reserve can be used every Campaign Turn, if the Admiral desires. 
  0028 - 
  
  CONVERTING RESERVES V 
  If an Admiral desires, part or all of the Emergency Reserve can be converted into main fleet units. Each nl 
  point from the Emergency Reserve is worth 5 "real" TV points that are immediately added to the main fleet's 
  TV reserve on the Campaign Record. This TV may be spent on Materiel building in the next Economic Phase, 
  or it may be simply converted into real units that are immediately added to the fleet's rosters; if the nl is 
  converted to real units, the choice of units is limited to the same units allowed for Emergency Reserve forces. 
  For every 5 TV points taken from the Emergency Reserve, 1 Resource Point must be paid, representing the 
  cost of gathering and transporting units from across the Solar System. 
  The Emergency Reserve can be added to at the cost of units from the main fleet; this represents the Admiral's 
  government shifting forces from task forces over to border protection and defense. For every 5 TV points' 
  worth of units permanently deleted from the main fleet, 1 TV point is added to the Emergency Reserve. For 
  every 5 TV points thus added to the Emergency Reserve, 1 Resource Point must be paid, representing the 
  cost of redistributing units across the Solar System. 
  A Player's Main Fleet represents a defined force assembled for the purpose of completing a specific objec- 
  tive, while the Emergency Reserve represents a faction's scattered auxiliary forces. From a gaming perspec- 
  tive, the Main Fleet provides lots and lots of units (remember that when trading Emergency Reserve TV for 
  Main Fleet units, each Emergency Reserve TV point is worth 5 TV in the Main Fleet), but these units are tied 
  to specific locations; if the action is happening elsewhere, these units are useless. The Emergency Reserve 
  amounts to fewer units available for single battles, but it allows the Player great flexibility in repulsing suc- 
  cessive attacks from different directions. 
  ENTERING A BATTLE V 
  After Emergency Reserve forces are placed on the map, the Players declare their attacks. Each Player se- 
  cretly writes down which of his fleets in which Zones he wishes to attack with, if any; if a Player has more than 
  one fleet in a single Zone, each fleet must attack a different target. The Players all then reveal their attack 
  selections. The attacks are then dealt with Zone by Zone, starting from Zone 1. 
  For each Zone in which an attack is declared, all Players who declared an attack may use Cargo Points to 
  temporarily boost their Combined Fleet Maneuver as described above; this may be written down in secret. 
  The Players then compare the CFMV of their fleets. The fleet with the highest CFMV is moved atop the 
  counter of its target; the target must be in the same Zone. The fleet with the next highest CFMV is then 
  moved atop its target, and so on until all attacking factions have moved their fleets to their targets. If there 
  are ties in CFMV, determine the order of play randomly. 
  If any of the attacked targets are Traces, they are immediately revealed as a Fleet, Decoy, or Neutral Ships. 
  Decoys are simply removed from the Strategic Map. Neutral Ships are identified using the Neutral Ships 
  Table, and may be engaged in battle or left alone as the attacker chooses. Revealed fleets must be engaged 
  in battle, unless all involved Players immediately agree to withdraw without a fight. 
  A Player may also attack colonies, stations and planets: they becomes the objective of the battle. If there are 
  no specific colonies or stations in the Zone (i.e. if no R&D cards have been used to place them there), a 
  generic colony or station of the desired type is selected by the attacker, using the Zone Characteristics 
  Table. If a planet is the target, the attacker's goal is to reach low orbit and complete an objective (bombard 
  a target, land troops, etc). A Player may also move a fleet atop a colony, station, planet, Neutral Ships 
  counter, Fleet or Trace and announce that he is defending that object; any fleet attacking the defended 
  object must engage the defending fleet in battle. 
  Each grouping of attackinglattacked fleets now fights battles according to the Phases described next page, 
  which are broadly similar in purpose to the Phases in the Basic Campaign. Fight through the Phases and 
  tabletop battles for one grouping before proceeding to the next. After all fleet engagements in the Zone 
  have been concluded, the Battle Segment moves to the next Zone in which attacks were declared. 
  It is possible for multiple fleets from the same faction to end up engaging the same enemy fleet; in this 
  situation, the fleets with the highest CFMV meet and fight their battles first. After that, assuming the enemy 
  fleet is not wiped out, the fleets with the next highest CFMV engage the enemy fleet. If the fleets have the 
  same CFMV, or if all fleets on one side have higher CFMV's than the fleet(s) on the other side, simply 
  combine the friendly fleets into one large fleet before starting the battle. As usual, before comparing CFMV'. 
  Cargo Points may be used to temporarily boost a fleet's CFMV. 
  I
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  O T H E  PHASES OF BATTLE 
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  Once two or more fleets end up in battle together, the conflict moves away from the Strategic Map and onto 
  the tabletop. Each full fleet engagement is roughly analogous to a single campaign from the Lightning 
  Strike 2nd Edition Rulebook, although most likely of much smaller scale. Usually, several tabletop battles 
  will take place, with the fleets jockeying for position and effecting repairs between fights. When one fleet 
  flees or is wiped out, the engagement is over, and the next engagement in the Zone can begin. 
  There are three Phases in an engagement; these are played through repeatedly until the engagement ends. 
  In the Strategy Phase, the fleets make choices regarding their overall objectives, and check to see who has 
  the upper hand for the next tabletop battle. In the [[Battle]] Phase, a single tabletop battle is fought. Finally, 
  in the Repair Phase, the fleets lick their wounds and regroup. Once the Repair Phase is over, the next 
  Strategy Phase begins. 
  OTHE BACKUP FORCE 
  Before making the first Strategy Roll (see below) each combatant must decide whether to assign part of his 
  fleet as a reserve. Ships and units thus assigned attempt to hide from the enemy and keep out of the way, 
  and thus hopefully avoid combat. This reserve is called the Backup Force, while the portion of the fleet that 
  makes Strategy Rolls and pursues the fleet’s objective is called the Task Force. A Player is not required to 
  have a Backup Force; it is quite normal for the entire fleet to operate as a single group, so that the fighting 
  ships do not run the risk of being cut off from part of the fleet. However, if a Player wants to try to keep his 
  vulnerable or valuable ships out of a particular battle, assigning them to the Backup Force is a good option. 
  To assign units to the Backup Force, simply remove their datacards from the fleet’s complement and set 
  them aside. The Backup Force does not choose Strategies or make Strategy Rolls. It is engaged in battle 
  only if the enemy actively looks for it (and doesn’t get intercepted). Ships in the Backup Force are not 
  included when calculating the Combined Fleet Maneuver Value for Strategy Rolls; thus, putting low-Fleet- 
  Maneuver ships into the Backup Force also allows the actively fighting part of the fleet to move more freely. 
  The Backup Force can be as large as the Player wants. Although the main purpose of the Backup Force is to 
  keep one‘s supply ships out of the way, a Player can also use the Backup Force to keep powerful (and thus 
  precious) battlefield units out of the fight, or to set a trap; many is the unfortunate attacker who has struck at 
  a seemingly defenseless group of freighters only to be met with dozens of exo-armors. 
  .
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  O T H E  STRATEGY PHASE 
  If there are more than two factions in the battle, two forces must be chosen as the Primaty Combatants. The 
  primary combatants will make the Strategy Rolls and dictate how the battles will be fought. Each fleet’s 
  Combined Fleet Maneuver Value is equal to the lowest Fleet Maneuver Value among the ships in the fleet; 
  the primary combatants are the two fleets with the highest Combined Fleet Maneuver Value; the other fleets 
  are Secondary Combatants. If more than two fleets have the highest CFMV, the fleets with the highest total 
  TV have priority as the primary combatants. Any Player may decline to be a primary combatant, and allow 
  the next Player to take that position. 
  Secondary combatants have two options before each battle: participate or leave. If a fleet chooses to leave, 
  it departs the combat zone. If it chooses to participate, he may enter the battle. The secondary participant’s 
  force in any tabletop battle may not be larger (in terms of TV) than the smaller of the two primary combat- 
  ants‘ forces. Before the battle is set up, the secondary Player must declare one table edge from which his 
  forces will enter. In the Initiative Phase of each turn, the secondary combatant rolls one die and multiplies the 
  result by ten; this is the percentage of his force that may now be placed on the table. The entering forces 
  must be placed within 10cm of the secondary combatant‘s declared entry edge. 
  The two primary combatants each choose a Strategy from the list on the next pages. A Strategy Roll is then 
  made; the roll is an opposed roll on two dice. Each Player adds his current CFMV (as usual, Cargo Points may 
  be used to temporarily increase CFMV). If a fleet‘s flagship is present in the fleet, a +2 bonus is applied to 
  that Player’s roll. If the fleet salvaged at the end of the last battle, apply a -1 penalty. If the fleet changed to 
  a different Strategy Category (except for Retreat), apply a -1 penalty. The Player with the higher roll is the 
  winner of the Strategy Roll; reroll ties, keeping all modifiers the same. The result of the Strategy Roll is used 
  to consult the Strategy Table; the winner reads along rows, and the loser reads down columns, thus deter- 
  mining the nature of the tabletop battle to be played. 
  
  W% 
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  STRATEGY TABLE 
  Bbckads 
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  CS1 
  n i i  
  sc2 
  sc2 
  IC921 
  sc2 
  gcg 
  sc2 
  8c2 
  sc2 
  wunr/wI 
  cs3 
  NOg.ICS11 
  Notes 
  Nc4aa-I 
  Notes 
  Notes 
  Notes 
  RearStzika 
  NaaSlCS21 
  ~ I C 9 1 1  
  NotesIC911 
  NoteaCS21 
  NotesICS31 
  Notes 
  Notes 
  sou, at. 
  NA 
  NA 
  X 
  Wan bf. 
  NA 
  NA 
  Nag. 
  CS1 
  CSl 
  CS1 
  Bbckads 
  CS1 
  Notea 
  CS1 
  CSl 
  CSl 
  Notes 
  Hide 
  X 
  WklKhW 
  I 
  ~ 
  Rse 
  X 
  X 
  I 
  Notes 
  X 
  X 
  X 
  Notes: The winner of the Strategy Roll reads the notes listed with his Strategy, and the fleets play the 
  scenario that results. 
  CS: Play the appropriately numbered Common Scenario 
  (CS): Opponent's permitted force size; for your force size, read the Notes 
  SC: Play the appropriately numbered Special Case scenario 
  - : No battle occurs; proceed directly to Repair Phase. If "-" occurs three times in a row, the engagement is 
  over; it is assumed that neither fleet wishes to fight. 
  X: The engagement is over; one or both fleets have left the area. 
  N A  
  I 
  This combination cannot 
  - -  
  
  0 AGGRESSIVE STRATEGIES 
  Attack Your forces gather into a large formation and drive in toward your goal (i.e. the planet, station or 
  Neutral Ships that the engagement is being fought over). You choose a table edge to start from; your entire 
  force sets up on this edge after the enemy sets up, and you may only leave from this edge. 
  The enemy's force is composed according to the restrictions of the Common Scenario listed in parentheses 
  on the Winner: Attack line of the Strategy Table. The objective's owner places the objective, all Obstacles 
  and fixed defenses, and up to 50% of the enemy force starts in the middle of the table (if the objective is a 
  planet, see Planets, page 37). The remainder of the enemy fleet enters from a table edge you choose, in the 
  same manner as secondary combatants (calculate the percentage as a percentage of the TV that started the 
  fight off the table). 
  Exceptions: if the enemy chose Recon, Infiltrate or Attack, his entire force sets up on an edge you choose, 
  and may only leave from that edge. If the enemy chose Hunt or Raid, his force enters (and leaves) on an edge 
  you choose, in the same way as secondary combatants, 1 D6+1 turns into the battle. 
  Hunt and Kill: Your massed fleet steamrollers around space, trying to find the enemy fleet. Because this 
  strategy requires a somewhat dispersed formation, you do not have to start with your entire chosen force on 
  the table; up to 20% of your forces may enter on your entry edge anytime after the battle begins (or may skip 
  the battle entirely, if you choose). The enemy's force is composed according to the restrictions of the Com- 
  mon Scenario listed in parentheses on the Winner: Hunt/Kill line of the Strategy Table. Otherwise, the battle 
  is run just like CS3. 
  If your enemy attempts to Ambush, Hide, Withdraw or Flee, the battle is CS3 as above, except the enemy 
  starts in the middle of the table, he sets up all Obstacles, and may escape from only one table edge of his 
  choice. If the enemy is Withdrawing or Fleeing, he must use his entire fleet (both Task Force and Backup 
  Force). 
  Rear Assault: Your fleet attempts to circumvent the enemy fleet and hunt down its Backup Force. If you win 
  the Strategy Roll, your entire Task Force attacks your enemy's entire Backup Force. The enemy sets up all 
  Obstacles, and starts in the middle of the table. The enemy ships may not move for two full turns. The 
  enemy's Task Force units may only participate if they selected an Aggressive or Cautious Strategy, and arrive 
  on the table from an edge you choose, 1 D6+1 turns into the battle; the forces enter in the same way as 
  secondary combatants. The enemy's force is composed according to the restrictions of the Common Sce- 
  nario listed in parentheses on the Winner: Rear Assault line of the Strategy Table. Your force sets up on a 
  table edge of your choice, and may only leave from this edge. 
  If the enemy has no Backup Force, your force attacks the enemy Task Force (if the enemy chose to Attack, 
  your force meets the enemy fleet at the objective). The enemy's force is composed as described above. If 
  the enemy chose Close Defense, the objective is on the table in this fight. If your enemy attempts to With- 
  draw or Flee, the battle is run as above, except the enemy must use his entire fleet (both Task Force and 
  Backup Force). If the enemy is Fleeing, his ships may move on the first turn. 
  0 RETREAT STRATEGIES 
  Hide: The fleet attempts to avoid conflict by running silent. You get a +1 bonus to your next Strategy Roll. If 
  you win the Strategy Roll, the next tabletop battle is canceled; proceed directly to the Repair Phase. Your 
  Task Force may not rendezvous with your Backup Force, however. 
  Withdraw: The fleet pulls back to regroup and repair. If you win the Strategy Roll, the next tabletop battle is 
  canceled; proceed directly to the Repair Phase. Your Task Force meets up with the Backup Force. 
  Flee: The fleet attempts to disengage from the enemy. The Task Force must have recombined with its 
  Backup Force in the last Repair Phase in order to completely Flee; if the Task Force Flees and leaves its 
  Backup Force behind, the Backup Force becomes the next primary combatant. If you win the Strategy Roll, 
  your fleet successfully vanishes into the darkness; the engagement is over. 
  Exception: if your opponent Blockades you, you must still fight your way out. You set up all Obstacles. Your 
  opponent gets a force as in CSl, which starts in the middle of the table. Your entire Task Force starts at one 
  table edge, and must move off the opposite edge; once your Task Force is either off the table or destroyed, 
  the engagement is over. 
  
  CAUTIOUS STRATEGIES 0 
  Recon: Your forces attempt to reconnoiter the enemy (useful if you are being attacked by a force of unknown 
  composition). If you win the Strategy Roll, you recon an enemy force; attack with up to 5% of your Task Force 
  TV or four standard units, whichever is greater. The enemy force size is the largest concentration of units 
  allowed by his Strategy choice, and starts in the middle of the table. The enemy places all Obstacles. You 
  choose a table edge to set up on; you may leave off any edge. 
  The enemy fleet is caught unawares by your tiny force; all but two standard units are inside hangars or bays 
  (even if this means overloading), no unit may Aim, Evade or Overthrust for four turns, and no ship may move, 
  launch vehicles or fire for four turns. If any of your force successfully retreats off the opposite edge from 
  which you entered, you get a +1 bonus to your next Strategy Roll. 
  If the enemy chose Close Defense, you recon the enemy with the objective on the table. If the enemy chose 
  Attack or Infiltrate, the objective is also on the table; the enemy's entire force sets up on an edge you 
  choose, and may only leave from that edge. If your opponent tries to Withdraw or Flee, the battle is run as 
  above, except the enemy must use his entire fleet (both Task Force and Backup Force). If the enemy is 
  Fleeing, his ships may move on the first turn. 
  Raid Your forces split up to harass the enemy. If you win the Strategy Roll, up to 20% of your Task Force 
  attacks the enemy Task Force. The enemy sets up all Obstacles, and starts in the middle of the table. The 
  enemy ships may not move or fire for two full turns. The enemy's force is composed according to the 
  restrictions of the Common Scenario listed in parentheses on the Winner: Raid line of the Strategy Table. 
  If the enemy chose Attack, Infiltrate or Close Defense, your force raids the enemy fleet at the objective. 
  If your opponent has tried an Ambush, you hit the foe before they are prepared; play the Ambush scenario, 
  but your force is built according to CS2, and no enemy units are hidden. If your opponent tries to Withdraw 
  or Flee, the battle is run as above, except the enemy must use his entire fleet (both Task Force and Backup 
  Force). If the enemy is Fleeing, his ships may move on the first tum. If the enemy is Hiding, treat it as if he 
  were Withdrawing, except that he may not use his Backup Force in the battle. 
  Infiltrate: As an alternative to charging straight in, you split your forces in the hopes of tying up defenders 
  and getting a small strike force in close to your objective. Your allowed TV is 30% of your Task Force's Tv, you 
  choose a table edge to start from; you set up on this edge after the enemy sets up, and you may only leave 
  from this edge. 
  The enemy's force is composed according to the restrictions of the Common Scenario listed in parentheses 
  on the Winner: lnfittrate line of the Strategy Table. The objective's owner places the objective, all Obstacles 
  and fixed defenses, and up to 50% of the enemy force starts in the middle of the table (if the objective is a 
  planet, see Planets, page xx). The remainder of the enemy fleet enters from a table edge you choose, in the 
  same manner as secondary combatants (calculate the percentage as a percentage of the TV that started the 
  fight off the table). 
  Exceptions: if the enemy chose Recon, Infiltrate or Attack, his entire force sets up on an edge you choose, 
  and may only leave from that edge. If the enemy chose Hunt or Raid, his force enters (and leaves) on an edge 
  you choose, in the same way as secondary combatants, 1 D6+1 turns into the battle. 
  Rear Strike: You send out small strike forces to attempt to circumvent the enemy fleet and hunt down its 
  Backup Force. If you win the Strategy Roll, up to 20% of your Task Force attacks your enemy's entire Backup 
  Force. The enemy sets up all Obstacles, and starts in the middle of the table. The enemy ships may not 
  move for two full turns. The enemy's Task Force units may only participate if they selected an Aggressive or 
  Cautious Strategy, and arrive on the table from an edge you choose, 1 D6+1 turns into the battle; the forces 
  enter in the same way as secondary combatants. The enemy's force is composed according to the restric- 
  tions of the Common Scenario listed in parentheses on the Winner: Rear Strike line of the Strategy Table. 
  Your force sets up on a table edge of your choice 
  If the enemy has no Backup Force, your force attacks the enemy Task Force (if the enemy chose to Attack, 
  your force meets the enemy fleet at the objective). The enemy's force is composed as described above. If 
  the enemy chose Close Defense, the objective is on the table in this fight. If your enemy attempts to With- 
  draw or Flee, the battle is run as above, except the enemy must use his entire fleet (both Task Force and 
  Backup Force). If the enemy is Fleeing, his ships may move on the first turn. 
  
  0 DEFENSIVE STRATEGIES 
  Close Defense: Your forces form a close defensive perimeter around your enemy's objective. If you win the 
  Strategy Roll, your entire fleet can be waiting for the enemy when they arrive. You place all Obstacles, and 
  set up your entire Task Force and the objective(s) in the middle of the table (if the objective is a planet, see 
  Planets on page 37). The enemy starts at one table edge, and may only move off the same edge. If the 
  enemy chose Attack or Hunt, his force is composed according to CS3; if he chose Infiltrate or Raid, his force 
  is composed according to CS2. If your opponent chose Rear Assault or Rear Strike, his force attacks your 
  entire Backup Force. The enemy's force is composed according to the restrictions of the Common Scenario 
  listed in parentheses on the Winner: Close Defense line of the Strategy Table. You set up all Obstacles, and 
  your Backup Force starts in the middle of the table. If you have no Backup Force, the enemy attacks your 
  Task Force as described above. 
  Wide Defense: Your forces spread out to picket for enemy forces. If you win the Strategy Roll, your forces 
  intercept the attacking enemy fleet before they get close to their objective. You may choose a force of up to 
  30% of your Task Force's total Tv. Your opponent sets up all Obstacles, and your force starts in the middle of 
  the table. The enemy starts at one table edge, and may only move off the opposite edge. If the enemy 
  chose Attack, his force is composed according to CS3; if he chose Infiltrate, his force is composed according 
  to CS2. If your opponent chose Hunt or Rear Assault, play CS3, but your force is built according to CS2, and 
  no Strategy Roll bonus is gained by anyone. If your opponent has tried an Ambush, one of your patrols 
  stumbles onto the enemy ambush. Play the Ambush scenario, but your force is built according to CS2. 
  Ambush: Your entire Task Force chooses a battlefield in open space, away from any objectives, and at- 
  tempts to lure the enemy into a trap. If you win the Strategy Roll, you place all Obstacles. After Obstacles are 
  placed, you may select up to 50% of your force to be hidden on the tabletop before anyone sets up; the 
  remainder of your force starts in the middle of the table. The hidden units are marked with counters, and are 
  considered Cloaked at Rating 2. If the units are hidden inside Obstacles, the counters may be placed under 
  the Obstacle miniature or counter, thus completely hiding them from the enemy Player(s) until they are 
  revealed by taking an Action. Your enemy's force enters from a side you choose, and must escape off the 
  opposite edge. It is composed according to the restrictions of the Common Scenario listed in parentheses 
  on the Winner: Ambush line of the Strategy Table. If your opponent chose Close or Wide Defense, and the 
  objectives are Neutral Ships, the above scenario is played with the objectives on the table, moving with the 
  enemy fleet; if the objective is a planet or station, treat the Strategy result as a "-" symbol (no battle). 
  Blockade: The fleet does not seek battle, but spreads out to stop enemy units from leaving the area. If you 
  win the Strategy Roll, and your opponent tries to Flee, you catch his fleet as it runs. Your opponent sets up 
  all Obstacles, and then you set up a force (composed according to CS2) in the middle of the table. Your 
  opponent's Task Force starts a t  one table edge, and must escape off the other. When this fight is over, your 
  and your opponent undergo repairs and then make another Strategy Roll; unless you let up, the enemy must 
  try to break out of the blockade again. If your opponent has tried an Ambush, one of your patrols stumbles 
  onto the enemy ambush. Play the Ambush scenario, but your force is built according to CS2. If your oppo- 
  nent chose Hunt or Rear Assault, play CS2, except your opponent's force is composed according to CS3. 
  0 COMMON SCENARIOS 
  CS1 Test the Waters: Both fleets are out of contact, but patrol elements from each fleet bump into each 
  other. Both Players' force size is up to 5% of their Task Force TV, or up to eight standard units. The winner of 
  the Strategy Roll sets up Obstacles in open space, and sets up his forces after his opponent. The Players 
  start from opposite sides of the table, and retreat off the same edge. No salvage is possible, but the Player 
  who holds the field at the end of the fight gets +1 to his next Strategy Roll. 
  CS2 Face of the Enemy: Two sizable groups of ships and units engage in battle. Both Players' force size is 
  20-30% of their Task Force TV or up to 24 standard units (when choosing forces, a Player may choose one 
  ship for every 4 standard units he does nottake). The winner of the Strategy Roll sets up Obstacles in open 
  space, and sets up his forces after his opponent. The Players start from opposite sides of the table, and 
  retreat off the same edge. The Player who holds the field a t  the end of the fight may salvage, if he wishes. 
  -3 
  Full Contact: Both fleets meet head on in a face-to-face battle. Both Players' force size is 90-100% of 
  their Task Force W. The winner of the Strategy Roll sets up Obstacles in open space, and sets up his forces 
  after his opponent. The Players start from opposite sides of the table, and retreat off the same edge. The 
  Player who holds the field at the end of the fight may salvage, if he wishes. 
  
  SPECIAL CASE 1 : SIMULTANEOUS ATTACK 0 
  While one fleet attempts to engage the enemy Backup Force or Task Force, the enemy is doing the same 
  thing, or attacking an objective. Two simultaneous battles usually result. The winner of the Strategy Roll 
  plays his battle first, according to the Notes for his Strategy choice. The enemy's force is composed accord- 
  ing to the restrictions of the Common Scenario listed in parentheses after the "SC1" in the appropriate cell 
  of the Strategy Table, or according to the Exceptions below. In addition to the force selection limits listed on 
  the Strategy Table or in the Exceptions, the following also applies to any Player who selected Infiltrate or 
  Rear Strike: the Player's force in each battle may not be larger than 50% of his Task Force Tv. 
  Important: any units that participates in the first battle may not fight in the second, and vice versa (they can't 
  be in two places at once). Players should keep track of which Task Force units are fighting in which tabletop 
  battle. If a Player's entire Task Force fights in the first battle, he may not fight in the second battle at all. After 
  the first battle, the opposing Player fights a battle according to the Notes for his Strategy choice. The 
  enemy's force is built according to CS2, but must also adhere to the note above. Secondary combatants may 
  participate in both battles as normal. 
  Exceptions: If both Players selected Rear Assault, both Backup Forces get attacked by the full Task Forces as 
  described in the Notes for Rear Assault. Neither Task Force may send units to aid its Backup Force. If both 
  Rear Assaulting fleets lack Backup Forces, play CS3. 
  In the event of an AttacWRear Assault or AttacURear Strike combination, the Rear Assault or Rear Strike 
  scenario is played, but the Attacking Task Force may not send units to aid its Backup Force. A Rear Assault- 
  ing Player may hold back up to 50% of his Task Force to fight in the second battle. 
  If a fleet uses Rear Assault or Rear Strike on an Attacking or Rear Assaulting opponent with no Backup Force, 
  play only one battle, determined according to the Notes for the fleet with no Backup Force; your force is 
  composed according to CS3 if you Rear Assaulted, and CS2 if you chose Rear Strike. 
  If a fleet uses Rear Assault or Rear Strike on an Infiltrating or Rear Striking opponent with no Backup Force, 
  the fleet with no Backup Force is attacked according to the Rear Assault or Rear Strike Notes in the second 
  battle; its force is composed according to CS2. 
  SPECIAL CASE 2: UNDEFENDED OBJECTIVE0 
  One fleet has struck at its objective while the other fleet has Retreated or failed to Defend the objective. Any 
  Retreat is successful (the escaping fleet is no longer in the engagement), but the attackers may continue to 
  fight battles against the defenseless objective; the objective retains any fixed defenses it may have, but 
  the enemy fleet may not participate a t  all. Secondary combatants may participate. Even if there are no 
  secondary combatants, or none of the secondary combatants wish to become a new primary com- 
  batant, the attacker may continue to Repair and Attack until his objective is achieved, or he 
  wishes to stop (or if, by some chance, he is wiped out by the objective's fixed defenses). 
  If this Special Case is simply the result of the enemy being in the wrong place at the 
  wrong time, the engagement continues as normal. If the attacking Player subdues 
  the objective, he may now defend it as his own, reversing the roles of the primary 
  combatants. 
  Note that if the attacker does not have a Backup Force, the enemy will someti 
  be drawn to the attacking Task Force, thus resulting in a normal battle with a def 
  objective. 
  THE TABLETOP BATTLE 0 
  Once the nature and scope of the scenario is determined, the Players set up their forces 
  and play out the battle. The following pages contain some notes regarding specific tactics 
  and options available to Players when preparing for and fighting tabletop battles in the 
  Campaign. 
  
  z 
  c3 
  ATTACKING MANUFACTURING SITES If a Player discovers that manufacturing is taking place in a particu- 
  lar Zone, he may launch an attack against the manufacturing site. The Player must move into the Zone. In the 
  Battle Segment, he declares that he is attacking the manufacturing site in that Zone. Other fleets or Emer- 
  gency Reserve forces may move to help or hinder, as usual. The objective of the resulting engagement is a 
  colony or station of the largest size and heaviest allowable armament possible for that Zone, with the maxi- 
  mum number of factories, consumables, and other components. If the objective is a specific station or 
  colony built as a result of an R&D card, the objective's stats are provided on the R&D card (and should have 
  been noted by the objective's owner). 
  If the attacker succeeds in destroying all the colony's factory complexes or (in the case of Valhalla stations) 
  the station itself, the units being manufactured are considered destroyed. For simplicity, this is an all-or- 
  nothing proposition; if the Player doesn't destroy every single factory complex, then all the units being 
  manufactured survive (by pure luck, they were all hiding in that one last factory). Note that the Martians have 
  special rules for manufacturing units on Mars itself. 
  CAPTURING COLONIES AND STATIONS When a fleet's objective is to capture a colony or station, exo- 
  suit squads must board the colony Components or the station to seize control. To subdue a station's or 
  component's crew, the boarders make a Skill Roll as normal, but if they win, instead of destroying a compo- 
  nent, they simply subdue the crew and take over the station. Once all primary colony structures are captured 
  by boarders, the colony is considered captured; for simplicity's sake, colony police and security forces are 
  assumed to have been subdued during the boarding of the components. The captured colony's Resources 
  now go to its new owner in the next Economic Segment. 
  LIGHTNING STRIKES Fleets using Aggressive Strategies may lightning strike (see lightning Strike 2nd 
  Edition, page 46) with any number of units, up to the Task Force's entire complement. Fleets using Cautious 
  and Defensive Strategies may lightning strike with any number of units up to the TV amount allowed by the 
  scenario. Fleets using Retreat Strategies may not lightning strike. Secondary combatants may lightning 
  strike with any number of units. One shoutd note, however, that a lightning strike is not a terribly effective 
  reconnaissance or defensive tactic. 
  It is possible for lightning-striking units to attack other lightning-striking units that are arriving on the field in 
  the same turn. In the End Phase, each Player determines how many LSV points will be used to attack the 
  enemy lightning-striking units. The LSV points are divided into IO-point individual attacks (with any leftover 
  points being a final, smaller attack). Make attack and defense rolls for each attack as per the lightning strike 
  rules (opposed unmodified Skill rolls on two dice, record damage inflicted until end of game). Due to the 
  different timing of their arrival at the battlefield, it is not possible for lightning-striking units to attack light- 
  ning-striking units that arrive on other turns. If two fleets both use their entire scenario-allowed Complement 
  to lightning strike, such that no units get placed on the table at all, it is recommended that the Players simply 
  use the Abstracted Battle rules on page 40. 
  OBSTACLES Most battlefields will have Obstacles; few commanders will choose a combat area without at 
  least a little cover. The number and type of Obstacles on a given battlefield is generated based on the Zone 
  in which the battle is taking place. Look up the Zone on the Zone Characteristics Table; the listed Obstacles 
  may be present on each tabletop battle that occurs in the Zone. Before each tabletop battle, roll to see what 
  Obstacles are on the field. If the Obstacle's identifying letter (see the Zone Characteristic Table's Key) has a 
  number and a "D" next to it, the number is the number of rolls to make on a single die (in this case, add the 
  results together) to determine how many of that Obstacle type is on the field. If the letter only has a number 
  next to it (with no accompanying "D"), the number represents a fixed number of these Obstacles that are 
  always placed on the field before a tabletop battle. 
  If the Zone has fixed defenses (such as minefields or free-floating colony turrets), these will be listed on the 
  Fixed Defenses column of the Zone Characteristics Table, and are rolled for in the same manner as Ob- 
  stacles. If an objective such as a station or colony is on the table, it may also have fixed defenses; these are 
  placed by the objective's owner. 
  ORBITAL BOMBARDMENT If an objective (or a simple desire to cause mass destruction) requires a Player 
  to bombard a planet, the Player must move forces to within 30 cm of the planet edge in a low-orbit battle. 
  At that range, any unit may attack targets on the planet (within the restrictions specified below). The attacker 
  must declare a target; the possible choices are civilian target, military target, or capital city. Multiple targets 
  may be declared, but each ship or unit may only attack one target per turn; if a unit wants to change targets, 
  it must do so next turn. 
  003b - - 
  
  A weapon must have a range of at least 30, and a basic Damage Rating of at least 5 (at 30cm range) to be 
  able to be used for orbital bombardment. Most weapons suffer some degradation from firing down onto a 
  planet. Projectile and Energy weapons halve their Damage rating, rounding up. Missile weapons get a -2 
  penalty to their Accuracy. Mercury, Ceres and Earth's Moon lack appreciable atmospheres; there is no deg- 
  radation when bombarding these bodies. 
  An attack roll is made as normal. The range is drawn from the firing unit to the planet edge. The planet does 
  not roll defense; the attack roll is made against a Threshold of 5, which represents gravity effects, ECM from 
  the ground and targeting errors. (Note: a missed bombardment roll does not necessarily mean that there's a 
  new crater somewhere on the planet; in most cases, if the weapon can't get a clear shot, the gunnery 
  commander will cancel the shot.) 
  If the attack succeeds, damage is inflicted on the target. Planetary targets have Structure Points, just like 
  colony cylinders. Civilian targets have 100 Structure Points. Military targets and capitals have 200 Structure 
  Points. When a planetary target loses all its Structure Points, it is destroyed. Multiply the weapon's Damage 
  rating (remember to halve E and P weapons) with the Margin of Success, and subtract the result from the 
  target's remaining Structure Points. If a military target is destroyed, the planet's Resource Production drops 
  by one point permanently (at least as far as the campaign goes). If a civilian target (or capital) is destroyed, 
  the only cost is to the faction's Morale. 
  PLANETS: If a Player's objective involves a planet, it is likely that a battle in low orbit will have to take place. 
  If this happens, one table edge is declared as the planet edge, as usual. Defending units may be placed on 
  the half of the table containing the planet edge. Fixed defenses may be placed anywhere on the table. Fixed 
  defenses and Obstacles may be stationary or have vectors according to the desire of the Player who places 
  them. If a fixed defense or Obstacle moves off the table due to its vector, another defense or Obstacle of the 
  same type and size appears on the opposite table edge at the start of the next turn. 
  If a Playet's objective is to land troops on the planet, any of his standard units that moves off the planet edge 
  is assumed to be equipped with a reentry ballute; such units may reenter a planet's atmosphere safely. Ships 
  may not reenter. Reentering units are still vulnerable as they enter the atmosphere, as described in Light- 
  ning Strike 2nd Edition, page 44. Note: Mercury, Ceres and Earth's Moon lack appreciable atmospheres; 
  there is no vulnerability to reentering on these bodies. 
  RECONNAISSANCE In many cases, fleets in battle will have little idea of what they are up against. Often, 
  much information is gathered in the initial skirmishes of an engagement. Unless the contents of an opponent's 
  fleet have been made known via Intelligence, Espionage or other methods, all a Player knows upon entering 
  a battle is that he is facing a military fleets from a certain faction. As the engagement progresses, the Player 
  will learn more about the size of the enemy fleet and the ships and units it has simply by meeting them in 
  battle, but some information requires a closer look at the enemy ships. 
  To determine a ship's contents, a unit must move within 10 cm of the ship and spend an Action (this Action 
  automatically succeeds, and involves using automated sensors to scan the ship). When this Action is spent, 
  the target ship's owner must immediately reveal the type, condition and carried equipment of all carried 
  units on the ship, the number of cargo points the ship carries, and the stats of any Aces currently on the ship 
  (note: the sensors don't really find Aces; rather, data on shipboard activity, unit types, and markings are 
  analyzed back at the fleet command ship, inferring the presence and abilities of any Aces). 
  
  NON-PLAYER FORCES If a faction is not played by a human Player, it gets no Main Fleet. However, its 
  Zones are protected from attack by Emergency Reserve forces, which are controlled by the moderator. 
  These forces only appear if a hostile fleet moves into the faction's Home Zones. If, for instance, the Jovian 
  Player's objective requires him to attack Mars, and there is no Martian Player (but the Players have agreed to 
  play the campaign anyway), the moderator will take the role of the Martian defending forces. 
  In most cases, a non-Player faction's interest will include self-defense and self-preservation, such that the 
  moderator can freely attack aggressive enemies (if a tabletop battle is being set up, one can assume that the 
  opposing sides have already determined that a shooting fight is going to take place). Once an enemy is 
  driven from the Zone, however, the non-Player faction's Emergency Reserve vanishes; it may not be used to 
  aid other fleets or protect Neutral Ships. The non-Player faction's military is, for all intents and purposes, not 
  there unless someone actively attacks it or its home. 
  OVERLOADING BAYS A ship may carry more standard units than it is normally meant to carry, by throwing 
  out repair equipment and squeezing units into ever-tighter spots. If a ship carries extra units, up to two times 
  its normal complement of standard units, its Bays may no longer be used for campaign repairs. If a ship 
  carries between two and three times its standard complement of standard units, its Bays may not be used for 
  campaign repairs, its Consumables cost is doubled, and its Fleet Maneuver rating is reduced by 2 (even if it 
  goes negative). 
  Q-SHIPS Instead of carrying Cargo Points, a cargo ship may instead be loaded to the brim with exo-armors 
  and fighters, providing a nasty surprise for would-be attackers. Any cargo ship may be converted into a Q- 
  ship without cost, at any time. Simply note down that the cargo ship is carrying standard units, and how 
  much its cargo capacity has been reduced by. For every 15 removed Cargo Points, a single exo-armor, 
  fighter or exo-suit squad can be transported. For every 25 removed Cargo Points, a single standard unit may 
  be transported and repaired in the campaign Repair Phase. The ship's new Vehicle Capacity is equal to twice 
  the number of standard units it can transport. 
  RAIDING NEUTRAL SHIPS Although Neutral Ships are mostly cargo ships, they generally do not carry 
  military payloads. However, they do carry fuel and consumables that are useful to military units. Neutral 
  ships may be attacked and raided for Cargo Points as described on page 51 of the Lightning Strike 2nd 
  Edition rulebook. This is done by starting a small fleet engagement (which may turn into a large fleet en- 
  gagement, if another faction moves to protect the Neutrals). Neutral Ships are always controlled by the 
  moderator; they will shoot in self-defense, and will otherwise do their best to stay alive. 
  If a Player raids his own faction's civilian ships (i.e. Neutral Ships counters belonging to his faction), he may 
  take as many Cargo Points as he wants without risk of being fired on. However, there is an immediate Morale 
  cost to his Home Zones; nobody likes being robbed by their government. 
  SUICIDE SHIPS: It is a not-unheard-of tactic to place a ship under remote control and send it careening into 
  an enemy base. Any ship can be converted to a suicide ship (and back again) for 2 Resource Points. This can 
  be done at any time, so long as the Player has Resource Points to spend. The suicide ship no longer has a 
  crew; instead, it is controlled by a Drone brain with a Skill Threshold of 3. Opponents do not need to be 
  informed that the ship is Drone-controlled, but they should get suspicious once they note that it keeps 
  rolling 3 over and over again. The suicide ship may spend an action to detonate. The reactor immediately 
  detonates, with results as described on page 31 of Lightning Strike 2nd Edition. The Morale cost to the 
  Player's Home Zones is immediate. 
  OTHE REPAIR PHASE 
  After each tabletop battle, all involved fleets pull back for a while to lick their wounds and regroup. The 
  Repair Phase in the Expanded Campaign is largely similar to the Repair Phase in the Basic Campaign, and 
  consists of several steps: Salvage, Regrouping, Ship Repair, Standard Unit Repair, Experience, Campaign 
  Points and Reinforcements. 
  SALVAGE Unless the scenario specifically states that a Player may not salvage, the Player who holds the 
  field at the end of a battle may choose to salvage. The primary combatant may, at his discretion, allow 
  secondary combatants still on the field to salvage; if this permission is not given, the secondary combatants 
  can either leave quietly or turn hostile, thus keeping the battle going until only one combatant is left on the 
  table. If the battle consisted of nothing but one big lightning strike, no one may salvage. Salvage rolls are 
  made according to the rules in Lightning Strike 2nd Edition, page 53. 
  0038 
  
  REGROUPING: The regrouping process is performed according to the rules in Lightning Strike 2nd Edi- 
  tion, page 53-54, with the following additional notes. Unless otherwise specified in the scenario notes, units 
  may retreat off any table edge. Cargo ships may dump Cargo Points in order to make room for stranded 
  standard units (see Q-Ships, page 38). 
  During regrouping, the Task Force is assumed to rendezvous with the Backup Force (if any) to exchange 
  units and make repairs. Units may be transferred freely between the Task Force and Backup Force. If the 
  Player desires, the Backup Force may be completely re-assimilated back into the Task Force, to create a 
  single large fleet; this is necessary, for instance, if the fleet wishes to flee the combat area. Players who chose 
  the Hide strategy may not rendezvous with their Backup Force; the Task Force and Backup Force must make 
  repairs separately. 
  SHIP AND STANDARD UNIT REPAIR The repair process is performed according to the rules in Lightning 
  Strike 2nd Edition, page 54, with the following additional notes. In the basic campaign, a fleet's only 
  concerns were fuel and repair. In the Expanded Campaign rules, however, two other logistical bogeymen 
  must also be dealt with: ammunition and consumables. Consumables are the food, water, entertainment, 
  toilet paper, etc. used by the crews of the ships in a fleet. A fleet's Consumables cost is paid once every 
  Campaign Turn, in the Aftermath Segment (see page 41). 
  Ammunition consists of massdriver slugs, railgun rounds, missiles, Drones, and any other parts needed to 
  keep weapons in working (and fighting) order. After each tabletop battle, make a Skill test for each ship, 
  using its crew's Skill Level, against the appropriate Threshold from the table below. If the ship passes the roll, 
  its ammunition supplies are still battleworthy. If it fails, it has run out of ammunition for a number of weapon 
  types equal to the Margin of Failure (your choice: possibilities are Projectile, Missile or Drone). If the roll was 
  fumbled, all weapons are empty. 
  It costs one Cargo Point to resupply each weapon type on a ship (for example, a Javelin, with KKCs, Missiles, 
  and Drones, will require 3 Cargo Points to completely reload). If a weapon type is not (or cannot be) resup- 
  plied, pencil in "Empty" next to the weapons of that type (Projectile, Missile or Drone) on that ship; the 
  weapons are not damaged, but they are unable to fire. Empty weapons may be resupplied in subsequent 
  Repair Phases. Energy weapons do not need ammunition, and never need resupply. 
  AMMUNITION THRESHOLDS 
  Sm OF ENEMY FORCE IN LM 6ATrl-E 
  THAEsmKDI 
  > orviw p u r  fom's N 
  < bniw vour fom's N 
  5 
  4 
  < half p u r  force's lV 
  3 
  EXPERIENCE AND CAMPAIGN POINTS Experience is gained according to the rules in Lightning Strike 
  2nd Edition, page 53. Emergency Reserve units do not gain Experience. 
  Campaign Points are dealt with differently in the Expanded Campaign, however. They are no longer an 
  absolute measure of victory, and are now simply another political tool for the Player to use in pursuit of his 
  objective. A Player may never go below zero Campaign Points. Players gain (and lose) Campaign Points for 
  the deeds of their Emergency Reserve as well as their Main Fleet. Ignore the Campaign Points Table in the 
  LS 2nd Ed. rulebook Players now gain Campaign Points as follows. 
  CAMPAIGN POINTS 
  For wch ahii in enemy Raet dsstroysd 
  +I 
  Campaign Point 
  +I 
  Campaign Point 
  -1 Campaign Point 
  -1 Cammian Point 
  5 memy standard units dwbwyed 
  For luch ship m pur Rwt dswPyed 
  Evav 5 of ww standard unita destmyed 
  E
  q
   
  ship that wccadully Flwa stter fighting at lean k i w  tablamp b.mae 
  +3 Campaign Points 
  Evarytime a Rarfmahes an a n g n ~ v i t h  
  hmar than 20% N 
  losses 
  +3 
  -a@ 
  poing 
  f l w i p  pa- 
  in tabbtop battle 
  +I 
  Campaign Point 
  flagship d-truwd 
  -10 Campaign Points 
  For each Am [not counting flwhipl that participagd in the barns and whose -hide was not dwtroyad 
  +l 
  Campaign Point 
  Ace kiiled or capunsd 
  -1 Campaign Point 
  
  OTHER FORCES IN THE ZONE AND REINFORCEMENTS: Ignore the Reinforcements section in the LS 
  2nd Ed. rulebook. It may be possible for a fleet to get reinforcements from other fleets that are in the same 
  Zone, but this can be difficult depending on the Zone's friendliness and Concealment value. If a Player 
  wishes to try to get reinforcements from one of his other fleets in the Zone, he must make a roll on one die 
  gainst a Threshold of 5 (see modifiers below). 
  Multiply the Margin of Success of the roll by 50; this is the maximum TV of units the other fleet is able to send 
  to your fleet's aid. The arriving forces must conform to Vehicle Capacity limits, and join with your Backup 
  Force. A Player may only request reinforcements from a fleet that is not engaged in battle this Campaign 
  Turn. If Emergency Reserve units mix with Main Fleet units, be careful to keep track of which units are which; 
  when the Emergency Reserve units go home at the end of the Campaign Turn, the Main Fleet units will be 
  left alone as a smaller fleet. 
  i 
  0 GOING HOME 
  t 
  S 
  If a primary combatant fleet successfully Flees or is wiped out, the engagement is over. However, if there are 
  secondary combatants in the battle, one of them may elect to take the departed fleet's place as a primary 
  combatant. If multiple secondary combatants want to be the new primary combatant, the largest fleet among 
  the disputed secondary combatants becomes the new primary combatant. In the basic campaign, a fleet 
  that loses all its ships is destroyed; its fighters and exos are assumed to be stranded in deep space or taken 
  prisoner. In the Expanded Campaign, this is not always the case. The following rules apply: 
  1) Any Emergency Reserve force is automatically assumed to have refueling bases within range; an Emer- 
  gency Reserve force may thus be made up entirely of standard units. This "fleet" has no Cargo Points, and 
  thus may not repair itself, it has a CFMV of zero, and it may choose only one Strategy Category for the entire 
  engagement. It may, however, engage in the Phases of Battle as normal. 
  2) If a fleet is in a Home or Allied Zone, and all its ships are destroyed, it may make use of civilian refueling 
  bases to stay alive. The surviving standard units become a "fleet" as in case #1, above, except that they stay 
  on the Strategic Map after the Aftermath Segment. The "fleet" may not move out of the Zone, however, and 
  must wait there from Campaign Turn to Campaign Turn for a friendly fleet to come and pick it up. 
  . 
  0 ABSTRACTED EATTLE 
  H 
  Sometimes, Players may wish to speed the campaign along by glossing over unimportant or overwhelm- 
  ingly unbalanced battles. If all involved Players agree, any engagement started in the Battle Segment can be 
  resolved with the following procedure, without the need for Strategy Rolls and tabletop battles. 
  When the engagement begins, all combatants add up the total TV of their fleets. The entire engagement is 
  now fought as a series of huge lightning strikes (Lightning Strike 2nd Edition, page 46). treated as if every 
  Player's entire fleet arrived on the table in the same turn. Each Player divides his fleet's TV into 10-point 
  individual attacks (with any leftover points being a final, smaller attack), and declares how many attacks are 
  allocated to each combatant. Make attack and defense rolls for each attack as per the lightning strike rules 
  (opposed unmodified Skill rolls on two dice, damage is multiplied by Margin of Success). Record all damage 
  from the exchange, and then subtract the damage from the target's total TV. 
  Each Player then divides his diminished fleet's N into 10-point attacks again, and another exchange of 
  attacks takes place. The exchange of damage proceeds until all Players but one either quit or are destroyed. 
  Players who quit are considered to have successfully Fled; the total Tv that was subtracted from their fleets 
  in the battle is now the TV worth of units, ships, equipment and Aces that must be removed from the fleet's 
  real complement. If the battle was for an objective, the remaining Player must still fight a tabletop battle 
  against any fixed defenses the objective may have, but at least the enemy fleet is out of the way. 
  . 
  00110 
  . -  
  I 
  
  If one Player's goal is to occupy a certain item (like a station or coiony) for a given amount of time, it is 
  possible for many battles to be fought over the same terrain as new fleets arrive to challenge the occupiers. 
  When an engagement ends with a Player occupying an objective, the status of the battlefield is recorded. 
  Any Obstacles and fixed defenses the objective had are noted down, along with their approximate posi- 
  tions. If, in a later Campaign Turn, an enemy attempts to retake the objective, the recorded battlefield is 
  used if the enemy manages to make it to the objective itself. Any destroyed defenses may be replaced by 
  the conquering Player for 1 Resource Point per defense during the Economic Segment. 
  If the objective is a planet, the status of the battlefield is not recorded, and is generated anew each time a 
  battle is fought in the planet's low orbit. This reflects the fact that planetary defenses are vast and constantly 
  moving; a hole punched by a fleet's attack will be pluqqed the next time it moves in to attack. 
  -
  1
   
  . -- 
  THE AFTERMATH SEGMENT V 
  The Aftermath Segment is the cleanup portion of the Campaign Turn. Neutral Ships move out of the Playen' 
  view, Emergency Reserves return home, fleets attempt to conceal themselves, and basic maintenance costs 
  are paid. When the Aftermath Segment is over, the next Campaign Turn begins. 
  CONSUMABLES COSTS: Each military fleet has a Consumables cost, representing the living and breathing 
  requirements of its crew. The Consumables cost for each ship in a fleet is one Cargo Point per Campaign 
  Turn. The Consumables costs for the ships in each fleet must be paid from the fleet's supply ships. A fleet's 
  Consumables cost can also be paid in the Economic Segment. If a ship's Consumables cost is not paid, its 
  Crew Level drops to 1 until its Consumables cost is paid. 
  LOSING NEUTRAL SHIPS AND EMERGENCY RESERVE FORCES Neutral Ships move randomly during 
  the Movement Segment, as noted on page 24. If they are ignored, they will eventually move off on their own 
  business, vanishing from the Strategic Map. In each Aftermath segment, the moderator rolls one die for 
  each Neutral Ship counter. On a 4 or more, the counter is removed; otherwise, the counter stays. After each 
  roll, any Player may spend one Resource Point to automatically countermand the die roll and thus keep a 
  Neutral Ship counter on the Map; this action must be announced to all Players, but is useful if the ships 
  you're about to attack are about to drop off the map. 
  All Emergency Reserve fleets on the Strategic Map are now removed. Mixed fleets containing both Emer- 
  gency Reserve and Main Fleet units lose their Emergency Reserve units, leaving only the Main Fleet units; if 
  the leftover ships lack the Vehicle Capacity to transport all leftover standard units, some must be left behind 
  the next time the fleet moves. 
  FLEET CONCEALMENT: Revealed fleets may now attempt to hide themselves again, in order to confuse 
  the enemy in future Campaign Turns. For each of his revealed fleets, a Player makes a roll on one die against 
  a Threshold determined from the Trace Detection Thresholds table on page 27; the only change is that the 
  Threshold for a Home Zone is 3, minus the Zone's Concealment Value. If the roll fails, the fleet remains 
  revealed; if the roll succeeds, the fleet becomes a Trace again. 
  LEFTOVER RESOURCE POINTS: If a faction does not use all its Resource Points in a Campaign Turn, it may 
  stockpile part of the remainder for use in the next Campaign Tum. This is useful for collecting enough 
  Resource Points to move a large fleet through a Zone with a high Travel Time rating. The maximum number 
  of Resource Points that can be added to a faction's stockpile each Campaign Turn is equal to the faction's 
  starting Resource Stockpile. Thus, if Mercury has a starting Resource Stockpile of 15, each Campaign Turn, 
  the Mercurian Player may choose to store up to 15 more Resource Points in the stockpile. Any unused, 
  unstockpiled Resource Points are lost. So, if Mercury gets 35 Resource Points in the Economic Phase, and 
  wants to save 15 of them for the next Campaign Turn, it has 20 remaining Resource Points that must either 
  be used or wasted. 
  MATERIEL: At the end of the Aftermath Segment, any Materiel that began construction in the previous turn 
  now becomes available. Place the desired number of new Traces on the map in the Zone in which they were 
  constructed. 
  
  It is possible for matters of Zone control to get very complex during a campaign. For example, a Zone may 
  be Allied to several Players a t  once, some of whom are hostile to each other. In addition, there are several 
  effects of mistreating your Home Zones and the Zones of others that need to be covered. 
  LOSING ALLIES AND MAKING ENEMIES: Sometimes, your faction may be too busy with other activities to 
  keep friends, or it may wish to actively make an enemy for whatever reason. If, in any Economic Segment, a 
  Zone's Alliance Cost is not paid, the Zone becomes Neutral toward your faction; cross it off your faction's 
  Campaign Record. 
  If you do any of the following in an Allied Zone, the Zone immediately turns Neutral toward your faction: 1) 
  use a nuclear weapon or suicide ship; 2) attack or willfully damage any Fixed or Mobile Assets belonging to 
  that faction in the Zone; 3) attack or steal from Neutral Ships belonging to the Zone's faction (if you do this 
  in some other Zone, you get away with it if you pass a roll of one die against a Threshold of 6, minus the 
  Zone's Concealment value; else, one random Allied Zone turns Neutral). 
  Lost Allies can be regained in later Campaign Turns by spending Resource Points on Allies as normal. If you 
  do any of the above actions in an inhabited Neutral Zone, that Zone immediately turns hostile toward your 
  faction. Uninhabited Neutral Zones (those with no settlements) can't turn Allied or hostile, since there's no 
  one there. Once a Zone is hostile to your faction, it cannot be regained as a Neutral or Allied Zone; in the 
  scope of the campaign, enemies are enemies for life. 
  O 
  W 0 
  Z Q 
  x n 
  W 
  If a one of a faction's Home Zones' Morale reaches zero during a Campaign Turn, and remains at zero at the 
  next Zone Control segment, it becomes Neutral. Any Fixed Assets in the Zone also become Neutral. Mobile 
  Assets may stay in the Zone, but now treat the Zone as being Neutral, rather than friendly. The Zone's former 
  owner gives the newly Neutral Zone's Control Card to the moderator in the Zone Control Segment. 
  SEIZING A ZONE To invade and seize a Zone, a fleet need only wipe out all mobile defenders (Fleets and 
  Emergency Reserves) by the end of the Battle Segment. If this is done, the Zone is occupied, and its Morale 
  immediately drops to zero. However, instead of becoming Neutral, it becomes an Occupied Zone in the 
  next Zone Control Segment. The conquering faction takes the Zone's Control Card, and receives Resource 
  Points from the Zone in this and subsequent Campaign Turns. 
  The Zone is not yet truly pacified, however. The invaders have just as difficult a time moving secretly or 
  getting their fleets resupplied as do the Zone's former owners, hence the high Resupply and Detection costs 
  for Occupied Zones. Also, any individual stations or colonies built in the Zone using R&D cards remain 
  affiliated with their original owners; such installations must be captured one by one. If the Occupied Zone is 
  liberated by its former owners, it becomes a Home Zone again with a Morale of 1; if anyone else "liberates" 
  the Zone, it's just another occupation. 
  It is possible to raise an Occupied Zone's Morale in the Economic Segment. An Occupied Zone's Morale is 
  affected by any Morale change that affects your Home Zones. If an Occupied Zone's Morale reaches 15 or 
  higher, it may be converted into a Home Zone with a Morale of 5. The new Home Zone is treated just like 
  your other Home Zones. 
  An uninhabited Zone (one that has no starting settlements) can be seized simply by moving a fleet into the 
  area and revealing it to all Players. The Zone is now considered one of the conquering Player's Home Zones. 
  Unlike inhabited Home Zones, however, an uninhabited Zone can simply be re-seized by another Player's 
  forces at any time, simply by driving out the current occupants. 
  If two or more factions seize a Zone simultaneously, and cannot agree on which faction gets the Zone 
  Control Card (and thus the Zone's Resource Points), the Control Card is given to the moderator. The Zone is 
  considered Occupied, but none of the conquering factions gets to collect Resource Points from the Zone 
  until they have worked out their differences, or until one faction succeeds in defeating or driving out the 
  other factions, thus retaining sole possession of the disputed Zone. 
  REVOLT: A Zone that is held by military force is prone to revolting if the populace is angry enough. If an 
  Occupied Zone is at Morale Level zero, and an event occurs that causes the Zone to lose more Morale, the 
  Zone's Morale stays at zero, but it immediately goes into Revolt. A Zone that is in Revolt produces no 
  Resource Points for anybody. 
  
  At the start of each Battle Segment, a force whose TV is equal to 20% of the Zone's original faction's starting 
  Emergency Reserve, composed according to Emergency Reserve restrictions, appears in the Zone, under 
  the moderator's control. It moves to attack the most powerful fleet belonging to the occupying faction, with 
  no objective other than to destroy or drive off the occupying fleet; if the occupying fleet is forced to Flee, it 
  is automatically destroyed as it tries to leave the Zone. The rebels will fight to the death, and will accept help 
  from any other factions. 
  If the occupying faction has no fleet present in the Zone, or if the rebels wipe out the fleet, the Zone returns 
  to Neutrality in the next Zone Control Segment; the former occupiers get no Resources from the Zone, and 
  must invade and conquer it all over again (fixed defenses will be back in place when the enemy attacks 
  again). If the rebel force is wiped out, a new rebel force appears in the Zone at the start of the next Battle 
  Segment if the Zone is still in Revolt. Revolting Zones must be pacified with Politics before their Morale can 
  be raised. 
  SEIZING PLANETS Planetary Zones cannot be easily occupied. They may, however, be blockaded. To 
  blockade a planet, a fleet need only wipe out all mobile defenders (fleets and Emergency Reserves) and 
  fixed defenses on one low-orbit battlefield by the end of the Battle Segment. If this is done, the planet is 
  blockaded; it is still a Home Zone of its faction, but no Resource Points are available from it. Each Battle 
  Segment, if no fleets try to attack the blockading force, the blockading force must still fight a single low-orbit 
  battle against the planet's fixed defenses. If this battle is not fought, or the blockading force loses, or a fleet 
  comes to drive off or wipe out the blockading fleet, the blockade is lifted, and the Zone returns to normal. 
  To seize a planet, a faction must successfully land 100 TV worth of troops per Resource Point the planet 
  generates, or reduce the planet's Resource Production or Morale to zero via bombardment. Once this is 
  done, the planet is considered Occupied. To liberate the planet, a fleet must do the same thing as the 
  invaders; reduce the Morale or Resource Production, or land lots of troops. Ground troops may be attacked 
  via bombardment; each TV point counts as one Structure Point. Ground troops may also fight each other 
  using the Abstracted Battle rules (page 40). 
  An Occupied planet's Morale may be raised as normal, but it does not become a Home Zone until its Morale 
  reaches 30. If the planet goes into revolt, rebels may appear on the ground or in low orbit. 
  SEIZING COLONIES AND STATIONS To invade and seize a colony or station, a fleet need only wipe out all 
  mobile defenders (Fleets and Emergency Reserves) and board the colony or station as described on page 
  36. Once captured, a colony or station is assumed to be fully loyal to its new owners; this may not be 
  realistic, but it does save Players from tracking the Morale of possibly dozens of individual colonies. The 
  installation's former owner crosses out the item from his Campaign Record, and the new owner adds the 
  installation to his own. Colonies and stations do not revolt; to retake a colony or station, a liberating fleet 
  must wipe out all mobile defenders and board and seize the colony or station. 
  CONTROL EXAMPLES 0 
  Each Campatgn Turn, Zone 18A [Mars Promel W h ]  produces 4 Resowr;e Points for the Mamen Federebon This Zone can he seized 
  by en invader who wpes out or drives off the Zone's defenders The conquemr would then get the Zone's 4 Resource Points per 
  Campaign Turn es long as he Occuped the Zone. L&s say that the Fedemon Player uses en R6D card to play a Mining 
  Sraaon, worth 2 Resource Points per Campaign Turn. in Zone 2oA If en enemy occupies ZDne 2OA, h gets the 
  Zone's Gontml Card, end gets the Zone's 4 Resource Points per turn. H
  m
  ,
   
  the enemy does not get contml 
  of the Mining Stabon, whtch conbnues to giw the Marttan Fedemon 2 Resource Points per turn Unless the 
  enemy captures the Mining W o n  in e battle or otherwise acquires the W o n  [we Esponage or making e 
  deal], h wll continue to funmon mdependendy of the Zone in which it is located hren I 
  the Zone's Morale 
  eventuelb r ~ ~ e s .  
  end the Zone joins the enemy e8 e voluntary member, the Mining Stabon will remain 
  pare of the Maman Fedemon until conquered or given up. 
  A Player uses en R6D cord m put en Independent Exo-amor Ace [a fixed asset] inm play in Zone 32 
   omel el. Now, whenever en enemy attacks Newhome. the defending Rayer may add the Ace to his 
  If the defenders win [and the Ace sumves]. the defending fleet may leave. any Emergency Reserve forces ere 
  removed. but the Ace remains at Newhome, defending his asstgned Zone from future attacks. If the Ace is killed in 
  the Battle Phase, he's gone forever: his card is removed fmm play. Cthe defenders lose the fight and the attackers get 
  contml of Newhome, the Ace is similarly removed from play 
  defending forces for free. nKing the B d e  Segment. the Ace may be captured or bled. just like any other Ace 
  il 
  
  Z 
  c3 3 
  CL 
  2 
  Q 
  0 
  0 
  W 0 
  Z Q 
  n 
  x 
  W 
  b WINNING THE CAMPAIGN 
  The campaign does not end until one of the following events occurs: 
  1) All Players complete their objectives. 
  2) All Players who have not completed their objectives are militarily or politically unable to do so (if their 
  Main Fleet has been completely wiped out, for instance), and wish to concede. 
  3) If all Players fully complete their objectives 
  Alternatively, the Playen can choose to end the campaign whenever one Player completes his objective; this 
  makes for a faster campaign, but some campaign objectives are easier to complete at speed than others. 
  It is possible for Players to get partial successes on their objectives; the conditions for this will be specified 
  on the objective's description or on the affecting factor. A partial success is better than nothing, but it isn't as 
  good as complete success. If all Players complete their objectives, but one Player only gets a partial success, 
  then that Player has lost anyway. .. 
  b ADDITIONAL CAMPAIGN NOTES 
  The following are optional rules that don't affect the Campaign in major ways. They include special move- 
  ment rules for Solar Sails and Magsails, special rules for Solar Cross ships, and a mention of dealmaking in 
  the course of the campaign. 
  V T H E  SOLAR CROSS 
  The Solar Cross occupies an odd spot in the campaign. Its goal is simply to protect the lives of all spacers, 
  regardless of affiliation. Its ships are unarmed and always clearly announce their presence to all listeners. 
  Solar Cross ships never carry military units, and it is considered the greatest of atrocities to attack a Solar 
  Cross ship. 
  If the Players all agree to play the Campaign with the Solar Cross' presence, a Solar Cross ship (clearly 
  marked with a numbered True Neutral Ships counter) appears each Campaign Turn in a random Zone (try 
  flipping the counter onto the Strategic Map to see where it lands). The moderator controls the movement of 
  Solar Cross ships; the ships move at the end of the Movement Segment, one Zone per Campaign Tum, 
  toward large concentrations of military forces, especially when opposing forces are in close proximity. If 
  multiple fleet battles are taking place at the same time, Solar Cross ships will move toward the nearest 
  conflict that doesn't already have a Solar Cross ship heading toward it. At the end of the Battle Segment, the 
  Solar Cross ship moves into the biggest engagement in its Zone, becoming a special kind of secondary 
  participant. 
  Before each tabletop battle in an engagement where a Solar Cross ship is present, roll one die; on a 4,s or 
  6, the Solar Cross ship finds the battle site and moves in to rescue downed pilots. A Solar Cross ship will start 
  at a random edge of the battlefield, and will choose a random location at which to park itself for the rest of 
  the fight. Roll one die: one a 1 or 2, the ship parks 10 cm from a random edge; on a 3,4 or 5, the ship parks 
  50 cm from a random edge; on a 6, the ship parks right in the middle of the battlefield. 
  A Solar Cross ship is surrounded by an internationally-agreed no-fire zone, in which any unit from any faction 
  may take shelter. No combat of any kind may take place within 50 cm of a Solar Cross ship; units may not fire 
  into, out of, or through this 50-cm-radius circle. Any unit that violates this agreement may be immediately 
  attacked by any faction on the board; the no-fire zone is temporarily suspended until the original violator is 
  subdued, driven off, or destroyed. (Note: while the "official" no-fire zone is 100 km, the number listed here 
  is most factions' guess at the limit to which the zone may be pushed before the SC imposes an interdiction.) 
  In the Repair Phase, if a Solar Cross ship was present on the table in the preceding battle, all involved 
  factions may add +2 to rolls for Standard Unit Survival and Ace Survival, and Overkilled Crew Level sections 
  on ships may be repaired at no cost. If the SC ship is part of the overall engagement, but was not on the 
  battlefield for this particular tabletop battle, Players may still get the benefits of the SC ship, at the cost of a 
  -1 penalty to their next Strategy Roll. 
  
  I
  .
   
  Any Player who attacks a Solar Cross ship, makes an attack into or out of an SC ship's no-fire zone (excepted 
  as above), or takes an action that results in damage to a Solar Cross ship (like firing a nuke too close to the 
  hospital ship), is immediately censured by the entire Solar System. All his Home Zones lose three Morale 
  Levels, Allied Zones all turn Neutral, and the Solar Cross will no longer provide aid to that Player; the Player 
  Most Mercurian ships (including their warships) use solar sail or magsail propulsion systems. These v 
  played, there is little need to use these rules. 
  Due to their unusual form of movement, sailships usually have a fixed destination in mind when they start a 
  journey. Neutral sailships should have an arrow drawn on their counter. When the ship is revealed, the 
  direction of the arrow is determined randomly (try flipping the counter in the air). The arrow points the same 
  direction for as long as the sailship is on the Strategic Map. The sailship will move in the direction of the 
  arrow at full speed (which isn't much). If necessary, the moderator may change the arrow's direction 
  prevent sailships from leaving the Solar System or entering the Sun Zone. Military sailships may move h 
  ever the Mercurian Player wishes. 
  The number of Campaign Turns it takes a solar sail ship to move through a Zone is equal to the Zone's Travel 
  Time value plus 3. The number of Campaign Turns it takes a magsail ship to move through a Zone is equal 
  to the Zone's Travel Time value. The Mercurian Player or moderator should keep track of how many turns 
  each sailship has been in a Zone. (Note: this isn't entirely realistic, but it saves on calculation time.) 
  There is no Resource Point cost for moving a sailship between Zones; they may not be fast, but they're 
  cheap. Any ship that uses a solar sail also has less chance of being detected while moving through a Zone. 
  A ship under solar sail power subtracts 2 from the Trace Detection Threshold at the end of the Movement 
  Segment, adds 2 to an opponent's Threshold to detect the ship if it is using hidden movement, and may 
  move under hidden movement for free. If the ship has both normal and solar sail propulsion, it also subtracts 
  2 from the Threshold when rolling to conceal itself in the Aftermath Segment. If a ship has both sail and 
  normal propulsion, it may change from one type of propulsion to the other each Campaign Turn. Magsail 
  ships may also move stealthily, but not as easily as solar sail ships; the above bonuses are reduced from 2 to 
  1 if the ship is a magsail. 
  Ophanim and Seraphim sail barges may be part of Mercurian fleets, but the whole fleet is subject to the 
  movement restrictions of the sailships, and the presence of any non-sail ships negates the above-described 
  concealment benefits. Many Mercurian warships, however, are equipped with sails so that they can act as 
  escorts for cargo-carrying sailships; fleets composed entirely of sail ships continue to get the concealment 
  benefits of sailing. 
  WHEELING AND DEALING V 
  It is, in the course of the game, permissible for Players to trade (or even give away) Resources, materiel and 
  favors to each other. This can be done at any time, even in the middle of a battle; any benefits gained from 
  the trade, however (such as Resource Points or Zone Control), may only be used during the Campaign 
  Segment normally resewed for such actions. For instance, if, during a battle, a Player is given control of a 
  fleet in the same Zone that the battle is taking place in, the new fleet does him no good until the current 
  battle is over. 
  If a Player gives military equipment to another Player, it is assumed that the deal includes sufficient mainte- 
  nance crew and spare parts such that the new owner need not make any special expenditures to account for 
  the unfamiliar equipment. 
  It is recommended that trades be kept within the context of the game; otherwise, things can get a little 
  ridiculous: "If you detail my car for me and walk my dog for a week, 1'11 give you four Ypres battleships and 
  twenty Vindicators. 
  - 
  m 
  9 .  
  m .  
  . .  
  O O Y 5  
  
  Z 
  13 
  Q 
  n 
  Q 
  0 
  O 
  W 0 
  Z Q 
  n 
  x 
  W 
  CAMPAIGN SHEET 
  Faction: 
  Rasoums Pointa Sbxkpik 
  ZONE CONTROL 
  TRACE CONTROL 
  *Note: Each fleet's exact contents can be recorded using the fleet roster on page 59 of the lightning Strik8 2nd Edition nd8book. 
  CAMPAIGN TURN EVENTS 
  6 
  - - 
  7 - -I 
  Copyrights Q 2001 Dream Pod 9, Inc. Permission to photocopy for personal use. 
  
  THE STRATEGIC MAP O F  THE SOLAR SYSTEM 0 
  Players keep track of the progress of the campaign on the Strategic Map of the Solar System (see below). Note that the map is intentionally out 
  of scale; it is a representation of important strategic portions of the Solar System, so planets and populated areas are given emphasis over large 
  tracts of relatively empty space. 
  The Strategic Map is divided into fifty-nine Zones. Most ofthese Zones are unique, defining a specific planet, major settlement or area of space. 
  The rest of the Zones are additional seaions of essentially similar space. For instance, Zone 20 represents the Inner Belt; it is divided into four 
  sections, labeled A through D, thus dividing the rather vast Inner Belt into four more manageable sections. Each Zone has a Zone Control Card, 
  which is something like a deed to a piece of property: the Player who holds a Zone Control card gets Resources from that Zone and may 
  (assuming he's not holding it by force) treat that Zone as safe territory. 
  Players should photocopy the map (the Enlarge feature on most copiers will come in handy) and use it like a large gameboard. As the campaign 
  progresses, a Player's counters will move across the map, neutral ships and installations will appear, and control of various Zones will change 
  hands. If the Strategic Map needs to be packed up and moved (or if someone accidentally knocks the table over), the positions of neutral 
  counters and each Player's forces can be noted down by Zone and replaced later. 
  ZONE REFERENCE TABLE 
  3 
  M a ~ y  12 
  1 
  0 
  JlD, FlO 
  540 
  MIR;. MLRi 
  1 
  5 
  M a ~ y  1 
  1 
  1 
  Num 
  Nam 
  V 
  1 
  6 
  Vsma 
  15 
  1 
  0 
  m. n 
  M3.NlD.T2D.V2 
  V 
  A& 
  I 
  7
  y
  a
  u
  s
  5
   
  2 
  D 
  XlD. F3. J2D 
  T2, s20. M2. N2 
  5Mm. SMFD, mi 
  1 
  8 A \ k n a i 4  
  2 
  1 
  m, R 
  S1D. N I  
  m, V 
  8B 
  YSMS 
  4 
  2 
  1 
  m. F2 
  SIO, N1 
  SFO. V 
  9
  v
  a
  u
  s
  2
   
  2 
  1 
  J1O 
  S2. N1 
  V 
  1 
  10 
  aGd 
  12 
  1 
  0 
  F2D 
  M2D, T4D. v3 
  V 
  pbnse 
  11 
  CEOA 
  10 
  2 
  0 
  AlD. CID, J1D. FlD, R1D 
  MlD,8,SlD,V1 
  SJRO.sLRI,SUn,V 
  12 
  WA 
  8 
  1 
  0 
  ClO. J1D. F2 
  M3.8 
  V 
  Raae 
  124 
  CEGA 
  4 
  2 
  1 
  M. ClD. R2D 
  M1D. 520 
  SCR). SLBO. V 
  138 
  WA 
  4 
  2 
  1 
  120, ClD, R2D 
  M1D. S2D 
  SLFO. SLBO, V 
  1 
  14 
  CEGA 
  2 
  2 
  2 
  A2, ClD, R1D 
  SID 
  m. sen, V 
  15 
  FahraQl 
  12 
  1 
  0 
  AlD. F2. J2. x2D 
  TlO.s2D, V2 
  V 
  A& 
  16 
  PdpJuic 
  9 
  1 
  0 
  A10 F2, J, x2D 
  TlD, S1D. V1 
  V 
  Raae 
  17 
  Rw./Fa(. 
  8 
  2 
  1 
  610. JlO. F1D.XlD 
  Nam 
  m. 
  sMm. v 
  18A 
  F a k n r m 4  
  2 
  2 
  AlO, RlD,ClD 
  M2,Tl. S1D 
  SFO. V 
  1 
  188 
  M$uuic 
  3 
  2 
  2 
  AlD, R1D. C1D 
  Ml, T1, SI0 
  V 
  19 
  Nme 
  1 
  2 
  2 
  ClD, A10 
  Nms 
  V 
  m- 
  2 M N r m a d  
  1 
  2 
  3 
  A3D, C2D. R2D 
  s2 
  N. V 
  2 0 8 N r m S d  
  1 
  2 
  3 
  A30. UD, R2D 
  s2 
  N. V 
  2 m N a M d  
  1 
  2 
  3 
  A3D. C2D, P2D 
  52 
  N, V 
  200 
   mad 
  1 
  2 
  3 
  A3D. UD, R2D 
  s2 
  N, V 
  21A 
  Ncmd 
  1 
  3 
  9 
  MD. C2D. A3D 
  s2 
  N, V 
  218 
  N
  d
   1 
  3 
  3 
  140, UD. A30 
  E 
  N, V 
  21c 
  wm*d 
  I 
  3 
  3 
  MD. m. R30 
  s2 
  N, V 
  21D 
  Nancd 
  1 
  3 
  3 
  A4D. UD. R3D 
  s2 
  N, V 
  22ANm*d 
  1 
  3 
  3 
  m. cm, mo 
  s2 
  N, V 
  ne 
  Nmud 
  1 
  3 
  3 
  M, ClD. RID 
  52 
  N, V 
  2 x  Nmad 
  1 
  3 
  3 
  020. C10, R10 
  52 
  N. V 
  22D 
  Nm*d 
  1 
  3 
  3 
  M, CIO. RlO 
  s2 
  N, V 
  23 
  Numad 
  4 
  1 
  1 
  C1D. JlD. F2 
  T3. S10 
  V 
  ?tam 
  
  2 
  Q 
  a. 
  Q 
  0 
  W 0 
  Z Q 
  n 
  x 
  W 
  25 
  Jah 
  I 9  
  1 
  I 
  J10, Fw 
  m* w 
  V 
  Rn* 
  26 
  Jt4m 
  5 
  1 
  0 
  m. n o  
  m.=Vl 
  smmauanv 
  r27 
  2 
  2 
  AID, CID. RID, F1 
  WD, SID 
  nv 
  2a Jah 
  1 
  3 
  3 
  19. MD. RID 
  810 
  nv 
  288 
  Jah 
  I 
  3 
  3 
  19. MO. RID 
  SlD 
  nv 
  1
  -
  7
  1
   
  ~- 
  3 
  3 
  19, MD. RID 
  SlD 
  nv 
  3
  4
  h
  1
   
  3 
  3 
  A3, C1D. RID 
  810 
  nv 
  3 5 J a h  
  1
  .
   
  4 
  3 
  cm, 
  Rp 
  81 
  nv 
  ~ 
  1 
  2 
  OD. na 
  SlD 
  V 
  m 
  37 
  Tbn 
  15 
  1 
  1 
  CID, P. R 
  nD, 
  810, V I  
  w & w ) . V  
  mula 
  3 8 R n  
  2 
  2 
  3 
  CIO. RID 
  Sl 
  V 
  rn u m w d o  
  4 
  4 
  ClO 
  &m 
  wnr 
  998 
  u m w d o  
  4 
  4 
  MO 
  mu 
  mm 
  40 
  LLhhbbdo 
  4 
  4 
  CID 
  N w  
  mm 
  41A 
  umwd 0 
  S 
  4 
  C1D 
  mu 
  mm 
  418 
  ~ ~ h b b d  
  o 
  S 
  4 
  CID 
  mu 
  mm 
  41C 
  umwd 0 
  5 
  4 
  ClD 
  mm 
  mm 
  410 
  Uinhbigd 0 
  5 
  4 
  CID 
  Nm8 
  Nmm 
    ZONE TABLE KEY 
  ~- 
  madr 
  Fhdoah*lr 
  - 
  kAdarc+h 
  Itnohmkc$- 
  8 : 8 d  
  c m w  
  MMhKikkk 
  L M d U n  
  caGrq\hrr*nlany 
  J D a b r * W  
  r
  :
  ~
  T
  u
  T
  d
  a
  ~
   k
  b
   
  V : H H l m r d W m  
  FFDXLl-f-S-OWd 
  RRddn(Y 
  H l ( a n d u u n i d B r r ( u r n * d V ~ m ~ ~ u a m d  
  C P S M  
  RRodrFaMs 
  W s n d r d v H s . i n r  
  R M N M v h p  
  xsdsma 
  LMprTB.r 
  The number after the letter is the number of such Obstacles or Defenses found on all battlefields in the Zone; if the number has a 'D" aker it, 
  it is the number of rolls on one die to determine how many of the Obsta& 
  or Defemes are present The Settlements entry repmsmts the range 
  of settlement types found in a given Zone. Attacking players may choose any type within the range. For example, the entry 'S-ffi" means that 
  the Zone contains residential Vivarium colonies ranging in size from small to large. 
  
  MAP OF SOLAR SYSTEM 
  0049 
  - - - 
  Copyrights 0 
  2001 Dream Pod 9, Inc. Permission to photocopy for personal use. 
  
  Z 
  Q 
  n 
  Q 
  0 
  W 0 
  Z Q 
  n 
  x 
  W 
  0 MERCURY STARTING ATTRIBUTES 
  rn RESOURCE POINT COSTS 
  I 
  Intelligence: 
  2 
  Rewarch: 
  6 
  For.AWrs: 
  2 
  3 
  Empinnogo: 
  6 
  m 
  8 t 
  f 
  I 
  I 
  ! 
  NOTES The Nephilim: if the Mercurian player purchases Nephiklass battleships as part of his initial force. he may begin the game with 
  the Nephilim in hidden movement, As long as the Nephilim do not move. no Resources naed to be expended to keep them in hidden 
  movement, and other players may not search Mercury's Home Zones for hidden ships. Once a Nephil moves (or if a new Nephil is 
  const~~ctedl, 
  it becomes subject to the restrictions normally placed upon ships in hidden movement. 
  0 VENUS STARTING ATTRIBUTES 
  Home Zones: 
  6. 7, 8. 9 
  AMd Zones: 
   one 
  noatilsm 
  2 ~ 7 . 2 ~ 0 . 3 2 a 3  
  Enwgwncy Raume: 
  5% 
  Monh 
  5 
  Neucrslshii: 
  3 
  CapitaINew Tdqo [Pbnet. Zona 6. obet: X61 
  Dafwnraa: 
  15. M. 84D. M4 
  Initial Rssource 6bxk$4b 
  30 
  rn RESOURCE POINT COSTS 
  I 
  Intelligence 
  3 
  Rwsward.l: 
  15 
  ForAffam: 
  7 
  4 
  €spmnage: 
  5 
  Pokk% 
  L 
  rn VENUSIAN OBJECTIVES: 
  1-2 
  M e r c u y - w H e k o s .  
  3 4  
  56 
  Mahwdah Radux: Deabwy one coky in Saoh Jown state lZormtl26.29 and 321 
  Hwks Inm aoA: -three 
  cobnles n Zom q l .  Your otjatwa 18 mmpleta tha fmmwnt you 
  cuxupy thme Zone I 1  m h m  mltaneously. 
  .
  '
   
  N O E S  Venus pays 2 Resource Points per 5 TV (or 1 Emergency Reserve Tv) when purchasing Materrel Venuslan Fleets. when 
  revealed, still appear as Neutral ships until engaged in actual batde. Venusian ships may be represented on the tabletop with cargo ship: 
  they remain disguised until identified with reconnaissance or until they taka an action impossible for a cargo ship of that class. 
  .
  i
   
  rn CEGA OBJECTIVES: 
  11 Belt Impenahsm 
  21 Maman Overthrow: 
  31 Invade Confed 
  Occupy fwr Beit Zonss. Your objacbw m mnplsts the fmmwnt you hww bur BenZona Contml C a d  
  Lend 200 N- 
  of Ooopson Zom, 16 
  Capture one JoviSn wpigl [Zona 26.29 or 321. Partlal euccws: deatmy the Captal 
  I 
  f 
  .
  ,
   
  NOTES: none. 
  0050 
  . -  
  
  3 
  REPUBLIC OBJECTIVES: Ul 
  I 
  Rewareh: 
  4 
  For.Affara: 
  5 
  Po-. 
  1 
  (Esplonsee. 
  6 
  12: 
  34: 
  V a n e  Ormpv 2 mbnia sirnu(Lanmuly in Zone 18& Partial wcwss: dssbpy the colonins. 
  Mi- 
  Ahncs: Sand military cargo shpa m Zonas 26,2S and 32. At thm Zonas. pkk up 50 Cargo Points of OiRS: 
  lnmlIiJ0n;s: 
  3 
  Raaarch: 
  4 
  thew nvly bs pick& up repenkdly. When the Gifm am re!turnd to Zone 16. they Lmcoms 4 Vindicators or 
  Psthfindar Snipaa. When 50 points frnn ssch Ju&n Zona math m e  18. ymr ct+ctiw ia mmplsts. 
  Msww*n !iunwn% Bui!d an HLV. Sand thn HLV to Zone 2 and back. VdMn the M V  lmxls m Zona 16. wur o
  b
  i
   
  m corndets. 
  56. 
  For.Affais: 
  8 
  Polikim 
  4 
  Eapionagm: 
  7 
  NOTES Shares Zone 17 with Martian Federation. Both factions h a t  Zone 17 as a Home Zone, and both collect the full Resource 
  Productlon Allies of ether famon pay Alliance Costs for this Zone, and may treat It as an Allied Zone May use HLVs to bgnsport units 
  manufactured on Mars. To destroy units being manufactured on Mars, an etzacker must successfully target and bombard a Fortified 
  Military Target [3W 
  .SWucture Points) on Mars. 
  RESOURCE POINT COSTS 
  : 
  FEDERATION OBJECTIVES: 
  12: v0r!&tw 
  M 
  2 cobnias sirmltanmusly in Zone la. 
  ParZi.1 success: dentroy the colonies. 
  !Imnemb Kutrsnhskn: D e a t . ~ ~  
  one Jovisn cobw (Zone 26.28 o(. 321. 
  58: 
  Venusian Corn: Build an HLV. SmxI this HLV to Zone 1 0 , 1 2 , 6  and then back to Mars. 
  ,
  .
   
  I 
  I
  .
   
  I 
  When he HLV bndn in Zona 15, pur otiectk m cornpbm. 
  NOTES Shares Zone 17 whh Martian Republic Both famons treat Zona 17 as a Home Zone, and both collect the full Resource 
  Productlon Allies of ether facbon pay Alliance Costs for this Zone, and may h a t  h as an Allied Zone. Colonies and statlons in this Zone 
  are only affiliated wCh one factlon though; this must be chosen when tha colony or stabon is placed. May use HLVs to transport unhs 
  manufactured on Mars. To destmy units being manufactured on Mars, an attacker must successfully target and bombard a Fortrfied 
  Milhary Target (300 
  Structure Points] on Mars. 
  
  Z 
  Home zonar: 
  2535 
  Allied Zones: 
  16.17,188.23 
  Emergency Reserve: 
  25% 
  Morale: 
  20 
  C a a t a k E W  llama V-m. 
  Zaa 26. obst: F61 Defenses: 
  T30 
  Q 
  n 
  H d l e  Z~IV~S: 
  615,18A 
  NeutralShii: 
  5 
  Initial Rssourca S&ckpils: 
  50 
  Q 
  Intelligence : 
  3 
  RawaPCh: 
  5 
  ~or.~ffairs: 
  7 
  Pomm 
  3 
  O 
  W 
  Espionage: 
  5 
  x 
  Home Zones: 
  36, 37. 35 
  A l l i i  Zones: 
  2535 
  Emergency Rnume: 
  5% 
  Morele: 
  20 
  Caphal:Silvsr Tower (mall Virium. Zone 37, Ob* 
  52. F21 Deknaas: 
  TlO. SlD. V I  
  W 
  HostileZones: 
  IO. 11, 12 
  NeutrelShip: 
  3 
  Initial Resource stodcpils: 
  25 
  0 JOVIAN CONFEDERATION STARTING ATTRIBUTES 
  I 
  Intalligenca: 
  3 
  Passarch: 
  6 
  For. Affiirs: 
  5 
  Police: 
  3 
  Espionage: 
  5 
  i 
  RESOURCE POINT COSTS 
  Irrmsion Earth: Land 200 N W0l.m of trwps on Zone 10. or dastmy oeia city. 
  Invasion Venus: Land 200 N w!xth of tmops on Zone 6. ar dastmy New TOkYO. 
  Martian Backup: Land 300 TV worth ofooops WI Zone 15 
  1-2: 
  34: 
  56: 
  NOTES: Mtlhary planetary targets in Zone 25 have 20 Structure Points each, the planet has no cwilian targets 
  .
  *
   
  ? 
  0 TITAN STARTING ATTRIBUTES 
  I 
  RESOURCE POINT COSTS 
  w 
  TITANIAN OBJECTIVES: 
  I 
  13 
  34: 
  48: 
  Trade War: w d  q 
  shps and sand onam sach oftimfdbmg zones: 23.15.16,6, I. me sr*ps do m t h m   WE atha eamurm 
  Warning Shot Am& any wlony in Zone 11. 50% of the force that sttackd the mlony m u g  rfitum &aly m T i n .  
  Mohammed and the Mountain: Bulld and send 500 Cargo Points of milev supplies ((Uen UI Zone 2. 
  NOTES: Milhary planetary targets in Zone 36 have 40 Structure Points each: the planet has no ctvtlian targets 
  0 NOMADS STARTING ATTRIBUTES 
  Home Zones: 
  2024 
  Allied Zones 23.2327.2930.32-33.36-38 
  Hnsble Zones: 
  10, 6 
  Emergen- Reserve’ 
  5% 
  Morale 
  10 
  NeutralSh~pe: 
  3 
  Caphal: Ram (Planet. Zone 23, Obst: C5, F61 
  Defenaas 
  T6, S2D 
  lnibel Resource smckpikt. 
  15 
  your Home Zones lose 3 Morale M s .  and yw may try agam. 
  NOTES: In any engagement occurring in any Belt Zone, Nomads get +3 M all Strategy Rolls If Piaui is destroyed. the Morale cost IS 
  the same as for losing a normal colony 
  . 
  0052 
  . -  
  
  RESOURCE POINT COSTS 
  u n t d l i i :  
  2
  -
   
  2 
  FmAffaii: 
  8 
  Pditim 
  5 
  Espnnaee: 
  2 
  STRIKE OBJECTIVES 
  1 - r : W ~ R O k a :  
  M: 
  No% 
  No !3hlms. N
  o
  m
   
  56:PBlmno*: 
  Capture a vlllhalb in M u s '  kw abi 
  o=PY 
  A .cnd.rd unlt o r h p  nnmtftghmu@ a mbny in a y t h m  of the following Zom: 3,7,11.17,26.29,32. 
  NOTES Each Zone Control Segment, the STRIKE player chooses three Zones to be Allies, and the other players together choose three Zones 
  to be hostile to STRIKE. Each Economic Segment, STRIKE may steal 1 D6 Resource Points from any player. If any of the playets Home Zones' 
  Morale is less than 5, STRIKE steals 2d6 Resource Points. 
  Choose a location for Star Chamber before generating objectives. Star Chamber counts as a hidden ship, and alx, counts as an extra Zone 
  inside whatever Zone you place Star Chamber in. This ema Zone is your Home Zone. It has Production 10, Travel Time 1, Concealment 2. and 
  other stats listed above under Capital. Your manufacturing may take place at Star Chamber: new units may appear in any currently Allied Zone, 
  in addition to the Zone in which Star Chamber is located. Star Chamber is not affected by Morale at all. 
  USN GUARD STARTING A-TTRIEUTES 0 
  I 
  Amdzonas: 
  HDglaZonas: 
  Nons 
  EmsrgancyRwave: 
  5% 
  HLWM Zonss: 
  11 
  Morale: 
  None 
  N s m l  Ships: 
  5 
  Capbl: Ppw:~Dhleinrdd&blmlony. 
  Defmsas: 
  11 0 
  Initial Rswura, sodrpile: 
  20 
  RESOURCE POINT COSTS 
  I 
  NOTES The USN player gets 10 Resource Poinffi par turn, regardless of Pyrea's status; these Resource Points may only be spent 
  on Materiel. Resupply, and BattJe Segment costs. Pyrea is not affected by Morale, and is used as the location for all the USNs 
  materiel-building. 
  The USN player's starting fleet is 20% of the h e r  players' starting TV (the USN player's Emergency Reserve is 5% of the other players' 
  starting TVI. USN fleets are always revealed. and will m o w  to pmtect True Neutral ships from attack.. If no True Neutral ships are close 
  by, the USN must m o w  to protect factjormffiliatad Neutral Ships. The USN player may also build Hospital Ships as a line ship choice. 
  0053 
  
  co k 
  CD i 
  k 
  W 
  W 
  +l 
  ;r 
  . .  
  .FLEET 
  LISTS 
  The Fleet lists for the smaller forces are presented here. Each list gives rules and limitations for building a 
  Fleet belonging to these factions, and ends with a description of organizational and behavioral quirks. When 
  choosing a force for a battle or to create a task force, Players will have to pay attention to both the Grouping 
  limitations and the unit restrictions of their chosen force. If a Player wishes to add more units than the army 
  list allows, he may do so; additional units cost double their basic N. 
  Each Fleet has access to certain com- 
  mon units (such as cargo ships); see the list below and in the LS2 rulebook (page 92). 
  Many units have specific Options listed under their individual descriptions. The stats and costs for these 
  upgrades will be listed there, or can be copied from other units. In any Fleet, no more than 50% of the units 
  of a single type may use these Options. Options do not count as add-on weapons and equipment (see page 
  70 of the Jovian Chronicles Rulebook). 
  The following ships are available to every nation in the Solar System for both military and civilian purposes. 
  They can be purchased as part of a Fleet for use as supply ships, or they may be placed on the table as 
  neutral units, according to the guidelines on page 90 of the basic rulebook. 
  LINE UNm APOLLO 
  The Apollo was the JAF's first attempt at a close-combat exo-armor. Its reinforced structure and extra lifting 
  capacity made it an ideal heavy construction vehicle, and eventually the JAF released the decommissioned 
  exos for civilian use. It is a common sight in the Belt, although it is not encountered very frequently else- 
  where. Most Nomad-owned Apollos are heavily modified; a standard conversion replaces the legs with 
  thrusters and increased fuel tankage to make the exos excellent tugs and construction units. Nomad Apollos 
  are not usually armed, although the hand-mounted laser welders can be used in close combat. Portable 
  lasers and massdrivers can be carried for anti-piracy operations. 
  LINE UNIT: HOPLITE 
  c .  
  2 
  .r . 
  c 
  U .  
  W 
  Y). 
  The Hoplite was the first exo-armor to enter service. When the second-generation exo-armor replaced it, 
  the JAF mothballed many and refitted the rest for non-combat duties, such as engineering. The Agora 
  declassified the Hoplite in 2200; by that time, civilian technology had caught up, and several foreign powers 
  were at work on their own exo-armors. Now, more than a decade later, a dozen different manufacturers 
  throughout the Solar System produce Hoplites or imitations. The Hoplite retains its original ruggedness and 
  durability: it comprises entirely civilian components, which keeps its overall cost down. The exo-armor isn't 
  as fast or as maneuverable as a modern military model, but does the job for cash-strapped forces. 
  LINE UNIT: HEAVY LIFT VEHICLE (HLV) 
  This is essentially a big rocket with a large payload bay. It can also serve as an assault dropship, carrying tanks 
  and ground exos to the surface of a planet. These can also be used as makeshift carriers, albeit very short- 
  ranged and unmaneuverable ones. The Martian forces use them this way to slightly expand their patrol 
  radius. They use HLVs most often, but the Venusians and CEGA navies also field them in large numbers. 
  Universal docking points are placed around the hull; these are usually used to attach form-fitting boosters. 
  LINE UNTT: PATROL CUTER 
  Patrol Cutters are small military craft used by every nation for border patrols and security. They are simple 
  and generic-looking ships, able to support a crew of around 15 to 20, and spend maybe a month out on 
  missions before heading back to port. There is no gravity wheel; when the ship isn't under acceleration, the 
  crew has to exercise regularly. A cutter's armament varies depending on its owners, but it is never heavily 
  armed: most mount a single turreted laser or kinetic kill cannon. A cutter has a tiny shuttle bay that carries a 
  single transport craft. Rarely, an exo or fighter can be wedged in instead. 
  Options: +5 TU Replace KKC with Laser Turret (l, 
  Rng 30/60, 
  Acc O/-1, Dam 4E, Swl, St), +10 TU Replace 
  KKC with Particle Beam (FF, Rng 30/60, 
  Acc -I/-2, Dam BE, H) 
  LINE UNIT: TRANSPORTER 
  A transporter is a large civilian transport, just short of a barge. It is equipped with conventional drives and 
  used by every nation to carry bulk goods or troops. Transporters tend to be sturdy and common designs, 
  dating back to the earliest phases of the commercial exploitation of space. These cargo vessels are used 
  whenever a cargo needs to arrive rapidly rather than being pushed on a free orbit. The ship has little or no 
  internal cargo bay: it has a large spine structure called a "tree" to which various cargo pods are attached. 
  
  Mars, the new frontier, has long attracted a hardy brand of pioneers. The terraforming of Mars was one of 
  the greatest technological projects ever attempted by humanity: the first Martian colonists were dreamers, 
  people who were willing to devote their entire lives to changing the face of a planet. 
  Most of the immigrants who made their way to the Red Planet in the twenty-first and twenty-second centu- 
  ries were members of one of two groups. The first one was composed of people escaping tyranny, war and 
  persecution; these have an aversion to central government control. The others were escaping poverty and 
  hardship, sometimes persecution. They wanted only to find a peaceful place to live, and were more ready to 
  accept a more strongly hierarchised society in exchange for security. Both had to make many compromises 
  to build a new world for Mankind. Martian history has demonstrated that the experience was less than 
  successful, and that the diametrically opposed philosophies are hardly compatible. The situation deterio- 
  rated further in view of the growing tensions between the CEGA and Jovian governments, until events came 
  to a head in 2210. 
  The destruction of the Federation's orbital elevator was a great blow to that nation's economy. The Free 
  Republic has aligned itself with the Jovian Confederation in the USN chamber and is considering a military 
  alliance, as well. The Federation is occupied with rooting out the perpetrators of the elevator disaster, and 
  its suspicions are turning toward its sometime ally, Earth. 
  The remains of Hell Station are located at Pavonis Mons, a large mountain located on the Martian equator. 
  Phobos itself no longer exists in 2210. Due to the danger to the elevator at its orbital altitude of 6000 km, 
  the moonlet was blown apart and used to build colonies and spacecraft. Most of the material was taken and 
  recycled into large, thin orbital mirrors called solettas that were built to help warm Mars. These are con- 
  stantly being expanded, and their destruction would set terraforming efforts back by decades. 
  The Martian Civil War of 2213 would lead to the destruction of Kurtzenheim during the battle of the same 
  name, the second great man-made calamity to strike the planet in less than a decade. Though it brought the 
  conflict to a swift end, it has heightened tensions and border conflicts. The Red Planet has not turned into a 
  battleground again, however; the two nations are now gathering their forces and quietly re-evaluating their 
  positions in the hierarchy of Solar nations, the Republic loosely associated with the Jovian Confederation 
  and the Federation leaning toward CEGA. The planet of the God of War is proving more than worthy of its 
  name. 
  THE MARTIAN ARMIES V 
  Border skirmishes on Mars are a frequent occurrence; both governments have preferred to ignore the inci- 
  dents rather than expand the conflict. This policy was born of the need to remain on good enough terms to 
  share the orbital elevator and other space resources. With the elevator's destruction, though, the Federation 
  now pays more attention to the constant testing of its borders. 
  60th Martian countries have standing armies, although they are rather small and use old exo-armor 
  designs purchased from the Jovian Confederation. The Martians have little use for exo-armors 
  anyway, and rely primarily on desert-adapted exo-suits and hovertanks. Neither military has a 
  significant space navy, possessing only enough small patrol craft to police the orbital colo- 
  nies and the Orbital Elevator's Heaven Station (when it still existed). 
  Martian ships are ugly; blocky, chunky and completely unaesthetic. The Federation is 
  more concerned with effectiveness than appearance, and the Republic can't afford 
  to pay for looks when everything else is in short supply. Both sides make exten- 
  sive use of hardpoint technology. The basic hardpoint is a convex rectangle, 
  smooth, armored and gray. There are two rows of four round holes in the 
  surface, for a total of eight holes. These can solidly hold propellant tanks, 
  missile pods, small cargo pods or be left empty as needed. 
  1 
  A 
  A 
  1 
  A 
  1 
  
  A 
  V MARS FREE REPUBLIC 
  The citizens of the Republic have often been likened to the settlers of the old nineteenth-century American 
  West. Strong-willed and self-dependent, they have a frontier mentality and are hardworking and distrustful 
  of strangers. They live in small towns and settlements where everyone knows everyone. They do not live 
  apart from the world, though: all homesteads are equipped with high-gain antennae and satellite dishes to 
  remain in contact with the rest of society. Technical expertise and jury-rigging are part of every Republican's 
  life, and teenagers often compete with each other based on their technical know-how. 
  The Martian Free Republic gives its citizens great personal freedom. It was created by convention between 
  the Federation and the non-aligned frontier settlers, both of whom were tired of fighting over territory. The 
  Federation agreed to recognize the newly-founded Free Republic's independence and permit its people to 
  live as they chose, but gained the right to set the borders of the nations. The Republic resents that agree- 
  ment to this day. The Free Republic's bureaucracy is complex, due to the convoluted system of checks and 
  balances necessaty to ensure freedom while still maintaining national security: four separate elected coun- 
  cils make policy for the Republic. The president, Marcus Frehley, is primarily a figurehead since Republicans 
  dislike the idea of a single, powerful leader. 
  KepuDiicans value rrienasnip ana nonesty amve ail. I nougn Tneir rruum IS nara 10 gain, rney remain ex- 
  tremely loyal once befriended. They do not take well to betrayal, however, and will likely not forget the 
  offense. They are also brutally honest, a trait that has started more than one brawl in the taverns of Sirtis 
  Major and Olympus Mons. They say what they think, often loudly, and never let an argument go until it is 
  resolved. On the other hand, grudges are rarely held and brawling fighters may share a beer the very next 
  day. Republicans have the constitution"a1 right to bear arms without a permit, and jealously cherish that 
  privilege, even (or especially) when away from their homes. They strongly dislike the restrictions which other 
  societies often impose upon them, and only very reluctantly give up their weapons when in foreign territory. 
  The Republican Army (also known as the Republican Rangers) use mostly outdated weapons in space, pre- 
  ferring to focus on their terrestrial borders. Their ships are modified civilian vessels, haphazard in construc- 
  tion and unsuited for long space voyages. The Republic's close political ties with the Jovians have, however, 
  resulted in the purchase (or loan) of some fairly modem units for veteran pilots and special missions. 
  LINE UNIT: EXPLORER 
  The Explorer was originally a Jovian Armor Work design which the JAF sold to the Martian governments in 
  the late 2180s. It is representative of the first true exo-armors, and as such is not very sophisticated. The 
  machines still in service were gradually transferred to the Martian Free Republic army, although a few ended 
  up as the first exo-armors of the Martian Federation. The machine has not changed much over the years. 
  Except for the Martian-built computers and communication systems, everything is pretty much the same as 
  it was when the Explorer served with the JAF. The armament is still of Jovian manufacture, although a few 
  units sport home-grown designs instead of the JAW railgun. 
  Options: Exchange Railgun for Retaliator Railgun +2 Tv; Defender Beam Cannon -1 TV 
  LINE UNIT: SKY STALKER 
  The Sand Stalker is the Martian Free Republic'sbest known exo-suit. Light and very agile, it is mostly used for 
  border patrol and lightning strike. The Stalker series does not have any built-in life support system. Pilots 
  must wear a standard pressure suit if the suit is to operate in hostile environments. This was a deliberate 
  design choice - not only does it cuts the cost down, but the pilot can now exit his machine at leisure should 
  he need to enter a location where it would not fit. The Sky Stalker variant replaces the ducted fans of the 
  basic unit with verniers and a liquid fuel thruster backpack. 
  LINE UNF. ZULU-CLASS FRIGATE 
  The Zulu is an ugly ship, but it's also cheap and easy to fix. It's hardly recognizable as an Inari-based hull, 
  under all the layers of patchwork armor, strapped-on sensor packs and added weapons. It uses the same 
  eight-mount banks of attachment points found on the Troy, but the Zulu only has two such banks, ar- 
  ranged laterally in place of each of the Inari's cargo pods. Most often, the top four attachment points are 
  used for long fuel tanks, while the bottom four mount a variety of weapons (usually missiles or anti-exo 
  massdriver turrets). 
  
  @XW 
  :33< w 
  x x  ----- " " "  I - x x -  
  -_--- 
  REPUBLIC RANGERS AND ORBITAL PATROL FLEET LIST m- 
  I 
  .
  .
   
  I 
  GROUP DEFINITIONS V 
  Free Republic Rangers are taught to operate both singly and in small improvised teams. Any number of 
  standard units, from one to six units, may constitute a Group. These Groups must be defined before play 
  and must be clearly marked. At the cost of one Action, a unit may be removed from one Group and added 
  to another; this change must always be clearly announced. Moving to an unactivated Group does not allow 
  the unit to act again that turn. Republican ships always operate singly, never in Groups. 
  MORALE V 
  The Free Republic Rangers' training in self-reliance and improvisation serves them well in space combat. Being 
  one of the only two militaries in the Solar System to have engaged in a full-scale war has hardened Republican 
  troops beyond the expectations of most enemies. If a Republic Group loses half its number or more in a single 
  turn, each remaining unit in the Group gains a Morale counter. A unit that has one or more Morale counters at 
  the start of its activation must exchange one of the Morale counters for an Overthrust or Evasion counter. 
  I. 
  1 
  --__I-_^_ 
  "~ x"~LIx""^II- 
  EQUIPMENT AVAILABILITY 
  sandard u n i  
  Exoauim 
  S w a r m .  All Miilse, HARM, Ssntry Pod. Malw Waapona. Target Desgnator, Ablaliwe Armor, Shield, Booster Pack 
  Rwater Pack. Claymores, ShimMs. T a m  Designator. Twlkcs 
  Standard Unie: 
  All h n e  R4CkS. h u l t  Railgun. Beam Cannon. Antihnissile !System. EW Pod, Battle Arms. Vernier Module 
  l 3 0 5 U k  
  None 
  Bhi: 
  MARTIAN WARSHIP HARDPOINTS V 
  A Zulu- or Troy-class vessel has a certain number of pallets, each one with several hardpoints used to mount 
  modules. The ship may carry any assortment of the following items, up to the number of hardpoints it has; 
  this does not affect the ship's 7v. If a module takes up more than one pallet (such as a Railgun on a Zulu) 
  damage to either pallet will affect the module. 
  " 1  
  SllX 
  - 
  HARDPOINT MODULES 
  Fwl: 
  increaeas the ship's Fleet Manewer 
  1. 
  Railgun: Spnl. Rnu 20/40. t w x  0/3, 
  Dnn W, KI, Sw4. pm) 
  f .  
  r u .  
  3 '  
  ul 
  * .  
  T. 
  a- 
  - 
  9 .  
  T' 
  f .  
  __ 
  
  m -  
  -
  .
   
  The Martian Federation is the totalitarian state founded by General Otto Kurh in the aftermath of Mars' bid 
  for independence. The Martian Federation claims two-thirds of Mars' surface. Until 221 3, it was governed by 
  Prime Minister Klaus von Braun (he died when Kurtzenheim was destroyed that year), who ruled with a firm 
  but even hand. 
  Life under the Martian Democratic Party created by Otto Kurtz is controlled and ordered. The people are 
  quite used to daily security checks and propaganda-as-news releases. Although Kurh is long dead, many of 
  his original policies remain: German, his native language, is the other officially recognized language along- 
  side English, and German ranks and titles are used in the Federation's military and business communities. 
  The Federation citizens are used to a controlled society and do not think much of it anymore; they shuffle 
  about their daily business, their ambition reigned in by the rules of the society around them. They have a 
  quiet pride in their nation and its accomplishments, and deeply resent any negative comments made about 
  it. They are expected to publicly advocate the Federation and the media never mentions events occurring in 
  the Republic unless they serve to demonstrate how superior the Federation is to its neighbor. Recently, the 
  Ministry of Peace and Justice has enacted some laws to encourage citizens to report individuals whose 
  loyalty to the Federation is dubious. This has caused some turmoil in the universities, especially among 
  those that advocate free thinking, but the media played down the incidents of violence and no public figure 
  has yet addressed the situation. 
  The Federation has long suffered from accusations of fascism and totalitarianism, which are partially true. Its 
  citizens, however, have grown accustomed to the frequent identity checks and the weight of numerous rules 
  of conduct, and most will be genuinely surprised if someone complains. This has allowed them to survive 
  both a harsh environment and the current turmoil caused by the loss of the capital city in the aftermath of the 
  Battle for Kurtzenheim. 
  LINE UNIT: DEFENDER 
  Like the Explorer, the Defender was originally a Jovian Armor Works design that was later sold to the Martian 
  governments. It served in the JAF for the same period of time as its smaller brethren Explorer, and was also 
  sold to the Free Republic after its tour of duty in the Jovian forces. At first, the Federation couldn't get their 
  hands on the new unit, much to their despair, until a commando team successfully stole the plans and some 
  test data from the Martian Metals plant in Republic territory in 21 91. The Defender is a well-rounded, run-of- 
  the-mill machine. It was designed as a grunt unit, capable of fulfilling many types of missions in a variety of 
  environments. Though its internal systems are obsolete and lack sophistication, they are relatively easy to 
  repair and maintain. 
  Options: Exchange Beam Cannon for Explorer Railgun: +I TV 
  LINE UNTT: SABERTOOTH 
  The Sabertooth came to be in late 2184, when the Federation felt the need to replace their aging Hunting 
  Tiger exo-suits. The Saber would not see mass-production before 2192, however, when it became the stan- 
  dard mechanized infantry unit of the Federation. The Saber, although smaller than its predecessor, is still just 
  as bulky, with big stumpy legs and arms. Its armor is especially thick on the lower legs, thighs, shoulders and 
  torso, with angled plating to help deflect incoming projectiles. Articulated areas are protected through the 
  use of heavy composite cloth, flexible yet tough, which also doubles as protection against sand infiltration. 
  LINE UNTT: FEDERATION TROY-CLASS MONITOR 
  The Troy-class Monitor is a slow, sluggish beast, about the size of a medium cruiser; it is designed as a 
  mobile coastal defense fort. Its major distinguishing feature is its huge modular weapondequipment attach- 
  ment points, which resemble banks of gunports on old sailing ships. The Troy-class ship usually has six banks 
  of eight attachment points; each can be used to mount a fuel tank, small weapons turret, missile pod, exo- 
  armor service boom, etc. The downside is that the Troy has some serious protection and survivability prob- 
  lems; for this reason, it always operates close to "shore." 
  0058 
  
  GROUP DEFINITIONS 0 
  The Federation Army is perhaps the most rigidly-controlled military in the Solar System. Federation basic 
  units operate in Groups of five identical units, with identical options and equipment. Groups may start a 
  battle with less than five units only if there are not enough units of that type to be evenly divisible by five; 
  units in such understrength Groups start the game with a Morale counter. Units may not change which 
  Group they are in during a battle. Special-Duty units, Elite units and ships operate singly. 
  MORALE 0 
  Federation troops are virtually unshakeable so long as they know that their chain of command (and source of 
  orders) is intact. Whenever a ship, special-duty or elite unit is destroyed, all remaining basic-unit Groups must 
  make a Skill Roll against the Federation's MoraleThreshold of 4. All units in a Group that fails the test gain one 
  Morale counter. If a Group is reduced to a single unit, that unit automatically gains one Morale counter. 
  A unit that has a Morale counter must pass a Skill Roll against a Threshold of 4 at the start of its Activation. 
  If it passes the roll, the Morale counter is removed; if it fails, the counter stays and the unit must Overthrust 
  or Evade this turn. 
  Szdndard Unig: 
  E W S U b :  
  S w a m .  All Missiles. HARM, Mslen Wesp~ls, Targst Dssignstnr. Ablative Armor, Shield, EW Pod. Beem Cannon 
  Ewetsr Pack. Clamxrss. Shialds. Tsmst Mianator. Toolkm 
  Stnndard Units: 
  YI Drone Racks, h u l l  Railgun. Anti.Missik, Sptam, Battle Ams, Vernier Module. Sentry Pod, Booster Pack 
  €K&ub: 
  None 
  A Zulu- or Troy-class vessel has a certain number of pallets, each one with several hardpoints used to mount 
  modules. The ship may cany any assortment of the following items, up to the number of hardpoints it has; 
  this does not affect the ship's TV If a module takes up more than one pallet (such as a Railgun on a Zulu) 
  damage to either pallet will affect the module. 
  I 
  1. Rna 3060. 
  Acc O/ 1, Dam 4E. Swl. St 
  I 
  Maudmu Turret 
  1, Rrq 20. Acc +l. 
  Dam 4E, Mia. St 
  Psrticle Cannon: 
  F. Rng 30/60, Arx -I/<. 
  Dam BE. H 
  M i k  pod: 
  KKC: 
  1. Rne 25/50. Acc O/-l, Dam 4R W, Fl. St I Cam pod: 
  10 Cam0 Points 
  Exoany givw the ship 1 b y  with standard campaign repair a b i l i i .  
  and rniann the ship's Vshcfe Capacity by 2. 
  M i b  Bay: 
  F. Rng 40. A m  0, Dam 10E. SMim 
  Thrustam: 
  Incresses the ship's Thrust by 5 cm. Only one set of 
  Thrusters may bs mountnd on a ship. 
  
  CD 
  t- 
  CD 1 
  t- 
  W 
  W 1 
  LL 
  .
  i
   
  For more than a century, the Mercurians and their Merchant Guild have played a vital role in maintaining 
  contact between the various Solar nations. Even before the rise of CEGA, the Merchant Guild's ships plied 
  the empty space between worlds, promoting trade and diplomacy. Although the initial decades of the 
  Guild's business were marked by continued isolationism and suspicion on the part of the Solar nations, it was 
  the Guild's constant efforts that set the stage for the resurgence in international cooperation that character- 
  ized the late 22nd and early 23rd centuries. 
  Few people bother to point out that, given the current state of Solar political affairs, the Guild might have 
  been better off leaving everyone alone. Despite the downturn in political relations, interplanetary trade is 
  still thriving, and the Guild remains the best choice for all the Solar nations. Acting as intermediaries, the 
  Guild allows the nations to partially separate their economic interactions from their military conflicts. 
  The Guild's merchant Fleet is spread across the Solar system, with ships in every port and personnel in every 
  city. It is thus of paramount importance that Guildmembers remain completely neutral in all matters of 
  conflict that do not involve Mercury or themselves in a personal sense. Mercurian ships have a policy against 
  lending military aid (or anything that might be construed as such); the most any Guild ship is expected to do 
  in an emergency is summon help from the Solar Cross or another medical establishment. In a few poorly- 
  documented cases, however, some Guild captains have pushed the bounds of neutrality to safeguard either 
  their own interests or to provide humanitarian aid. Regardless of the reason, however, violation of the Guild's 
  code carries stiff penalties; it can be hard to stand by and let atrocities happen, but the Guild Princes realize 
  that it is the only way Mercury can avoid taking sides. 
  In its early years, the Merchant Guild maintained only a token paramilitary force for civil and shipping de- 
  fense. However, with the rising incidence of piracy at the turn of the century, many Guild Princes were 
  beginning to see the need for more effective tools with which to protect their ships and cargoes. The result 
  was the Brimstone, an exo-armor specifically designed for the Guild's needs. 
  Although all the Solar nations respect Mercury's neutrality, council-chamber policy is seldom of much use in 
  the middle of a confused battle. Several Mercurian ships have been accidentally fired on, and Mercurian 
  resources often end up as "collateral damage" in military engagements. Although all damages have been 
  paid by those responsible, the Guild has no desire to lose any more materiel or personnel. As a result, most 
  Guild vessels now carry some form of combat support vehicle, primarily as a sentry to warn off potential 
  attackers. Especially important cargoes are accompanied by sail-equipped escort warships in addition to 
  exo-armors and fighters. Only rarely are these units actually forced to fight, but when the necessity arises, 
  most Guild captains are happy for their presence. 
  .
  :
   
  V T H E  MERCURIAN FORCES 
  . ?  
  rn 
  . .  
  3 
  The Guild has maintained its neutrality in all the conflicts of the twenty-third century, both for the sake of its 
  economy and because Mercury is, as a nation, unable and unwilling to produce the kind of military jugger- 
  naut that characterizes the other Solar nations. The Merchant Guild Security Corps is a small, lightly-equipped 
  force that poses little threat to any other national military organization. The Corps' ships are mostly corvette- 
  class escorts (usually refurbished Bricriu-class ships purchased as surplus from CEGA or Venus). The elite 
  segment of the Corps uses very advanced, well-armed warships, exceedingly rare ships that are kept hidden 
  near Mercury as an "invisible" defensive force. Since none of the Solar nations has any desire to promote a 
  military conflict with Mercury, it is expected that this tiny flotilla will never truly be put to the test; even the 
  Mercurians former master, Venus, understands Mercury's critical role in keeping the Solar system from de- 
  scending into total barbarism. 
  Most of the Merchant Guild Security Corps' fighting vehicles are obsolete fighters, often converted to serve 
  double duty as cargo shuttles. Even the Brimstone, a fairly advanced and effective exo-armor, is no match 
  for the newest machines in service with the other nations, and does not exist in sufficient numbers to make 
  team tactics a viable option. Although certain elements in the Guild's structure have access to a few high- 
  end war machines (including perhaps a dozen "donated" high-end Jovian exo-armors), such valuable units 
  are always held in reserve for emergencies or covert use. 
  OObO 
  
  LINE UNIT: OPHAN MAGSAIL BARGE 
  Magsail barges are eclectic in form, connected by their unique form of propulsion - 
  a loop of supercon- 
  ducting wire to redirect charged particles. Although less predictable than the photons that propel Solar-sail 
  craft, the charged particles are a cheap source of energy, allowing the barges to move huge amounts of 
  cargo for virtually no cost in fuel. The Merchant Guild has used barges since 2159, loading them with bulky, 
  non-perishable cargo. These huge vessels can take more than two years to complete long runs. 
  LINE UNIT: HA-I01 BRIMSTONE 
  The versatile Brimstone is ideally suited to its general-purpose role. It has significant firepower and armor, 
  but is too short-ranged to perform attack missions, and its poorly-masked sensor signature makes it an easy 
  target. Brimstones are mostly used for rescue, cargo movement and patrol. The Brimstone's oversized en- 
  gine pods rival the fastest Jovian exo-armors, and its massdriver is useful against raiders but weak in major 
  Fleet actions. The appearance of anti-ship and electronic warfare versions in escort squadrons has made 
  both CEGA and the JAF give Merchant Guild vessels a wide berth. 
  SPECIAL DUTY UNIT: HA-I 02 BAEL 
  The Bael is the Mercurians' heavy exo-armor. It is a space superiority unit meant for use aboard vessels 
  traveling through combat zones; carrying heavy armament, its duty is to clear a path for cargo ships. Care- 
  fully designed with the assistance of the Jovian Confederation, the Bael is a superior combat unit whose only 
  real disadvantages are limited availability and high maintenance requirements. A swivel-mounted binder on 
  each shoulder holds thrusters and fuel; the backpack is articulated, with more thruster pods. The Bael carries 
  an anti-ship railgun on a servo-mount, held two handed. The Bael also has a set of missile hardpoints on the 
  outer top edges of the shoulder binders; these normally carry two anti-ship torpedoes each. 
  LINE UNIT: HELLHOUND EXO-SUIT 
  The Hellhound is a multi-purpose worksuit for microgravity environments. It is strong enough to maneuver 
  up to 30 tons in microgravity, although the Hellhound is othetwise sluggish. Weaponry has been designed 
  for guerrilla combat: a high-powered laser rifle firing in the deep ultraviolet and four low sensor profile 
  missiles. The Hellhound has also been observed using a plasma lance. The exo-suit has been deployed 
  primarily to military units, particularly the Guild's Security Corps. For anti-piracy duties, Hellhounds operate 
  in squadrons of six out of freighter-mounted hangar modules. 
  LINE UNIT: AGARES CLASS FIGHTER 
  The Agares is an agile single-seat interceptor, launched less than six months ago. It has been designed for 
  conventional hangar modules, its compact frame providing technicians with space for maintenance. The 
  fighter's primary weapon is the "Sirocco," a laser cannon coupled to a series of turreted reflectors that can 
  be aimed in almost any direction. The remaining armament consists of four seeking anti-ship missiles. The 
  Agares is currently deployed with the Transit and Belt dispatch fleets. So far, the fighter has performed 
  admirably against older pirate vessels, but it has yet to be tested against its modern counterparts. 
  LINE SHIP EREL-CLASS CORVETTE 
  The Solar sail-driven Ere1 corvette is a last, living allegory to the golden age of sail. Even though magsails 
  have replaced their slower, photon-powered cousins, Mercury enjoys promoting the image of its Erels flying 
  to the rescue. The Ere1 is actually a combination of two vessels. The main engine section, called the Wing, 
  consists of a massive Solar sail or magsail, plus a rotating habitat. The combat section, called the Sword, is 
  a heavily modified Bricriu-Class corvette. The Wing allows the corvette to keep pace with convoys while the 
  Sword remains docked, its engines idle but on standby. Should a threat be encountered, the Sword can 
  quickly disengage and move to intercept incoming vessels. 
  Options: +10 lV Add KKCs (Prot. 5/10/15, Arc T, Rng 25/50, Acc 0/-1, Dam 4P, AP, R1, FI, St) 
  HEAVY SHIP NEPHlLlM 
  The Nephilim-class battleships are hidden ships floating in space near Mercury, waiting for attacks from 
  other nations. Mercury has eight Nephilim, almost a match for the Jovian Majestic-class Fleet carriers. A 
  Nephil is a huge, sleek, Solar-sail craft. Its sails are huge but black, to reduce detection (they can be photo- 
  shifted to transparency). The Nephil is armed with Drone Bays, six kinetic kill turrets and two standard missile 
  bays. There are two hangar bays, each carrying six exos or fighters. The ship functions as a center of defense 
  for Mercurian space, coordinating dozens of ships. 
  . 
  OObL 
  -
  .
   
  
  ._ 
  U 
  E 
  0 '  
  * *  " 
  W .  
  *. 
  +. 
  0 
  C .  
  W 
  .r 
  - P P m  
  Bask Uniar 
  A Mercuri.n F
  h
   
  may hsn, any nwrtmr of Ophanim. Seraphim and comm*l supply .hip. 
  A Mscwian Fbnt may hnn any numbs of tkaa units: BrimsSons. Emlore$, Ddmder, M h w n d .  h r s s  
  SpaciaMay Unke 
  A Msrrxlri.n Fleer msy havs a pair of th- 
  unke fur svay tsn basic u n k  Bad. V i n d i i .  Hacmr 
  0 GROUP DEFINITIONS 
  Mercurian standard units operate in wingman pairs. All Mercurian units must be in Groups of two identical 
  units; the units may have different Options and Equipment, but the basic chassis must be the same. If a 
  standard unit starts the game without a wingman, it receives 1 D6 Morale counters. 
  At the cost of one Action from each unit involved, a two-unit Group may Group (or ungroup) with another 
  two-unit Group, creating a four-unit Group; this change must always be clearly announced. Four-unit Groups 
  may contain two different types of unit. Mercurian Groups cannot be larger than four units. 
  Mercurian line ships operate in Groups of up to three ships. At the cost of one Action, a ship may be moved 
  from one Group and added to another; this change must always be clearly announced, and does not take 
  effect until the End Phase. Moving to an unactivated Group does not allow the unit to act again that turn. A 
  ship that changes Groups may not participate in any combination attacks on that turn, although it may still 
  attack normally, without a combination bonus. Nephilim operate singly 
  0 MORALE 
  If a Mercurian Group is reduced to a single unit, the remaining unit receives one Morale counter if it is a 
  special-duty unit, and two Morale counters if it is a basic unit. A unit with one or more Morale counters must, 
  at the start of its activation, exchange one Morale counter for an Overthrust or Evasion counter. A ship with 
  Morale counters has a cumulative -1 to all its dice rolls for each Morale counter it has; the ship may spend 
  one Action to remove one Morale counter. 
  Mercurian pilots have gained a well-deserved reputation as the best escort pilots in the Solar System. When 
  any Mercurian transport or supply ship is on the battlefield, Mercurian units are not subject to the above 
  Morale rules. Also, when in Escort mode (see page 8), Mercurian units are not subject to Morale. 
  Advanced Fire Control, Executor Copilot 
  
  TITAN 4 
  Titan, the largest moon of Saturn, is a frigid world enveloped in mysterious, red-orange clouds. It revolves in 
  near-total darkness around its giant parent, a billion kilometers beyond the asteroid belt, making it by far the 
  most remote human settlement in the Solar system. Only the lure of vital resources - 
  and profit - 
  could 
  have convinced human beings to establish a foothold in such an inhospitable location, and Titan offers both 
  in abundance. Its icy crust is covered by huge seas of organic chemicals (mostly ethane, HC3), the only 
  natural "oceans" in the Solar System beside Earth's. This liquid wealth is lifted out of Titan's light gravity well 
  to mighty orbiting refineries, where it is converted into valuable compounds and shipped for sale through- 
  out the Solar System. Saturn also supports a small population of scientists who monitor and maintain the 
  automated research stations that orbit each transjovian world. The current permanent population of explor- 
  ers numbers about four hundred and is located in two Intersettlement Geographic Society-sponsored bases. 
  Titan successfully petitioned for independence from Jupiter in 221 1, a political process that had been long 
  in the works. Titan is still greatly dependent on Jovian aid. It is not so much a nation as a highly autonomous 
  state. Titan does not yet have a USN seat (it has a probationary seat at the moment), and thus occupies a 
  rather interesting position in Solar politics. It's a firm ally of the Jovians, and many Titanians consider them- 
  selves as Jovian citizens. However, one reason for the independence (which was heartily approved by the 
  Confederation) was to dissociate Titan from any military or political policies the Confederation might pur- 
  sue. If the Confederation proceeds down the path of full-scale war, Titan is very likely not to follow it. 
  W
  e
   
  Units 
  C o m ~ n d  
  U n b  
  SpaciaCDury Unim 
  A T i i i a n  Rsat may hma any numbs of baric u n b  choasn fmm the JPSS list of basic units. 
  A Tinion Fkst uses JAF command unb with the w m  mswktbns w the JAF Fleet list 
  A Tiininn Fbsr may haw om Pathfdar Sniper or Intruder for every nine basic unb. 
  and m v i h  
  or Menmrforavayfmtbasic units. 
  GROUP DEFINITIONS 0 
  i
  .
   
  See JAF Fleet List, Lightning Strike 2nd Edition, page 80. 
  MORALE 0 
  See JAF Fleet List, Lightning Strike 2nd Edition, page 80. Exception: due to the high number of experi- 
  enced officers who have jobs with THC, the Titanian Morale Threshold is 2. 
  I
  .
   
  I
  .
   
  EQUIPMENT AVAILABILITY 0 
  See JAF Fleet List, Lightning Strike 2nd Edition, page 80. Exception: Proximity Mines are not available to 
  1
  :
   
  I
  :
   
  Titanian forces. 
  I 
  
  cn k 
  co 1 
  k 
  W 
  W 1 
  LL 
  The Asteroid Belt was first colonized as a mining venture in the 2030's. With the troubled times of Earth and 
  the resulting introversion of the Solar nations, the various Belt mining concerns lost money and faded away. 
  Over the next century, the Belt became a place for refugees to build new homes for themselves, far away 
  from the stifling inner system and ignored by the Solar nations. 
  These modern-day Nomads have colonized small asteroids, outfitting them with gravity wheels and thrust- 
  ers to make them habitable. Their numbers have remained rather constant for the past few decades. As new 
  groups of refugees move into the Belt, a steady stream of Nomads decides tQ give up wandering and join 
  one of the Solar nations. Abandoned colonies are quickly reoccupied and refitted and continue on their 
  journeys under new ownership. 
  Every Nomad colony is directed in a different way. Some are ruled single-handedly by "chiefs," while others 
  operate on nothing more than mutual politeness. Laws and customs also vary widely. The only true inter- 
  colony law that all Nomads adhere to is the age-old Golden Rule. They do not meddle in the affairs of others 
  and expect to receive the same consideration in return. On the international scene, approximately thirty of 
  the larger colonies have formed a loose association in order to speak for Nomad interests at the USN 
  Assembly. Most of the participating colonies are situated in the Asteroid Belt, so their seats at the Assembly 
  chamber are labeled "Belt." The colonies that choose not to participate in this token entry into politics truly 
  do not care what goes on outside the boundaries of their tiny domains, Nobody speaks for them, which is 
  exactly the way they want things. 
  As a rule, Nomads tend to exclude themselves from tensions between the Solar nations. They are not merely 
  neutral, but almost totally uninterested as well. Thus, the tribes have no standing military nor any sort of 
  provision for one. If a crisis does arise, the Nomads are well prepared to surrender unconditionally if diplo- 
  macy and bribery should fail. Some of the larger and wealthier colonies maintain a few obsolete exo-suits 
  and space fighters for border patrol against pirates, but these would prove to be little or no obstacle to a 
  determined invasion force. 
  The Nomads continue to prefer isolation, but events seem to be conspiring against them. For decades, the 
  Jovians and Martians have allowed the Nomads the first choice of mining asteroids, and have otherwise left 
  them alone. In the recent past, however, representatives from Jupiter, CEGA and Mars have been visiting 
  the major Nomad colonies and probing their willingness to become affiliated with one or the other. The 
  tribes now feel trapped by the location that was once such a suitable sanctuary. If they accept the foreign 
  proposals, they will be forced back into the international politics that they so despise; if they refuse, they fear 
  that the nations will eventually move in by force. The current stance among the sponsors of the Nomad 
  delegation to the USN is to gently explore a deeper relationship with Jupiter or Mars. 
  i
  -
   
  V T H E  NOMAD FLEETS 
  The Nomad military, if it can be considered as such, is whatever loose collection of clan forces that can be 
  gathered to respond to a given threat. Most clans have agreed that, in the event of an invasion from outside, 
  all internal conflicts are to be put aside in favor of fighting a common foe. A few training exercises and 
  informal "wargames" have been held, but most people, Nomad and Solar national alike, tend to regard the 
  idea of an organized Nomad military as something of a joke. 
  However, most intelligence analysts in the Solar nations look toward the Belt with some apprehension, 
  noting that many of the Nomads are masters of stealth, improvisation and demolitions. Despite their lack of 
  centralized command, they also have an extremely efficient system of communication and always seem to 
  know when their territory is being trespassed upon. They are especially aware that in past centuries, seem- 
  ingly disorganized mobs of skilled guerillas have proven to be remarkably effective against cornmonly- 
  accepted military tactics. 
  
  GROUP DEFINITIONS 0 
  Tests and practice runs have shown that the Nomad personality is not well suited to conventional militaty 
  command and control. Up to 30% of a Nomad force's standard units (calculate based on Tv) may be Grouped 
  according to the rulesfor Grouping Martian Free Republic units; the remaining units operate alone, and may 
  not be Grouped at all. 
  Nomad ships operate singly. 
  MORALE 0 
  Nomads are quite possibly the most stubborn individuals in the Solar System. They are not affected appre- 
  ciably by Morale; until the job is done, they won't let go. 
  c0uMM)RIWpNIEM: 
  Stendard Unlts 
  S w a m .  All Miseles. HDSIM. Assault Railgun. Melee Weapons. 
  EW Rig. Repair Bots. All Drone Racks 
  SPECIAL RULES 0 
  All Nomad Exo-suits have Toolkits for free. aet +2 to roll$ dirrinn hnarrlinn artinnc and m a t  r 7  tn th&r rlrrcn 
  i v v r i i a u  31 l i p  yar T L  LV t r l w  uarnage LonIroi raring. 
  Nomad standard units may move through debris fields and rock fields without making a Skill check. 
  
  ffl 
  t- 
  ffl 
  J 
  I- 
  W 
  W 
  A 
  lL 
  b STRIKE 
  i4 
  The coiled snake emblem of STRIKE is infamous throughout the human worlds. Formed in 2190 by a group 
  of rebellious Terran senators and military officers, STRIKE'S outward goal is the reunification of Mankind 
  under one government. The inner workings of this shadowy organization, however, are as much of a mystery 
  to the Solar system as the origin of the group's name. They have claimed responsibility for dozens of acts of 
  terrorism over the past twenty years, and have been accused of many more. At the same time, rumors 
  abound of shipwrecked crews rescued by STRIKE exo-armors and of other acts of altruism. Besides freedom 
  fighting/terrorist activities, STRIKE is a major political thorn to all nations inside the lunar sphere. 
  Many believe that leadership shifts regularly between forces of megalomania and moderation within STRIKE'S 
  power structure, an idea reinforced by the erratic behavior of the group. STRIKE has been relatively quiet 
  for a few years, but during that time, international intelligence agencies are noting a rise in the unac- 
  counted-for disappearance of officers and materiel from all the Solar System's militaries. Many recent 
  attacks on shipping, attributed to piracy, have been noted as being distinctly more organized and cleanly 
  executed than most pirate attacks. The consensus at the moment is that when STRIKE rears its head again, 
  it will have enough firepower to seriously threaten even the major Solar nations' militaries. 
  STRIKE possesses a staggering amount of material. Dozens of exo-armors and fighters have been brought 
  by defecting pilots, entire ships have been hijacked, and rumors of a secret chopshop-cum-manufacturing 
  facility persist in some of the wilder espionage reports. STRIKE also has sympathizers in every nation, who 
  provide the organization with medical supplies, food, information and, most importantly, recruits. 
  VSTRIKE FLEET LIST 
  STRIKE has access to any units from any military or civilian organization in the Solar System; if it's been 
  manufactured, they're likely to have stolen a few units of it at some point. STRIKE may have any number of 
  basic units, line ships, support ships and HDF units and ships; each unit or ship costs 10% more (round up to 
  nearest integer) TV than normal. STRIKE may have any number of command units, special-duty units and 
  carriers; each unit or ship costs 30% more (round up to nearest integer) TV than normal. STRIKE may have 
  one elite unit, heavy ship or special-operations ship for every twenty other units in the Fleet; each unit or 
  ship costs 50% more (round up to nearest integer) TV than normal. 
  V GROUP DEFINITIONS AND MORALE 
  For Group Definition, see the JAF Fleet List, Lightning Strike 2nd Edition, page 80. 
  If STRIKE can be said to have a weakness, it is that its serpent seems to have many heads, each with its own 
  ideas of who's in charge. The result is that in any given STRIKE force, several conflicting viewpoints will be 
  represented, causing dissension even on the battlefield. Although STRIKE pilots and crews are generally 
  hardened veterans, their willingness to squabble in combat often causes opponents to scratch their heads in 
  wonder as STRIKE units engage in seemingly insane behavior. 
  Whenever an enemy ship, command unit, elite unit, or Group of standard units is destroyed, the enemy 
  Player may choose one STRIKE Group or ship. Whenever the STRIKE force loses an elite unit, heavy ship or 
  special-operations ship, the STRIKE Player may choose one of his Groups or ships. The STRIKE Player rolls 
  one die, consults the table below, and applies the result immediately. 
  1 
  2 
  3 
  4 
  5 
  6 
  The unit me8 as fast e8 possible mward the nwrest permissble exit edge. and l e m s  the botde. 
  The unit suffers a Stun hia. 
  The unit must Dnr€hrusf or Evade in ita next A e n .  
  The unit immsdiataly remvas any Stun counters, OP repairs a singk danwge box 
  The unit gets a +'I 
  bonus rn ail its wmbat mlls for the rest of the tabletap battle. 
  Roll again. Also, select another STRiKE unit. and make a mil on this table for that unit, a8 well. 
  0 EQUIPMENT AVAILABILITY 
  As with other military hardware, STRIKE can get its hands on just about anything. Use the CVNA Equipment 
  Availability Table (Lightning Strike 2nd Ed., page 91). 
  
  Much like its predecessor on Earth, the United Space Nations (USN) is a chartered organization whose 
  purpose is to promote humanitarian relations between nations. However, its scope is greater than that of the 
  old United Nations; it is more concerned with the politics between planets than on them. Thus, the various 
  non-CEGA states on Earth are afforded little power in the USN Assembly. 
  The existence of only eight voting positions in the USN has greatly simplified matters of organization. Unfor- 
  tunately, this situation also makes it difficult for nations to stay uninvolved in disputes, since nearly every 
  decision will have some effect on every member. Over the years, two "voting groups" have developed, 
  although they are not formal associations. The Jovians, Martian Free Republicans and Mercurians tend to 
  vote together, while CEGA, Venus and the Martian Federation form an opposing group. The Belt and the 
  Independent States on Earth are wild cards; their decisions are motivated solely by their shared desire to be 
  left alone. In recent months, however, these two members have been siding with the Jovian-Republic- 
  Mercurian faction, leading to increasing frustration on the part of CEGA. Though they are normally on the 
  Jovians' side, Titan's probationary seat gives them a voice, but not a vote. 
  The USN Assembly is made up of delegates sent from every participating nation. Earth and Mars are the 
  only worlds that send more than one team of representatives to the Chambers at Pyrea; Mars sends two, and 
  Earth supports a whopping twelve recognized governments in addition to CEGA (although these small 
  nations have little power over the remainder of the Solar system). The CEGA group contains representatives 
  from the homeworld, the Moon and the orbital colonies. For the purposes of international representation, 
  the Nomads have chosen to send one team to speak for all of them. 
  When decisions in the Assembly must be made, a vote among nations is taken. Each recognized nation is 
  allowed one vote, with the exception of the twelve non-CEGA Terran powers, who must share one vote 
  between them. This policy is maintained mostly to appease CEGA, which does not want its rivals for the 
  control of Earth to have many times its voting power in the USN. CEGA, in turn, is allowed only one vote 
  between Earth, the Moon and the Orbitals for exactly the same reasons, this time from the perspective of 
  the rest of the Solar system. 
  SOLAR CROSSI 
  The Solar Cross is a neutral corps dedicated to providing professional medical care to people traveling or 
  inhabiting the vast reaches of international space. The hospital ships of the Solar Cross are considered non- 
  aggression zones; no combat activity whatsoever is permitted in and around these vessels. Problems do 
  occasionally arise, though, when pirates and criminals elude pursuit by authorities by entering a hospital's 
  safe zone. The Copernicus incident of 2210 has cast some serious doubt onto the ability of the Solar Cross 
  to perform its duties during open conflict. 
  The symbol of the Solar Cross is a red cross on a white background. This symbol carries no intentional 
  religious connotations; it was retained because of its simplicity and ease of recognition. The ships of the 
  Solar Cross are immediately recognizable by their pure white paint scheme broken only by the organization's 
  insignia emblazoned upon the hull. Banks of spotlights keep the ship and surrounding space well-lit, and, 
  coupled with the radio beacon that constantly broadcasts the ship's location, serve to advertise the 
  I 
  presence of neutral medical aid. 
  The Solar Cross is funded and equipped by the entire human community, with each nation 
  contributing a hefty, yet entirely voluntary, amount of money, materiel and personnel. The 
  Jovians provide mostly shuttles and exo-suits, CEGA offers ship hulls, the Martians donate 
  pharmaceuticals, and so on. Ships tend to be very large, since they must be able to act as 
  fully functional hospitals and patient care units while at the same time supporting a large 
  complement of daughtercraft (usually exo-suits, shuttles and old exo-armors outfitted as 
  rescue units). The ships themselves are unarmed; the 100-kilometer neutral zone surround- 
  ing each Solar Cross vessel is enforced only by the cooperation of the zone's beneficiaries. 
  C 
  4 .  
  r - .  
  f .  
  
  ffl 
  I 
  I 
  CD 
  Lme Ships 
  Camrn 
  Heay Ships 
  s ~ p o r c  
  Ship 
  Baslc Unas 
  Any number of these vsseals may be included in a Fleet Bncnu. Corseir. Hachiman, Thunderboll 
  Fa' evay three line ships, one cnmer may be taken Intrqid. Tangu 
  For every fift8en line ships, one hsay ship may be taken Sen-, 
  PaMldOn 
  A USN Fleet may ham any number of Common supply shipa 
  A USN Fleet may have any number of thaw unhs Mer, Defender. Explorer, h n m ,  Mtotaur, 
  Sa!aertuoth, Sky Stalker. 4yrsen, Wralth 
  SpeciaCOW Unas 
  A USN Fleet may have one of them unas for every four baslc unm Oni, Pathfinder, Wyvern 
  1 
  t- 
  W 
  W 1 
  LL 
  VTHE MAILED FIST OF PEACE 
  .
  i
   
  The founders of the USN realized that unlike its predecessor, this new international organization would need 
  more than a World Court and a few peacekeeping troops to maintain order among the Solar nations. The 
  USN Guard is the military arm of the USN, tasked with patrol, security, escort, and if necessary, open combat. 
  The USN Guard uses vehicles and ships purchased at discount from the various Solar nations, and is staffed 
  by enthusiastic volunteers from across the Solar System. 
  0 GROUP DEFINITIONS 
  Any number of standard units, from one to four units, may constitute a Group. These Groups must be 
  defined before play and must be clearly marked. At the cost of one Action, a unit may be removed from one 
  Group and added to another; this change must always be clearly announced. Moving to an unactivated 
  Group does not allow the unit to act again that turn. USN ships always operate singly, never in Groups. 
  0 MORALE 
  See JAF Fleet List, Lightning Strike 2nd Edition, page 80. 
  1 x  _ -  
  ~ 
  o EQU-IPMENT AVAILABILITY 
  I 
  * *  
  Standard Units: 
  Swarmers. All Missiles, HARM, Melee Weapons. Target Designator, Ablative Armor, Shield, EW pod. Booster Pack. 
  Vernier Module, Sew Pod 
  Bwster Pack, Claymores, Shields, Target bignator 
  EW Rb. HEAT-Resistant Armor. D m v  Pod 
  ExosUits. 
  Standard Units: 
  Advanced Fire Control. All Drone Racks. AntiMissile Sqstam, Asssautt Railgun, Battle Arms. Snoopy Pod, Beam Cannon 
  Twlkas 
  _...* ". 
  "
  "
   
  -EowMrNr 
  none 
  . 
  . .- 
  - 
  . 
  . 
  . 
  0 SPECIAL RULES 
  The USN may also purchase Solar Cross Hospital ships; these ships have the same abilities as described in 
  the Expanded Campaign section. 
  
  These are counters used to represent a sensor trace; Play- 
  ers use them to represent unidentified ship types on the 
  Strategic Map. The counter must thus be small enough 
  to fit in the Zones on the Solar System map. At any time, 
  a Player may have about a dozen of these floating around. 
  Photocopy as many as will be needed, with a few to spare 
  -just 
  in case. 
  These counters are used to represent non-combat ships. 
  Again, photocopy as many as will be needed. 
  These are the same as the Neutral Ships counters, only 
  they represent military fleets. 
  These counters are used to represent events that are hap- 
  pening in a certain location in the Solar System. See the 
  various R&D cards and the campaign rules. 
  These represent strategically important colonies or cit- 
  ies. See the various R&D cards and the campaign rules. 
  ~~ 
  ~ 
  These represent strategically important stations and out- 
  posts. See the various R&D cards and the campaign rules. 
  TRACES C!l 
  NEUTRAL SHIPS Ul 
  FLEET SHIPS 
  EVENT COUNTERS 
  COLONIES 
  STATIONS 
  00b9 : 
  I- - - - - 
  -
  .
   
  . 
  Copyrights 0 2001 Dream Pod 9, Inc. Permission to photocopy for personal use. 
  
  Faction:None 
  Resources Prod.:O 
  Travel Time: 1 
  Concealment Value:O 
  Reg. of 0bstacles:None 
  Fixed Defense:None 
  Sett1ements:None 
  Faction Mercury 
  Resources P d . 2  
  Travel Time: 1 
  Concealment Value: 1 
  Reg. of Obstac1es:None 
  Fixed Defense:None 
  Sett1ements:V 
  Faction:Venus 
  Resources Prod.: 15 
  Travel Time: 1 
  Concealment Value:O 
  Reg. of Obstacles:X2D, F3 
  Fixed Defense:M3, N1 D, T2D, V2 
  Sett1ements:V 
  Faction:Venus 
  Resources Prod.:4 
  Travel Time:2 
  Concealment Value: 1 
  Reg. of Obstacles:JILD, F2 
  Fixed Defense:Sl D, N1 
  Settlements:SFO, V 
  Faction:Cega 
  Resources Prod.: 10 
  Travel Time:2 
  Concealment Value:O 
  Reg. ofObst.:AlD,ClD,Jl D,FlD,RlD 
  Fixed Defense:Ml D, T2, S1 D, V1 
  Sett1ements:S-LRO, S-LFO, S-LBO, V 
  Faction.Cega 
  Resources Prod.:4 
  Travel Time:2 
  Concealment Value: 1 
  Reg. of Obstacles:A2D, C1 D, 
  Fixed Defense:Ml D, S2D 
  Sett1ements:S-LFO, S-LBO, V 
  Faction:Mercury 
  Resources Prod.:7 
  Travel Time: 1 
  Concealment Value:O 
  Reg. of 0bstacles:None 
  Fixed Defense:T2D, S3D 
  Sett1ements:V 
  Faction:Mercurv 
  1
  Resources Prod:: 12 
  Travel Time: 1 
  Concealment Value:O 
  Reg. of 0bstacles:Jl D, F1 D 
  Fixed Defense:SdD 
  Sett1emenk:M-LRG, M-LFG 
  I 
  Faction:Mercury 
  Resources Prod.:2 
  Travel Time: 1 
  Concealment Value: 1 
  Reg. of 0bstacles:None 
  Fixed Defense:None 
  Settlemen ts:V 
  Faction:Venus 
  Resources Prod3 
  Travel Time:2 
  Concealment Value:O 
  Reg. of 0bstacles:XI D, F3, J2D 
  Fixed Defense:T2, S2D, M2, N2 
  Sett1emenk:S-MRO S-MFO MBG 
  ....... - 
  I 
  Fix& Defense:None 
  SettIements:V 
  I 
  Faction:Cega 
  Resources Prod.:8 
  Travel Time: 1 
  Concealment Value:O 
  Reg. of Obstacles:ClD, J1 D, F2 
  Fixed Defense:M3, T2 
  I 
  Sett1ernents:V 
  I 
  Faction:Cega 
  Resources Prod.:2 
  Travel Time:2 
  Concealment Value9 
  Reg. of Obstacles:A2, C1 0, R1 D 
  Fixed Defense:Sl D 
  1 
  Settlements:SFO, SBO, V 
  I 
  I
  Faction:Cega 
  Resources Prod.:4 
  Travel Time:2 
  Concealment Value:I 
  Reg. of Obstacles:A2D, C1 D, R2D 
  Fixed Defense:Ml D, S2D 
  Selt~emenk:S-LFO, S-LBO, v 
  - 
  - I  
  0070 - - - - 
  Copyrights 0 
  2001 Dream Pod 9, Inc. Permlsslon to photocopy for personal use. 
  
  Resources Prod.:4 
  Concealment Value:O 
  Concealment Value: 1 
  Concealment Value:2 
  Reg. of 0bstacles:Al D, F2, J2, X2D 
  Reg. of 0bstacles:Al DJ D,F1 D,Xl D 
  Fixed Defense:Tl D, S1 D, V1 
  Fixed Defense:None 
  Reg. of 0bstacles:Al D, R1 D, C1 D 
  Fixed Defense:M2, T1, S1 D 
  Concealment Value:2 
  Concealment Value:2 
  Concealment Value:3 
  Reg. of 0bstacles:Al D, R1 D, C1 D 
  Reg. of 0bstacles:Cl D, A1 D 
  Fixed Defense:Ml, T1, S1 D 
  Fixed Defense:None 
  Reg. of Obstacles:A3D, C2D, R2D 
  Resources Prod.: 1 
  Resources Prod.: 1 
  Resources Prod.: 1 
  Travel Time:3 
  Concealment Value:3 
  Reg. of Obstacles:AdD, C2D, R3D 
  Fixed Defense52 
  Settlements:N,V 
  Faction:Nomad 
  Resources Prod.: 1 
  Travel Time:3 
  Concealment Value:3 
  Reg. of Obstacles:MD, C2D, R3D 
  Fixed Defense52 
  Settlements:N,V 
  Faction:Nomad 
  Resources Prod.: 1 
  Travel Time:3 
  Concealment Value3 
  Reg. of Obstacles:MD, C2D, R3D 
  Fixed Defense52 I 
  Settlements:N,V 
  I 
  I 
  Resources Prod.: 1 
  Travel Time:3 
  Concealment Volue:J 
  Reg. of Obstacles:A2D, ClD, RID 
  Fixed Defense:S2 
  Settlements:N,V 
  Resources Prod.:l 
  Faction:Nomad 
  Resources Prod.:l 
  Travel Time:3 
  Concealment Value:3 
  Reg. of Obstacles:MD, C2D, R3D 
  Fixed Defense52 
  Settlements:N,V 
  F 
  Faction:Nomad 
  Resources Prod.:l 
  Travel Time:3 
  Concealment Value3 
  Reg. of Obstacles:A2D, C1 D, R1 D 
  Fixed Defense52 
  I 
  Settlements:N,V 
  Resources Prod.:l 
  Travel Time:3 
  Concealment Value:3 
  Reg. of Obstacles:A2D, C1 D, R1 D 
  Fixed Defense52 
  Settlements:N,V 
  Faction:Nomad 
  Resources Prod.:4 
  Travel Time: 1 
  Concealment Value: 1 
  Reg. of 0bstacles:Cl D, J1 D, F2 
  Fixed Defense:T3, S1 D 
  I 
  Sett1ernents:V 
  I 
  0071 
  I- - - - - - 
  Copyrights 0 2001 Dream Pod 9, Inc. Permission to photocopy for personal use. 
  
  Faction Nomad 
  Resources Prod.:4 
  Travel Time:2 
  Faction:Jovian 
  Resources Prod.:3 
  Travel Time:2 
  Concealment Volue:2 
  Reg. of 0bstocles:Al D,C1 D,R1 D,Fl 
  Fixed Defense:Tl D, S1 D 
  Settlements:N, V 
  Faction:Jovian 
  Resources Prod.:6 
  Travel Time: 1 
  Concealment Value:O 
  Reg. of Obs:A3D,C1 D,J1 D,F1 D,R2D 
  Fixed Defense:Ml D, T2D, S1 D, V1 
  Sett1ements:S-LRG,S-LFG,S-LBG,N,V 
  Faction:Jovian 
  Resources Prod.:6 
  Travel Time: 1 
  Concealment Value:O 
  Reg. of Obs:A3D,C1 D,J1 D,F1 D,R2D 
  Fixed Defense:TBD, S1 D, V1 
  Sett1ements:S-LRG,S-LFG,S-LBG,N,V 
  Faction:Jovian 
  Resources Prod.: 1 
  Travel Time:3 
  Concealment Value:3 
  Reg. of Obstacles:A3, C1 D, R1 D 
  Fixed Defense:Sl D 
  Settlements:N, V 
  Faction:Jovian 
  Resources Prod.:3 
  Travel Time:2 
  Concealment Value:2 
  Reg. of Obstacles:A2D, C1 D, R1 D 
  Fixed Defense:Ml D, S1 D 
  Settlements:N, V 
  Faction:Jovian 
  Resources Prod.:3 
  Travel Time:2 
  Concealment Value:2 
  Reg. of Obstocles:A2D, C1 D, V1 
  Fixed Defense:Tl , S1 D 
  SettlemenkN, V 
  Fixe 
  Faction:Jovian 
  Resources Prod.: 1 
  Travel Time:3 
  Concealment Value:3 
  Reg. of Obstocles:A3, C1 D, R1 D 
  Fixed Defense:Sl D I 
  SettlementsN, V 
  1
  ncealment Value: 1 
  Reg. of Obstocles:ClD, J2, F2 
  Fixed Defense:Tl D, S1 D, V1 
  Sett1ements:SRG SFG V 
  1 
  Resources Prod.:3 
  Concealment Value:2 
  Reg. of Obstacles:C3D, R2D 
  -_. .---.. . .-. .. . _."_._ 
  Reg. of Obstacles:C2D, R2 
  Fixed Defense51 
  Fixed Defense:Sl D 
  Sett1ements:N V 
  Faction.Uninhabited 
  Resources Prod.:2 
  Resources Prod.:O 
  Concealment Value:3 
  Concealment Va1ue:l 
  Reg. of Obstac1es:Ct D, R1 D 
  Reg. of Obstacles:CI D 
  Fixed DefenwNone 
  Sett1ements:None 
  Sett1ements:None 
  Faction:Uninhabited 
  Resources Prod.:O 
  Travel Time:4 
  Concealment Value:d 
  Reg. of Obstoc1es:CI D 
  I
  - - - - - - I  
  0072 
  Copyrights 0 
  2001 Dream Pod 9, Inc. Permission to photocopy for personal use. 
  
  Either by political leverage, blackmail 
  or outright bribery, you have been 
  given the authority to use nuclear 
  weapons. Before each Battle Seg- 
  ment, you may assign up to two ships 
  or stondard units as delivery vehicles. 
  These carries a single nuke in one 
  weapon. If the nuke is unused, it is 
  simply removed at the end of the 
  Battle Segment with no penalty. 
  In the Aftermath Segment following 
  the use of a Nuke, all your Home 
  Zones lose ld6 Morale Levels; roll 
  separately for each Zone. 
  If your nuke destroys a target that 
  directly causes you to complete your 
  campaign obiective, this counts only 
  as a partial success. 
  A mercenary or bush pilot has allied 
  him- or herself with one of your Home 
  Zones. Place an Event counter in one 
  of your Home Zones; keep track of 
  the Event's number. The Ace cannot 
  leave the Zone, but can join any de- 
  fending force. If the Zone is occupied, 
  the Ace is removed from the map. 
  Roll one die to see what kind of Ace 
  and vehicle you get 
  1-2: Level 3, Any single Perk, any 
  Basic Unit 
  3-4: Level 3, any Basic, Command, 
  or Special-Duty Unit 
  5-6 Level 2, Bonus 1, any Elite Unit 
  A Manufacturing Colony (or refinery, 
  port, or business center) has been 
  placed at your disposal to take ad- 
  vantage of local resources. Place a 
  Station counter in one of your Home 
  Zones; keep track of the Station's 
  number. Each Economic Segment, the 
  Colony provides two additional Re- 
  source Points. 
  The Colony is a mid-sized (Protec- 
  tion 25/50/100, Structure 50) 
  Manufacturing cylinder with the 
  maximum number of components. 
  A Residential Colony has been 
  placed at your disposal to help house 
  your faction's populace. Place a Sta- 
  tion counter in one of your Home 
  Zones; keep track of the Station's 
  number. The Home Zone gets a one- 
  time Morale boost of 5 Levels. Each 
  Economic Segment, the Cclony pro- 
  vides one additional Resource Point. 
  The Colony is a mid-sized (Pratec- 
  tion 25/50/100, Structure 50) Resi- 
  dential cylinder with half the maxi- 
  mum number of components. 
  Enhanced troining programs hove 
  produced a crop of excellent pilots, 
  some of whom have been assigned 
  to your command. Select up to three 
  non-Ace standard units in your Main 
  Fleet. These standard units are now 
  piloted by Aces. 
  Roll one die for each unit to see what 
  kind of Ace and vehicle you get 
  1-2: 
  Level 2, Bonus 1 
  3-4: Level 2, Any single Perk 
  5-6: Level 3 
  A single item of Equipment (see your 
  faction's Fleet List) may be changed 
  from Experimental to Restricted, or 
  from Restricted to Common. 
  A Military Base has been placed at 
  your disposal to manufacture and 
  muster military units. Place a Station 
  counter in one of your Home Zones; 
  keep track of the Station's number. 
  The Base may be used as a Manu- 
  facturing site for standard units and 
  ships; standard units built at the Base 
  may be purchased for 1 TV less than 
  the normal TV cast. 
  The Base is a large (Protection 30/ 
  60/120, Structure 75) Military cyl- 
  inder with the maximum number of 
  components. 
  0073 
  I- - - - - - 
  Copyrights 0 2001 Dream Pod 9, Inc. Permission to photocopy for personal use. 
  
  Two Military Outposts have been 
  placed at your disposal to manufac- 
  ture and muster military units. Place 
  two Station counters in any of your 
  Home Zones; keep track of each 
  Station's number. The Outposts may 
  be used as Manufaduring sites for 
  standard units and ships; any units 
  or ships built at an Outpost may be 
  purchased for 1 TV less than the nor- 
  mal TV cost. 
  The Outposts are standard Valhallas 
  with standard crews and 8 free-float- 
  ing colony weapons turrets placed 
  within 100 cm. 
  A well-known and popular political 
  figure has put his or her support be- 
  hind your mission and goals. Place 
  an Event counter in one of your Home 
  Zones; keep track of the Event's num- 
  ber. The Politician gives you +2 to 
  rolls to influence Morale in that Zone, 
  and you get three extra Resource 
  Points per Morale Level when ex- 
  changing Morale for extra Resources 
  in that Zone. The Politician cannot 
  leave the Zone. If the Zone is Occu- 
  pied, the Politician is removed from 
  the map. 
  Your agents have succeeded in sub- 
  verting a high-ranking officer or po- 
  litico in your enemy's faction. You 
  may play this card to gain [[one]] of 
  the following benefits: 
  Reduce a single hostile Zone's Mo- 
  rale by an amount equal to the roll 
  of one die. 
  * For one Movement Segment, all of 
  your Traces in a single opponent's 
  Home Zones automatically pass their 
  reveal rolls. They may still be re- 
  vealed, however, by Intelligence and 
  cards. 
  For one Battle Segment, one 
  opponent's Emergency Reserve is re- 
  duced by 25%. 
  After using this card once, shuffle it 
  Three Mining Outposts have been 
  placed at your disposal to take ad- 
  vantage of local resources. Place 
  three Station counters in any of your 
  Home Zones; keep track of each 
  Station's number. Each Economic 
  Segment, each Outpost provides one 
  additional Resource Point. 
  The Outposts are unarmed Valhallas 
  with standard crews, surrounded by 
  8 asteroids and 12 rock fields (in 
  addition to normal Obstacles for the 
  Zone). 
  'four faction deploys an experimen- 
  tal system designed to quickly iden- 
  tify unknown interlopers. Choose one 
  of your Home Zones and mark it with 
  an Event counter; keep track of the 
  Event's number. Whenever a Trace in 
  that Zone must check to see if it must 
  be revealed, you may choose to ap- 
  ply a -2 penalty to the roll, 
  Your agents have succeeded in sub- 
  verting a pilot in your enemy's fleet. 
  Play this card before rolling initiative 
  in any turn of a battle. One of your 
  opponent's standard units immedi- 
  ately comes under your control, and 
  joins your Main Fleet as an indepen- 
  dent unit. After using this card, shuffle 
  it back into the deck. If this card is 
  used to take over an Ace or Elite unit, 
  the Ace or Elite unit is returned to the 
  owner at the end of the battle (tem- 
  porary mind control?). 
  A local paramilitary or security de- 
  partment has been put at your dis- 
  posal. Place an Event counter in one 
  of your Home Zones; keep track of 
  the h r s  number. Any attack on that 
  Zone may be met with a free force 
  equal to 20% of your faction's start- 
  ing Emergency Reserve N total. This 
  local farce does not subtract from 
  your normal Emergency Reserve, but 
  is built and operates according to 
  Emergency Reserve restrictions (lim- 
  ited unit selection, vanishes at end of 
  turn, etc). The Militia cannot leave the 
  Zone, but may ioin or be joined by 
  any defending force. If the Zone is 
  occupied, the Militia is removed from 
  the map. 
  A Shipyard has been placed at your 
  disposal to help manufacture and 
  muster military units. Place a Station 
  counter in one of your Home Zones; 
  keep track of the Station's number. 
  The Base may be used as a Manu- 
  facturing site for standard units and 
  ships; ships built at the Base may be 
  purchased for 5 TV less than the nor- 
  mal TV cost. 
  The Shipyard is a large (Protection 
  30/60/120, Structure 75) Military 
  cylinder with the maximum number 
  A single item of Equipment that is not 
  available to your fleet is now avail- 
  able as Experimental Equipment. Al- 
  ternatively, a single item of Equipment 
  may be changed from Experimental 
  to Restricted. 
  - - - - 
  0 - I  
  007q 
  Copyrights 0 2001 Dream Pod 9, Inc. Permission to photocopy for personal use. 
  
  A skilled intel analyst predicts the 
  likely location of the next battle, al- 
  lowing you to prepare the way. 
  At the start of the next battle, after 
  Obstacles are placed, you may se- 
  lect up to 20% of your force to be 
  hidden on the tabletop before any- 
  one sets up. The hidden units are 
  marked with counters, and are con- 
  sidered Cloaked at Rating 2. If the 
  units are hidden inside Obstacles, the 
  counters may be placed under the 
  Obstacle miniature or counter, thus 
  completely hiding them from the en- 
  emy player(s) until they are rwealed 
  by taking an Action. 
  A black ops team is sent to plant 
  charges and monkeywrench critical 
  systems in an enemy fleet. Play this 
  card before any tabletop battle. At 
  any time after setup, you may do one 
  of the following: 
  select one component or location 
  on one ship. That component or lo- 
  cation is immediately Overkilled. 
  select any two standard units. The 
  units immediately gain both a Stun 
  and a Crippling counter (Reinforced 
  Systems and Multiple Redundancy do 
  not apply). 
  After receiving an "anonymous" tip, 
  the Zenith Orbital Network sends a 
  star investigative journalist out to re- 
  port military activity to the public. 
  Play this card at the start of the Eco- 
  nomic Phase. Place an Event counter 
  on any Zone; keep track of the Event's 
  number. Any Traces in the Zone (or 
  that move into the Zone) are imme- 
  diately rwealed. The rosters of all 
  revealed fleek are visible to all play- 
  ers. Once a fleet leaves the Zone, it 
  may re-hide itself as normal. 
  In each Aftermath Segment, roll one 
  die; on a 5 or 6, remove the Corre- 
  spondent from the map. 
  Exceptional counterintelligence and 
  maneuvering has persuaded the en- 
  tire Solar System that one of your 
  fleets is hundreds of thousands of ki- 
  lometers from its real location. Play 
  this card during the Battle Segment. 
  Choose one of your fleets. For the 
  entire Battle Segment, that fleet may 
  not be engaged in bottle, but that fleet 
  may also not attack any fleets, 
  counters or obiectives. 
  A fortuitously-placed observer or spy 
  has gotten excellent data on a pass- 
  ing fleet. Play this card at any time. 
  Pick a single fleet counter. That fleet's 
  exact contents are immediately re- 
  vealed to you. None of the other play- 
  ers need to be told about this knowl- 
  edge, and the moderator should // 
  not// inform the fleet's admiral that 
  his fleet has been thus inspected. 
  I 
  Using both espionage and naviga- 
  tional acumen, a portion of your fleet 
  manages to sneak unseen through a 
  Zone. Use this card at the end of the 
  Movement Segment, after a11 reveal 
  rolls have been made. 
  Pick any number of units from a single 
  fleet counter, up to a total of 250 Tv. 
  These units become a new Trace, 
  which may be placed in any adia- 
  cent Zone. 
  0075 
  I- - - - - - 
  Copyrights 0 2001 Dream Pod 9, Inc. Permission to photocopy for personal use. 
  
  - - I 
  - 
  - - 
  007b 
  Copyrights 0 
  2001 Dream Pod 9, Inc Permission to photocopy for personal use 
  '
  -
   
  
  i 
  I 
  0077 
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  I -  - 
  Copyrights B 2001 Dream Pod 9, Inc. Permission to photocopy for personal use. 
  , 
  
  x 
  0 
  Z 
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  ' 
  0078 
  1
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  Copyrights 0 2001 Dream Pod 9, Inc. Permission to photocopy for personal use. 
  
  ZULU 
  t 
  e 
  MARS REP. FORCES 
  0 
  ALL FORCES 
  0079 
  Copyrights 0 
  2001 Dream Pod 9. Inc. Permission to photocopy for personal use. 
  - .  
  I- - 
  , 
  
  n 
  Z 
  n 
  n 
  Q 
  W 
  Faction:Uninhabited 
  Rerwrces Pmd.:O 
  Travel Time:5 
  Concealment Value:4 
  Reg. of 0bstacles:ClD 
  Fixed Defense:None 
  Faction Uninhobltsd 
  Resources Prod 0 
  Tmd Time 5 
  Concealment Volue:4 
  Reg. of 0bstacles:Cl D 
  Fwed Defenre:None 
  Senlements:None 
  i? 
  a 
  Y 
  R 
  '
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  - - - - - I 
  00.30 
  Copyrlgha 0 2001 Dream Pod 9, Inc Permission to photocopy for personal use 
  ' 
  
  DP9-415 
  THUNDERBOLT 
  (2 per pack) 
  TENGU ESCORT 
  (2 per pack) 
  . DP9-425 
  ULLER 
  (2 per pack) 
  , 
  DP9-420 
  HECTOR 
  , ut
  ' DP9-424 
  JAVELIN 
  (2 per pack) 
  n 
  DP9-426 
  PATHFINDER 
  RECONKOMMAN 
  d 
  DP9-421 
  ' RYU 
  DP9-427 
  WYVERN 
  COMMAND/BOMBER 
  =. - 
  
  ORTS V 
  Exo-armors and fighters are'escorting 
  a mixed group of navy wd cargo ships 
  across hostile space. They remain close 
  t o  the vessels they are protecting, 
  ready to fend off attacks against their 
  - 
  . 
  charges - 
  even to the point 6f de- 
  struction. Meanwhile, a group of en- 
  emy units are getting ready t o  launch 
  * -  
  7 
  an all-out strike, concentrating their 
  attacks on the ponderous cargoes at 
  the expense of their own safety. 
  . 
  - 
  b 
  e *  
  ~ 
  \
  @
   
  COL,ONILd V 
  A battle rages across a small colony 
  cylinder. The model for the latter was 
  made out of an old flashlight and some 
  spare parts. Gun turrets salvaged from 
  another miniature kit are used to rep- 
  resent the weapon emplacements. 
  Since miniatures cannot be placed in- 
  side the model to represent units in- 
  side the colony, they are marked with 
  a small chit or placed in contatt with 
  the colony model. 
  I 
  . *- 
  y .a -/
  .- 
  'A 
  ' Y  
  MAGSAILS V 
  A qroup of raiders are attacking a 
  I 
  r
  .
   
  I 
  ASTEROIR BASES V 
  4 navy ship is docked at a friendly as- 
  teroid base when it ,comes under at- 
  tack from raiders.,While the garrison 
  units and the perimeter defense guns 
  attempt to.fend off the attackers, the 
  crew of the target ship does its best 
  to bring it under full power and un- 
  dock as fast as possible to join the 
  fiqht. 
  - 
  
  4OR WEAPONRY V 
  Vindicator is going to receive the Melee 
  . Weapon and &sault 
  Railgun .upgrades. The 
  railgun from a Pathfinder Sniper is glued to 
  the backpack of the exo (the usual missiles 
  are omitted), with thin strips of plastic glued 
  to rna'ke it bigger. A Lancer's fin Is then pinned 
  and glued to the left hand to represent a close 
  combat blade. 
  EXO-ARMOR EQUIPMENT V 
  A Pathfinder receives the Shield and Advanced 
  Fire Control options. The latter is easy t o  
  model -targeting devices and telescopes can 
  be represented by a spare missile or tube 
  glued to the main gun or the side of the head. 
  The'shield is a piece of styrene sheet cut to 
  the proper size and sanded into shape. It is 
  then glued to the exo's left forearm. 
  I 
  I"' 
  _____.______ 
  FIGHTER EQUIPMENT V 
  A Wraith fighter receives the Boosters and 
  Beam Cannon upgrades. The boosters are 
  modeled by taking the rear sections of two 
  Bricriu cruisers and carefully separating the 
  engines from the hulls. These are then pinned 
  and glued to the rear hull of the fighter, which 
  was sanded flat to receive them. The Beam 
  Cannon is a piece of styrene tubing and is 
  . glued underneath the fighter. 
  EXO-ARMOR DETAILING V 
  The Cerberus shown here has been pinned 
  and glued in a dynamic position. A pair of hip 
  fuel tanks from a Syreen miniature has been 
  glued to the top of the backpack, and metal 
  wire has been used to create antennae for the 
  head. 
  t 
  Ib 1 
  I 
  CARGO SHlPI 
  The freighter shown here is based on a Valiant 
  kit. The engine section was rotated t o  fit 
  horizontally. The front of the main hull was cut 
  off t o  serve as a bridge section, btt the 
  centrifuge was used as is. The new ship is built 
  around a ballpoint pen which serves as a spine; 
  cut pen sections and beads from the graft 
  store are glued on it to simulate fqnks and 
  containers. Various bits from the spare box 
  r 
  )hove used to complete the vessel 
  -II - 
  
  dl 
  W 0 
  0 t 
  7 c  
  Almost any type of plastic or cardboar 
  o form the core of the model. In this 
  Gve flashlight was selected because it 
  pod that could serve as the colony's mirror 
  and transparent cheap toy containers ar 
  and the'spare bits box is raided for detail 
  The electric innards of the flashlight 
  save weight. The tripod was glued in 
  pill bottles were then glued on top o 
  Details were then added (see below) 
  ' I  
  PAINTING 'I 
  Strips of masking tapes were applied to the main cylinder 
  just underneath each solar mirror. These sections will remain 
  clear, simulating the colony's three "window" panels. The 
  model was then painted overall light gray with a spray can. 
  Once it was completely dry, the masking tape was carefully 
  I removed. 
  - 
  WEATHERING 'I 
  Some light weathering brings out the details of the model 
  and add a feeling of mass to it. It must not be overdone, 
  since the colony is supposed to be gigantic (it's in scale with 
  the table, not the miniatures!). Using a pencil, draw horizon- 
  tal and vertical lines to represent individual sections in the 
  structure. Apply a coat of diluted ink or paint over selected 
  panels and recessed areas to create variations in surface de- 
  tail. Seal with a coat of clear flat varnish. 
  ere used to create additional de- 
  tails at both ends of the model. The spaceport is a resin gun 
  turret ffom the HeavyGew model range; the turr.et also pro- 
  vided the defense guns that dot the surface (these are not to 
  wale, but enlarged for ease of use during the game). The 
  intennae cluster is made of spare wheels and plastic rods, 
  nounted on a met& nut. 
  
  N 
  '  
   
  I 
  
SOURCE: textdata/thevault/Dream Pod 9/Jovian Chronicles/324 - Lightning Strike Companion.pdf