By Dagger or Talon PDF Book
By Dagger or Talon PDF Book
or Talon
                                   Enhanced Special Forces and
                               Deadly Aliens in Tomorrow’s War
                                          A Tomorrow’s War
                                            Supplement by
             So what are you going to find in this book?              or genetically engineered super-troops of John
                                                                      Scalzi’s Old Man’s War. Some of the SOF soldiers
             Aliens! Science fiction fans love ‘em. And why
                                                                      described in military science fiction vary so far
             not? Aliens can embody any ideal, positive or
                                                                      from the human norm that they might as well be
             negative, that human imagination can encompass.
                                                                      aliens  – and all of them would be as up for a
             They can be diabolic or angelic, unimaginably
                                                                      “bug hunt” as a stand-up fight, so it only seemed
             advanced or piteously primitive. Their form might
                                                                      natural to include the special rules for special
             be seductively similar to our own or eye-achingly
                                                                      operators right alongside those for aliens!
             different. Their intellect, morality, and motivation
             may be remarkably human or may take a form               More Tomorrowverse (T-Verse) Material! While
             that is completely, well, alien. There is no larger,     this book is intended as just another drawer in
             blanker canvas for the science fiction author (or        the generic SF toolbox that is Tomorrow’s War,
             gamer) than an alien race! In this book we’re            we also wanted to include some alien and SOF
             handing you a lifetime supply of paints and brushes      action from our own “future history.” Humanity is
             with which to fill that canvas up with any alien         about to have his first meeting with an alien intel-
             you can conceive.                                        ligence – and nobody involved is likely to make a
                                                                      great first impression!
             Special Forces! Who doesn’t get a thrill reading
             about high-speed, low-drag operators getting             We’re covering a lot of ground in this book, but
             things done under the worst conditions with the          hey, it’s our first Tomorrow’s War companion
             least support? Military science fiction is bursting at   book and it just seemed like a good idea to pull
             the seams with all manner of SOF troops, ranging         out the stops and shoot for the moon – or Alpha
             from the power-armored grunts of Heinlein’s              Centauri, even!
             Starship Troopers to the cybernetic legion-                                                 Best wishes,
             naires of William Dietz’s Legion Of The Damned                           The Crew at Ambush Alley Games
             Despite vigorous denials by the People’s Republic of China,         Chun Lai’s “Killer Crab Men” made too
             it is now universally agreed that first human contact with         good a story for even the PRA to keep
             intelligent alien life forms occurred in 2310                         under wraps, but most of the world
             on Zhǎozé, an unpleasantly warm and                                         found the story too incredible
             humid marginal colony world. A PRA                                           to believe. A chain of events
             reconnaissance squad scouting                                                     would occur in 2315 that
             ahead of a survey team apparently                                              would not only confirm the
             blundered upon a group of armed                                                 ill-fated Lieutenant’s story
             aliens and opened fire. The aliens                                           but also decisively prove that
             retaliated, killing all of the PRA                                                  Humanity is not alone
             soldiers but one – the infamous                                                            in the universe.
             Lt. Chun Lai, who was executed
             for running amok and killing his
             squad mates, an explanation
             that the PRC found more
             palatable than a violent
             encounter with bipedal
             crustaceans.
        Timeline for
        the Opening of                                                               A Few Words
                                                                                     on the March of History
        Human Space                                                                  Many science fiction and fantasy settings have a starting
                                                                                     point at which all the history described in their background
        Contact!                                                                     material culminates – “And so things stand in 1111 (by
        2315 Refugees from the Marshborn Confederation fleeing                       the Ardain Reckoning)…” The course of history up to that
        the Darghaur arrive on Glory. They have hostile contact with                 starting point is described in loving detail, but once the
        DPRG forces at the Joy of Light Power facility and receive a
                                                                                     beginning is reached history falls silent. The logic is that
        cautious but friendly greeting from the Republic of Arden.
                                                                                     once history passes into the players’ hands it becomes
        Representatives of the Marshborn Confederation establish                     utterly unpredictable and is best left for them to develop.
        diplomatic relations with the Republic of Arden and the RA
                                                                                     This approach is great for those of us who like to tinker
        sets aside part of its territory in the Foix Gap for use as the
                                                                                     with fictional histories, but, in the hands of those who
        Marshborn Canton.
                                                                                     don’t, it often results in The End of History as the world
        Marionette ambassadors from the A’Li’Ari Protectorate arrive
                                                                                     continues to march forward virtually unchanged.
        on Earth. Earth becomes a Prospective Member of the
        Protectorate and establishes trade and diplomatic bonds with                 We’ve decided to take a different route and treat
        that organization.                                                           Tomorrow’s War as a historical game, at least as far as its
        2316 USMC Special Operations units on a deep-space                           background goes. Rather than halt history in 2309 (the last
        exercise make contact with a Darghaur Recon force.                           year referred to in the Timeline presented in Tomorrow’s
        The resulting firefight is brief, bloody, and constitutes an                 War), we’ll continue to move the timeline forward and you
        expensive victory for Humanity. The Darghaur fleet continues                 are free to place your games anywhere within it. The fact
        its slow approach towards Human Space.                                       that we’re describing events that occurred in 2315 and later
                                                                                     in this book doesn’t prevent you from setting your games
        The Hush                                                                     during the First Glory War of 2159 on one day and then
        2317 to 2320 Human/A’Li’Ari Protectorate relations                           jumping ahead to play a game set in the Second Glory War
        solidify, despite friction created by Humanity’s rapacious                   in the 2290s – just as you might play an Early War WWII
        appetite for new worlds to settle. Some colonies are estab-                  game set in 1939 one night and play a Late War game set
        lished as joint efforts between Humans and A’Li’Ari clients.                 in 1945 the next.
        Intermittent “border reaving” becomes more common as a
        Darghaur Horde Fleet nears Human Space.                                      Don’t feel constrained to “keep up” with our timeline. In
                                                                                     fact, please don’t feel constrained by our timeline in any
        The Storm                                                                    way! Don’t let our version of history tie you down! Add to
                                                                                     it, subtract from it, adjust the order of events, or ignore it
        2321 A Darghaur attack fleet arrives at Glory. Alien
                                                                                     altogether in favor of a background of your own invention.
        dropships descend on the Foix Gap. The Darghaur Wars begin.
                                                                                     Our main goal is for you to have fun with Tomorrow’s War
        2322 Task Force Assassin, launched from Grissom, drives                      and its supplements. We’re not even vaguely interested in
        off the Darghaur fleet at Glory. Darghaur ground forces are                  forcing you to adhere to some tightly managed canon.
        marooned planetside. A costly mopping up action ensues.
        USMC Powered Armored troops on an
        excersize on Zero Palms, circa 2314.
        Figures by Ground Zero Games.
        Painting by Shawn Carpenter.
             First Encounters                                                       Crusty soldiers. The Crusty team-leader was able to hold a limited
                                                                                    conversation with the surveyors thanks to an expert program loaded
             on Glory                                                               with a basic French and Korean vocabulary gathered by monitoring
                                                                                    planetary communications and entertainment broadcasts.
             In 2315, two colonies on the garden planet of Glory played host
             to Humanity’s first acknowledged visitors from the stars. Refugees     The humans contacted a Republic of Arden National Guard (RANG)
             from the Marshborn Confederation landed in the Foix Gap, a region      unit and arranged a hasty airlift to ferry the wounded aliens back
                                                                                    to their hidden encampment and their own medical personnel.
             of contention between the Republic of Arden (RA), the Democratic
                                                                                    The arrival of the human VTOLs in the Marshborn camp was a
             People’s Republic of Glory (DPRG), and the theocracy of Eden.
                                                                                    tense moment for both sides, but in the end the humane intent
             The highly advanced stealth technology of the Marshborn starships
                                                                                    of the RANG troops resonated with the aliens, whose warrior ethic
             allowed them to land undetected and it was later determined that
                                                                                    contained a strong imperative to aid fallen soldiers, be they friend
             a sizeable body of civilian refugees and their warrior guardians had
                                                                                    or foe. Once the Marshborn leaders explained the reason for the
             been dirt-side for over a week before their scouting teams made
                                                                                    presence of their people on Glory, the RANG officers immediately
             contact with human authorities. The nature of those contacts
                                                                                    contacted their superiors, who passed the intelligence up-channel
             would set the stage for further conflict on the already contentious
                                                                                    to the Republic’s civilian authorities. A civilian liaison was on-site
             world of Glory.
                                                                                    before nightfall. Within a week, the Republic of Arden and the
                                                                                    Many Reeds enclave had entered into formal relations that would
             Contact at the Joy of                                                  later extend to the full Marshborn Confederacy and pave the way
             Light Power Facility                                                   for negotiations for the Confederacy to enter the Organization of
                                                                                    Progressive States.
             One contingent of Marshborn Confederacy refugees landed near a
             cluster of DPRG settlements just inside the Foix Gap. The settle-
             ments received their power from a multi-source generation facility,    Fall-Out on Glory
             named “Joy of Light Combined Source Power Facility” in the typically   The disparate first contact experiences of the RA and DPRG led
             roseate fashion of the DPRG, located several kilometers from the       those nations to completely different stances on the Marshborn
             nearest village (a common practice due to the marginal quality of      Confederacy refugees from Many Reeds. The Kingdom of Eden
             DPRG fusion generators). With their own generating equipment           responded to the alien presence according to its own religious
             damaged or destroyed in the flight from Many Reeds (see The            dogma, of course.
             Darghaur Incursion), Marshborn refugees, or “Crusties,” as they        The RA entered into a cordial but firm diplomatic relationship with
             would come to be known, were in desperate need of power. Based         the aliens and offered them a large tract of unsettled land in the
             on their violent first encounter with Humanity (which involved an      Foix Gap which they dubbed “The Many Reeds Canton” but which
             unprovoked attack by Chinese troops on Zhǎozé), the Crusties           the rest of Glory (and humanity in general) referred to as “The
             decided that a lightning raid to seize control of the power facility   Crusty Rez.” They extended all the legal protections and many of
             long enough to secure material to repair their own equipment and       the benefits available to RA citizens to the refugees and provided
             charge emergency power cells would be less dangerous than simply       assistance in developing settlements and infrastructure within the
             asking for assistance.                                                 Canton. The RA military (and French and US militaries through
             The Joy of Light plant was seized bloodlessly by elements of           the auspices of the French Foreign Legion and US SOF) began
             a Marshborn Recon Group and held for a night and most of a             an exchange of technologies and joint operations training to help
             day before DPRG authorities became suspicious. Suspecting an           ensure the Canton’s security.
             attack by the Republic of Arden when the plant failed to make its      The DPRG took a much less sanguine approach to the refugees,
             scheduled communications checks, local authorities dispatched a        declaring them “illegal aliens” with no apparent hint of irony.
             People’s Republican Guard Scout section to investigate. The inevi-     DPRG troops and civilian militia were encouraged to kill or capture
             table firefight that followed left most of the DPRG Scouts dead or     Crusties who stray into the DPRG or DPRG controlled territory in
             severely wounded and the Joy of Light plant seriously damaged.         the Foix Gap. The DPRG ambassador to the RA has demanded in
             No Marshborn casualties or damaged vehicles were left behind, but      the strongest terms that the Republic evict the alien refugees and
             extensive footage of the aliens in action was captured on Scout        cease aid and military cooperation with the “invaders” immediately.
             helmet cameras. There could be no doubt that human troops had          They also accused the RA of using the aliens as mercenaries or
             encountered alien adversaries and been soundly bested. The news        a proxy military force, a claim that carries some weight if one
             would take weeks to filter out of the DPRG, however, as their          considers that the Many Reeds Canton’s position was astride key
             media commissariat required some time to edit the helmet cam           overland routes to both the DPRG and the Kingdom of Eden.
             footage to show the DPRG Scouts triumphing over a slavering,
             chitin-covered foe.                                                    The Kingdom of Eden held an even charier view of the Marshborn
                                                                                    alien presence on Glory. According to their religious doctrine, Glory
                                                                                    is the birthplace of Humanity and is sacred to both Man and God.
             Contact on Archenault Trail #24                                        No race but Humanity should be allowed to breathe the holy air
             At roughly the same time, a civilian survey crew from the Republic     of Glory or touch the soil of a world specifically set aside for Man
             of Arden (RA) encountered a patrol of Marshborn Recon troops who       by the grace of God Himself. Like the DPRG, the Kingdom of Eden
             had blundered into a trail-side booby-trap left over from the last     demanded that the RA “cast out the unclean” in their midst. Rumors
             war with the DPRG. A surveyor with medical training immediately        out of Eden suggested that the Kingdom trained “militia” cells to
             set about providing what aid he could to several severely injured      conduct terroristic attacks against both the Canton and the RA
        itself if the refugees were not expelled from Glory. If these rumors
        were true, Eden’s return to sponsored terrorism was unlikely to go     The Darghaur
        unanswered by the US and its nearby colony of Grissom, for whom
        the horrors of the Saint’s War remained fresh.
                                                                               Incursion
                                                                               Through the communications channels opened up with the
        Many believe that the RA’s open-handed approach to the Many            Marshborn Confederacy by the Republic of Arden, humanity learned
        Reeds Refugees led directly to the crucial contact with the            that it faced a new and terrible external threat: The Darghaur
        Marionettes later in 2315. Just as many believe that the Crusty        incursion into our sector of the galaxy.
        presence in the Foix Gap will provide the DPRG with the casus
        belli for the DPRG’s next war against the RA, potentially with the     The Marshborn Refugees that arrived on Glory were only a small
        Kingdom of Eden as an ally.                                            part of a larger stream of displaced aliens fleeing before an
                                                                               unknown but vast number of Darghaur invasion fleets. Most of
                                                                               the refugees were bound for the perceived safety of the A’Li’Ari
                                                                               Protectorate, but many of the refugee ships from the Marshborn
           “We have never faced an enemy solely                                Confederacy sought out worlds on which they could hide and refit
            motivated by a rancor-free desire to see                           to launch guerrilla (and suicide) attacks against the approaching
                                                                               Darghaur. Glory was one such world.
            our entire species destroyed or enslaved.
                                                                               Descriptions of the Darghaur, whose name ominously rhymed
           The very dispassion with which they                                 with “dark hour,” painted a horrifying picture of bloodthirsty
            pursue our doom elevates their atrocities                          aliens that, despite their hunched posture, stood taller than most
                                                                               men. The creatures’ backs were protected by a thick, horny shell
            against us beyond anything we have ever                            that was reinforced through genetic and nano-engineering to be
            experienced. In them we do not face the                            strong enough to blunt or even defeat kinetic and energy based
                                                                               small-arms. Their small heads were featureless save for a pair of
            savage hatred of a jealous or wronged                              antlers whose size and complexity apparently to indicated rank or
            foe, but rather the impartial blank stare                          prestige. Eye-less, ear-less, and nose-less, the Darghaur were still
                                                                               acutely aware of their surroundings according to the Marshborn
            of the plow before it cuts the worm. To                            who’d survived contact with them, suggesting some combination
            the rational mind, this must be more                               of sensory organs unknown to man or, more incredibly, psychic
                                                                               awareness.
            fearsome than a legion of capering, blood-
                                                                                              Crusty troops on patrol in one of the marshy jungle
            thirsty Satans.”                                                                     regions common to the Marshborn Cantonment.
                US Ambassador Erika McNeary, from her speech                             Figures by Ground Zero Games. Painting & Photo by John C. Barker.
                                                                                                                                Marshborn
                                                                                                                                civilians evacuate
                                                                                                                                a village under the
                                                                                                                                watchful eye of
                                                                                                                                Blood Claws.
                                                                                                                                Figures by Ground
                                                                                                                                Zero Games. Buildings
                                                                                                                                by Gamecraft
                                                                                                                                Miniatures. Painting by
                                                                                                                                Impoverished Lackey
                                                                                                                                & Shawn Carpenter.
             message roughly three days before the Darghaur assault on their           The Republic of Arden’s investment in “stay-behind” troops paid
             planet began. War had come again to Glory.                                dividends for all the nations of Glory. The Darghaur advance was
                                                                                       slowed by a campaign of sabotage and rear-area raids that kicked
             The Initial Defense                                                       off with the complete destruction of a large landing craft with
                                                                                       the command detonation of buried Marshborn munitions. It was later
             In the short time available to them, Glory’s defenders did what
                                                                                       estimated that several hundred Darghaur soldiers were killed in that
             they could to prepare for the coming onslaught. The Darghaur had
                                                                                       opening flash of the war. Each stay-behinder attack was met with an
             already launched large landing ships, all of which seemed aimed
                                                                                       overwhelming Darghaur counter-attack, however, and inevitably the
             directly for the Marshborn Cantons in the Foix Gap. Perhaps they
                                                                                       human and Marshborn forces involved were either rendered combat
             intended to punish the Marshborn refugees or perhaps they thought
                                                                                       ineffective, forced to withdraw to friendly territory, or completely
             they were the most dangerous threat. Regardless of the Darghaur
                                                                                       wiped out. Still, their sacrifice slowed the Darghaur offensive and
             motive, the Republic of Arden’s National Guard and frontier militia
                                                                                       gave humanity more time to bolster its defenses.
             units joined forces with the Marshborn militias to evacuate the
             Canton’s civilian population.                                             The veterans of “The Stay-Behind War” also bought the Republic
                                                                                       of Arden hard intelligence about the Darghaur and their tactics. The
             Glory’s three nations set about the defense of their planet inde-
                                                                                       Republic eventually shared this information with the DPRG and KOE
             pendently. A last minute appeal for an alliance against the aliens
                                                                                       to optimize the overall defense of Glory. Much of this intelligence
             by Prime Minister Gisboneaux of the Republic of Arden (RA)
                                                                                       was sobering but there were some bright spots, such as the brittle
             was refused. The Democratic People’s Republic of Glory (DPRG)
                                                                                       nature of the slave forces and the Darghaur’s sluggish reaction to
             suspected treachery and, despite all reason, were confident they
                                                                                       quick, hit and run attacks. More importantly, the stay-behinders
             could negotiate a better alliance with the Darghaur. The Kingdom
                                                                                       discovered that the Darghaur seemed tactically nonplussed by an
             of Eden (KOE) was adamant that God was on their side and with
                                                                                       enemy that refused to admit it was beaten, let alone stay beaten.
             such an ally, who needs more?
             The initial strategies of the DPRG and the KOE were simple –              The War for Glory
             they dug their forces in along their borders with the Foix Gap
                                                                                       Although the Stay-Behind War slowed the Darghaur’s breakout
             and redoubled their air defense resources there. They established
                                                                                       from their beachhead on Glory, it could not hope to prevent it
             reserve areas and mobilized every military unit on the books.
                                                                                       altogether. The alien invasion force was large, well-supplied, and
             Neither nation was quite ready to start arming its citizens, however,
                                                                                       held the high-ground in orbital space. The human defenders were
             even in the face of an alien peril.
                                                                                       puzzled by the Darghaur’s failure to exploit their orbital superiority
             The RA’s defensive strategy involved strengthening a strategic            by landing attack forces in rear areas or bombarding human combat
             border as well, but it also featured a bold plan to leave special units   positions and logistical areas with orbit to planet missiles or kinetic
             in the Foix Gap, near or even in the projected Darghaur landing           weapons, but were grateful for it.
             zone. These units would provide much needed intelligence on the
                                                                                       As the Darghaur began to break free, the Republic of Arden mounted
             aliens to the RA military command and could also disrupt enemy
                                                                                       a defense in depth in which forward units fell back to regroup while
             operations if the opportunity presented itself. The RA had excellent
                                                                                       the units behind them took up the fight. Civilian populations were
             resources for this task in the form of the various militia groups with
                                                                                       evacuated as the front moved out of the Foix Gap and into the
             years of guerilla experience, an FSA (Forces Spéciales Améliorées
                                                                                       Republic proper. The Ardenois, bolstered by Marshborn warriors,
             –cybernetically augmented commandos), and a company of US
                                                                                       made the Darghaur and their slave soldiers pay dearly for every foot
             Special Forces.
                                                                                       closer to the capital, hoping against hope to hold out long enough for
             When the Darghaur fist finally fell, it fell hard and decisively. The     relief forces to arrive from Grissom and Earth.
             various system defense ships orbiting Glory were snuffed out
                                                                                       The Democratic People’s Republic of Glory, on the other hand,
             with ease, as were all the planet’s orbital defense platforms. The
                                                                                       waged a war that seemed plucked from some dark and distant
             Darghaur dropships belched fire and missiles as they sank ominously
                                                                                       past. DPRG analysts determined that the Darghaur were reluctant
             through the atmosphere, destroying any interface craft that dared
                                                                                       to bypass enemy strongpoints in their grinding advance. “Dear
             to approach them. The high ground belonged to the Darghaur and
                                                                                       Leader,” the DPRG’s hereditary dictator, ordered the construction
             they obliterated anything that sought to dislodge them. Darghaur
                                                                                       of heavily fortified “Martyr Holds” in advance of the DPRG border.
             pursuit ships dogged the heels of human vessels fleeing the belea-
                                                                                       These Holds were manned by the most fiercely loyal (and heavily
             guered world. Only ships that turned tail within minutes of the
                                                                                       indoctrinated) troops in the People’s Army. The commanders of
             Horde Fleet’s arrival managed to escape.
                                                                                       the Holds were directed to die in place rather than retreat an inch
             At first the invaders met with the same success on the ground.            towards the sacred soil of the People’s Paradise.
             Darghaur combat formations quickly established a formidable
                                                                                       In addition to the Martyr Holds, a hastily erected but formidable
             perimeter around their landing craft, securing an area that covered
                                                                                       system of trenches and bunkers was thrown up at the DPRG’s
             nearly a hundred square miles and most of the Marshborn’s
                                                                                       border with the Foix gap. Literally the entire work-force of the
             abandoned Canton. Human recon troops and hold-outs in the
                                                                                       nation was thrown into the construction of these defenses, which
             area who survived the initial assault were astounded to see the
                                                                                       were manned with every available soldier. The Darghaur would be
             Darghaur and their slave soldiers instantly segue from establishing
                                                                                       stopped at the DPRG border – or they would not be stopped at all.
             a bridgehead to mounting a three-way assault. Substantial forces
             began rolling slowly towards the borders of the RA, KOE and DPRG,         The Kingdom of Eden took yet another approach to the Darghaur
             destroying every human structure (and human being) in their path.         problem. They launched a guerrilla resistance stiffened by regular
        forces where possible. The KOE’s standing military forces were           Member states of both organizations scrambled to strengthen their
        understrength and poorly led, having not yet recovered from their        cold navies and train troops for an assault from orbit. Even as they
        severe losses during the Saint’s War, and the political/religious        labored to create military juggernauts to relieve Glory, they kept a
        purging of their officer class after that defeat.                        careful eye on each other, each side fearful that the other might
                                                                                 turn their newly expanded military might against enemies on Earth
        In the end, the KOE put its fate in the hands of God and zealous
                                                                                 rather than Glory. In the end, though, the armadas raised by the
        civilian militias willing to sacrifice themselves to shape a battle in
                                                                                 OPS and NEU would be mere footnotes in the history of the First
        which their professional forces could prevail. Despite the fanati-
        cism with which the militia fought, the Darghaur penetrated deeply       Darghaur War.
        into the Kingdom and were only slowed when the KOE detonated             In the great naval yard orbiting Grissom’s neighboring world, an
        buried fission weapons during the battles for Jedediah and Caleb.        unfriendly Venus-like planet named Armstrong, a number of
        The militias triggered the weapons after leading Darghaur troops         starships had been under development since before the Marshborn
        into position—killing themselves in the process.                         refugees’ arrival on Glory. Marshborn engineers freely shared their
        The nuclear blasts triggered the only sizeable orbital attacks           advanced stealth and drive engineering with their human counter-
        launched by the Darghaur, who struck the KOE sub-capital of Joshua       parts on Grissom. Human engineers brought a new perspective to
        and a major refugee camp in Arden with hyper-kinetic rods fired          Marshborn designs, with the happy side effect that the resulting
        from space. Both targets were utterly obliterated. Casualties were       technology was superior to anything previously manufactured by
        estimated in the hundreds of thousands. The Darghaur message             human or Marshborn.
        was clear: The use of weapons of mass destruction would result in        When news reached Grissom of the Darghaur invasion of Glory,
        the rapid extinction of humanity on Glory.                               work on the ships in the Armstrong yards was doubled and re-
        Each of Glory’s major powers settled in for a long fight. Their only     doubled. Day in and day out, highly motivated teams of zero-gee
        option was to attempt to hold off the Darghaur until a relief force      shipwrights worked around Grissom’s long clock to complete
        could arrive – if such a force could arrive at all.                      the ships. When three of the heaviest warships and four lighter
                                                                                 warships were completed, they were rapidly crewed and combined
        Breaking the Stranglehold                                                to form Task Force Assassin.
        On Earth, the OPS and the NEU reeled under the implications              TF: Assassin was placed under the command of Admiral James
        of the Darghaur assault on Glory – none of their colonies were           Tulley and was tasked with the relief of Glory. Tulley’s command
        safe from these rapacious aliens! Not even Earth itself was safe.        consisted of seven untried ships using virtually untested drive,
        The USA was particularly concerned due to Grissom’s proximity to         weapon, and stealth technology and command crews composed
        Glory. The OPS again reached out to the NEU with an offer to put         of both human and Marshborn officers. Many believed that a raid
        traditional differences aside and ally against a common threat – but     by TF: Assassin against the Darghaur’s fleet, which was superior in
        old dogma was far too deeply ingrained to be overcome by even so         numbers and possibly quality as well, would be suicide. Tulley kept
        grave an external threat as extinction at the hands of the Darghaur.     his assessment of the task force’s fleet to himself.
               When TF: Assassin arrived at Glory, Tulley revealed his simple plan      blast radius of the explosion and their drives added to the nuclear
               to the captains under him. He would put his complete trust in the        firestorm above Glory. Others were struck by debris and left
               improved Marshborn/Human stealth systems and aim the entire              damaged or disabled. As the Darghaur fleet staggered under the
               fleet at the largest ship in the Darghaur’s Horde Fleet. If they could   loss of its flagship and the related mayhem, TF: Assassin returned
               damage it enough to withdraw, that might make the fight facing           for a second pass.
               the OPS fleet currently in transit much easier. In his private log he
                                                                                        Only five of the original seven ships remained (the Chosin and
               admitted to himself that he doubted they could do much more than
                                                                                        Normandy were lost on the initial pass), but they caught the
               damage the Darghaur flagship and he had no confidence that any of
                                                                                        Darghaur fleet in complete disorder. Several more Darghaur ships
               the TF: Assassin vessels would survive the attack.
                                                                                        were destroyed or so severely damaged that they were forced to
               With minimal course adjustments, TF: Assassin began a high speed         withdraw. One Darghaur vessel was captured by boarding action.
               attack run against the Darghaur’s largest Horde ship. The task force’s   By the end of the battle, TF: Assassin had lost four of its seven
               hybrid stealth technology proved remarkably effective, allowing it       ships, but three Darghaur vessels had been destroyed and several
               to slip past the Horde’s sentry ships and take the Darghaur flagship     more were damaged and forced to flee Glory’s system, abandoning
               under heavy fire. The Marshborn/Human weapon systems also                their ground forces planetside.
               showed a decided jump in effectiveness and TF: Assassin’s first
               slashing pass through the Darghaur Horde Fleet inflicted massive         No Surrender
               damage on the Horde Leader’s flagship. The massive command
                                                                                        In the days following the rout of their Horde fleet, the Darghaur on
               vessel attempted to retreat as its escort ships closed in to protect
                                                                                        Glory fought a massive rear-guard action as their forces retreated
               it, but as it began to power out of Glory’s gravity well it was
                                                                                        into the Kingdom of Eden, where they’d found the least effective
               consumed by a massive explosion.
                                                                                        human resistance. They showed no sign of surrendering and
               The flagship’s death paroxysm spread chaos and destruction               were clearly consolidating their position to hold out indefinitely.
               among its consorts. Some Darghaur ships were caught within the           Communication with the Darghaur themselves was impossible,
        of course, but human emissaries were able to parlay with some             repaid in kind in an attempt to learn more about the Darghaur and
        of their slave soldiers. The slaves rebuffed offers to accept their       their slave races.
        surrender and claimed that the loss of their fleet was insignificant.
                                                                                  Awareness of Earth and her far-flung colonies has also led some
        The Darghaur would simply hold the lands they’d taken from the            members of the A’Li’Ari Protectorate to take a jaundiced view of
        KOE, and amass human slave forces until a relief force arrived. If        Humanity’s expansion towards their territories, especially after
        no relief force arrived, the remaining Darghaur would simply wait         Earth’s refusal to join the Protectorate. Many alien races that held
        patiently until they could take the planet themselves.                    territory along the Earth Space/Protectorate border zone began to
        The commander of the OPS fleet, which arrived shortly after               garrison vacant worlds that might interest humans. This inevitably
        Assassin’s victory, suggested that Darghaur strongpoints in the KOE       resulted in armed conflict, as did alien attempts to re-claim human
        should be struck by RFGs (Rods from God) – kinetic weapons similar        colonies based on old claims. Members of the Protectorate could
                                                                                  spout any number of Protectorate laws, but Humanity found a
        to those that the Darghaur had used in retaliation for the nuclear
                                                                                  single human truism more evident: Possession is nine-tenths of
        detonations at Jedidiah and Caleb. The KOE strongly resisted this
                                                                                  the law.
        suggestion, as the Darghaur had established their main bases in
        close proximity to their industrial centers. In the end, their protests   Not all alien/human interactions over colony worlds are so overtly
        were overridden and the rods dropped.                                     contentious, however. On several occasions, human and alien
                                                                                  interests have agreed to jointly colonize a planet, normally with
        Small, independent units of Darghaur and their slave soldiers             humans settling in one area of the world’s surface and aliens in
        remain in and around the devastated areas of the KOE and within           another. This multi-species “balkanization” has led to some friction
        the northern verge of the Foix Gap. The DPRG also report “orphan”         between human and alien settlers, but thus far nothing more serious
        Darghaur units operating near their borders, but in too small a           than a little feuding and the occasional short-lived bush-war.
        number to be a significant threat.
                                                                                  “Little wars” and one-off raids pepper the margins of Human Space
        The Darghaur war on Glory is virtually over – for the time being,         and the A’Li’Ari /Protectorate while more serious border incursions
        at least.                                                                 occur at infrequent intervals along the stretch of space now known
                                                                                  as the “Darghaur March.” Humanity continues to expand into unex-
        The Aftermath                                                             plored space, much to the concern of the A’Li’Ari Protectorate’s
                                                                                  border states, who are apt to suddenly find that interstellar real
        The attack on Glory has thus far been the Darghaurs’ only concerted       estate that was of little interest to them has suddenly become a
        assault on a human world. The Darghaur seem to be concentrating           human enclave hard on their border. Marionette delegates from
        their efforts on seizing Glory while consolidating their forces in the    the Protectorate continue to remonstrate with Earth’s govern-
        Deep Slough sector of the Marshborn Confederation. Human confi-           ments to put aside their differences and accept a position within
        dence has been boosted by success in holding the Darghaur at bay          the interstellar league, but some of their methods have led some
        in the Foix Gap, but the ongoing war is such a near thing that the        Earth pundits to refer to the A’Li’Ari Protectorate as the “A’Li’Ari
        nations of Earth continue to bolster their defenses, sometimes at the     Protection Racket.”
        expense of resisting the Darghaur at Glory. Sporadic and unpredict-       All the while, Earth’s nations are expanding their cold navies and
        able raids against other human-held installations by the Darghaur only    military strength in preparation for a larger Darghaur invasion … or
        underline the profound threat they pose to Humanity. These raids are      perhaps for use against the Protectorate, if push comes to shove!
             If you’ve bought this book, it’s a safe assumption                by Unit Attributes in the same way as human
             you already own Tomorrow’s War and have read                      variations from the norm
             our chapter on designing aliens. If you missed it,           ❚❚   Alien weaponry and armor is described in the
             it’s on pages 150 through 154 of the original book.               same manner as that of humans
             We don’t intend to reinvent the wheel here, but
                                                                         If this all seems a bit humanity-centric to you,
             this seems to be a good place to hit some of the
                                                                         that’s natural. It is. This game was designed by
             original article’s high points in review:
                                                                         humans for humans to play. As humans, any aliens
              ❚❚   Aliens are described using the same basic             we imagine will be defined by their differences
                   mechanisms as human troops: Troop Quality,            from us. If the aliens we imagine are at war with
                   Morale, Confidence and Supply Level                   humanity, we must believe that they’re at least
              ❚❚   Aliens obey the same rules in combat as               similar enough to us that they’re willing to fight for
                   human troops                                          some of the same real estate or resources that we
              ❚❚   Alien differences from the norm are represented       are. Otherwise, why the dustup?
        Conceptualizing                                                            physical weakness. Once you have a general idea in mind, start
                                                                                   examining the figures carefully. What kind of equipment do they
        an Alien Race                                                              carry? If there are no or few personal weapons, perhaps they have
                                                                                   a fear or taboo against close combat. Conversely, if they have no or
        We’re making a basic assumption from the get-go, here: We’re all           few long range weapons, perhaps they feel that killing at a distance
        playing a miniature game, not an RPG.                                      is cowardly and will only fight in close. You must determine why
        In an RPG, there’s really no limit to what you might come up for an        they are equipped the way they are.
        alien race – if you want to invent a race of giant half cat, half hippo,
        elephant riding super warriors with 92 different warrior castes, each      How does it move?
        represented by its own distinctive hat, there’s nothing to stop you.       Does it crawl? Fly? Two legs? Four legs? Twenty? Generally speaking,
        Anything you can imagine can be put into play as you and your              more legs will mean faster movement, but not necessarily (centi-
        group sit around the table spinning your shared epic.                      pedes for example). Perhaps they feel that running, even toward
        Miniature games, on the other hand, are played with miniatures.            the enemy, is cowardly. In that case they might move faster than
        Your opponent generally expects the army you field on the table            a human at patrol speed, but not be able to move any faster. If
        to have some similarity to what he’s actually fighting. Proxies are        it flies, you can treat them like jump troops, or even helicopters.
        possible, of course, but they’re just not as satisfying as models that     Remember though that in order to fly a creature needs an atmo-
        actually represent, well, the things they represent. Soooo … we            sphere similar to the one it is used to. There are atmospheres on
        assume that when you sit down to conceptualize a new alien race,           Earth and Mars, but I would imagine a dragonfly would have a tough
        you probably have a cool new alien figure sitting in front of you.         time of it on Mars! Even a creature that glides will have trouble in
                                                                                   an atmosphere different from its own, at least for a while. This
        Statting a figure is subjective at best. What to one eye is a blaster      question will determine movement speed and mode.
        pistol will be a plasma rifle to another. Still, until each figure comes
        with its own rules, it must be done.                                       Ask yourself:
                                                                                   ❚❚   Does the Alien move faster, slower or at the same speed as
        One thing to consider is that the more exotic the alien, the less likely
                                                                                        humans? (We suggest that most aliens’ movement speed shouldn’t
        humans are to be in conflict with them. The more human-like they
                                                                                        differ more than plus or minus 50% from human movement.)
        are, the more likely we are to compete with them for resources
        and living space. This does not mean they have to look human!              ❚❚   Do any special movement rules apply to the alien? (Can it only
        Humans and worms share the same environment, but they are                       move at tactical speed? Can it fly?)
        obviously very different physically. Not everything, but something,
        about your aliens should be human-like (breathing the same atmo-           What is its tech level?
        sphere, requiring the same proteins for sustenance, liking the same        Does every figure have a plasma rifle? The more common the
        temperature, etc). You do not have to generate a human in a                weapon, the more run-of-the-mill that technology will be. If every
        rubber suit, but you do have to generate something that wants the          figure has a melee weapon then their tech level is probably less
        same thing as a human, or else why are they fighting? Humans               than current human levels. If every figure has limb augmenta-
        and vampire squids might consider each other horrible, but they            tion and a shoulder mounted missile launcher, their tech level is
        do not require the same resources, so each ignores the other (now          probably higher than current human levels. Remember, tech level
        intelligent vampire squids, on the other hand…).                           is relative, not absolute. This question will determine tech level and
        First, you must study the figure, along with others of the same            can affect any or all other questions.
        line. Everything starts with the figure – it contains the only facts
                                                                                   Ask yourself:
        you have. You can usually bet that the sculptor put some thought
                                                                                   ❚❚   Is the alien’s overall tech level TL1, TL2, or TL3?
        into why the things that are on the figure are there. Why does
        this one carry a pistol in a belt, but that one has one grafted to         ❚❚   Do the aliens have a tech level advantage or disadvantage
        his arm? Can you buy hordes of grunt-like creatures, 10 to a box,               regarding a specific area of development? Perhaps their overall
        but the leader is bought individually? This way of thinking should              tech level is TL2, but they have TL3 sensors.
        direct you, even as you get down to hard numbers like armor and
        movement speed. To be sure, the sculptor did not need to know              What type of weapons do they use?
        that these creatures will, say, touch feelers together to transmit         If most figures have some kind of rifle, a few of them larger than
        orders, but you sure need to know that in order to know how the            the others, then those are assault rifles and support weapons.
        troops will act in battle.
                                                                                   Don’t waste a lot of brain power on this! Different cultures develop
        Throughout this process remember to ask: why? You do not need              weapons with very different looks, but they all have the same
        to know everything about the alien culture whose figures you               purpose. Rifles are designed to kill their targets.
        are commanding on the table, but you do need to know how they
                                                                                   Think about why these aliens are using these weapons. Were they
        fight, and their culture will determine much of it.
                                                                                   designed specifically to kill humans or were they designed to kill
        Before getting down to hard numbers, you should get a general              creatures like themselves? Most likely the latter, so look at the
        feel for your aliens. What general culture comes to mind when you          aliens themselves to determine how powerful their weapons are.
        examine the available figures? Do the individuals appear particu-          If every figure is armored like a tank, then perhaps their weapons
        larly strong or weak? If strong, perhaps they are a warrior caste.         will ignore human body armor. I know it’s hard to stat your favorite
        If weak, perhaps they have technology that makes up for their              aliens negatively, but if they are thin skinned and one foot tall, their
             standard weapons will probably have a                                                                    forms whose hard outer crust is highly
             reduced effect on humans (it doesn’t
             have to be drastic though – minus 1 die
                                                                      A Note on                                       resistant to kinetic and energy weapons.
                                                                                                                      The Natural Armor Attribute might be
             per unit would be sufficient).                       “the Human Norm”                                    applied to both aliens, even though the
                                                               Why do we refer to “human normal” as the               rationale for the Attribute is significantly
             Does the figure have claws or other
                                                                 default condition? Simply because we are             different for each race.
             natural weapons? They may have a
             bonus to close combat. This question                 human! Let the tri-laterally symmetrical
             will determine any special weapon                   bivalves of Ceti Omicron Six consider tri-           How would these things
             effects and attack dice.                         lateral symmetry as normal. We know better!             organize their armies?
             Ask yourself:                                                                                            Do they have a hive-mind? Every
                                                                                        figure on the table might act as a single unit, but with much larger
             ❚❚   Is the alien’s overall tech level TL1, TL2, or TL3?
                                                                                        cohesion distances. If the figure is slopping over with weapons,
             Are certain weapons in the alien arsenal measurably better (or             perhaps they prefer to fight alone. If they come five to a box, each
             worse)? Perhaps their standard weapons are regular laser guns              with a slightly different load-out but with the same main weapon,
             (TL2), but their SAWs are deadly plasma weapons (TL3).                     they probably organize much like humans do, into squads. This
                                                                                        question will determine unit size and cohesion.
             How are their bodies different
             from humans?                                                               What would their Troop Quality, Morale,
             If the figure looks like a big beetle with heavy plates of chitin,         Confidence and Supply Quality look like?
             they most likely would have a defense die bonus. If they have              Do the figures in question look like they’d have military training or
             natural weapons, they may or may not use them in close combat.             more like disorganized irregulars? Are they eager to fight, or would
             If they are very small and fast, they may be more difficult to spot.       they rather be back in the barracks? Are they fire-eaters or feet-
             Don’t overwork this question though; remember, the more exotic             beaters? Are they well supplied or living off the land?
             the alien, the less likely humans are to compete with them. This
             question affects attack dice, defense dice and movement.                   Does this thing make sense?
                                                                                        It’s sanity check time! Take a moment to review the assumptions
             What is the alien’s psychology like?                                       you’ve made about your alien’s tech level, organization, attributes,
             It doesn’t come any tougher than this question, and of course it           etc. Do they make sense? Have you applied any contradictory
             flavors every other decision you’ve made about your figures. You           attributes or attributes that seem out of place for the figure (an
             will answer several questions in this category. What kind of losses        ogre sized figure with the Small Target attribute would seem silly,
             can your aliens take before it breaks? Will a figure or unit act without   for instance). If everything seems copacetic, it’s probably a good
             a leader telling it what to do? Are your aliens mindless drones that       idea to have another member of your gaming group review your
             attack to the last drop of blood? If they are, then they probably have     design as well – they may see something you missed or point out
             very little initiative and react slowly to changing battlefield condi-     something that seems wrong. You can bet they’ll let you know if
             tions. If you are at all in doubt as to how, and why, your aliens fight    they feel like your creation is overpowered.
             the way they do, then leave them at human norm. This doesn’t
                                                                                        In answering all of these questions, remember that small changes
             mean that they are human! It just means that they fight the same
                                                                                        can have large and unforeseen affects in the game. If an alien is
             way, and feel the same way about killing and dying as humans do.
                                                                                        determined to be too powerful, either adjust its stats or handicap it
             This question affects leaders, morale and quality dice.
                                                                                        by shifting the victory points that determine the winner. You don’t
                                                                                        have to hold the ground to win the battle! Humans might consider
             What Attributes should be applied to this alien?                           it a victory to bring down just one of your Flying Juggernauts of
             The key to designing aliens for Tomorrow’s War is to visualize how         Flaming Death.
             the aliens compare to the human norm and focus on how any dif-
                                                                                        In conclusion, remember that statting figures, alien or otherwise,
             ferences would affect their performance on the battlefield (it might
                                                                                        is often more of a philosophical exercise than a technical one, and
             be interesting to know that the Porniacs require the participation of
                                                                                        should be done with the full knowledge of your opponent. There is
             a least five adults of any mixture of genders to reproduce, but it is
                                                                                        nothing wrong with setting up a scenario in which the human force
             unlikely that this will affect the outcome of a battle).
                                                                                        is unaware of some special ability the aliens have, but outside of
             Tomorrow’s War, like all AAG games, is outcome oriented. In                a scenario gimmick, we highly recommend that you inform your
             other words, our rules are concentrated on producing outcomes              opponent of anything out of the ordinary about your force to avoid
             that mimic real-life or projected results rather than focused on           hard feelings later. That way something may still come as a surprise
             the step-by-step process to achieve those results. When dealing            to your opponent, but it won’t be your fault! Likewise, if something
             with aliens, this outcome-based approach allows us (and you) to            is left off of the list, then the aliens can’t have it. Treat that item as
             develop attributes that may be applicable to more than one alien           human norm for the duration of the scenario.
             race for entirely different reasons.
                                                                                        The most important thing to do is simply to remember that this is
             For instance, The Blobulons might be large, blob-like organisms            a game! If you and/or your opponent aren’t having fun, reconsider
             who are difficult to injure due to their distributed and massively         your alien and change its stats or, if the problem is on the other
             redundant organ system. The Rockizoids may be mineral based life           side of the table, consider changing your opponent.
        Unpredictable 
        Just when it seems logical for a human unit to fall back, it rushes
        forward. Just when it seems they must surrender, they vanish
        like smoke from the battlefield to fight another day. Humanity’s
        mercurial nature makes him a difficult opponent for aliens who
        are used to more predictable foes and makes many alien generals
        more than a little uneasy. Even the Marshborn, who are remark-
        ably culturally similar to humans, view them as slightly mad. One
        of their historians has even posited the theory that Humanity is a
        bio-weapon that achieved true self-awareness and destroyed its
        former master.
        This Attribute is described in detail later.
             Human Variants: We Have Met                                               Intangible beings have a Basic Defense linked to their size.
                                                                                       Small Intangible creatures (man-sized or smaller) have 2D of Basic
             the Enemy, and They Are US                                                Defense, those of medium size (APC sized) have 4D, and large
                                                                                       creatures (house sized or bigger) have 6D. Intangible creatures can
              “Knavery seems to be so much the striking feature
                                                                                       benefit from cover that intercedes between themselves and an
               of its inhabitants that it may not in the end be an                     attacker, but they cannot use the In Cover modifier – they’re just
               evil that they will become aliens to this kingdom.”                     not “body aware” enough to take full advantage of cover.
                ➤ King George III, referring to the North American colonists           Intangibles could have virtually any attributes, although
                                                                                       they obviously can’t have any Attributes that require a
             As Humanity spreads out among the stars, he may become the
                                                                                       physical component.
             very aliens that dominated his imagination during millennia spent
             trapped on Earth. Faced with entirely new environments and chal-          If you want to pay homage to a venerable science fiction trope,
             lenges, colonists may develop cultures that differ starkly from the       you should apply the Vulnerability attribute to your Intangible
             terrestrial norm. Their self-interest will almost certainly differ from   troops – this isn’t a requirement, however.
             that of the home-world and, judging by history on Earth, they are
             highly likely to find themselves at odds with “The Old World.”            Man-Eating Monsters – Can You
             Additionally, some human colonists may actively modify their              Blame Them? We Taste Like Pork!
             bodies and minds to more effectively adapt to an extra-terrestrial
                                                                                       Giant bugs, bug-eyed monsters, flesh-eating plants – anthro-
             environment. Genetic engineering, cybernetics, or even a form of
                                                                                       phages come in a myriad of forms. Most “monsters” are more
             permanent telepresence might give modified-humans a leg-up in a
                                                                                       cunning than cerebral and tend to act alone or in loosely organized
             hostile environment, but they might also produce men and women
                                                                                       packs. They generally rely on Stealth and Natural Weapons to
             whose human character has changed in pace with the modifica-
                                                                                       secure their sentient snacks. Other Unit and Xeno Attributes can
             tions to their bodies and brains.
                                                                                       be applied to Man-Eating Monsters, but they tend to be those that
             Normal Unit and Xeno Attributes can be applied to Human                   represent natural traits or instincts and aren’t based on true intel-
             Variants to reflect their differences from mainstream humanity.           ligence. Some Man-Eating Monsters might possess a Hive Mind,
             Typical Attributes for Human Variants include: Adapted to Hostile         however, or be under the control of a Tyrant.
             Environment and Unpredictable.
                                                                                       Robots & Mechanical Menaces –
             Humanoid Aliens –                                                         First Law, Schmirst Law!
             Why Reinvent the Wheel?                                                   Whether relics from a lost civilization or doom of our own engi-
             Many aliens don’t differ that much from humans in shape and               neering, science fiction is chock full of murderous robots bent on
             function. They have two legs and two arms (they’re bi-laterally           Humanity’s destruction. These treacherous tools can take any form
             symmetrical) and some kind of head, all joined together by a              from enormous, self-aware tanks to microscopic nano-machines.
             torso. Of course, all those components may be covered with slime,         One thing they all have in common is a single-minded, unshake-
             razor sharp scales, transparent skin, or what-have-you, and their         able imperative to do whatever they were programmed to do: Rid
             behavior may be entirely inhuman.                                         the universe of intelligent organic life!
             Any logical Unit or Xeno Attribute can be applied to a humanoid           Robotic aliens obey the normal rules for robots as laid out in
             alien unless otherwise noted in the attribute itself.                     Tomorrow’s War. They are normally self-aware and autonomous,
                                                                                       but may sometimes be controlled by the electronic version of a
             Intangible Aliens –                                                       Hive Mind or Tyrant.
Utterly Alien Life-Forms – Now, let’s go through the questions outlined above:
        That Polyp Just Ate Jones!                                                  How do they move? Shank’s mare, unless a vehicle is available.
                                                                                    There’s nothing on the figures to indicate anything special about
        Some aliens are really, truly Alien. There are creatures out there          how they move – so they move like ordinary human troops.
        that aren’t humanoid and don’t share any obvious similarities to
        any Terran life-form. Their motives are inexplicable and the sight          What’s their tech level? Their gear and armor doesn’t look
        of them is unnerving. Still, some of them share enough similarities         like bleeding edge tech, but I imagine space-faring mercenaries
        with Humanity that we find ourselves competing with them for the            wouldn’t be lugging around antiques to fight with, either. I’m going
        same resources.                                                             to split the difference and call these guys TL2.
        Utterly Alien Life Forms are almost always Unpredictable to humans.         What type of weapons do they use? They’ve got a pretty good
        They can have any other attributes from the Unit or Xeno attributes         mix of pistols, carbines, and support weapons. There are magazines
        that seem logical unless otherwise noted in the attribute itself.           visible on most of the weapons. I think I’m going to say that they’ve
                                                                                    got Advanced Ballistic Weapons for small arms and laser based
        Example of                                                                  weapons for their support weapons. That’s a good mix of mid-tech
                                                                                    gear, I think, and the sort of stable, reliable tech a mercenary outfit
        (The Urraug & Virraug)                                                      How are their bodies different from Humans? These guys look
                                                                                    tough. They look pretty human, but they definitely give the
        Okay, we’ve talked about it, now let’s give it a whirl. Let’s take a
                                                                                    impression of being able to take a few knocks and smile while they
        look at GZG’s “Alien Mercenaries.” They shouldn’t be too tough,
                                                                                    continue to hand out licks of their own. To reflect this in game
        since they’re basically humanoid looking figures with pretty
                                                                                    terms, I’m going to say that they have the attribute Resistant to
        standard looking weaponry.
                                                                                    Pain.
        So, let’s take a look at ‘em and see what stands out:
                                                                                    What’s their psychology like? Judging from their appearance,
        ❚❚   These mercs look larger than humans and they have a pretty             these guys like to fight. I suspect that if they weren’t being paid to
             brutal looking bone structure.                                         fight, they’d pick a fight for free. They don’t look particularly bright,
        ❚❚   Their guns look big and don’t exactly scream “high-tech                though, and seem the type to argue among themselves unless a
             uber-weapon.”                                                          strong leader was present to keep them in line. I think I’m going to
                                                                                    give them the attributes Berserker (Involuntary) and Poor Initiative
                         ❚❚   They have armor, but it’s a heavy looking pieced      to show these aspects of their personality in game play.
                              plate affair – again, not the sort of stuff that
                              screams super-fibers and ceramics.                    What Attributes do these guys have? We’ve already answered
                                                                                    this going through the previous questions. They’ve got Resistant to
                         ❚❚   These guys look aggressive and mean, but they         Pain, Berserker (Involuntary), and Poor Initiative.
                              don’t look particularly smart.
                                                                                    How would they organize their army? I think these guys would
                                                  ❚❚   They’re described as         have a very basic unit organization. They come twelve to a pack
                                                       mercenaries, so they         from GZG, so I think I’ll keep it simple and divide them into three
                                                       must have some level         four-man fireteams, dividing the support weapons up among them
                                                        of military experience/     as evenly as possible.
                                                            training.
                                                                                    What do their Troop Quality, Morale , Confidence, and Supply
                                                                                    Level look like? As stated before, these guys are mercs and
                                                                                    presumably have some training. I’m going to call them TQ D8
                                                                                    and assume they might have a team or two of TQ D10 veterans
                                                                                    available, too. I think these guys like to fight, so I’m going to give
                                                                                    them a decent Morale and Confidence Level (Morale D10 and high
                                                                                    confidence. They’re mercs, so they probably experts at using as
                                                                                    little as possible to get the job done – I think I’ll call their supply
                                                                                    level “Normal.”
                                                                                    So there you have it – an alien race ready for play in Tomorrow’s
                                                                                    War! That wasn’t so hard, was it? See the Sample Forces chapter
                                                                                    for more details on the Urraug and Virraug!
             units will have Troop Quality ratings ranging from D8 to D12, with       How is this ESOF organization, well, organized?
             D10 being the norm.                                                      We suggest you build your organization from the bottom up – start
             Intensive training and indoctrination also build Confidence and          by deciding how your ESOF fire teams are organized. How many
             Morale – most SOF/ESOF units will have High Confidence and               figures are in a fire team and what mixture of weapons do they
             Morale with a rating of D10 or D12.                                      use? Generally, the more technically advanced the force, the less
             SOF/ESOF units are generally equipped with the best gear available       men and greater the weapon variety in a fire team. We suggest
             and are kept well supplied in order to respond quickly and with          you keep your fire teams in the three to six figure range. It’s also
             overwhelming force when required – in other words, they generally        a good idea to provide a few support weapons as force multipliers,
             have Abundant Supplies.                                                  especially for smaller fire teams.
             All of the guidelines above assume a fresh unit with a smooth            Once you’ve determined what your ESOF’s fire teams will look like,
             running logistical train. SOF/ESOF units in the field for an extensive   it’s time to assemble them into a squad. You’ll need to decide how
             period of time, cut off from supplies, or fighting a doomed rearguard    many fire teams make up a squad, with the normal range being
             action might have considerably lower Morale, Confidence, and             somewhere between two and four. You’ll also want to consider
             Supply ratings. Remember this when statting SOF/ESOF units (or           whether your squad leader is an extra figure or whether he does
             any other units, for that matter) for a scenario.                        double duty leading one of the squad’s fire teams.
             What type of weapons and armor does                                      The next step up the design process is the platoon. How many
             this organization typically deploy?                                      squads does your ESOF platoon contain? Three or four squads is
             Does your ESOF unit have the same basic gear as the line units           the norm. You’ll also want to decide if your platoon has an HQ
             in the military they belong to? Or are they armed with higher            squad. HQ squads generally consist of a platoon leader, a platoon
             tech weapons and armor? Or lower tech (common for ESOF units             sergeant, a few specialists (maybe a medic and a grid tech), and
             deployed on UW operations)? Bear in mind that SOF/ESOF units             occasionally some special assets like a sniper or AT team.
             tend to have access to the most mission suitable weapons and gear
             available, so their weapons and armor may vary significantly from        Speaking of special assets, some platoons have a number of normal
             mission to mission.                                                      “rifle” squads and one or more special squads – such as “weapons”
                                                                                      squads that contain MG or AT teams , a recon squad, or even a
             What attributes would best suit this orga-
             nization’s mission tasking?                                              robotic squad. You’ll want to decide whether your platoon features
                                                                                      one or more of these special squads.
             Think about the general character of the ESOF unit you’re designing
             and determine what unit Attributes would best apply to it. Does          You may want to continue up the ladder and consider what your
             your ESOF organization spend a lot of time playing ninja on black        ESOF company organization looks like. It will probably contain three
             ops? Then Stealthy would probably be a good choice. Are they             or four platoons, including a Company HQ platoon and perhaps
             used to operating far afield with no Grid support? You probably          one or more specialist platoons (such as a weapons platoon, AT
             want to say they’re Old School, then. Are they borged up with            platoon, etc.).
             integrated armor plates and fingers with retractable, razor-sharp
             claws? Then you might want to consider Natural or Augmented/             Do my answers to the questions above make sense?
             Armor and Weapons.                                                       Once you’ve sorted all this out, you’ll want to go through it again
             A lot of this step is subjective. Try not to get too carried away with   and make sure everything makes as much sense to you as it did in
             it. As a rule of thumb, most units shouldn’t have more than five         the heat of playing general! It’s a good idea to run your organization
             or six Attributes (not counting default attributes, like Human Spirit,   past your fellow players, too, to ensure that your design fits the
             Killer Instinct, or Unpredictable.                                       general consensus of your group’s concept of futuristic warfare.
        ESOF Archetypes                                                        Typical attributes for a Paragon (or a unit containing a Paragon) are
                                                                               Old School, Inspiring, Medic, Special Teams, Stealthy, Heightened
        Most Special “Operators” fall into one of several categories,          Situational Awareness, etc.
        described below. Among humans, most national armies fixate on
                                                                               It should be noted that while a Paragon can reach TQ D12 without
        two or three variations of Operator types publicly, but may covertly
                                                                               augmentation, that doesn’t mean that they cannot be augmented.
        embrace some of the less culturally palatable options. In most         Some augmentations – Skeletal Augmentation, for instance – might
        western nations, for instance, Paragons, PA troops, ‘Borgs, and        boost an Operator’s resistance to damage but do not influence
        even moderately altered Genies are seen as acceptable responses        their actual combat skills. Augment the skeleton of a goat, and you
        to meet specialized military requirements – but Synthetics are         have a goat that takes couple more shots to take down than the
        virtually taboo. In contrast, many eastern nations abhor any sig-      non-augmented members of his herd. What you don’t have is an
        nificant alteration of the human body, either at a mechanical or       elite TQ D12 goat Operator.
        cellular level, but view Synthetics as little more than advanced
        robotics – relatively cheap to manufacture and absolutely expend-
        able in battle.
                                                                               Powered Armored SOF
                                                                               If Powered Armor (PA) transforms a normal trooper into a man-sized
        Alien cultures encountered thus far seem to rely predominately on      light AFV, it transforms Special Operators into man-sized light AFVs
        Paragons, Powered Armor, and moderate genetic manipulation to          piloted by man-eating sharks. Humanity fields few things on the
        meet their special mission needs. It seems likely that contact with    battlefield as terrifyingly effective as a SOF PA unit. Most SOF
        Humanity may lead to more experimentation with cybernetics and         troopers receive training in operating PA and some specialize in it.
        synthetics.
                                                                               Basic Advantages of Powered Armor
        Paragons                                                               Powered Armor (PA) comes in many forms, ranging from clunky,
          “
           A lot of so-called ‘Military Experts’ say the Green                 first-generation “Ape Suits” to the bleeding-edge “Skin Suits” used
                                                                               by some elite special operators and corporate “troubleshooters.”
           Berets are an anachronism – a so-called SpecOps unit
                                                                               PA behaves differently depending on its tech level and the purpose
           with no real augmentation. They say that an operator                for which it was designed, but most suits impart the following
           who relies entirely on his own speed, strength, skill               advantages to those who wear them:
           and experience is doomed to fail. I have four words for             ❚❚   PA troops have double the normal Optimum Range for
           those experts: Tell that to Batman!”                                     their Troop Quality (i.e., TQ D8 PA troopers would have an
                                                                                    Optimum Range of 16”).
                                         Jack Madigan, On Silver Wings         ❚❚   The protection and firepower of PA Suits tends to make their
        One person out of thousands, perhaps tens of thousands, is                  users feel invulnerable – PA troopers generally have High
        a natural-born operator. Fate only rarely contrives to put those            Confidence.
        gifted few in a position that allows their talents to be recognized    ❚❚   PA troops are Intimidating to non-PA human troops – unless
        and exploited. When the born operator finds his calling, though,            a scenario says otherwise, it should be assumed that human PA
        they stand out like a combat knife in a box of spoons – and any             units are also intimidating to non-human troops.
        military organization worth its salt will stop at nothing to hone      ❚❚   Enhanced strength is a basic facet of all PA design and the same
        that blade to a razor’s edge. In game terms, we refer to such born          strength that lets a PA trooper wield a light machinegun like an
        operators as “Paragons.”                                                    assault rifle (see Powered Armor and Infantry Weapons).
        Paragons exceed the human norm in a specific skill set without
                                                                               ❚❚   This same strength makes PA Troopers brutal opponents in hand-
        the need for augmentation – they’re naturally faster, more aware,           to-hand combat. All PA figures are treated as if they possess
        and tougher minded than the mass of humanity. Only a Paragon                Close Assault weapons when engaged in Close Assault.
        can reach the exalted Troop Quality of D12 without some sort           ❚❚   PA Troops automatically receive the Close Assault Monster
        of augmentation – and very few human troops can reach TQ D12                Attribute.
        with augmentation.                                                     ❚❚   PA Troops are not subject to the Survival TQ check for suit
                                                                                    breaches in a hostile environment (see pg. 95, Tomorrow’s War).
        While the intense training and conditioning required to coax a
        Paragon to his or her peak potential puts as much or more drain
                                                                               ❚❚   Movement of PA troops is not affected by non-earthlike
        on a defense budget as cybernetics or bio-engineering, their                gravities.
        ability to act independently of cutting edge technology makes          ❚❚   Each PA unit contributes a full Initiative Die to its force, just
        units containing such men virtually priceless. The fact that they           as an armored vehicle would.
        are purely human, with no cybernetic or genetic adjustments, also
        makes them more palatable to members of cultures with prejudices       Powered Armor and
        against such advances.                                                 Infantry Weapons
        In game terms, Paragons are Troop Quality D10 or D12 figures.          Powered Armor is designed to allow troops to use powerful support
        As has been stated before TQ D12 troops are very rare and are          weapons the way a normal trooper might wield a pistol or carbine.
        generally found as individuals in a unit of lower TQ troops rather     The following table describes how the penalties and advantages
        than part of a unit that is TQ D12 overall.                            associated with weapons are modified when in use by PA troops:
        Nannies                                                                 Genies
        (Nanite Augmentation)                                                   (Genetically Engineered)
          “
           Some guys don’t like the idea of bugs crawling                       Humanity has been tinkering around with its genetic structure for
                                                                                over two centuries. These efforts have produced concrete results
           around under their skin and weaving titanium webs                    that most of humanity, or at least first and second world humanity,
           around their bones or widening their blood vessels.                  take for granted: Humans are now more resistant to diseases,
           Me? I don’t think about it. Thinking has only ever                   and they are less likely to contract cancer or suffer from genetic
           gotten me in trouble.”                                               disorders. In the last century, however, some nations have begun
                                                                                to take a more radical approach to genetic engineering and have
                                “Johnny-O,” an unidentified member of           produced genetically altered humans who are so extensively altered
                    Marine Special Operation Forces during an interview         from the norm that many consider them humans in name only. In
                                   on Grissom’s Colonial News Network           fact, these highly modified humans are often referred to as Human
                                                                                Variants or “Genies” rather than simply “human.”
        Many nations turn to nano-technology to give their special
        operators an edge. Nano-augmentation has the advantage of being         Development of Genies was originally driven by two separate goals,
        inconspicuous and reversible. This allows “Nannies” (troops who         and as a result they can be divided into two rough groups, Colonists
        have undergone nanite augmentation) to pass for un-augmented            and Soldiers.
        humans in areas where meddling with the human norm is frowned
                                                                                Faced with a relative scarcity of planets capable of supporting
        upon. It also allows retired soldiers to be “de-milled” before
                                                                                human life and the overwhelming cost and unpredictable results
        returning to civilian life.
                                                                                of terraforming, some genetic engineers proposed that it would be
        Nano-tech can produce results similar to genetic engineering            far more effective (and cheaper) to modify colonists rather than
        and cybernetics. The most common nano-tech Attributes are               planets. Very few nations or corporations accepted this approach,
        Active Trauma Treatment Nanites, Advanced Sensors, Heightened           but those that did embraced it zealously. Eventually human variants
        Senses, Heightened Situational Awareness, Natural or Augmented          were produced that were physically customized and augmented
        Weapons, Pain Resistant, Skeletal Augmentation, and Stealthy.           to thrive in exotic environments ranging from the confinement of
                                                                                remote space stations to planets with noxious atmospheres and
                                                                                extremes in temperature or gravity. Most of these “Colonist” Genies
                                                                                were modified before birth and cannot be returned to the human
        Troops in Powered Armor are at home in urban,
        rural, and even non-Earthlike environments – and
        each trooper packs as much firepower and coun-
        termeasures as some regular fire teams.
        Figures by Ground Zero Games. Painting by Shawn Carpenter.
             norm. These highly specialized human variants would find Earth a       Soldier Genies are often modified as young adults and some of
             hostile planet to visit – and not simply due to its atmosphere and     the processes employed can be reversed. Other Soldier Genies are
             gravity. Colonist genies are subject to extreme prejudice in many      engineered from birth (or before). It is not uncommon for Soldier
             places and sections of Earth society.                                  Genies to be cloned, as some nations and corporations believe that
             Soldier Genies, on the other hand, were developed to increase          clones are not “real” humans and denying them the liberty of self-
             innate human combat capabilities. Since they were intended to          determination is not immoral.
             be deployed against and among human soldiers, their physical
                                                                                    The modifications made to Soldier Genies can be represented by
             form wasn’t normally modified enough to significantly change
                                                                                    any Unit Attribute. Typical Unit Attributes for Soldier Genies might
             their physical appearance from that of the human norm (although
             some nations require that Soldier Genies have an easily identifiable   include: Adapted to Hostile Environment, Heightened Senses,
             physical attribute, such as an unnatural skin, eye, or hair color so   Elusive, Despised, Heightened Situational Awareness/Reflexes,
             that they cannot “pass” as normal humans).                             Natural or Augmented Armor or Weapons, Pain Resistant, Skeletal
                                                                                    Augmentation.
        Synthetics
                                                                                     “Today’s norm is yesterday’s high-tech
          “Synthetics blur the line between robotics and genetic
           engineering and, more tellingly, between humanity
                                                                                      wonder. Only a century or so ago, most
           and human artifice. The most basic synthetic is little                     people still carried external phones and had
           more than a remote control simulacrum – it may                             to rely on goggles to see safely at night.
            boast human tissue wrapped around its carbon fiber                        Now most Americans take instant, device-
            skeleton, but without a human at the controls it                          less communications for granted and would
           is as inert and soulless as a parked car. Inarguably,                      panic if their vision didn’t automatically
           however, that same simulacrum could be raised                              shift to the proper visible spectrum for the
           to the same level of self-awareness as its more
                                                                                      lighting conditions.”
           advanced autonomous brethren. The potential for
                                                                                              ONE PART AT A TIME: The Cybernetic Revolution,
           “life” is there, they have simply been given short                                                               by Janis Milner
           shrift by their creators.
          “And what of those true automatons, the synthetics                      With proper maintenance and upgrades, an A-Synth has an indefi-
           that walk among us performing the tasks we do not                       nite field life. In most militaries that employ them, A-Synth soldiers
                                                                                   are generally only retired when they are destroyed or de-activated
           choose to sully ourselves with – enforcing our laws,
                                                                                   because they are too damaged for repairs to be cost-effective. This
            fighting our wars, even keeping company with us?                       has engendered a very fatalistic outlook among the A-Synths (who
            We dismiss them as advanced expert programs, yet                       are, after all, self-aware). This fatalism is balanced by a certain
            it has been known for our synthetic companions to                      pride in their capabilities. As a result, A-Synth units tend to fight
                                                                                   very well, but are unlikely to make any heroic last stands or suicidal
            mourn our passing as a child mourns the passing of a
                                                                                   charges, no matter what their human “masters” might decree. To
            parent, no matter how cruel and self-interested that                   reflect this, an A-Synth unit has a maximum Morale of D8, but
            parent may have been.”                                                 receives a +1 Die Roll Modifier to all Morale Checks.
                                          Hideo Takagi, Our Silver Sunset          Autonomous Synthetic units may possess any Unit Attribute, but
                                                                                   no Attribute can ever raise their Morale above D8. Autonomous
        Telepresence Synthetics (T-Synths)                                         Synthetics do not receive the advantageous human Attributes
                                                                                   (Human Spirit, Killer Instinct, and Unpredictable).
        The most basic form of Synthetic is a humanoid construct that can
        be controlled from a great distance via telepresense. Its operator
        sees what it sees and feels what it feels, as long as those feelings       Hybrids
        are not distracting or counterproductive – feeling a change in wind        It is not unusual for an ESOF Unit to fall into more than one of the
        direction is useful, being paralyzed from the pain of a shattered limb     categories listed above. Paragon units are often fielded in Powered
        is not. The Japanese were early adopters of Telepresense Synthetics        Armor, for instance, and it is equally common to find a Genie who
        (T-Synths) and still use them in situations they feel require human        also benefits from cybernetic enhancements.
        judgment. As the capabilities of Autonomous Synthetics (A-Synths)          Any negative effects or modifiers associated with a single
        increases, however, the use of T-Synths declines.                          archetype will remain in play for a hybrid. A Borged up T-Synth,
        T-Synths can have any Unit Attribute, but they always receive a            for example, would still receive a -1 to all Reaction Rolls, even
        -1 Die Roll Modifier to Reaction Checks regardless of Attributes           though the Cyborg archetype receives a +1 to Reaction Rolls. The
        that state otherwise.                                                      two modifiers don’t cancel each other out: The negative modifier
                                                                                   is used and the positive modifier is excluded.
        Autonomous Synthetics (A-Synths)
        Autonomous Synthetics (A-Synths) were pioneered by the Japanese,
        initially for use in dangerous situations that required faster reactions
        than a T-Synth could provide, such as fire-fighting and law enforce-
        ment. With Japan’s ever declining population, risking human life in
        such occupations became culturally unacceptable. It took less than
        a decade for Japan’s military to adopt the use of T-Synths and
        A-Synths in all roles that might put human life at direct risk. Much
        of the ground-breaking research and development of A-Synths has
        been driven by the Japanese military and most combat units are
        now comprised entirely of A-Synths, with T-Synths forming reserve
        or support units.
       “USMC Hunter/Killer Teams (HKTs) saw regular and intense action during
       the mopping up phase of the First Darghaur Incursion. These teams, often
        consisting of no more than a squad, would locate Darghaur hold-outs in
       the northern range of the Foix Gap, track them long enough to discover if
       they were part of a larger concentration, and then call in air strikes and
        even ortillery salvos to destroy the aliens. This was a deadly game for the
        HKTs, who often found themselves hunted by Darghaur squads pulling trail
        behind a larger Darghaur force.”
                                                                            HKT’s in Action: Glory, 2322 -2323 by Russell McDermott
             Active Trauma Treatment                                                   ❚❚   A unit with Animosity fails a Morale Check and rolls multiple
                                                                                            “1”s. In this event, the unit becomes very embarrassed and
             (Powered Armor)                                                                must make an Animosity test to avoid sniping at the nearest
             See Tomorrow’s War, pg. 190.                                                   unit it has Animosity towards (assuming one is within LOS).
                                                                                            ➤ In this instance, the Animosity Check is performed after the
                                                                                            round of fire that triggered it is completely resolved.
             Active Trauma Treatment Nanites                                           To perform an Animosity Check, the affected unit must make a
             See Tomorrow’s War, pg. 193.                                              Troop Quality Check.
                                                                                       ❚❚   If the unit passes the check, nothing untoward occurs.
             Adapted to Hostile Environment                                            ❚❚   If they fail the check, surreptitious sniping breaks out between
             Adaptive attributes generally apply to Human Variants and represent            the two units. They engage each other in a round of fire with
             evolutionary, genetically engineered or cybernetic adjustments                 AP:2 Firepower.
             that allow human beings to function in environments that would            Overwatch/Reaction Fire is not permitted against units sniping at
             normally be too hostile to survive.                                       each other due to Animosity.
             Human Variants with this Attribute have been modified to allow
             them to function in a particular hostile environment without              Augmented Senses
             protective gear. Within that environment, they are not subject to
             any gravity effects or additional Hazardous Atmosphere Casualty           The sensory organs of some aliens and most augmented troopers
             checks.                                                                   exceed the human norm. Many aliens and augmented humans
                                                                                       are able to see in different light spectrums and/or have boosted
             Some aliens also engineer troops to adapt them to hostile environ-        auditory and olfactory capabilities.
             ments, or are naturally adapted to such environments.
                                                                                       Units or figures with this Attribute can attempt to detect hidden
                                                                                       or stealthy units at twice their Optimum Range (this additional
             Advanced Life Saving Capabilities                                         spotting range does not stack with that granted by other attributes).
             See Tomorrow’s War, pg. 190.                                              These units also receive a +1 to their Spotting die roll.
        ❚❚   Roll for the fate of Close Assault casualties normally, unless              TQ the first time it goes berserk, but will suffer a Negative
             the victorious unit wouldn’t take prisoners or care for POWs. In            Die Shift to its TQ each time thereafter. If the unit’s TQ is
             that case, count all enemy casualties as KIA.                               reduced below D6, it is spent for the turn and will begin the
        ❚❚   Once the Close Assault has been resolved, the Berserk unit                  following turn Pinned.
             returns to normal – assuming it survived. It can become                ❚❚   At the end of that turn, it will return to its standard Troop
             berserk again, if the situation dictates, but will suffer a                 Quality.
             Negative Die Shift to its TQ in subsequent Berserk episodes. If
             the unit’s TQ is reduced below D6, it is spent for the turn and
             will begin the following turn Pinned.
                                                                                    Bloody Minded
        ❚❚   At the end of that turn, it will return to its standard Troop          Some units become so determined to accomplish a given mission
             Quality.                                                               that they refuse to give up even an inch of forward progress and
                                                                                    will stubbornly press forward despite casualties or obstacles. Such
                                                                                    Bloody Minded units can be Pinned, but they’ll never Fall Back or
        Berserkers (Voluntary)                                                      suffer Fall Back penalties.
        Some units are able to work themselves up into a killing frenzy
        that can only be quenched through hand-to-hand (or claw,
        tentacle, etc.) combat. Such units can declare that they’re “going
                                                                                    Borged Up
        Berserk” when activated and may attack the nearest enemy unit               Units that have been “borged up” have received cybernetic enhance-
        as described for Berserkers (Involuntary). They receive the same            ments that make them faster and more aware. They often seem
        benefits as Involuntary Berserkers in Close Assault.                        to react before a threat is even obvious. Such units benefit from:
        ❚❚   A unit with this Attribute automatically succeeds the first time       ❚❚   A Positive Die Shift to their Troop Quality when making
             it declares it is going Berserk.                                            Reaction Tests (D12 maximum)
        ❚❚   Voluntary Berserkers must pass a TQ test to go Berserk on              ❚❚   A +1 die roll modifier to all Reaction Tests (this bonus is
             subsequent attempts.                                                        cumulative with the Overwatch bonus)
        ❚❚   If a unit fails to go Berserk, it must remain in place and can
             only React to fire or Close Assault attacks directed against it.       Burst Movement
        ❚❚   Once a Close Assault has been resolved, the Berserk unit               Some creatures or suped-up humans can move so fast during
             returns to normal – assuming it survived.                              short bursts of speed that they’re a virtually invisible blur while in
        ❚❚   The unit can attempt to go Berserk any time it engages                 motion. Units comprised of such creatures are difficult to hit with
             or is engaged in Close Assault. The unit will use its basic            gunfire while on the move.
             Close Combat Specialists can be extremely effective in close terrain with limited lines of sight and fire.
             Figures and Photo courtesy of Critical Mass Games.
             ❚❚   A unit with the Burst Movement Attribute can move up to 12”             ❚❚   Close Assault Monsters never have to test to enter a Close
                  in an Activation or as a Reaction Move (including movement to                Assault. They are assumed to automatically pass the “gut
                  avoid a Close Assault).                                                      check” to charge into grips with the enemy.
             ❚❚   The unit can only move to a spot that was in its LOS at the             ❚❚   Close Assault Monster units receive an extra die of Firepower
                  beginning of its movement (“running blind” at these speeds can               and Defense in Close Assault (this is per unit, not per figure,
                  be fatal, after all).                                                        and reflects their familiarity with fighting together in close
             ❚❚   Enemy units attempting to React to a unit using Burst                        quarters).
                  Movement receive a Negative Die Shift to their Troop Quality            ❚❚   Close Assault Monsters receive a Positive Die Shift to all
                  die type to represent the difficulty in targeting an indistinct blur.
                                                                                               Morale tests taken as a result of a Close Assault.
             ❚❚   Units firing at an enemy making a Burst Move lose two dice of
                  Firepower.
             ❚❚   The above modifiers are also applied if a unit is attempt-
                                                                                          Cavemen CASEVAC
                  ing final defensive fire against a unit that has used Burst             See Tomorrow’s War, pg. 190.
                  Movement to close assault them. Once both units are engaged
             ❚❚
                  in close assault, the modifier is discarded.
                  Units using Burst Movement cannot React by fire and cannot
                                                                                          Damage Projectors
                  return fire if fired upon while making a Burst Move.                    Some aliens or profoundly modified humans possess an innate
                                                                                          capability to perform a limited ranged attack against enemy units.
             Cannibal                                                                     These attacks might take the form of an acid spray, a gaseous
                                                                                          cloud, hurled quills, energy blasts, etc.
             See Tomorrow’s War, pg. 190.
                                                                                          ❚❚   Such attacks have a maximum range equal to the creature’s
                                                                                               Optimum Range and are considered TL1 attacks (unless they
             Close Assault Monsters                                                            are the product of some higher TL implant, genetic modifica-
             Some aliens and human units are notorious for their lethality in                  tion, etc.).
             close quarters – these units receive the following benefits                  ❚❚   These attacks are treated as normal Small Arms fire.
        Fearless                                                                  ❚❚   If the shift reduces the figure’s survival die below a D6, the
                                                                                       figure may not make a Survival roll.
        Some units just aren’t bothered by nine-foot tall killing machines
        with mouths full of armor-piercing teeth and fists full of fusion
        guns. Things that would shake other units to their core are just
        another day in the office to them. Maybe it’s because they’re ultra-
        professional or their fear centers have been genetically altered
        or cybernetically re-wired. Or maybe they’re just the biggest,
        baddest dudes in the Valley of Death. Whatever the reason for the
                                                                                        Intimidating
                                                                                        See Tomorrow’s War, pg. 192.
                                                                                        Jump Troops
                                                                                        See Tomorrow’s War, pg. 192.
             Human Spirit
             Whether founded on patriotism, group loyalty, religious inspiration,
             or sheer bloody-mindedness, Humanity as a whole simply refuses
             to allow the sparks of hope and ambition to die no matter how dire
             the circumstances. In fact, the worse things get, the more likely          Jump capable troops can take full advantage of a three dimen-
             Humanity is to dig in his heels, grit his teeth, and swear to see things   sional battle space.
             through to the bitter end. To reflect this, all human units receive        Figures and photo courtesy of Critical Mass Games.
             the following advantages when combatting alien forces:
             ❚❚   A +1 die roll modifier to all Morale Check dice.                      Killer Instinct
             ❚❚   This same inherent pluck makes humans more resistant to               Thus far, only Human and Darghaur troops are capable of
                  various forms of mind control or empathic/telepathic manipu-          achieving Troop Qualities of D10 and D12 without augmenta-
                  lation, so Human troops receive a Positive Die Shift when             tion of any sort. While most alien warriors of D10 quality are the
                  making checks or tests to resist psionic Domination.                  product of some specialized caste or have been genetically or
             ❚❚   They also receive an extra die of Defense against Psionic             cybernetically augmented to increase their capabilities, all but the
                  attacks.                                                              poorest of Human and Darghaur soldiers will reach that quality
        Old School
        See Tomorrow’s War, pg. 193.
        Pain Resistant
        Whether due to a physical or psychological toughness, some
        creatures are highly resistant to pain and are able to shrug off all
        but the worst injuries. Figures/units with this Attribute ignore any
        First Aid result other than Serious Wound or Dead. All other
                                                                                Psionic? Seems likely! (And check out that saucer! It took brains
        results are treated as an OK result.
                                                                                to build that! You know it took brains!)
                                                                                Figures painted by Impoverished Lackey. Photo by Jim Roots.
        Pointman
        See Tomorrow’s War, pg. 193.                                            Psionic Levels
                                                                                All battlefield psychics are categorized by Psionic Level. There are
        Poor Initiative                                                         three Psionic Levels. Psionic Level 1 psychics are the most commonly
                                                                                encountered psychic on the battlefield, with Psionic Level 2 being
        See Tomorrow’s War, pg. 193.                                            extremely rare. Psionic Level 3 psychics are practically unheard of.
                                                                                The effects of the Psionic Attacks peculiar to each level of Psychic
                                                                                are described below. Note that neither Overwatch nor Defensive
                                                                                Reactions are triggered by any of these Psionic Attacks, although
                                                                                the movement or fire of the unit to which a Psychic is attached
                                                                                may trigger Overwatch or Defensive Reactions in their own right.
             Psionic Attacks                                                                Quality die type for the duration of the turn – i.e., a unit with
                                                                                            Troop Quality of D8 would make Reaction Tests with a D6.
             A psionic figure can make psionic attacks that have the potential to
                                                                                       ❚❚   This effect “wears off” at the end of the turn.
             injure or kill non-psionic figures (psionics can only injure each other
             via a Psionic Duel, described later). These attacks may manifest          Psionic Level 3 Effects
             themselves as a telekinetic onslaught, forces suicide, or outright        Level 3 Psychics are rare and potent assets. They have all the
             damage to the target’s brain.                                             abilities of Psionic Level 1 and 2 Psychics and also emanate an aura
             Psionic attacks are restricted by the rules below:                        of dread that saps the confidence of nearby enemy units, even
                                                                                       those units that are not within the Psychic’s line of sight.
             ❚❚   Only one Psionic Attack can be made per turn.
                                                                                       ❚❚   All enemy units within 8” of a Level 3 Psychic at the
             ❚❚   Psionic Attacks cannot be made on the same turn that the                  beginning of a turn must make a Morale check.
                  psion manifested a Psionic Effect ( see below)
                                                                                       ❚❚   Units that pass the check are unaffected.
             ❚❚   Psionic attacks have a range in inches equal to 6x the figure’s      ❚❚   Units that fail the check become Suppressed for the duration
                  Psionic Level.
                                                                                            of the turn.
             ❚❚   Psionic attacks are resolved separately from Fire Combat or          ❚❚   Worse yet, any unit that fails the above Morale Check with
                  Close Assault attacks.
                                                                                            a roll that includes more than one “1” result, suffers an
             ❚❚   Psionic attacks throw a number of “Firepower” dice equal to               immediate reduction in Confidence Level, i.e., a High
                  the level of the Psion making the attack. The Die Type used               Confidence unit is reduced to Confident, a Confident unit is
                  is the same as the Will Die Type for the psychic’s Psionic Level.         reduced to Low Confidence.
             ❚❚   If the unit being attacked contains a Psion of its own, he can       ❚❚   A unit whose Confidence is reduced below Low Confidence
                  attempt to defend the unit by engaging the attacker in a Battle           becomes combat ineffective and is removed from play.
                  of Wills (see below).
             ❚❚   If no Psion is present in the defending unit, the unit rolls a       Battles of Will
                  single die Defense die of the same type as its current Troop         If Psychics are present in both forces in a scenario, they are likely
                  Quality. Human units may roll one extra Defense die to reflect       to come into conflict, each trying to negate the other’s effect on
                  their psionic resistance (see Human Spirit).                         their comrades.
             ❚❚   No cover or armor dice apply to the Psionic Attack.                  A Battle of Wills occurs when a unit with a Psychic suffers a
             ❚❚   Resolve the attack in the same manner as a normal                    Psionic attack or effect. The defending Psychic attempts to ward
                  Firepower attack, including First Aid checks to determine the        off his opponent’s mental onslaught and protect his unit from its
                  extent of injuries sustained by casualties.                          effects.
                                                                                       To resolve a Battle of Wills, the Psychics involved must make an
             Psionic Effects                                                           opposed Will roll.
             A psionic figure can choose to utilize any one of the following
                                                                                       ❚❚   The type of die a Psychic uses in a Battle of Wills is deter-
             effects per turn, assuming it has not made any Psionic Attacks in
                                                                                            mined by their Psionic Level.
             that turn. Level Effects cease after a psionic figure engages in a
             Battle of Wills or a Psionic Duel.
                                                                                       ❚❚   Both Psychics roll their Will die and compare scores:
                                                                                            ➤➤ If the defending Psychic rolled highest, he and his units
             Psionic Level 1 Effects                                                           are unaffected by the opponent’s Psionic attack/effect.
             Level 1 Psychics are able to magnify the perceived threat their unit           ➤➤ If the defending unit rolls lowest, he and his units suffer
             poses to the enemy.                                                               the effects of their opponent’s Psionic attack/effect.
                                                                                            ➤➤ If the roll is tied, treat the highest level Psychic in the
             ❚❚   A unit with a Level 1 Psychic attached forces any unit it fires
                                                                                               Battle of Wills as the winner. If the Psychics are the same
                  on or which fires at it to take a Morale check even if no
                                                                                               level, treat the defender in the Battle of Wills as its victor.
                  casualties resulted from their fire.
             ❚❚   This Effect is limited to enemy units within 12” from the                                  Psychic Will Die Types
                  Psychic himself.
                                                                                                           Psionic Level       Will Die Type
             Psionic Level 2 Effects                                                                           Level 1               D6
             Level 2 Psychics have the same ability as a Level 1 Psychic, but are                              Level 2               D8
             also able to project a wave of ennui and self-doubt nearby enemy
                                                                                                               Level 3               D10
             units.
             ❚❚   All enemy units within 12” and within LOS of the unit con-
                  taining the Level 2 Psychic are affected.
                                                                                       Psionic Duels
             ❚❚   Units struck by the wave of doubt must make a Morale
                                                                                       At the beginning of each turn, Psychics from either force may
                  check.
                                                                                       announce they’re entering into a Psionic Duel with any enemy
             ❚❚   If a unit passes its Morale check, it suffers no ill effects.        Psychic within 8”, regardless of whether they are within line of
             ❚❚   If a unit fails its Morale check, it becomes hesitant and makes      sight. A Psionic Duel is a fight to the death and rages on until only
                  all Reaction Tests with a Negative Die Shift to their Troop          one Psychic is left standing. Although such duels are over within
        seconds, they are very draining to the survivor, who may take            ❚❚   Any morale results are applied immediately.
        some time to recover to a combat ready condition.                        Example: The Air Sharks of Glory often burst violently when they
        To resolve a Psionic Duel:                                               suffer lethal trauma. A group of four Arden militiamen are attacked
                                                                                 by Air Sharks. In the first round of Close Assault, the Sharks fail
        ❚❚   Make a Reaction Test using the involved Psychic’s Will die
                                                                                 to injure any of the militia. When the soldiers return the attack
             type rather than their Troop Quality die.
                                                                                 they cause two Shark casualties. Since the Sharks have the Pyrrhic
        ❚❚   The winner attacks first in the duel.                               Attack Attribute, the militiamen immediately receive an attack
        ❚❚   In the case of a tie, or if both sides fail to roll a 4+, the       equal to half the shark casualties (two divided by two equals one)
             Psychic with the highest Psionic Level attacks first. If there      with a strength of D6. The Sharks roll 1D6 against the militiamen
             is no difference in levels, the Psychic with Initiative wins.       who defend as normal.
        ❚❚   To perform a Psychic Attack during Psionic Duel, the Psychic
             rolls a number of Will dice equal to his Psionic Level. The
             defender does the same. All rolls lower than 4 are discarded
                                                                                 Remote Controlled
             and the defender matches his dice against the attacker’s.           Telepresense controlled Synthetics, non-autonomous robots,
        ❚❚   If the defender is able to place a die of equal or higher value     telepathically controlled possessees, and any other unit on the bat-
             against each of the attacker’s successes, he has survived and       tlefield that is basically a puppet with someone else’s hand shoved
             becomes the attacker and the process is repeated.                   into its head suffer from the Remote Controlled Attribute.
        ❚❚   If the defender is unable to match or exceed all of the             ❚❚   Units with the Remote Controlled Attribute suffer a -1 Die Roll
             attacker’s dice, he is removed from play and his unit acquires           Modifier to all Reaction Tests.
             the Casualties penalty.                                             ❚❚   They are immune to Morale results and need not take Morale
        ❚❚   For victory conditions, a Psychic defeated in this manner is             Checks and ignore the Casualty Penalty.
             treated as a KIA.                                                   ❚❚   Remote controlled units only contribute half an Initiative Die
        Life isn’t a bowl of cherries for the winner, either:                         per unit fielded.
        ❚❚   The victor’s effective Psionic Level is reduced by one for the
             duration of the game.                                               Savant (US Army Only)
        ❚❚   If this reduction takes the Psychic below Psionic Level 1, the      The US Army is unique in its use of Savants. Savants are special
             Psychic has fallen into a temporary coma and is removed from        individuals who are capable of absorbing, retaining, and synthesiz-
             play. His unit acquires the Casualties penalty, but the opposing    ing combat data. In the event of a Grid outage, a Savant can take
             force gains no victory points for his incapacitation.               on many of its capabilities via conventional communications.
                                                                                 If a scenario or US Army force description indicates the presence of
        Psionic Resistance                                                       a Savant at company level or lower, all US units in the force are
        Some aliens are resistant to psionic attacks or influence and receive    immune to the effects of Grid Loss with the exceptions of the
        the following benefits against them:                                     inability to utilize BLOS, SFAD, or SFAT.
        ❚❚   Troops who have Psionic Resistance receive a Positive
             Die Shift when making checks or tests to resist psionic             Shared Senses
             Domination.                                                         Creatures with this attribute function as if they were in Grid com-
        ❚❚   They also receive an extra die of Defense against Psionic           munication with others of their kind. They therefore receive the
             attacks.                                                            advantages of being “On Grid” without possessing an actual Grid. 
        ❚❚   Note that this Attribute does not stack with the Human Spirit
                                                                                 Some creatures are able to share their senses more effectively than
             Attribute – a Human unit cannot receive the Psionic Resistance
                                                                                 others, so some creatures with this attribute may be able to share
             Attribute.
                                                                                 their senses with any other creature of their species on the table,
                                                                                 while others may only be able to share senses with fellow creatures
        Pyrrhic Attacks                                                          who are within 6”, 9” or 12” (the range should be clearly stated in
        Nature, and perhaps the odd genetic engineer, has granted some           the creature or race’s description).
        creatures the ability to perform one last attack before succumbing       Creatures with shared senses aren’t necessarily technologically
        to death. This attack might take the form of acidic blood, a sonic       or tactically astute enough to effectively use Synchronized Fire.
        blast, a burst of radiation, or even violent death throes.               The creature’s description should indicate whether it receives this
        ❚❚   Pyrrhic Attacks only occur in Close Assault.                        advantage or not.
        ❚❚   When a unit with this Attribute receives casualties in a
             Close Assault, the unit that caused those casualties receives       Skeletal Augmentation
             a D6 strength attack equal to half the number of casualties
                                                                                 See Tomorrow’s War, pg. 193.
             (rounded up) it caused. The unit suffering the Pyrrhic Attack
             defends against it as it would against a normal Firepower attack.
        ❚❚   This attack is resolved immediately before proceeding to the
             next round of Close Assault.
             Any TQ D12 human unit that is not comprised of Paragons is                           they will receive a positive die shift to their Reaction
             assumed to have the Super Soldier attribute. Some aliens, such as                    die to represent the Grid’s ability to use the sensor net to
             the Marshborn, also have the capability of creating Super Soldiers.                  detect the energy of incoming troop teleports.
        The organizations of several combatant forces            personal Attributes. They may well have additional
        are described in the following pages. Each entry         Unit Attributes when fielded on the table – such
        describes the basic character of the force, covering     as Medic, Forward Observer, etc.
        such key elements as unit organization, weapons          Finally, feel free to fiddle with these forces to
        used, and any special rules or attributes that           your heart’s content! If you think the Darghaur
        might apply to the force. It’s important to realize      are too tough, lower their armor rating or take
        that these descriptions are general rather than          away their Hard to Kill Attribute. If you think
        absolute in nature. Military forces worth their salt     the DPRG aren’t tough enough, bump up their
        will adapt their organizations and capabilities to       TQ. These descriptions are just our ideas of how
        meet their current operational needs, after all.         these units should work – if they don’t work in
        It should also be noted that the “typical Attributes”    your version of the Tomorrowverse, change ‘em
        noted in the Troop Ratings refer to the troop’s          as needed!
                               Naming the Enemy                                       ❚❚   Darghaur slaves are not poorly treated by most standards.
                     The Darghaur’s foes use a number of epithets to                       They are well-fed and are allowed to retain their language
                                                                                           and culture (as far as life in the Horde ships permits). Their
                   describe them. Here are some of the most commonly
                                                                                           reproduction is limited, but not curtailed. They are fielded as
                       used during the Darghaur Incursion on Glory:                        soldiers, but they are not (generally) used as “cannon-fodder.”
                                                                                           That said, entire slave races are sometimes eliminated from the
                     US troops referred to the Darghaur in general as
                                                                                           Hordes for no apparent reason.
                   “Dargs” and to their leadership as “Bucks” or “Trophy              ❚❚   Some exceptional slaves, often referred to as “Taken,” are able to
                    Bucks,” depending on the size of their antler rack.                    receive and understand the Darghaurs’ transmitted impulses better
                                                                                           than others. They are also capable of exerting psychic influence
                             Republic of Arden troops called the
                                                                                           over other slaves. Taken become increasingly disconnected and
                             Darghaur “Scarabs” because of their                           distant from their fellow humans as time passes. Eventually they
                               passing resemblance to beetles.                             are never seen out of Darghaur company and many vanish into
                                                                                           the Darghaur clan-ships, never to be seen again.
                    DPRG soldiers called the Darghaur’s something that                ❚❚   While the Darghaur show evidence of being a collective con-
                     translates roughly into English as “Devil Turtles.”                   sciousness, they also show signs of individuality, as evidenced
                     Kingdom of Eden troops referred to the Darghaur                       by their rank system (indicated by “antler” length) and carapace
                                                                                           decorations which interrogated slaves have identified as “Honor
                   as “Dungers,” which was apparently derived from the                     Marks.” These markings are applied by a Darghaur warrior’s
                                  English “Dung Beetle.”                                   most valued slaves and are apparently solely for the edification
                                                                                           of slave soldiers.
        To reflect these strengths, the average Darghaur soldier has the               Darghaur Specialists
        following innate abilities:
                                                                                       Battlefield observation and intelligence from friendly aliens and
        ❚❚   Darghaur soldiers receive the Powered Armor advantages                    captured slave soldiers reveals that the Darghaur rely on several
             with regard to weapons (see Powered Armor and Infantry                    specialists to support their combat operations. Human forces have
             Weapons) due to their strength and size.                                  given these specialists the codenames Slavemaster, Ghost Talker,
        ❚❚   Darghaur treat all targets as if they were in Optimum Range due           Battle Leader, and Warlock. A brief description of each of special-
             to their unnatural senses and psionic link with their weaponry.           ist’s role in a Darghaur force follows.
        ❚❚   Darghaur are not subject to negative gravity effects.
                                                                                       Honor Marked
        ❚❚   Darghaur are never required to use environmental suits or gear,
                                                                                       Some Darghaur enter battle with their carapaces decorated with
             even in a hard vacuum.
                                                                                       strange sygaldry. The symbols are applied by slave race attendants
        ❚❚   Darghaur carapaces are reinforced with a combination of                   using paint made from local materials. Since the Darghaur cannot
             advanced bio-composites and micro-pores (TL3 4D Armor).                   see the symbols, it is assumed that they are of their attendants’
        ❚❚   The Darghaur are fearsome in Close Assault and receive the                design. Captured attendants have stated that they do not know
             Close Assault Monster Attribute.                                          what the symbols represent, they only know that one day they
        ❚❚   Darghaur never surrender in Close Assault, but they will accept           experienced a strong impulse to paint them on their Darghaur
             the surrender of “lesser species.”                                        master’s carapace.
        ❚❚   Darghaur never need to test to stand and receive a Close                  Whatever the purpose of the marks, both Darghaur and slave
             Assault, although they must test to see if they’re able to mount          soldiers find them Inspirational.
             effective defensive fire.
         Darghaur Warlock       D10–D12         D12           High        Abundant           4D        3      Hard to Kill (D6);           Armor
                                                                                                                                        ➤➤ Natural/Augmented
                                                                                                              Dreadful; Dominator
                                                                                                                                           Weapons
         Darghaur Ghost         D10–D12         D12           High        Abundant           4D        3      Hard to Kill (D6);
                                                                                                                                        ➤➤ Close Assault Monster
         Talker                                                                                               Shared Senses**
                                                                                                                                        ➤➤ Pain Resistant
         Darghaur               D10 -D12        D12           High        Abundant           4D        3      Hard to Kill (D8);
                                                                                                                                        ➤➤ Advanced Sensors
         Battle Leader or                                                                                     Dreadful; Inspiring***
                                                                                                                                        ➤➤ Fearless
         Warmaster
         Darghaur Mage             D12          D12           High        Abundant           4D        3      Hard to Kill (D8);
                                                                                                              Dreadful; Inspiring***;
                                                                                                              Shared Senses**;
                                                                                                              Psionic (Level 1 to 3)
         Darghaur with          D8–D12       D10–D12          High        Abundant           4D        3      Hard to Kill (D6);
         “Honor Marks”                                                                                        Inspiring***
         Taken                  D6–D10       D8–D10           High        Abundant          Varies   Varies   Despised; Fearless        Racial Darghaur
                                                                                                                                        Attributes do not apply.
        *The Darghaur Slavemaster is only Inspiring to Darghaur slaves – and it’s an “inspiration” that sometimes leads to puddles on the ground!
        **If a Darghaur Ghost Talker, Warlock, or Mage is present on the table, the Darghaur force is treated as if it were “on the Grid.”
        ***Darghaur Battle Leaders, Warmasters, and Darghaurs with Honor Marks are inspiring to both Darghaur and their slave soldiers.
             On the plus side, the morale of slave units whose Slavemaster is                  Taken
             on the table is always raised to D10.                                             “Taken” are slaves with whom the Darghaur have established an
                                                                                               unusually strong psychic bond. This bond allows them to impart
             Ghost Talker
                                                                                               more complex directives from the Darghaur to their fellow slaves.
             Ghost Talkers seem to share a psychic relationship with all other                 Darghaur forces that are assisted by Taken also seem to gain a
             Darghaur on the battlefield. A Darghaur Battle with a Ghost Talker                better tactical understanding of their enemy – assuming the Taken
             attached is always treated as it is on the Grid.                                  is of the same race.
             Battle Leaders & Warmasters                                                       In game terms, if a Darghaur force contains a Taken slave
             Darghaur Battle Leaders seem to transmit their orders telepathically              of the same race as their enemy, the opponent force loses its
             to units under their command (a “Battle” or “Fifty”). They tend to                Unpredictable Attribute as long as the Taken remains alive.
             be the largest Darghaur in a force and always boast an impressive
             rack of antlers. Human soldiers from America often refer to them
             as “Trophy Bucks.”
            Typical Darghaur
           “Battle” or “Fifty”                                 battle leader’s ten
                                                               1×   Battle Leader ASSAULT WEAPON
                                                               1×   Asst. Battle Leader ASSAULT WEAPON
                                                               1×   Warlock ASSAULT WEAPON
                                                               1×   Ghost Talker ASSAULT WEAPON
                                                                                       3× rifle
                                                                                           3×    tens
                                                                                            3×rifle
                                                                                              rifle tens
                                                                                                     tens                             2× Weapon   tens
                                                                                                                                          2× Weapon tens
                         2× bodyguard thirds                                   1×1×Tensleader                                      1×1×Tensleader
                                                                                  1×Tensleader                                          TensleaderASSAULT
                                                                                              ASSAULT WEAPON                                       ASSAULTWEAPON
                                                                                     Tensleader ASSAULT
                                                                                                 ASSAULTWEAPON
                                                                                                        WEAPON                                             WEAPON
                       1× Elite Thirdleader   ASSAULT WEAPON
                            2× Elite Guard    ASSAULT WEAPON
                                                                                   2×2×maneuver
                                                                                        maneuverthirds
                                                                                                 thirds                 2×
                                                                                                                        2× Weapon thirds
                                                                                                                           Weapon thirds
                                                                               1×
                                                                                1×Thirdleader
                                                                                   Thirdleader ASSAULT
                                                                                                ASSAULTWEAPON
                                                                                                       WEAPON           1×
                                                                                                                         1×Thirdleader
                                                                                                                            Thirdleader ASSAULT
                                                                                                                                         ASSAULTWEAPON
                                                                                                                                                 WEAPON
                                                                                 1× Darghaur
                                                                             1× Darghaur       ASSAULT
                                                                                           ASSAULT     WEAPON
                                                                                                     WEAPON             1×
                                                                                                                         1×Gunner
                                                                                                                            Gunner GRINDER
                                                                                                                                     GRINDER
                                                                                          1×
                                                                                           1×Gunner
                                                                                              Gunner BOOMER
                                                                                                       BOOMER           1×
                                                                                                                         1×Assistant
                                                                                                                            AssistantGunner
                                                                                                                                      Gunner ASSAULT  WEAPON
                                                                                                                                                ASSAULT  WEAPON
                                                                                            1× fire third
                                                                               1× Thirdleader ASSAULT WEAPON
                                                                                 1× Darghaur ASSAULT WEAPON
                                                                                          1× Gunner GRiNDER
        Darghaur Unit Organizations                                              Rank is indicated by the size of a Darghaur’s antlers or horns (called
                                                                                 a “rack” by US troops). The larger and more intricate the rack, the
        The basic building block of the Darghaur war horde is a unit that
                                                                                 higher ranked its bearer. Very high ranking Darghaur commanders
        their slave soldiers refer to simply as a “Ten.” A Ten is commanded
                                                                                 sport antlers sprouting from their carapace as well as their head.
        by a Tensleader and consists of three “Thirds.” Each Third contains
                                                                                 It is believed that the antler buds on the carapaces of lower status
        a Thirdleader and two Darghaur foot-soldiers. Three “rifle” Tens,
                                                                                 Darghaur are capped with a metal alloy to prevent their growth, but
        two “weapons” Tens, and a “command” Ten make up a standard
                                                                                 this precaution is not taken for the horns on their heads.
        Darghaur “Battle.” This pyramidal organization structure is repeated
        throughout a war horde.                                                  Unit designation is displayed on a Darghaur’s antlers and carapace.
                                                                                 The unit a Darghaur leader commands is indicated by a color coded
        Darghaur “War Paint”
                                                                                 ring painted around its left horn. The units it is subordinate to are
        Despite being a sightless race, the Darghaur use a fair amount of        identified by rings painted around its right antler. Three dots of
        decoration on their horns and carapaces. In some cases this takes        the same color arranged in a triangle on the right shoulder area of
        the form of intricate geometric carvings, but usually the decora-        the Darg’s shell indicate what third he belongs to, while three dots
        tions are painted onto the carapace or antlers by slave soldiers. This   arranged in a line on the left shoulder of the carapace indicate the
        “war paint” either indicates the Darghaur’s rank and unit or it serves
                                                                                 Ten, Two-Hundred, and One-Thousand the Darghaur calls home.
        as “honor marks” to identify an outstanding individual Darghaur. It
        is believed that all markings are applied by slave soldiers and that     Honor marks are always painted on a Darghaur’s carapace and
        it is applied for their benefit – without these splashes of paint, the   usually take the form of some simple geometric design, normally in
        slaves would find one Darghaur indistinguishable from another.           the color of the unit to which the Darghaur belongs.
             Typical Darghaur Weapons                                                  The truth is that many slave races actually love the Darghaur and
                                                                                       look up to them as heroic ideals of a stoic warrior culture. It is
             Darghaur Weapons                                                          believed that the Darghaur’s practice of bestowing “Honor Marks”
             Weapon             TL Class Type AP AT Notes                              on Darghaurs who have distinguished themselves in some way
                                                                                       was originated by members of one of the slave races and is not a
             Assault            3    Med.   ABW      2   2L Standard Darghaur
             Weapon                                         “small arm.”*              Darghaur invention. In fact, escaped Darghaur slave soldiers have
                                                                                       confirmed that Slave Soldiers don’t just paint the Honor Marks on,
             Boomer             3    Hvy.   ABW      3   2M Darghaur Equivalent
                                                                                       they select what Darghaur will receive them!
                                                            of SAW.*
             Grinder            3    Hvy.   ABW      4   2H *                          Human and Marshborn researchers believe that Slave Soldiers are
             Darghaur Lt.       3    Hvy.    EWS     4   3H Heavy Hitter               bound to the Darghaur War Horde through a combination of psychic
             AT Gun                                                                    manipulation, the subtle introduction of “brain-washing” drugs in
             Tri-Barrel         3    Hvy.    EWS     6   5H Heavy Hitter               the atmosphere of Darghaur Horde Ships, and, in some cases, a
             “Destroyer”                                                               more or less voluntary loyalty from a weaker race of warriors to
                                                                                       one which is stronger. This combination of techniques works better
             *Darghaur handle weapons as if they were in Powered Armor.
                                                                                       on some races than on others. The Urraug, for instance, rarely if
               Darghaur “Smart Weapons” ignore one Die of Cover.
                                                                                       ever revolt against their Darghaur masters, while the Slave Soldiers
             Darghaur Slug-throwers                                                    drawn from conquered Marshborn worlds are prone to revolt as
             (Assault Weapon, Boomer, Grinder)                                         soon as their Slavemaster falls on the battlefield.
             The Darghaur favor extremely large caliber slug-throwers. While the
             weapons themselves appear comparatively primitive, the rounds             Slave Soldier Revolt Checks
             they fire are anything but. Examination of captured Darghaur              Slave Soldier units may revolt under the following circumstances:
             munitions has revealed that a typical slug from one of their weapons      ❚❚   Their Slavemaster is killed or seriously wounded
             possesses a limited ability to change shape and density thanks            ❚❚   Their force (not their unit, but their entire force) is reduced
             to highly advanced nanites in each round. This allows a round to
                                                                                            below 50%
             transform in midflight from a solid, heavy slug to a pattern of shot,
             a soft-tipped expansion round, or even a dense kinetic penetrator.        To perform a Revolt Check, each affected Slave Unit will make a
             Additionally, the rounds contain a strange “circuitry” that leading       contested Will Die. If the Darghaur Will Die has a higher score than
             exobioligists and exoengineers surmise allows the Darghaur who            the Slave Unit, the Slave Unit remains loyal. If not, roll on the Revolt
             fired a round to control its flight to target via psychic impulses.       table to determine how the Slave Unit revolts against Darghaur rule.
             Darghaur Energy Weapons                                                   Darghaur always have a D12 Will Die. A Darghaur Slavemaster may
             (Darghaur Light AT Gun, Darghaur Tri-Barrel “Destroyer”)                  throw two Will Dice and keep the one with the highest score. Other
                                                                                       aliens’ Will Die type is determined with the Will Die Table.
             The Darghaur also employ energy weapons, especially in an
             anti-tank or air defense role. Their energy weapons are normally                                      Will Die Table
             crew-served and often mounted on anti-gravitational “sleds.”
                                                                                                       Will Description                  Will Die
             Darghaur Indirect Fire Weapons                                                            Spineless – Voluntary Slaves        N/A
             Since their own C-RAM and counter-battery capabilities are so                             Weak Willed                          D6
             high, the Darghaur use indirect fire weapons infrequently – appar-
                                                                                                       Medium Willed                        D8
             ently they assume that their enemy’s capabilities will be similar
             to their own. As a result, the two most commonly encountered                              Strong Willed (Marshborn)           D10
             forms of indirect fire from the Darghaur take the forms of orbital                        Humans                              D12
             bombardments and light, low-trajectory mortars.
                                                                                       If a Slave Soldier unit wins the Will Test vs. The Darghaur, roll 1D6
                                                                                       on the Revolt table below to determine what actions they take:
             Darghaur Slave Races
                                                                                       Revolt Table
             Races enslaved by the Darghaur are generally allowed to retain
             their traditional military organizations, assuming the Darghaur find       1D6 Revolting Unit Will:
             them to be effective. Darghaur Slavemasters are embedded with              1       Reluctantly continue to fight. Must pass a TQ Check to move
             slave forces at the platoon level and higher.                                      or fire.
             Darghaur Slavemasters exert a strong and virtually unbreakable             2       Refuse to move if in a covered position. Will only return
             influence over their slave soldiers. Most humans believe that                      enemy fire.
             Slavemasters hold sway over their troops by virtue of fear and             3       Will Fall Back from enemy until in cover (or out of LOS) and
             intimidation. While this is certainly true, it is far short of the full            will refuse to fire at enemy or return enemy fire.
             story. Slave soldiers who have been liberated from a Darghaur War          4       Flee the table. Treat as KIA for Victory Conditions.
             Horde often attempt to escape and rejoin their oppressors. They            5       Surrender to the opposing force and is removed from play.
             are driven by a deep sense of obligation and guilt which no doubt                  Treat as POWs for Victory Conditions.
             represent some sort of psychic manipulation.                               6       Change sides and begin fighting for the opposing force!
                                                                                       Humans, Marshborn, & other designated races receive a +1 to their die roll
                                                                                       on this table. All effects are for duration of game.
                                                                                     Urraug/Virraug Weaponry
           Units with Different Armor
           Ratings, Confidence, etc.                                                 Weapon          TL Class Type AP AT Notes
           Some units contain a mix of figures that have varying armor               Swatter          2   Med.     ABW      2     1L Urraug/Virraug SAW
           ratings, confidence values, etc. A unit containing slave
           soldiers and a Darghaur Slavemaster is an ideal example.                  Like their Darghaur masters, the Urraug favor large caliber
                                                                                     slug-throwers.
           In such instances, use the value associated with the rating of
                                                                                     Splatter
           the majority of figures in the unit. If there is an even split of
           values, use the lowest.                                                   The Urraug’s basic weapon is a TL2 Advanced Combat Rifle which
                                                                                     they refer to as a Splatter in their own language. It is a robust
           Example: A unit containing six Slave Soldiers with an armor               weapon of simple but effective manufacture. It throws a larger
           rating of 1D8 and a Darghaur Slavemaster with an armor                    caliber, heavier bullet than most human assault rifles, but its rate
           rating of 4D10 would only receive a 1D8 Armor Bonus.                      of fire and ammunition capacity is far lower. It is classified as an
                                                                                     advanced ballistic small arm.
                                                                                     Swatter
                                                                                     The typical Urraug team contains a single Autocannon, called a
        A Sample Slave Race:                                                         Swatter in their language. This weapon performs the same general
                                                                                     task as a SAW in a human formation, but fires a much heavier
        The Urraug (& Virraug)                                                       round.
        While we’ve given the Urraug as an example of a Darghaur slave
                                                                                     Crusher (Augmented Weapon)
        race (and mentioned previously that some Marshborn worlds were
        absorbed as slaves), any alien race figures can be used for Darghaur         Urraug commanders wear a power-assisted claw on one fist which
        slave soldiers. The Darghaur have ranged all over the galaxy (and            augments their close assault capabilities. See the attribute Natural/
        perhaps beyond it), so the sky isn’t even the limit for what you             Augmented Weapons.
        could include as slave elements to a Darghaur force. Have fun
        with it!
                                                                                                     Urraug/Virraug Warband
        According to captured Urraug troopers, their homeworld was
        conquered by the Darghaur centuries ago and their race was split
        into two groups, the Urraug (Slave Soldiers in their own language)                            Warleader’s retinue
        and the Virraug (Paid Soldiers). The Urraug were enslaved by the                               1× Commander COMBAT GLOVE & PISTOL
                                                                                                    1× Darghaur Slavemaster* ASSAULT WEAPON
        Darghaur and are often found in their War Hordes. The Virraug fled
                                                                                                              1× CommTech ACR
        before the Darghaur and now support themselves primarily through                                       1× Bodyguard ACR
        mercenary work.                                                                                     1× Gunner AUTOCANNON
        Despite centuries of separation, the culture of the two groups, with                                              * Slavemaster not present in Virraug Warbands.
                                                                                                              3×
                                                                                                               3× rifle teams
                                                                                                                3×rifle
                                                                                                                   rifleteams
                                                                                                                         teams
                                                                                                      1×
                                                                                                       1×Groupleader COMBAT   GLOVE &&PISTOL
                                                                                                        1×Groupleader
                                                                                                           Groupleader
                                                                                                            1×  Gunner
                                                                                                                        COMBAT
                                                                                                                         COMBATGLOVE
                                                                                                                                GLOVE &PISTOL
                                                                                                                         AUTOCANNON     PISTOL
                                                                                                             1×  Gunner
                                                                                                              1×3×Gunner  AUTOCANNON
                                                                                                                           AUTOCANNON
                                                                                                                 3×Riflemen   ACR
                                                                                                                  3×Riflemen
                                                                                                                     Riflemen ACR
                                                                                                                                ACR
             The Marshborn Confederacy                                                 Marshborn Blood Claw training was reinforced on Glory in the
                                                                                       months before the Darghaur incursion through the efforts of
             Standard troop formations for the Marshborn Confederacy are               human trainers from the French and American special opera-
             described in Tomorrow’s War rule book. Here we will focus on              tions communities. This training helped familiarize the Blood Claws
             the “Crusty” elite warrior classes, the Blood Claws and the Dust          and their commanders with human combat operations and to build
             Brothers. The Blood Claws are very similar to a human special             a deep trust between the special operators of both races.
             operations formation and function quite well beside human troops
             or even under the command of humans in a joint human/Marshborn
             force. The Dust Brothers are a more traditional formation for which       Typical Marshborn Blood Claw Platoon
             modern human military forces have no analog and therefore find
             difficult to utilize effectively in battle plans.                              blood Claw troop hQ squad
                                                                                            1×   Blood Claw Lt. ARC GUN
             Blood Claws                                                                    1×   Platoon Mentor (Sgt) ARC GUN
                                                                                            1×   Gunner HEAVY RAIL GUN
             Each Marshborn “battalion” ideally includes a company of powered               1×   Gunner HEAVY PLASMA PROJECTOR
             armored Blood Claws. Only the highest quality Marshborn troops
             are selected for duty in the Blood Claws. These soldiers receive
             stringent training focusing on mutually supportive small unit tactics                                   3× Claws
             and are eventually conditioned to think of the Blood Claw Battalion                                     3×
                                                                                                                     3× Claws
                                                                                                                         Claws
                                                                                                                 1×
                                                                                                                  1× Claw
                                                                                                                      Claw  Leader
                                                                                                                             Leader  ARC GUN
             itself as their “home unit,” which prevents the sort of sniping                                       1×
                                                                                                                    1× Claw   Leader
                                                                                                                        Trooper
                                                                                                                                      ARC
                                                                                                                                       ARCGUN
                                                                                                                                  ARC GUN   GUN
                                                                                                                     1×
                                                                                                                      1× Trooper
                                                                                                                          Trooper  ARC GUN
             between units that is so prevalent among Marshborn line units.                                     1×
                                                                                                                 1× Gunner
                                                                                                                     Gunner    HEAVY RAILGUN
                                                                                                                                    ARC
                                                                                                                                HEAVY RAIL
                                                                                                                                          GUN
                                                                                                                                           GUN
                                                                                                            1×    1× Gunner
                                                                                                               Gunner            HEAVY RAIL
                                                                                                                          HEAVY PLASMA      GUN
                                                                                                                                        PROJECTOR
                                                                                                             1×
                                                                                                              1×Gunner
                                                                                                                 Gunner HEAVY
                                                                                                                            HEAVYPLASMA
                                                                                                                                  PLASMAPROJECTOR
                                                                                                                                          PROJECTOR
        Dust Brothers                                                           to make him and his remaining retinue as silent and deadly as the
                                                                                dreaded Marshdires.
        The Dust Brothers are a traditional hold-out from the Marshborn’s
        ancient warrior culture, which was defined by a strong strain of        At the second house another survivor was found, barely hanging
        martial mysticism.                                                      to life. He described how the members of his clan had known
                                                                                they all must die against the Evil Spirits, but could not bear the
        The Dust Brothers are based on the legend of three brothers who
                                                                                disgrace of fleeing from them. So each of them, from the weakest
        each ruled over a House (clan compound). One day, while the
                                                                                to the strongest, tied themselves to the village roots with a length
        brothers were deep in the marshlands hunting with their most
                                                                                of strong cord attached to one of their ankles. With no hope of
        trusted retainers, a tribe of evil spirits from the Drylands attacked
                                                                                retreat they fought desperately and slew many of the Evil Spirits
        their Houses and destroyed them, killing all of the remaining men,
                                                                                before departing for the Great Wetlands. The Shaman named the
        women, and children in each clan. When the brothers returned and
                                                                                brother who ruled this house the Chief of the Bound House and
        discovered the devastation, they swore mighty oaths of vengeance.
        These oaths seemed futile, however, as the Evil Spirits lived deep      vowed that he would create for him a charm that would ensure he
        in the Drylands, where no Marshborn warrior could reach alive.          and his retinue would stand and die in place rather than flee in the
                                                                                face of any enemy.
        As the brothers wept and raged and scored their carapaces, a
        strange shaman appeared in their midst and offered to protect           The third house was inhabited by the ghosts of its inhabitants who
        them with his magic so that they could cross the Drylands and to        told how, once freed from their mortal forms, they had terrified
        brew strong potions which would allow them to overcome the Evil         the Evil Spirits so thoroughly that their chief vowed never to return
        Spirits on their home ground. He took each brother to the ruins of      within a day’s travel of this village of the dead. The Shaman was
        their shattered houses and worked charms of retribution based on        greatly pleased with this story and named the brother who ruled
        what they found there.                                                  these relentless souls the Chief of the Ghost House. To him the
                                                                                shaman vowed to give the power of terror that would keep all
        At the first house, a single survivor was found. She told how the
                                                                                enemies at a fearful distance.
        people of the House had used their chameleon ability to hide
        from the Evil Spirits who were driven mad with frustration as they      The story of the Dust Brothers and their epic quest to avenge
        searched through the silent village hunting unseen prey that often      themselves on the Evil Spirits is one of the Marshborn culture’s
        pricked them with poisonous spears. The Shaman named the                most beloved tales, but for some Marshborn warriors with a mystic
        brother who ruled this house Chief of the Silent House and vowed        bent, it has become a way of life – and death.
         4×
          4×dPrg
         4×  dPrg
             dPrgguards
                   guards
                   guards                                                                         1× dPrg guards Powered Armor
         Powered Armor
         Powered Armor detachments
                          detachments                                                             Close Assault detachment
           Powered Armor detachments
         Assault Element 1/1Fire Support Element 1/1
          Assault Element    1/1                     Fire Support  Element    1/1                 lead Assault Element 1/1
         1×Assault  Element
             Asst. Det.       1/1
                         Commander      TYPE 85     1×Fire Support
                                                        Det.        ElementTYPE
                                                             Commander         1/1 85
                                                                                                  1× Asst. Det. Commander TYPE 29 CAWS
          1× Asst.
               Asst.Det.  Commander TYPE      85     1× Det.
                                                          Det.Commander       TYPE  85
         1×1×Gunner  Det.
                      TYPE Commander
                           3 PLASMA GUN TYPE 85     1×1×Gunner Commander
                                                                TYPE 90 CLUSTERTYPE
                                                                                  GUN85
                                                                                                  1× Gunner TYPE 3 PLASMA GUN
          1×
           1× Gunner
               Gunner  TYPE 33PLASMA GUN             1×
                                                      1× Gunner
                                                          Gunner TYPE  90 CLUSTER  GUN
         2× Troopers TYPE 85
                        TYPE   PLASMA GUN           1× Gunner TYPE 7 AT LANCE GUN
                                                                   TYPE 90 CLUSTER
                                                                                                  2× Troopers TYPE 29 CAWS
          2×
           2×Troopers
               Troopers TYPE
                         TYPE85                      1× Gunner   TYPE  7 AT LANCE
                               85                   1×1×Trooper
                                                          GunnerTYPE
                                                                   TYPE
                                                                      857 AT LANCE
                                                     1×
                                                      1×Trooper
                                                          Trooper TYPE
                                                                   TYPE85
                                                                        85                        Fire Support Element 1/1
                                                                                                  1× Det. Commander TYPE 29 CAWS
          Note: Only the Platoon and Detachment Leaders can call for Company                      1× Gunner TYPE 90 CLUSTER GUN
          or Battalion air support or supporting fires. If they become casualties,                2× Troopers TYPE 29 CAWS
          air and artillery support are unavailable.
                                                                                                        Platoon hQ
                                                                                                        1× Platoon CO (Lt.) AK-400
                                                                                                        1× Platoon Sgt. AK-400
                                                                                                        1× Fire Support Specialist AK-400
                                                   Squads can break into one four-man team and one two-man Weapon Team
                                                          based around the Raio sniper rifle or Destruidor-3 Launcher.
             DPRG Weapons                                                                 tripod mounted for regular infantry) and is easily reloaded by simply
                                                                                          slapping a new cluster into the place of a spent cluster.
             Weapon              TL Class      Type     AP AT Notes
                                                                                          Type 29 CAWS
             Type 85 Assault     2     Lt.     ABW       1    -     PA Assault
                                                                                          The Type 29 Close Assault Weapon System (CAWS) is a large,
             Weapon                                                 Weapon
                                                                                          drum-fed selective fire shotgun developed specifically for use by
             Type 3 Plasma       2    Med.     EWS       2    2M Ground, vehicle,         DPRG Close Assault Detachments.
             Gun                                                 PA mounted
             Type 7 AT           2    Hvy.     EWS       2    3H Ground, vehicle,         DPRG Special Reconnaissance Weaponry
             Lance                                               PA mounted               Raio Sniper Rifle
             Type 90 Cluster     2    Hvy.     ABW       3    1L Ground, vehicle,         The Raio (Thunderbolt) Sniper Rifle is more accurately classed as
             Gun                                                 PA mounted
                                                                                          an anti-material rifle. It is considered to be the best heavy sniper
             Type 29 CAWS        2    Hvy.     ABW       1    -     PA Shotgun            rifle deployed by the NEU and is a product of Brazil.
             Raio Sniper         3    Med.     GWS       2    2M Manufactured in
             Rifle                                               Brazil                   Destruidor-3 Launcher
             Destruidor-3        3    Med.    Support    3    2H Manufactured             The Destruidor-3 Launcher is the latest development in Brazil’s
             Launcher                                            in Brazil; Deck          Destruidor (Destroyer) line shoulder launched assault missiles.
                                                                 Attack                   Virtually the same size and configuration as the venerable RPGMP-3,
                                                                                          the weapon incorporates the advanced capability to perform deck
             DPRG Elite Guard Weaponry                                                    attacks and overhead attacks. These attacks make the weapon
             Type 85 Assault Weapon                                                       more effective against both infantry and vehicles (treat all missile
                                                                                          attacks against vehicles ad Deck Attacks – the increased lethality
             Developed within the DPRG specifically for use by PA troops, the
                                                                                          against infantry is already represented in the weapon’s AP rating).
             Type 85 Assault Weapon is a sturdy, reliable weapon with a surpris-
             ingly good suite of optics, sensors, and targeting computers attached.
             Type 3 Plasma Gun
             Originally developed in Brazil, the Type 3 plasma gun is used exten-
             sively by the DPRG as Company level asset, vehicle armament, or
             Powered Armor support weapon.
             Type 7 AT Lance
             The Type 7 AT Lance is a heavy laser system that is normally
             vehicle mounted or crew served. It is commonly deployed with
             DPRG PA units to increase their AT punch.
             Type 90 Cluster Gun
             The Type 90 Cluster Gun is a recent addition to the DPRG arsenal by
             way of Brazil. The “cluster gun” consists of an assortment of dense
             balls and penetrator rods packed in a solid wafer of propellant. The
                                                                                          Powered Armor troops from the DPRG’s elite Victorious People’s
             gun boasts a cluster of these wafers, one of which is fired with each
                                                                                          Guard pushed deep into territory within the Foix Gap claimed by
             pull of the trigger to unleash a mixture of approximately 100 balls
                                                                                          the Republic of Arden, preferring to fight the Darghaur in their
             and rods. The weapon is usually shoulder mounted on a PA suit (or
                                                                                          enemy’s backyard.
                                                                                          Figures by Ground Zero Games. Painting by Robby Carpenter.
             DPRG Troop Ratings
                                   Troop                                 Supply                  Tech
             Troop Type           Quality    Morale     Confidence       Quality      Body Armor Level Typical Attributes
             DPRG Victorious D10–D12 D10–D12                 High       Abundant      +3D (Assault      2    Active Trauma Treatment; TL2 Advanced Sensors;
             People’s Guard                                                            Armor) or             Close Assault Monster; Intimidating, Inspiring,
             (Powered Armor                                                           +2D (Recon             Super Soldiers (if TQ D12)
             Units)                                                                     Armor)               ➤➤   vs. Aliens: Human Spirit; Unpredictable
             DPRG Special        D10–D12 D10–D12             High       Abundant      2D (Standard      2    Borged Up; Nanite Active Trauma Treatment;
             Reconnaissance                                                             armor +              Natural or Augmented Armor; Natural or
             Platoon                                                                   Augmented             Augmented Weapons; TL2 Advanced Sensors;
                                                                                         Armor)              TL2 Stealth; Elusive; Intimidating, Inspiring; Super
                                                                                                             Soldiers (if TQ D12)
                                                                                                             ➤➤   vs. Aliens: Human Spirit; Unpredictable
             Note: Most DPRG PA units are equipped with TL1 Powered Armor. Elite Guard units such as the Victorious People’s Guard are equipped with TL2 Standard
             or Recon armor provided by Brazil.
        RANGSOF
        Section
                                       groupe Commandement
                                       1× Section Commander FAMAS ACR
        de Combat                      1× 2iC FAMAS ACR
                                       1× Signals/ECM Tech FAMAS ACR
                                       2× Marksmen HECATE IX AMR*
             US Forces                                                                           The American public refuses to accept the argument that “clones
                                                                                                 aren’t real people” and will not stoop to bio-engineering soldiers
             Detachment Zulu (Genies)                                                            from the womb to the tomb. They do, however, accept the
                                                                                                 necessity for special units manned entirely by adult volunteers
             The US Army has always been a pioneer in the development
                                                                                                 genetically modified to perform their special duties. Genie soldiers
             of Special Operations capabilities. Different units within the US
                                                                                                 are particularly valuable in Special Operations because they can
             Special Operations community have pursued disparate approaches
             to Enhanced Special Operations. Army Special Forces (the Green                      pass as unmodified humans and are not affected by technology
             Berets), for instance, eschew most invasive augmentation strate-                    that might shut-down or impede cybernetic augmentation.
             gies other than the use of Powered Armor in order to make their                     Detachment Zulu is a secretive unit tasked primarily with direct
             primary role of working with indigenous forces, some of which                       action operations, counter-terrorism, and covert operations.
             may have insurmountable prejudices against cybernetics or obvious
             genetic alteration. The SEALs, on the other hand, have firmly                       Detachment Zulu’s operational capabilities reside in three squadrons.
             embraced cybernetic augmentation and are perhaps one of the                         Each squadron consists of roughly sixty combat operators who are
             most “borged up” military units in human space. American sen-                       divided into three Troops of roughly twenty men. Each Troop is
             sibilities prevent the use of synthetic troops altogether and place                 broken down into two squads of ten men, which are in turn broken
             severe limitations on genetically altered forces.                                   down into two five man fire teams.
             Detachment Zulu
                                                                            detachment zulu
             Squadron Organization
                                                                          1st squadron hQ unit
                                                     recon/sniper troop                           2×
                                                                                                  2× direct
                                                                                                     direct Action
                                                                                                            Action troops
                                                                                                                   troops
                                                                1× Troop Leader   M3 PULSER       1×
                                                                                                   1×Troop
                                                                                                      TroopLeader
                                                                                                            Leader M3M3PULSER
                                                                                                                        PULSER
                                                                  1× Troop Sgt.   M3 PULSER       1×
                                                                                                   1×Troop
                                                                                                      TroopSgt.
                                                                                                            Sgt. M3
                                                                                                                  M3PULSER
                                                                                                                     PULSER
                                                    2× recon squads                                            4×
                                                                                                                4×dA
                                                                                                               4×
                                                                                                                4×  dAsquads
                                                                                                                   dA
                                                                                                                   dA squads
                                                                                                                       squads
                                                                                                                       squads
                                                2×
                                                 2×fire
                                                    fireteams
                                                         teams                                                             2×
                                                                                                                            2×fire
                                                                                                                               fireteams
                                                                                                                                    teams
                                                1×
                                                 1×Team
                                                    TeamLeader                                                     1×
             The M9 GATR can be replaced
                                                          LeaderM3M3PULSER
                                                                      PULSER                                        1×Team
                                                                                                                       TeamLeader
                                                                                                                              LeaderM3M3PULSER
                                                                                                                                         PULSER
                                                1×
                                                 1×Sniper                                                                  1×
                with an M300 Laser Sniper
                                                    SniperM9M9GATR
                                                               GATR                                                         1×Grenadier
                                                                                                                               GrenadierMPGL
                                                                                                                                           MPGL
             Rifle if desired. Sniper/Spotter   1× Spotter M3 PULSER                                                    1×  Gunner  M313 ESAW
                                                 1× Spotter M3 PULSER                                                     1× Gunner M313 ESAW
                                                1×
                                                 1×Sniper
              pairs can be broken into two                                                                         1× Asst. Gunner
                                                    SniperM9M9GATR                                                                  M3 PULSER
                                                               GATR                                                 1× Asst. Gunner M3 PULSER
                                                1× Spotter                                                             1×
                 independent Sniper Teams.
                                                 1× SpotterM3M3PULSER
                                                                PULSER                                                  1×Operator
                                                                                                                            OperatorM3M3PULSER
                                                                                                                                         PULSER
             US Weaponry
             M1H ACR/GL                                                               the Pulser but fires at a more rapid rate which grants it limited
             The M1 ACR is the standard assault rifle of US the USMC. It is being     anti-vehicular capabilities.
             phased out in the Army in favor of the M3 Pulser. It is a selective      Multi-Purpose Grenade Launcher (MPGL)
             fire, chemically cooled rifle chambered for .30 caliber caseless
                                                                                      This magazine fed, semi-automatic grenade launcher is the standard
             ammunition and is equipped with advanced optics, HUD link, gun
                                                                                      grenade launcher for the US Army. It fires 30mm grenades,
             camera and TAG (Target Acquisition and Guidance – a target des-
             ignator for air, artillery, or orbital strikes) unit.                    including anti-personnel flechette rounds, HE rounds, and RAAT
                                                                                      (Rocket Assisted Anti-Tank) rounds.
             M3 “Pulser” Pulse Rifle
                                                                                      Mk. 17 SLAM (Shoulder Launched Light Assault Missile)
             Adopted in 2315 as the new service rifle for US forces, the M3
             Pulse Rifle is a compact plasma rifle. This weapon was purposefully      The Mk. 17 is the standard man portable light assault missile
             designed to mimic the layout and handling characteristics of the         system. It fires anti-personnel HE rounds, thermobaric rounds,
             M1H rifle it replaced to flatten the learning curve for troops transi-   and advanced HEAT rounds. This weapon is sometimes called a
             tioning from the old ballistic rifle to the new plasma rifle.            “bazooka” by Marines.
             M233 SAW (Squad Automatic Weapon)                                        M300 “Red Eye” Laser Sniper Rifle
             Standard Squad Automatic Weapon for the USMC. It is slowly being         The standard laser sniper rifle for US forces, the M300 is powerful
             replaced by the M313 ESAW. Similar to M1ACR but with heavier             and highly accurate. It is often carried by the Assistant Gunner in a
             barrel, increased cooling and magazine capacity.                         sniper team fielding the M9 GATR as its main weapon.
        US Weaponry
         Weapon                                  TL    Class   Type      AP    AT     Notes                                        Forces
         M1H ACR/GL                               3     Lt.     ABW      1      -     Advanced Combat Rifle/Grenade Launcher –     Army/USMC
                                                                                      slowly phased out in favor of M3 Pulser
         M3 Pulse Rifle                           3     Lt.     EWS      1      -     Known as the “Pulser”                        Army/USMC
         M313 ESAW                                3     Lt.     EWS      1     2L                                                  Army/USMC
         (Energy Squad Automatic Weapon)
         M300 Red Eye Laser Sniper Rifle          3     Lt      LWS      1      -                                                  Army/USMC
         M9 GATR (Gauss Anti-Tank Rifle)          3    Med.     GWS      2     2M                                                  Army/USMC
         “Gator”
         MPGL                                     3    Med      ABW      2     2M                                                  Army/USMC
         (Multi-Purpose Grenade Launcher)
         M10 “Smokey” Medium Plasma Gun           3    Med.     EWS      2     2(L) Ground, vehicle, PA mounted                    Army/USMC
         M233 SAW                                 3     Lt.     ABW      1      -                                                  USMC
         MK. 17 SLAM                              3    Med.    Missile   2     2M                                                  Army/USMC
         (Shoulder Launched Assault Missile)
         M14 “Packer” PACR                        3     Lt.     EWS      1     2L     PA mounted                                   Army/USMC
         (Power Armor Combat Rifle)
         MAL-13 (Micro-Assault Launcher-13)       3    Hvy.    Missile   3     3M     Ground, vehicle, PA mounted                  USMC
         PAGL-9 “Peacemaker”                      3    Med.     RPG      2     2M     Ground, vehicle, PA mounted                  Army/USMC
         GAW-4 (Gauss Assault Weapon-4)           3    Hvy.     GWS      4     3M     Ground, vehicle, PA mounted
         ATL-7 (Anti-Tank Laser-7)                3    Hvy.     LWS      2     3H
                                Nation of                                                                         Secondary
             Vehicle Name       Origin      TL Class      Type     Crew Primary Weapon                             Weapon MGs Front Side Rear Deck
             Type 88         DPRG          2 Light Tracked 3+13 Dual 10mm Rapid Fusion Gun                            N/A        3D    3D8 2D8 1D6     1D6
             Shouting Dragon                                             (Med. EWS, AP:3/AT:3L)
             APC             Attributes: Amphibious, Detonation Field (TL2)
             Type 88         DPRG          2 Light Tracked 3+13 25mm Autocannon (AP:4/AT:2L)                          N/A        3D    3D8 2D8 1D6     1D6
             Shouting Dragon Attributes: Amphibious, Detonation Field (TL2)
             Command APC
             Type 1 “Crusty     Marshborn    3   Light   Walker    2+10 27mm Laser Cannon                             N/A        3D    3D8 2D8 1D6     1D6
             Crawler”                                                   (Med. LWS, AP:3/AT:4M)
                                Attributes: Laser Cannon not affected by Low Supplies
             DTV-89 “Fan        Republic     2   Light    Direct   2+10 20mm Autocannon (AP:4/AT:2L) w/                4D        3D    3D8 2D8 2D6 1D6
             Van”               of Arden                  Thrust        coaxial 40mm AGL (AP:4/AT:1L)
                                                          VTOL          2× Linked 40mm AGLs (AP:5/AT:2L)
                                Attributes: Advanced Sensors; TL2 Active Point Defense; Countermeasures; TL2 Detonation Field
             VABX-7             Republic     2   Light   Wheeled   2 + 8 M5 12.5mm Gauss Autocannon                   N/A       N/A    3D8 2D8 2D6 1D6
             “Myrmidon”         of Arden                           to 10 (AP:4/AT:3L)
                                Attributes: Hardened, Amphibious, TL2 Stealth, TL2 Advanced Sensors, TL2 Countermeasures
                                This version of the Myrmidon is manufactured exclusively for RANGSOF but was finding its way into the hands of regular
                                RANG motorized units prior to the Darghaur Incursion.
             Civilian Truck     Many          2    Soft Wheeled 1+12 N/A                                           N/A      N/A 2D6 2D6 1D6 1D6
                                                   Skin
                                Attributes: None
                                                                               Left: One of many models of civilian trucks that were pressed into
                                                                               duty as troop transports on Glory during the Darghaur Incursion.
                                                                               Vehicle by Combat Wombat. Building by Gamecraft Miniatures.
                                                                               Painting by Shawn Carpenter.
         GAW-4 (Gauss Assault Weapon-4)        3    Lt. Gun.   GWS       4    3M   Ground, vehicle, PA mounted
         ATL-7 (Anti-Tank Laser-7)             3     Hvy.       LWS      2    3H
       “The arrival of TF: Assassin turned the tide of the Darghaur Incursion on
       Glory, but the fighting on the beleaguered world continued for a number
        of years. The so-called ‘mopping up’ phase of the Incursion continued to
       produce major engagements for nearly three years after the Darghaur fleet
       abandoned the system and the Darghaur troops on the ground. US Marines
       from nearby Grissom saw an inordinate amount of action in this phase
        of the Incursion, as they filled in for RA troops who were too exhausted
       to continue. On the DPRG border with the Foix Gap, the Leathernecks
       found themselves conducting limited operations in conjunction with their
       arch-rivals, Brazillian Marines. Both forces vied to establish themselves as
       premier alien killers, resulting in some of the most aggressive and decisive
       actions against the Darghaur hold-outs.”
                                                                                           Devil Dogs & Trophy Bucks by Ed Bishop
                           The following scenarios involve ESOF and/or aliens of one stripe or another. While
                           these scenarios are rooted in our TomorrowVerse background, they are generic
                           enough in form that they could easily be transplanted into the setting of your choice.
                           The Darghaur Incursion, against which most of these scenarios are set, was a
                           relatively short conflict, but it was waged across most of the settled surface of
                           Glory. The few scenarios we present here fall far short of encompassing the
                           variety of actions witnessed during the Incursion. It is our intent to provide you
                           with more Incursion scenarios (and historical write-ups, unit organizations, etc.)
                           on our website, found at www.ambushalleygames.com. Our website is also a
                           gold mine of playing aids, player contributed material, and news about our various
                           products. Please pay the site a visit!
                                                                                                            Historical Outcome
                                                                             TO MAIN CAMP                   Elements of the French Foreign Legion’s 3rd
                                                                                                            FSA Company hot dropped into 1st Corps
                                                                                                            rear area and prosecuted a quick and
                                                                                A1                          violent raid on Corps HQ that left General
                                                                                                            Bae and most of his senior staff dead and
                                                      H3                                                    secured the French hostages with minimal
                                    B1                                   A2
                                                                                                            loss of civilian life. 1st Corps was thrown
                                            B3                                       A3                     into disarray.
                                                                                                            The FSA troops and hostages exfiltrated
                                    B2                                            H2
                                                                                                            via heavily stealthed VTOLs. Most of the
                                                                    C3                                      assault, including Bae’s violent death, was
                                                           H1                                               captured on their helmet cameras and
                                                                                                            broadcast worldwide to circumvent any
                                                                   C2                                       DPRG attempts to cover up the assault.
                                                      C1                                                    DPRG and Brazilian diplomats filed sternly
                                                                                                            worded complaints against France’s uni-
                                                                                                            lateral action, but the action had no real
                                                                                                            diplomatic repercussions. Many believe that
        ENTRY ZONE
             DPRG regulars scramble to take up defensive positions during the assault on FSB Lasting Peace.
             Figures by Ground Zero Games. Vehicle by Khurasan Models.
             Buildings by Ground Zero Games & Gamecraft Miniatures. Painting by Impoverished Lackey & Shawn Carpenter.
             DPRG Recon Mission                                                                 General Bae and His Command Staff (“A1” on Map)
                                                                                                1 × General Bae w/Type 05 Pistol
             We are under attack! Defend General Bae and his staff from the                     1 × Colonel w/Type 05 Pistol
             off-world commandos!                                                               1 × Lt. Major w/Type 05 Pistol
                                                                                                1 × Captain w/Type 05 Pistol
             DPRG Victory Points
             ❚❚   General Bae still alive, uncaptured, and combat                               General Bae’s Security Detachment “A2” on Map)
                  effective at the end of Turn 8: 15pts.                                        1 × Detachment Leader w/AK-200
             ❚❚   Each FSA Trooper Killed: 2 pts.                                               1 × Gunner w/Mod 78 SAW (TL2 Lt. TST, AP:1)
                                                                                                1 × Gunner w/RPGMP-3 (TL2, Med. AP:2/AT2(M)
             ❚❚   Each FSA Trooper Captured: 5 pts.
                                                                                                2 × Riflemen w/AK-200
                                                                                                                                      4’ × 4’ table
                                                                                                                                      Trees outside the
                                                                                                                                      hedge-bordered
                                                                                                                                      orchards are
                                           DPRG ENTER ON THIS EDGE                                                                    Average Woods.
             DPRG Forces (Elements of a Mechanized Infantry Recon Platoon from the 4th Frontier Army Corps)
                                              Troop                              Supply      Body Tech
             Troop Type         Initiative   Quality    Morale Confidence        Quality     Armor Level      Grid? Typical Attributes
             DPRG Recon             D8          D8       D12        Normal       Normal        1D       2       N     Poor Initiative; Human Spirit;
             Troops & Vehicle                                                                                         Unpredictable
             Crews
             DPRG Sniper            D8          D8       D12        Normal       Normal        1D       2       N     Human Spirit; Unpredictable; Sniper
             Team                                                                                                     Team
        Victory Points
        ❚❚   No DPRG units within the complex before Turn 6: 10 pts.
        ❚❚   Each Marshborn Unit at half-strength or higher that
             exits the board before the end of Turn 6: 4 pts.
                                                                                     A Marshborn recon trooper during the action at the Joy of Light
                                                                                     power installation.
                                                                                     Figure by Ground Zero Games. Buildings by Blue Moon Miniatures.
                                                                                     Painting by Impoverished Lackey & Shawn Carpenter.
USMC EXIT
                               1
                                                                                                                                       Impassable,
NE LOS-blocking ridges
                                                T   ZO
                                             EN
                                        LOYM
                                    E P
                                  D
                               MC                                                 2
                           US                                                                                                          Talus-strewn
                                                                                                                                        slope up to
                                                                                                                                  ridge—offers clear
                                                                                                                                   LOS & solid cover
2’ × 2’ table
        MSOT Forces
                                     Troop                             Supply                           Tech
         Troop Type      Initiative Quality Morale Confidence          Quality     Body Armor           Level Grid? Typical Attributes
         USMC              D10        D10      D12          High       Abundant    4D (Powered            3     No    Old School; TL3 Advanced Sensors;
         Special                                                                     Armor +                          Close Assault Monster; Stealthy; Pain
         Operators                                                                   Skeletal                         Resistant; Skeletal Augmentation;
                                                                                  Augmentation)                       Heightened Senses; Heightened
                                                                                                                      Situational Awareness; Human Spirit;
                                                                                                                      Unpredictable
             Darghaur Forces
                                                  Troop                                  Supply      Body      Tech
             Troop Type        Initiative        Quality        Morale   Confidence      Quality     Armor     Level    Grid?    Typical Attributes
             Veteran             D10               D10           D12      Confident      Abundant      4D        3        No     Adapted to Hostile
             Darghaur                                                                                                            Environment; Natural/
                                                                                                                                 Augmented Armor; Natural/
                                                                                                                                 Augmented Weapons;
                                                                                                                                 Close Assault Monster; Pain
                                                                                                                                 Resistant; Advanced Sensors;
                                                                                                                                 Hard to Kill (D6); Fearless
        Scenario Information
        Duration of Game: Play continues until one
        side reaches or exceeds 20 victory points.
        Initiative: Dust Brothers for first two
        turns. Test for Initiative afterwards.
        Fog of War: See Dust Brothers
        Booby Traps in Special Rules.
                                                                    DOCKS
                            Trees represent average woods.   LAKE                                DARGHAUR ENTRY
                                             3’ × 3’ table
        Darghaur Forces
                                    Troop                                Supply       Body      Tech
         Troop Type     Initiative Quality Morale Confidence             Quality      Armor     Level     Grid?   Typical Attributes
         Darghaur          D10            D12     D12        High        Abundant      4D           3      Yes    Adapted to Hostile Environment; Natural/
         Slavemaster                                                                                              Augmented Armor; Natural/Augmented
                                                                                                                  Weapons; Close Assault Monster; Pain
                                                                                                                  Resistant; Advanced Sensors; Hard to Kill
                                                                                                                  (D6); Fearless; Inspiring*
         Veteran           D10            D10     D12    Confident       Abundant      4D           3      No     Adapted to Hostile Environment;
         Darghaur                                                                                                 Natural/Augmented Armor; Natural/
                                                                                                                  Augmented Weapons; Close Assault
                                                                                                                  Monster; Pain Resistant; Advanced
                                                                                                                  Sensors; Hard to Kill (D6); Fearless
         Urraug Slave      D8             D8      D8     Confident       Normal        1D           2      No     Pain Resistant; Berserker (Involuntary);
         Soldiers                                                                                                 Poor Initiative
        *The Darghaur Slavemaster is only Inspiring to Darghaur slaves.
                                                                                                        Terrain Values
                                                                                                        All buildings and woods (average woods) on the table provide
                                                                                                        solid cover, as does the shoreline of the lake for Marshborn who
                                                                                                        are sheltering in the water.
               1D10 Result
               1        False Ground! The unit steps through a thin crust of false ground and into a shallow trench full of ultra-dense, ultra-sharp caltrops.
                        No units can move faster than Tactical Speed for the duration of the game due to their wariness of similar traps.
               2        Deadfall! A random Darghaur or Uraug unit suffers a casualty from a deadfall trap. Roll on the First Aid Table to determine the
                        severity of the figure’s injury as normal. All Uraug units must make a TQ check to enter wooded areas for the duration of the game.
               3        Cloud of Death! A random Darghaur or Uraug unit blunders into a swarm of insects – bio-engineered insects that inject their victims with
                        lethal toxins and explode in a corrosive mist. The unit suffers a 4D8 attack. It cannot apply any armor or cover dice to defend against the
                        attack. Uraug units must make a TQ check to move closer than 6” to the edge of the lake, where other insects swarm menacingly.
               4        Ghost Wails! A strange, disembodied wail rises into the air. All Uraug units must make a Morale Check. Those that fail suffer an
                        immediate Fall Back result. Their Morale suffers a Negative Die Shift for the duration of the game.*
               5        Remote Gun Attack! A random Darghaur or Uraug unit triggers a disposable remote gun pod. The gun rises from a hole in the
                        ground and sprays bullets (4D8) at the unit.
               6        Dust Wraiths! Strange, swirling clouds of dust begin to writhe between buildings and in the shadows of the trees. They give the
                        vague impression of mutilated Marshborn warriors (they are in fact holographic images from projectors hidden in the village). All
                        Uraug units must make a Morale Check. Those that fail suffer an immediate Fall Back result. Their Morale suffers a Negative Die Shift
                        for the duration of the game.*
               7        Remote Gun Attack! A random Darghaur or Uraug unit triggers a disposable remote gun pod. The gun rises from a hole in the
                        ground and sprays bullets (4D8) at the unit.
               8        Halls of Death! A building containing a random Darghaur or Uraug unit or a building within 6” of a random Darghaur or Uraug unit
                        explodes. Any unit within 6” of the building (or inside the building itself) suffers a 5D10 attack as the building explodes. Uraug units
                        must make a TQ check to move within 6” or enter a building for the duration of the game.
               9        Fearsome Message! A random Uraug unit notices an arrangement of bloody bones and flesh on the ground nearby and recognize it as
                        a Dust Brother curse! The unit immediately Falls Back and becomes Pinned. Their Morale suffers a Negative Die Shift for the duration
                        of the game. The same unit cannot suffer this result twice.*
               10       Buried IED! The Dust Brothers command detonate a large IED buried directly beneath the unfortunate enemy unit. It and any units
                        (friend or foe) within 6 inches of its center point suffer a 10D10 attack with no Cover dice applied.
              *Any Uraug unit whose Morale is reduced below D6 is removed from play and counts as casualties for the purposes of Victory Conditions.
                                                                                                        Historical
                                                                                                        Outcome
                                                  MA                                                    Capt. Dumont’s FSA troops
                                                    RS
                                                       H                                                were unlucky enough to
                                                                                                        be detected by the lead
                                                                                                        elements of the Darghaur
                                                                                                        pursuit force, but he and his
                                                                                                        force stood their ground and
                                                                                                        drew the Darghaur into the
                                                                                                        killzone. Commander Murk’s
                                                                                                        Blood Claws emerged on
                                                                                                        the left flank and rear of the
                                                                                                        Darghaur force, immediately
                                                                                                        throwing the Slave Soldiers
                                                                                                        into a panic which intensified
                                                            MARSH
2’ × 3’ table
             Darghaur Forces
                                           Troop                                 Supply      Body Tech
             Troop Type        Initiative Quality Morale Confidence              Quality     Armor Level      Grid? Typical Attributes
             Darghaur             D10           D12      D12         High        Abundant     4D       3       Yes    Adapted to Hostile Environment; Natural/
             Slavemaster                                                                                              Augmented Armor; Natural/Augmented
                                                                                                                      Weapons; Close Assault Monster; Pain
                                                                                                                      Resistant; Advanced Sensors; Hard to Kill
                                                                                                                      (D6); Fearless; Inspiring*
             Urraug Slaves         D8           D8       D8       Confident      Normal       1D       2        No    Pain Resistant; Berserker (Involuntary);
                                                                                                                      Poor Initiative
             All other            D12           D10      D12         High        Abundant     4D       3       Yes    Adapted to Hostile Environment;
             Darghaur                                                                                                 Natural/Augmented Armor; Natural/
             Warriors                                                                                                 Augmented Weapons; Close Assault
                                                                                                                      Monster; Pain Resistant; Advanced
                                                                                                                      Sensors; Hard to Kill (D6); Fearless
             *The Darghaur Slavemaster is only Inspiring to Darghaur slaves.
U3
2’ × 2’ table
             RANGSOF Forces
                                        Troop                              Supply    Body Tech
              Troop Type Initiative    Quality Morale Confidence           Quality   Armor Level    Grid? Typical Attributes
              RANGSOF          D10        D10     D12         High         Normal      1D      2     No     Unpredictable (negated while Taken is
              Tiger Team                                                                                    alive and un-captured); Bloody Minded;
                                                                                                            Advanced Life Saving Capabilities; Stealth
                                                                                                            (TL2)
                                                                                                                           A Darghaur Slavemaster
                                                                                                                           and his bodyguards escort
                                                                                                                           a Taken human.
                                                                                                                           Figures by Ground Zero Games.
                                                                                                                           Buildings by Gamecraft Miniatures.
        Darghaur Forces
                                      Troop                             Supply       Body Tech
         Troop Type       Initiative Quality Morale Confidence          Quality      Armor Level Grid? Typical Attributes
         Darghaur            D10        D12     D12        High         Abundant      4D       3    Yes   Adapted to Hostile Environment; Natural/
         Slavemaster                                                                                      Augmented Armor; Natural/Augmented
                                                                                                          Weapons; Close Assault Monster; Pain
                                                                                                          Resistant; Advanced Sensors; Hard to Kill
                                                                                                          (D6); Fearless; Inspiring*
         Slavemaster’s       D10        D10     D12        High         Abundant      4D       3    Yes   Adapted to Hostile Environment; Natural/
         Attendants &                                                                                     Augmented Armor; Natural/Augmented
         Bodyguards                                                                                       Weapons; Close Assault Monster; Pain
                                                                                                          Resistant; Advanced Sensors; Hard to Kill (D6)
         Taken               1D10       1D8     1D10      Normal        Normal        N/A      2    No    Despised; Fearless
         Urraug Elite        D10        D10     D10       Normal        Normal        1D       2    No    Pain Resistant; Berserker (Voluntary)
         Slave Soldiers
         Urraug Slave        D10        D8      D10       Normal        Normal        1D       2    No    Pain Resistant; Berserker (Involuntary)
         Soldiers
        *The Darghaur Slavemaster is only Inspiring to Darghaur slaves
        **If a Darghaur Ghost Talker or Warlock is present on the table, the Darghaur force is treated as if it were “on the Grid.”
        ***Darghaur Battle Leaders or Darghaurs with Honor Marks are inspiring to both Darghaur and their slave soldiers.
             Despite the doubts of the rest of the world, the DPRG’s notorious
             Martyr Holds slowed the methodical Darghaur advance. When a
             Hold fell, though, desperate measures were required to prevent
                                                                                     Historical Outcome
             a full-fledged Darghaur break-through. Any survivors from the           Lieutenant Yet-Son learned to fight against the Ardenois at
             Hold (often there were none) fled back through a line of more           the side of his uncle, who was an un-sanctioned partisan –
             ad hoc defenses while reserve troops were rushed forward to             also known as a bandit. He spent his summers in the Foix
             man fallback fortifications. This process generally meant that a        Gap learning the fine art of raid and counter-raid and the
             handful of desperate DPRG Border Guard platoons might be left           winters in a Province School. He did well enough in school
             to hold back the tide until a new line of defense solidified behind     to earn a military internship and attained an officer’s billet
             them. The resulting engagements were usually one-sided, bloody          in the Border Guard shortly before the Darghaur Incursion.
             and brief. Occasionally, however, the Darghaur would tangle their       He put his experience to good use against the Darghaur,
             antlers with a resourceful and ruthless Border Guard commander,         hitting them with every trick in his book, from ambushes
             as was the case at Redoubt #31.                                         to IEDs (Improvised Explosive Devices). In doing so, he held
                                                                                     back a Darghaur breakthrough at Redoubt #31 until an
                                                                                     Elite Guard Company in Powered Armor was marshaled to
                                                                                                                      stiffen the fallback fortifica-
                DARGHAUR ENTER THIS EDGE                                                                              tions to his rear. After the
                                                                                                                      war, he was awarded the
                                                                                                                      Divine Petals of the Bloom
                                                         3                                                            of the People’s Glory by
                                                                                                                      Dear Leader himself.
                                                                                                           N
                                                                                    5
                                    2                            4
                                                                                                                                   Trenches
                                                                FUEL STATION
                                                                                                                                   Average buildings
                      1                                                                    6
                                                                                                                                   Average woods
Hills
Hedge
                                                                                                                          #        Potential booby
                                                                                                                                   trap location
                                                           MORTAR
                                                             PIT
                                                                                                                       4’ × 4’ table
                                                                                                                       DPRG forces set up in the
                                                             REDOUBT 31                                                shaded area. Darghaur forces
                 DPRG SET UP IN SHADED AREA                                                                            enter along the top edge of
                                                                                                                       the map as marked.
        DPRG Forces
                                                   Troop                         Supply        Body      Tech
         Troop Type              Initiative       Quality      Morale Confidence Quality       Armor     Level     Grid?    Typical Attributes
         DPRG Border Guards           D8            D8          D12     Normal        Normal   1D Soft      2        N      Bloody Minded; Unpredictable
                                                                                                Armor
         HQ Squad                     D8           D10          D12         High      Normal   1D Soft      2        N      Bloody Minded; Inspirational;
                                                                                                Armor                       Unpredictable
             Special Rules                                                                     Station, striking them with a 6D10 attack. This explosion
                                                                                               counts as a “Big Gun” for the purposes of the Darghaur’s
             Yel-Son’s Preparations                                                            Hard to Kill Attribute. Additionally, the fuel station buildings
             Yel-Son’s force must pick three of the following “booby traps”                    become a blistering inferno. Any figures within them
             to soften up the Darghaur. One each of these diversionary items                   must evacuate immediately and no figures can approach
             and booby traps can be placed at each of the numbered spots                       within 6” of the buildings for the duration of the game.
             on the map. No duplicates can be placed. The DPRG player                     ❚❚   Suicide MG Team When a Darghaur unit approaches
             should make a secret note of which gift is at which location.                     within 8” of this “booby-trap,” a machine gun team pops
                                                                                               out of a Spider Trap which can be located anywhere within
             ❚❚   Firecrackers When a Darghaur unit approaches within 8”                       12” and within LOS of the triggering unit. The machine gun
                  of this booby-trap, it triggers a string of firecrackers located             team can immediately attack any nearby unit as if it had just
                  in any direction from them that the DPRG player wishes.                      successfully Ambushed it (the MG team automatically goes
                  The Darghaur unit must move 6” towards the sound of                          first in the Round of Fire). The two man team has a Type 90
                  the Firecrackers, which it believes are human gunmen.                        GPMG, TL2 ABW, AP:2 and they are considered as a Weapons
             ❚❚   IED When a Darghaur unit approaches within 8” of this                        Team. Assume that the spot they appear from is the entrance
                  booby-trap, an IED is detonated directly beneath it. The unit                to a “spider hole” and it provides them with hard cover.
                  suffers a 6D10 attack. This explosion counts as a “Big Gun”             ❚❚   Pre-Registered Zone for Mortar One of the booby-
                  for the purposes of the Darghaur’s Hard to Kill Attribute.                   trap points can be designated as the hub for several
             ❚❚   Stake Trap When a Darghaur unit approaches within                            pre-registered beaten zones for Redoubt 31’s mortar. Mortar
                  8” of this booby trap, each figure in the unit must                          attacks against any Darghaur within 8” of the designated
                  pass a Troop Quality test to avoid triggering some sort                      booby-trap point receive a +2D Firepower bonus.
                  of pit or mechanical trap. Each figure that triggers a
                  trap becomes a casualty and must make a Hard to Kill                   The Mortar
                  check or automatically suffer a Serious Wound.                         A large mortar pit forms the centerpiece of Redoubt #3. The
             ❚❚   Mother of All IEDs (Can only be placed at Fuel Station)                mortar cannot engage targets nearer than 24” from the pit.
                  Any Darghaur unit that approaches within 8” of this booby-             The mortar has an attack value of AP:4/AT:2(L) in a 4” radius,
                  trap detonates a massive improvised fuel-air bomb. The                 unless striking targets in a Pre-Registered Zone (see Yel-Son’s
                  bomb affects any unit within 12” of the center of the Fuel             Gifts), in which case it receives +2 AP Firepower dice.
        Scenario
        Information
        Duration of Game: 12 Turns
        Initiative: Darghaur for first
        three turns, test thereafter
        Fog of War: See Booby
        Traps in Special Rules
        Special Assets: See Special Rules
           Historical Outcome
           Falaise fell after over a week of
           fighting. Most of the city’s civilian
           population was evacuated before
           the fighting began, so civilian losses
           were minor in comparison to those
           seen in the KOE. Military losses were
           significant, but not back-breaking.
           The sacrifices made by the city’s
           defenders bought the rest of the
           Republic time to further strengthen
           their defenses. Many historians of
           the war believe that the Republic of
           Arden may have fallen before the
           arrival of TF Assassin if Falaise had
           not held out so stubbornly.
        Darghaur Forces
                                         Troop                                        Supply    Body Tech
         Troop Type          Initiative Quality Morale Confidence                     Quality   Armor Level     Grid?     Typical Attributes
         Darghaur Battle        D10             D12         D12        Confident     Abundant    4D        3    Yes (As   Adapted to Hostile Environment;
         Leader                                                                                                 long as   Natural/Augmented Armor; Natural/
                                                                                                                 Ghost    Augmented Weapons; Close Assault
                                                                                                                 Talker   Monster; Pain Resistant; Advanced
                                                                                                                 lives)   Sensors; Hard to Kill (D6); Fearless;
                                                                                                                          Dreadful; Inspiring (Darghaur Only)
         Darghaur Ghost         D10             D10         D12        Confident     Abundant    4D        3    Yes (As   Adapted to Hostile Environment;
         Talker                                                                                                 long as   Natural/Augmented Armor; Natural/
                                                                                                                 Ghost    Augmented Weapons; Close Assault
                                                                                                                 Talker   Monster; Pain Resistant; Advanced
                                                                                                                 lives)   Sensors; Hard to Kill (D6); Fearless;
                                                                                                                          Shared Senses**
         Darghaur               D10             D10         D12        Confident     Abundant    4D        3    Yes (As   Adapted to Hostile Environment;
         Warlock                                                                                                long as   Natural/Augmented Armor; Natural/
                                                                                                                 Ghost    Augmented Weapons; Close Assault
                                                                                                                 Talker   Monster; Pain Resistant; Advanced
                                                                                                                 lives)   Sensors; Hard to Kill (D6); Fearless;
                                                                                                                          Dreadful; Dominator
         Veteran Darghaur       D10             D10         D12        Confident     Abundant    4D        3    Yes (As   Adapted to Hostile Environment;
         Rifle Warriors                                                                                         long as   Natural/Augmented Armor; Natural/
                                                                                                                 Ghost    Augmented Weapons; Close Assault
                                                                                                                 Talker   Monster; Pain Resistant; Advanced
                                                                                                                 lives)   Sensors; Hard to Kill (D6); Fearless
             US Marine Special Operators discover that the enemies of their enemies don’t always make good friends.
             Elements of the 4th MSOC were rapidly re-                                          VIEW TO LIGHTNING TZ
             deployed to the feet of the Zion Mountains
             on the Republic of Arden’s side of the border
             with the Kingdom of Eden. They were                                                             FTB                            D
             tasked with crossing the mountains on foot                                               FTA
             to rendezvous with Kingdom of Eden (KOE)                                                                         2
                                                                                           1
             resistance fighters in the area of the Angel
             Three Cave Complex. The KOE partisans were                                                       3
             under orders to direct the MSOC operators
             to a secure vantage point from which they
             could “fix” the TZ for “Team Lightning.”
             Unfortunately, what seemed like a straightfor-                                                                             C
             ward mission was nearly de-railed by paranoia                           B
             born of religious fanaticism.
                                                                                                                   A
             Ernst Vracloc, a chaplain in the partisan group
             acting as the Marines’ guides had worked
                                                                                           G                              E
             up a high-level of Anti-American sentiment                          F
             within the partisan force. He had succeeded
             in convincing the majority of the partisans
             that their commanding officer, Lt. Mitici, was
             working with the Americans to destroy the
             Angel 3 cave complex rather than liberate it
             from the Darghaur invaders. Chaplain Vracloc
             incited a mutiny as the Marines began the
             process of fixing the TZ, effectively removing
             most of the US force from the ensuing
             firefight – a firefight which was bound to
             attract the attention of a Darghaur patrol at any
             moment.
                                                                                                                                                2’ × 2’ table
                                                                                                                    Light woods
                Historical Outcome                                                                                      & brush
                Team Thunderbolt, with the determined assistance of Lt. Mitici and his men,
                                                                                                                        Average                  Rocky ground/
                fixed the Lightning TZ and defeated Vracloc and his mutineers. Unfortunately,
                                                                                                                         woods                     boulder field
                the mutiny was noisy and time consuming. It attracted a Darghaur patrol and
                was only able to disengage after taking significant losses.
                                                                                                                                                    Impassable
                Vracloc’s mutiny severely jeopardized Operation Thunderbolt and drove a deeper                      Low hill/rise                     cliff edge
                wedge between the US (and OPS in general) and the Kingdom of Eden. It
                was later revealed that his actions were primarily motivated by a hatred for
                US Marines, who had been instrumental in the KOE’s defeat in the Saint’s
                War. He believed God would lead the KOE to victory, but only if they broke all
                contact with heretical Diasporans and hoped that if Operations Thunderbolt and
                Lightning failed it would convince his nation’s political leadership that God would         Scenario Information
                rather see aliens win than see the blessed consort with the damned.                         Duration of Game: 8 Turns
                When news of the treachery broke, military and civilian leadership of OPS                   Initiative: Mutineers unless Mine is Spotted
                forces was aghast at the idea that any human being would put his political                  (See The Mine special rule, below).
                agenda before the defeat of an alien race waging a genocidal war against                    Initiative is determined by test after the
                humanity. A few pragmatists pointed out that the entire operation had been                  TZ is fixed (assuming it ever is).
                politically rather than strategically motivated and that it took more than a                Fog of War: Determined normally by
                mutual threat to draw two vastly dissimilar cultures together.                              Reaction Test rolls
S2
                                                                  S1               D4
                            Fortified buildings
                            Average buildings
                                                                                                                USMC
                                                                                                                  TZ
                            Shanty town shacks
                                                                                        D2
                            Hills                                                   D1
                                                               ANGELIC 7
                                                             CAVE COMPLEX                                 D3
                            Average woods                      ENTRANCE
                                                                                                                            S3
                                                                                                   DARGHAUR
                                                                                                   COMM NODE
3’ × 3’ table
        Special Rules
        Destroying the Command Node
        Fireteam Bravo must destroy the Command Node with a
        demolition pack. To place the pack, Bravo must begin the turn
        within 2” of the Command Node. They must make a Troop
        Quality check to properly set the charge. If they pass the check,
        Bravo can move away from the Node which will be considered
        destroyed at the completion of their movement. If Bravo fails
        the check, they can try to set the charge again in the next turn,
        assuming they are still within 2” of the Node.
                                                                   Trilogy
                                                                     of                                 Under The
                                                          Terradalla                                    Black Flag
                                                                                                        an amBUsh alle
                                                                                                                        y mini-campaig
                                                                                                                                      n
Tomorrow’s war
Myths
                                                                                                      mLD 1
                                            and
        LegenDs
                                                                                                      mLD 2
                         ComiNg SooN!
                                                                                                      mLD 3
                                                                                                      mLD 4
                                                                                                     mLD 5
                                                                                 US $17.95
                                                                                 CAN $19.95
             Tomorrow’s War 	
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                                                  ambushalleygames.com	   By Dagger or Talon   107
Alan Davies (order #9239409)
                   THE OFFICIAL Tomorrow's                                                                                                  War
                         15mm FIGURE RANGE from
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                                     15mm scale for use in your TW games—                                   already available under the STARGRUNT
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                                     National Guard (RANG) and Democratic                                   in this book to represent other races and
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                                     troops, plus the DARGHAUR aliens                                       the Marshborn (our "Crusties" line) and
                                     featured in this volume, and by the time                               the Darghaur's Urraug subject troops (our
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        108   AllBy
                  items are manufactured
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                                                                            Ambushand   someGames
                                                                                     Alley   items require
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                                                                                                                                                         Tomorrow’s       War
ISBN 978-0-9895657-1-4