Contents
1
Heavy  Gear  Arena  Art  &  Designs  copyright 
2010,  Dream  Pod  9,  Inc.    Dream  Pod  9, 
Heavy Gear Arena and other names, specific 
game terms, and logos are copyright 2010, 
Dream  Pod  9,  Inc.  All  rights  reserved.  No 
part of this book may be reproduced without 
written permission from the publisher, except 
for manager and duelist sheets for game play 
and short excerpts for review purposes. Any 
similarities  to  actual  characters,  situations, 
institutions,  corporations,  etc.  (without 
satirical intent) are strictly coincidental.
Produced and Published by
Dream Pod 9, Inc.
5000 Iberville, Suite 328
Montral, Qubec, H2H 2S6
CANADA
Legal Deposit: November, 2010
Bibliothque Nationale du Qubec
National Library of Canada
Stock Number DP9-9210
ISBN 978-1-926790-49-7
Printed in the USA
THANKS 
Avelardo  Paredes:  Mom,  thank  you  for 
teaching me to make do with what Ive got.
John  Ngyuen:  To  all  the  Gear  Heads  out 
there; thank you.
Greg Perkins: To my brother, whose talent 
and insight inspire me to exceed my limits.
Jason  Dickerson:  To  my  mind  and  my  pet 
albatross, Bert. May I find one and free the 
other. 
Daniel Hinds-Bond: To Casey for introducing 
me to the world of Heavy Gear.
Mariko  Shimamoto:  
All Of Us: To the fans. Youre the reason we 
do this.
Project Manager / Senior Editor  
Robert Dubois
Line Developer  
Jason Dickerson
Arena Concept 
Jason Dickerson 
John Ngyuen 
Philippe F. LeClerc
Silhouette Blitz! Designers  
John Buckmaster  
Nick Pilon
Silhouette System Designers  
Marc-Alexadre Vezina  
Gene Marcil  
Stephane I. Matis
Writing 
Jason Dickerson 
Saleem Rasul Abdul Aziz  
Introduction  . . . . . . . . . . . . . . . . . . . . . 2
Core Concepts  . . . . . . . . . . . . . . . . . . . 3
Model Skills and Characteristics . . . . . . . 4
Movement  . . . . . . . . . . . . . . . . . . . . . . 5
Terrain and Movement . . . . . . . . . . . . . . 6
Model Actions . . . . . . . . . . . . . . . . . . . . 7
Cover . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Combat Lock and Active Detection  . . . . . 8
Ranged Attacks . . . . . . . . . . . . . . . . . . . 9
Arcs of Attack. . . . . . . . . . . . . . . . . . . . 9
Indirect Fire  . . . . . . . . . . . . . . . . . . . . 10
Rate of Fire. . . . . . . . . . . . . . . . . . . . . 11
Ammunition Tracking  . . . . . . . . . . . . . . 11
Area of Effect  . . . . . . . . . . . . . . . . . . . 11
Melee. . . . . . . . . . . . . . . . . . . . . . . . . 12
Thrown and Placed Weapons. . . . . . . . . 13
Special Actions  . . . . . . . . . . . . . . . . . . 13
Damage  . . . . . . . . . . . . . . . . . . . . . . . 14
The Game Round . . . . . . . . . . . . . . . . . 14
Reputation  . . . . . . . . . . . . . . . . . . . . . 15
Starting a Team for Campaign Play  . . . . 16
Tournament Play and Quick Games  . . . . 16
Building A Team . . . . . . . . . . . . . . . . . . 17
Team Managers. . . . . . . . . . . . . . . . . . 18
Manager Talents . . . . . . . . . . . . . . . . . 22
Duelists  . . . . . . . . . . . . . . . . . . . . . . . 25
Duelist Talents. . . . . . . . . . . . . . . . . . . 30
Support Personnel . . . . . . . . . . . . . . . . 33
Corporate Sponsors. . . . . . . . . . . . . . . 34
Civilian Sponsors . . . . . . . . . . . . . . . 34
Northco . . . . . . . . . . . . . . . . . . . . . 36
Territorial Arms. . . . . . . . . . . . . . . . 41
Paxton Gear Division  . . . . . . . . . . . . 46
Shaian  . . . . . . . . . . . . . . . . . . . . . . 49
Keimuri . . . . . . . . . . . . . . . . . . . . . . 50
Mandeers . . . . . . . . . . . . . . . . . . . . 51
Dynamic Systems  . . . . . . . . . . . . . . 53
Paxton Weapons Division  . . . . . . . . . 54
Riley Weapons Systems . . . . . . . . . . 54
Obelisk Electronics. . . . . . . . . . . . . . 54
Rucker Group  . . . . . . . . . . . . . . . . . 55
Equipping your Gears. . . . . . . . . . . . . . . . 55
Competing in the Arena . . . . . . . . . . . . 57
Match Types . . . . . . . . . . . . . . . . . . . . 58
Setting up the Game . . . . . . . . . . . . . . 60
Placing Terrain and Deployment. . . . . . . 60
Special Effects Terrain . . . . . . . . . . . . . 62
Post Game Wrap Up  . . . . . . . . . . . . . . 63
Making Repairs . . . . . . . . . . . . . . . . . . 64
Health Checks . . . . . . . . . . . . . . . . . . . 64
Ego Trips. . . . . . . . . . . . . . . . . . . . . . . 65
Combo Chains . . . . . . . . . . . . . . . . . . . 66
Defensive Dueling  . . . . . . . . . . . . . . 66
Standard  . . . . . . . . . . . . . . . . . . . . 67
Offensive Movement  . . . . . . . . . . . . 68
Defensive Fighting . . . . . . . . . . . . . . 69
Pugilist Form. . . . . . . . . . . . . . . . . . 70
Kickboxer Form . . . . . . . . . . . . . . . . 71
Sword Form . . . . . . . . . . . . . . . . . . 72
Staff Form  . . . . . . . . . . . . . . . . . . . 73
Ranged Offense . . . . . . . . . . . . . . . . 74
Ranged Defense. . . . . . . . . . . . . . . . 75
Cooperative  . . . . . . . . . . . . . . . . . . 76
Hired Guns . . . . . . . . . . . . . . . . . . . . . 77
Maena Jarak. . . . . . . . . . . . . . . . . . 78
Danghen Jarak  . . . . . . . . . . . . . . . . 79
Soldier Minerva Bonnie  . . . . . . . . . . 80
Soldier Maxwell Clyde  . . . . . . . . . . . 81
Adrianne Bils. . . . . . . . . . . . . . . . . . 82
Boom Boom Sadie Toepfer  . . . . . . . 83
Emili Royal. . . . . . . . . . . . . . . . . . . . 84
Yang Jownz . . . . . . . . . . . . . . . . . . . 85
The World of Heavy Gear  . . . . . . . . . . . 86
Khayr ad-Din   . . . . . . . . . . . . . . . . . . . 89
The Web Arena  . . . . . . . . . . . . . . . . . . 92
Terra Nova Dueling Olympiad. . . . . . . . . 93
Arena Table and Terrain  . . . . . . . . . . . . 94
Weapons. . . . . . . . . . . . . . . . . . . . . . . 96
Weapon Perks . . . . . . . . . . . . . . . . . . . 99
Gear Perks & Flaws . . . . . . . . . . . . . . 100
Manager & Duelist Sheets . . . . . . . . . 102
Hired Guns Duelist Sheets . . . . . . . . . 104
Copy Editors 
Andrew MacIntyre 
Saleem Rasul Abdul Aziz 
Jake Staines 
Gerrit Kitts 
Jeremy Ortiz 
Bryan Rombough  
Brad Bellows
Additional Editing  
Jason Dickerson  
Greg Perkins  
Daniel Hinds-Bond
Page Design & Layout   
Daniel Hinds-Bond
Cover Artwork  
Mariko Shimamoto  
Greg Perkins
Technical Design 
Avelardo Paredes
Additional Artwork  
Mariko Shimamoto  
Greg Perkins 
Avelardo Paredes  
John Nguyen  
Daniel Hinds-Bond  
Ghislaine Barbe  
Normand Bilodeau   
Jean-Franois Fortier   
Julian Fong   
Charles-E. Ouellette    
Marc Ouellette   
Pierre Ouellette
Miniature Sculpting  
Philippe F. LeClerc  
Alain Gadbois 
CREDITS     
Miniature Painting  
John Nguyen 
Greg Perkins 
Alain Gadbois  
Philippe F. LeClerc 
Terrain 
Paul Workoff 
John Nguyen
Photos and Photo Editing  
John Nguyen  
Robert Dubois  
Greg Perkins
Playtesters  
Brad Bellows  
Hugh Browne, Jr.  
Jeremy Ortiz 
Saleem Rasul Abdul Aziz  
Marcus Lindner  
Paul Workoff
CONTENTS   
Introduction
2
JAMUS VAUGHN 
A native of Kenema, Vaughn was 
born  into  an  impoverished  family. 
When he was of age, he escaped a 
certain life of crime by enlisting with 
the  Northern  Guard.    He  served 
with  the  134th  Combined  Arms 
Regiment (Phares Own Rifles), part of the Eastern Sun Emirates 
Task  Force  during  the  Interpolar  War.    Eventually,  he  gained  a 
field commission and command of his own section of Gears.
The future of his career in the Guard seemed bright until it was 
brought to an abrupt end when an incident involving unnecessary 
Easterner  civilian  casualties  resulted  in  Vaughns  hurried  court-
marshal  and  hushed  discharge  from  the  Guard.    Details  of  the 
case  are  still  classified  to  this  day.    Vaughn  still  maintains  his 
innocence, insisting that his commanders set him up.
He  spent  the  next  few  cycles  travelling  the  planet  but 
eventually  ended  up  in  Khayr  ad-Din  doing  what  he  loves  best, 
piloting  Gears  where  he  earned  a  living  duelling  in  legal  and 
underground arenas. 
He  lives  with  his  beloved  webbed-dachshunds  Oscar  and 
George; gifts his men offered him when he was finally discharged 
from the Guard.
Feeling  short-changed  by  the  Guard,  Vaughn  is  emotionally 
wounded  and  has  an  axe  to  grind.    Although  he  loves  piloting 
Gears, he dislikes the blood sport aspect of Arena duelling and 
as such does his kills as quickly as possible.  If one overlooks his 
lack of showman ship, one will find a consummately skilled pilot 
with a keen sense of tactics that has earned him a small 
fortune and a good standing in the arena ladders. 
After a near death encounter in the arena, Vaughn 
retired from duelling and started his own team with his 
earning.  His teams consistently good performance 
speaks volumes of his managerial skills.  
Age 45 Cycles
Height 1.8 Meters
Weight 99 Kilos
Hair Black
Eyes Brown
TIPS FROM JAMUS
An  experienced  and  successful  Duelist  and 
Team  Manager,  Jamus  has  gone  through  and 
provided  up  and  coming  Team  Managers  and 
Duelists advice on how to play the game. He will 
take  you  through  the  process  and  give  tips  on 
easing  into  game  play  as  well  as  improving  the 
experience.
INTRODUCTION 
Welcome  to  the  world  of  Terra  Nova  and  the  fast  paced, 
competitive  sports  scene  of  Gear  Dueling.  Multi-ton  humanoid 
robotic  vehicles  fighting  in  concrete  and  steel  arenas  all  for 
the entertainment of the crowd only begins to tell what sort of 
game  Heavy  Gear  Arena  is.  Crazy  Combo  moves,  over  the  top 
theatrics, explosive terrain, and a robust campaign system are 
all elements that help bring the stadium to life. Players familiar 
with our Heavy Gear Blitz game will notice that the miniatures for 
Arena are the same scale as Blitz. While some of the mechanics 
are  similar  to  Heavy  Gear  Blitz,  Arena  is  drastically  different 
in  other  ways.  Sometimes  even  shockingly  different.  For  new 
players, Arena is a fun introduction into the world of Heavy Gear. 
The customization and low number of models necessary to start 
playing makes the game a perfect way to try out Heavy Gear. 
Khayr  ad-din,  the  center  of  Gear  dueling  on  Terra  Nova,  is 
calling out to you. Take the plunge. Build a team, and compete for 
the glory of the game. Or just beat the heck out of your friends 
teams for bragging rights. I hope you enjoy the game, and if you 
have time join us on our forums (www.dp9forum.com) to tell us 
about your play by play moments.
Visit  the  Heavy  Gear  Arena  section  of  the  Dream  Pod  9 
website  at  www.dp9.com  for  free  downloads  of  Heavy  Gear 
Arena goodies like fillable manager and duelist sheets, counters 
and  corporate  sponsor  logos.  Also  while  your  there  check  out 
the link to Gear UP, our free online magazine, which will include 
Heavy Gear Arena articles in all future issues.
222222222222
with a keen sense of tactics that has earn
fortune and a good standing in the arena
After a near death encounter in the 
retired from duelling and started his own
earning.  His teams consistently good
speaks volumes of his managerial sk
TIPS FROM JAMUS
An  experienced  and  success
Team  Manager,  Jamus  has  gon
provided  up  and  coming  Team
Duelists advice on how to play th
take  you  through  the  process  a
easing  into  game  play  as  well  as
experience.
Basic Rules
3
CORE CONCEPTS 
TABLE SIZE 
Heavy Gear Arena works best on a playing surface of 36 by 36 
inches or smaller with a reasonable amount of terrain, although 
the  game  can  be  played  on  as  small  or  large  of  a  surface  as 
you have room to accommodate. Generally, three to five terrain 
pieces per square foot of table are enough. Cover is an important 
factor in the game so terrain should be available to the players. 
See pages 60 and 62 for more information on terrain.
SCALE 
All models in Heavy Gear Arena are 1/144 scale (10-12mm 
figure scale). All terrain should be scaled accordingly. Homemade 
terrain  is  quite  easy  to  build  in  this  scale,  and  terrain  building 
articles  can  be  found  at  no  cost  to  the  customer  on  Dream 
Pod  9s  website  (www.dp9.com)  as  well  as  in  the  companys 
quarterly e-zine Gear UP.
While the scale of the miniatures and terrain is fixed on the 
table,  the  timescale  and  table  scale  are  not.  Liberty  must  be 
taken with these, otherwise odd situations regarding movement, 
terrain effects and similar crop up. As such, weapon ranges are 
scaled  to  the  average  table  size  and  the  real-time  length  of 
a  game  round  is  dramatic,  or  just  long  enough  for  everything 
going on in that round to be resolved.
DICE ROLLING 
Heavy  Gear  Arena  uses  ordinary  six-sided  dice  to  add  a 
random element to the game. The number of dice to be used in a 
roll is either specified in the rules or based on one of a Models 
Skills. Multiple dice are specified as xD6 (1D6 for 1 die, 2D6 for 
2  dice,  etc.).  When  two  or  more  dice  are  rolled  together,  the 
result of the roll is the highest result on any single die. If more 
than  one  6  is  rolled,  each  extra  6  adds  1  to  the  result.  If 
every  die  turns  up  1,  the  die  roll  is  a  fumble  and  counts  as 
an  overall  result  of  zero.  Higher  results  are  better  than  lower 
results.  Unless  otherwise  specified,  all  rolls  should  be  made  in 
this fashion. In some cases the player is asked to roll a d3. To 
roll a d3, roll a six sided die and adjust the roll to the following 
formula: 1-2 is equal to a 1, 3-4 is equal to a 2, and 5-6 is equal 
to a three. 
Various game effects will alter the number of dice rolled or the 
total of a roll. Bonuses are listed as +x, and penalties as -x. To 
apply the modifier, add it to the result of the roll. If a negative 
modifier lowers the total below 0, the final result is always 0. No 
modifiers can modify a Fumble. If any effect  lowers the number 
of dice rolled to 0, or the Skill itself is 0, roll two dice and take 
the lowest of the two. In this case, either die showing a 1 counts 
as a fumble. Any effect that lowers the dice rolled below zero will 
result  in  that  attempt  being  counted  as  a  fumble  and  without 
any  dice  being  rolled.  Note  that  all  dice  and  Roll  modifiers  are 
cumulative unless stated otherwise.
THRESHOLDS AND OPPOSED TESTS
Once  a  roll  has  been  made  and  all  appropriate  modifiers 
added,  the  outcome  of  the  roll  must  be  determined.  Rolls  are 
always  made  against  either  a  pre-determined  number,  called  a 
Threshold,  or  in  an  opposed  test  against  another  skill  roll.  The 
skill to be rolled and the Threshold or opposing skill will always be 
specified in the rules. When rolling against a Threshold, the roll is 
a success if the result is higher than the Threshold and a failure 
if the result is less than or equal to the Threshold. 
When making an opposed test, one Model will be the acting 
model or attacker and the other will be the defender. Both 
players roll the designated skill for each Model and the results 
of the rolls are compared. If the attacking Models roll is higher 
than  the  defenders  roll,  it  has  succeeded.  If  it  is  less  than  or 
equal to the defenders roll, it has failed. 
MARGIN OF SUCCESS / FAILURE 
How  much  a  roll  succeeded  or  failed  by  is  often  important 
when determining its effects. If a roll is a success, the roll minus 
the Threshold or the defenders roll is known as the Margin of 
Success (MoS). If a roll is a failure, the Threshold or defenders 
roll minus the roll is the Margin of Failure (MoF). 
MEASUREMENT  
All  distance  values  in  the  game  (movement,  ranges,  areas) 
are in inches. Measurements are taken to and from the edge of 
a  miniatures  base.  In  the  case  of  Models  with  multiple  bases, 
measure from the nearest base. For Models without bases, from 
the  body  or  hull  of  the  miniature.  You  are  allowed  to  measure 
anything  at  any  time  during  the  game,  but  all  measurements 
must  be  shared  with  your  opponent.  It  is  recommended  that 
players  use  a  retractable  metal  measuring  tape  with  inch 
markings when measuring distances. 
If  you  are  using  metric  measurements,  centimeters  is  the 
best  choice.  Simply  multiply  all  game  distances  by  2.5  to  get 
distance  in  centimeters.  Round  any  decimal  values  up  to  the 
nearest centimeter for ease of use. 
SPORTSMANSHIP  
As with any game, sportsmanship is key. We recommend being 
open  with  your  opponent  regarding  status  of  Models  in-game 
and  Duelists  used.  Being  open  and  friendly  generally      prevent 
rules      arguments      and      makes      your      game  much  more 
pleasant.  Unsportsmanlike  behavior  should  not  be  tolerated 
and it is acceptable to find other opponents. Poor attitudes do 
nothing  but  harm  wargaming  in  general  and  ruin  the      fun  for 
everyone.  Official  Dream  Pod  9  events  have  a  sportsmanship 
component  and  reward  those  who  treat  their  opponents  with 
respect.
A NOTE ON ROUNDING 
When  rounding  fractional    numbers,  unless  otherwise 
specified, values of 0.5 and higher round up and anything lower 
rounds down.
Basic Rules
4
MODEL SKILLS AND 
CHARACTERISTICS 
ACTIONS 
The number of actions a model has available to it in a single 
round.  Actions  include  a  variety  of  types  of  attacks,  taunts, 
or initiating combos. For more information on actions look on 
page 7. 
MODIFIERS 
Models have different modifiers for different actions depending 
on  their  movement  type,  fire  control,  sensors,  and  situational 
modifiers  from  combos,  elevation,  and  arcs  of  fire.  Whenever 
these are indicated in the text, the relevant skill is listed along 
with the modifier. Modifiers add or subtract from the final roll. 
For example, a Model using their Gunnery Skill at Top Speed has 
a -2 modifier. If the Gunnery rolls total is a 6, the modifier of -2 
is added to the dies result for a total of 4. If the same Model 
were to use Gunnery while Stationary, the Model would add a 
+1 to the final result. If the Gunnery roll was a 6, the modifier 
would increase the final total to a 7.
SIZE 
The Models size is simply how large or heavy the vehicle is. 
Size  is  important  for  melee  based  attacks  and  certain  Combos 
have minimum or maximum size categories. 
ELECTRONICS AND SENSORS 
The  Detection  rating  is  its  ability  to  passively  detect  other 
Models. Sensor is the modifier used when the pilot actively uses 
his Models Sensors to try and find an enemy.
ARMOR AND DAMAGE 
The Models Armor rating specifies how well it resists damage. 
When a Model does take damage, one or more damage boxes are 
crossed  off.  There  are  several  levels  of  damage,  and  hard-to-
damage  or  reliable  Models  will  have  more  levels  compared  to 
fragile units. Any Perks and Flaws that modify how a Model takes 
damage  are  also  listed  here.  These  can  improve  or  worsen  its 
armor or prevent certain damage effects.
SKILLS 
These  specify  how  good  the  Models  crew  is  at  different 
tasks.  The  four  skills  are  Gunnery  (Gun),  Piloting  (Pil),  Dueling 
(Due),  and  Rally  (RL).  Attack  measures  the  ability  of  the  crew 
to strike against opponents with both ranged and melee attacks. 
Defense measures the crews capability at defending their unit 
from damage. Dueling is used for making your combo rolls, using 
sensors  and  communication  based  skill  rolls.  Finally,  the  Rally 
skill measures the crews ability to coordinate his team-mates, 
generate  excitement  from  the  crowd,  or  successfully  taunt  an 
opponent. 
WEAPONS 
Most Models will have one or more weapons. This listing gives 
the stats for each. Arc specifies the direction the weapon fires 
in. Acc is the Accuracy, a modifier for any Attack Roll with that 
weapon.  DM  is  the  weapons  Damage  Multiplier  or  Damage. 
Special lists any Special traits that modify the weapons operation 
 for example, Guided (G), Indirect Fire (IF), or Reloads (R). 
Every weapon has three range bands . Short is the first range 
listed  in  the  range  brackets  .  Any  shots  fired  up  to  the  range 
listed in this bracket suffer no penalties . Beyond Short, is the 
Medium range band. While shooting at this range is feasible, the 
shots tend to be less accurate . Any attacks fired at this range 
band  suffer  a  -1  penalty  .  Any  shots  fired  beyond  Medium  are 
considered to be in the Long range band and suffer a -2 penalty 
to strike. Not all weapons have an Long range band. Long range 
band has no limit. 
PERKS / FLAWS 
Miscellaneous  abilities  or  limitations  of  the  Model  are  listed 
as  perks  or  flaws.  Individual  perks  and  flaws  are  listed  in  the 
appendix on pages 100-101.
You look at your typical Gear pilot and even the best ones 
out there cant make their machines do anything near what a 
Duelist can do with their Gears. You look at some of the best 
ones  out  there  like  the  Jarak  Twins  or  Yang  Jownz  and  see 
what  they  can  do  in  the  arena.  They  can  make  those  multi-
ton vehicles dance around their targets. They can make those 
impossible shots. And more importantly, they know how to get 
the crowd on their side.  Do you think you really have what it 
takes to make it to their level?
Davood Tortuga, Ninety Nine Bulls Team Manager, comment 
to a prospective hire.
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Basic Rules
5
MOVEMENT MODES 
GROUND 
Ground Movement represents wheeled or tracked propulsion. 
Most  Gears  utilize  Ground  movement  as  their  Secondary 
Movement  System  (SMS)  to  cover  distance  quickly,  but  the 
movement  mode  does  sacrifice  the  ability  to  navigate  around 
extreme  corners.  While  in    Ground  Movement,  the  unit  is 
allowed  2  turns  while  Stationary,  1  turn  for  every  2  inches  of 
forward  or  reverse  movement  while  at  Combat  Speed  and  1 
turn per 3 inches of forward movement while at Top Speed. In 
order  to  turn,  the  model  must  meet  the  forward  or  reverse 
movement  distance  requirements  first.  In  addition  to  turning 
issues, Ground movement also presents a reduced capacity to 
avoid attacks while stationary.
WALKER 
Walker movement indicates the Model moves using two or 
more legs, and is the most basic motive system for Gears. The 
legs on a Gear provide the unit a unique ability to overcome a 
multitude of difficult terrain types, making the Gear a dominant 
force  on  the  battlefield.  To  represent  this  ability,  Rough  and 
Very  Rough  terrain  have  their  MP  requirements  lowered  by 
1,  while  Soft  Terrain  has  the  MP  requirements  increased  by 
1. Walkers at Combat Speed can move in any direction, even 
sideways or backwards. As a result of this ability, Walkers do 
not  use  the  standard  Reverse  Speed  rules.  Walkers  have  no 
requirements  for  turns  while  Stationary  or  at  Combat  Speed 
and may turn freely, but may only make 1 turn for every two 
inches  of  forward  movement  while  at  Top  Speed.  In  order  to 
turn, the model must meet the forward or reverse movement 
distance requirements first.
HOVER 
Hovercraft ride on cushions of air, allowing them to skim over 
the  ground.  Nearly  unheard  of  in  the  arenas  on  Terra  Nova, 
the  movement  system  is  commonly  found  on  the  Earth  force 
vehicles, and there are rumors that NuCoals self defense force 
has  deployed  hover  capable  Gears  in  their  regiments,  though 
currently  none  of  these  models  have  been  made  available  to 
any teams. Units equipped with Hover treats Soft, Rough, Very 
Rough, and all Water types as Open. Hover mode is also immune 
to  Oil  Slicks  for  purposes  of  Difficult  or  Dangerous  Terrain 
checks.  Dense and Very Dense Terrain is treated as Impassible. 
Hover vehicles may make up to three turns while Stationary, 
one turn per two inches of forward or reverse movement while 
at  Combat  Speed  and  one  turn  per  four  inches  of  forward 
movement at Top Speed.
STATIC MODELS 
Heavy  Gear  Arena  does  have  static  models  that  can  be 
targeted by the players. Explosive barrels, trap activators, and 
other  models  on  the  board  have  specific  effects  detailed  on 
page  62.  In  order  to  hit  these  static  models,  duelists  must 
beat a threshold of 4.
MOVEMENT 
Models  move  one  at  a  time  during  their  movement  phase. 
Each Model has a current movement type, which specifies the 
maximum  number  of  Movement  Points  (MPs)  they  can  use 
during  a  round.  Spending  one  MP  normally  moves  the  Model 
one inch, provided that the terrain is easily traversed. Rough or 
Difficult terrain and a vehicles Movement Mode can alter this 
(see page 6). 
Each  Model  has  one  or  more  movement  modes,  which 
determines how they interact with terrain and how often they 
may turn. Some Models will only have a single Movement Mode, 
while  others  may  have  two  or  more.  A  Model  may  only  use 
one Movement Mode at any time, and it should be clear what 
Movement Mode is being used at all times. A model must declare 
their movement at the beginning of its activation. 
If  any  terrain  has  multiple  effects,  always  take  the  worst 
possible  cost  for  that  terrain  type  given  the  Models  current 
Movement Mode. See Terrain and Movement on page 6 for more 
information.
A Model can change its speed by one level per round before it 
spends any MPs. It uses the new speeds Piloting and Gunnery 
ratings, and MP limits as soon as the change is made. Models may 
also shift from Stationary to Reverse Speed, which is identical 
to Combat Speed movement except that the Models front and 
back are swapped for the purpose of movement. Models must 
switch back to Stationary before resuming forward movement. 
Walker  movement  is  the  exception  to  this  rule.  Models  using 
walker  movement  can  move  forwards  or  backwards  without 
having to go stationary. 
   Stationary Models can move up to 1 and can turn at any 
point during their movement.
   Models engaged in a Movement Mode can move up to their 
MP limit and must move at least 1. If a unit is moving at 
Top  Speed,  they  must  move  1  over  their  Combat  Speed 
for the movement type they are using.
   A Turn is a single 60 degree facing change (one hex facing), 
and Turns are governed by Movement Modes.
Since movement on the table is assumed to be simultaneous, 
a  Model  may  move  through  another  Model.  There  are 
exceptions  to  this  rule  such  as  drifts,  unintentional  impacts, 
combos, or attempted rams. 
Models  may  not  end  their  movement  on  top  of  another 
Model. If a Model cannot stop and is forced into a cliff or another 
Model,  it  becomes  an  Unintentional  Impact,  see  Ramming  on 
page 12.
CRASH STOPS AND CRAZY IVANS 
Models  may  wish  or  need  to  turn  or  decelerate  rapidly. 
By  giving  themselves  a  Stun  Counter  (see  page  14),  they 
may  immediately  switch  to  a  different  movement  mode  or  go 
stationary. A model may also give themselves a Stun Counter 
in order to make up to a 120 degree turn while using certain 
types  of  movement  modes  (see  Movement  Modes).  Models 
already  possessing  a  Stun  Counter  may  not  do  this.  This 
Maneuver may be attempted at any time.
Basic Rules
6
TERRAIN AND MOVEMENT
While most terrain types listed here will rarely be utilized in an 
arena setting, players can be creative and set up outdoor fights 
in exotic locales. Terrain is classified by the players before play 
begins and should be clearly identified and agreed upon. Terrain 
generally is made up of bases or clumps of features which should 
be classified together. Terrain is grouped into types and in some 
cases multiple types can apply to a particular piece of terrain. If 
terrain counts as multiple types,  take the worst classification 
for a units current movement mode. The Movement Point (MP) 
cost is per inch travelled. 
CLEAR/OPEN 
Most  arena  surfaces  are  made  of  concrete  or  steel  sheets 
and represent clear and open terrain. Open plains, baked desert 
surfaces, and many other unobstructed stable surfaces apply to 
this category. There is no penalty or bonus to MPs when moving 
through this terrain type. 
SOFT 
Shifting sand, muddy condition, and other less stable surfaces 
that  create  minor  problems  for  vehicles  are  treated  as  soft 
terrain. Moving through soft terrain costs 2 MPs.
ROUGH 
Loose  gravel,  ruble,  and  other  uneven  surfaces  are  a  few 
examples  of  rough  terrain.  Traveling  through  Rough  terrain 
costs 3 MPs. 
VERY ROUGH 
High piles of rubble, boulders, heavy undergrowth, and other 
difficult  surfaces  are  classified  as  Very  Rough.  Travel  through 
Very Rough Terrain costs 4 MPs.
DENSE 
Light forests and simple obstacle courses are a few examples 
of Dense terrain. Dense Terrain costs 3 MPs to travel through.
VERY DENSE 
Jungles,  steel  girders  in  a  construction  site,  and  other 
extremely  difficult  to  navigate  terrain  all  fall  under  the  Very 
Dense  category.  Very  Dense  Terrain  costs  4  MPs  to  travel 
through.  
IMPASSABLE 
Some  types  of  terrain  cannot  be  cleared  regardless  of 
movement  systems.  Generally  elevation  issues  or  hazardous 
conditions  prevent  a  unit  from  traveling  through  this  type  of 
terrain. Tall walls, molten metal pits, white sand dunes are a few 
examples of impassable terrain. 
STRUCTURES 
Buildings  are  generally  classified  as  impassable  for  larger 
units such as Gears. In some cases, arena competitions might 
be held in an abandoned part of a town and structures will dot 
the  game  board  in  these  conditions.  Players  should  designate 
any  structures  that  are  traversable  by  vehicles  and  assign  a 
particular type of terrain effect (clear, rough, dense, etc). 
ROADS 
Roads  are  designed  to  maximize  Ground  Movement  Modes 
and  provide  units  using  Ground  movement  twice  their  speed 
capability. 
SHALLOW WATER/LIQUID 
Small  pools  or  streams  of  liquid  that  only  affect  a  units 
movement system are classified as Shallow Water/Liquid. Moving 
through Shallow Water/Liquid costs 2 MPs. 
DEEP WATER/LIQUID 
Deep  Water  is  impassable  to  units  not  equipped  with 
appropriate  perks.  Any  unit  that  ends  up  in  Deep  Water  and 
does not possess the appropriate protective perk is treated as 
destroyed.  If  playing  with  the  campaign  rules,  units  recovered 
from  Deep  Water/Liquids  are  treated  as  having  a  non-lethal 
destruction,  but  Duelists  will  have  to  make  a  Health  Check  in 
Post Game Wrap Up if they are unable to eject.
ROUGH WATER 
Rapids  or  other  rough  water.  This  is  not  a  terrain  type,  but 
modifies the way Models interact with Shallow and Deep Water. Add 
1 to the MP cost per inch of any model moving though the water.
DIFFICULT AND DANGEROUS TERRAIN
Any type of terrain may be considered Difficult or Dangerous. 
Players should decide which types of terrain constitute Difficult 
or Dangerous terrain. Some examples of what should be used to 
represent Difficult or Dangerous terrain include ice, quicksand, 
lava, cave-ins, tank traps, unintentional impacts and chances to 
fall such as oil slicks and similar. Difficult requires an unmodified 
Piloting Skill test against a Threshold of 3 by each Model entering 
or  starting  their  movement  inside  of  said  terrain.  Dangerous 
requires an unmodified  Piloting Skill test versus a Threshold of 
5. If the Model does not succeed, it will take one box of damage. 
The  Model  will  then  halt  all  movement  and  immediately 
changes its current speed Band to Stationary.
ELEVATION LEVELS 
Any sheer elevation change of 2 or more is considered a cliff 
and is Impassible by regular movement. If a Model is unable to 
turn  or  otherwise  would  go  over  the  cliff,  make  a  Piloting  roll 
against  a  Threshold  of  4.  If  failed,  it  becomes  an  unintentional 
impact (see Ramming on page 12). If successful, the Model halts 
movement at the top of the cliff. Some Models may be able to 
climb cliffs, see Arms and Climbing Equipment in Perks and Flaws 
on pages 100-101.
Duelists  may  attempt  a  Jump  over  any  impassable  terrain. 
When Jumping off of elevated terrain to a lower elevation, add 
the height as a bonus to any Jump Combo Checks. So if a Duelist 
is  on  top  of  a  2  piece  of  terrain  and  wants  to  jump  to  the 
tabletop level, he would receive a +2 to his Dueling skill on the 
Jump Combo Check. For more information on Jump see page 67.
Basic Rules
7
MODEL ACTIONS 
Every  Model  has  a  number  of  Actions  listed  in  its 
characteristics. This represents the maximum number of Actions 
the model may perform during a Round. Actions include (but are 
not limited to) Attacking, Forward Observing and using some of 
the models Perks. Actions may be performed at any time during 
a  Models  Activation,  although  some  Special  Actions  allow  the 
model to act outside of their activation.
The following require the expenditure of an Action:
   Attacking with a weapon. (pages 9-13)
   Attempting Active Lock or Forward Observation. (page 8)
   Using a Perk noted as requiring an Action. (pages 100-101)
   Most Special Actions. (page 13)
   Initiating a Combo Chain (page 66)
The following do not require the expenditure of an Action:
   Defending against a Ranged Attack. (page 9)
   Defending against a Melee Attack or Ram (page 12)
COVER
Cover has two distinct roles in Heavy Gear Arena. The amount 
of cover between a target and the attacker is used to determine 
if  Combat  Lock  has  been  achieved,  but  cover  is  also  used  to 
determine if the attacker will receive a penalty to the attack roll. 
When determining if an attacker can achieve Combat Lock on 
a target, simply count the number of pieces of terrain that are 
directly between the attacker and the target. Add or subtract 
any  values  the  defender  might  have  from  perks  such  as  Large 
Sensor  Profile  or  Low  Profile.  If  any  of  the  terrain  between 
the  attacker  and  the  defender  is  Solid,  but  does  not  offer  the 
defender Full Cover, add +1 to the final value. If the Attackers 
Detect  rating  is  equal  to  or  greater  than  the  final  value,  the 
Target has been detected and can be attacked. If the Cover value 
is greater than the Detect rating of the Attacker, the Defender 
has  remained  undetected  and  cannot  be  attacked  with  direct 
fire.  
If a Model has achieved Lock or a has a Forward Observer with 
Lock on a Model, it may attack that Model as long as one or more 
of its weapons can reach the target. Sometimes Cover or terrain 
may prevent direct attacks from being made, although Indirect 
Attacks may avoid the intervening objects. See below for more 
information on the types of Attacks possible.
Cover  is  measured  from  a  Models-eye  view.  If  the  Target 
is not blocked at all, it is considered to be an Open Target and 
Models  gain  a  +1  to  attack  the  Open  Target.  If  the  target 
Model is up to half covered, but can still can be seen easily, it is 
considered to have some Cover, but there is no Cover Modifier. 
If the Model is more than half hidden but you can see the main 
body, it is considered to have Partial Cover. There is a -1 modifier 
to  all  attacks  against  the  Target  Model.  If  the  Target  model  is 
fully hidden, it is considered to have Full Cover. There is a -2 to 
attack the Target Model. Note that a Model with only a weapon 
or  part  of  a  limb  showing  is  considered  fully  hidden.  Multiple 
intervening cover types do not stack. 
If  the  Cover  is  provided  in  part  by  Solid  Terrain,  there  is  a 
further -1  Cover modifier. Models fully Hidden by Solid Terrain 
may not be fired at directly.
COVER AND DEFENSE 
A  Dartjger  moving  through  the  arena  sees 
a  Gladiator  in  the  open.  The  Gladiator  has  no 
cover  and  is  easier  to  attack.  The  Dartjger  fires 
its  autocannon  at  the  Gladiator  rolling  its  Gunnery  Skill  with  a  +1 
modifier for the Gladiator being out in the open. The Gladiator survives 
the  encounter  and  decides  to  take  cover,  but  this  time  his  legs  are 
covered, but the rest of his body is still in the open. The Dartjger has 
a  vendetta  against  the  Gladiator  and  continues  to  chase  him  down. 
Seeing the Gladiator semi-exposed, the Dartjger fires once again at 
the Gladiator. Since the Gladiator is in some cover the Dartjger loses 
the +1 bonus it had when it attacked the first time.
Partial Cover
No Cover Some Cover
Full Cover
Basic Rules
8
COVER AND DETECTION
The Stonemason in the top of the picture is trying to detect his opponents. All of the terrain 
on the board has been deemed to be Solid. The Stonemason checks to see if he can achieve 
combat lock on the Gladiator. As the Gladiator is not in the open, the Stonemason checks to 
see if the unit is within 6 of his Gear (Stonemason Size 6). The Stonemason discovers hes 
14  away  from  the  Gladiator.  The  Stonemason  checks  to  see  if  his  sensors  can  Detect  the 
Gladiator to achieve Combat Lock. The Gladiator is behind two pieces of terrain (+1 per terrain 
piece), but the pieces of terrain are solid (+1 per terrain piece) for a total cover value of 4. 
The Stonemasons detect rating is 2. He does not have Combat Lock. The Stonemason must 
chose a different target or try an Active Detect roll against the Gladiator. The Threshold for the 
Active Detect attempt would be the total value of the Cover which was 4. 
  The  Stonemason  decides  to  see  if  he  can  achieve  a  Combat  Lock  on  the  Asp  before 
attempting any Active Detection checks. The Asp is behind one piece of terrain (1) and that 
terrain is solid (1) for a total of 2. Comparing this to the Stonemasons Detect Score of 2, the 
Stonemason has achieved Combat Lock on the Asp. Unfortunately for the Stonemason, the Asp 
is behind full Solid Cover and cannot be attacked with Direct Fire. The Stonemason must Active 
Detect the Asp to be able to throw a hand grenade at the Asp. 
The Stonemason rolls his Rally skill against a Threshold of 2 and rolls a 3. The Stonemason 
has beat the Threshold and receives a free action to throw his grenade at the Asp.
COMBAT LOCK AND  
ACTIVE DETECTION 
For many Actions, most importantly Attacking, the player will 
need to know if a model can sense or detect another model. In 
game terms, this is defined as achieving Lock as in lock-on. 
Lock  can  be  affected  by  many  things  including  terrain,  Model 
qualities,  special  Actions  and  environmental  conditions.  If  the 
activated model achieves a lock on a target, then the activated 
model may proceed to attack the detected model. 
If an activated Model can detect another Model without using 
Actions  to  actively  search  for  the  enemy,  the  activated  Model 
has Combat Lock. Combat Lock is determined on a case by case 
basis.  Combat  Lock  is  achieved  if  one  or  more  of  the  following 
is true:
   If  there  is  no  Cover  between  your  Model  and  the  target 
and it is not blocked by Solid Objects.
   If  the  target  is  within  its  Size  in  inches  of  your  Model, 
unless blocked by Solid Objects.
   If  your  Models  Detect  Rating  is  greater  than  the  Cover 
rating to the target.
If  a  Model  cannot  achieve  Combat  Lock,  the    model  may 
attempt to gain Active Lock. Active Lock may also be attempted 
by  a  Model  that  has  Combat  Lock.  The  Model  must  spend  an 
Action  and  then  roll  its  Rally  Skill  plus  Sensor  rating  versus  a 
Threshold equal to the total amount of cover to the Target Model 
(see  page  7  for  details  on  Cover)    If  this  is  successful,  your 
Model has Active Lock and generates a free Action that must be 
spent on one of the following Actions:
   Attacking  the  Target  with  an  Indirect  or  Thrown  Weapon 
(Model has Forward Observed for itself).
   Forward Observing the Target for Indirect Fire from other 
Models  in  your  force  (see  Indirect  Attacks  page  10  for 
more information).
Active Lock lasts until the Miscellaneous Phase of a round or 
the model that has been Observed moves. If a model has been 
observed place an indicator next to the observed model to note 
that it has been forward observed.
COMBAT LOCK
TARGET CONCEALED
Determine cover value.
Detect rating of attacker exceeds 
cover value of target?
TARGET IN OPEN
Combat Lock achieved.
ATTACK!
YES
Combat Lock achieved.
YES
Combat Lock achieved.
ATTACK!
ATTACK!
ACTIVE LOCK
Spend an action to attempt  
Active Lock.
Roll Rally + Sensor bonus against 
cover rating of the target. 
SUCCESS
Gain a free action that can be 
used to do one of the following:
  Forward Observe the target
  Indirectly Fire at the target
  Attack with a thrown weapon
NO
NO
Distance in inches from the 
attacker to target equal or less 
than the size rating of the target?
CHOOSE ANOTHER TARGET
Repeat the steps for Combat Lock 
for the next target.
FAILURE
 ACTIVATION CONCLUDED
Unless your unit has additional 
actions, it may only complete its 
movement before its activation is 
concluded.
Basic Rules
9
DIRECT FIRE
To fire directly at an opposing unit, your attacking unit must first 
achieve Combat Lock
DETERMINE MODIFIERS
 Cover modifiers
 Range modifiers
 Weapon accuracy Modifiers
ATTACK
The attacker applies modifiers to their roll
The defender applies the modifiers to their roll
Did the attacker roll exceed the defender roll?
YES
Proceed to Damage.
NO
Unless your unit has additional 
actions, it may only complete its 
movement before its activation 
is concluded.
ARCS OF ATTACK 
Each weapon listed on a Models sheet will have an Arc listed. 
Right,  Left,  Forward  and  Rear  arcs  (R,  L,  F,  Rr)  are  each  180 
degree  arcs  measured  from  the  centre  of  the  model  in  the 
direction indicated. In most cases, weapons in Heavy Gear Arena 
will be in a Forward arc, but at the time of installing a weapon, 
the player may choose to place the weapons arc in a different 
facing.  This  should  be  clearly  noted  on  the  sheet.  Manipulator 
held  weaponry  can  attack  in  two  full  arcs  depending  on  which 
hand  the  weapon  is  carried.  Right  held  weaponry  can  attack 
from  Front  to  Right  arcs.  Left  held  weapons  can  attack  from 
Front to Left arcs. Manipulator Held Weapons that require two 
hands to wield may only attack in their Front Arc.
RANGED ATTACKS 
When  attacking  with a  ranged weapon,  the Attacking  Model 
must have Lock on the Target Model and the Target Model must 
be both within the appropriate arc and within the Range limit of 
the weapon. The Attack is an opposed test and will be modified 
according to the Range to the Target Model and the Movement of 
the Attacker as well as the Movement and Facing of the Target.
The  Attack  roll  is  made  with  the  Gunnery  Skill,  modified  by 
Range, Cover and other effects as described in the following tables.
Range
Target is up to the end of Short range 0
Target is up to the end of Medium -1
Target it up to the end of Long range -2
Movement
Stationary Fire Control Rating +1
Combat Speed Fire Control Rating
Top Speed Fire Control Rating -1
Cover
Open Target +1
Target has some Cover 0
Target is in Partial Cover -1
Target is in Full Cover -2
Target is behind any Solid Cover Additional -1
Scenario Effects, Perks or Flaws Variable
Accuracy of Weapon Variable
Vehicle Fire Control Rating at Current Speed Variable
Ranged Attacks made against a Target involved in Melee with 
other  Models  will  not  necessarily  hit  the  intended  Target  and 
should be randomized in a mutually acceptable manner between 
all Models involved in Melee. If the attacking model is involved in 
the same Melee, they are exempt from the random targeting. 
Weapon  Traits  may  affect  how  damage  and  weapons 
interact with certain situations. See the Weapons section on 
pages 96-97 for more information.
RANGED DEFENSE 
When  a  unit  is  attacked  with  ranged  weaponry,  the  Model 
defending  rolls  their  Piloting  Skill  against  the  attack.  Defense 
Rolls  do  not  require  the  expenditure  of  an  action;  however, 
initiating a Defensive Combo Chain to add additional bonuses and 
effects to the defense rolls does require an action and is covered 
later  in  this  book  (See  Defensive  Dueling  on  page  66).  When 
targeted by an Attack, the Model rolls its Piloting Skill plus the 
units Maneuverability Score along with the Modifiers listed on 
the on the Defense Modifier Chart.
Attacks  are  always  assumed  to  come  from  the  direction  of 
the Attacker. The Attacked from above Modifier applies only if 
the attack was from a higher elevation level.
Defense Modifiers
Stationary Walker -1 
Stationary Ground or Hover -2
Combat Speed 0 
Top Speed +1
Attack directed at Defenders Rear Arc (Rear 180) -1
Defender does not have Lock to Attacker  -1
Attacked from above -1
Basic Rules
10
INDIRECT FIRE 
Indirect Attacks are a specialized form of Attack used when 
you cannot gain Lock on a Target or feel that an Indirect Attack 
would  be  of  better  tactical  use.  Indirect  Attacks  work  as 
normal Attacks, but use the Cover Modifiers from the Forward 
Observer, rather than the attacker. A weapon with the Indirect 
Fire  (IF)  trait  must  have  a  FO,  otherwise  treat  the  Attack  as 
direct and follows the normal attack procedure.
Following  the  Direct  Attack  tables  modifiers  for  movement, 
range, and other modifiers, roll the Models Attack skill. The Attack 
roll is compared against a Threshold of 4 to hit the Target point. Note 
the  unmodified  (raw)  roll,  including  extra  sixes,  even  if  the  attack 
misses. If the Attack roll does not gain a MoS (MoF 0 or more), the 
shot will deviate, and potentially hit other unintended targets.
To  determine  the  direction  of  any  deviation,  roll  1d6  and 
starting with 1 being directly behind the target in a straight line 
from the attacker  count in 60 degree increments clockwise. 
The  Attack  will  Travel  1d6+MoF  inches  in  that  direction. 
Subtract  the  firing  models  Sensor  score  from  this  distance 
(Negative Sensors add).
Any Model under the Attacks landing point must Defend as 
per Ranged Attacks against the raw Attack roll, ignoring any of 
the usual Attack Modifiers.
INDIRECT FIRE
A unit that achieves Active Lock receives a free action that allows it 
to use Indirect Fire.
Any unit may also use Indirect Fire if it receives target coordinates 
from a Forward Observation from another unit. 
Only weapons with the Indirect Fire trait [IF] may be fired indirectly.
ROLL AGAINST THRESHOLD OF 4 [5+]
Apply the movement modifiers to attacker.
Target Designated Forward Observation gives a +1 to attacks with 
weapons having the Guided trait [G].
ATTACK DEVIATION
The attack deviates 1D6+the 
Margin of Failure of the miss in 
random direction determined 
in 60 increments around the 
intended target.
MISS
NO
Defender rolls against 
unmodified attack
MISS
Unless your unit has additional 
actions, it may only complete its 
movement before its activation 
is concluded.
BLAST RADIUS
Additional units under the blast radius [Check the weapon for the 
AE radius rating in inches] must roll against the unmodified result of 
the previous threshold roll.
AREA OF EFFECT
Does the attack possess the Area of Effect trait [AE]?
HIT
Defender rolls against 
unmodified attack
YES
HIT
Defender rolls against 
unmodifed attack
INDIRECT FIRE
Indirect Fire can be difficult to master. Direct 
fire is simple. You point and you shoot. Indirect 
fire works on the idea of shooting over something 
to hit a spot that a target is standing on. 
Earlier  a  Stonemason  had  decided  to  attack  an  Asp  that 
was  behind  a  wall.  He  had  made  his  Active  Detect  check  and 
was  getting  ready  to  throw  a  grenade.  To  throw  or  fire  a 
weapon  indirectly,  the  Stonemason  must  roll  to  see  if  he  can 
get his weapons fire or grenade to land where it needs to go. 
The  Stonemason  rolls  his  Gunnery  Skill  against  a  Threshold  of 
4  (5+)  and  adds  his  modifier  for  being  stationary  (+1).  The 
Stonemason manages to roll a 4 to which he adds his stationary 
bonus  of  +1  to  get  the  minimum  he  needs  to  land  his  attack 
where it is supposed to go. The Asp might be in trouble! Luckily 
for the Asp it only needs to roll a defense against the raw roll of 
4 rather than the modified roll of 5. Since the weapon is coming 
from above the Asp will receive a -1 penalty to its defense roll. 
Also the Asp will receive a further -1 to its defense roll sense 
it  cannot  detect  the  Stonemason  through  the  Solid  Full  cover. 
Hmm not looking so hot for the Asp
Later  in  the  game,  the  Stonemason  lucks  out  and  finds  the 
Asp that had survived the earlier grenade attack. He manages to 
get the Active Detect once again and throws another grenade. 
This time he is moving instead of stationary and his Gunnery roll 
of 3 is not enough to land the grenade where it is supposed to. 
The Grenade will deviate off course, but the Stonemason has to 
determine where it will land. The Stonemason rolls to see which 
60  degree  direction  the  grenade  will  deviate  to.  The  grenade 
deviates toward the Gladiator. The Stonemason rolls to see how 
far the grenade will travel. He rolls a die and gets a six to which 
he adds the Margin of Failure which in this case is a 1. Since this 
was a grenade, the distance is halved. The Grenade travels four 
inches towards the Gladiator. If the grenades blast area covers 
the  Gladiator,  the  Gladiator  will  have  to  make  a  defense  check 
against the Stonemasons raw attack roll of 3.
Basic Rules
11
RATE OF FIRE 
When making an attack with a weapon with Rate of Fire (RoF), 
the  player  may  choose  to  use  RoF  on  the  Attack.  RoF  attacks 
eat up more ammunition than normal attacks (see Ammunition 
Tracking), but in exchange, they can cover clustered enemies or 
increase damage to a single enemy.
Before  firing,  the  player  must  choose  how  much  RoF  they 
want  to  use.  The  player  may  use  any  amount  of  the  RoF  from 
nothing, representing a single shot, to the maximum RoF of the 
weapon.  If  a  RoF  of  1  or  more  is  used,  the  attack  may  target 
any  point  up  to  the  end  of  the  weapons  Medium  Range  and 
generates an affect called Spray.  
Spray  is  a  radius  equal  to  the  RoF  of  the  weapon,  starting 
from  the  target  point.  For  example,  an  Autocannon  using  RoF 
2 would result in a Spray of 2 inches in radius from the Target. 
Any Model touched by the Attack radius from the Spray must 
Defend  against  the  attack  roll.  If  the  player  does  not  want  to 
saturate an area, they may opt to concentrate fire by sacrificing 
Spray  radius  for  extra  damage  (DM).  One  point  of  Spray 
sacrificed  will  add  one  point  to  the  DM  of  the  weapon.  If  this 
reduces the Spray to 0, the attack loses the area of effect and 
instead the concentrated burst will only target a single Model. 
Spray  effects  do  not  bend  around  cover  that  completely 
blocks targets. When using Spray, only combat or active locked 
targets  are  hit.  No  model  behind  full  solid  cover  may  receive 
damage from this sort of attack. A string or straightedge may 
help determine affected Models. If the base of the miniature or 
any part of a miniature without a base is covered, the model must 
Defend against the attack. Apply Cover penalties individually to 
the Attack based on the view from the Attacker to the affected 
Models.  Note  the  Attacker  only  rolls  once,  regardless  of  the 
number of Models hit by the Attack. Cover penalties are applied 
to  the  original  Attack  roll  on  a  case-by-case  basis.  Unless  the 
Spray has another Trait attached (such as Area Effect), Spray 
will never affect the originator of a Spray Attack.
In  the  rare  case  of  a  weapon  having  RoF  and  AE  or  Blast, 
Spray  granted  by  the  RoF  adds  to  any  AE  rating  the  weapon 
already  possesses  from  Blast  or  AE.  If  a  Model  has  a  Spray  IF 
attack, the Spray will affect all Models inside the radius, rather 
than only those that the Attacker can has a lock and is treated 
just like a normal AE attack in all ways.
AMMUNITION TRACKING
To keep the game simple, the system does not normally track 
every  bullet  or  missile  fired.  Instead,  the  ammunition  load  of  a 
ranged  weapon  is  abstracted  and  most  ranged  weapons  are 
considered  to  have  sufficient  ammunition  for  the  entire  battle, 
though there are some exceptions to this rule. When an attack 
roll is fumbled, the weapon runs out of ammo, jams or otherwise 
needs  attention.  Place  an  Out  of  Ammo  counter  next  to  the 
miniature or character sheet as a reminder. While the counter is 
in place, the Model cannot fire the weapon that ran Out of Ammo. 
If the weapon does not have reloads, simply cross it off the 
character  sheet  rather  than  indicating  with  the  Out  of  Ammo 
counter. Reloads are only available for Manipulator held weapons 
and must be purchased as a component. The reload component 
only  applies  to  a  single  weapon.  If  a  unit  has  more  than  one 
Manipulator held weapon, then the additional weapons reloads 
must be purchased separately.
Rate  of  Fire  attacks  eat  up  ammunition  quickly.  When  using 
RoF,  note  the  raw,  unmodified  roll  for  attack.  If  the  number  is 
less than or equal to the result on the table below, the weapon 
is out of ammo. The Attack may still hit, but the weapon is Out 
of Ammo after the Attack is resolved. Weapons with the Limited 
Ammo Trait (Ammo Circles) cross out a circle each time they are 
used  to  Attack  and  once  all  circles  are  filled  in,  may  no  longer 
Attack. Limited Ammo weapons are ineligible for the Reload perk. 
RoF Used Out of Ammo
None (RoF 0) Fumble
Less than half 2 or less 
Half or more 3 or less
Full RoF with RoF 1 weapon 3 or less
Full RoF 4 or less
AREA OF EFFECT 
During  the  course  of  game  play  certain  actions  and  attacks 
can  result  in  a  wide  area  of  the  board  being  simultaneously 
affected. These types of actions and attacks have a trait called 
an  Area  of  Effect  (AE).  The  most  commonly  used  function  of 
Area of Effect is when the trait is attached to a weapon system 
such as Hand Grenades, but other objects or components such 
as  Smoke  Grenades,  Oil  Barrels,  and  some  Combo  attacks  all 
generate Area of Effect. 
Area  of  Effect  always  has  a  number  value  attached  to  the 
trait. Usually this value is between 1 and 3. The number indicates 
the radius of effect in inches for the action or attack. To measure 
the an Area of Effect, find the center of the target and measure 
out  the  distance  to  the  indicated  number  in  inches.  Do  this 
towards each of the models near the target. If any part of the 
model  is  touched  by  the  radius,  the  model  is  affected  by  the 
action  or  attack.  Unless  otherwise  specified  by  the  effect,  all 
models including the initiator of the attack are affected by being 
caught under a radius of an AE action or attack. 
Area of Effect can be generated from Rate of Fire; however, 
the rules for AE generated from Rate of Fire is handled slightly 
different from typical AE and is called Sweeping Fire. Sweeping 
Fire rules can be found in the section dealing with Rate of Fire.
Basic Rules
12
MELEE 
Melee  Combat  occurs  when  a  Model  attempts  to  Attack 
another  Model  using  a  Weapon  with  the  Melee  trait  or  any  of 
the Models appendages such as fists and legs. Melee weapons 
include limited distance ranged weapons that are specialized for 
close  combat.  To  engage  in  Melee  combat,  the  attacking  unit 
must be within their melee range which is equal to the Duelists 
Dueling  skill  in  inches.  This  range  can  be  modified  by  talents 
or  weapons  with  the  Reach  trait.  Defending  units  can  always 
defend against attacks, but if the defender has a combo or talent 
that allows for counterattacks, they must be in melee range of 
the  attacker  (see  Defensive  Dueling  on  page  66).  Any  attacks 
made in Melee range of the Defender suffer a -1 penalty unless 
the weaponry used has the Melee trait, or if the Duelist has a 
talent to overcome the penalty. 
Before  attempting  the  Melee  Attack,  the  attacking  player 
must be decided if the attack is a standard Attack or a Ram. Rams 
are treated slightly differently than normal Melee Attacks (see 
Ramming, below). To perform a Melee Attack, both the Attacker 
and Defender roll Piloting Skill with the following modifiers:
Attackers Modifiers
Attacker is of Greater Size +1
Weapon Accuracy of weapon Varies
Attacker at Higher speed Band than Defender +1
Maneuverability Score Varies
Defenders Modifiers
Defender is of Greater Size +1 
Weapon Accuracy of the Weapon Used in Defense Varies
Attack directed at Rear Arc (180) -1
Maneuverability Score Varies
If a Defender has a Melee weapon other than Close Combat 
Attack, it may choose to defend using the weapon, as long as 
the Attack is not a Ram. In this case, add the weapons Accuracy 
to the Piloting Roll. Note that Melee is solely based on piloting 
ability and as such has no modifiers for range. 
FREE STRIKES 
Certain  circumstances  allow  a  Model  to  get  a  free  Action 
which can be used to attack another Model. This is called a Free 
Strike. Free Strikes may not be used to generate another combo 
chain.  Free  Strikes  occur  against  a  specific  Model  under  the 
following circumstances:
   Against  a  Model  who  attempted  a  Melee  Attack  or  Ram 
against your Model and fumbled.
   Model  Attacks  with  a  weapon  without  the  Melee  Trait 
while in Melee.
   Fumbled Free Strikes open your Model to a Free Strike.
   A successful Defense Combo Check generates a free strike 
for the defender.
   A successful Combo Check generates a free strike for the 
attacker.
Free  Strikes  must  be  made  by  a  weapon  with  the  Melee 
trait  and  occur  immediately  after  the  initial  event  occurs  or  is 
resolved. You may not Ram as a Free Strike.
RAMMING 
If  a  Model  decides  to  deliberately  smash  itself  into  another 
Model, the attack is considered a Ram. Rams are a specialized 
form of Melee Attack and may only be performed if the Model is 
at Combat or Top Speed. Rams are resolved as a Melee Attack, 
but  if  the  Attacker  is  of  a  larger  Size,  the  Attacker  gains  +1 
Die  to  the  Attack  Skill  rather  than  the  standard  Size  effect.  If 
the  Attack  is  successful,  both  Attacker  and  Defender  will  take 
damage using the MoS of the Piloting roll and their opponents 
DM with modifiers as listed below:
Models moving toward each other Double damage
Defender Moving away from Attacker Halve Damage
If  the  Ram  is  successful,  both  Models  will  drop  one  speed 
band,  gain  a  Stun  counter  and  are  both  considered  Knocked 
Down. Rams are considered to have the Armor Crushing Trait.
UNINTENTIONAL IMPACTS 
Unintentional Impacts are treated as a Ram, except that the 
Model  initiating  the  impact  will  always  suffer  at  least  one  box 
of  damage.  If  the  defending  unit  has  not  yet  activated  at  the 
time of the unintentional impact, it may activate to move out of 
the way. Once activated, the defending unit must complete their 
activation. If the defending unit has already activated resolve the 
unintentional  impact  as  normal,  but  the  defender  chooses  the 
dice result to use between the two models. 
If  the  Impact  was  against  a  table  element,  the  element  is 
assumed to roll a 5 and will always Ram the impacted Model with 
a DM equal to the Models size. Impacts against table elements 
are always head on.
YES
No penalty
MARGIN OF SUCCESS
Proceed to Damage
NO
-1 penalty
MoF OF 0 OR LESS
Attack Failed
DETERMINE MODIFIERS
 Maneuver Score
 Speed Band
 Weapon Accuracy
 Size
ROLL OPPOSED PILOTING SKILL
Does weapon have the 
Melee Trait?
MELEE ATTACK
Target must be within Units Melee Range. 
(Dueling Skill + 1 Inch + Any Reach)
Basic Rules
13
THROWN AND 
PLACED WEAPONS 
Thrown  and  Placed  weapons  follow  slightly  different  rules 
than normal weapons. To throw a weapon, the Model must have 
obvious Arms or be noted as having Arms with the Arms Perk. 
Otherwise, the weapon may only be placed or self-detonated.
Thrown  weapons  can  be  used  as  Indirect  Fire  weapons  if 
the weapon has AE trait. If used as an Indirect Fire weapon the 
attacker  does  not  need  to  Forward  Observer  the  target.  Lock 
on  the  Target  is  still  needed,  and  if  the  attack  deviates,  halve 
the distance deviated. Unlike normal weapons, Thrown weapons 
have  only  two  Range  Bands,  Short  and  Medium.  Short  Range 
is  up  to  the  Attackers  Size  in  inches  and  confers  no  modifier 
to Attack. Medium Range is up to twice the Attackers Size in 
inches and confers a -1 modifier to Attack. 
To place an AE weapon, the Model chooses a point during their 
movement to set the weapon. The place is marked with a spare 
piece of paper or a token and the weapon detonates during the 
Miscellaneous  phase  of  the  Round.  Use  2  dice  for  skill  and  no 
modifiers  for  the  Attack.  Any  Model  over  that  spot  (or  within 
the area generated by Traits) must Defend against that roll. Do 
not count Arc when Defending, instead use a -1 modifier for it 
being  underneath  or  otherwise  hidden  from  the  Targets.  Note 
that  while  you  may  place  the  weapon  on  a  Static  Model  such 
as a building, you may not place the weapon on a mobile Model.
THROWN WEAPONS
To use a thrown weapon at an opposing unit, your attacking unit 
must first achieve Combat Lock or Active Lock. Only weapons 
with the Thrown Weapon trait [T] may be thrown.
ROLL AGAINST THRESHOLD OF 4 [5+]
Apply the movement modifiers to attacker.
ATTACK DEVIATION
The center of the attack deviates [1D6+the Margin of Failure 
of the miss]2 in a random direction determined in 60 
increments around the intended target.
MISS
MISS
Unless your unit has additional 
actions, it may only complete 
its movement before its 
activation is concluded.
AREA OF EFFECT
Additional units under the blast radius must roll against the 
unmodified result of the previous threshold roll.
HIT
Proceed to Damage
HIT
Proceed to Damage
Special  Actions  are  actions  that  require  special  circumstances 
or  have  special  rules  outside  of  the  normal  set  of  actions.  Some 
require  the  Model  to  have  particular  Perks,  while  others  are 
available to any Model.
ACTIONS ALLOWED BY PERKS
Some Perks allow Models to perform certain effects by spending 
an Action. In these cases, the rules for these Actions are listed with 
the Perks or in the rules sections concerning them.
REACTION FIRE
If a Model has unspent Actions, the Model may respond to any 
currently activated Model in movement. If the Model with unspent 
actions has Lock onto the moving model, it may spend an Action to 
make a Ranged Attack. A Model may be engaged against at most 
once per inch Moved or per Action performed. For an inactive Model 
to declare reaction fire, the player of the inactive model declares 
to  React.  By  spending  an  action  the  model  is  able  to  attack.  The 
Reaction  Fire  occurs  after  the  next  inch  of  movement,  or  when 
movement ends for the active model. Reaction Fire can also occur 
after  the  next  Action  performed  by  the  active  Model.  Any  Model 
may also save its Action(s) after Activation for Reaction Fire.
DEFENSIVE PUSH
If after declaring Speed and Movement Mode for the Round, a 
Model has negative Defense Modifiers, it may spend one or more 
actions  to  help  counteract  the  negative  defense  modifiers.  This 
must  be  done  at  the  beginning  of  the  Models  Activation.  Each 
Action  spent  will  decrease  the  penalty  by  one,  but  may  not  raise 
the Defense Modifier above zero. Note this with a piece of paper, 
or with a counter. The effect lasts until the Model changes Speeds, 
Movement Modes or is Activated again.
  SPECIAL ACTIONS 
STAND BY COORDINATES
A  Model  may  choose  to  wait  for  a  another  Model  to  Forward 
Observe  a  Target  later  in  the  round  before  firing.  To  do  this,  an 
activated  Model  with  an  Indirect  Fire  weapon  may  place  one  or 
more actions on Stand-by. Only one action per unused IF weapon 
may  be  put  on  Stand-by  and  Stand-by  mode  may  only  be  chosen 
during Activation.
When  a  friendly  model  Forward  Observes  a  Target,  Models  on 
Stand-by  may  spend  their  Stand-by  Tokens  to  immediately  make 
an Indirect Fire attack on the Forward Observed Target. The total 
number of Stand-by Tokens spent to fire on any Forward Observed 
Target may not exceed the Forward Observers Rally Skill rating.
Stand-by  tokens  may  only  be  used  for  Indirect  Fire  and  are 
removed  at  the  end  of  the  Round  when  Actions  are  reset.  Note 
that Reaction Fire does not require this Special Action.
RALLYING THE CROWD
Duelists  can  expend  an  action  to  perform  a  Rally  roll  to  pump 
the  crowds  enthusiasm  up.  Roll  the  Duelists  Rally  skill  against 
a  threshold  of  4.  If  the  roll  succeeds,  then  the  Duelist  has 
successfully generated Rep equal to the MoS. The Rep points are 
only generated during the Miscellaneous Phase of the turn. If the 
roll  fails,  then  no  points  are  generated.  Opponents  can  attempt 
to  disrupt  the  Duelist  that  is  attempting  to  Rally  the  Crowd  by 
damaging the Duelist. If any boxes of damage are inflicted on the 
Duelist  that  is  Rallying,  then  the  Rallying  attempt  is  considered 
to  have  failed.  If  a  Duelist  has  more  than  one  action,  the  Duelist 
that  is  attempting  to  Rally  may  use  the  second  action  to  go  into 
a  Defensive  Stance,  but  may  not  go  on  the  offensive  and  attack. 
Counters  generated  from  Defensive  Combos  may  still  be  used  to 
attack an opponent.
14
DAMAGE 
If an Attack hits (MoS of 1 or more), the attack may cause damage 
to the Model which was hit. Damage is calculated by multiplying the 
Damage Multiplier (DM) of the attack by the MoS and comparing the 
result to the Armor values on the Target Model. If the damage dealt 
equals or exceeds twice the Armor Value, two boxes of damage are dealt 
to the Target Models damage track. If the damage equals or exceeds 
three  times  the  base  Armor  Value  then  three  boxes  of  damage  are 
dealt to the damage track. Higher multiples (x4 or x5 of the base armor 
value) are possible for well constructed vehicles. Continue calculating 
damage for higher values using the same method as listed above. 
DAMAGE LEVELS 
As Damage Boxes are filled in, the Model will be affected based on 
the level indicated in the damage box. Boxes of damage are always filled 
in left to right. Below are the damage levels and their effects, please 
note that the effects replace each other, rather than stack on top 
of each other:
Sturdy: Ablative Boxes represent backup systems, sturdy builds or 
similar.  The  Model  suffers  no  penalties.  A  Unit  may  only  ever  have  a 
maximum of two Sturdy boxes.
Light: When a Model takes a Light Damage, it is slightly damaged, 
but still functional. The Model suffers -1 penalty to all Tests for Difficult 
or Dangerous terrain.
Heavy:  When  a  Model  takes  Heavy  Damage,  it  is  fairly  heavily 
damaged  and  is  much  less  battle-worthy.  The  Model  may  no  longer 
travel  at  Top  Speed  and  will  immediately  drop  to  Combat  Speed  if 
currently travelling at Top Speed. The Model also suffers a -1 penalty 
to all Skill rolls.
Critical: Critical Damage Indicates a Model is very heavily damaged 
and is in dire straits. The Model may no longer  travel at Top Speed 
and will immediately drop to Combat Speed if currently travelling at Top 
Speed. The Model suffers a -2 penalty to all Skill rolls.
Destroyed:  Any  Damage  beyond  Critical  means  the  Model 
is  considered  destroyed.  Cross  through  all  Damage  Boxes 
horizontally  and  place  the  Model  on  its  side  or  otherwise 
mark  it  in  a  way  to  note  that  the  Model  is  no  longer  active. 
  From this point on the destroyed model is treated as Very Rough 
Terrain and may block Combat Lock and attacks by providing Cover (see 
Cover on page 7). In campaign play, pilots in a unit that is brought to 
dead status must make a health check during post game wrap up.
OVERKILL 
In some circumstances, the damage dealt is so severe that a unit 
is destroyed in a single attack. This type of damage is called an overkill 
and result from equaling or exceeding the overkill value of a unit. Overkill 
value is determined by multiplying the base armor with the number of 
damage boxes that the unit possesses. Some perks provide additional 
armor in certain facings. When a unit is attacked from these directions 
add the armor reinforcement to the base to calculate the overkill value. 
The maximum number of boxes any unit may have is five. If a Model is 
destroyed with an Overkill, the model is removed from the board as it 
has been damaged in a spectacular fashion leaving only scraps. Pilots 
caught in an overkilled unit must make a Health Check during Post Game 
Wrap Up. 
STUN 
Certain Traits or situations will indicate that a Model gains a Stun 
Counter. While the Model has a Stun Counter, it suffers a -1 Modifier 
to all Skill Rolls. However, Stun Modifiers will not affect Defense Rolls 
if the Models Defense Modifier for Speed was 0 or less before other 
Modifiers. A Model removes Stun Counters at the beginning of their 
activation or at any time by spending an Action. A Model may only ever 
have one Stun Counter at any time and they do not compound. Once 
removed, the Model may once again be given a Stun Counter. 
FRAGILE MODELS 
Weak  structures,  exposed  systems  or  elementary  flaws  make 
some Models easier to destroy. Fragile Models do not have a Critical 
damage box. Any damage received beyond Heavy counts as a result of 
Dead. Note that it is possible for a Model to have Sturdy Boxes and 
still have no Critical Box.
KNOCKDOWN 
In certain circumstances, Gears engaged in combat may be knocked 
down. Some combo moves generate knockdown affects. In addition to 
combos, a Model that gains a Stun Counter while it already has one 
will have to perform a Piloting check against a threshold of 4 or be 
Knockdown. If a knockdown occurs, the unit removes the original Stun 
counter and is placed on their back or side. To stand back up requires 
an action. For the duration of the knockdown, the Model counts as 
Stationary with a further -1 penalty until the unit stands back up.
If knock downed, the unit is not allowed to perform combos unless 
the combo is noted as allowing to be used in a knocked down state.
PILOT EJECTION 
If a Model is killed, there is a chance the crew can escape. Roll 
1d6, on a 6, the crew has escaped to fight another day. Any pilot that 
manages to escape before their unit is destroyed does not incur a 
health check from the destruction of their unit.
THE GAME ROUND 
In  Heavy  Gear  Arena,  battles  are  broken  down  into  sections 
of  time  called  Rounds.  A  Round  is  divided  into  three  steps  that 
are completed then repeated until all rounds for the scenario are 
completed.
Step 1: Player Order 
Each player rolls a number of dice equal to their highest Rally 
score  on  their  team.  A  player  may  also  add  1  die  to  their  roll  if 
they have the fewer duelists on the Table. Do not count Duelists in 
Reserve. The player with the highest total has the choice of going 
first or deferring first activation to the opposing player. In case of a 
tie, the players roll again.
Step 2: Activation 
The  players  alternate  choosing  a  duelist  to  activate,  starting 
with the player chosen in Step One. When a Duelist is activated, 
the Model can use Actions freely anytime during their activation. 
Certain circumstances allow the Duelist to use their action after 
their activation. For example, a Model may save its Action(s) for 
Reaction Fire or Rallying. Unused Actions do not carry over between 
rounds, and are lost at the end of the Miscellaneous Phase. Once 
it has activated, a Model has finished and may not move again until 
the  next  Combat  Round.  To  show  that  a  Model  is  finished,  note 
this on its Duelist Card, or by turning whatever marker used for 
speed sideways. Make sure you have the correct speed noted if the 
Model changed speeds during its Move or due to external factors 
such as combo effects, throws, and unintentional impacts.
Once the Model has moved, the opposing player activates one of 
their Duelists. If one player no longer has any Duelists to activate, 
the other player activates their remaining Combat Groups one by 
one until the remaining Duelists have all been activated. 
Step 3: Miscellaneous Events 
Any  unused  Actions  are  lost.  During  this  phase,  any  unusual 
events  such  as  the  special  effects  of  some  weapon  traits  and 
calling in Duelists in reserve are resolved. All unusual events are 
considered to be simultaneous; their effects do not apply until the 
end of the Miscellaneous Events phase. At the end of the phase, all 
Actions are reset.
Basic Rules
15
REPUTATION 
Winning  a  game  is  extremely  important  for  a  Team,  but 
sometimes a Team can win a game, but lose in the long run. In 
many ways, the ethereal quality of the crowds support is just 
as important as winning. In Heavy Gear Arena, Reputation (Rep) 
is the thing that earns corporate sponsorship, Managers and & 
Duelists XP, and other important resources. 
In  Heavy  Gear  Arena,  Rep  translates  directly  into  benefits. 
Rep is earned from actions in the Arena when Duelists perform 
certain  types  of  actions.  Winning  games  also  generates  Rep 
points, but Teams that rely purely on Rep generated from wins 
will  find  themselves  in  dire  straights  when  the  team  looks  to 
make improvements off field. 
Rep comes in two forms. Duelists generate personal Rep by 
performing  stunts,  combos,  and  rallying  the  crowd.  The  first 
twenty  Rep  points  generated  by  the  Duelist  in  a  single  game 
translates  directly  into  personal  XP  to  improve  the  Duelist  in 
Post  Game  wrap  up.  Duelists  also  generate  Team  Rep  in  the 
same way, and can generate up to forty points in a single game. 
At the end of the game, the Duelist records the total amount of 
Rep generated in a game. These points go into the general Team 
Rep pool In addition to the Team Rep, up to the first twenty Rep 
Points generated also gets converted into the Duelists personal 
XP.  XP  is  used  to  improve  the  duelists  skills  and  to  increase 
their level to access new combos and talents. Further details on 
improving duelists is covered on page 26. 
Team  Rep  is  used  by  the  Team  Manager  in  the  Post  Game 
Wrap  up.  As  the  team  generates  Team  Rep,  the  running  total 
determines  the  level  of  the  Team,  which  directly  affects  the 
amount  of  Corporate  support  a  team  can  draw  from  their 
sponsors. Team Rep can also be converted into XP for the Team 
Manager. Using XP the player can improve their Team Managers 
skills and pick up new talents. Further details on improving the 
Team Manager is covered on page 18. 
Rep is also used to hire Support Personnel and Duelists. As 
the Teams reputation increases, the easier it is to attract new 
talent. See page 33 for more details on hiring personnel. 
Rep  can  also  be  used  to  open  up  or  reduce  the  costs  of 
Uncommon  and  Rare  equipment.  Teams  usually  have  access  to 
better materials just by the fact that they have fans in all the 
right places. 
Lastly, Rep is used to attract corporate sponsorship and to 
ask corporate sponsors for financial or material support. More 
information on this is provided on page 34.  
Ten wins in a row and I still get no respect! What the hell is 
wrong with crowd? Dont they appreciate me?
Alex Torvas, infamous underground duelist, after his third 
corporate contract rejection.
I ts  not  j ust  wi nni ng,  but  how  you  pl ay  the  game 
thats i mportant.
Kazuko Musashi after signing the single largest contract 
in Terra Nova Dueling history.
Duelists. If I could run a business without them, I would. Ive 
got a stable of six duelists, but all of them have enough attitude 
and egos to fill out the entire rounding mall down in the core. 
Igor, my top duelist likes to go down to the cat houses, which 
if  we  werent  sponsored  by  Kenema  Dynamic  wouldnt  be  an 
issue. You know how those Northern Prophet thumpers like to 
have  their  heroes  be  chaste  little  doves.  So  what  does  that 
mean for me? I have to go drag him out of the that place after 
every game. Then theres Sable. Dont get me started on Sable. 
Alright, Ill tell you anyways. Sable has a problem with crystal 
fire. Thats not exactly legal outside of the trash heap. I mean 
they ban that stuff in even in the South. Thirteen times! Ive had 
to put that girl in rehab thirteen times! Do you know how much 
that costs? Ridiculous. If it werent for the handlers I hired, I 
have no idea how Id keep up with all of them. Excuse me, I see 
Willie getting in a care with Igor thats never good. Well chat 
later. Oh, this was off the record by the way...
Thor the Hammer Johnson,  
Captain of the Thorny Whitesnakes Team.
EARNING REPUTATION 
In addition to some bonus Rep from Corporations, Promoters, 
Cheerleaders,  and  Arena  Clowns,  Duelists  are  the  primary 
generators of Rep. Crowds do not attend the contests between 
teams  solely  for  the  cheerleaders.  Well,  not  all  of  them.  But 
the vast majority do want to see their teams taking names and 
giving them an entertaining show. Duelists generate Rep by the 
methods detailed below.
DUELIST REP GENERATION 
   The Winning Team earns 1d6+the number of turns fought in 
additional Rep Points.
   The Losing Team earns 1d3+the number of turns fought in 
additional Rep Points. 
   The Duelist generates a number of Rep points equal to the 
completed Combo Chain. 
   The  Duelist  only  receives  a  single  Rep  point  for  a  Combo 
Chain that was not completed, but in which he had at least 
a single successful combo check. 
   The Duelist spends the round Rallying the Crowd. (See more 
information  on  Rallying  the  Crowd  in  the  Special  Actions 
section page 13.)
Duelists earn 1 Rep point for each of the following
   A Duelist completes their first Combo Chain.
   A Duelist destroys an opponent with a Combo Chain. 
   A Duelist knocks down an opponent of a larger size category 
for the first time.
   A  Duelist  grapples  an  opponent  of  a  smaller  size  category 
for the first time.
   A Duelist knocks an opponent into a pit for the first time.
   A Duelist makes a ramp jump for the first time.
Basic Rules
16
STARTING A TEAM 
FOR CAMPAIGN PLAY 
Step 1: Choosing Your Management Style 
Deciding what type of team manager or owner you want to 
play gives you different types of benefits. Some of the manager 
start off with more funds or better equipment, while other bring 
better  management  skills  to  the  table.  On  pages  19-21.  You 
can look at the different managers available and choose one to 
represent you in the game. This is the team manager that you 
will use for the duration of competitive play.
Step 2: Hiring Duelists 
Once your team manager is chosen then you can look at hiring 
your  Gears  pilots.  All  of  the  team  managers  have  pilots  that 
come  with  them  as  a  perk  of  their  management  style.  These 
pilots do not cost the team manager any hiring money. After a 
cycle of play these duelists will have to be rehired. A team may 
have up to  six pilots battling in the arena, but can actually have 
more  than  six  pilots  in  reserve  on  their  Team.  At  the  start  of 
the  campaign,  teams  are  limited  to  a  maximum  of  six  duelists. 
If  a  player  wants  to  start  with  more  duelists  than  what  come 
with  their  Manager,  then  they  may  opt  to  hire  more  duelists. 
The player declares in the building phase the types of pilots they 
intend  to  hire  and  roll  to  determine  if  the  pilots  will  come  on 
board  (See  page  17  for  more  details  on  hiring  duelists).  If  the 
pilots do not opt to join the fledgling team, the manager will have 
to wait till the next downtime cycle to try and hire again. Teams 
start with a minimum of two duelists. If the manager type chosen 
does not have the minimum two duelists attached to them then 
they may pick Young Gun duelists to hire. These duelists do not 
require hiring checks, but they do require their hiring pay.
Step 3: Hiring Support Personnel 
Gears and Pilots are great for the arena, but once they come 
back  with  damaged  units  somebody  has  to  fix  them.  The  team 
manager  can  declare  a  number  of  hiring  attempts  for  support 
personnel  at  the  beginning  of  the  game  equal  to  the  number  of 
total duelists that the team manager has hired in step 2. Once 
declared, the player rolls against the hiring threshold to determine 
if  the  support  personnel  are  available  to  hire.  If  any  personnel 
rolled for are unavailable, the player will have to wait till the next 
downtime cycle to attempt to hire the support personnel again.
Step 4: Finding Gears 
Having  found  pilots  and  the  support  personnel  to  maintain 
the teams assets, the team manager next needs to secure the 
Gears for the pilots to use. Support personnel such as fixers can 
help with the acquisition of equipment and are invaluable to have 
in a players employ. Starting out, a team is limited to Common 
or Uncommon Gears and weaponry. Some of the team managers 
begin with access to higher quality units as a perk of the class. 
If a fixer has been hired by the team, the manager may attempt 
to locate better equipment for some of his members. During the 
team building phase, the fixer may attempt to find a number of 
Gears  or  weapon  systems  equal  to  the  number  of  duelists  on 
the team. 
When the Gears and weapons are purchased equip the Gears 
using the simple construction system found on pages 55-56.
Step 5: Get Playing! 
Once the team has been assembled and Gears are equipped, 
arrange  a  game  with  an  opponent  or  randomly  roll  for  a  game 
type.  Most  starting  games  are  generally  non-lethal  in  order  to 
give the players a chance to build up their funds and their duelists 
skills, but the real money and glory come from the deadlier games.
TOURNAMENT PLAY 
AND QUICK GAMES 
In  running  Heavy  Gear  Arena  Tournaments  or  playing  quick 
pick-up  games,  the  campaign  system  is  not  always  an  ideal 
method of playing short competitive games. In these cases, team 
building  is  done  by  following  a  slightly  different  construction 
system. 
Step 1: Set Level Limitations 
The tournament organizer should set the level limits for Gears, 
Duelists, and Weaponry. Salary Caps for Game Types should also 
be set along with Team Building Funds. The recommended amount 
is  1000K  per  the  highest  category  Level.  So  if  a  Gear  Level  is 
set  at  4,  teams  should  be  have  4000K  in  funds  to  construct 
their team.
Step 2: Hiring Duelists 
Players  build  teams  by  selecting  their  duelists  first.  Since 
Campaign  Play  is  not  used,  managers  and  support  personnel 
are likewise discarded in tournament play. Unlike campaign play, 
players  do  not  have  to  roll  to  hire  duelists.  The  duelists  are 
simply hired. Once players have chosen their duelists, they can 
build up their duelists. Duelists costs are equal to their starting 
salary  +  the  total  amount  of  XP  spent.  For  example,  a  Test 
Pilot is chosen by the player and 100XP worth of upgrades are 
purchased. The total cost of the test pilot would be 140K (100K 
from the XP and 40K from hiring cost).
Step 3: Corporate Sponsorship (Optional) 
Before moving to purchasing Gears, players should choose a 
Major and Minor Gear Manufacturer as their teams sponsors. 
Players  must  select  at  least  half  of  their  Gears  from  these 
manufacturers.  The  remaining  half  may  be  selected  from  any 
other  manufacturer  as  long  as  these  Gears  do  not  violate  the 
corporation's restrictions.
Step 4: Gears and Guns 
Players can select Gears that are available to the tournament's 
set  level.  Only  one  Black  Listed  Exclusive  Gear  is  allowed  per 
team  if  the  tournament  allows  them.  Players  can  select  their 
Gears  and  simply  pay  market  cost  for  the  units.  Similarly 
weapons  and  components  can  be  purchased  at  market  cost. 
Tournament organizers can also opt to increase the cost based 
on  rarity.  If  prices  are  based  on  rarity  then  the  recommended 
increase  would  be  Uncommon  +50%,  Rare  +100%,  Black 
Listed +200%.
Step 5: Get Playing! 
We recommend tournaments revolve around four objectives. 
The primary goal of the players is to score the most wins in the 
tournament to earn the Grand Champion title. The second goal 
of the players should be to rack up the most Rep points to earn 
the Most Valuable Franchise title. In addition to the two major 
categories, we also recommend the Most Valuable Player award 
for  best  sportsmanship.  Certificate  files  for  all  four  categories 
can be downloaded at no cost on our website (www.dp9.com).
Basic Rules
17
BUILDING A TEAM 
When playing Heavy Gear Arena, the player assumes the role 
of  the  teams  manager  or  owner.  As  the  team  manager,  the 
player  is  responsible  for  hiring  pilots  and  support  personnel  in 
addition to finding equipment for the pilots to use in the arena. 
Arena  is  based  on  professional  games  played  throughout  a 
competitive season. There are four Seasons in the Terra Novan 
calendar  cycle  and  each  season  has  five  games  for  a  total  of 
20  games  played  during  the  regular  season.  At  the  end  of  the 
cycle, the Grand Tournaments are played at the Gear Olympiad. 
Generally after the Grand Tournament, professional duelists take 
their earnings and become free agents, but some stay with the 
team for multiple seasons. 
The team managers direct the team and hope to retain their 
talent  throughout  the  cycle,  but  before  they  can  do  that  they 
have to build their team.
BUILDING A TEAM 
So when I began my career as a manager, you 
could probably have consider me an Independent 
manager. So Im going to explain how I got my 
start as a manager. 
As an Independent Manager, my first step in building my team 
is picking my Minor Gear/Weapons/or Component Manufacturing 
Sponsor as well as my three Duelists. Looking through the list of 
the Minor Corporations, I settle on the Rucker Group. This will 
give me access to better weapons systems upfront. 
Since I chose Rucker Group as my sponsor, I noticed that they 
have a requirement for fielding a Military Duelist in the games to 
access their benefits, so when I go to pick my three Duelists, the 
first choice for me is a Military Duelist. I fill out the other two 
spots with a Professional Duelist and a Test Pilot.
Next  I  choose  my  first  Talent.  I  can  choose  any  one  of  the 
Talents listed under Level 1 Independent Managers skills list. I 
choose Webs within Webs to get a bonus to my Contacts skill. 
Once I have selected all of the starting options for my class I 
move on to the next phase of Team Building. At the start of the 
campaign,  Im  allowed  to  have  up  to  six  Duelists  on  my  Team. 
I  already  have  the  three  that  came  with  my  class,  but  I  also 
attempt to hire an Underground Duelist and a Rally Racer. I make 
my  Negotiation  Roll  against  the  Underground  Duelists  Hiring 
Threshold  of  4  to  see  if  I  can  recruit  him  first.  Unfortunately, 
I fall short by rolling a three. Next Post Game Wrap Up phase, 
I  can  attempt  another  Negotiation  check  with  him,  but  the 
Underground Duelist isnt interested in my fledgling team. Next 
I  try  the  Rally  Racer.  Her  Hiring  Threshold  is  slightly  less  than 
the Underground Duelist. At a threshold of 3, I have no problem 
rolling  over  the  threshold.  The  Rally  Pilot  is  willing  to  come  on 
board my team! I note the initial hiring cost of 45K and deduct 
that from my starting funds of 900K. I decide the remaining two 
slots can be filled with Young Guns. Young Guns do not require 
Negotiation rolls to hire, but I do have to pay them their starting 
salaries. Each Young Gun costs me 30K more. 
Building a Team Continued 
Since  Ive  hired  all  of  my  Duelists  now,  I  need  to  hire  some 
support personnel. A high priority for me is a Fixer. Fixers allow 
me to find higher end equipment on the Black Market. Technicians 
and  an  Engineer  are  also  on  the  top  of  my  list.  Each  Duelist 
came with one technician each, but I need more technicians to 
meet  the  repair  demands  in  the  Post  Game  Wrap  Up.  I  have 
six  Duelists  so  I  can  choose  to  attempt  and  hire  six  support 
personnel. I decide to try and hire a Fixer, an Engineer, and four 
more Technicians. I really need all of these support personnel so 
I  opt  to  pay  them  more  for  a  better  Negotiation  roll.  Offering 
to quadruple the pay for the Fixer and Engineer gives me a +3 
modifier to my Negotiation skills, which ends up coming in handy 
as I roll a 5 on my Negotiation with the Fixer, but my incentives 
give  me  the  edge  and  pushes  my  roll  up  to  a  total  of  8.  My 
Engineer  roll  also  went  well  because  of  my  incentives.  For  the 
Technicians  their  thresholds  are  lower  than  the  Fixer  and  the 
Engineers  so  I  only  opt  to  double  their  pay  for  a  +1  bonus.  I 
manage  to  acquire  three  of  the  four  Technicians.  The  last  one 
Ill have to attempt and hire later down the road. I note the pay 
of the Fixer (40K), Engineer (40K), and three Technicians (10K 
each). At this point, Ive spent 105K on Duelists and 110K on my 
support personnel. Leaving me with 685K to spend on my Gears.
Since I have all of my support personnel and Duelists in place, 
I  decide  to  equip  my  Duelists  with  their  machines.  Since  Im 
starting  out,  I  dont  have  that  much  money  to  spend  on  each 
of the Duelists. I have a choice of getting a few good units with 
decent equipment or buying minimal equipment for my Duelists. 
I dont have to equip all of my Duelists with Gears as they can 
remain out of the game until I can earn more money for a Gear. 
I  also  need  to  be  careful  to  budget  enough  money  for  repairs. 
My best bet at this point is to concentrate on a couple of good 
quality Gears and equipment. 
I  decide  to  pick  up  a  Pit  Bull,  Stone  Mason,  and  a  Wildcat. 
All of them are Common Gears so I dont need to send my Fixer 
out to locate the any Gears. My access to Rucker Group gives 
me good access to Common and Uncommon Weapons, but I will 
use my Fixer to locate some Components for me to upgrade my 
Gears.  For  more  information  on  building  Gears  check  out  page 
55.
After equipping the Gears and selecting my Duelists Talents 
and  Combo  Families,  my  Team  is  ready  to  try  their  luck  in  the 
Arena.
Ive  seen  team  managers  and  owners  come  and  go.  Most 
of them are worthless, but sometimes youll find someone that 
really knows what theyre doing. I stayed with the Devil Dawgs 
for three cycles under Harman Zale. We took the Olympiad team 
cup  for  two  of  those  cycles.  I  would  have  stayed  for  a  fourth 
cycle, but Territorial Arms fired Zale when he married that GREL 
from Jan Mayen. They didnt want the scandal, but Zale took it 
in stride. Hes managing a team called the Purple Dawgs out of 
Port Arthur now.
Jorst  Dalam,  Four  time  MVP  in  an  interview  in  TN1942, 
just before becoming Team Captain of the Purple Dawgs.
Team Managers
18
IMPROVING YOUR 
TEAM AND MANAGER 
Just  as  Duelists  earn  Rep  and  improve  through  the  game, 
Team  Managers  and  Team  Standing  are  also  improved  at  the 
same  time.  When  Rep  is  earned  by  Duelists  in  the  Arena  the 
total number of Rep generated goes into the Team Rep pool. 
As  the  Team  Rep  Pool  grows,  the  Team  Standing  improves, 
which  gives  teams  access  to  higher  levels  of  corporate  perks. 
Team Rep Pools are merely running totals of Rep earned by the 
Team. 
From  the  Team  Rep  Pool,  Team 
Managers can improve their own skills 
or  pick  up  new  talents.  During  the 
Post  Game  Wrap  up  phase,  the  Team 
Manager  may  spend  Rep  from  the 
Team  Rep  Pool,  to  improve  either  a 
skill or to pick up a Talent. Rep is exchanged to Experience Points 
(XP) at a rate of 1 to 1. So if a player needs 40 XP, they have to 
trade in 40 Rep from the Team Rep Pool.
 Team Managers, may pick up all of the talents listed for their 
current level at the listed rep cost. At the third level, the Team 
Manager  must  choose  a  branch  specialization,  representing  a 
more  focused  style  of  management.  Once  chosen,  the  Team 
Manager is committed to that path and the alternative paths 
talents  become  unavailable  to  the  Team  Manager.  Talents  are 
only available once enough XP has been spent to push the Team 
Manager  to  the  next  level.  A  level  1  Team  Manager  may  not 
access  Level  2  talents  till 
they  have  purchased  50XP 
or  more  upgrades  either  in 
Skills  or  Talents.  Once  the 
Team  Manager  has  spent 
that  amount,  Level  2  Talents 
immediately  become  available 
to the player.  
When improving the Managers skills, the player is limited to 
raising the skill to a certain level, which is listed by the skill. Each 
box next to the skill represents a single increase to the skill and 
the  number  inside  of  the  box  represents  the  cost  to  increase 
the Skill. 
TEAM MANAGERS 
A  duelist  is  nothing  without  all  of  their  support  networks. 
Gears  need  technicians  and  engineers.  Duelists  need  agents 
to  promote  their  brand,  and  cheerleaders  are  always  great  to 
have to rev the crowd up for their performance. A single duelist 
needs  a  small  army  to  be  functional  in  the  Arena.  Leading  this 
small  army  of  personnel  and  handling  the  egos  of  the  duelists 
themselves is the team manager. Often these men and women 
work for a patron that actually owns the team, but in some rare 
occasions a team manager is also the teams owner. 
Team managers can be unassuming corporate types to being 
just  as  colorful  as  some  of  the  duelist  personalities.  A  good 
manager knows how to generate corporate contracts, hire the 
best talent for on and off the field, and in a pinch they know how 
to  work  the  system  to  their  advantage.  While  the  duelist  has 
their duties in the arena, team managers take care of everything 
before the pilots and their gears ever step foot in the concrete 
halls of the stadium. 
In  Heavy  Gear  Arena,  Team  Managers  are  used  in  campaign 
gaming.  They  provide  the  player  advantages  on  hiring  pilots  and 
support  personnel,  buying  new  equipment,  and  getting  the  best 
endorsements. Depending on which type of team manager is chosen 
impacts the different types of options available down the road to 
the player. The team managers also start with varying amounts of 
starting cash as well as perks related to their background. 
All  managers  have  three  skills  in  common:  Contacts, 
Negotiation,  Organization.  Contacts  skill  is  used  to  find  new 
parts, gears, and weaponry. Negotiation is used to try and hire 
new help, and it is also used to manage the different personality 
quirks of the various pilots. Organization is used to make rolls on 
the profitability margins of your team. Team managers begin play 
with their choice of one talent listed in their class at Level 1.
Managers.  Meh.  Who  needs  them?  I  mean  I  do  all  of  the 
hard work out in the Arena and they sit back and get rich off 
of  our  work.  Yeah,  they  keep  my  Gear  operational,  pay  all  of 
the staff, and keep my rear out of trouble after the game, but 
seriously do they need to be getting paid that much? Whadda 
ya mean I get paid more than they do? Alright, alright. Yeah, Ill 
admit without a good manager nothing would get done. I really 
didnt get this far in the circuit by just my skills and good looks. 
Youve got to have somebody in your corner that knows what 
their doing. Not that Id let my manager know I really appreciate 
him.  The  man  gets  enough  of  my  money.  He  doesnt  need  my 
praise, too.
Thor the Hammer Johnson,  
Captain of the Thorny Whitesnakes Team.
Talent Cost by Level
Level 1 10 Rep
Level 2 15 Rep
Level 3 25 Rep
Level 4 35 Rep
Team Standing 
(Total Rep Earned by Team)
Level 1 0-250 Rep
Level 2 251-750 Rep
Level 3 751-1,500 Rep
Level 4 1,501+ Rep
18
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Te
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with their choice of one talent listed in their class at Level 1.
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Team Managers
19
TALENT AGENCY MANAGER 
There are a number of talent agencies for the variety of sports 
and  entertainment  venues  on  the  planet.  In  the  Gear  dueling 
world, some agencies take on a more active role in finding and 
managing  talent  in  their  own  Teams.  These  agencies  have  ties 
with civilian corporate markets and know how to optimize their 
employees  exposure  in  these  lucrative  areas.  Talent  agency 
managers are most known for their ability to handle their pilots 
egos better than other manager types.
Starting Bonus
Begin play with 2 Professional Duelists without having to pay 
for their initial hiring cost. The Talent Manager gets a +1 to all 
Negotiation skill checks involving these 2 duelists.
A
D
V
A
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C
E
M
E
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T
Level 1 Rep: 0-50
Intern at the Agency
Talents: Talent Pool, Know Your Talent, or  
Pushing the Limit
Level 2 Rep: 51-100
Associate
Talents: People Person, Friends In All The Right Places
Level 3 (Select Branch) Rep: 101-150
Junior Partner (Influence Specialization)
Talents: Webs Within Webs or CEO Blackbook
Free Agent Manager (Talent Recruiter)
Talents: I Know A Guy That Knows A Guy or  
Webs Within Webs
Level 4 (Branch Cont.) Rep: 151-200
Full Partner (Influence Specialization)
Talents: Meet and Mingle or Wholesale Pricing
Agency Owner (Talent Recruiter)
Talents: Careful Insights, Consummate Manipulator, or  
Expert Handler
S
K
I
L
L
S Contacts 1  5 10 20
Negotiation 2  10 20 30
Organization 1  5 10 20
Starting Funds 1,250K
Level 1 Endorsement
Civilian Corporation
NOBLE 
In  various  areas  of  the  planet  such  as  the  Eastern  Sun 
Emirates,  Sesshu  in  the  Northern  Lights  Confederacy,  or 
Ashington in the United Mercantile Federation, there exists an 
aristocratic  class  that  tend  to  look  for  things  to  do  with  their 
lives.  Some  collect  horses,  cars,  or  mansions,  but  sometimes 
the nobility of the planet find themselves amused with the idea 
of owning a dueling Team. What they lack in practical skills they 
make up for with their wealth.
Starting Bonus
Begin play with a duelist of your choice without having to pay the 
hiring costs. The Noble gets a +1 to their Negotiation skill check 
with this pilot.
S
K
I
L
L
S Contacts 1  5 10 20
Negotiation 1  5 10 20
Organization 1  5 10 20
Starting Funds 1,750K
Level 1 Endorsement
Deep Pockets
A
D
V
A
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C
E
M
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T
Level 1 Rep: 0-50
Dabbler
Talents: People Person, Know Your Talent, or  
Friends in the Right Place
Level 2 Rep: 51-100
Dilettante
Talents: Consummate Manipulator, Meet and Mingle, or  
CEO Blackbook
Level 3 (Select Branch) Rep: 101-150
Well Traveled (Influential Friends)
Talents: Golden Tongue, Fancy Meeting You Here, or  
Pushing the Limit
Devotee (Eye for the Talent)
Talents: Talent Pool, Matchstick Master, Expert Handler
Level 4 (Branch Cont.) Rep: 151-200
Globetrotter (Influential Friends)
Talents: Wholesale Pricing, Webs within Webs, or  
Careful Insight
Connoisseur (Eye for the Talent)
Talents: I Know a Guy that Knows a Guy, Careful Insight, 
or Golden Tongue
S
K
I
L
L
Negot
Organ
S
K
I
L
L
S Contac
Negot
Organi
19 19 19 19 19 19 19 119 19 19 19 19 119
or Golden Tongue
Team Managers
20
MILITARY OFFICER 
While  official  military  dueling  in  professional  circuits  has 
been  banned  for  over  a  century,  most  armies  on  the  planet 
still  covertly  send  teams  into  the  professional  circuit.  These 
teams are usually sponsored by dummy corporations, or military 
friendly corporations in order to mask their real intent. Having a 
team in professional dueling gives the militaries an opportunity 
to covertly find out information on their rivals machines, track 
down rogue pilots, and often times military sponsored teams are 
used for undercover work to expose black market operations. In 
these situations, an officer is placed in charge of a small squad 
of soldiers and sent to independently pursue their objectives.
Starting Bonus
Begin play with a Military Duelist and his Gear without having to 
pay for their hiring cost. The player has an additional 200K to spend 
on just this duelists Gear. The Gear can be chosen from Common, 
Uncommon,  or  Rare  classes,  though  Exclusive  Gears  are  not 
available regardless of availability levels. Duelists Gear is purchased 
at  market  cost.  All  of  the  money  must  be  spent  on  the  Duelists 
Gear.  All  components  are  installed.  Any  common  or  uncommon 
weapons or components are also purchased at market cost as well. 
The selection of Gears, Weaponry, and Components are limited by 
the Military Backing (see page 23). This duelist begins play with 10 
additional Rep.
ENGINEER 
Many  Gear  manufacturing  companies  on  Terra  Nova  love 
the  professional  dueling  circuits  as  they  can  test  their  late 
stage  prototypes  in  controlled  environments  while  advertising 
their product. Engineering and Design teams sponsored by the 
company  field  test  and  improve  on  their  designs.  Oftentimes 
these new designs are nothing more than tweaking an existing 
chassis with new materials or weapon systems, but on occasion 
the teams will bring out a new model out to try out. The design 
teams managers have to be well organized business managers as 
well as capable engineers.
Starting Bonus
Choose a Gear Manufacturing firm. The player begins play with 
three Uncommon Gear chassiss from this company with 100K in 
weaponry  the  Gears.  The  player  also  begins  play  with  three  Test 
Pilots. The player does not have to pay the hiring costs for these 
three pilots.
A
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A
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Level 1 Rep: 0-50
Junior Officer
Talents: Know Your Talent, Friends in the Right Places, 
or Pushing the Limit
Level 2 Rep: 51-100
Company Commander
Talents: Talent Pool, I Know a Guy that Knows a Guy, or 
People Person
Level 3 (Select Branch) Rep: 101-150
Supply & Transport Officer (Logistics)
Talents: Headhunt Specialist, Matchstick Master, or  
Grease Monkey
Tactician (Career Officer)
Talents: Fancy Meeting You Here, Golden Tongue, or  
Patron of the Little People
Level 4 (Branch Cont.) Rep: 151-200
Quartermaster (Logistics)
Talents: Expert Tech, Just Hit it a Couple of Times, or  
Wholesale Pricing
Regimental Commander (Career Officer)
Talents: Expert Handler, Consummate Manipulator, or  
Meet & Mingle
A
D
V
A
N
C
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M
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Level 1 Rep: 0-50
Engineer Intern
Talents: People Person, Talent Pool, or Grease Monkey
Level 2 Rep: 51-100
Generalist Engineer
Talents: Know your Talent, Headhunt Specialist, or 
Expert Tech
Level 3 (Select Branch) Rep: 101-150
Chief Engineer (Tech Specialist)
Talents: Engineering the Perfect Team,  
Friends in the Right Places, or Patron of the Little People
Director (Staff Management)
Talents: Friends in the Right Places, Pushing the Limit, 
or Consummate Manipulator
Level 4 (Branch Cont.) Rep: 151-200
Master Engineer (Tech Specialist)
Talents: Master Tech, Just Hit it a Couple of Times, or 
Wholesale Pricing
Executive Director (Staff Management)
Talents: CEO Blackbook, Fancy Meeting You Here, or 
Engineering the Perfect Team
S
K
I
L
L
S Contacts 1  5 10 20
Negotiation 1  5 10 20
Organization 2  10 20 30
S
K
I
L
L
S Contacts 1  5 10 20
Negotiation 1  5 10 20
Organization 2  10 20 30
Starting Funds 650K Starting Funds 250K
Level 1 Endorsement
Military Backing
Level 1 Endorsement
Gear Manufacturer
S
K
I
L
L
Negot
Organ
S
K
I
L
Neg
Org
Team Managers
21
INDEPENDENT 
Many of the dueling teams come from humble backgrounds. 
A group of people get together and raise their own funds to find 
a  way  to  earn  the  big  paycheck  from  the  professional  circuit. 
Not many find their fortune, but on occasion these homebrewed 
teams  make  it  big  in  the  market.  Independent  managers  make 
up  for  their  lack  of  wealth  and  big  corporate  connections  with 
their talent.
Starting Bonus
Begin play with three duelists of your choice without having to 
pay the hiring costs or rolling to recruit them.
GANGSTER 
The dueling world is rife with criminal involvement. As much 
as  the  authorities  try  to  keep  the  crime  families  out  of  the 
professional  circuit,  they  never  seem  to  be  able  to  completely 
get rid of their presence. Gangster backed managers are often 
the  best  at  knowing  the  right  people  in  all  the  right  places. 
Unfortunately  criminally  backed  teams  have  trouble  finding 
corporate sponsorship due to their less than savory reputation, 
but with their connections to one crime family or another they 
seem to do just fine getting what they need.
Starting Bonus
Begin play with 2 Underground Duelists. These duelists have 10 
extra starting Rep.
S
K
I
L
L
S Contacts 1  5 10 20
Negotiation 2  10 20 30
Organization 2  10 20 30
S
K
I
L
L
S Contacts 2  10 20 30
Negotiation 1  5 10 20
Organization 1  5 10 20
Starting Funds 900K Starting Funds 1,000K
Level 1 Endorsement
Minor Gear Manufacturer
Level 1 Endorsement
Underworld Connections
A
D
V
A
N
C
E
M
E
N
T
Level 1 Rep: 0-50
Overseer
Talents: Grease Monkey, Friends in Low Places, or  
Webs within Webs
Level 2 Rep: 51-100
Chief
Talents: Expert Tech, Talent Pool, or  
I Know a Guy that Knows a Guy
Level 3 (Select Branch) Rep: 101-150
Man of the People (Community Ties)
Talents: People Person, Underworld Ties, or  
Headhunt Specialist
Working Man (Work Ethic)
Talents: Engineering the Perfect Team, Expert Handler, 
or Just Hit it a Couple of Times
Level 4 Rep: 151-200
Team Owner
Talents: Friends in the Right Places, Wholesale Pricing, 
or Pushing the Limits
A
D
V
A
N
C
E
M
E
N
T
Level 1 Rep: 0-50
Associate
Talents: Friends in Low Places, Headhunt Specialist, or 
People Person
Level 2 Rep: 51-100
Enforcer
Talents: Underworld Ties, Know your Talent, or  
Matchstick Master
Level 3 (Select Branch) Rep: 101-150
Capo (Networking)
Talents: I Know a Guy that Knows a Guy,  
Meet and Mingle, or Webs within Webs
Consigliere (Dealmaker)
Talents: Give Me a Break Bud, Golden Tongue, or  
Pushing the Limit
Level 4 (Branch Cont.) Rep: 151-200
Family Boss (Networking)
Talents: Consummate Manipulator,  
Patron of the Little People, or Expert Handler
Cartel Operator (Dealmaker)
Talents: Strong Arming the Arms Dealers,  
Theres More than One Blackmarket, or  
Careful Insight
You  either  have  it  or  you  dont.  Talent  that  is.  Any 
punk can claim to be a manager of a team, but really what 
separates the great ones from the mediocre is talent. And 
you, my friend, are sorely lacking in it.
Argus McFaddyn to his opponent at the joint 
conference held prior to the annual White Desert 
Dueling Conference start up.
S
K
I
L
S
L
Nego
Orga
S
K
I
L
K
L
Nego
Orga
or Ju
Leve
Tea T m
Tal T en
or or  o Pu
ep: 151-200
er
Yo
ppunk c
separ
you, m
Arg
con
Du
Team Managers
22
MANAGER TALENTS 
Managers come from all walks of life, and many of them come 
into the profession with aspirations of greatness. Unfortunately, 
in most cases Team Managers rarely succeed in the cut throat 
world of Dueling. Those that do succeed have qualities that set 
them apart from other managers and owners. They have talent.
In  Heavy  Gear  Arena,  Talents  represent  raw  ability.  These 
abilities  are  purchased  through  experience  and  augment  the 
managers skills and in some cases represents the capability of 
deftly tapping into resources unavailable to the typical manager. 
Talents can be applied at anytime during the Post Game Wrap Up 
phase of the campaign. When used, Talents should be declared. 
When talents become available to a Manager, the player may 
only choose talents on the duelists level or talents from prior 
levels that the Manager has advanced through. In some cases, 
higher  level  talents  represent  an  improvement  of  a  lower  level 
talent.  The  lower  level  talent  is  replaced  by  the  higher  level 
talent in these situations. 
RESOURCE TALENTS 
Resource Talents represent pools of income available outside 
of  the  typical  range  of  corporate  sponsors.  These  resource 
talents do not take up Talent slots, but do take up a corporate 
sponsorship  slot.  Similar  to  regular  corporate  sponsors, 
resource availability is based on the Teams current Rep level..
UNDERWORLD CONNECTIONS
Team Managers come from all walks of life, but occasionally 
a  team  will  be  backed  by  one  of  the  many  underworld  crime 
families,  syndicates,  or  rover  organizations  that  populate  the 
world. From the cover of legitimacy, these organizations use the 
Team  as  a  cover  to  arrange  illegal  gambling,  gun  running,  and 
anything else they can think of to earn a profit. Sometimes this 
includes throwing a game. 
Teams  with  Underworld  Connections  gain  access  to  their 
benefits table by performing actions either in the Arena or during 
the Post Game Wrap Up. Roll on the Random Underworld Events 
table  to  see  what  action  is  needed  to  access  the  list  during 
the  teams  next  post  game  wrap  up.  Underworld  Connections 
fills  both  Major  Gear  and  Minor  Gear/Weapons  manufacturing 
Corporate slots.  
1.  Throw  the  Game:  The  team  must  convincingly  lose 
the game. In order to be convincing, the Team Rep pool for the 
game  must  exceed  15.  The  number  of  duelists  on  the  team 
participating in the game. If the Team falls short of this number, 
the crowd grumbles that the game was rigged and the Teams 
underworld  benefactors  bar  the  team  from  accessing  their 
benefits. If the teams succeeds, then they receive a cash bonus 
as well as goods equal to their current Team Rep level. 
2. Teach that Punk a Lesson: The team must force a 
health check on a randomly determined enemy duelist in the next 
game. If the team succeeds then they may access the benefits 
table normally. 
3. Hitman: The Team must overkill a randomly selected enemy 
target in the next game. If the overkill result is accomplished then 
the team may access the benefits table and receives a monetary 
compensation equal to the enemy duelists current level x10K. 
4. Gun Running: Select a Duelist that has participated in 
the last game. Instead of an Ego Trip roll, this Duelist has been 
enlisted to do protect a gun running operation. Roll to see the 
result of the operation:  Roll a d6 for Results. 1-3 The Duelist 
had a running gun battle with the authorities or rival gang. The 
Gear receives a Light Damage Rating for the next game as well 
as  a  Health  Check  for  the  Duelist.  4-5  the  Duelist  came  back 
without  incident.  6  The  Duelist  earned  some  decent  bonus 
money  for  going  above  and  beyond  the  call  of  duty.  Add  3d6K 
to the Team Coffers and pick one common or uncommon weapon 
system to add to the Duelists Gear at no cost. The Team may 
access the benefits table regardless of the Duelists result. 
5.  I  have  a  Deal  You  Cant  Refuse:  Select  Two 
Duelists  that  participated  in  the  last  game.  Instead  of  an  Ego 
Trip,  these  Duelists  have  been  picked  up  to  be  hired  muscle 
for  a  local  racketeering  operation.  Roll  a  d6  for  the  result  of 
the operation: 1-3: Who knew that guy had an AGR under the 
counter! The Duelists Gear receives a Light Damage Rating for 
their  Gear  in  the  next  game.  In  addition,  any  regular  revenue 
generated  from  racketeering  operations  is  lost.  4-5:  Extortion 
Pros. The Duelists earn a bonus for being extra intimidating. Add 
2d6K  to  the  Team  coffers.  6:  Monopoly  of  Fear.  A  stream  of 
regular income has resulted from the operation. The Team earns 
1d6K  every  Post  Game  Wrap-Up.  Additional  results  increases 
the  amount  of  money  generated.  The  Team  may  access  the 
benefits table regardless of results.
6. The Boss is Ticked:  For some reason the Underworld 
boss  that  the  Team  is  employed  by  has  decided  that  the  next 
games rivals must be defeated to keep face. If the Team defeats 
rival in the next game, they will receive 20 Rep points to add to 
the Team Rep Pool. Losing to rival will give the Rival Team 15 Rep 
points. The Team must win to access the Benefits Table.
Underworld Benefits Table: 
Normally black market goods cost ridiculous amounts of cash 
and  are  not  always  available  to  a  team.  Through  Underworld 
Connections, the team may have access to normally difficult or 
impossible  items.  Unlike  typical  Corporate  sponsorship  which 
sales their goods at market cost, Underworld benefits still cost 
more.  Any  goods  bought  through  Underworld  Benefits  cost 
twenty percent more than the market cost. 
Lvl TH Goods Cash Rep Cost
4 7 Black Listed Exclusive (Limit 1) 125K 100
3 6 Rare 100K 75
2 4 Secondary Engineer or Fixer 60K 50
1 3 Uncommon or Technician 40K 30
Team Managers
23
MILITARY BACKING
The Team Manager is secretly backed by a military institution. 
While officially, most of Terra Novas militaries do not sanction 
professionally  dueling,  there  are  numerous  reasons  for  them 
to  participate  covertly  in  professional  circuits.  Teams  backed 
by  military  institutions  use  the  equipment  from  their  militaries 
exclusively  regardless  of  corporate  sponsorship.  If  Military 
Backing  is  chosen,  the  Player  must  decide  which  faction  their 
team  is  associated  with.  Once  chosen,  the  Teams  Major 
Gear  Manufacturer  and  Minor  Gear/  Weapons  Manufacturer 
corporate  slots  are  filled  by  Military  Backing.  The  team  may 
only  use  Gears,  Weapons,  and  Components  produced  by  the 
Manufacturers listed in their category.  
North: Northco, Shaian, Keimuri, Riley Weapon Systems
South: Territorial Arms, Mandeers, Dynamic Systems,  
Rucker Group, Obelisk
PRDF: Paxton Arms, Shaian, Mandeers
Lvl TH Goods Cash Rep Cost
4 7 Black Listed Exclusive (Limit 1) 125K 100
3 6 Secondary Engineer 100K 75
2 4 Rare or Technician 60K 50
1 3 Uncommon or Handler 40K 30
DEEP POCKETS
Nobility and wealthy playboys sometimes indulge in running a 
team as a hobby. These individuals have large sums of money and 
when the mood strikes them, they do dip into their trust funds, 
family  fortunes,  or  investments.  Taking  Deep  Pockets  replaces 
the Civilian Corporate Sponsorship slot. 
To access the benefit, the player only has to pay the rep cost 
to gain access the funds. The player may do this once per Post 
Game Wrap Up.
Level Cash Rep Cost
4 200K 100
3 150K 75
2 100K 50
1 60K 30
CONTACT RELATED TALENTS 
Friends in Low Places
Prerequisite: None
Upgrade Replacement: N/A
The Team Manager is connected to the underworld. Add a +1 
modifier to the Contacts skill whenever the Team Manager uses 
a Fixer to locate Gears, Components, and Weapons. 
Talent Pool
Prerequisite: None
Upgrade Replacement: N/A
The Team Manager knows where to look for specialists. Add a 
+1 modifier to the Contact skill whenever the Team Manager is 
Headhunting for Support Personnel or Duelists. 
People Person
Prerequisite: None
Upgrade Replacement: N/A
The Team Manager is heavily networked into the local scenes. 
Add  an  additional  +1  to  the  maximum  amount  of  Headhunt 
Attempts allowed in a turn. 
Careful Insight
Prerequisite: None
Upgrade Replacement: N/A
The Team Manager is keenly aware of the ebbs and flows of 
social contacts. The Team Manager may reroll their Contact skill 
once per Turn. The second rolls results replace the first even if 
the roll is worse.
Webs within Webs
Prerequisite: None
Upgrade Replacement: N/A
The Team Manager networking reaches into every corner. Add 
+1 to all Contact skill rolls. 
I Know a Guy that Knows a Guy
Prerequisite: None
Upgrade Replacement: N/A
The  Team  Manager  has  refined  his  contacts  list  and  if  he 
doesnt know the right person he knows the guy that does. Once 
per turn, if the Team Manager recruits new personnel, then the 
Team Manager may attempt to headhunt one additional Support 
Personnel or Duelist. 
Meet and Mingle
Prerequisite: People Person
Upgrade Replacement: Yes
The Team Manager knows the best places to go to find just 
the right type of person for the jobs needed. Add +2 modifier to 
any  contact  rolls  involving  Headhunting  for  Support  Personnel, 
Duelists, and Hired Guns. 
Underworld Ties
Prerequisite: Friends in Low Places
Upgrade Replacement: Yes
The  Team  Manager  has  just  the  right  types  of  ties  to  the 
wrong types of people. Add a +2 modifier to any rolls involving 
a Fixer locating black market Gears, Components, and Weaponry. 
Give Me a Break Bud 
Prerequisite: None
Upgrade Replacement: N/A
The Team Manager has good credit on the streets and is well 
liked. If the Fixer locates a Gear, Weapon, or Component the cost 
is marginally cheaper. Deduct ten percent from the final cost.
Strong Arming the Arms Dealers
Prerequisite: Give Me a Break Bud
Upgrade Replacement: Yes
The  Team  Manager  does  enough  business  to  throw  their 
weight  around  in  the  black  market.  If  a  Fixer  locates  a  Gear, 
Weapon, or Component the cost is significantly cheaper. Deduct 
twenty percent from the final cost. 
Theres more then One Black Market
Prerequisite: None
Upgrade Replacement: N/A
The Team Manager has multiple places that they can attempt 
to locate the Gears, Weapons, and Components they need. Once 
per Turn, the Team Manager may re-roll their contacts skill for 
finding  equipment.  The  second  dice  rolls  result  stands  even  if 
the result is worse. 
Team Managers
24
ENGINEERING TALENTS
Grease Monkey
Prerequisite: None
Upgrade Replacement: N/A
The Manager has had experience in working on machines such 
as Gears and is always ready to dive in and help out the team, 
when needed. The Team Manager can act as an extra Technician 
for any of the Gears on his team. 
Engineering the Perfect Team
Prerequisite: Grease Monkey
Upgrade Replacement: Yes
The Team Manager is more than just a simple tech. He can act 
as  an  Engineer  and  reallocate  technicians,  install  components, 
as  well  as  other  Engineering  abilities.  Since  the  Manager  is 
busy  working  on  his  Teams  Gears,  the  Team  Manager  cannot 
approach  any  corporations  for  equipment  in  the  turn  that 
this  talent  is  used.  While  he  cant  approach  Corporations  for 
equipment, he can use Rep to ask for money. 
Expert Tech 
Prerequisite: None
Upgrade Replacement: N/A
The Team Manager has been around the block a few times and 
knows how to work kinks out of the toughest installations and 
repairs.  Add  a  +1  modifier  to  any  Organization  Rolls  involving 
repairs or installations. 
Master Tech
Prerequisite: Expert Tech
Upgrade Replacement: Yes
The Team Manager is among the best engineers on the planet 
and it shows. His team rarely has any mechanical issues and all 
of their equipment is usually installed without issues. Add a +2 
modifier to any Organization Rolls involving repairs or installation. 
Just Hit it a Couple of Times 
Prerequisite: None
Upgrade Replacement: N/A
The  Team  Manager  knows  he  repaired  the  Gear  properly. 
Sometimes  a  swift  kick  or  smash  with  a  hammer  works  out 
those unseen kinks. Once per Turn, the manager can reroll their 
Organization skill checks relating to repairs and installations. The 
result of the second roll replaces the original roll even if it is worse.
NEGOTIATION TALENTS
Know your Talent 
Prerequisite: None
Upgrade Replacement: N/A
Description;  The  Team  Manager  is  used  to  dealing  with 
Duelists. Add a +1 modifier to Negotiation skill checks involving 
Duelists. 
Headhunt Specialist
Prerequisite: None
Upgrade Replacement: N/A
The  Team  Manager  has  a  knack  for  sealing  the  deal  with 
Support  Personnel.  Add  a  +1  modifier  to  Negotiation  skill 
checks involving Support Personnel. 
Consummate Manipulator
Prerequisite: Know Your Talent
Upgrade Replacement: Yes
The  Team  Manager  has  a  phenomenal  grasp  on  the  inner 
workings  of  their  Duelists.  Add  a  +2  modifier  to  the  Team 
Managers Negotiation skill checks when dealing with Duelists.  
Patron of the Little People 
Prerequisite: Headhunt Specialist
Upgrade Replacement: Yes
Support  Personnel  are  naturally  attracted  to  and  embrace 
employment  by  the  Team  Manager.  Add  a  +2  modifier  to  the 
Team  Managers  Negotiation  skill  checks  when  dealing  with 
Support Personnel.
Golden Tongue
Prerequisites: None
Upgrade Replacement: N/A
The Team Manager knows how to charm and impress even the 
hardheaded and stubborn recruits. The Manager may reroll their 
Negotiation Skill if they do not like the result of their initial roll. 
The results of the second roll stand even if the result is worse 
than the original. 
Matchstick Master
Prerequisite: None
Upgrade Replacement: N/A
The  Team  Manager  has  the  gift  of  gab.  Add  a  +1  modifier 
to all Negotiation skill checks. This bonus stacks with any other 
bonuses. 
Expert Handler
Prerequisite: None
Upgrade Replacement: N/A
The  Team  Manager  has  been  around  the  block  a  few  times. 
When Duelists make Ego Trip Checks, Roll an additional die of a 
different color. The Team Manager may choose which die result 
to  use.  If  a  Handler  is  assigned  to  a  Duelist,  this  talent  adds 
an  additional  die  to  the  check,  so  that  duelist  would  roll  their 
own die, a die for their handler, and one for their manager. The 
Team Manager can choose the result they want to use from the 
three results. The Team Manager may use this talent a number 
of times equal to their Negotiation Skill level.  
Whaddya  mean,  my  Gear  aint  ready 
to  go  out?!!  What  the  hell  do  I  pay  you 
for, huh?
Overheard in the repair bays prior to the 
Dominion Dueling Circuits season closer 
in TN1929, Dancing Dan Doppler of the 
Gargantuans before being disqualified for 
assaulting his chief technician.
W
to  go 
for, hu
Ove
Dom
in T
Gar
ass
Duelists
25
CORPORATE RELATIONS TALENTS 
Fancy Meeting You Here
Prerequisite: None
Upgrade Replacement: N/A
The  Team  Manager  knows  everybody  thats  worth  knowing 
in  the  Corporate  world.  When  rolling  to  attract  corporate 
sponsorship,  the  Team  Manager  may  reroll  their  attempt.  The 
second  rolls  result  replaces  the  initial  roll  even  if  the  roll  is 
worse.
Friends in all the Right Places
Prerequisite: None
Upgrade Replacement: N/A
Description;  The  Team  Manager  receives  a  +1  modifier  for 
any Organization Rolls dealing with Corporations. 
CEO Blackbook
Prerequisite: Friend in all the Right Places
Upgrade Replacement: Yes
The Team Manager receives a +2 modifier for any Organization 
Rolls dealing with Corporations. 
Wholesale Pricing
Prerequisite: None
Upgrade Replacement: N/A
The  Team  Manager  can  get  better  than  market  cost  deals 
from  their  Corporate  Sponsors.  Deduct  20  percent  from  any 
Equipment sold to the team by their corporate sponsors. 
Pushing the Limit
Prerequisite: None
Upgrade Replacement: N/A
The  Team  Manager  can  always  try  to  squeeze  more  money 
out  of  their  Sponsors.  Once  per  turn  the  Team  Manager  may 
approach a single sponsor and attempt to get more money out 
of  them.  The  Team  Manager  may  only  ask  for  money  one  level 
higher than the teams current level. To ask for the money, the 
Team Manager must roll their Organization Skill against the 
Threshold Level +1 of the monetary Perk. If the Team 
Level is maxed out, the Team Manager may choose a 
Corporate Sponsor to hit up for a second time in a turn. 
The Rep costs for the Perk still must be met. 
DUELISTS 
Heavy Gear Duelists come from a variety of backgrounds, but 
their origins date back to the time when the first Hunters and 
Jgers  were  rolling  off  the  production  line  and  into  the  hands 
of soldiers on the frontline. Even prior to the production of the 
combat walkers, combat involving mining and civilian robots was 
a popular option for entertainment in underground circles. 
The  first  real  expression  of  modern  dueling  evolved  out  of 
the Southern Republic Armys 53rd Heavy Gear Regiment, the 
Bloodhawks,  under  the  guidance  of  Commandant  R.C.  DeLyon, 
the  man  often  credited  as  being  the  first  true  duelist.  DeLyon 
trained the Southern Republics first batch of pilots in the Alps 
of  Ankara,  but  he  differed  from  other  trainers  around  Terra 
Nova. His instruction deviated from the idea that the Gear was 
merely  a  walking  tank  showing  instead  how  it  could  be  utilized 
as an extension the pilot. Among the more important concepts 
reinforced by DeLyon was the code of honor that is universally 
recognized in both polar confederations and to a lesser extent 
by members of Peace River Defense Force and the NuCoal SDF 
regiments in the Badlands. 
From DeLyons classes, this new breed of pilot demonstrated 
the  grace  and  elegance  that  a  Gear  in  combat  was  capable  of 
bringing  to  a  battlefield.  When  tri-deo  footage  of  military  duels 
emerged, the images instantly captured the imagination of people 
around the globe. Since the 18th Terra Novan century, dueling 
has morphed into a variety of shapes. The military fiercely guards 
its  traditions,  while  corporations  and  underground  circuits 
pursue the easy money garnered from entertaining the masses 
with  high  performance  shows,  often  at  the  cost  of  the  pilots 
lives. 
Duelists come from all walks of life. Most of them have their 
backgrounds  in  a  former  military  life,  either  as  a  professional 
soldier  or  a  mercenary.  Some  duelists  are  recruited  as 
professional  pilots  by  corporate  teams,  or  may  have 
gotten  their  start  as  a  test  pilot  for  the  various  Gear 
manufacturers around the globe. They all have one thing 
in  common  though.  The  allure  of  the  Arena  satisfies 
some need in them. Glory, money, or escape, it can all 
be had in the glaring lights and screaming 
adoration of the crowds.
Whats a duelist, you ask? Let me tell ya. Theyre 
a  bunch  of  preening,  loudmouthed  braggarts!  They 
get the best Gears, the best hotel rooms, and the 
best company if you know what I mean, but they do 
pay  the  bills  around  here.  If  they  ask  what  I  said, 
just  tell  em  that  I  think  theyre  the  best  pilots  on 
Terra  Nova.  Whats  with  the  surprised 
look there? It is sort of true, well at least 
with the ones that make it to the top.
Jaxon Meeps, Bullhead Firestorm  
team manager
25555555
ger  may only  ask  for  money  one  level 
rrent level. To ask for the money, the 
heir Organization Skill against the
e monetary Perk. If the Team 
Team Manager may choose a 
up for a second time in a turn.
rk still must be met. 
professional  pilots  by  corporate  teams,  or  may  have 
gotten  their  start  as  a  test  pilot  for  the  various  Gear
manufacturers around the globe. They all have one thing 
in  common  though.  The  allure  of  the  Arena  satisfies 
some need in them. Glory, money, or escape, it can all 
be had in the glaring lights and screaming 
adoration of the crowds.
ask? Let me tell ya. Theyre 
dmouthed  braggarts!  They 
best hotel rooms, and the 
w what I mean, but they do 
e.  If  they  ask  what  I  said, 
theyre  the  best  pilots  on 
h  the  surprised 
ue, well at least 
it to the top.
d Firestorm 
Duelists
26
IMPROVING  
YOUR DUELIST 
As  duelists  survive  their  combat 
experiences in the arena, they begin 
to  learn  new  skills  and  tricks  of  the 
trade.  The  better  the  pilots  get 
the  more  the  crowd  responds  and 
generates  interests  from  corporate 
sponsors.  As  duelists  in  the  arena, 
these  experienced  pilots  know  how  to  survive  and  deal  out 
massive amounts of damage, but they also know how to keep the 
crowd interested. All of this experience did not come naturally to 
the pilots. They learned their craft over the seasons of dueling. 
When Duelists are hired, they begin at level 1. Players choose 
the Duelists first Combo Form. The Duelist has access to all four 
of  the  combos  in  the  chosen  form.  Talents  and  Skill  upgrades 
require experience points (XP). 
In Arena, the duelists earn experience in the form of experience 
points. The first twenty Rep points earned by a Duelist in battle 
automatically translate into XP. This XP earned during the course 
of a battle is used to improve the duelists skill ratings and to buy 
new levels and talents. As the duelist accrues XP, they eventually 
earn advancement to new titles and levels. To advance levels, the 
duelist has to spend the XP listed to reach the benchmark. XP is 
attached to a Duelist. Team Rep and other Duelists XP can not 
be transferred. 
Duelists  wanting  to  upgrade  their  Skills  can  spend  the  XP 
listed in the boxes to the right to upgrade the skill to the next 
level.  In  Post  Game  Wrap  Up,  individual  skills  can  be  upgraded 
a maximum of one level per turn. Each of the four skills can be 
upgraded  if  the  Duelist  has  experience,  but  each  skill  can  only 
be advanced one level. Skills can be upgrades are limited to the 
number of boxes next to the skill. 
When duelists attain a new level, the Duelist chooses a combo 
family available to the class to advance or they may pick up the 
secondary  combo  family  from  the  lower  level.  For  example,  an 
Underground  Duelist  at  level  1  chose  to  be  a  kickboxer.  Once 
he  has  attained  level  2,  the  Underground  Duelist  can  choose 
to  advance  his  Kickboxer  Family  to  level  2  or  he  can  pick  up 
the Pugilist Family at level 1. Once the Duelist hits level 3, they 
must  specialize  in  one  form  and  continue  to  advance  through 
that Combo Family. Once a Duelist has chosen a Combo Family, 
they  may  use  all  of  the  Combos  listed  under  the  Form  for  the 
level they have in the Combo Family. 
There  are  advantages  to  specializing  in  a  particular  Family. 
Once a Duelist has reached level 3 of a Family, they receive an 
additional  +1  to  all  Dueling  skill  checks  involving  that  Familys 
combos.  This  increases  to  a  +2  modifier  once  the  Duelist 
achieves Level 4 of the Family. 
In addition to Combos, Duelists have Talents available to them 
at  each  level.  Talents  are  incredibly  powerful  abilities  that  are 
tied to individual classes. Duelists can purchase one talent per 
level from their class list. When the Duelist specializes at level 3, 
only the talents listed under the specialist branch are available. 
The other branchs talents are no longer available to the Duelist. 
Once the Duelist has maxed their class level out, they may go 
back and pick up the secondary combo families on their class list 
for 50XP per level of the Combo. 
Talent Cost by Level
Level 1 10 XP
Level 2 15 XP
Level 3 25 XP
Level 4 35 XP
BUILDING AND ADVANCING DUELISTS 
Once  your  duelists  have  been  chosen  for 
your  Team,  you  have  to  chose  the  Duelists 
initial Combo Family. Ive hired Bruno, a Military 
Duelist.  I  picked  Ranged  Offense  for  his  first 
Combo Family since its an area that Im lacking 
in  my  team.  He  know  has  access  to  all  four  of 
the  combos  listed  under  the  Ranged  Offenses 
Level  1  entry.  I  cant  advance  his  skills  or  pick  up  any  talents 
just yet. I need to wait till he gets out in the arena and earns 
some experience. 
After  his  first  arena  match,  Bruno  comes  back  with  15XP. 
Not bad for his first match! He now has xp to buy some talents 
and maybe advance a skill. Looking at his skill list and the Talent 
costs for Level 1 talents, I realize I dont have enough to advance 
a skill and pick up a talent. So Im going to buy a talent for him. 
His  skills  are  pretty  good  right  now.  I  have  a  choice  between 
Gear Specialization, Failure is not an Option, or Running Gunner. 
All of them are attractive choices, but Im limited to one choice 
per  level  so  I  have  to  be  careful  when  choosing.  Considering  I 
want him to be a ranged specialist, Im going to pick up Running 
Gunner  so  he  can  fire  while  at  top  speed  and  not  accrue  the 
additional penalties. 
In  a  few  games,  Bruno  has  managed  to  accrue  more 
experience.  This  time  he  has  60XP  to  spend.  I  choose  to  level 
him up to the next level, but I also have the option to upgrade 
a  skill.  When  I  upgrade  Bruno  to  level  2,  I  can  either  increase 
his  Ranged  Offense  to  Level  2  or  I  could  make  him  more  of  a 
generalist and give him Sword Form at Level 1. Since Bruno is 
my ranged specialist, Im going continue with his advancement of 
Ranged Offense. I also advance his Gunnery Skill to 3.  
Bruno  has  accrued  even  more  XP  over  the  course  of  the 
next few games. He now has an additional 30XP to use. I really 
want to max out his Dueling, but that would require me to buy 
two upgrades for the skill. Im limited to one upgrade this turn. 
The  next  turn,  I  will  be  able  to  spend  the  extra  points  for  the 
upgrade. 
When  I  have  enough  experience  to  bring  Bruno  up  to  3rd 
Level, I have to commit him to a path. I could keep him on the 
Ranged Offensive path or I could change him over to the Sword 
form. If I do that, hed have to start on with the Sword Form 
combos at Level 1, and on the next level, Bruno would have to 
stay  on  the  Sword  Form  path.  I  decide  I  like  him  as  a  ranged 
specialist  and  continue  on  the  Ranged  Offensive  Form.  Now 
Bruno  has  access  to  all  of  the  combos  listed  in  the  Ranged 
Family from Level 1 through 3. 
Once I have maxed Brunos level out. I can spend an additional 
50XP  to  go  back  and  pick  up  the  Sword  Form  at  Level  1  and 
begin building up that combo form. Each additional level of Sword 
Form I pick up will cost Bruno an additional 50XP.
How  am  I  so  good?  Glad  you  asked!  First,  I  have  talent. 
Second, I put my cycles into the arena. Thats right. Train, train, 
and train some more. Thats what keeps your edge up over these 
new  punks  that  think  that  they  can  just  take  out  vets  with  a 
lucky shot. When it comes down to it, all these guys have talent, 
but my training and experience make the difference.
Reynald the Black Fox after his 99th consecutive win in 
the Southern Independent Circuit
Duelists
27
PROFESSIONAL DUELIST 
Generally  reviled  by  their  military  cousins,  professional 
duelists  are  elite  pilots  that  have  honed  their  skills  in  the 
televised professional circuits around the planet. In addition to 
being a great pilot, the professional duelist knows that working 
the  audience  is  just  as  important  for  his  team.  As  such,  most 
of the professional duelists develop outlandish personas around 
them.  Many  capitalize  on  their  arena  successes  by  promoting 
products  during  popular  tri-deo  broadcasts,  or  merchandising 
their  persona  on  clothing,  stickers,  and  a  whole  host  of  other 
goods.
MILITARY DUELIST 
These  men  and  women  are  among  the  best  duelists  on  the 
planet.  At  least  the  ones  that  serve  in  their  regiments  as 
honored  duelists  representing  the  group.  Most  duelists  that 
make their way into the professional circuit arent so glamorous. 
Either  disgraced  former  regimental  duelists,  rookie  pilots  that 
couldnt  make  it  passed  their  enlistment,  or  in  rare  cases  a 
hidden talent emerges out of the wastelands. These gems in the 
rough come to the arena for other reasons than glory or wealth. 
Most  often  they  arrange  to  settle  old  scores  with  their  rivals 
from  the  Interpolar  War.  These  pilots  take  leaves  of  absence 
with  their  regiments  blessings  to  finish  what  was  left  undone 
during the war. They join rival teams in the arena under assumed 
identities and often get assistance from their regiments.
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Level 1 Rep: 0-50
Soldat
Combo Families: Sword Form, Staff Form,  
Ranged Offense
Talents: Gear Specialization, Failure is Not an Option, or 
Running Gunner
Level 2 Rep: 51-100
DeLyons Pride
Combo Families: Sword Form, Staff Form, Ranged 
Offense
Talents: Firing Solution, Weapon Specialization,  
Running Gunner, or Warriors Resiliency
Level 3 (Select Branch) Rep: 101-150
Provost (Way of the Sword) 
Combo Family: Sword Form
Talents: Melee Expert, Leap Back, or  
Second Weapon Specialization
Initiate (Way of the Staff)
Combo Family: Staff Form
Talents: Melee Expert, Hard to Kill, or  
Second Weapon Specialization
Gunman (Way of the Gun)
Combo Family: Ranged Offense
Talents: Running Gunner, Range Expert, or Gunslinger
Level 4 (Branch Cont.) Rep: 151-200
Maitre dEpee (Way of the Sword) 
Combo Family: Sword Form
Talents: Weapon Mastery, Taunt, or Gear Mastery
Dorothean Master (Way of the Staff)
Combo Family: Staff Form
Talents: Weapon Mastery, Iron Hide, or Gear Mastery
Gunslinger (Way of the Gun)
Combo Family: Ranged Offense
Talents: Weapon Mastery, Limit Break, or  
Close Quarters Gunfighter
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Level 1 Rep: 0-50
Backup Role
Combo Families: Defensive Fighting, Pugilist Form
Talents: Taunt, Fist in the Air, or Leap Back
Level 2 Rep: 51-100
Support Role
Combo Families: Defensive Fighting, Pugilist Form
Talents: Flash and Flavor, The Show Must Go On,  
or Hard To Read
Level 3 (Select Branch) Rep: 101-150
Lead Performer (Showmanship) 
Combo Family: Defensive Fighting
Talents: Rabble Rouser, Gear Specialization, or Soliloquy
Director (Connected & In Charge)
Combo Family: Pugilist Form
Talents: Never Give Up Never Give In, Gear Specialization
Level 4 (Branch Cont.) Rep: 151-200
Virtuoso (Showmanship)
Combo Family: Defensive Fighting
Talents: Gear Mastery, Never Give Up Never Give In
Maestro (Connected & In Charge)
Combo Family: Pugilist Form
Talents: Rally Round the Family, Gear Mastery
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Piloting 2  10 20
Dueling 2  10 20
Rally 3  20 30
Hiring Threshold   3
Base Pay   45K
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Piloting 2  10 20
Dueling 2  10 20
Rally 2  10 20
Hiring Threshold   4
Base Pay   40K
You know I was looking at Felicias Fire and Forget method 
on the Trideo a few days ago and I just cant figure out how she 
manages to hit anything with those wild shots. Its either sheer 
dumb  luck  or  unbelievable  talent.  Im  leaning  more  towards 
dumb luck.
Darryn Vargas, self proclaimed arch-rival to Valiant Teams 
ace duelist, after eight straight defeats during the TN1939 
season by Felicia Morgyn.
MILI LI LITA TA TARY Y RY DDDUE UE UELI LI LISST S
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Duelists
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TEST PILOT 
Whenever new Gears are designed and prototype models are 
constructed, the important task of test driving the new model 
goes to some of the best pilots found on Terra Nova. Sometimes 
these  consummate  professionals  and  their  design  teams  are 
sent  out  to  field  test  new  models  and  variations,  which  leads 
them into the different circuits around the globe. 
Test pilots are recruited from a number of sources, but the 
large  majority  of  them  are  derived  from  a  corporations  native 
league armies. Wherever they come from almost all of them are 
regarded as insane for wanting to pilot untested units in often 
the worst conditions.
UNDERGROUND DUELIST 
Just as dueling has a professional sport venue, some of the 
underground circuits on Terra Nova cater to a more bloodthirsty 
audience. These underground circuits utilize real ammunition and 
active melee weapons, and as such the duels are often just as 
deadly to the pilot as they are to the crowds that attend them. 
Generally, these dueling circuits are found in the poorest leagues 
or  in  the  Badlands,  where  there  is  little  sense  of  established 
governmental controls, but even in prestigious leagues like the 
Northern Lights Confederation and the Southern Republic have 
a few of these infamous underground circuits. 
The  pilots  that  are  attracted  to  underground  dueling  are 
desperate  for  quick  money,  have  a  criminal  background  that 
precludes  them  from  professional  or  military  service,  or  are 
plain bloodthirsty lunatics that enjoy hunting down other pilots. 
The best underground duelists almost always work for criminal 
organizations like the Rostov, Forzi, or Miyazaki families. While 
officially  sanctioned  by  the  Emirs  of  Cimmaro,  the  arenas  in 
Eastern Sun Emirates are generally considered an underground 
circuit for their sheer brutality.
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Level 1 Rep: 0-50
Beta Dawg
Combo Families: Ranged Defense, Pugilist Form
Talents: Gear Specialization, Pushing the Performance, 
or Weapon Specialization
Level 2 Rep: 51-100
Alpha Dawg
Combo Families: Ranged Defense, Pugilist Form
Talents: In Tune with the Machine,  
Overthrow the Governor!, or Firing Solution
Level 3 (Select Branch) Rep: 101-150
Pilot Mechanic (Gear Architectural 
Design) 
Combo Family: Pugilist Form
Talents: Controlled Crash, Melee Expert, or Jury Rig
Design Chief (Jury Rig Specialist)
Combo Family: Ranged Defense
Talents: Jury Rig, Running Defense, or Range Expert
Level 4 (Branch Cont.) Rep: 151-200
Pilot Engineer (Gear Architectural De-
sign) 
Combo Family: Pugilist Form
Talents: Gear Mastery, Gear Connection, or  
Warriors Resiliency
Miracle Worker (Jury Rig Specialist)
Combo Family: Ranged Defense
Talents: Weapon Mastery, Gear Connection, or  
Double Down Revamp
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Level 1 Rep: 0-50
Fresh Meat
Combo Families: Kickboxer Form, Pugilist Form
Talents: Tough, Failure is not an Option,  
or Uncanny Survival Instinct
Level 2 Rep: 51-100
Knuckle Breaker
Combo Families: Kickboxer Form, Pugilist Form
Talents: Suffer not the Weak, Gear Specialization,  
or Weapon Specialization
Level 3 (Select Branch) Rep: 101-150
Savage (Bloodthirsty) 
Combo Family: Kickboxer
Talents: Gear Mastery, Weapon Mastery, or Limit Break
Survivor (Hard to Kill)
Combo Family: Pugilist Form
Talents: Warriors Resiliency, Double Down Revamp,  
or Sore Loser
Level 4 (Branch Cont.) Rep: 151-200
Psycho (Bloodthirsty) 
Combo Family: Kickboxer Form
Talents: Melee Expert, Close Quarters Gunfighter, or 
Second Weapon Specialization
Deaths Companion (Hard to Kill)
Combo Family: Pugilist Form
Talents: Hard to Kill, Iron Hide, or Gear Mastery
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Piloting 3  20 30
Dueling 2  10 20
Rally 1  5 10
Hiring Threshold   3
Base Pay   40K
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Piloting 2  10 20
Dueling 1  5 10 20
Rally 1  5
Hiring Threshold   4
Base Pay   35K
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Duelists
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RALLY RACER 
Not  all  dueling  circuits  revolve  around  killing  the  opposition. 
In  fact,  a  large  number  of  the  legitimate  games  involve  gears 
performing feats of speed. The two best known races on Terra 
Nova  are  the  Yung  An  Rally  in  the  South  and  the  Death  Track 
1000 in the North. These pilots utilize the fastest gears on the 
market  and  much  like  their  professional  duelist  counterparts, 
they know how to work a crowd. 
On the circuits the rally racer knows how to push every ounce 
of power out of their gears to improve their speed and defenses. 
Rally racers that pilot on the extreme courses like the Yung An 
rally also know how to overcome dangerous terrain obstacles or 
ground cover.
YOUNG GUN 
Young  Guns  are  newly  minted  duelists.  They  often  represent 
amateurs that fight in small community dueling matches using old 
worker Gears, or fresh faced pilots looking to make it big in the pro 
circuit. The backgrounds for these individuals is a broad and open, 
and represents no particular specialization. Where the Young Gun 
excels is the flexibility of learning the ropes as they survive fight 
after fight. Young Guns are a dime a dozen and Team Managers 
have no problems filling up their teams pilot slots with them. 
Team Managers do not have to roll their contact or negotiation 
skills to hire a Young Gun. Simply paying the base pay is enough 
to  hire  one.  During  the  initial  Team  Building,  the  manager  may 
hire Young Guns to fill in the rest of their Duelist slots if they do 
not make the rolls to hire a specialist.
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Level 1 Rep: 0-50
Fresh Meat
Combo Families: Choose two combo families
Talents: Gear Specialization, Weapon Specialization, or 
Pushing the Performance
Level 2 Rep: 51-100
DeLyons Pride
Combo Families: Same families chosen at Level 1
Talents: Running Defense or Leap Back
Level 3 (Select Branch) Rep: 101-150
Journeyman 
Combo Family: Choose 1 of the families selected before
Talents: Melee Expert, Range Expert, or  
Warriors Resiliency
Level 4 (Branch Cont.) Rep: 151-200
Master Duelist
Combo Family: Continue family chosen at Level 3
Talents: Gear Mastery, Weapon Mastery or Hard to Kill
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Level 1 Rep: 0-50
Rally NOOB
Combo Families: Offensive Movement, Defensive Fighting
Talents: Running Defense, Pushing the Performance, or 
Controlled Crash
Level 2 Rep: 51-100
Rally Jock
Combo Families: Offensive Movement, Defensive Fighting
Talents: Gear Specialization, Leap Back, or  
Overthrow the Governor!
Level 3 (Select Branch) Rep: 101-150
Speed Addict (Pushing the Limit) 
Combo Family: Offensive Movement
Talents: Kick it into Overdrive, Melee Expert, or  
Gear Mastery
Gear Dancer (Defensive Fighting)
Combo Family: Defensive Fighting
Talents: Double Down Revamp, Gear Mastery, or  
Rabble Rouser
Level 4 (Branch Cont.) Rep: 151-200
Boundary Breaker (Pushing the Limit)
Combo Family: Offensive Movement
Talents: Double Down Revamp, Running Gunner, or  
Jury Rig
Gear Gymnast (Defensive Fighting)
Combo Family: Defensive Fighting
Talents: Melee Expert, Taunt, or  
Close Quarters Gun Fighter
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Piloting 2  10 20
Dueling 2  10 20
Rally 3  20 30
Hiring Threshold   3
Base Pay   45K
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Piloting 2  10 20
Dueling 1  5 10 20
Rally 1  5 10 20
Hiring Threshold   N/A
Base Pay   30K
Duelists get banged up. Its just the nature of the beast. Look 
back  in  28  when  I  was  working  as  a  tech  for  Jimmy  Wallaks 
crew  out  in  the  Oldstead  circuit,  I  saw  half  his  team  end  up 
getting poured out of their cockpits. It was a cryin mess, but 
you guys now dont have it nearly as bad as those boys and gals. 
Cybernetics,  cloning  body  parts,  and  you  guys  play  with  that 
low impact ammo now so its nowhere near as bad as could have 
been.  Dont  worry,  hon.  Im  sure  theyll  be  able  to  grow  you 
another arm in no time.
Elena Babbage, Team Owner of the Saber Wolves, talking 
to Cherry Bomber, newest Duelist in the Saber Wolves, 
before being rushed to the hospital for emergency surgery 
after her cockpit was caved in by Torrez the Bulls Kodiak.
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Duelists
30
DUELIST TALENTS 
While Combos are techniques that are learned through cycles 
of practice, many duelists bring inborn abilities that are unique 
to them. These talents manifest as the Duelist becomes familiar 
with  their  chosen  style  of  fighting  and  the  their  team  mates. 
Duelist Talents are unique to their classes and are only available 
to them at the levels indicated in their growth charts. In addition 
to their starting talent, Duelists can only choose one talent per 
level of growth even if multiple talents are offered per level. Some 
Talents are upgrades to existing talents. These talents replace 
the previous talent. As they replace the previous talent, these 
choices  do  not  count  towards  the  maximum.  Some  upgrade 
talents are focused specializations of a talent. In this case, the 
upgrade  talent  does  not  replace  the  older  talent.  Look  in  the 
talents description to determine if an upgrade talent replaces 
an  older  talent.  Unless  otherwise  noted,  bonuses  from  talents 
do not stack with each other, but they will stack with bonuses 
gained from combo maneuvers and machine performance.  
Talents  generally  have  one  of  two  effects  in  the  game.  They 
either add benefits to the Duelist in the Arena or they aid in Post 
Game  situations.  In  rare  cases  some  talents  have  benefits  in 
both categories. 
In  the  Arena,  most  talents  can  be  performed  as  a  freely 
without the cost of an action. Talents that require skill checks do 
not cost an action unless specifically noted as such. Many talents 
give the duelist a constant bonus. These types of bonuses do not 
have to be declared and are in effect at all times. 
DEFENSIVE TALENTS 
Gear Class Specialization
Prerequisite: None
Upgrade Replacement: N/A
The Duelists chooses a class of Gears (Light, Trooper, Heavy, 
Assault) to specialize their combat form. While piloting any Gear 
of their chosen class, the Duelist receives as +1 modifier to all 
Dueling and Defense rolls. 
Gear Mastery
Prerequisite:  Gear  Class  Specialization  in  the  same  class 
as Mastery Chassis.
Upgrade Replacement: No
The  Duelist  chooses  a  specific  Gear  type  such  as  a  Grizzly, 
Iguana, Warrior, etc, that they have focused their abilities into. 
While  piloting  a  Gear  of  this  chassis,  the  Duelist  receives  a 
+2 modifier on their Dueling and Defense rolls. In addition any 
Defense rolls that come up with a fumble result are treated as a 
1 plus modifiers rather than a 0. 
Warriors Resiliency
Prerequisite: None
Upgrade Replacement: N/A
The  Duelist  has  been  through  too  many  battles  to  be  taken 
down by a lucky shot. If an attack will result in a overkill shot, 
the Duelist may reroll his defense roll once per turn. The Duelist 
must use the results of the second roll even if it is worse than 
the original roll.
Hard To Kill
Prerequisite: Warriors Resiliency
Upgrade Replacement: Yes 
The Duelist may reroll one of their defense rolls each turn. The 
Duelist must use the second rolls result even if the second roll 
is worse than the original result. 
Iron Hide
Prerequisite: None
Upgrade Replacement: N/A
If a Health Check result is gained in the game, the Duelist can 
roll their Rally skill against a threshold of 4 to avoid having to roll 
on a Health Check in the Postgame Wrap Up.
Tough
Prerequisite: None
Upgrade Replacement: N/A
The Duelist can apply a -1 to any Health Check rolls. 
Uncanny Survival Instinct
Prerequisite: None
Upgrade Replacement: N/A
Instead of the usual 6 needed to eject, Duelist only needs a 4. 
In addition, the Duelist may reroll their ejection roll. The second 
rolls results stand. 
Suffer not the Weak
Prerequisites: None
Upgrade Replacement: N/A
The Duelist rolls their Rally Skill instead of the usual single six 
sided die to determine their injuries in a Health Check.   
Running Defense
Prerequisites: None
Upgrade Replacement: N/A
The  Duelist  receives  an  additional  +1  to  Defense  when 
moving at top speed. This bonus does stack with other talents 
and combos. 
In Tune with the Machine
Prerequisites: Running Defense
Upgrade Replacement: Yes
The  Duelist  receives  an  additional  +1  to  Defense  when 
moving at any speed. This bonus does stack with other talents 
and combos. In Post Game checks, the duelist contributes a +1 
modifier to all repair checks on their Gear.  
Jury Rig
Prerequisites: None
Upgrade Replacement: N/A
The  Duelist  can  attempt  to  mitigate  the  damage  penalties 
from Heavy and Critical Damage. The Duelist makes a Rally Check 
against  a  threshold  of  4  (Heavy)  or  5  (Critical).  If  the  check  is 
successful, the duelist treats the effects as one step less than the 
actual damage. For example, if a Gear has taken Heavy Damage, it 
still has that level of damage, but only suffers penalties as if it had 
light damage. In Post Game checks, the Duelist can contribute to 
repairs on their own Gear as if he were a technician. 
Gear Connection
Prerequisites: Jury Rig
Upgrade Replacement: Yes
Whenever  the  Duelists  Gear  takes  damage  reduce  the 
damage  penalties  by  one  step.  Damage  boxes  are  still  applied, 
but the effects of the damage level are treated as once category 
less. For example, if a Gear has taken Heavy Damage, it still has 
that level of damage, but only suffers penalties as if it had light 
damage. In Post Game checks, the Duelists Gear is treated as 
having one less category of damage. So if it ends the game with 
Critical  Damage,  the  Gear  only  has  to  be  repaired  as  if  it  has 
Heavy  Damage.  In  addition  to  this,  the  Duelist  can  act  as  an 
Engineer for his Gear, and only his Gear.
Duelists
31
MOVEMENT TALENTS 
Pushing the Performance
Prerequisite: None
Upgrade Replacement: N/A
The  Duelist  adds  a  +1  modifier  to  Defense  while  moving 
as  well  as  a  +1  to  their  Gears  top  speed.  If  the  Gear  goes 
stationary or is knocked down then they do not benefit from this 
defense bonus.
Overthrow the Governor!
Prerequisite: None
Upgrade Replacement: N/A
The Duelist rolls their Rally skill against a threshold of 3 and 
add the Margin of Success to your maximum Movement score 
for the turn. If the MoS is 3 or more then add +1 to the Gears 
Defense for the remainder of the Turn.
Leap Back
Prerequisite: None
Upgrade Replacement: N/A
If the Duelist is knocked down, they may make a Rally check 
against  a  threshold  of  4.  If  the  roll  succeeds  then  the  Gear  is 
only considered to be stationary rather than knocked down. 
Controlled Crash
Prerequisite: None
Upgrade: N/A
The  Duelist  can  make  a  single  Crash  Stop  or  Crazy  Ivan 
Maneuver per turn without incurring a stun counter. 
Kick it into Overdrive
Prerequisite: Controlled Crash
Upgrade: No
The Duelist can use an action to make one additional shift in 
speed  during  an  activation.  The  Duelist  may  use  a  free  attack 
action generated from a combo check on this ability instead of 
making the attack. This ability can be used once per turn. 
Double Down Revamp
Prerequisite: None
Upgrade: N/A
The Duelist may reroll a check on knockdowns, crashes, and 
checks related to staying on their feet.
ATTACK TALENTS 
Failure is Not an Option
Prerequisite: None
Upgrade: N/A
Choose a weapon system to apply this talent to. The Duelist 
may reroll an
Attack once per turn with that weapon system. The second 
result must be used even if it is worse than the initial attack roll.
Melee Expert
Prerequisite: None
Upgrade: N/A
The Duelist may re-roll their melee attack or combo rolls once 
per turn. The result of the second roll stands even if the roll is 
worse.
Range Expert
Prerequisite: None
Upgrade: N/A
The  Duelist  may  re-roll  their  ranged  attack  or  combo  rolls 
once per turn. The result of the second roll stands even if the 
roll is worse.
Running Gunner 
Prerequisite: None
Upgrade: N/A
The  Duelist  can  fire  their  weapon  at  Top  Speed  as  if  they 
were at moving at Combat Speed. Use the Combat Speed Attack 
modifier for any ranged attacks performed at Top Speed. 
Weapon Specialization
Prerequisites: None
Upgrade: N/A
The  Duelist  chooses  a  specific  weapon  type  by  grouping 
(Cannons  &  Recoiless;  Rockets  &  Missiles;  Support  Weapons; 
Advanced Weapons, or Melee) to focus their talents. Any time 
the Duelist uses their chosen weapon group they receive a +1 
Modifier to all attacks or Combo Checks. 
Weapon Mastery
Prerequisite: Weapon Specialization
Upgrade: Yes
The  Duelist  further  focuses  their  weapon  specialization  into 
one  particular  weapon  system.  Choose  one  specific  weapon 
from  their  specialization  block.  For  example  if  the  Duelist  has 
Autocannon  Specialization  then  they  could  focus  their  mastery 
into  the  Medium  Autocannon.  Any  time  the  Duelist  uses  their 
chosen  weapon  they  receive  a  +2  Modifier  to  all  attacks  or 
Combo Checks.
Gunslinger
Prerequisite: None
Upgrade: N/A
The Duelist is so quick with their Gear that they can reload 
their  Ranged  weapons  without  having  to  spend  an  action.  In 
addition,  if  the  Duelist  is  disarmed,  the  Duelist  can  chain  an 
action into their combo chain to recover their weapon instead of 
making an attack or counter. 
Firing Solution
Prerequisite: None
Upgrade: N/A
The Duelist is extremely proficient with indirect fire weaponry. 
Whenever  the  Duelist  makes  an  indirect  fire  attack,  add  +1 
modifier to their roll.
Limit Break
Prerequisite: Gunslinger
Upgrade: N/A
Select  two  weapons  per  turn  to  fire  as  if  they  were  linked. 
Roll one attack roll but apply modifiers for each of the weapons 
separately.  The  defender  must  make  two  defense  rolls  against 
the modified result.
Close Quarters Gunfighter
Prerequisite: None
Upgrade: N/A
Description: The Duelist does not suffer penalties for using a 
Ranged weapon in Melee. 
Duelists
32
PERFORMANCE TALENTS
Taunt
Prerequisite: None
Upgrade: N/A
The Duelist can spend an action to Taunt an opponent to fight 
them. Roll an opposed Rally check against the opponent. If the 
target  loses,  they  must  move  to  engage  the  target  in  Melee 
combat  on  their  next  activation.  Winning  the  first  Taunt  in  a 
game earns a Rep Point for the initiator.
Sore Loser
Prerequisite: None
Upgrade: N/A
If the unit is overkilled, the Duelist can make a parting shot 
with a +1 modifier at the Duelist that took him out. If the duelist 
does not have a weapon to take out his opponent, then he may 
attempt  to  forward  observe  the  target  for  the  nearest  team 
mate, who may take a free shot at the target. If this duelist gets 
a kill off of his parting shot, his team earns a Rep Point.
The Show Must Go On
Prerequisite: None
Upgrade: N/A
If a team mate is knocked down or stunned, the Duelist may 
make a Rally roll against a threshold of 4 to remove the effect. 
The Duelist may do this once per turn, and it may not be used 
on themselves.
Fist in the Air
Prerequisite: None
Upgrade: N/A
The Duelist is beginning to understand how the crowd reacts 
to  their  performance.  When  Rallying  the  Crowd  add  a  +1 
modifier to the Rally Check.
Flash and Flavor
Prerequisite: None
Upgrade: Yes
The  Duelist  knows  what  the  crowd  wants  to  see.  When 
Rallying the Crowd add a +2 modifier to the Rally check.
Rally Round the Family
Prerequisite: The Show Must Go On
Upgrade: Yes
Once  per  turn,  the  Duelist  can  roll  a  Rally  check  against  a 
threshold of 4+ the number of targeted teammates to remove 
any  knocked  down  or  stun  counter  effects.  The  Duelist  may 
target any teammate that he can achieve a combat lock on.
Never Give Up, Never Give In 
Prerequisite: None
Upgrade: N/A
If  a  teammate  to  the  Duelist  has  rolled  poorly  on  their 
Defense skill Check, the Duelist may expend an action to give his 
teammate an re-roll on their Defense skill. The Duelist can only 
do this for targets that he is able to achieve a combat lock on.
Soliloquy
Prerequisite: None
Upgrade: N/A
Most Duelists just give up when their unit is destroyed, but 
this  Duelist  somehow  manages  to  give  a  dying  speech  to  the 
crowd. If the Duelists unit is Overkilled or destroyed, then the 
Duelist can roll against a threshold of 4 to try and give a stirring 
last  speech  to  the  crowd.  The  Duelist  earns  a  number  of  Rep 
points equal to his Margin of Success. This ability may be used in 
conjunction with Eject. 
Hard To Read 
Prerequisite: None
Upgrade: N/A
When making opposed melee attacks, the attacker suffers a 
-1 penalty when fighting this duelist. 
Rabble Rouser
Prerequisite: Flash and Flavor
Upgrade: No
The Duelist is a master at manipulating the crowd to his side. 
When  Rallying  the  Crowd,  the  Duelist  can  make  two  Rally  skill 
checks choosing the better of the two results. 
GENERAL TALENTS 
General Talents are available to all duelist classes and are tied 
to their class level. Once a duelist has reached the appropriate 
level they may purchase these talents with Rep. These talents 
do not count towards the total talents allowed by the class. 
Level 1 
Coop Combo Fighter 1
Prerequisite: None
Upgrade: N/A
When picking up this fighting style, the duelist can coordinate 
attacks  using  the  any  of  the  Level  1  Combo  Moves  from  the 
Coop Family List. Only team mates with the Coop Combo Fighter 
1 talent can participate in Coop combos. 
Dual Wield
Prerequisite: Identical Manipulator Held Weapons
Upgrade: N/A
The Duelist may equip two identical weapon systems in their 
hands to gain a weapon link perk with those weapons. 
Level 2 
Coop Combo Fighter 2
Prerequisite: Coop Combo Fighter I
Upgrade: Yes
The Duelist can now use any Level 2 Combos from the Coop 
Family. Only team mates with Coop Combo Fighter 2 talent can 
participate in Coop Combos at this level. 
Second Action
Prerequisite: None
Upgrade: N/A
The Duelist can add another action to their total actions. 
Level 3 
Coop Combo Fighter 3 
Prerequisite: Coop Combo Fighter 3
Upgrade: Yes
The Duelist can now use any Level 3 Combos from the Coop 
Family. Only team mates with Coop Combo Fighter 3 talent can 
participate in Coop Combos at this level.
Affinity
Prerequisite: None
Upgrade: N/A
Two  duelists  on  a  team  have  worked  together  long  enough 
that they can initiate Coop Combos without having to make the 
Tag  Team  initiating  check.  Both  Duelists  must  purchase  this 
Talent in order for it to be in effect. 
Support
33
SUPPORT PERSONNEL 
Just as a Dueling Team doesnt operate with just its pilots and 
managers, every successful team is kept operational by an array of 
skilled professionals, who take care of all of the tasks needed. Core 
to  any  teams  support  structure  are  the  technicians  that  keep 
the Gears operational, but equally important are people like team 
promoters, cheerleaders, and ring wranglers that keep the crowds 
entertained. While not every team has them, engineers and fixers 
offer  a  variety  of  options  outside  of  the  norm,  and  are  highly 
coveted specialists. Team managers are always on the lookout for 
good support personnel since they know that without them, their 
teams would have little success on and out of the arena floor. 
In  Arena,  a  Team  Manager  can  look  for  Support  Personnel 
between  each  game.  They  can  make  a  number  of  attempts  to 
locate  any  particular  type  of  Support  Personnel  equal  to  their 
Contacts skill + 1. The Manager declares what type of Support 
Personnel  he  is  looking  for  then  rolls  against  the  Headhunt 
Threshold using their Contacts skill. The Margin of Success over 
the threshold indicates the Team Manager has located additional 
personnel equal to their MoS score. 
Once the personnel has been located, the Team Manager rolls 
their  Negotiation  skill  against  the  Hiring  Threshold  to  recruit 
them.  This  roll  may  be  attempted  once  per  individual.  If  the 
manager fails to hire the person in this round, they may attempt 
a  second  hiring  roll  after  their  next  game.  The  manager  does 
not need to roll their Contacts skill to locate them again. If the 
second  attempt  fails,  then  the  manager  will  have  to  locate  a 
different person in the subsequent round.
Team Managers can get bonuses to their rolls by offering to 
pay more to a potential employee. Additionally spending Rep can 
guarantee  a  potential  employees  hiring.  The  maximum  number 
of Support Personnel hired through Rep during Post Game Wrap 
Up is still limited to Contacts Skill +1. Personnel hired with Rep 
still need to be paid their salary. 
Spreading the Money 
(Contact Modifier)
Sign on Bonus 
(Negotiation Modifier)
Spend 10K +1 Modifier Double Pay +1 Modifier
Spend 20K +2 Modifier Triple Pay +2 Modifier
Spend 30K +3 Modifier Quadruple Pay +3 Modifier
TECHNICIAN 
Headhunt Thresh 3  
Hiring Thresh 3  
Salary 5K
Technicians are attached to individual gears and may not be 
shared  between  Gears  unless  the  team  has  an  Engineer.  For 
each technician assigned to a Gear, one level of damage maybe 
repaired per turn. 
ENGINEER 
Headhunt Thresh 6  
Hiring Thresh 5  
Salary 10K
Engineers  are  assigned  to  the  team.  An  Engineer  may  shift 
Technicians  around  as  needed.  Engineers  open  one  type  of 
advanced  customization  for  the  teams  Engineers  are  also  able 
to repair units. If the Engineer is assigned to repair a unit they 
may not be used to install advanced components and weapons. 
Engineers can repair two boxes of damage per Turn. Normally, 
a  team  is  only  allowed  one  Engineer;  however,  if  the  team  is 
sponsored by a corporation that allows for more Engineers then 
the team may have more than one. 
PROMOTER (MAX 1) 
Headhunt Thresh 5  
Hiring Thresh 5  
Salary 10K
A  Promoter  gives  the  Team  the  advantage  of  having  Rep 
Points  going  into  the  Arena.  Roll  1d6  at  the  beginning  of  the 
game and add the total to the starting rank of the teams Rep. 
For each additional 5K (max 4) spent prior to the game, add +1 
to the teams Rep.
CHEERLEADING TEAM
Headhunt Thresh 4  
Hiring Thresh 3  
Salary 10K
Add  +2  to  the  starting  Rep  Points  of  a  team.  Add  +1  to 
Team Managers Negotiation skill when dealing with pilots. 
ARENA CLOWNS 
Headhunt Thresh 3  
Hiring Thresh 3  
Salary 5K
(Maximum of 2 per team.)
Arena  Clowns  are  specialized  pilots 
designed  to  entertain  the  crowd,  usually 
at  the  expense  of  the  opposing  teams 
expense.  The  Team  Manager  must 
purchase a Gear for the clown once hired. 
No  weapons  or  upgrades  can  be  added  to  the  Arena  Clowns 
Gear. Arena Clowns cannot engage in any attacks, but may make 
defense  rolls.  The  Arena  Clown  may  only  perform  a  Rally  the 
Crowd  action.  If  the  Arena  Clown  is  destroyed  by  an  enemys 
attack,  the  enemy  team  automatically  gets  1d6-1  Rep  Points. 
There is a risk in attacking the Arena Clown. If the Arena Clown 
manages  to  defend  against  an  enemy  attack  (i.e.  takes  no 
damage), the Arena Clown makes an additional Rally the Crowd 
action with the Rep points going directly to the Team Pool. If the 
Arena Clowns Gear is damaged or destroyed in the course of the 
battle, their Gear is automatically repaired for the next battle. No 
Technicians or Engineers have to be assigned to repair the Gear. 
Special Ability: +2 modifier to all Rally the Crowd checks.
FIXER 
Headhunt Thresh 5  
Hiring Thresh 5  
Salary 10K
The Fixer can get items 
usually  unavailable  to 
the  team.  This  could  be 
an  oppositional  factions 
weaponry  or  Gears,  or  it 
could be something that is 
in a higher tier than whats available to the team currently. (See 
page 55 for more details on what a fixer can do for your team.) 
Each  Fixer  allows  for  a  single  roll  for  purchasing  black  market 
components, Gears, and weapons. 
HANDLER 
Headhunt Thresh 5  
Hiring Thresh 4  
Salary 10K
The  Handler  is  assigned  to  a  specific  Duelist.  Whenever  a 
Duelist makes an Ego Trip roll; roll a single separate colored six 
sided die in addition to the normal roll. The player may choose 
to use the normal dice rolls result or the handlers result. The 
Handlers roll also applies to any rolls on the sub-tables of the 
Ego Trip as well a the primary roll.
Rep Spent Negotiation Bonus
20 Rep  +1
30 Rep +2
40 Rep +3
Gunnery   
Piloting   2
Rally   3
Dueling   
Sponsors
34
CORPORATE SPONSORS 
Corporations love to ride the wave of fame and adoration that 
fans throw towards their favorite teams. Product endorsements 
by popular teams have the potential to generate millions for their 
sponsors,  and  corporations  will  go  out  of  their  way  to  provide 
lucrative  contracts  to  successful  or  popular  teams.  In  Heavy 
Gear Arena, the Teams pool of Rep can be used to attract the 
attention of a corporation. Some corporations like Krellen Foods 
are  easier  to  attract  than  military  Gear  manufacturers  like 
Northco or Territorial Arms. Attracting Corporate sponsorship is 
a fairly straightforward operation for the Team Manager. In the 
Post Game Wrap Up, the Team Manager declares a corporation 
that they are trying to attract for sponsorship. Each corporation 
has a Rep cost and a Threshold attached to gaining it. The Team 
Manager  is  allowed  1  attempt  per  Post  Game  Wrap  Up  to 
attract a corporation. Once the Team Manager has declared his 
choice,  he  spends  the  Rep  and  attempts  to  roll  his  Contacts 
skill  against  the  listed  threshold.  If  the  roll  succeeds  then  the 
corporation  has  become  a  team  sponsor  and  the  manager  can 
spend rep to get access to Corporate Perks. 
Corporate Perks come in a variety of forms and are dependent 
on  the  corporation  itself.  Some  perks  include  cash,  hired  help 
such as support personnel, and access to higher tech such as 
top of the line Gears, weaponry, and upgrades at market costs. 
A Team Manager can get Corporate Perks from their sponsors 
by  spending  the  Rep  cost  and  rolling  their  Organization  skill 
against  the  threshold  level  of  perk  they  want.  Once  the  Perk 
Threshold  is  exceeded  for  the  Corporation  Perk,  that  Perk  is 
available to the team from that point forward. Unless otherwise 
noted, the cash perk does not require Organization skill checks. 
Spending Rep is all that is required for the cash. Managers may 
access  the  first  level  Corporate  Perks  of  their  initial  sponsor 
during the Team Building phase. Team Managers are only allowed 
to request perks that are in the Teams current overall level. In 
addition,  Team  Managers  may  only  access  either  a  Corporate 
Perk or monetary benefit during Post Game Wrap Up.
Teams  are  allowed  one  Major  Gear  Manufacturer  Sponsor, 
one  Minor  Gear  and  Weapons  Manufacturer  Sponsor  and  up 
to  two  Civilian  Corporations  Sponsors.  Some  corporations  will 
have restrictions attached to either their hiring or maintenance 
requirements.
Civilian Corporations 
   Generic Corporations
   Krellen Foods
   Cascade Brewery
   Octane Soda
Major Gear Manufacturers 
   NorthCo (page 36)
   Territorial Arms (page 41)
   Paxton Arms: Gear Division (page 46)
Minor Gear/Weapons/Component Manufacturers
   Shaian (page 49)
   Keimuri Gears (page 50)
   Mandeers (page 51)
   Dynamic Systems (page 53)
   Paxton Arms: Weapons Division (page 54)
   Riley Weapon Systems (page 54)
   Obelisk Electronics (page 54)
   Rucker Group (page 55)
CIVILIAN SPONSORS 
Civilian  Sponsors  generally  provide  monetary  compensation 
and  in  some  rare  cases  perks.  Unlike  the  Gear  and  Weapons 
manufacturers,  Civilian  Sponsors  do  not  have  restrictions  and 
instead  of  having  the  option  for  benefits  on  a  chart,  civilian 
corporations only have monetary benefits. Some Civilian Sponsors 
provide  the  team  with  Perks.  Perks  are  benefits  that  can  be 
invoked simply by rolling against the Corporations sponsorship 
recruitment threshold. These perks can be used once per Post 
Game Wrap Up, but if used the team cannot benefit from that 
corporations cash benefit. Perks do not cost Rep points to use. 
Benefits still cost Rep.
GENERIC CIVILIAN SPONSORSHIP 
Terra Nova has a whole host of corporations that are all eager 
to send money to successful dueling teams. Players are free to 
come up with their own Civilian Corporations to supplement the 
three examples listed. The HG Arena Decal Sheet (DP9-9193) 
provides  a  fantastic  selection  of  alternative  corporations  that 
players can choose from. Generic Civilian Corporations all have 
a  recruitment  threshold  of  3.    When  picking  a  Generic  Civilian 
Corporation,  the  player  simply  chooses  a  Corporate  Perk  from 
the  list  below  and  applies  it  to  their  own  corporation.  Three 
sample Civilian Corporations are listed after this section. Players 
are free to chose their own or use the existing ones. All Civilian 
Corporations have access to the Monetary Benefit listed below.
Generic Civilian Corporation Perks
Tech Support Outsource: The Corporation is involved in 
technology or manufacturing and has spare Technicians to lend 
to the Team. The player can use this perk to get a Technician for 
his team. This technician costs the Team no money.
Promotional Marketing: This Corporation is involved in 
marketing  or  just  show  business.  They  know  how  to  generate 
Rep  quickly.  At  the  end  of  a  match,  if  the  Team  wins  roll  2d6 
and add the result to the final Team Rep Pool. If the Team lost, 
roll  1d6  and  add  the  result  to  the  final  Team  Rep  Pool.  To  use 
this perk, the Team Manager must activate it before the match. 
Money, Money, Money! Oh Yeah!: This corporation is 
wealthy and knows how to manage money. They could be a bank 
or an investment firm, or just plain successful. Team Managers 
can activate this perk and roll their Organization skill against a 
Threshold of 3. Each Margin of Success earns the team an extra 
10K  of  money.  This  Perk  maybe  used  in  conjunction  with  the 
Cash Perk for this corporation. 
Shady Heaps: This Corporation, while legal, has ties to the 
Black Market. Using this perk gives the Team a free Fixer to add 
to their Support Pool. 
Engineering  Marvel:  The  Corporation  is  involved  in  hi 
tech  manufacturing.  Uncommon  Components  can  be  bought  at 
market cost. This perk is a passive bonus and can be used with 
the Monetary Perk for this company. 
Rental Property: The Corporation is involved in real estate 
and networking. Activating this Perk gives the Team Manager the 
ability  to  re-roll  one  Negotiation  or  Contacts  skill  check  during 
the course of the Post Game Wrap Up. The Team Manager may 
choose which roll to use. Either the first or the re-roll.
Civilian Corporation Funds 
Level Cash Rep Cost
1 30K 30
2 50K 50
3 75K 75
4 100K 100
Civilian Sponsors
35
KRELLEN FOODS 
A  large  and  global  presence  on  Terra  Nova,  Krellen  Foods 
distributes  food  products  all  across  the  planet  from  their 
Mekong Dominion location. The company is most famous for their 
fast food chain, Weird but Tasty. The exotic cuisine is consumed 
by  millions  of  Terra  Novans  in  places  as  diverse  as  Port  Oasis 
in  the  Southern  Republic,  Fort  James  in  the  Western  Frontier 
Protectorate, and even by GRELs in Port Arthur in the Badlands. 
Krellens  marketing  division  enjoys  one  of  the  largest  budgets 
on the planet. Their Weird but Tasty jingle is so well known, kids 
from the North and South can sing it in a variety of languages 
and still recognize it. Krellen Foods enjoys the wide recognition, 
and as part of their aggressive marketing campaign, the company 
looks for total market saturation, which includes dueling venues.
Recruitment Threshold   3
Sponsorship perks
Weird But Tasty Mascot: The Team gets access to Weird But 
Tastys Purple Poolie mascot. In gaming terms, Poolie is a free Arena 
Clown,  but  unlike  the  normal  clown,  the  opposing  team  does  not  gain 
any Rep points for destroying the clown. If the clown survives the entire 
game, then the team gets a free Money, Money, Money! Oh Yeah! roll 
(page 34) roll with Krellen. Purple Poolie is a garish purple and blue Viper 
model Gear with a rapid firing T-shirt launcher.
OCTANE SODA 
Octane  Soda  is  Terra  Novas  most  popular  carbonated  drink  producer.  The 
multi-colored  brand  names  correspond  to  the  variety  of  flavors  that  Octane  Soda 
produces. Some of the more infamous flavors include cawfee flavor and their latest 
concoction called the Rainbow Ravager, which some speculate is a mixture of all of 
the flavors. Octane Soda has made tremendous inroads in product recognition since 
the Hermes 72 satellite network opened up the rest of Terra Nova to the company. 
Unlike  Krellen  Foods  which  distributes  and  manufactures  their  product  globally, 
Octane Soda licenses bottling companies around the planet to produce and distribute 
their product locally. The distribution market scheme has been very profitable for the 
company and has helped their brand expand into all reaches of the planet. Octane 
Sodas marketing is closing in on some of the big spenders on the planet, but they are 
still lagging in the bottom ten. Since TN1930, Octane Soda has started sponsoring 
Dueling teams. The corporation is generally paranoid about maintaining their image 
and is notorious for having handlers attached to team duelists.
CASCADE BREWERY   
Cascade Brewery is based out of Innsbruck in the Northern Lights Confederacy 
and are the largest producers of beer on the planet. Beer and Gear Dueling are two 
of  the  most  compatible  markets  for  each  other,  and  since  Gear  Dueling  has  been 
around Cascade Brewery has been sponsoring teams. In Innsbruck, the corporation 
is  one  of  the  major  contributors  for  the  Death  Race  1000.  Dueling  teams  love 
working with Cascade Brewery partially for all of the free beer they get, but also for 
the great publicity that comes with being associated with Cascade.
Recruitment Threshold   3        
Sponsorship perks
Free Beer Night: Cascade has a tradition of giving out free beer on nights that 
their sponsored team wins. The Team earns 1d6x5 extra Rep points for their general 
Rep pool.
Recruitment Threshold   3
Sponsorship perks
Handle my People Please!: Octane Soda 
provides handlers for duelists on a team for the next 
Post Game Wrap Up.
Sponsors & Gears
36
NORTHCO 
Major Gear Manufacturer
The  crown  jewel  in  the  United  Mercantile  Federations  industry, 
Northco  manufactures  an  array  of  products  not  the  least  of  which 
are  the  numerous  Gears,  which  the  North  uses  regularly  to  defend 
itself. Among the more popular lines the company produces include the 
venerable  Hunter,  the  top  of  the  line  Jaguar,  and  heavy  hitting  Grizzly. 
With the bulk of the Northern military forces supplied by the UMF based 
corporation, rival Gear manufacturers rarely find a means to break into 
the  market.  Among  their  few  competitors,  Shaian  is  Northcos  only 
real competition. The massive corporation has had a long running feud 
with  the  Northern  Lights  Confederacys  top  Gear  producer,  Shaian, 
for  decades  even  though  their  rival  manufactures  components  for  the 
Northco manufactured Grizzly. 
On the planet, the only corporation that can really rival the immense 
Northco  is  their  Southern  counterpart,  Territorial  Arms.  The  two 
corporations  tend  to  co-evolve  to  match  each  others  performance, 
which  leads  to  a  relative  level  of  parity  between  the  North  and  the 
Souths military technology.
Recruitment Threshold   6 Rep Cost   75
B
E
N
E
F
I
T
S
LEVEL 1 Threshold: 4 Rep Cost: 30
Cash: 50K
Goods: Uncommon Gear (NorthCo)
LEVEL 2 Threshold: 5 Rep Cost: 50
Cash: 75K
Goods: Uncommon Weapons
LEVEL 3 Threshold: 6 Rep Cost: 75
Cash: 125K
Goods: Rare Gear (NorthCo)
LEVEL 4 Threshold: 7 Rep Cost: 100
Cash: 200K
Goods: Black Listed & Exclusive Gears (NorthCo)
BRICKLAYER 
While the Hunter is the primary trooper model for the North, the basic chassis of the Hunter is used 
in civilian designs as well. The simple mechanics of the Hunter makes the Bricklayer an extremely popular 
choice for both civilian and military construction and labor needs. The Bricklayer is also found in the most 
desperate  dueling  teams  as  an  extremely  cheap  option.  Many  Bricklayers  are  used  as  makeshift  military 
Gears by strapping autocannons or other manipulator held weaponry, but the lack of fire control means that 
most Bricklayer pilots will rarely be able to hit anything. Duelists on the other hand have no problem utilizing 
close combat weaponry in the arena and the rear mounted tool arm is used in surprisingly vicious ways.
Rarity   Common Market Cost   64K
ENGINEERING GRIZZLY 
The durable Grizzly design is a perfect chassis for heavy industrial and construction usages. The incredibly 
powerful engine gives the unit tremendous advantage over the smaller Bricklayer. While the Grizzly isnt as 
reliable as the Hunter chassis, the unit is still easily repaired and modified making the Engineering Grizzly a 
well liked choice among civilian pilots. Duelists enjoy the massive claw like appendages and the extra mass of 
the unit. While not as armored as the stock Grizzly, the Engineering Grizzly is capable of amazing acrobatics 
in the hands of a skilled operator such as a duelist.
Rarity   Common Market Cost   94K
Mfr.   Northco Size   6 Class   Trooper
Detect   2
Sensors   -1
Fire Con.   -1
S
L
O
T
S
Type 1   6
Type 2   0
Type 3   0
Type 4   0
Manip   2 Class 2
Maneuver   0 Armor
8   /   24
Movement
Walker   3
"
  /   6
"
Damage
S L H
Perks
Arms, Searchlight (25)
Flaws
Exposed Crew Compartment
Mfr.   Northco Size   7
Class   Assault
Detect   2
Sensors   -2
Fire Con.   0
S
L
O
T
S
Type 1   6
Type 2   0
Type 3   0
Type 4   0
Manip   2 Class 3
Maneuver   -1 Armor
16   /   64
Movement
Walker   3
"
  /   6
"
Ground   6
"
  / 11
"
Damage
S L H C
Perks
Arms, Reinforced Front Armor (2),  
Searchlight (25)
Flaws
Exposed Crew Compartment, LSP (1)
Sponsor Restrictions 
Northco will not work with teams that have associations with 
Shaian or Territorial Arms. This includes their Gears.
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Sponsors & Gears
37
STRIPPED-DOWN HUNTER 
In  the  poorest  league  of  the  North,  the  stripped  down  Hunter  is  commonly  found  in  the  ranks  of  the 
Western  Frontier  Protectorate  Army.  The  cheaper  variant  of  the  Gear  is  also  found  in  many  Badlands 
communities including Khayr ar-din. While stripping down armor shells from the upper arms and legs of a 
stock Hunter and replacing it with ballistic cloth is one method of achieving the designation, Northco also 
produces the variant officially in the WFP to meet the demands of that clients military. Northco also sees 
the potential markets in less affluent regions in the Badlands. 
While the SD Hunter has all of the similar characteristics of a stock Hunter, the unit loses out on valuable 
armor in exchange for a marginal improvement in speed. The SD Hunter also loses the shoulder hard points 
used to mount rocket pods or missile systems. In the arena, the loss of rocket pods means little to the cash 
conscious manager. The extra speed often gives an edge to the duelist that they just cant get with a stock 
Hunter. The ease of repair is still present, which is another added benefit to the team on a shoe string budget.
Rarity   Common Market Cost   87K
RAZORBACK 
One  of  the  first  completely  original  Gear  designs  developed  after  the  Hunter,  the  Razorback  was  built 
for short-range anti-armor work. Its heavy armor is still unmatched by anything smaller than a Kodiak, and 
the massive firepower of the Razorback can potentially bring to the arena can make short work of any Gear 
that ventures into range. Made largely obsolete by the Kodiak and variants of the Grizzly and Jaguar, the 
Razorback is used primarily in second-line UMF and WFP regiments that have not yet been assigned more 
advanced machines, but have found a large amount of popularity in the arena circuit.
Rarity   Uncommon Market Cost   95K
BEAR 
The Bear was the Norths first true long-range fire support Gear. Previous fire-support models had been 
built around powerful short-range weapons, intended for both fire support and anti-armor work. The Bears 
design allowed it to be used in both fire support and assault roles which would go on to inspire the design of 
the Grizzly. The Bear has mostly been replaced by the Grizzly in modern combat units, but still sees service 
in local militias and the WFPA. Often dueling teams will substitute the older Bear when they are unable to 
gain access to the Grizzly. The older Gears price is usually easier for the team manager to cough up too.
Rarity   Uncommon Market Cost   145K
Mfr.   Northco Size   6
Class   Light
Detect   2
Sensors   0
Fire Con.   0
S
L
O
T
S
Type 1   6
Type 2   0
Type 3   0
Type 4   0
Manip   2 Class 2
Maneuver   0 Armor
15   /   45
Movement
Walker   4
"
  /   8
"
Ground   7
"
  / 13
"
Damage
L H C
Perks
Arms, Easy to Modify
Flaws
Mfr.   Northco Size   6
Class   Heavy
Detect   2
Sensors   0
Fire Con.   0
S
L
O
T
S
Type 1   7
Type 2   0
Type 3   1 V-Engine
Type 4   0
Manip   2 Class 3
Maneuver   -1 Armor
20   /   60
Movement
Walker   3
"
  /   6
"
Ground   5
"
  / 10
"
Damage
L H C
Perks
Arms
Flaws
LSP (1), Defective Active Sensors
Mfr.   Northco Size   7
Class   Assault
Detect   2
Sensors   0
Fire Con.   0
S
L
O
T
S
Type 1   7
Type 2   0
Type 3   3 2 Shoulder, 1 Back
Type 4   0
Manip   2 Class 3
Maneuver   -1 Armor
17   /   51
Movement
Walker   3
"
  /   6
"
Ground   5
"
  / 10
"
Damage
L H C
Perks
Arms, Double Towing Capacity
Flaws
LSP (1)
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Sponsors & Gears
38
HUNTER 
Despite being the first combat Gear, the Hunter is still the standard design used by all Northern armies. 
Simple,  robust  and  reliable,  the  Hunter  is  a  favorite  of  pilots  and  technicians  alike.  The  design  has  been 
updated  several  times  since  it  was  first  introduced,  and  the  modern  Mark  II  model  comes  with  a  VR 
cockpit, desert-proofing and excellent but compact sensor equipment. 
Like all Gears, its humanoid form and Optical Neural Net CPU make it exceptionally agile and flexible and 
allow it to augment its moderate armor by taking good advantage of its speed and any available cover. Its 
simple, rugged systems have given it a reputation for being able to take a beating and keep fighting.
The Hunter is even easier to repair and customize than most Gears. After three hundred and fifty cycles 
of service, spare parts and standard modification kits are readily available. As the father of all modern Gear 
designs, spares for the Hunter can often be improvised from parts intended for other Gears.
Rarity   Uncommon Market Cost   170K
BOBCAT 
The first dedicated scout Gear was the Bobcat, which introduced the modern humanoid head design to 
the North. Its unique SMS design requires the Gear to kneel down to engage its wheels, but handles very 
well. Unfortunately, the design also prevents the Bobcats legs from being armored properly, leaving them 
vulnerable to enemy fire. Outside of the WFP, the Bobcat was quickly phased out in favor of the cheaper 
Ferret and, later, the higher performance Cheetah. The WFPA still makes heavy use of the Bobcat, as its 
large wheels perform well in the rough terrain the WFPA needs to protect. These same characteristics make 
it incredibly popular in the Badlands. The fact that the Bobcat is so old, but parts are still readily available 
makes the unit appealing to many teams on a tight budget.
Rarity   Uncommon Market Cost   243K
TIGER 
In its day, the Tiger was a heavy trooper Gear. It served as the Norths heavy general-purpose and elite 
commando Gear for almost 60 cycles, until it was made largely obsolete by the more advanced Jaguar. The 
UMFA still fields it as a heavy trooper Gear, and many Tigers still remain in service with regiments that have 
not yet been able to or are unwilling to upgrade to the Jaguar. In dueling circuits, the Tiger is highly prized 
for its fantastic performance and ease of access to replacement parts. Many Northern allied townships in 
the Badlands ended up with surplus Tigers during the post War of the Alliance refit, and a number of these 
Tigers pilots can be found in amateur arenas honing their skills and earning some cash.
Rarity   Rare Market Cost   157K
Mfr.   Northco Size   6
Class   Trooper
Detect   2
Sensors   0
Fire Con.   0
S
L
O
T
S
Type 1   6
Type 2   2 Shoulder Mounts
Type 3   0
Type 4   0
Manip   2 Class 2
Maneuver   0 Armor
15   /   60
Movement
Walker   4
"
  /   7
"
Ground   6
"
  / 12
"
Damage
S L H C
Perks
Arms, Easy to Modify
Flaws
Mfr.   Northco Size   6
Class   Light
Detect   4
Sensors   +1
Fire Con.   0
S
L
O
T
S
Type 1   6
Type 2   1 Shoulder Mount
Type 3   0
Type 4   0
Manip   2 Class 2
Maneuver   +1 Armor
13   /   39
Movement
Walker   4
"
  /   8
"
Ground   7
"
  / 13
"
Damage
L H C
Perks
Arms, Improved Off-Road, TD
Flaws
Mfr.   Northco Size   6
Class   Heavy
Detect   3
Sensors   0
Fire Con.   +1
S
L
O
T
S
Type 1   6
Type 2   0
Type 3   2 Shoulder Mounts
Type 4   0
Manip   2 Class 2
Maneuver   0 Armor
17   /   51
Movement
Walker   4
"
  /   8
"
Ground   6
"
  / 12
"
Damage
L H C
Perks
Arms
Flaws
HU
De
Simpl
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Arm
Sponsors & Gears
39
GRIZZLY 
The  Grizzly  has  been  the  most  common  Northern  fire-support  Gear  since  the  War  of  the  Alliance.  The 
heavy frame needed to support its powerful weapons makes the Grizzly chassis a slow and clumsy machine 
compared  to  lighter  model  units  which  leaves  it  vulnerable  to  attack  despite  thick  armor.  The  Grizzlys 
potential platform of firepower more than compensates for this, and the Grizzly is capable of both long-range 
fire support and heavy assault, and can be a devastating anti-Gear weapon if screened by lighter units. While 
not as simple and easy to work with as the Hunter, the Grizzly is an old, reliable design.
Rarity   Rare Market Cost   200K
JAGUAR 
Developed  in  TN1900  by  Northco  as  a  replacement  for  the  Hunter,  the  Jaguar  is  generally  used  as 
a  commando,  strike,  or  heavy  general  purpose  Gear  by  the  Northern  forces..  The  Jaguars  armaments, 
controls, and capabilities are deliberately similar to the successful Hunter Gear. Unlike the Hunters slightly 
outdated  but  highly  standardized  parts,  the  Jaguar  uses  more  modern  systems.  This  makes  the  Jaguar 
faster and more nimble than the Hunter despite carrying tougher armor and a heavier selection of weapons, 
but  also  makes  it  correspondingly  difficult  to  service  and  modify.  Most  Jaguar  variants  are  designed  to 
provide  close  support  with  heavy  weapons,  as  they  can  typically  survive  the  attention  fire  support  units 
typically receive from the enemy.
Rarity   Rare Market Cost   230K
Mfr.   Northco/Shaian Size   7
Class   Assault
Detect   2
Sensors   0
Fire Con.   0
S
L
O
T
S
Type 1   8
Type 2   0
Type 3   2 Shoulder Mounts
Type 4   1 Back Mount
Manip   2 Class 3
Maneuver   -1 Armor
18   /   72
Movement
Walker   3
"
  /   6
"
Ground   6
"
  / 11
"
Damage
S L H C
Perks
Arms, Reinforced Front Armor (2)
Flaws
LSP (1)
Mfr.   Northco Size   6
Class   Heavy
Detect   3
Sensors   0
Fire Con.   +1
S
L
O
T
S
Type 1   6
Type 2   0
Type 3   2 Shoulder Mounts
Type 4   0
Manip   2 Class 2
Maneuver   +1 Armor
16   /   48
Movement
Walker   5
"
  /   9
"
Ground   7
"
  / 13
"
Damage
L H C
Perks
Arms
Flaws
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Sponsors & Gears
40
HUNTER XMG 
Recently added to Northcos massive line, the Hunter XMG is considered by most to be the unit which 
will replace the current version of the venerable Hunter. Most military observers note that the XMG will 
likely not replace the Hunter for one simple reason: the machine is too difficult to repair in the field. While 
the unit is in every way superior to the standard Hunter, the XMG is not popular with most technicians and 
mechanics.  Northco  is  desperate  to  curtail  this  viewpoint  and  has  started  showcasing  the  unit  in  duelist 
teams  that  the  company  trusts  implicitly.  Danghen  Jarak  is  famous  for  piloting  one  of  the  two  original 
prototype  models  of  the  XMG,  and  has  recently  agreed  to  promote  the  Gear  openly.  The  rumor  floating 
around Khay ar-Din is that Danghen could no longer maintain his stolen Gear and as part of the amnesty 
offered to him and his sister, he was forced into the arrangement.
Rarity   Black Listed Exclusive Market Cost   218K
KODIAK 
Based on the basic Grizzly chassis, the Kodiak was developed during the War of the Alliance to help Gear 
columns deal with light CEF hovertanks. With considerably stronger armor and heavier direct-fire weapons 
hardpoints than a normal Grizzly, the Kodiak is an excellent assault machine. The high cost of constructing 
and  maintaining  them  limits  their  deployment  and  sale  to  only  the  most  trusted  teams,  but  the  legends 
surrounding their service against the CEF mean that the Kodiak is always a crowd favorite.
Rarity   Black Listed Exclusive Market Cost   432K
Mfr.   Northco Size   6
Class   Trooper
Detect   4
Sensors   +1
Fire Con.   +1
S
L
O
T
S
Type 1   6
Type 2   0
Type 3   2 Shoulder Mounts
Type 4   0
Manip   2 Class 2
Maneuver   +1 Armor
16   /   64
Movement
Walker   4
"
  /   7
"
Ground   7
"
  / 13
"
Damage
S L H C
Perks
Arms, Emergency Medical
Flaws
Mfr.   Northco Size   7
Class   Assault
Detect   2
Sensors   +1
Fire Con.   0
S
L
O
T
S
Type 1   8
Type 2   0
Type 3   2 Shoulder Mounts
Type 4   2 V-Engine Mounts
Manip   2 Class 4
Maneuver   -1 Armor
20   /   80
Movement
Walker   3
"
  /   6
"
Ground   6
"
  / 11
"
Damage
S L H C
Perks
Arms, Improved Rear Defense,  
Reinforced Front Armor (2)
Flaws
LSP (1)
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Sponsors & Gears
41
STONEMASON 
A  common  Gear  design  found  throughout  the  Southern  Hemisphere  in  many  Badlands  communities, 
the Stonemason is a civilian market Jger stripped of excess armor, the military sensors, communications, 
and weaponry. Much like the Bricklayer, the Stonemason is popular with both civilian and military markets 
because of its ease of maintenance and accessibility to parts. While there are other civilian produced models 
for industrial use, the Stonemason has been a Southern staple for its modular tool arms, but also for the 
familiarity with controls many veteran pilots have with the Jger. In dueling circles, teams occasionally use 
the Gear in the arena. The most popular variation used in the arena is the Logger variant, which incorporates 
two massive forearm chainsaws, and is often used to rip through opponents armor.
Rarity   Common Market Cost   76K
Mfr.   Territorial Arms Size   6
Class   Trooper
Detect   2
Sensors   -1
Fire Con.   0
S
L
O
T
S
Type 1   6
Type 2   0
Type 3   0
Type 4   0
Manip   4 Class 2
Maneuver   0 Armor
8   /   24
Movement
Walker   3
"
  /   6
"
Damage
S L H
Perks
Arms, Easy to Modify
Flaws
LSP (1), Exposed Crew Compartment
ASP 
After the War of the Alliance, the military needed a way to quickly replenish their forces stock of Gears. 
The most obvious target for the military to draw the equipment they needed came from city militias motor 
pool.  The  city  mayors  protested  loudly  that  this  would  leave  their  cities  without  the  last  line  of  defense. 
Territorial Arms offered a solution. Cycles prior to the War, the Anolis factory line had been decommissioned 
due to a lack of sales. Territorial Arms had been developing a new Gear specifically for city militias. Inexpensive 
and easy to produce, the Asp was the solution for both the military and the cities. For the price of one stock 
Jger, three Asps could be purchased. The Gear is commonly derided in military circles, but for city militias, 
the Asp proved to be the perfect unit. Many of the Gears are found in local police departments as a crowd 
control Gear, and in the Badlands the cheap Gear is found in rural communities as a deterrent for rovers. 
While the Gear is cheap, only the most desperate teams field the inexpensive Asp. One area the Gear has 
found a strong following is with the professional arena clowns.
Rarity   Common Market Cost   80K
Mfr.   Territorial Arms Size   6
Class   Trooper
Detect   2
Sensors   0
Fire Con.   0
S
L
O
T
S
Type 1   6
Type 2   0
Type 3   0
Type 4   0
Manip   2 Class 2
Maneuver   0 Armor
13   /   39
Movement
Walker   4
"
  /   7
"
Ground   6
"
  / 12
"
Damage
S L H
Perks
Arms, Reinforced Front Armor (3)
Flaws
Weak Rear Facing
Major Gear Manufacturer
The Souths counterpart to Northco is 
the monolithic Territorial Arms. Nearly the 
entirety  of  the  Southern  military  forces 
rely  on  Gears  manufactured  by  Territorial  Arms.  Most  of  the  business 
that Territorial Arms earns comes from lucrative government contracts 
emanating from the Southern Republic Army, but largely paid for by client 
state  militaries  in  the  Allied  Southern  Territories,  who  only  marginally 
benefit  from  the  arrangement.  While  the  company  has  managed  to 
secure  the  lions  share  of  the  business  for  itself,  Territorial  Arms  does 
have  a  few  competitors  in  the  South.  Two  companies  that  have  given 
the corporation headaches in the past, Dynamic Systems and Mandeers, 
have recently  merged in  order to  bring newer units  to  the  market  and 
threaten Territorial Arms virtual monopoly.
Sponsor Restrictions
Territorial  Arms  will  not  work  with  teams  that  are  associated  with 
Mandeers, Dynamic Systems, or Northco. This includes their Gears.
Recruitment Threshold   6 Rep Cost   75
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LEVEL 1 Threshold: 4 Rep Cost: 30
Cash: 50K
Goods: Uncommon Gear (Territorial Arms)
LEVEL 2 Threshold: 5 Rep Cost: 50
Cash: 75K
Goods: Uncommon Weapons
LEVEL 3 Threshold: 6 Rep Cost: 75
Cash: 125K
Goods: Rare Gear (Territorial Arms)
LEVEL 4 Threshold: 7 Rep Cost: 100
Cash: 200K
Goods: Black Listed & Exclusive Gears (Territorial Arms)
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Sponsors & Gears
42
ENGINEERING COBRA 
Originally, the Engineering Cobra came around from damaged Spitting Cobra Gears partially repaired and 
repurposed for general usage around bases. The design was popular enough for Territorial Arms to put the 
design  into  general  production.  Since  then  both  military  and  civilian  markets  have  enjoyed  the  use  of  the 
heavy loader. The Cobras massive engine output gives the Engineering Cobra a better carrying capacity than 
the smaller Stonemason.
Rarity   Common Market Cost   82K
Mfr.   Territorial Arms Size   7
Class   Assault
Detect   2
Sensors   -2
Fire Con.   0
S
L
O
T
S
Type 1   6
Type 2   0
Type 3   0
Type 4   0
Manip   2 Class 3
Maneuver   -1 Armor
19   /   57
Movement
Walker   3
"
  /   6
"
Damage
L H C
Perks
Arms
Flaws
LSP (1), Exposed Crew Compartment
RATTLESNAKE 
The first Gear to be developed to fight alongside the Jger, the Rattlesnake is a slight variation on the 
pattern established by its parent. Intended to work alongside and supplement the Jger, the Rattlesnakes 
armor  is  lighter  but  a  heavier  rocket  pack  gives  it  a  bigger  punch.  The  Rattlesnake  never  received  the 
upgrades the Jger did and it was made obsolete by the introduction of the Basilisk and the Sidewinder during 
the mid-19th century TN modernization of the Southern militaries. It is still used in militias, particularly in the 
Badlands and by the Mekong Peacekeepers and some disfavored MILICIA units. As a result of the Rattlesnake 
being relegated and generally decommissioned, the Rattlesnake has become pretty easy to acquire. Teams 
have found the design to be reliable and a good starting Gear for rookie pilots.
Rarity   Common Market Cost   105K
Mfr.   Territorial Arms Size   6
Class   Trooper
Detect   2
Sensors   -1
Fire Con.   0
S
L
O
T
S
Type 1   6
Type 2   2 Shoulder Mounts
Type 3   0
Type 4   0
Manip   2 Class 2
Maneuver   0 Armor
13   /   39
Movement
Walker   4
"
  /   7
"
Ground   6
"
  / 11
"
Damage
L H C
Perks
Arms
Flaws
Defective Fire Control (1)
BASILISK 
Another  creation  of  VModProg,  the  vehicle  modernization  program,  in  the  mid  19th  century  TN,  the 
Basilisk was intended to serve as a light trooper Gear, a cheap, quick model that could supplement proper 
trooper  Gears.  Basically  a  simple  version  of  the  Jger,  the  Basilisk  never  succeeded  in  its  intended  role. 
Instead, the failure of the Anolis caused the Basilisk to be pressed into service as a recon Gear, and it was 
often equipped with target designators and electronic warfare suites. After the introduction of the Iguana, 
most Basilisks were shuffled off to League militaries or MILICIA units that had fallen from favor. The Gear also 
reached the underground dueling circuit and became a popular alternative to the Jger. The large domed 
head had tremendous surface area for advertising and team managers loved to have the Basilisk on the field 
as a mobile billboard, since most teams charge advertising by the square centimeter.
Rarity   Common Market Cost   107K
Mfr.   Territorial Arms Size   6
Class   Trooper
Detect   3
Sensors   -1
Fire Con.   0
S
L
O
T
S
Type 1   6
Type 2   1 Shoulder Mount
Type 3   0
Type 4   0
Manip   2 Class 2
Maneuver   0 Armor
15   /   45
Movement
Walker   4
"
  /   7
"
Ground   7
"
  / 13
"
Damage
L H C
Perks
Arms
Flaws
EN
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Sponsors & Gears
43
DARTJGER 
Developed from the standard Jger chassis, the Dartjger shares most of its internal components with 
its parent model; however, the Dartjger has a few features that make it stand out from the stock Jger. 
The head of the Dartjger has bulbous protrusions giving it the nickname Bug Head. The SMS has a much 
more robust system designed for all terrain off-roading. The Dartjger is very popular with duelists in the 
Badlands  for  the  same  reasons  it  was  popular  with  the  military.  Speed,  durability,  and  a  rugged  off-road 
capability translates into reliable performance. Emili Royal has made the Gear a signature of success with 
her string of victories in the past cycles. Territorial Arms often uses trideo footage of the duelist in their 
advertising campaigns.
Rarity   Common Market Cost   158K
Mfr.   Territorial Arms Size   6
Class   Light
Detect   2
Sensors   0
Fire Con.   0
S
L
O
T
S
Type 1   6
Type 2   1 V-Engine
Type 3   0
Type 4   0
Manip   2 Class 2
Maneuver   0 Armor
12   /   48
Movement
Walker   4
"
  /   8
"
Ground   7
"
  / 14
"
Damage
S L H C
Perks
Arms, Easy to Modify, Improved Off-Road
Flaws
Exposed Movement
STRIPPED-DOWN JGER 
The Stripped Down Jger is usually found in the MILICIA or Badlands communities that cant afford the 
more expensive stock Jger. Internally, the SD Jger is exactly the same as the standard Jger, but the 
differences come from the removal armor from the upper arms and legs. Hardpoints for the rocket pods 
are lost in modification, which leaves the autocannon as the primary weapon system for the SD Jger. The 
unarmored areas are covered in ballistic cloth armor which is cheaper to produce and has the added benefit 
of lightening the weight of the Gear. Since the Gear carries less weight, the SD is actually faster than its 
original configuration. Arena duelists that value speed over armor often use the SD Jger variant over the 
stock variant.
Rarity   Common Market Cost   87K
Mfr.   Territorial Arms Size   6
Class   Light
Detect   2
Sensors   0
Fire Con.   0
S
L
O
T
S
Type 1   6
Type 2   0
Type 3   0
Type 4   0
Manip   2 Class 2
Maneuver   0 Armor
15   /   45
Movement
Walker   4
"
  /   8
"
Ground   7
"
  / 13
"
Damage
L H C
Perks
Arms, Easy to Modify
Flaws
SILVERSCALE 
Since the Basilisk was pressed into recon duties, the Silverscale variant of the Basilisk, was designed to 
maximize the units capabilities as a scout and spotter. A sensor boom was added to the unit along with a 
variety of electronics warfare capabilities. While the unit has been relegated to the MILICIA and other league 
armies, the Silverscale is still regarded as a good alternative to the Iguana. In the dueling circuit, Silverscales 
stripped of their electronic warfare capabilities are still prized Gears. The sensor boom on the back of the 
unit gives ranged specialists an added defensive edge that cannot be gotten anywhere else.
Rarity   Uncommon Market Cost   157K
Mfr.   Territorial Arms Size   6
Class   Light
Detect   5
Sensors   +1
Fire Con.   0
S
L
O
T
S
Type 1   6
Type 2   1 Shoulder Mount
Type 3   0
Type 4   0
Manip   2 Class 2
Maneuver   0 Armor
14   /   42
Movement
Walker   4
"
  /   7
"
Ground   7
"
  / 13
"
Damage
L H C
Perks
Arms, Sensor Boom, TD (2)
Flaws
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Sponsors & Gears
44
ANOLIS 
Developed  at  the  end  of  the  18th  century  TN,  the  Anolis  was  an  overly  ambitious  project  aimed  at 
producing a dedicated scout Gear. Initial trials were promising, but the compact sensor head design proved 
unworkable in practice. The efficient, miniaturized engine also had a bad tendency to shut down in the middle 
of combat. In the early TN1930s, a group of technicians finally used modern technology to solve the Anolis 
problems. Territorial Arms immediately began producing the Anolis R as a cheap light scout Gear. Most 
of the old model Anolis owners opted to buy the upgrade package offered by Territorial Arms in the cycles 
after the retooling. The much reviled Anolis is found in the occasional dueling team, but most teams will find 
alternatives to fielding the problem ridden, some say cursed, unit.
Rarity   Uncommon Market Cost   160K
Mfr.   Territorial Arms Size   6
Class   Light
Detect   4
Sensors   +1
Fire Con.   0
S
L
O
T
S
Type 1   6
Type 2   1 Shoulder Mount
Type 3   0
Type 4   0
Manip   2 Class 2
Maneuver   +1 Armor
11   /   33
Movement
Walker   5
"
  /   9
"
Ground   7
"
  / 13
"
Damage
L H C
Perks
Arms, TD
Flaws
Defective Active Sensors (1)
JGER 
Developed  from  a  stolen  Northern  Hunter  prototype,  the  Jger  was  the  chief  reason  for  the  Souths 
rapid, decisive victory in the Southern War of TN1680. The production contract for the Jger was granted 
to  Territorial  Arms,  which  has  had  a  near-monopoly  on  the  Southern  military  Gear  market  as  a  result  of 
the contract. Since its early development, the Jger has gone through many revisions. Subsequent minor 
upgrades have resulted in the current Epsilon model. From these military origins, the stock model Jger 
has been a staple in dueling teams originating from the South. Since the parts are based on the Hunter, the 
Jgers  components  are  largely  interchangeable  with  its  Northern  counterpart.  This  makes  parts  readily 
available on the market.
Rarity   Uncommon Market Cost   170K
Mfr.   Territorial Arms Size   6
Class   Trooper
Detect   2
Sensors   0
Fire Con.   0
S
L
O
T
S
Type 1   6
Type 2   2 Shoulder Mounts
Type 3   0
Type 4   0
Manip   2 Class 2
Maneuver   0 Armor
15   /   60
Movement
Walker   4
"
  /   7
"
Ground   6
"
  / 12
"
Damage
S L H C
Perks
Arms, Easy to Modify
Flaws
IGUANA 
The Iguana was created in the late 19th century TN as part of the Southern modernization program. The 
failure of the overly-ambitious Anolis had left the South without a proper recon Gear, forcing most regiments 
to once again rely on Basilisks and stripped-down Jgers for recon duty. The Iguana is an impressive design. 
While not as fast or agile as some dedicated scout Gears, the Iguanas armor is only slightly thinner than 
the Jgers. The stout little Gear is wildly popular with duelists lucky enough to get their hands on them. 
The Gear is in such high demand that Territorial Arms has licensed the Gear to be produced in the ESE via 
Skavara Heavy Industry. Most of the Iguanas that reach the Badlands are produced by the SHI, which sales 
the Gears for a premium.
Rarity   Rare Market Cost   266K
Mfr.   Territorial Arms Size   6
Class   Light
Detect   4
Sensors   +1
Fire Con.   0
S
L
O
T
S
Type 1   6
Type 2   1 Shoulder Mount
Type 3   0
Type 4   0
Manip   2 Class 2
Maneuver   +1 Armor
14   /   42
Movement
Walker   5
"
  /   9
"
Ground   7
"
  / 14
"
Damage
L H C
Perks
Arms, TD (2), Backup Sensors
Flaws
De
produ
unwo
of com
proble
of the
after 
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Sponsors & Gears
45
BLACK MAMBA 
The Black Mamba showcases many of the recent advances in Southern Gear design. Lightweight materials 
and sophisticated construction have created a combination of mobility, firepower and armor that makes for 
a potent combat vehicle. This superiority is not without cost. In order to keep the Gears weight down, its 
rear is very lightly armored, leaving it very vulnerable to surprise attacks and flanking maneuvers. Because 
of the high demand for the Black Mamba, very few of the Gears are found in dueling teams. Teams sponsored 
by Territorial Arms are fortunate to have access to the highly coveted Gear.
Rarity   Rare Market Cost   266K
Mfr.   Territorial Arms Size   6
Class   Heavy
Detect   3
Sensors   +1
Fire Con.   +1
S
L
O
T
S
Type 1   6
Type 2   1 V-Engine
Type 3   2 Shoulder Mount
Type 4   0
Manip   2 Class 3
Maneuver   +1 Armor
17   /   51
Movement
Walker   5
"
  /   9
"
Ground   7
"
  / 14
"
Damage
L H C
Perks
Arms, Autopilot
Flaws
Weak Rear Facing
SPITTING COBRA 
The  Spitting  Cobra  is  a  uniquely  Southern  fire-support  Gear.  Territorial  Arms  based  the  design  on  the 
unpopular but effective Constrictor series of Gears by Mandeers Heavy Industries. Like most Southern 
specialist Gears, the Cobra actually covers a wide variety of roles. Its heavy armor and ample protection for 
the pilot makes it well-suited for heavy assault roles. The Spitting Cobras popularity with the militaries of 
the South make it difficult for duelist teams to gain access to the machine, but like the Black Mamba having 
association with Territorial Arms gives access to the advanced machine.
Rarity   Rare Market Cost   190K
Mfr.   Territorial Arms Size   7
Class   Assault
Detect   2
Sensors   0
Fire Con.   0
S
L
O
T
S
Type 1   7
Type 2   1 Shoulder Mount
Type 3   1 V-Engine
Type 4   1 V-Engine
Manip   2 Class 3
Maneuver   -1 Armor
21   /   84
Movement
Walker   3
"
  /   6
"
Ground   5
"
  / 10
"
Damage
S L H C
Perks
Arms, Reinforced Crew Compartment
Flaws
LSP (1)
KING COBRA 
During the War of the Alliance, the AST found that their older assault Gears lacked the firepower necessary 
to assault heavily-entrenched CEF positions. The result was the King Cobra. The Cobras basic weapon load 
was nearly identical to that of the Spitting Cobra, modified slightly for an assault role, but its armor was 
much heavier and its speed was higher.  Territorial Arms occasionally opens up the King Cobra up for dueling 
team that they sponsor. The extremely expensive unit is only sold to the most trusted teams that have been 
with Territorial Arms for cycles. Teams that somehow manage to get their hands on a King Cobra without 
Territorial Arms sponsorship usually disappear before they can ever field them in the arena.
Rarity   Black Listed Exclusive Market Cost   493K
Mfr.   Territorial Arms Size   7
Class   Assault
Detect   2
Sensors   0
Fire Con.   0
S
L
O
T
S
Type 1   6
Type 2   1 Shoulder Mount
Type 3   2 Shoulder Mounts
Type 4   2 V-Engine
Manip   2 Class 4
Maneuver   -1 Armor
21   /   105
Movement
Walker   3
"
  /   6
"
Ground   6
"
  / 11
"
Damage
S S L H C
Perks
Arms, Improved Rear Defense, Reinforced Front 
Armor (2), Reinforced Crew Compartment
Flaws
LSP (1)
erials 
es for 
n, its
cause 
sored 
gine
ount
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n  the 
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ies of 
aving 
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ssary 
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unts
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Sponsors & Gears
46
VALENCE 
A  general  purpose  work  Gear  designed  by  Paxton,  the  Valence  is  generally  only  found  in  areas  of  the 
Paxton Protectorate. The relatively new design has had trouble finding a market due to so much competition 
in  the  civilian  market.  In  order  to  combat  this  problem,  Paxton  does  sell  the  unit  to  dueling  teams  to 
showcase the superiority of the Gear. Most of the teams that have used the Valence have noted that it 
performs as well as a Bricklayer or Stonemason. As a result only the poorer teams tend to utilize the Valence 
to  any  degree.  Much  like  the  Valences  polar  counterparts,  the  Gear  has  modular  tool  arms  that  can  be 
purposed to a variety of tasks so it is still a popular Gear to use in the maintenance bays or in the arenas in 
the post game clean up.
Rarity   Common Market Cost   42K
Mfr.   Paxton Arms Size   6
Class   Trooper
Detect   2
Sensors   -1
Fire Con.   -1
S
L
O
T
S
Type 1   6
Type 2   0
Type 3   0
Type 4   0
Manip   2 Class 2
Maneuver   0 Armor
8   /   24
Movement
Walker   3
"
  /   6
"
Damage
S L H
Perks
Arms
Flaws
Exposed Crew Compartment, Exposed Movement
PIT BULL 
Much like the Warrior on which it is based, the Pit Bull has undergone many revisions. I was first produced 
in the TN 1870s as a police Gear for the Peace Officer Corps (POC). I has sold much better than the Warrior 
thanks  to  its  low  cost,  distinctive  role  and  appearance,  and  great  service  record.  Many  Badlanders  that 
fought in the War of the Alliance remember being saved from advancing GRELs by the timely arrival of a unit 
of Pit Bulls. Police forces around the globe have bought the vehicle and they are frequently found in the hands 
of Badland Militias, Rovers, and even small town marshals. The Pit Bulls speed and general utility has made 
is a favorite choice of some duelists as well. Every once and awhile, a few War of the Alliance veterans still 
pilot their Pit Bulls from the war in the arena to relive their glory days.
Rarity   Common Market Cost   148K
Mfr.   Paxton Arms Size   6
Class   Light
Detect   3
Sensors   +1
Fire Con.   0
S
L
O
T
S
Type 1   7
Type 2   0
Type 3   0
Type 4   0
Manip   2 Class 2
Maneuver   +1 Armor
12   /   36
Movement
Walker   4
"
  /   8
"
Ground   8
"
  / 15
"
Damage
L H C
Perks
Arms, Backup Sensors
Flaws
Decreased Maneuverability (-1 in Ground)
Major Gear Manufacturer
Founded in the Badlands centuries ago, the once massive global arms 
dealer has struggled to return to its previous glory. The loss of Peace 
River, the city state which was almost synonymous with the corporation, 
was a severe blow to the corporations profits and image. While sympathy 
was  garnered  across  the  globe,  there  were  many  individuals  left 
wondering  why  the  weapons  manufacturer  couldnt  protect  its  home 
city.  From  TN1939  to  the  current  season,  the  corporation  has  fought 
hard  to  regain  its  foothold  as  the  primary  weapons  manufacturer  for 
the  planet.  Part  of  the  marketing  revenue  for  the  massive  corporation 
has gone to Dueling teams in a variety of circuits in order to generate 
visibility and properly demonstrate the quality of the companys product. 
Recruitment Threshold   5 Rep Cost   100
B
E
N
E
F
I
T
S
LEVEL 1 Threshold: 4 Rep Cost: 40
Cash: 50K
Goods: Uncommon Gears (Paxton)
LEVEL 2 Threshold: 6 Rep Cost: 75
Cash: 75K
Goods: Uncommon Components
LEVEL 3 Threshold: 7 Rep Cost: 100
Cash: 125K
Goods: Rare Gears (Paxton)
LEVEL 4 Threshold: 8 Rep Cost: 125
Cash: 200K
Goods: Black Listed & Exclusive Gears (Paxton)
While sponsorship is easy to come by, Paxton has been less apt to give the teams access to their higher tech.
Sponsor Restrictions
If  Paxton  is  taken  for  the  Teams  Major  selection  then  the  Teams  minor  slot  is  filled  by  Paxton  as  well  (See  Paxton  Arms:  Weapons 
Manufacturing page 54).
A  g
Paxto
in  the
show
perfor
to  an
purpo
the po
Mfr
Ma
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Mu
in the
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is a fa
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Mfr
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Wa
Gro
Arms
Sponsors & Gears
47
WARRIOR 
The first Warrior rolled off Paxton Arms production lines in TN 1802. Based very much on the Hunter, 
the Warrior fulfills much of the same role, although the Mk2 and 3 (still designated Warrior) have added 
an ECM suite. Like all Paxton Vehicles, it is generally more comfortable for the pilots and capable of longer 
patrols. Despite this, the Warrior has only seen major use in the PRDF, Badlands militias and in some Emirate 
forces, as the polar militaries prefer to use their home-built models. Even though the polar forces do not 
use the Warrior, duelists are frequent users of the Warrior due to the ease of access to them. Paxton sells 
the Warrior to anyone that has cash, and Duelists generally get them at a good price due to the fact that 
its good PR for the company. The Warrior sold to duelists does not have the standard ECM package as ECM 
equipment is not allowed in the arenas.
Rarity   Common Market Cost   174K
Mfr.   Paxton Arms Size   6
Class   Trooper
Detect   2
Sensors   0
Fire Con.   0
S
L
O
T
S
Type 1   6
Type 2   2 Shoulder Mounts
Type 3   0
Type 4   0
Manip   2 Class 2
Maneuver   0 Armor
15   /   60
Movement
Walker   4
"
  /   7
"
Ground   6
"
  / 12
"
Damage
S L H C
Perks
Arms, Easy to Modify
Flaws
CRUSADER IV 
The Crusader was introduced as an alternative to the polar Grizzly and Cobra early in the TN 1800s, but 
to very poor reviews and even worse sales. Over the next few decades, Paxton Arms reworked the Crusader 
until a more functional vehicle was created. The Crusader IV was much better than its predecessors and was 
even used by some desperate polar forces in the War of the Alliance. Its extreme vulnerability to particle 
accelerators and electrical weapons gave it a bad reputation. Dueling Teams have loved using the venerable 
Crusader in the arena. The typical vibro axe used by the Crusader has always been popular with the Gears 
pilots. Paxton has made some variations of the Gear specifically for the Dueling market.
Rarity   Uncommon Market Cost   172K
Mfr.   Paxton Arms Size   7
Class   Assault
Detect   2
Sensors   0
Fire Con.   0
S
L
O
T
S
Type 1   6
Type 2   0
Type 3   2 Shoulder Mounts
Type 4   1 V-Engine
Manip   2 Class 3
Maneuver   -1 Armor
19   /   95
Movement
Walker   3
"
  /   5
"
Ground   5
"
  / 10
"
Damage
S S L H C
Perks
Arms, Reinforced Crew Compartment
Flaws
LSP (1), Vulnerable to Haywire
WARRIOR IV 
The Warrior IV was introduced in TN 1922 and has yet to see action in any major conflict, but has served 
well with the PRDF against Rovers and during border skirmishes. It is able to reach speeds nearing that of 
a Cheetah, capable of being airdropped without modifications and has an advanced fire control system. The 
only major downside is in its handling, which has not improved over the ancient machine it was designed to 
replace. The Warrior IV is slowly being turned into the mainline unit for the PRDF, but has not yet managed 
to displace Warriors from the PRDFs General Purpose Squads. Occasionally, teams in the arena circuit will 
be able to get their hands on a Warrior IV and the unit is highly prized among the duelist teams.
Rarity   Uncommon Market Cost   181K
Mfr.   Paxton Arms Size   6
Class   Heavy
Detect   3
Sensors   0
Fire Con.   +1
S
L
O
T
S
Type 1   6
Type 2   0
Type 3   2 Shoulder Mounts
Type 4   0
Manip   2 Class 2
Maneuver   0 Armor
17   /   51
Movement
Walker   5
"
  /   9
"
Ground   7
"
  / 14
"
Damage
L H C
Perks
Arms, Ram Plate (F)
Flaws
nter, 
dded 
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irate 
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Sponsors & Gears
48
GLADIATOR 
Designed by Paxton to fill the demand of a high end underground dueling Gear, the Gladiator was originally 
an  expansion  on  their  Warrior  chassis.  Over  the  design  process  though,  the  Gladiator  developed  into  an 
extremely high end Gear. Initially the PRDF wanted to utilize the advanced Gear for themselves, but they 
discovered that the machine burned through fuel at almost twice the rate of their other units. As a result, 
the only market the Gladiator had at that point was dueling market and the odd wealthy Badlands township. 
In  the  last  decade,  Paxton  has  redesigned  the  engine  to  be  more  fuel  efficient.  The  Peace  Officer  Corp 
is  testing  the  new  Gladiator  design  alongside  their  regular  patrols  to  see  if  the  advanced  unit  would  be 
appropriate for use in the PRDF.
Rarity   Rare Market Cost   220K
Mfr.   Paxton Arms Size   6
Class   Heavy
Detect   2
Sensors   0
Fire Con.   +1
S
L
O
T
S
Type 1   6
Type 2   2 Forearm Mounts
Type 3   0
Type 4   0
Manip   2 Class 2
Maneuver   +1 Armor
15   /   60
Movement
Walker   5
"
  /   9
"
Ground   6
"
  / 12
"
Damage
S L H C
Perks
Arms, Ram Plate (F), Reinforced Crew Compartment
Flaws
SKIRMISHER 
The Skirmisher long-range patrol and harassment Gear was the result of the Protectorate Defense Plans 
call to replace all polar vehicles with Paxton-produced models. It is more heavily-armored than a Cheetah, 
but capable of almost matching it for speed. Standard airdrop capability and a variety of equipment options 
further its role as multi-role long-range patrol vehicle. It has not been in service long, but PRDF Regiments 
are clamoring for as many as they can get, welcoming a vehicle designed specifically for the missions they are 
routinely tasked with. Dueling teams have yet to get their hands on a Skirmisher, but Paxton is considering 
opening up sales to teams that have proven to be good corporate advertisers.
Rarity   Rare Exclusive Market Cost   247K
Mfr.   Paxton Arms Size   6
Class   Light
Detect   5
Sensors   +1
Fire Con.   0
S
L
O
T
S
Type 1   6
Type 2   1 Shoulder Mount
Type 3
Type 4   0
Manip   2 Class 2
Maneuver   +1 Armor
13   /   39
Movement
Walker   5
"
  / 10
"
Ground   8
"
  / 15
"
Damage
L H C
Perks
Arms, TD
Flaws
CATAPHRACT 
The  initial  specification  of  the  Protectorate  Defense  Plan  called  for  a  multi-role  assault  vehicle  capable 
of  dealing  with  both  Hovertanks  and  Polar  forces.  Initial  prototypes  quickly  confirmed  that  polar  assault 
units  like  the  Kodiak  and  King  Cobra  were  specialized  by  nature,  so  the  Cataphract  development  team 
took a different direction. Their work lead to a massive Gear loaded with armor and a veritable panoply of 
weapons, including a hand-held Doomsayer railgun and a mortar. Its appearance resulted in the Gear being 
dubbed the Cataphract, after the heavy cavalry of Earths Roman era. Many PRDF soldiers simply call it the 
Monster, and polar intel has dubbed it a Gearstrider. Field experience has expanded the Cataphracts 
official roles from assault to include fire-support and anti-armor.
Rarity   Black Listed Exclusive Market Cost   395K
Mfr.   Paxton Arms Size   8
Class   Assault
Detect   3
Sensors   0
Fire Con.   0
S
L
O
T
S
Type 1   8
Type 2   0
Type 3   2 Shoulder Mounts
Type 4   2 V-Engine
Manip   2 Class 4
Maneuver   -1 Armor
23   /   115
Movement
Walker   3
"
  /   6
"
Ground   6
"
  / 12
"
Damage
S S L H C
Perks
Arms, Improved Rear Defense, Reinforced Crew 
Compartment, Emergency Medical, 
Flaws
LSP (1)
The
call to
but ca
furthe
are cl
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The
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Mfr
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Arms
Comp
Sponsors & Gears
49
CHEETAH 
A small and agile design, the Cheetah is the Norths primary scout Gear. It uses extremely specialized and 
high-performance systems to achieve its impressive speed and handling. The downside to the performance 
capabilities is that the Cheetahs pilot compartment is very cramped even compared to other Gear designs, 
requiring pilots with small statures. The vast majority of Cheetahs produced during the Judas Syndrome 
cycles in the early TN1900s were purchased by the Norlight Armed Forces, who still own more than any of 
the other Northern armies. 
The epitome of small and fast, the Cheetah makes a poor general-purpose trooper Gear, but shines when 
it is able to take advantage of its speed, maneuverability, and relatively powerful weapons. The most common 
Cheetah variant loadouts upgrade its weapons which allows it to be used as a raider, scout, or support unit 
by commando teams. It often serves as a spotter for Gears or Striders with Guided weapons.
Rarity   Uncommon Market Cost   327K
Mfr.   Shaian Size   6
Class   Light
Detect   5
Sensors   +2
Fire Con.   0
S
L
O
T
S
Type 1   6
Type 2   1 Shoulder Mount
Type 3   0
Type 4   0
Manip   2 Class 2
Maneuver   +2 Armor
10   /   30
Movement
Walker   6
"
  / 11
"
Ground   8
"
  / 15
"
Damage
L H C
Perks
Arms, Target Designator
Flaws
STRIKE CHEETAH 
Designed to be a raiding unit, the Strike Cheetah is an up-armored variant of the stock Cheetah. The unit 
does not sacrifice the speed or mobility found on the basic unit, but does lose its shoulder mounts usually 
reserved for rocket pods and missile systems. The Strike Cheetah is incredibly popular with both the military 
and the Dueling circuit. Dafnae Cornice made the unit famous after her TN1945 win against Alex Torvas. Her 
Fast Cat II trounced Torvass Black Adder without suffering a single hit from her opponent.
Rarity   Rare Market Cost   340K
Mfr.   Shaian Size   6
Class   Light
Detect   5
Sensors   +2
Fire Con.   0
S
L
O
T
S
Type 1   6
Type 2   0
Type 3   0
Type 4   0
Manip   2 Class 2
Maneuver   +2 Armor
12   /   48
Movement
Walker   6
"
  / 11
"
Ground   8
"
  / 15
"
Damage
S L H C
Perks
Arms
Flaws
Minor Gear, Weapons & Systems Manufacturer
Shaian  is  a  fast  rising  star  in  the  Northern 
Lights  Confederacy.  While  the  company  has  been 
around  for  decades,  it  wasnt  until  the  release  of 
the  Cheetah  and  its  variants  that  the  company 
made its mark as a serious contender to Northcos 
dominance  in  the  Northern  militaries.  With  the 
success of the Cheetah, the company is looking at expanding its market 
share from recon units to the lucrative high performance elite machines 
currently  filled  by  the  Jaguar.  In  the  next  cycle,  Shaian  is  planning  on 
unveiling their newest machine, the Lion, and is hoping that the newest 
unit will supplant the Jaguar. As far as Shaians relationship to Dueling 
teams,  they  enjoy  taking  existing  units  and  upgrading  them  with  their 
advanced actuator technology and as part of their contract with teams, 
they expect team members to endorse the performance of their parts at 
least once every interview.  In addition to actuator upgrades, Shaian has 
Recruitment Threshold   5 Rep Cost   75
B
E
N
E
F
I
T
S
LEVEL 1 Threshold: 4 Rep Cost: 40
Cash: 50K
Goods: Uncommon Gear (Shaian) or Uncommon 
Components
LEVEL 2 Threshold: 5 Rep Cost: 60
Cash: 75K
Goods: Secondary Engineer or Advanced Actuators
LEVEL 3 Threshold: 7 Rep Cost: 75
Cash: 125K
Goods: Rare Gear (Shaian) or Rare Components
LEVEL 4 Threshold: 8 Rep Cost: 100
Cash: 200K
Goods: Black Listed Components or Tertiary Engineer
access to advanced armor upgrades which utilize lighter materials capable of withstanding more punishment.
Sponsor Restrictions
Must have at least one Cheetah in every battle. If the team does not have a Cheetah, then the team must make a one time purchase at market 
cost when they sign on with Shaian. The team is limited to a single Cheetah purchased from Shaian until the team reaches the minimum level.
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Sponsors & Gears
50
WILDCAT 
The Wild Cat was an early Keimuri joint design with Northco. The Bobcat proved to be an effective scout 
for its time and had many design features that made it lucrative for other battlefield roles. Keimuri designed 
the Wildcat to function as an intermediary trooper unit to the Hunter, but the design was largely considered 
a failure by Northco. Interest in the unit was only found in the WFPA and Badlands communities that needed 
the rugged suspension system. The Gear is still produced in limited quantities by Keimuris WFP subsidiary 
and under license by Neal Motorworks in NuCoal. Duelists in less successful teams are often stuck using the 
Gear until they can find a better unit.
Rarity   Common Market Cost   96K
Mfr.   Keimuri Size   6
Class   Trooper
Detect   3
Sensors   0
Fire Con.   0
S
L
O
T
S
Type 1   6
Type 2   1 Shoulder Mount
Type 3   0
Type 4   0
Manip   2 Class 2
Maneuver   0 Armor
14   /   42
Movement
Walker   4
"
  /   7
"
Ground   7
"
  / 13
"
Damage
L H C
Perks
Arms, Improved Off-Road
Flaws
Exposed Movement
FERRET 
This  unique  scout  Gear  design  was  widely  used  throughout  the  North  prior  to  the  introduction  of  the 
Cheetah, and is still found in spotter and recon roles in many regiments. The Ferrets design features short, 
stubby legs and a prominent buttwheel. When switching to its Secondary Movement System (SMS), the 
Ferrets legs lock together and it settles back on the buttwheel, converting the Gear into a low-signature 
oversized motorcycle. Even though the Ferret is largely obsolete as a combat Gear, it has been immortalized 
in Northern pop culture, and civilian models continue to be absurdly popular. Despite their weak armament, 
Ferrets are not to be underestimated. Reports from the War of the Alliance tell of Ferrets performing many 
seemingly-impossible  stunts,  including  taking  out  a  hovertank  single-handed  with  a  hand  grenade.  In  the 
arenas  around  the  planet,  Ferrets  are  wildly  popular.  Pilots  that  master  using  Ferrets  often  earn  a  cult 
following. The fact that Ferrets are cheaper than Cheetahs help their popularity with team managers.
Rarity   Uncommon Market Cost   156K
Mfr.   Keimuri Size   5
Class   Light
Detect   5
Sensors   +1
Fire Con.   0
S
L
O
T
S
Type 1   6
Type 2   1 V-Engine
Type 3   0
Type 4   0
Manip   2 Class 2
Maneuver   +1 Armor
12   /   36
Movement
Walker   3
"
  /   6
"
Ground   7
"
  / 13
"
Damage
L H C
Perks
Arms, TD, Low Profile (Ground Mode)
Flaws
Exposed Movement,  
Decreased Maneuver (-2 in Walker)
Minor Gear, Weapons & Systems 
Manufacturer
This  UMF  company  manufactures  one  of 
the Norths most popular civilian Gears. Their 
innovative Ferret design is often referred to a 
Gear  Cycle  or  more  affectionately  known  as  the 
Butt-Wheel.  The  civilian  model  is  still  highly  collectible  and  Northern 
recon pilots have an affection with the low profile, fast Gear. In dueling 
circles,  Keimuris  Ferrets  are  always  crowd  favorites,  and  the  Mauler 
Ferret was specifically designed by duelists in Khay ar-Din for the arena. 
In order to capitalize on this popular design, the corporation manufactures 
official variants of the Mauler Ferret for teams in order to showcase the 
design capabilities of their products. In recent cycles, the success of two 
sponsored teams using Ferrets has really propelled Keimuri to seek out 
new talent to showcase their product lines.
Recruitment Threshold   4 Rep Cost   70
B
E
N
E
F
I
T
S
LEVEL 1 Threshold: 4 Rep Cost: 80
Cash: 50K
Goods: Uncommon Gears (Keimuri) or  
Uncommon Components
LEVEL 2 Threshold: 5 Rep Cost: 100
Cash: 75K
Goods: Second Engineer or Target Designator Component
LEVEL 3 Threshold: 7 Rep Cost: 125
Cash: 125K
Goods: Rare Gear (Keimuri) or Rare Components
LEVEL 4 Threshold: 8 Rep Cost: 150
Cash: 200K
Goods: Black Listed Components or Tertiary Engineer
Sponsor Restrictions
Teams must use either a Ferret, Ferret MkII, or Weasel in their game in order to gain access the Keimuri corporate benefits. If a Ferret, 
Ferret MkII, or Weasel is used in the game and the team wins then the team can access benefits at half the listed Rep cost.
The
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Sponsors & Gears
51
FERRET MKII 
When the Cheetah was introduced to the Northern armies, Keimuri decided to upgrade their older model 
Ferret with newer capabilities to compete. The ground speed of the MK II is just as fast as the Cheetahs, 
and the Ferret MK II is cost competitive to the Cheetah. For the same reasons Ferrets are found in many 
teams, the MK II is equally popular to its predecessor model. Many duelists upgrade to the MK II and retire 
their older Ferrets to their team clowns.
Rarity   Rare Market Cost   174K
Mfr.   Keimuri Size   5
Class   Light
Detect   5
Sensors   +1
Fire Con.   0
S
L
O
T
S
Type 1   6
Type 2   1 V-Engine
Type 3   0
Type 4   0
Manip   2 Class 2
Maneuver   +1 Armor
12   /   36
Movement
Walker   3
"
  /   6
"
Ground   8
"
  / 16
"
Damage
L H C
Perks
Arms, TD, Low Profile (Ground Mode)
Flaws
Exposed Movement,  
Decreased Maneuver (-2 in Walker)
COPPERHEAD 
Originally  produced  by  Territorial  Arms,  the  Copperhead  was  designed  in  a  joint  venture  between 
Mandeers. The Copperhead Gear was designed to replace the aging Rattlesnakes role on the battlefield, 
and lead to a number of safety advancements which would lead to the late 19th Centurys VModProg refit. 
In TN1938, Mandeers retooled one of their civilian Gear factory lines to manufacture a second generation 
Copperhead as replacement Gears for units lost during the Interpolar War. Arena teams are given access to 
the new design Copperhead to advertise the Gear for the Badlands market, and has proven to be relatively 
popular with most duelists.
Rarity   Common Market Cost   110K
Mfr.   Mandeers Size   6
Class   Trooper
Detect   2
Sensors   0
Fire Con.   0
S
L
O
T
S
Type 1   6
Type 2   2 Shoulder Mounts
Type 3   0
Type 4   0
Manip   2 Class 2
Maneuver   0 Armor
13   /   39
Movement
Walker   5
"
  /   9
"
Ground   6
"
  / 12
"
Damage
L H C
Perks
Arms, Reinforced Crew Compartment
Flaws
Defective Active Sensors (1)
Minor Gear, Weapons & Systems Manufacturer
Founded in the 16th century, Mandeers 
is  a  Southern  Company  that  specializes 
in  energy  production.  During  the  19th 
century,  the  company  decided  to  branch 
out into Gear manufacturing and developed 
a number of successful and not so successful designs for the Southern 
Republic Army. The Viper series and Python were two well known and well 
regarded Gears manufactured by the company, but the aging military line 
has  largely  been  replaced  by  more  advanced  models  by  the  companys 
chief competitor, Territorial Arms. While Mandeers lack of military market 
presence has hurt the company in recent years, the massive corporation 
enjoys  a  strong  following  in  the  civilian  and  police  market,  and  it  has 
taken steps to regain its foothold in the Southern military market with 
its partnership with up and coming Dynamic Systems. The two companies 
have  designed  the  Diamondback  Gear  which  has  a  made  inroads  in  the 
ESE  emirate  retinues  and  Mekongese  based  MILICIA  units  flush  with 
corporate  cash.  Strangely,  the  Southern  Republic  Army,  normally  the 
recipient of newer equipment, has been left out of the bidding process. 
Some in the Estates General are questioning Mandeerss loyalty to the 
Southern Republic, but so far the company has managed to stay out of 
the  sights  of  the  government.  Most  speculate  that  Territorial  Arms  is 
pressuring the SRA not to procure the advanced machines for fear that 
Mandeers would find their way back into the largest military market in 
the South.
Recruitment Threshold   5 Rep Cost   70
B
E
N
E
F
I
T
S
LEVEL 1 Threshold: 4 Rep Cost: 40
Cash: 50K
Goods: Uncommon Gears (Mandeers) or  
Uncommon Weapons
LEVEL 2 Threshold: 5 Rep Cost: 60
Cash: 75K
Goods: Secondary Engineer or Uncommon Components
LEVEL 3 Threshold: 7 Rep Cost: 75
Cash: 125K
Goods: Rare Weapons or Rare Components
LEVEL 4 Threshold: 8 Rep Cost: 100
Cash: 200K
Goods: Black Listed Weapons (Advanced) or  
Tertiary Engineer
Sponsor Restrictions 
Mandeers will not work with Territorial Arms. Teams may not 
use  any  Gears  manufactured  by  Territorial  Arms.  Teams  that 
have  Mandeers  as  a  sponsor  may  take  Dynamic  Systems  as 
a  secondary  choice.  If  this  option  is  exercised  then  Mandeers 
becomes  the  Teams  Major  Gear  Manufacturer  and  Dynamic 
Systems becomes the Minor Gear Manufacturer.
model 
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Sponsors & Gears
52
DESERT VIPER 
One of the many Southern designs inspired by the Northern Razorback was the Desert Viper. The Viper 
was among the first designs produced by VModProg to enter service. Issues with the transmission led to the 
removal of the secondary movement system (SMS) and the sensor cluster in the head still does not work 
properly, but the design was and is still very popular. The lack of an SMS in the stock model Desert Viper 
means that generally speaking the Viper is not found in the arena circuit, but a few duelists have made their 
mark using the older assault Gear.
Rarity   Uncommon Market Cost   146K
Mfr.   Mandeers Size   6
Class   Heavy
Detect   3
Sensors   0
Fire Con.   0
S
L
O
T
S
Type 1   6
Type 2   0
Type 3   1
Type 4   0
Manip   2 Class 3
Maneuver   0 Armor
16   /   48
Movement
Walker   4
"
  /   7
"
Damage
L H C
Perks
Arms, Rugged Movement System,  
Reinforced Front Armor (2), Improved Off-Road
Flaws
LSP (1) Defective Active Sensors (2)
PYTHON 
The Python was the first long-range support Gear introduced for the Southern military. Its predecessors, 
the Boa and Anaconda, had been fatally flawed and had never entered active service. The Python, based very 
loosely on the Northern Razorback, provided medium-range fire support for general purpose trooper Gears. 
It  was  never  very  popular,  despite  good  performance  and  was  quickly  replaced  by  Territorial  Arms  very 
similar Spitting Cobra Gear at the end of the 19th century TN. It still sees service in the MILICIA, Mekong 
Peacekeepers and, much to the chagrin of the Peacekeepers, Mekong jungle bandit bands. With ready access 
to the Python throughout the Badlands and in the South, the Python is a popular alternative to the more 
expensive Spitting Cobra for dueling teams.
Rarity   Uncommon Market Cost   167K
Mfr.   Mandeers Size   7
Class   Assault
Detect   2
Sensors   0
Fire Con.   0
S
L
O
T
S
Type 1   6
Type 2   1 Shoulder Mount
Type 3   2 V-Engine
Type 4   0
Manip   2 Class 3
Maneuver   -1 Armor
19   /   57
Movement
Walker   3
"
  /   6
"
Ground   5
"
  / 10
"
Damage
L H C
Perks
Arms
Flaws
LSP (1), Defective Active Sensors (1)
BOA 
Designed as the super heavy fire support Gear in the Constrictor series, the Boa never made it to the field 
as a general use Gear. When Mandeers designed the Boa, they wanted to make it the most well protected 
Gear on the market at the time; however, the added weight of the unit caused the Boa to be useless as a fire 
support Gear since it could not carry heavy weaponry needed to fulfill the role. The problem was solved by a 
NuCoal corporation, Neal Motowerks, who found a solution for the Boas weight problem by increasing the 
power to the unit via a revolutionary quad engine design. The Neal Motorworks solution for the Boa instantly 
made the Gear a popular choice for Duelists and in recent cycles a number of winning teams have had the 
super heavy assault Gear on their team.
Rarity   Uncommon Market Cost   184K
Mfr.   Mandeers Size   7
Class   Assault
Detect   3
Sensors   0
Fire Con.   0
S
L
O
T
S
Type 1   6
Type 2   2 Shoulder Mounts
Type 3   2 V-Engine
Type 4   0
Manip   2 Class 3
Maneuver   -1 Armor
22   /   88
Movement
Walker   3
"
  /   6
"
Ground   5
"
  / 10
"
Damage
S L H C
Perks
Arms, Reinforced Crew Compartment,  
Rugged Movement, Reinforced Front Armor (1)
Flaws
LSP (1), Defective Active Sensors (1)
On
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Sponsors & Gears
53
SIDEWINDER 
A short-lived precursor to the Black Mamba, the Sidewinder was the result of VModProgs attempt to 
resurrect the concept of a fast assault/heavy trooper Gear. A collaboration between Territorial Arms and 
Dynamic Systems, the Sidewinder follows the same basic design as the Jger, but possesses much heavier 
armor and weapons. The pilots compartment is particularly well-protected, making the design a favorite of 
Gear pilots. The Sidewinder is regularly rated the most popular Gear to pilot in the arena circuit, largely due 
to the extreme amount of protection offered to the pilots.
Rarity   Uncommon Market Cost   167K
Mfr.   Dynamic Sys. Size   6
Class   Trooper
Detect   3
Sensors   0
Fire Con.   0
S
L
O
T
S
Type 1   6
Type 2   0
Type 3   2 Shoulder Mounts
Type 4   0
Manip   2 Class 2
Maneuver   0 Armor
16   /   64
Movement
Walker   4
"
  /   8
"
Ground   7
"
  / 13
"
Damage
S L H C
Perks
Arms, Emergency Medical, 
Reinforced Crew Compartment
Flaws
BLACK ADDER 
An older assault and heavy weapons Gear, the Black Adder was a further development of the Sidewinder 
heavy  trooper  Gear.  While  its  armor  is  only  marginally  heavier  than  that  of  the  Jger,  the  pilot  is  very 
well-protected, making it very popular with pilots. Accessible and readily-intelligible systems have made it 
similarly popular with technicians, but its specialized mission profile, high price tag means that it is rarely 
seen in the arena, but the company has recently been able to put the Black Adder into full production with 
their financial windfall from their legal win against Territorial Arms. Like the Sidewinder, the Black Adder is an 
Arena favorite, and one of the more notorious duelists on the circuit, Alex Torvas, has used his Black Adder 
to great effect over the cycles.
Rarity   Rare Market Cost   154K
Mfr.   Dynamic Sys. Size   7
Class   Heavy
Detect   2
Sensors   0
Fire Con.   0
S
L
O
T
S
Type 1   6
Type 2   0
Type 3   2 Shoulder Mounts
Type 4   0
Manip   2 Class 3
Maneuver   0 Armor
16   /   80
Movement
Walker   4
"
  /   7
"
Ground   6
"
  / 12
"
Damage
S S L H C
Perks
Arms, Emergency Medical, 
Reinforced Crew Compartment
Flaws
Sensor Dependent
Minor Gear, Weapons & Systems Manufacturer
A  relatively  new  company  in  the  Gear 
manufacturing  world,  Dynamic  Systems 
began  its  life  as  a  design  firm  the  late 
18th century. Their first major Gear design 
involved joint ventures with Territorial Arms 
during  the  Souths  military  overhaul  in  the 
late  19th  century.  Among  their  most  famous  designs,  the  Sidewinder 
was a technical marvel of the time and extremely popular with pilots, who 
enjoyed the numerous safety features found in the unit. With a TN1940 
legal  victory  in  hand,  Dynamic  Systems  now  produces  the  Sidewinder 
and  Black  Adder  model  Gears  along  with  advanced  components  for 
Mandeerss Diamondback Gear and a number of the Fort Neal Gears. 
Though  based  out  of  Newton,  Dynamic  Systems  has  two  major 
production  facilities  on  Terra  Nova.  Timbuktu  is  where  their  primary 
manufacturing and design facility is located, but following the Interpolar 
War, a smaller components factory was built at Fort Neal to accommodate 
their  growing  partnership  with  Neal  Motorworks.  Learning  from  their 
mistakes  with  Territorial  Arms  in  decades  prior,  Dynamic  Systems 
entered  into  partnership  with  the  Badlands  manufacturer  as  way  to 
curtail absorption by their Mandeers partnership.
Recruitment Threshold   6 Rep Cost   80
B
E
N
E
F
I
T
S
LEVEL 1 Threshold: 4 Rep Cost: 80
Cash: 50K
Goods: Uncommon Gear (Dynamic Systems) or Technician
LEVEL 2 Threshold: 5 Rep Cost: 100
Cash: 75K
Goods: Secondary Engineer or Uncommon Components
LEVEL 3 Threshold: 7 Rep Cost: 125
Cash: 125K
Goods: Rare Gear (Dynamic Systems) or Rare Components
LEVEL 4 Threshold: 8 Rep Cost: 150
Cash: 200K
Goods: Black Listed Components or Tertiary Engineer
Sponsor Restrictions 
Dynamic Systems will not work with Territorial Arms. Teams 
may not use any Gears manufactured by Territorial Arms. Teams 
that have Dynamic Systems as a sponsor may take Mandeers 
as a secondary choice. If this option is exercised then Mandeers 
becomes  the  Teams  Major  Gear  Manufacturer  and  Dynamic 
Systems becomes the Minor Gear Manufacturer.
pt to
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avier 
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Sponsors & Gears
54
Weapons Manufacturer
Paxton  has  multiple  divisions  that  are  as  large  as  many  corporations 
in the Northern and Southern hemispheres. Paxton Arms is actually best 
known as a weapons manufacturer more so than their Gear production. 
While  their  weapons  durability  and  quality  are  well  regarded,  Paxton 
marketing knows the value of promotion. 
Generally speaking, Paxton tries to get teams to push all of their products, 
but so many corporations use Paxton weaponry, that Paxton isnt averse 
to using teams that use other corporations Gears. With the destruction of 
their primary manufacturing facilities in Peace River in TN1939, Paxton has 
struggled to rebuild their market share. Companies like Rucker and Riley 
have made major inroads in the gaps left during the transitory period when 
Paxton was scrambling to repurpose secondary factories located in remote 
manufacturing facilities in the White Desert. With the rebuilding of Peace 
River, the corporation is looking to aggressively market their products and 
regain the lost ground from the previous decade.
Weapons Manufacturer
The  famed  Western  Frontier  Protectorate 
weapons  manufacturer  based  out  of  Fort  Williams 
had been a strong presence in the Dueling community 
for decades. In addition to being well known for their guided 
mortar and pack gun systems, Riley manufacturers a range of haywire 
maces and staves. The haywire technology was based on captured Earth 
weaponry and became crowd favorites when Riley introduced them during 
the TN1924 Gear Olympiad. Riley has a reputation of treating teams it 
sponsors incredibly well, but they also demand the highest character of 
their  teams  in  return.  Scandal  ridden  teams  are  booted  quickly.  Riley 
also spends a great deal of money marketing to military buyers both in 
the  North  and  in  Badlands  communities  with  strong  associations  with 
CNCS.  As  part  of  wanting  to  appeal  to  their  client  base,  the  company 
shows  preference  to  teams  with  military  pilots  or  team  owners  with 
military backgrounds.
Weapons Manufacturer
The  Souths  largest  electronics  firm,  Obelisk 
has been in business since the early 18th century 
and was founded by investors to sell military grade 
communications and electronics equipment. Since 
that time, Obelisk has been aggressively expanded into the civilian market, 
but also into advanced weapons systems as well. Incredibly cut throat in 
their marketing and business practices, Obelisk has been repeatedly sued 
by competitors over the cycles for what they termed as unfair practices. 
To  date,  the  Southern  courts  have  shot  down  all  challenges,  which  has 
only emboldened Obelisk to expand into new markets. Since the company 
is involved in a multitude of businesses and the company is largely run by 
former marketing executives, Obelisk is always looking for new sources to 
push their products. Popular teams and duelists are always top priority for 
Obelisks advertising department.
Recruitment Threshold   5 Rep Cost   40
B
E
N
E
F
I
T
S
LEVEL 1 Threshold: 3 Rep Cost: 30
Cash: 50K
Goods: Uncommon Components or Weapons
LEVEL 2 Threshold: 4 Rep Cost: 50
Cash: 75K
Goods: Rare Weapons or Secondary Engineer
LEVEL 3 Threshold: 5 Rep Cost: 100
Cash: 125K
Goods: Rare Components
LEVEL 4 Threshold: 6 Rep Cost: 150
Cash: 200K
Goods: Black Listed Weapons or Tertiary Engineer
Recruitment Threshold   5 Rep Cost   40
B
E
N
E
F
I
T
S
LEVEL 1 Threshold: 4 Rep Cost: 80
Cash: 50K
Goods: Uncommon Weapons or Components
LEVEL 2 Threshold: 5 Rep Cost: 100
Cash: 75K
Goods: Rare Weapons or Secondary Engineer
LEVEL 3 Threshold: 7 Rep Cost: 125
Cash: 125K
Goods: Rare Components
LEVEL 4 Threshold: 8 Rep Cost: 150
Cash: 200K
Goods: Black Listed Weapons (No Advanced) or  
Tertiary Engineer
Recruitment Threshold   6 Rep Cost   40
B
E
N
E
F
I
T
S
LEVEL 1 Threshold: 4 Rep Cost: 80
Cash: 50K
Goods: Uncommon Weapons or Components
LEVEL 2 Threshold: 5 Rep Cost: 100
Cash: 75K
Goods: Rare Components or Secondary Engineer
LEVEL 3 Threshold: 7 Rep Cost: 125
Cash: 125K
Goods: Tertiary Engineer or Rare Weapons
LEVEL 4 Threshold: 8 Rep Cost: 150
Cash: 200K
Goods: Black Listed Components or Weapons (Advanced)
Sponsor Restrictions 
In  order  to  access  the  Corporate  Benefits  table,  the  Team 
must field at least one Paxton manufactured Gear in a game. If 
the Team does not field a Paxton Gear during a game, they may 
not  access  the  Benefits  table  during  the  Post  Game  Wrap  Up 
immediately following that game.
Sponsor Restrictions 
The team must have at least one military duelist or have a Military Officer Team Manager. Team Managers may only tap the corporation 
during post game wrap up if a military duelist from the team participated in the game.
Sponsor Restrictions 
Obelisk only deals with the best teams. If a team loses two games in a row, the manager must make a Sponsorship Recruitment check to 
retain Obelisk. For each additional consecutive loss beyond the two incurs an additional check. While on a losing streak, benefits thresholds 
with Obelisk are increased by one.
Sponsors & Gears
55
Weapons Manufacturer
Rucker Design Group has in the last few decades 
become  the  best  weapons  manufacturing  and 
design firms found in the Southern hemisphere. The 
companys autocannons and field guns are considered 
to  be  among  the  best  produced  on  the  planet.  The 
duelist community commonly goes for Rucker products for their autocannons. 
Recently Rucker has expanded their Duelist line of weaponry by designing top of 
the line vibro swords. Officers in the Southern Republic Army have demanded 
to have their Gears equipped with Rucker MkII Vibro Rapiers. Southern Duelists 
have  started  to  shift  to  Ruckers  newer  melee  weapon  line  as  the  design  is 
superior to everything that has come on the market in the last decade.
Sponsor Restrictions 
Rucker Groups only restriction is that at least one Military Duelist is 
used to demonstrate their product line. If a Military Duelist is not used in a 
game, the Team may not access the companys benefits.
Recruitment Threshold   5 Rep Cost   40
B
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F
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LEVEL 1 Threshold: 4 Rep Cost: 80
Cash: 50K
Goods: Uncommon Weapons or Components
LEVEL 2 Threshold: 5 Rep Cost: 100
Cash: 75K
Goods: Secondary Engineer or Rare Weapons
LEVEL 3 Threshold: 7 Rep Cost: 125
Cash: 125K
Goods: Rare Components or  
Black Listed Weapons (No Missiles)
LEVEL 4 Threshold: 8 Rep Cost: 150
Cash: 200K
Goods: Black Listed Components or Tertiary Engineer
EQUIPPING YOUR GEARS 
Once you have bought your pilots their chassiss, they will need 
to get them equipped. All Gear chassiss have a number of slots 
that can be used to fill them with weaponry or support systems. 
These  slots  have  maximum  ratings  associated  with  them  and 
can only have one system or weapon attached or loaded into it. 
Some systems may take additional slots in other locations on the 
chassis. Of course just because you have the slots doesnt mean 
you have access to the weapon systems you want.
To  find  a  Rare  or  Black  Listed  weapon  or  support  system, 
the Team must have a Fixer in their employment. Note that any 
item  listed  as  Exclusive  is  only  available  from  a  corporation  and 
cannot  be  found  on  the  Black  Market.  Each  Fixer  allows  for  a 
single availability check on the Black Market against the threshold 
rating  (Uncommon,  Rare,  and  Black  Listed).  The  Team  Manager 
makes a Contacts skill against the threshold adding any relevant 
talent bonuses. Team Rep can be spent to increase the chances 
of locating an item. Once a weapon system is found, then the cost 
has to be determined by the Margin of Success. Each point in the 
Margin of Success reduces the Bas Cost Multiplier by a one. The 
minimum cost for anything on the Black Market is x2. No matter 
what the MoS is the cost will never be reduced below a x2.  If the 
threshold is not met then the weapon is not available to the team in 
this cycle. Common Weapons Equipment is automatically available 
to Teams without rolling and Teams only have to pay Market Cost 
for  the  equipment.  Uncommon  weapons  and  equipment  is  also 
available to teams without rolls, but a Fixer can be used to reduce 
the cost as Uncommon equipment and weaponry cost three times 
the  market  cost.  Any  equipment  available  from  a  Corporations 
Perks  is  purchased  at  Market  Cost.  Corporate  Perks  become 
available once the Team 
Level is met, the Rep is 
paid, and the threshold 
for  acquiring  the  perk 
has been overcome.
Once  the  weapon  is  paid  for  then  the  weapon  or  support 
system  has  to  be  installed  by  the  teams  technicians.  Common 
and Uncommon Weapons do not have rolls associated with them 
to be installed. The Team Manager has to roll their Organization 
skill  against  the  threshold  of  the  weapon  or  support  systems 
availability.  If  an  Engineer  is  available,  the  weapon  system  is 
automatically installed if the player activates them to do the install. 
ADDING COMPONENTS 
Weapons like the chassis have ratings tied to rarity as well as the 
all important monetary cost. Common weapons and components can 
be purchased at market cost rates and do not require a corporate 
sponsor  or  a  black  market  roll  using  a  fixer.  Uncommon  weapons 
and Components are also available for direct purchase but come at 
a premium cost. If the player opts not roll a black market check and 
directly purchase an Uncommon weapon or component, the player will 
pay three times the listed cost. 
Chassiss with basic or advanced targeting systems have additional 
costs  related  to  the  installation  and  calibration  process.  Basic 
targeting makes weapon systems easier to install and cost less in parts 
and  time.  Advanced  systems  require  complex  computer  calibration, 
specialized equipment, and more man hours to install. Market costs 
include installation costs for a Gear with an average (0) Fire Control 
system.  Gears  with  sub-par  (-1  or  less)  Fire  Control  systems  are 
easier to calibrate and receive a 20 percent discount from the market 
cost. Gears with advanced (+1) Fire Control systems are much more 
difficult to calibrate and cost 20 percent more than the market cost. 
In  addition  to  paying  for  the  weapon,  players  must  have  the 
appropriate slot available on the chassis they want to equip. Weapons 
have  slot  ratings,  which  represent  the  minimum  slot  size  needed 
to  install  the  weapon.  Some  weapon  systems  require  multiple  slot 
locations to accommodate things such as power supplies or massive 
ammunition drums. When a weapon system requires more than one 
slot location the table will show a slot cost with a bracket separating 
the two values. The two values represent the minimum size slot for the 
weapon and then the minimum size of the secondary requirement. For 
example, a Light Anti Air Cannon requires a Tier 2 slot for the weapon, 
but  also  requires  a  second  Tier  2  slot  for  the  ammunition  drums 
connected to the weapon. Manipulator held weapons that use both 
hands can carry one size level higher than the Manipulator Rating.
System installation involves non-weapon components installed into 
a Gear. These could include emergency medical systems, extra armor, 
advanced actuators, and advanced controls. All of these features take 
up space and cost component slots to install.
Add-on components are different from standard weapon systems 
in how they are incorporated into chassis slots. Components take up 
space on the interior as such it cuts down the amount of weight that 
the chassis can bear. In order to add a component the number of slots 
listed must be filled. The slots can come from any part of the chassis 
except the manipulators, and in any combination as long as the cost 
is met. For example, if a player wants to add advanced controls to a 
Jaguar, the five slots needed for the advanced control required can 
come from five Tier 1 slots or two Tier 1 slots and one Tier 3 slot.
Black Market Threshold
Base Cost 
Multiplier
Uncommon 4 x3
Rare 5 x5
Blacklisted 6 x10
Weapons Installation Threshold
Rare 4
Black Listed 6
56
The first step I take in the process is to look at what weapons I 
want to equip on my Hunter. I start by looking at the Manipulator 
slots.  I  like  the  idea  of  having  the  greater  arc  of  fire  capable 
with a weapon wielded in a single hand, but I could opt to carry 
a  heavier  weapon  in  my  Hunters  manipulators.  I  narrow  my 
choices down to a Light Bazooka or a Heavy Autocannon. I can 
equip  the  Light  Bazooka  in  on  Manipulator  since  it  has  a  Slot 
Rating of 2. I cant equip it in the smaller Slot 1 Rating. If I want 
to go with the Heavy Autocannon, Id need a Slot with a rating 
of 3 on my Gear. The only way I can do this is having the Heavy 
Autocannon occupy both Manipulator slots. I decide to go with 
the Light Bazooka. 
I also decide I can afford to equip a Shield on my Hunter. Shields 
take up a level 2 slot and must be equipped on the Manipulator. 
I have both free since I went with the Bazooka. 
I have two level 2 slots on the shoulder. Id like to get an Anti 
Gear Missile System with 3 missiles, but Rucker Group doesnt 
make them available to Duelists. Anti-Gear Missile Systems are 
a  Rare  commodity  on  the  Black  Market.  I  cant  get  access  to 
them without a Fixer. Luckily I have one on staff that I send out 
regularly. I opt to spend some of my Rep to increase my odds of 
finding the item Im looking for. I can spend additional Rep during 
the Negotiation phase to bring the cost down. No matter how 
much Rep I have, the Black Market is never cheap. I know the 
best deal I can get is twice the market cost. I do manage to find 
one set of launchers. 
I decide I need at least one good melee weapon on my Hunter. 
Rucker is known for their Rapiers so I opt to buy one from my 
Sponsor at market cost. The Vibro Rapier only requires a single 
Slot. I attach it to the skirt armor. 
I  also  need  reloads  for  my  Light  Bazooka.  That  takes  up  an 
additional level 1 slot. 
Finally, I look at the remaining space I have. I have one level 2 
slot on the shoulder and four level 1 slots remaining. That gives 
me  six  slots  to  add  components.  I  add  Field  Armor  3  to  help 
protect my new Hunter. Since Field Armor is Common, I do not 
have to roll for it and I pay market cost for the component. That 
costs 3 Slots so I mark off my Level 2 shoulder slot and one of my 
level 1 slots. That gives my Hunter a Base Armor of 18 instead 
of 15. I have two level 1 Slots remaining now. I add some Hand 
Grenades and Smoke Grenades to round off the last two slots. 
Now I have to figure out if I can afford all of these things.
Market Cost Item Market Cost
Hunter Chassis 170K
Light Bazooka 39K
Shield 100K
Vibro Rapier 4K
Hand Grenades 7K
Smoke Grenades 10K
Field Armor 3 12K
Other Items Market Cost Actual Cost
AGM Launcher 32/1K 64/2K
Salary Cap 377K Actual Cost 412K
Expensive but well work the cost if it helps my Duelists survive 
relatively intact. For the Arena, I need to know the Salary Cap 
amount. For my accountant, I need to know the actual cost. He 
doesnt care about the market costs of things.
BUILDING A GEAR 
When  you  buy  a  Gear  you  have  to  equip 
the  chassis  with  weapons  and  components.  I 
have  recently  bought  a  Hunter  for  my  team.  I 
have  Northco  as  a  Major  Gear  Sponsor  and  they  sold  me  the 
Hunter at market cost after some negotiation. My Minor Gear/
Weapons  Manufacturing  Sponsor  is  the  Rucker  Group.  From 
prior  negotiations  Ive  secured  access  to  Uncommon  and  Rare 
weapons  systems,  but  unfortunately  they  dont  manufacture 
missile systems. So I know where I can get most Uncommon and 
Rare  weapons  at  Market  Cost.  If  I  want  Missiles,  Im  going  to 
have to hit up the Black Market. 
The next thing Im looking at is the components for my Gears. 
Rucker  unfortunately  doesnt  manufacture  many  Components, 
so  more  than  likely  I  will  have  to  look  on  the  Black  Market  for 
most of my Components. 
My brand new Hunter has a number of slots that I can use 
to  attach  weapons,  spare  ammunition,  and  any  upgrades  I 
can  manage  to  find.  Some  of  these  slots  are  small  and  usually 
represent  skirt  armor,  leg,  and  fore  arm  hardpoints.  They  can 
also  represent  internal  space  unused  by  the  designers  of  the 
chassis. My Hunter has six of these small level 1 slots. 
My Hunter also has two level 2 slots found on the shoulder. 
The remaining two slots are found on the Hunters arms. These 
slots represent the manipulator hands, which can carry a variety 
of  weapons  just  like  a  human  soldier  would  carry  a  rifle.  My 
Hunters manipulator slots have a rating of 2. 
Most  Gears  have  Perks  and  Flaws  that  are  inherent  to  the 
chassis. My brand new Hunter has the Easy to Modify Perk and 
Arms. These perks do not take up any slots. They already exist 
as a basic integrated component of the design.
56 56 56 56
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Arms. These perks do not take up any slots. They already exist
as a basic integrated component of the design.
Playing The Game
57
COMPETING 
IN THE ARENA 
Once a Team Manager has assembled their team, they have 
to  earn  their  keep  by  fighting  in  the  arena.  If  the  players  are 
using  the  campaign  system,  the  tournament  cycle  is  broken 
into  four  seasons.  Each  season  has  four  games.  At  the  end  of 
the four seasons of play, the top tier players play in the Grand 
Tournament for the title. 
These  competitions  net  the  teams  money  as  well  as  rep 
points. Money is necessary to purchase new equipment (Gears, 
Components,  and  Weaponry)  or  hire  new  personnel,  (Duelists, 
Support, and Hired Guns). Rep is used by both duelists and Team 
Managers to build their characters capabilities up. Rep can also 
be used to attract new corporate sponsors and personnel. 
Dueling  teams  playing  in  campaign  play  begin  their  careers 
as bottom rung participants. As they gain experience and fame, 
the  team  can  grow  to  be  a  global  phenomenon  with  multiple 
corporate sponsorships and elite duelists fielding top line Gears. 
Arena  Games  are  set  up  at  these  different  levels  of  the 
teams  career.  The  Campaign  organizer  determines  the  game 
matches,  the  salary  caps,  additional  prizes,  and  terrain  setup. 
Once  the  game  has  played  and  the  rep  and  prizes  have  been 
settled, the players enter into the Post Game Wrap Up phase, 
where the team managers spend rep to look for new Corporate 
sponsorship,  etc.  Duelists  spend  their  personal  rep  and  try  to 
get  into  trouble  in  that  phase,  unless  they  have  incurred  an 
injury.
SALARY CAPS 
In  the  dueling  circuit,  games  are  set  by  salary  caps.  Teams 
are  limited  to  the  amount  of  equipment  and  skilled  pilots  they 
are allowed to field. As teams grow more experienced the salary 
caps increase to accommodate the more skilled pilots and better 
equipment  being  used.  Campaign  organizers  should  set  the 
maximum salary cap either for the team or by participant based 
on the game type. A good rule to measure salary cap is the team 
level times 250K for larger games and half that amount for smaller 
games. 
To calculate the teams fielded cost take the market cost of the 
Gear, Components, and Weaponry and total that amount. Do not 
use the black market costs for determining salary cap! Next take 
the  total  experience  the  duelist  has  spent  and  add  the  duelists 
base  salary  to  determine  the  pilots  contribution  to  the  salary 
cap. Once those two things have been determined, add the two 
numbers  and  that  is  the  individual  duelists  contribution  to  the 
salary cap. 
If the duelist and their Gear would exceed the total cost, the 
player  has  two  options.  They  can  strip  any  weapons  off  of  the 
Gear, or the Duelist can be placed in a cheaper Gear in the Team 
reserve.  Components  cannot  be  removed  once  installed.  They 
are  to  integrated  into  the  Gear  to  be  easily  modified  before  a 
game. Likewise, the Duelist may not remove or reduce combos, 
talents or skills to meet the Salary Cap requirements.
CASH PRIZES 
Every  competition  in  Heavy  Gear  Arena  generates  cash  for 
the  competitors,  even  for  the  losers.  While  the  game  types 
have recommended cash prizes, Campaign Organizers can make 
adjustments if they feel like having a grittier or glitzier campaign. 
Some alternative prizes for games would be an additional cash 
prize above the basic amount, the right to a corporate sponsor, 
or  even  equipment  such  as  a  rare  Gear  variant,  weapons,  or 
component. 
LETHAL VS. NON-LETHAL
Some  of  the  games  in  Heavy  Gear  Arena  allow  for  players 
to  choose  a  non-lethal  option.  Non-Lethal  games  keep  the 
combatants from severely damaging their Gears or injuring their 
pilots,  though  it  is  still  possible  for  both  to  occur.  While  this 
option  would  seem  to  be  the  more  popular  option  for  teams, 
fans generally disdain non-lethal combat. As a result of this, non-
lethal  games  usually  payout  significantly  less  than  their  lethal 
counterparts. 
All  ranged  damage  in  Non-Lethal  games  are  simulated  by 
sporting weapons and scoring sensors. The damage is simulated 
by  the  vehicles  combat  computer  and  all  damage  effects  are 
simulated. Units receiving heavy damage still incur the penalties 
and  can  no  longer  achieve  top  speed  and  all  of  their  rolls  still 
suffer  a  -1  penalty.  Units  that  are  killed  are  simply  left  on  the 
board and become solid cover. 
The exception to the damage rule is when duelists engage in 
melee combat. Gears struck by non-ranged melee weapons such 
as  swords,  fists,  axes,  etc  will  cause  normal  damage.  Combos 
from  these  moves  damage  normally.  Scoring  sensors  will 
register the damage normally, but mark these boxes of damage 
in a separate manner. If a Jaguar takes two boxes of non-lethal 
followed by two boxes of lethal damage, the Gear shuts down as 
if it was overkilled, but the real damage to the unit is only Heavy 
Damage for Post Game Wrap Up repairs. 
Duelists also benefit from the Non-Lethal games as they do no 
suffer from health checks on Non-Lethal damage. Duelists only 
have to make health checks for critical or dead, if all of the lethal 
damage taken would result in either a critical or dead condition. 
Combos that force health checks only apply if non-ranged melee 
weapons are used to deal the attack. 
In  the  Post  Game  Wrap  Up  phase,  players  do  not  have  to 
repair any non-lethal damage to their Gears.
SHOW YOUR TRUE COLORS
Corporate Sponsors pay good money for advertising. When a 
team has gained a sponsor, the teams can benefit from additional 
cash by having their corporate sponsors logo displayed on their 
Gears.  For  each  Gear  sporting  their  Corporate  Sponsor  logo 
on the miniature the team earns an additional 5K per logo per 
game.  Only  current  sponsor  logos 
apply to the cash bonus. Any sponsor 
logos from other corporations do not 
provide the team with this benefit.
DP9s  Arena  Sponsor  Decal 
sheet (DP9-9193) shown right.
Playing The Game
58
LAST ONE STANDING  
Also  known  as  the  Meat  Grinder,  Last  One  Standing  is 
commonly done in underground circuits as a mass brawl among 
independent duelists, but the Web Arena has altered the basic 
premise of the game by pitting one duelist against another. Two 
teams are pitted against each other, but only one duelist from 
each team is allowed on the field initially. At the end of each turn, 
one additional duelist is allowed into the arena. This is done for 
the first three rounds at which point the game is played until one 
team has eliminated the other team.
Match Notes 
Sporting  Weapons  may  be  used  in  this  game,  but  use  the 
reduce the prize money if this option is used.
Number of Participants
3 per Team. Initially one Duelist is deployed. The second duelist 
is deployed at the beginning of the second turn. The last duelist 
is deployed at the beginning of the third turn.
Number of Turns Unlimited
Game Winner's Purse
150K Per Participant; Sporting Weapons: 40K
Game Consolation Purse
115K Per Participant; Sporting Weapons: 25K
Weapons Restrictions
None
STALKER PREY  
Also known as Cat and Mouse, Stalker Prey Games involve two 
opponents, one that is unarmed and the other armed. Generally, 
the unarmed opponent is chosen from the ranks of lighter Gears 
and  the  Stalker  is  chosen  from  assault  classes.  Stalker  units 
use either ranged weapons or close combat weapons, but never 
both.  Stalkers  wins  three  points  by  eliminating  the  Prey  unit 
within three turns with 2 bonus points awarded for eliminating 
the  Prey  unit  in  turn  1.  The  Stalker  also  earns  a  single  bonus 
point for eliminating the Prey unit in turn 2. The Prey unit wins 
points by surviving each turn and can score an additional point 
by performing a knockdown on the Stalker. Stalker Prey is played 
in two bouts of three turns and the winner is determined by the 
total amount of points at the end of the two bouts.
Match Notes 
Stalker Prey uses Sporting Weapons.
Participants Maximum of 1 per Team
Turns 2 bouts of 3 turns each
Game Winners Purse 50K Per Participant
Game Consolation Purse 30K Per Participant
Weapons Restrictions
Sporting Weapons
MATCH TYPES 
Heavy Gear Arena's battlefields are found in the competitive 
stadiums  engineered  for  the  task  of  containing  the  firepower 
of the multi-ton vehicles engaged in deadly fighting. Unlike real 
military equipment, Duelist Gears are typically equipped with low 
impact weaponry to keep the stadium goers relatively safe from 
any  stray  rounds,  but  accidents  have  been  known  to  happen 
from  time  to  time.  The  effects  of  the  low  velocity  rounds  still 
wreaks havoc on the opponent's Gears and many promoters add 
flare shots in with the typical rounds to give the crowd an added 
effects show when rounds hit. 
Even  with  the  straight  up  brawls  that  are  Duelists'  primary 
draw, crowds enjoy a variety of game types, and a good promoter 
will vary their shows from week to week. In Heavy Gear Arena, 
the players can choose to play different types of games through 
agreement  or  by  rolling  their  game  types  randomly.  Generally 
speaking  if  players  are  participating  in  a  tournament,  then  the 
tournament organizer will set the types of games.
Random Table (Roll 2d6)
2. Shoot Out 9. Chain Dueling
6. Last One Standing 8. Team Skirmish
4. Stalker Prey 10. Pendulum
5. Block and Run 11. King of the Hill
7. Lone Wolf 12. Choose One
3. Close Sparring
SHOOT OUT  
Also called Run and Gun matches, these games are favorites 
of the Ranged Specialists. Shoot Out Arenas have heavy cover 
and  tight  corridors  to  give  the  crowds  a  heightened  sense  of 
suspense. Duelists are limited to using direct fire weapons and 
one close combat weapon. Points are scored by taking out the 
opponents. Eliminating a duelist with ranged attacks earns the 
team 2 points. Close Combat eliminations earn the team 1 point. 
Match Notes 
Ranged Combo Chains Earn 1 additional Rep Point.
Participants Maximum 3 per Team Turns 5
Game Winners Purse 100K Per Participant
Game Consolation Purse 75K Per Participant
Weapons Restrictions
No  Ranged  Weapons  with  IF.  Gears  are  Limited  to  one  Close 
Combat Weapon. Shields are Allowed.
58
Playing The Game
59
BLOCK AND RUN  
Capture  the  Flag  is  the  most  common  form  of  the  Block 
and Run game and is the style played in the Web Arena. In this 
event, a flag is placed in the center of the arena. The two teams 
rush to capture the flag. Once in Melee range, the flag can be 
picked up using an action. The flag can be used as a staff weapon 
while the Duelist has it in his possession. Disarming moves and 
knockdowns  will  cause  a  Duelist  to  lose  possession  of  the  flag 
at  which  point  it  may  be  picked  up  with  an  action.  During  the 
miscellaneous  phase,  the  team  that  controls  the  flag  earns  a 
point. Victory is determined by the number of points earned at 
the end of six turns.
Match Notes 
Teams  deploy  three  Duelists  initially  and  the  other  two  are 
kept in reserve. As team members are eliminated, a new Duelist 
in  reserve  enters  the  match  to  take  the  place  of  their  fallen 
comrade.  When  a  Duelist  is  eliminated  from  the  fighting,  the 
reinforcements deploys from their initial deployment zone at the 
beginning of the next turn.
Participants Maximum 5 per Team Turns 6
Game Winners Purse 100K Per Participant
Game Consolation Purse 75K Per Participant
Weapons Restrictions
No  Ranged  Weapons.  Gears  are  limited  to  Close  Combat 
Weapon and Shields.
LONE WOLF  
The game of desperate or the insanely macho. Lone Wolf pits 
a  single  Duelist  against  a  team  of  Stalkers.  The  Lone  Wolf  is 
allowed  the  full  range  of  weapons,  but  stalkers  are  limited  to 
close combat weaponry; however, while the advantage looks to 
be in the favor of the Lone Wolf, the Stalkers win the game by 
defeating the Lone Wolf. The Lone Wolf controls the number of 
turns the game is played and receives no points if he is defeated. 
In the Miscellaneous Phase, the Lone Wolf declares if the next 
round will be the last one. The Lone Wolf earns a larger purse for 
each Stalker he defeats so there is a financial incentive as well 
as bragging rights for staying in the game longer.
Match Notes 
Teams  deploy  three  Duelists  initially  and  the  other  two  are 
kept in reserve. As team members are eliminated, a new Duelist 
in  reserve  enters  the  match  to  take  the  place  of  their  fallen 
comrade.  When  a  Duelist  is  eliminated  from  the  fighting,  the 
reinforcements deploys from their initial deployment zone at the 
beginning of the next turn.
Number of Participants
Maximum  of  5  for  the  Stalker  Team  in  the  Arena  of  which  2 
are kept in reserve. The Lone Wolf Team is allowed 1 Duelist.
Number of Turns Controlled by Lone Wolf (See Above)
Game Winner's Purse
100K Per Participant (Stalker); 150K Per Point (Lone Wolf)
Game Consolation Purse
75K Per Participant (Stalker); 75K (Lone Wolf)
Weapons Restrictions
No Ranged Weapons on the Stalkers. Stalker Gears are limited 
to  Close  Combat  Weapon  and  Shields.  The  Lone  Wolf  has  no 
restrictions.
CLOSE SPARRING  
Unpretentious  Gear  grinding  brawls  are  always  crowd 
pleasers.  This  type  of  match  eliminates  all  ranged  weaponry  in 
favor of close combat weaponry. Blocking terrain such as walls 
and barriers are removed from the arena leaving the field open 
for rapid approaches and rapid encounters. Raised platforms and 
ramps can still be found in the arena, which helps the Duelists 
perform acrobatic stunts as they hack, kick, and punch at each 
other for the crowds pleasure.
Match Notes 
Teams deploy three Duelists initially and the other three are 
kept in reserve. As team members are eliminated, a new Duelist 
in  reserve  enters  the  match  to  take  the  place  of  their  fallen 
comrade.  When  a  Duelist  is  eliminated  from  the  fighting,  the 
reinforcements deploys from their initial deployment zone at the 
beginning of the next turn.
Participants Maximum 6 per Team Turns 5
Game Winners Purse 150K Per Participant
Game Consolation Purse 115K Per Participant
Weapons Restrictions
No Ranged Weapons
CHAIN DUELING  
Chain  Dueling  involves  three  matched  pairs  fighting  each 
other. The Pairs fight simultaneously engaging only their chosen 
opponent; however, sometimes fights spill into the other chain 
duels.  While  duelists  are  not  allowed  to  directly  interfere  with 
other  paired  fights,  indirect  strikes  from  throwing  their  own 
opponent into another duelist pair or AE attacks that strike their 
own targets but catch another team are considered fair game. 
Points  are  earned  by  defeating  their  chained  opponent.  Once 
the  chained  opponent  is  defeated,  the  victorious  duelist  must 
retreat back to their deployment zone. Points are earned once 
the duelist has withdrawn from battle.
Match Notes 
Teams  may  opt  to  use  Sporting  Weapons,  but  the  Prize 
amount is significantly reduced.
Number of Participants
Maximum 3 per Team. Paired matches are randomly determined.
Number of Turns 6
Game Winner's Purse
100K Per Participant; Sporting Weapons: 45K
Game Consolation Purse
75K Per Participant; Sporting Weapons: 30K
Weapons Restrictions
No  Ranged  Weapons.  Gears  are  limited  to  Close  Combat 
Weapon and Shields.
Playing The Game
60
PLACING TERRAIN 
AND DEPLOYMENT 
Once the terrain pieces have been determined then they have 
to be placed in the space being used in the game. If a campaign 
organizer is running the game, then they will be responsible for 
placing the terrain in a random, but balanced coverage for both 
players. If the game is between two players and there is no third 
party intermediary overseeing the game, then the players should 
take turns placing terrain. For the sake of ease, the border of 
the playing area is considered solid walls or obstructions. Gears 
cannot go beyond these borders. If due to some circumstance 
such  as  a  loss  of  control  or  being  thrown,  the  Gear  would  go 
beyond  the  playing  area,  treat  the  Gear  as  having  suffered  an 
unintentional impact against a stationary object. 
Once all of the terrain has been placed, the players roll the 
highest  rally  skill  on  their  fielded  team.  The  player  with  the 
highest rally skill roll gets to choose their deployment zone. 
Players  roll  their  rally  once  again  for  deployment  order.  The 
winner  can  choose  to  place  their  first  duelist  on  the  board  or 
they  can  force  the  other  player  to  place  their  duelist  on  the 
board.  Players  take  turns  placing  their  duelists  till  all  of  the 
duelists  are  placed  on  the  board.  When  units  are  place,  the 
players  indicate  the  starting  speed  of  the  Model.  Some  Game 
Types  call  for  units  to  be  held  in  reserve.  These  units  are  not 
deployed  at  the  beginning  of  the  game.  They  are  set  aside  till 
they are called into play.
SETTING UP THE GAME 
After the Game Type has been chosen either by the Campaign 
Organizer of the players, the arena itself has to be set up. The 
size of the board should range from 2x 2 up to 3 x 4 at most. 
Any sizes larger than these results in unnecessarily long games. 
A  typical  Arena  game  should  only  last  about  thirty  to  forty 
minutes once the rules have been mastered. On a typical gaming 
night players can get two to four games finished. 
Once the board size has been determined, the players should 
determine the types of terrain and effects they would like to use. 
Some Game Types require specific pieces of terrain, but the rest 
are left up to the participants or organizer. 
While the name of the game is Heavy Gear Arena, duels can 
easily take place in exotic locations such as the trash heaps of 
Khayr ad-Din, the canyons in the Karaq Wastes, or the industrial 
sectors  of  Kenema.  Future  supplements  will  explore  other 
locations  and  circuits  that  sometimes  do  not  use  traditional 
concrete and steel arenas. 
Some  types  of  terrain  actually  has  a  direct  effect  to  game 
play. Ramps, explosive barrels, oil slicks, and pits all affect the 
duelists directly. Players or Organizers should determine which 
effects if any are used in the Game Type.
TEAM SKIRMISH  
The run of the mill straight up brawl, Team Skirmishes pit two 
opposing teams against each other for a designated number of 
turns.  The  winning  team  is  determined  by  the  team  with  the 
most kills.
Match Notes 
Teams  may  opt  to  use  Sporting  Weapons,  but  the  Prize 
amount is significantly reduced.
Participants Maximum 6 per Team Turns 6
Game Winner's Purse
100K Per Participant; Sporting Weapons: 50K
Game Consolation Purse
75K Per Participant; Sporting Weapons: 30K
Weapons Restrictions
None
PENDULUM  
Four large platforms are suspended a few meters above the 
Arena and the Teams fight each other in the limited space. Teams 
can earn points by knocking an opponent off of a platform or by 
defeating  them.  The  platforms  should  be  placed  within  jumping 
distance of each other.
Match Notes 
Being knocked off of a platform results in falling damage equal 
to three inches of distance.
Number of Participants
Maximum 3 per Team. Paired matches are randomly determined.
Number of Turns 6
Game Winners Purse 150K Per Participant
Game Consolation Purse 125K Per Participant
Weapons Restrictions
No  Ranged  Weapons.  Gears  are  limited  to  Close  Combat 
Weapon and Shields.
KING OF THE HILL  
  King  of  the  Hill  is  all  about  taking  and  holding  a  piece  of 
terrain,  usually  a  raised  platform  found  in  the  center  of  the 
arena. Duelists try to keep numerical superiority on the platform 
in order to earn points. During the Miscellaneous Phase of the 
Turn,  the  team  with  the  most  Gears  on  the  platform  earns  a 
number of points equal to the difference in number. So if a team 
has four duelists on the platform and the opponent has two, the 
winning  team  would  earn  two  points  for  that  turn.  The  team 
with the most number of points at the end of the sixth turn wins 
the match.
Participants Maximum of 6 Turns 6
Game Winners Purse 125K Per Participant
Game Consolation Purse 100K Per Participant
Weapons Restrictions
No  Ranged  Weapons.  Gears  are  limited  to  Close  Combat 
Weapon and Shields.
Playing The Game
61
Sadie  had  noticed  Big  B  had  been  sluggish  today.  She  couldnt 
quiet figure out what it was that was affecting the ancient Hunters 
mood,  but  the  young  pilot  knew  that  unless  she  figured  it  out 
Bowser  wouldnt  perform  at  his  best  in  the  arena.  Sadie  went 
through the list of things that she had changed in the last few days. 
She  had  painted  the  new  corporate  sponsor  logos  on  the 
shoulder. NorthCo had paid her a pretty mark for that right. Then 
there was the Hermes 72 Network logo. She had liked the Sparky 
Springers Treehouse show since she was a kid so when the network 
came to her to be an official sponsor she had been ecstatic. Sadie 
had  been  so  happy  that  she  colored  her  hair  with  highlights 
to  match  Sparkys  signature  color.  Adrianne,  her  adoptive 
mom,    hadnt  been  so  happy  with  the  change.  She 
had  left  a  mess  in  the  hotel  room,  and  the 
highlights  hadnt  turned  out  exactly  like  she 
had imagined. 
Come  on  Big  B.  Tell  me 
whats  bothering  you?  I  cant 
have  you  angry  at  me  too. 
Sadie  muttered  to  herself  as 
she looked up at her giant metal 
friend. A few of the Paxton engineers 
that  were  in  the  hangar  bay 
looked  over  at  the  young  woman 
when she spoke to Bowser. Some 
of  them  even  took  notes.  Sadie 
sighed  as  she  walked  over  to  the 
hydraulic  lift.  Those  Paxton  bozos 
think Im crazy for talking to you, but 
I know you understand me.
Bowsers  engine  turned  on  and 
purred  gently  in  response.  The 
engineers on the other end of the 
hangar  scrambled  to  turn  on 
their  monitoring  equipment 
and  the  ones  taking  notes 
furiously added to their logs. 
Sadie  looked  at  the  group  disdainfully  as  she  popped  the 
cockpit  hatch.  Lets  book  outta  here.  Im  sick  of  dealing  with 
all these Paxton types, and you and I have to figure out whats 
got you so down. 
Without  closing  the  hatch,  Sadie  kicked  Bowser  into  action. 
Engaging  the  Gears  SMS  system,  Sadie  peeled  out  of  the 
maintenance scaffolding and out of the hangar. As the old Hunter 
blazed out of the hangar, the engineers had to dive for cover. Sadie 
laughed  as  the  engineers  hurled  expletives  and  rude  gestures  at 
the  pair.  Without  prompting,  Bowser  reached  back  returned  the 
engineers gestures with its manipulator hands. Going through 
the  Core  of  Khayr  ad-Din,  the  pair  danced  their  way  around 
the crowded stalls and congested streets. Sadie could tell that 
Bowser  was  having  a  good  time.  She  was  too.  Then 
all of the sudden, the ancient Gear stopped in front 
of a stall that a local trasher had set up. 
Piles of old paint cans surrounded the 
grease  and  grime  encrusted  woman. 
Sadie  looked  up  at  Bowsers  head 
assembly.  Whats  up?  You  see 
something you want? the young pilot 
asked. 
In  response,  Bowser  reached  down  to 
the  paint  cans  and  grabbed  a  handful  of 
them.  The  cockpit  hatch  closed  on  Sadie 
as Bowser raised its arm above its head 
crushed  the  paint  cans.  An  assortment 
of  pink  and  green  paint  sprayed  all  over 
the head and shoulders of the old Hunter. 
Bowsers  engines  revved  up  a  few  times 
indicating how happy he was to Sadie. After 
paying  the  poor  woman  for  her  paint  cans, 
Sadie  couldnt  stop  laughing  the  whole 
way  back  to  the  hangar.  Bowser  had 
only  wanted  to  mimic  her  bad  hair.  The 
Paxton  engineers  were  going  to  have  a 
field day with this one.
  BOOM BOOMS BAD HAIR DAY 
e she was a kid so when the network 
onsor she had been ecstatic. Sadie 
colored  her  hair  with  highlights 
color.  Adrianne,  her  adoptive 
with  the  change.  She 
room,  and  the 
xactly  like  she 
me 
t 
s 
al 
neers 
ay 
an 
me 
die 
he
ozos 
u, but 
on  and 
The 
the
laughed  as  the  engineers  hu
the  pair.  Without  prompting
engineers gestures with
the  Core  of  Khayr  ad-D
the crowded stalls and c
Bowser  was  hav
all of the sudd
of a
P
In  r
the  p
them
as B
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of  p
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Bowse
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paying
Sadie
61
g on the other end of t
ngar  scrambled  to  turn on
eir  monitoring  equipment 
d  the  ones  taking  notes 
riously added to their logs. 
  couldn t  stop  laughing  the w
y  back  to  the  hangar.  Bowser
ly  wanted to  mimic  her  bad  hair
xton  engineers  were  going  to ha
eld day with this one.
the 
n 
Sadie
way
onl
Pax
fie
Playing The Game
62
SPECIAL EFFECTS TERRAIN
The  glitz  and  glamour  of  the  professional  dueling  circuit 
lends itself well to over the top theatrics and effects. Exploding 
barrels, oil slicks, fiery pits, and ramps to facilitate crazy mid-air 
acrobatics are all part and parcel for the sport. Game promoters 
are always looking for ways to jazz up their venues and sometimes 
some interesting options have come up. The following are some 
examples  of  the  more  popular  terrain  pieces  and  their  effects 
on the game.
BARRELS 
Externally  these  barrels  look  identical  to  any  other  barrel 
placed on the board. Duelists can aim and shoot at any barrel 
on the board by making an Attack roll against a threshold of 3 
(4+).  If  the  roll  to  hit  fails,  the  attack  misses  and  the  barrel 
does  not  ignite.  If  the  roll  succeeds  then  the  token  or  marker 
is flipped over to see if it has any effects tied to it. There are a 
number of types of barrels that can be triggered. 
Barrels  can  also  be  triggered  by  unintentional  impacts.  In 
the event a unit unintentionally impacts a barrel, the unit must 
make a defense roll against a threshold of 3. Failing to meet the 
threshold triggers the barrels effects. 
EXPLODING BARRELS 
Explosive barrels detonate with a tremendous force and can 
potentially damage everything around its 2 radius (AE 2). Any 
units caught under the blast radius must make a Defense check 
against the total of the attack roll that detonated the barrel. The 
exploding barrel has a damage multiplier of x15.  
If  the  detonation  occurred  by  unintentional  impact  the  unit 
that triggered the effect uses the Defense roll for the triggering 
to determine the result. Any other units must make a defense 
against a threshold of 3 or be caught in the blast. 
OIL SLICK BARRELS 
Oil slick barrels triggered with a single shot or unintentional 
impact  create  an  oil  slick  with  a  2  radius  (AE  2).  To  move 
through the zone, treat the terrain as Dangerous. If the oil slick 
area is hit by a weapon with the Sustained Burn trait or an Area 
of Effect rating then the oil slick ignites. In addition to the Danger 
terrain check, the players must make a Defense check against a 
threshold of 3 or take damage as below. 
If  Rate  of  Fire  was  used  in  triggering  the  barrel,  the  result 
is  an  incendiary  attack  with  a  2  radius  and  with  a  Damage 
Multiplier  of  x12.  Units  under  the  area  of  effect  must  make  a 
defense roll against the Attack Roll that triggered the effect. If 
the defense roll fails in addition to damage the units might suffer 
from Sustained Burn. The incendiary attack is an instantaneous 
attack and does not create an oil slick.  
SMOKE BARRELS 
Smoke  barrels  trigger  a  wall  of  thick  black  smoke  that 
provides cover to any units behind it. Smoke is generated in a 2 
radius and is treated as being 6 tall. 
JUMP RAMPS 
Jump  Ramps  are  generally  placed  in  pairs  with  variable 
distances  between  the  two  but  must  always  be  placed  apart 
at  least  a  minimum  of  6  inches.  Duelists  can  attempt  a  Jump 
Combo  to  garner  added  Rep  points.  When  using  a  ramp,  add 
the height to the top of the ramp as added distance to the final 
jump roll. If the roll is high enough for the pilot to clear the ramp 
then  the  duelist  must  make  an  additional  Piloting  skill  roll  for 
the  landing.  The  threshold  for  the  landing  is  half  the  distance 
between the ramps. 
If the pilot fails to make their Jump roll or fails to clear the 
ramp,  then  the  duelist  has  plummeted  to  the  arena  floor.  The 
Duelist is considered knocked down and stunned. In addition the 
Duelist must resolve a unintentional impact against a stationary 
object (floor). 
RING OF FIRE 
Rings  of  Fire  are  usually  placed  between  two  ramps.  When 
attempting  to  pass  through  a  Ring  of  Fire  during  a  Jump,  a 
Piloting  check  against  a  Threshold  of  4  must  be  made.  If  the 
Jump  and  Piloting  check  are  successfully  made  the  Duelist 
receives  +1  Rep  for  his  first  completed  Ring  of  Fire  Jump.  If 
the Piloting check fails, then the Gear receives x8 damage with 
a Sustained Burn trait.
PITS 
Sometimes  deep  pits  are  placed  through  the  arena  at 
strategic locations to facility spectacular knockdowns. Units that 
are thrown into a pit or unintentionally fall into a pit are treated 
as being knocked down and stunned. Until they can climb out of 
the pit, the units are stuck in the pit. Units with arms or climbing 
gear  can  climb  out  of  the  pit  by  using  their  movement  for  the 
turn  or  by  successfully  jumping  out  of  the  pit  using  the  Jump 
Combo.  Falling  into  a  pit  is  treated  as  an  unintentional  impact 
with damage equal to the double the units size. 
FIRE PITS 
Fire  Pits  function  exactly  as  a  standard  pit,  but  with  the 
added  effect  of  Sustained  Burn  to  the  damage  incurred  from 
the impact.
Post Game
63
HONOR IS A  
FUNNY THING 
Danghen Jarak looked over at Dafnae sitting in the stands and 
wondered how he had gotten so lucky to have someone like her 
care for him. She had given up on everything she had in the WFP 
to be with him. Her clan, her regiment, and all of the honors of 
being a duelist in the Northern Guard were just a few things she 
had relinquished to come down to the Badlands to be with him. 
Danghen had trouble understanding why anyone would do that 
for him. Anybody except his twin sister, Maena. 
Maena had followed him when he deserted his position. Unlike 
Dafnae,  who  had  been  honorably  discharged,  Danghen  had 
deserted his post as regimental duelist. He had abandoned the 
men and women that he had been entrusted to represent. Over 
a decade had passed since that time, but Danghens conscience 
still gnawed at him still. What would he have changed if he knew 
what he knew now? He and his sister had been hunted fugitives 
for most of the last decade. Fugitives for the sake of Danghens 
honor. 
Some  in  the  North  accused  Danghen  of  being  a  coward,  a 
traitor, and thief. Danghen would only admit to the last charge. 
His Hunter had been the property of the military and Danghen 
had taken it with him into the desert. Danghen knew he wasnt 
a coward. His time in KADA and fighting life or death matches in 
the underworld dueling matches proved that point. A traitor 
Was  he  a  traitor  to  his  people?  Danghen  had  trouble 
reconciling that accusation. He had left the North to preserve 
the  honor  of  his  people  and  himself.  In  TN1933  when  he  went 
AWOL,  Danghen  had  discovered  that  his  commander,  Colonel 
Fitzroy,  had  been  supplying  rovers  in  the  Badlands  equipment 
to  attack  settlements  sympathetic  to  the  South.  Threatening 
to report Fitzroy, the colonel had laughed in Danghens face. The 
Northern Guard Intelligence Service had ordered the operations. 
There  was  nothing  Danghen  could  do.  So  he  did  the  only  thing 
he  could  to  preserve  his  honor.  He  would  go  to  the  Badlands 
and protect the innocent. Danghen had hoped his disappearance 
would  shed  light  on  the  crimes.  Instead,  the  NGIS  had  hunted 
him and his sister mercilessly. They had smeared his family name. 
They had labeled the twins traitors. Even with the pardon that 
their  friend,  Naed  Stamens,  had  issued  them,  the  NGIS  still 
hunted them. 
Danghen looked across the arena at the latest assassin sent 
to silence him. Even with the different Gear, Danghen recognized 
the  movements  of  his  former  commanding  officer.  Danghen 
smiled and thanked the NGIS for once. They had sent him a foe he 
didnt mind fighting. Danghen waited for the lights on the display 
to turn green. Today, he would get to unleash the pent up fury of 
a man dishonored. Malkom Fitroy had made the mistake of his life 
stepping into the arena. Honor would be satisfied.
POST GAME WRAP UP  
Everything  that  happens  in  the  arena  is  the  result  of 
everything  that  happens  outside  of  the  arena.  Sometimes  the 
game is lost even before getting the players in the Arena.
Legendary  manager  of  the  Stinging  Hornets,  Josh  Toliver, 
discussing the hazards of managing a team. 
When  the  battle  in  the  arena  is  over,  teams  collect  their 
monetary  and  rep  rewards,  but  they  also  have  to  deal  with 
injured pilots and damaged gears. In addition to all of the results 
from the arena, Duelists have a bad habit of getting themselves 
into  all  sorts  of  trouble  after  the  game.  Juggling  all  of  these 
things, is the Team Manager and his support personnel. 
Post Game Wrap Ups follow a certain order. 
   Manager  Advancements:  After  the  battle  Team 
Rep is determined and the manager is allowed to make a 
single advancement in either a skill or if available a talent. 
The remaining Team Rep can be banked for the next turn or 
be used to attract new personnel or corporations. 
   Health Checks: Any pilots injured in the battle must 
make health checks. Pilots without injuries can spend Rep 
on advancements, but must also make a Ego Trip check. 
   Hiring  New  Duelists  and  Support 
Personnel:  Before  resolving  any  Ego  Trips  or  Rep 
Advancements  for  Duelists,  Team  Managers  can  attempt 
to  find  and  hire  new  personnel.  This  could  include  new 
Duelists, technicians, engineers, fixers, or a whole host of 
other hirable characters.
   Ego Trips: Any Duelist that has managed to survive a 
battle without injury must make an Ego Trip roll. 
   Duelist  Advancement:  If  the  Ego  Trip  roll  did 
not  result  in  an  injury,  then  the  Duelist  may  spend  their 
personal Rep to make advancements. 
   Corporate  Interactions:  Team  Managers  at 
this point can try to attract new sponsorship if the Team 
still  has  open  sponsorship  slots  available.  In  addition  to 
attracting  new  sponsorship,  the  team  manager  may  use 
Team  Rep  to  earn  benefits  from  each  of  the  Corporate 
Sponsors.  Each  corporate  sponsor  may  be  approached 
once per Post Game Wrap Up. 
   Equipment Location and Installation: Team 
Managers with Fixers can send each of the Fixers in their 
employ  out  to  locate  a  specific  piece  of  equipment.  If 
located  and  purchased  then  the  part  can  be  installed  in 
a Gear. 
   Repairs:  The  Team  Manager  makes  the  determination 
of which units to repair, as well as allocating the labor to 
perform  the  repair  if  they  have  an  engineer  under  their 
employ. 
After all of these events are covered, then the next game can 
be played. Players will have a clear idea which units to deploy and 
with which Duelists.
Post Game
64
HEALTH CHECKS 
Its going to happen. The best of the best screw up especially 
when faced with other Duelists that are equally capable of dealing 
out the damage. When a Duelists Gear takes critical damage or 
worse when their Gear nets an overkill status theres a chance 
that the duelist is injured as well. To avoid this problem, Duelists 
will often eject from their Gear rather than suffer the pain and 
agony of injury. Some combos are so vicious that they can spark 
a  health  check  as  well.  If  a  Duelist  has  incurred  one  of  those 
circumstances  they  must  roll  a  health  check.  Even  if  multiple 
instances leading to a health check occur, only one health check 
is performed on the Duelist in the Postgame Wrap Up
To  perform  a  Health  Check, 
the player rolls a single six sided 
die  and  compare  the  result 
against the table below.
HEALTH CHECKS 
0 Incapacitated
The Duelist is in a controlled coma that will last one to two 
games. Roll a d6: 1-3 The Duelist is out of for 2 games. 4-6 
The Duelist is out for 1 game. 
1 Cybernetic Hand (Arm) 
The Duelist has had to have an arm replaced by cybernetic 
replacements while either an advanced model or a cloned 
replacement is found for them. The Duelist suffers a -1 to any 
Combo Checks for the next game or two. Roll a d6: 1-3 The 
Duelist has to wait 2 games. 4-6 The Duelist has to wait one 
game. 
2 Are You Sure Your Spleen Goes There?
The Duelist has had to endure a painful surgery and hasnt 
quiet recovered to their full potential. -1 to any rolls 
performed at Top Speed for one game. 
3 Head Wounds  Make Me Look Cool
The Duelist is suffering from a mild concussion, but swears 
he can pilot his Gear. While the Duelists aim suffers a 
-1 modifier to all Ranged Attacks, he does benefit from a 
temporary boost +1 to his Rally skill. This effect lasts for a 
single game 
4 Its Just a Flesh Wound!
While there was damage to the Duelist the damage was not 
significant, but has made the Duelist short tempered. -1 
modifier to all Rally Skill Checks for one game.  
5 Minor Bruises and Scrapes
The Duelist suffered a blow to their ego more so than any real 
damage. Deduct 1 Rep point from their last games total. 
6 Life Flashed Before My Eyes
The Duelist managed to beat the odds and come out of the 
battle completely unscathed. 
Health Check Modifiers
Overkill Result -1
Critical Result 0
Combo Check +1
MAKING REPAIRS 
Gears  in  battle  get  damaged.  Its  inevitable.  When  that 
happens, teams have to pay out to get their units repaired. A 
careful manager knows to budget for the expense, but for every 
frugal manager, theres dozens of teams that have suffered from 
over zealous spending, which leads to remarkably short careers. 
During  the  Post  Game  Wrap  Up,  any  damaged  Gears  can 
be  repaired.  Repairs  to  cost  money  though.  Parts,  labor,  and 
facilities can seriously eat into the profit margins of a team, and 
a good manager will invest in a solid team of Technicians and at 
least one Engineer early on in their teams development. Teams 
that ignore this generally go bankrupt after a few games. 
Repairs  take  the  expertise  of  technicians.  At  the  start  of  a 
campaign,  all  Gears  purchased  come  with  a  single  Technician. 
Once  the  game  starts,  Gears  do  not  automatically  come  with 
a Technician and have to be head hunted and hired. Technicians 
are  assigned  to  specific  Gears  and  can  only  be  reallocated  if 
the Team has an Engineer employed. Each Gear can have up to 
five Technicians assigned to it. Technicians can repair one level 
of  damage  on  a  Gear  per  Post  Game  Wrap  Up.  If  a  Gear  does 
not  have  any  technicians  assigned  to  it,  the  Gear  may  still  be 
repaired by third party Technicians at a much higher cost. 
REPAIR COSTS 
Third Party Technician
20K per Damage Box, 3/4 Cost of Gear if Destroyed
Technician/Engineer Repair
10K per Damage Box, 1/2 Cost of Gear if Destroyed
Repair Facilities + Technician/Engineer
5K per Damage Box, 1/4 Cost of Gear if Destroyed
To repair damage boxes, no roll is required if the Team pays 
the  cost.  Team  Managers  can  push  Technicians  to  repair  two 
boxes  of  damage  for  the  same  cost,  but  to  push  Technicians, 
the  Team  Manager  must  roll  their  Organization  Skill  against  a 
threshold of 4. If the Margin of Success is 2 or greater then an 
additional box of Damage can be repaired. 
Destroyed  Gears  always  require  an  Organization  skill  check 
to  repair  unless  a  Third  Party  Technician  is  paid  to  repair  it.  If 
in  house  repairs  are  performed  on  a  Destroyed  unit  the  Team 
Manager  rolls  their  Organization  Skill  against  a  Threshold  of  3 
along with the modifiers listed below. The Margin of Success on 
the repair equals the number of damage boxes are repaired. If 
the Organization Skill roll fails, then the Gear can be attempted 
to be repaired again the next Post Game Wrap Up phase. 
Gear Repair Modifier
Gear is Common +1
Gear is Uncommon  +0
Gear Is Rare -1
Gear Is Black Listed -2
Perks or Flaws Varies
Engineer on Staff +1
Basic Repair Facilities +1
Advanced Repair Facilities +2
BUYING REPAIR FACILITIES 
Repair  Facilities  offer  bonuses  and  cost  reductions  and  are 
highly coveted by Teams. However, real estate is usually limited. 
A Team Manager may send a Fixer out to look for a Repair Facility 
just as if he were searching for equipment.
Basic Repair Facility (Uncommon) Cost: 100K
Advanced Repair Facility (Rare) Cost: 150K
Post Game
65
EGO TRIPS 
Duelists  are  notorious  for  their  hard  and  fast  lifestyles. 
Egos  as  large  as  their  talent  often  land  the  pilots  into  serious 
trouble that usually involves injury to themselves, their teams 
reputation, or in severe occasions the loss of sponsorship. 
Winners  and  Losers  are  both  susceptible  to  the  whims  of 
their  pilots  post  game  antics.  In  Heavy  Gear  Arena,  player 
that  have  just  finished  their  Post  Game  Rep  Expenditures  and 
Health Checks roll against the Ego Trip table for each uninjured 
Duelist that participated in their last game. Duelists with injuries 
are  usually  handcuffed  to  their  beds  till  they  recover  from 
their  wounds  and  dont  find  the  opportunity  to  cause  mayhem 
during their downtime. Ego Trips can sometimes be avoided by 
anticipating and bribing the individuals involved with the Duelist. 
If it is possible to avoid, the check has a bribe amount next to 
it. The bribe must be paid before the categories sub-result table 
is rolled.   
Ego  Trips  are  rolled  using  the  Team  Managers  Negotiation 
skill plus any modifiers from a Managers talents, class abilities, 
and  any  Handlers  that  are  attached  to  the  Duelist.  In  addition 
to these modifiers, the Duelists performance in the games also 
contribute  to  the  Negotiation  skill  check  as  seen  in  the  Ego 
Trip  Modifier  Chart.  Check  the  final  Negotiation  Skill  check  roll 
against the Encounter Table to determine what sort of trouble 
the Duelists may or may not have gotten themselves into.  
Ego Trip Modifiers
Duelist earned 20 Rep Points -2
Duelist earned 10 Rep Points -1
Duelist was on the Losing Team -1
Duelist was on the Winning Team -2
ENCOUNTERS 
Result Description Bribe
0 High Speed Hiccup 20K
The  Duelist  has  taken  their  Gear  out  for  some  face  paced 
drag  racing  against  some  local  rovers.  Roll  a  d6  for  Results. 
1-3  The  Duelist  crashed  his  Gear  resulting  in  the  Gear 
receiving a Light Damage Rating for the next game as well as 
a Health Check for the Duelist. 4-5 the Duelist broke even and 
came back without incident. 6 The Duelist earned some decent 
money in the race, which the Team Manager confiscated as a 
fine. Add 2d6K to the Team Coffers.
1 Trash Heap Turf War 30K
The  Duelist  managed  to  get  himself  wrapped  up  in  a  local 
gang turf war either as a favor, debt, or just for the heck of it. 
Roll a d6 for the results. 1-2 The Duelist didnt know it would 
be  this  bad!  Their  Gear  receives  begins  with  a  Light  Damage 
Result in the next game. 3-4 The Duelist partied to hard with 
the winning gang and has a severe hangover. -2 modifier to all 
Ranged Attacks in the next game. 5 The Duelist brings back a 
pile of cash that the Team Manager decides will go to pay for 
all of the ammo expended off the clock. Add 2d6K to the Team 
Coffers. 6 The Duelist found a nifty weapon in the Trash Heaps 
while bashing a rival gang member into a trash heap. Select a 
Melee Weapon for free, but the weapon must be equipped in 
the next match as the Duelists lucky weapon. The Duelist can 
switch back to their regular weapon after that game.  
2 Cat Scratch Fever 50K
The Duelist enjoys hitting up the local pleasure palaces a bit 
too much. Of course so do those corporate types. Roll a d6 for 
the result of the visit. 1-2 The Duelist has incriminating photos 
that  end  up  in  global  tabloids.  Roll  a  Contacts  Check  against 
a  randomly  chosen  Corporate  Sponsors  Threshold  Rating.  If 
there  is  a  MoF  of  1-2  then  the  Team  Manager  cannot  go  to 
that Sponsor during the next Postgame Wrap Up. If the MoF 
is  greater  than  3  then  the  team  has  lost  that  sponsor!  3-5 
Nothing  serious  occurs  besides  the  serious  chewing  out  the 
Team Manager gives to the offending Duelist. 6 Blackmail! The 
good  kind.  The  Duelist  met  with  some  corporate  types  that 
have  wives  back  home.  Wonder  what  theyd  do  with  all  of 
those photos the Duelist took... The Team Manager gets a +1 
modifier to their next Contacts Check when dealing with one of 
the Teams existing sponsors or if the Team Manager wants to 
try to attract a new sponsor.
3 Thats Dope! 25K
Hard  Drinking,  hitting  the  hookah  too  much,  or  just  plain 
overindulging, the Duelist just doesnt know when to stop. Roll 
a D6 for the result 1-3 The Duelist is severely hung over from 
the binge. -1 to all Ranged Offense and Defense Checks. 4-5 
How  does  he  do  that?  The  Duelist  seems  to  have  shaken  off 
the effects without and ill effect. 6 I didnt think performance 
enhancers  were  allowed  in  the  ring...  The  Duelist  receives  a 
+1 to all Defense checks.
4  6 Dull Danny
The Duelist surprisingly had no incidents this time around, 
or they were just too good at hiding it from the Team Manager. 
They say ignorance is bliss, but its just way too quiet... 
7 Rivalry!
During  the  course  of  the  week,  the  Duelist  has  managed 
to  pick  a  fight  with  a  rival  pilot  for  the  upcoming  game.  The 
tabloids have picked up on the fight and have sensationalized it! 
If the Duelist defeats his rival in the next game, he will receive 
10 Rep points. Losing to his rival will give the Rival Duelist 5 
Rep points. 
8+ Trash Talk
The  Duelist  has  gone  out  of  their  way  to  antagonize  their 
corporate  sponsors  rival  teams.  For  the  next  1d3  games, 
pick a Corporate Sponsor that the Team has currently and the 
Team  will  win  10  extra  Rep  points  as  well  as  a  free  roll  on 
the Corporate Sponsors monetary compensation table if they 
defeat their rival team. If the team loses then, they no longer 
benefit from the Trash Talk.
Combo Moves
COMBO CHAINS 
The thing that makes a Duelist different from the typical Gear 
pilot  is  the  ability  to  push  the  limits  of  the  machine  they  are 
piloting. In Arena, two types of abilities exist: Combo Forms and 
Talents.  Combo  Forms  are  active  abilities  that  can  be  chained 
together  for  added  affects  to  defense,  damage,  attacks, 
movement, and crowd affects. Combo Chains require an action 
to begin, and the player must declare the number of Combos the 
Duelist is going to attempt in the chain. 
A Duelist may chain a number of combos equal to their Dueling 
skill  +  1.  Melee  Combo  effects  generally  occur  within  Melee 
range  which  is  their  Dueling  skill  in  inches  measured  out  from 
the models base. So a Duelist with a Dueling skill of 3 can chain 
up to 4 combos and can engage a target up to 3 inches away 
from their base. Duelists may move to engage multiple targets 
with their combos. 
All  Combos  have  thresholds.  In  some  cases,  Combo  Forms 
increase  damage  or  add  a  bonus  modifier  to  an  attack.  A 
successful Combo Check generates a free attack action. These 
effects  are  added  to  the  free  attack  roll  that  immediately 
follows the Combo check. The effects from a Combo Check must 
be  applied  to  the  free  action  that  is  immediately  generated, 
and  cannot  be  carried  over  to  any  additional  attacks  unless 
specifically noted in the description of the Combo. Avoiding the 
attack does not stop a Combo Chain. 
Not  every  combo  is  available  to  every  duelist  classes,  but 
some  abilities  and  combos  are  shared  by  different  classes.  Its 
a good idea to have a mix of classes and abilities to be able to 
combat an opponents ability. 
When  performing  a  combo  chain,  a  Duelist  that  repeatedly 
uses the same move in a Combo chain against the same becomes 
predictable. Each time the same combo move is used in a chain 
against the same opponent, the defender adds a +1 modifier to 
defend against their attacker.
DEFENSIVE DUELING 
Some Duelists are specialists at a form of combat that is Defensive 
in nature. While it might seem counter-intuitive for a Duelist to be 
concerned with purely defensive maneuvers, their Teammates would 
argue otherwise. 
In order for a Duelist to go into a Defensive Dueling Chain, they 
must spend an action.  Spending an action allows the Duelist to go 
into  Defensive  Fighting  Mode.  Duelists  may  enter  into  Defensive 
Fighting Mode at any time during the round as long as they have an 
action. Defensive Fighting Mode, allows the Duelist to use Defensive 
Combos. Unlike normal Combo Chains, the Duelist does not declare 
the number of combos to attempt. During the course of the round, 
the Duelist may perform up to their maximum number of Defensive 
Combos  which  is  equal  to  their  Dueling  Skill  +  1.  Place  a  die  next 
to a Duelist in Defensive Fighting Mode to represent the number of 
combos remaining to the Duelist.  
Defensive Combos are reactive. In order to be used, the Duelist 
must react to an attack in order to perform a Defensive Combo. The 
attack does not have to be made against the Duelist in order to react. 
If a teammate is in the Melee Range of the Duelist, then the Duelist 
may react to attacks made against the teammate. In these cases, the 
teammates benefit from the Defensive Combos effects. 
Like regular Combos, Defensive Combos have thresholds to meet 
before being able to make use of the Combos benefits. If a Duelist fails 
to meet the Combos threshold, then the remaining Combos available 
for the round are lost. For purposes of Rep Generation, if the Duelist 
makes all of their thresholds on any Defensive Combo Checks, count 
the number of successful checks as a Combo Chain. If the Duelist fails 
to make a threshold on one of their Checks, but makes at least one of 
the checks in the chain, then the Duelist receives a single Rep point. 
Unlike  normal  combos,  Defensive  Combos  do  not  generate  a 
free  attack,  unless  the  Defensive  Combo  has  a  counter  attached 
to  the  description.  Counters  are  free  attacks  generated  when  the 
opponents  attack  is  avoided  by  a  successful  Defense  check.  If  a 
teammate is the subject of an attack, but successfully defends, then 
the  Duelist  can  Counter.  Not  all  Defensive  Combos  have  Counters. 
Check the description for Counters.
Defensive Combos are marked with this icon:
66
Defensive Combos are marked with this icon:
COMBO CHAINS 
The Duelist in the picture has a Dueling Skill of 3 and is at Combat SMS speed. He declares his maximum Combo 
Chain,  which  is  4  (Dueling  Skill  3+1).  He  sees  three  opponents  ahead  of  him  and  plans  on  moving  through  and 
attacking all three enemy units. His first opponent is within 3 of him, which puts him in range to be attacked. The 
Duelist declares a Fast Punch combo and rolls against the Combos threshold of 3. He makes the roll with a 6 on his 
Dueling skill check. The successful Dueling Check has given him a free attack action. He rolls to attack and hits his 
opponent. The Duelist applies the damage to the opponent. 
Satisfied with that attack, the Duelist decides to close the distance to his second opponent. He declares a Jump 
for his second Combo and places a marker behind the enemy model. The distance is 6 away. The Duelist makes his 
check against a threshold 3 and successfully generates a result of 7. This gives him more than enough distance 
to get to the declared spot. Since he made his Jump Combo check, the Duelist generates and attack which he 
makes while in the air. The opponent suffers a -1 to their defense for being attacked from above and also for being 
attacked from behind. The Duelist does massive damage with a sword strike, but decides to save the last two 
combos for the last opponent. 
The Duelist uses his Gears movement to close the distance this time. Once in front of the enemy, the Duelist 
declares his third Combo in the Chain. This time the Duelist uses a Fox Punch. The Duelist makes his Dueling skill check 
against the Combos Threshold of 4 and succeeds in beating the threshold by rolling a 5. The Duelist makes his attack 
roll, but misses the target. The Duelist can still attempt his last combo even though the attack missed. A successful 
Combo Check is the only thing needed to continue to the next Combo. For the final Combo, the Duelist attempts a 
flashy maneuver. He declares a Cockpit Punch. The Threshold on this attempt is 5, much higher than the prior checks. 
The Duelist rolls, but fails to exceed the threshold. His combo chain has stopped and no attack is generated.
67
PARRY 
Any duelist may attempt to parry a melee attack. The Duelist 
declares  a  Parry  against  a  specific  attacker  then  makes  their 
Dueling  Check.  A  successful  parry  check  adds  +1  to  the 
duelists defense skill rolls against the chosen opponent for the 
duration of that opponents combo chain.
GRAPPLE 
A duelist can initiate a grapple attempt to stop an opponents 
movement. The duelist rolls their Dueling skill against their targets 
Dueling skill. If the attacker succeeds with the threshold, they may 
make  an  attack  roll  against  their  target.  If  the  attack  succeeds 
then any action or movement both units are involved in immediately 
stops. Both gears immediately go to stationary movement and any 
combos  being  attempted  by  either  unit  immediately  stop.  Both 
units  remain  stationary  and  continue  making  opposed  Dueling 
checks  each  turn  till  either  the  initiating  Duelist  ceases  the 
grappling maneuver or is defeated by his opponent. Larger vehicles 
have  an  advantage  in  grappling  and  apply  the  difference  in  their 
size as a modifier to their Dueling Skills.
EJECT 
If a unit is overkilled or destroyed, a duelist may attempt to 
eject out of the unit to avoid injury or death. A successful duelist 
check against the threshold means the duelist has managed to 
bail out of their Gear before it is overkilled or destroyed.
SUPPRESSIVE FIRE 
Duelist  using  suppressive  fire  against  an  opponent  trying  a 
Ranged combo adds to the thresholds needed for the opponent 
to succeed in their Combo Chain. The Margin of Success against 
the  suppressive  fire  check  is  added  to  combo  threshold  of  the 
opponents  combo  threshold  rating  for  the  remainder  of  their 
opponents  Combo  Chain.  Suppressive  fire  requires  a  combat 
lock of the opponent to initiate. When using the Suppressive fire, 
check for an Out of Ammo result using the combo checks roll.
Threshold: 4
Threshold: 5
Threshold: 6
STANDARD COMBOS 
All duelists have access to certain combo skills. These abilities 
are  fundamental  abilities  learned  by  even  the  greenest  rookie 
on the field.
JABBING PUNCH 
A  quick  attack  that  does  Damage  equal  to  Size-2,  but  gives 
an Acc of +1. 
KICK 
The duelist makes a check against the threshold to deliver a 
powerful kick. If the threshold is not met, the duelists Gear falls 
on  the  ground  and  is  considered  stationary  till  the  duelist  can 
spend  an  action  to  stand  back  up.  A  successful  roll  allows  the 
duelist  to  make  an  attack  roll  against  a  target  with  a  Damage 
equal to Size+2.
DISRUPTIVE FIRE 
Prerequisite: Full RoF from a Ranged Weapon 
Duelist  using  disruptive  fire  against  an  opponent  trying  a 
Ranged combo adds to the thresholds needed for the opponent 
to  succeed  in  the  opponents  current  Combo  Skill  Check.  The 
Margin of Success against the suppressive fire check is added to 
combo threshold of the opponents combo threshold rating for 
their  opponents  Combo  Skill  Check.  Suppressive  fire  requires 
a  combat  lock  of  the  opponent  to  initiate.  When  using  the 
Disruptive fire, check for an Out of Ammo result using the combo 
checks roll.
JUMP 
When  making  a  Jump  check,  the  Duelist  must  declare  their 
intended  destination.  Place  a  marker  on  the  spot.  The  duelist 
attempts  to  jump  by  making  a  Dueling  skill  check  against  a 
threshold of 3. If the duelist succeeds in the roll, they can make 
an additional vertical and/or horizontal move equal to half of their 
Gears size rating (round up) + their Margin of Success on their 
Duelist skill check in movement points. 
Vertical  distance  must  include  upward  and  downward 
movement in MP. Horizontal movement is considered to be over 
clear  terrain.  If  the  unit  lands  on  any  terrain  other  than  the 
declared spot, the duelist must make an immediate Piloting check 
against a threshold of 4 or be knocked down and take a single 
box of damage. If the duelist performs a vertical jump and fails to 
have enough MP to land on their declared spot, then the Duelist 
has suffered an Unintentional Impact. All attacks generated from 
a  Vertical  Jump  are  considered  to  be  from  above,  unless  the 
target is on an elevated position thats higher than the maximum 
Vertical height achieved from a Jump Combo Check. Landing on 
Dangerous and Difficult Terrain causes a piloting check. Once the 
Jump is completed, the Duelist can choose its facing.
Threshold: 3
STANDARD
THRESHOLD MET
Duelist generates free Action
THRESHOLD NOT MET
Combo Chain ends
Duelist rolls their Dueling Skill against the Combos 
Threshold. Applying modifiers from the following:
 Gears Maneuver Score
 Duelist Talens
 Combo Effects with Carry Over (Does not apply 
to the first combo)
Duelist spends an action and declares the number of 
Combos they are going to attempt to Chain, chooses a 
Combo from their list and declares their choice.
Duelist performs the Attack appling benefits of 
Combo and starts the next Combo in the chain.
COMBO MOVES
ST ST ST ST ST ST ST ST ST ST ST ST ST ST ST ST ST ST ST STAN AN AN AN AN AN AN AN AN AN AN AN AN AN AN AN AN AN AN A DA DA DA DA DA DA DA DA DA DA DA DA DA DA DA DA DA DA DA D RD RD RD RD RD RD RD RD RD RD RD RD RD RD RD RD RD RD RR
68
MOTIVE OPERANDI 
Prerequisite: Movement
As long as the Gear is moving, add +1 to all attack rolls. 
OVERCLOCK 
Prerequisite: Stationary
If the Gear is at stationary and is not grappled, the duelist can 
shift to combat speed. 
JUMPBACK ATTACK 
Prerequisite: Target in the Rear Arc 
The  Duelist  moves  past  the  target  and  attacks  from  the 
rear  with  a  fast  mid  movement  180  degree  facing  change  to 
put  the  targets  back  in  the  Duelists  line  of  sight.  Once  the 
shot  has  been  resolved,  Duelist  may  change  their  facing  up  to 
an additional 180 degrees. The defender suffers an additional -1 
penalty to its defense roll. 
HOOK ATTACK 
Prerequisite: Moving
An  attack  that  the  duelist  uses  their  arm  to  hook  their 
opponent as they move by. The duelist drags the opponent with 
him a number of inches equal to the MoS. The target must then 
make  a  defense  check  (Threshold  3)  or  be  knocked  down  one 
speed band.
BUMP IN 
Prerequisites: Counter 
With  a  short  burst  of  speed,  the  defending  duelist  may 
attempt to break a melee combo chain with a controlled tackle. 
If the Bump In succeeds against the opposing duelist then their 
chain is stopped and the opponent receives a stun counter. If the 
duelist using Bump in has a shield or buckler they may add the 
shields damage rating to their dueling roll as a modifier.  
RAM THROUGH 
Prerequisite: Ram Plate or Shield
Using the shield or a ram plate, the duelist clears a way for 
their Gear to move through. The Duelist can move an opponent 
to  the  left  or  right  arc  up  to  the  MoS  on  their  combo  check 
if  they  succeed  in  an  attack.  Both  units  are  treated  as  taking 
ramming damage. 
SKID FALL 
The  duelist  dives  at  the  feet  of  Gears  and  plows  through 
anything  in  its  path.  The  Duelist  can  strike  a  number  of  units 
within the MoS of the roll in a straight line. The Duelist makes a 
single attack roll. Each Gear in the line of attack makes a defense 
roll. If the defense roll fails, the Defender takes Duelists Gears 
Size+2 in damage as well as having to make a Piloting skill roll 
against a threshold of 4. If the Defender fails the Piloting skill roll 
the unit is knocked down.
FLYING TACKLE 
The Duelist can make a ram attack that has reach. Add the 
MoS  to  the  Duelists  Melee  Range.  Add  the  MoS  to  the  ram 
damage on a successful hit. 
LEVEL 1
Threshold: 3
LEVEL 2
Threshold: 4
SKID AND CRASH 
Prerequisite: Ram Plate or Shield; Ground Movement
The Duelists Gear must be at least at combat speed in Ground 
mode  to  perform  this  controlled  ram.  If  the  roll  succeeds,  the 
attacking duelist takes no damage in the ram, but does receive a 
stun counter. The defending unit receives damage normally. Both 
units drop their speed to stationary. If the Skid and Crash fails to 
connect, the duelist must make an immediate Dueling roll against 
a threshold of 4 or crash. Treat the crash as a unintentional ram 
with half damage. The unit immediately becomes stationary and 
the duelist receives a stun counter.  
LOW TACKLE 
Prerequisite: Combat Movement or higher
A successful tackle combo attack knocks down the enemy unit 
making it stationary.  
PIERCING RAM 
Prerequisite: Combat Movement or higher
Add  Armor  Piercing  to  the  Ram  attack  damage  against  the 
opponent. 
SHOT PUT 
Prerequisite: Combat Movement or higher
Effects:  The  Duelist  rushes  at  the  target  and  grapples  the 
target while moving. The target is then launched in a direction of 
the duelists choosing up to the duelists size rating + the MoS 
of the combo check. If the thrown Gear hits another Gear or wall 
treat the hit as an unintentional impact. The thrown Gear must 
make a defense check at a threshold of 5. If the roll fails the unit 
is considered knocked down.
POWER DIVE 
Prerequisite: Jump
The duelist leaps into the air and lands in the middle of a group 
of targets. The duelists attack generates an AE rating equal to 
their MoS. The attack is Acc 0 with a damage equal to the size 
of the Gear plus half the distance of the jump. 
RAM & RUN 
Prerequisite: Combat Speed or better. Ram Plate or Shield
The duelist may ram the enemy without taking any damage to 
themselves or slowing down. 
RUNNING ATTACK 
Prerequisite: Top Speed
Running in a straight line, the duelist can make melee attacks 
on any targets within their melee range. 
RUN AND GUN 
Prerequisite: Top Speed
Add a bonus modifier equal to the MoS from the combo check 
on a ranged attack. 
LEVEL 3
Threshold: 5
LEVEL 4
Threshold: 6
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98.127.170.166
69
BLOCK 
Prerequisite: None 
When  attempting  to  combat  a  Melee  Combo  Chain,  the 
defending duelist can declare a block and receive a +1 modifier 
to  their  Dueling  or  Defense  Check  if  they  make  their  combo 
check.  If  the  unit  is  equipped  with  a  shield  or  buckler,  then 
Ranged attacks and combos may be blocked. 
FEINT 
Prerequisite: None 
A feint is used to throw off the opponents Combo Chain, but 
the more experienced the opposing duelist is the more difficult it 
is to trick them. Unlike typical Combos, this maneuver requires 
an opposed Dueling skill check against the target the Feint is used 
against. MoS translates into a positive modifier on their defense 
against the next attack from the opponent that lost the Feint. If 
the move does not succeed, then treat the MoF as a penalty on 
the next attack again the opponent that won the Feint.
THROW 
Prerequisite: Counter
The duelist counters an attack by throwing the attacking Gear 
onto the ground or into a nearby wall. If the throw is onto the 
ground then the Gear is considered knocked down. If the Gear is 
thrown into a wall, treat it as an unintentional impact. Counters 
occur after a successful defense roll.  
HEAD DROP 
Prerequisite: Flip 
If  the  Duelist  makes  a  successful  Flip  attack  against  an 
opposing Gear, then they may declare a Head Drop. The Duelist 
makes a Dueling check against the threshold. If the roll succeeds 
then the Defending Duelist is stunned.  
FLIP 
Prerequisite: Counter
The Duelist tosses the opposing gear onto their back resulting 
in a Knockdown as well as the Defending Gears Size+3 in damage.
REVERSE THROW 
Prerequisite: An attacker using a throw; Counter
If  an  attacker  uses  a  throw  on  the  duelist,  the  duelist  may 
attempt to throw the attacker by using their own force against 
them. If the combo check succeeds, the duelist rolls against his 
opponents  attack  roll.  If  the  roll  exceeds  the  attackers,  the 
duelist has successfully reversed the throw. The unit is thrown a 
distance equal to the MoS + the size of the attacking unit. The 
duelist chooses a direction on their rear 180 degree arc. 
WEAPON GRAPPLE 
Prerequisite: None
Select  a  handheld  weapon  in  an  opponents  hand.  If  the 
grapple  is  a  success  then  the  weapon  is  at  a  -3  to  all  attacks 
until the grapple is broken. While weapon grapple is in effect the 
duelist  cannot  use  the  arm  designated  for  the  grapple  for  any 
other reason unless specified by the rules. 
ELBOW SMASH 
Prerequisite: None
An  attack  can  be  made  with  a  short  jab  of  the  elbow.  This 
technique can be used even if the duelist is grappled. The attack 
is at a -1 Acc and does Size+1 damage. 
LEVEL 1
Threshold: 3
LEVEL 2
Threshold: 4
CRUSHING GRAPPLE 
Prerequisite: Grapple
If the duelist is involved in a Gear to Gear grapple, they may 
make their combo check to apply damage to the enemy unit. The 
attack is done with an Acc 0 and damage equal to the Duelists 
size+ MoS of the combo check.
FLIP & SLAM 
Prerequisite: Flip
If  the  Duelist  makes  a  successful  Flip  attack  against  an 
opposing Gear, then they may declare a Flip & Slam combo, and 
make a Dueling Check against the threshold. If the roll succeeds, 
the double the Size damage taken from the slam. 
DISARM 
Prerequisite: None
The  duelist  designates  a  handheld  weapon  on  a  targeted 
model, a successful attack with at MoS of 3 or greater against 
the target results the target losing the targeted weapon. The 
weapon falls to the ground and maybe picked up with an action 
Any dropped weapons are recovered by the original owner. 
REACTIVE FURY  
Prerequisite: Counter 
Successful roll allows the duelist to counter with a number of 
attacks equal to the Margin of Success.  
TEN STEP COUNTER KICK 
Prerequisite: Counter 
Successful roll allows the duelist to counter attack and then 
make  a  movement  equal  to  their  MoS.  This  move  does  not 
provoke any free attacks.
RISING WALL 
Prerequisite: None
The Duelist may reroll a number of defense checks in a combo 
chain equal to the MoS. The duelist may only reroll once for each 
attack, and must take the second result regardless even if it is 
worse than the original roll. If the duelist has a talent that allows 
for  a  rerolled  defense  check,  then  the  defense  check  may  be 
rerolled a second time. 
PEEK-A-BOO STYLE 
Prerequisite: None
The  Duelist  applies  the  MoS  as  a  defensive  modifier  for  the 
duration of the current combo chain. 
LETHAL COUNTER 
Prerequisite: Counter
On  a  successful  combo  check,  the  defender  applies  the 
attackers  and  defenders  size  to  the  damage  modifier  of  the 
counter attack.
REVERSAL SUPLEX 
Prerequisite: Counter; Grapple
If  the  duelist  is  grappled  and  they  make  their  combo  check, 
they  may  attempt  a  Reversal  Suplex  attack.  If  the  attack 
succeeds, the opponent is knockdowned, stunned, and receives 
damage equal to their size rating x2. Both Gears are no longer 
considered grappled after this move.
LEVEL 3
Threshold: 5
LEVEL 4
Threshold: 6
DEFENSIVE FIGHTING DE DE DE DE DE DE DE DE DE DE DDE DE DE DE DE DE DE DE DEFE FE FE FE FE FE FE FE FE FE FE FE FE FE FE FE E FE FE FENS NS NS NS NS NS NS NS NS NS NS NS NS NS NS NS NS NS NS N IV IV IV IV IV IV IV IV IV IV IV IV IV IV IV IV IV IV IV IVE  E  E  E  E  E  EEEEE  E  EEEEE  EE FI FI FI FI FI FI FI FI FI FI FI FI FI FI FI FI FI FI FIGH GGH GH GH GH GH GH GH GH GH GH GH GH GH GH GH GH GH GHTI TI TI TI TI TI TI TI TI TI TI TI TI TI TI TI TI TI TING NG NG NG NG NG NG NG NG NG NG NG NG NG NG NG NG NG NNG
70
PUGILIST FORM
FAST PUNCH 
Prerequisite: Fist
A  quick  punch  that  is  more  powerful  than  a  Jab  Punch,  but 
just as accurate. Damage Rating is equal to the Size of the unit 
-1 and has an Acc of +1. 
PUNCH THROUGH 
Prerequisite: Chassis Reinforcement, Spikegun,  
Heavy Spikegun
Add the Armor Piercing trait to the attack. 
HOOK PUNCH 
Prerequisite: Fist
Punching Strike generates a Stun Counter on top of normal 
damage.
HEADBUTT 
Prerequisite: None
The Defender loses the ability to use Rally for the remainder 
of the turn.
 
 
GRAPPLE SWING 
Prerequisite: Grapple
The Attacker throws the unit into a wall or another Gear within 
melee  range.  The  defender  takes  damage  as  an  unintentional 
impact and also generates a Stun Counter. 
CRUSH PUNCH 
Prerequisite: Fist
The  punch  attack  is  less  accurate,  but  more  powerful 
destroying armor in the process of the hit. Damage is equal to 
Size. Acc-1. Add the Armor Crushing trait to the punch. 
FOX PUNCH 
Prerequisite: Fist
This fast punch seemingly comes out of nowhere. Defenders 
incur a penalty of -2 against this punch attack. 
KNIFE PUNCH 
Prerequisite: Fist
Extending the Gears fingers straight out, the hand becomes 
as deadly as some bladed weapons. Add 3 to the base damage of 
the punch for the remainder of the combo chain. 
LEVEL 1
Threshold: 3
LEVEL 2
Threshold: 4
COCKPIT STRIKE 
Prerequisite: Fist
A successful strike results in the defender having to make a 
health check after the game as well as receiving a stun counter. 
This  effect  may  only  be  used  once  per  unit.  Only  one  forced 
health check may be in effect per game. 
ENGINE PUNCH 
Prerequisite: In the Rear Arc of the Targeted Gear 
A successful hit from the Duelist will result in standard punch 
damage, but will also cause the defending Gear to drop a speed 
band. If the unit is at Stationary already, the unit will not be able 
to move during the next turn.  
POWER PUNCH 
Prerequisite: None 
The Duelist makes a punch attack by throwing their Gears full 
weight into the punch. Damage is equal to twice the Size rating 
of the Gear with an Acc -1. 
PUMMEL EM 
Prerequisite: Fist
The Duelist makes a number of punching strikes equal to their 
Dueling skill. The first strikes damage is equal to the Size of the 
Gear, Acc -1.
CRITICAL HIT 
Prerequisite: Fist
The Duelist has learned how to strike crucial systems in the 
opponents  Gear.  Their  punch  will  do  damage  equal  to  three 
times their Gears Size Rating with an Acc -1
THOUSAND FIST STRIKE 
Prerequisite: Fist
The Attacker may make a number of punch attacks equal to 
their  dueling  skill.  If  all  of  the  hits  strike  with  a  MoS  of  1,  the 
attacker earns an additional Rep Point. 
THUNDERSMASH 
Prerequisite: Fist
The duelist strikes their opponents own electronics systems 
adding a Haywire Effect to their strike. Additionally, the defender 
must  make  a  Piloting  roll  against  the  attackers  combo  check 
result or be considered knocked down. 
HAYMAKER 
Prerequisite: Fist
The  attacker  generates  an  AE  attack  equal  to  their  Melee 
Range. The attacker is unaffected by the attack.
LEVEL 3
Threshold: 5
LEVEL 4
Threshold: 6
PU PU PU PU PU PU PU PU PU PU PU PU PU PU PU PU PU PU PU PUGGGGGI GI GI GI GI GI GI GI GI GI GI GI GI GI GGILI LI LI LI LI LI LLLI LLLIIII LI LIST ST ST ST ST ST ST ST ST ST ST ST ST ST ST ST ST ST ST FFFFFFFFFFFFFFFFFFOOOOR OR OR OR OR OR OR OR OR OR OR OR OR OR OR ORMMMMMMMMMMMMMMMMMMM
71
KICKBOXER FORM
HIGH KICK 
Prerequisite: Kick
If  the  duelist  connects  with  his  attack,  then  the  opponent 
receives a stun counter.
TORSO KICK 
Prerequisite: Kick
This kick causes the target to suffer a -1 defense penalty on 
the next defense check in addition to normal kick damage.
SHORT KICK 
Prerequisites: Kick
A  short  quick  kick  that  sacrifices  damage  for  speed.  The 
Duelist  can  make  two  kick  attacks  with  Acc  0  and  Damage  of 
Size -1.   
KNEE KICK 
Prerequisites: Kick 
A  powerful  kick  that  has  the  potential  of  damaging  an 
opponents  movement  system.  Damage  Size+1  Acc  -1.  If  the 
Margin  of  Success  is  3  or  more  then  deduct  1  MP  from  the 
Top  Speed  of  their  primary  or  secondary  movement  (players 
choice).
ROTATION KICK 
Prerequisite: Kick
A kick that adds the weight of the Gear into that attack. Acc 
0, Damage Size + MoS of the combo check.  
JUMP & SMASH 
Prerequisites: Kick, Jump Combo
On a successful jump combo, the duelist may attempt a kicking 
attack while in midair of a unit that is in their melee range. The 
damage is equal to Size + 3, Acc -1, add the Armor Crush trait 
to the attack.
THRUST KICK 
Prerequisite: Kick
The  duelist  drops  towards  the  ground  and  thrusts  his  legs 
towards  the  target  using  the  Gears  arms  as  a  fulcrum  point. 
The powerful kick launches the target back a number of inches 
equal  to  the  MoS.  If  the  target  hits  a  wall  or  another  Gear, 
treat the hit as an unintentional impact. The attack is Acc -1 and 
Damage equal to the Gears Size +2. The Duelist may use this 
combo  while  Knocked  Down.  If  the  Duelist  was  Knocked  Down 
before executing this combo, then they end the combo back on 
their feet. 
STEP BACK KICK 
Prerequisite: Kick, Walker Mode 
A  kick  attack  that  allows  the  Duelist  to  disengage  from  an 
opponents melee range. After making a kick attack, the duelist 
can  move  back  a  number  of  inches  equal  to  the  MoS  on  the 
combo check. 
LEVEL 1
Threshold: 3
LEVEL 2
Threshold: 4
CLINCH KICK 
Prerequisite: Kick, Grapple
The duelist grabs the opponents head and brings it down to 
meet the upwards thrust knee. A successful attack will generate 
a health check on the opponent after the game. Acc 0, Damage 
Size x2. 
SWEEPING LOW KICK 
Prerequisite: Kick
A successful attack against the opponent knocks the opponent 
down. 
HOOK KICK 
Prerequisite: Kick
This  kick  propels  the  target  into  a  Left  or  Right  (Duelists 
choice) Arc direction and does a tremendous amount of damage. 
Acc -1 Damage Size+5. The target drops one speed band and 
receives a stun counter.
RABBIT KICK 
Prerequisite: Kick
The Duelist generates a number of kick attacks equal to the 
MoS. Acc 0 Damage Size +1. 
SPIN KICK 
Prerequisite: Kick
The  duelist  generates  an  AE  attack  equal  to  the  MoS.  The 
Duelist  is  unaffected  by  the  attack.  This  attack  forces  each 
struck opponent to make an additional Piloting check (threshold 
6) or be knocked down. Acc 0 Damage Size+2.
REVERSE FLIP KICK 
Prerequisite: Kick
The duelist flips backwards and kicks his opponent in mid-flip. 
The attack does tremendous damage. Acc -1 Damage Size x3. 
TRIP AND SMASH 
Prerequisite: Kick
The Duelist makes two attacks. The first attack is to force a 
knockdown against the target. If successful, a second kick attack 
follows with an Acc of 0 and Damage Size+3. 
FLYING KICK 
Prerequisite: Kick, Top Speed
The Duelist launches himself at a target increasing his Melee 
Reach and delivering a power hit. The Duelist can make a flying 
kick  attack  equal  to  their  Melee  Range  plus  the  Size  of  the 
Duelists  Gear.  If  the  attack  connects,  then  the  opposing  Gear 
is pushed back the same distance as the Flying Kick. If there is a 
wall or another Gear, the opponent suffers from an unintentional 
impact.  If  there  is  nothing  in  the  way  of  the  opponent,  the 
opponent suffers a knockdown.
LEVEL 3
Threshold: 5
LEVEL 4
Threshold: 6
KI KI KI KI KI KI KI KI KI KI KI KI KI KI KI KI KI KI KICK CK CK CK CK CK CK CK CK CK CK CK CK CK CK CK CK CK CK KBO BO BO BO BO BO BO BO BO BO BO BO BO BO BO BO BO BO BO BOXE XE XE XE XE XE XE XE XE XE XE XE XE XE XE XE XE XE XE X RR  R  R  RRR  R  RR  R  R  R  R  RR  RRR FO FO FO FO FO O FO FO FO FO FO FO FO FO FO FO FO FO FO FORM RM RM RM RM RM RM RM RM RM RM RM RM RM RM RM RM RRM
72
SWORD FORM
POWERTHRUST 
Prerequisite: Bladed Vibro Weapon
The player may take up a penalty to their combo and add the 
equivalent penalty to their damage rating on a successful check. 
FLAT OF THE BLADE 
Prerequisite: Bladed Vibro Weapon
A stun token is generated against the defender if the attacker 
manages to damage their opponent. 
THRUST AND TWIST 
Prerequisite: Bladed Vibro Weapon 
Destroys 1 point off of the base armor with a successful hit. 
INSULTING SLAPS 
Prerequisite: Bladed Vibro Weapon 
Add an extra Rep Point if the chain is completed. The attack 
does not generate any damage but must hit.
 
VIBROSTAB 
Prerequisite: Bladed Vibro Weapon
The  duelist  uses  a  bladed  vibro  weapon  to  create  a  deadly 
strike  against  a  target.  Add  +2  to  the  damage  rating  of  the 
vibro weapon for the remainder of the combo chain.
LETHAL THRUST 
Prerequisite: Bladed Weapon
The Duelist that hits with a lethal thrust add +4 to their base 
weapon damage. 
BERSERK 
Prerequisite: Bladed Weapon 
The Duelist makes a check against the threshold and gains a 
number  melee  attacks  equal  to  the  Margin  of  Success.  These 
attacks have an additional Acc penalty of -1. 
VIBROKILL 
Prerequisite: Vibro Weapon
Double the Vibro Weapons Damage if the Duelist makes their 
Threshold check.
LEVEL 1
Threshold: 3
LEVEL 2
Threshold: 4
PRECISION STRIKE 
Prerequisite: Bladed Weapon
If  the  Duelist  makes  their  combo  check,  they  can  reserve  a 
re-roll on an attack roll during their chain. If an attack fails to 
strike  with  their  Bladed  weapon  attack  then  they  may  re-roll 
their attack. The second rolls results supersede the initial rolls 
results. 
HIGH STAB 
Prerequisite: Bladed Weapon 
The  duelist  targets  the  enemys  torso  and  cockpit.  A 
successful attack does normal damage and gives the defending 
duelist  a  stun  counter.  Add  +1  to  any  health  checks  in  post 
game wrap up to the target.  
HIGH FORM 
Prerequisite: Bladed Weapon
The  duelist  may  add  a  +1  Modifier  to  all  of  their  Defense 
Checks till the end of their combo chain. 
LOW FORM 
Prerequisite: Bladed Weapon
The  duelist  may  add  a  +1  Modifier  to  all  of  their  Combo 
Checks till the end of their Combo Chain.
SPIN ATTACK 
Prerequisite: Bladed Weapon
The  Duelist  makes  a  bladed  weapon  attack  that  gives  his 
attack an AE rating equal to their Melee Range. The Duelist is 
unaffected by the attack. 
RAPID SLASH 
Prerequisite: Bladed Weapon
The  Duelist  makes  a  number  of  blade  strikes  equal  to  their 
Dueling skill. 
VIBROCHOP 
Prerequisite: Bladed Vibro Weapon
The  duelist  can  target  an  enemy  Gears  arm  and  attempt 
to  chop  it  off.  If  the  Margin  of  Success  is  2  or  less  then  the 
opposing gear takes damage as normal. If the attack is 3 or more 
then the attack succeeds in removing the targeted arm and any 
weapons it was carrying as well as normal damage. The arm may 
be  picked  up  by  another  gear  and  used  as  a  club  at  this  point 
with a Damage rating of x9 and an Acc of -1.
DISARM 
Prerequisite: Bladed Vibro Weapon
The duelist may make a number of blade strikes equal to the 
MOS of the combo check. The attacks cause no damage but if the 
MOS of the attacks is 3 or greater they will destroy a weapon of 
the attacking duelists choice. If all attacks successfully destroy a 
weapon gain 1 additional Rep point.
LEVEL 3
Threshold: 5
LEVEL 4
Threshold: 6
SW SW SW SW SW SW SW SW SW SW SW SW SW SW SW SW SW SW SWOR OR OR OR OR OR OR OR OR OR OR OR OR OR OR OR OR OR O DDDDDDDD  DD  DDDD  D  D  D  DD FO FO FO FO FO FO FO FO FO FO FO FO FO FO FO FO FO FO FORM RM RM RM RM RM RM RM RM MMMM RM RM RM RM RM MM
73
COUNTING COUP 
Prerequisites: Crushing Weapon
Add an extra Rep Point if the chain is completed. The attack 
does not generate any damage, but must hit. 
STUN HAMMER 
Prerequisites: Crushing Weapon
A stun token is generated against the defender if the attacker 
manages to damage their opponent. 
DOUBLE BLOW 
Prerequisites: Crushing Weapon
The duelist strikes with the main part of their blunt weapon, 
and follows up with a hit from the hilt of the weapon. Successfully 
rolling  this  ability  gives  a  second  attack  with  the  crushing 
weapon, but with a -3 damage rating. 
CRUSHING STRIKE 
Prerequisites: Crushing Weapon
Add  1  additional  point  of  Armor  Crushing  to  any  damage 
results. 
KNOCK ABOUT 
Prerequisite: Crushing Weapon
A  successful  attack  results  in  pilot  disorientation.  Randomly 
change the direction of the defenders gear.
FALTERING HAMMERSTRIKE 
Prerequisite: Crushing Weapon
Forces an opposed defense check (vs. combo roll result) by 
the defender or drop one speed band. 
DAMAGE DEALER 
Prerequisite: Crushing Weapon
Add  2  to  the  base  damage  multiplier  of  the  weapon  for  the 
duration of the combo chain. 
ROCK AND A HARD PLACE 
Prerequisite: Crushing Weapon & Terrain within Melee Range
The  attack  does  normal  damage  and  throws  the  opponent 
into a wall. Move the defender next to the terrain piece within 
melee range of the attackers choice. The Defender must make 
a  defense  check  against  the  combo  check  roll  or  suffer  a  stun 
counter. 
BERSERK 
Prerequisites: Crushing Weapon 
The Duelist makes a check against the threshold and gains a 
number  melee  attacks  equal  to  the  Margin  of  Success.  These 
attacks have an additional Acc penalty of -1.
LEVEL 1
Threshold: 3
LEVEL 2
Threshold: 4
GUT SMASH 
Prerequisite: Crushing Weapon 
Causes the defender to roll against the combo check roll. If 
the roll fails, the defender drops one randomly determined hand 
held weapon. The weapon may be picked up by anybody with a 
free action. Dropped weapons are returned to teams at the end 
of a game unless they are destroyed. 
PRECISION STRIKE 
Prerequisites: Crushing Weapon
If the duelist fails to strike with their crushing weapon attack 
then they reroll their last crushing weapon attack. The second 
rolls results supersede the initial rolls results.  
SWEEPING STRIKE 
Prerequisite: Crushing Weapon with Reach
Choose a number of targets equal to the MoS of the combo 
check within Melee Range to engage. Make a single attack roll. 
Each defender must make a check against that roll. 
ABSOLUTE DENIAL 
Prerequisite: Crushing Weapon with Reach
If  the  duelist  strikes  their  opponent  successfully,  then  the 
defender  will  take  a  -1  penalty  for  all  defense  rolls  for  the 
remainder  of  the  combo  chain.  This  penalty  does  stack  on  top 
of Stun Counters.
TRIPDOWN 
Prerequisite: Crushing Weapon with Reach
A successful attack results in the defender having to make a 
Piloting  check  against  the  combo  check  result.  If  the  defender 
fails their pilot check, their unit has been knocked down. 
POWER SWING 
Prerequisites: Crushing weapon
The Duelist adds his Gears size to the damage rating of the 
weapon. 
WEAPON WHACK 
Prerequisites: Crushing weapon
The duelist can target an enemy Gears weapon and attempt 
to  crush  it.  If  the  Margin  of  Success  is  2  or  less  then  the 
opposing  gear  takes  damage  as  normal.  If  the  attack  is  3  or 
more then the attack succeeds in removing the targeted weapon 
as well as causing damage. 
CYCLONE  
Prerequisite:  Pair  of  Identical  Crushing  Weapons  or  a 
Crushing Weapon with Reach
The attacker makes an AE attack with their melee weapons. 
The AE is equal to their Melee Range + the MoS of their combo 
check. The Duelist is unaffected by the AE attack.
LEVEL 3
Threshold: 5
LEVEL 4
Threshold: 6
STAFF FORM ST ST ST SST ST ST ST ST SSST ST ST ST SST ST STAF AF AF AF AF AF AF AF AF AF AF AF AF AF AF AF AF AF AF AA FFFF  F  FFFFFF  FF  FF  FF  F  F FO FO FO FO FO FO FO FO FO FO FO OO FO FO FO FO FO FORM RM RM RM RM RM RM RM RM RM RM RM RM RM RM RM RM RM RM
74
RANGED OFFENSE
SPRAY FIRE 
Prerequisites: Ranged Weapon with RoF 
Firing a burst from a ranged weapon, the duelist that succeeds 
against the threshold may add a +1 Acc to the weapon that was 
fired on the next attack.  
FEELING LUCKY PUNK? 
Prerequisite: Ranged Weapon
The Duelist can add the Melee trait to one ranged weapon for 
a number attacks equal to the MoS. 
QUICK LOAD 
Prerequisite: Ranged Weapon with Reloads
The Duelist can reload their weapon without having to expend 
an action. 
GUN PLAY 
Prerequisites: Ranged Weapon 
The  Duelist  makes  a  flashy  attack  thats  a  crowd  pleaser.  If 
the Duelist completes their combo chain add an extra Rep point. 
LETHAL FIRE 
Prerequisites: Ranged Weapon 
Add  +4  to  the  base  damage  of  a  single  Ranged  Weapon 
attack if the Threshold Check is made. 
DOUBLE TAP 
Prerequisites: Ranged Weapon 
The  Duelist  may  reroll  their  attack  if  it  the  attack  misses. 
The second rolls results must be used even if the second roll is 
worse than the original roll. 
BURST FIRE 
Prerequisites: Ranged Weapon with RoF 
The duelist can increase the Area of Effect from RoF by their 
Margin of Success against the threshold for the next attack.  
INFILADE 
Prerequisite: Ranged Weapon with RoF
The Duelist generates raking fire that causes their targets to 
duck  for  cover.  The  Duelist  can  designate  a  number  of  targets 
in  equal to his RoF. The targets suffer -1 to all their Dueling and 
attack skill checks for the remainder of the turn.
LEVEL 1
Threshold: 3
LEVEL 2
Threshold: 4
TRICK SHOT 
Prerequisite: Ranged Weapon
The  Duelist  can  ricochet  a  shot  off  of  a  wall  to  hit  targets 
around a corner. The Duelist can direct fire at a target that is 
behind cover as long as they are within two inches of the edge 
of  the  terrain  that  is  providing  them  cover.  Defenders  receive 
Partial Cover bonus against Trick Shots.
WALKING FIRE 
Prerequisite: Ranged Weapon with RoF
The  Duelist  can  hit  a  number  of  targets  which  they  have  a 
combat lock on equal to their RoF rating plus the MoS. 
MAKE EM DANCE
Prerequisite: Ranged Weapon with RoF
A  successful  attack  forces  the  target  to  move  backwards 
equal  to  the  MOS  of  the  combo  check.  The  attack  causes  no 
damage.
IMPOSSIBLE DISARM
Prerequisite: Ranged weapon
A  successful  attack  with  MOS  3  or  more  destroys  a 
manipulator held weapon in addition to causing damage.
SHOOTING STAR 
Prerequisites: Two Manipulator Held Weapons with RoF
The Duelist uses both their hand held weapons at full RoF and 
fires in a 360 degree arc. The Duelist can target a number of 
enemies in the arc equal to total RoF expended for both weapons. 
They may make a single attack on each available target.
HEAD SHOT
Prerequisite: Ranged weapon & stationary
A  successful  attack  forces  a  health  check  adding  -2  to  the 
final result.
WOO FACTOR
Prerequisite:  Hand  held  ranged  weapon  with  ROF,  Jump/
Flip & top speed
The Duelist model may ignore the penalty of attacking at top 
speed for the number of attacks equal to the MOS of the combo 
check. In addition, the duelist does not run out of ammo during 
these attacks. Limited Ammo weapons does not benefit from the 
out of ammo benefit, but does benefit from the speed modifier 
benefit. 
CRITICAL HIT
Prerequisite: Ranged Weapon
Successfully making the Combo Check gives the AP trait to a 
single Ranged Weapon for the rest of the combo chain.
LEVEL 3
Threshold: 5
LEVEL 4
Threshold: 6
RA RA RA RA RA RA RA RA RA RA RA RA RA RA RA RA RA RA RANG NG NG NG NG NG NG NG NG NG NG NG NG NG NG NG NG NG NGGED ED ED ED ED EED ED ED ED ED ED ED ED ED ED ED EED OOOOOOOOOOOOOOOOOOOOFF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FFEN EN EN EN EN EN EN EN EN EN EN EN EN EN EN EN EN EN ENSSE SE SE SE SE SE SE SE SE SE SE SE SE SE SE SSE SE
75
RETREAT FIRE 
Prerequisites: Ranged Weapon with ROF rating 
The duelist chooses an arc to fire a burst at and makes their 
duelist roll against the threshold, the duelist gets to add their 
Margin of Success to their Defense skill checks from any attacks 
coming from the arc that the retreat fire was performed on. 
CRISSCROSS FIRE 
Prerequisites: Rate of Fire Ranged Weapon 
The Duelist makes a Dueling roll against the threshold to pin 
down an enemy Gear. If the defending unit loses the combo roll, 
they may not make any reaction fire attacks for the remainder of 
the Turn. They may make attacks during their normal activation. 
COUNTER REACTION 
Prerequisite: Ranged Weapon; Counter
The Duelist may chain this as a held reaction fire action. If a 
target  fires  at  the  Duelist  and  they  successfully  defend,  they 
may react fire at the target for free. 
PREDICTED PATTERNS 
Prerequisite: None
The Duelist generates an additional +1 to their defense roll 
against Ranged Attacks.
EVASIVE MANEUVERS 
Prerequisite: Combat Speed or Higher
The  Duelist  darts  from  cover  to  cover  making  reactive  fire 
against  him  incredibly  difficult.  All  reactive  fire  attacks  against 
the Duelist are at a -2. 
FAST STEP 
Prerequisite: Top Speed
The Duelist pushes his Gear beyond its normal performance. 
Add  the  Gears  size  +  MoS  to  the  top  speed  of  the  Gear  for 
the remainder of the turn. The Duelist receives a +1 to their 
defense for the remainder of the turn. 
DIVE FOR COVER 
Prerequisite: Special
The Duelist can utilize any Cover within his unmodified melee 
range. With a MoS of 2 or less he is considered to be in partial 
cover. Mos 3 or better he is considered to be in Full Cover.
DUST BOWL 
Prerequisite: Ranged weapon with ROF
The  duelist  shoots  the  ground  sending  plumes  of  dust  into 
the air obscuring it from the attacker. A successful combo check 
generates a smoke cloud equal in AE to MOS. Make 1 Gunnery 
roll vs ROF to determine Out of Ammo effects. The attack does 
no damage and is considered to be at full ROF.
LEVEL 1
Threshold: 3
LEVEL 2
Threshold: 4
HANG EM HIGH 
Prerequisite: Ranged Grapple Weapon
The duelist makes an attack with their grapple weapon by firing 
their  hook  over  the  ceiling  bracings.  If  the  attack  succeeds  then 
the enemy Gear is considered stationary and knocked down till they 
spend an action and make an attack against the cord (threshold 4). 
A successful attack (MoS 1+) means the duelist has broken free 
and is no long knocked down, but is still considered to be stationary.
DEFILADE 
Prerequisite: Cover
The  Duelist  can  take  a  static  defense  position  behind  cover. 
Instead of rolling a defense, the Duelist can opt to use the terrains 
defense which is based on the MoS. The duelist can choose which 
defense method they will use prior to being attacked. A MoS of 1 
gives the Duelist a static defense of 3. MoS of 2 gives the Duelist 
a static Defense of 4. MoS of 3 or better gives the Duelist a static 
Defense of 5.  
WALL OF FIRE 
Prerequisite: Counter
The Duelist can generate a counter attack on any units attacking 
designated teammates, including the duelist themselves. The Duelist 
can designate a number of teammates equal to the MoS. 
FLASH FORWARD 
Prerequisite: Top Speed
The  Duelist  moves  faster  than  the  engineers  specs  on  their 
machines. For each MoS the Gear can move an additional number of 
inches equal to the Gears size rating. At the end of the movement, 
the  Duelist  must  make  a  defense  check  (threshold  5)  or  end  up 
knocked down.
COUNTERBATTERY 
Prerequisite: Ranged IF Weapon; Counter
The  Duelist  can  immediately  counter  attack  any  attacks  made 
against any team member with a ranged indirect fire barrage. The 
counter  attack  ignores  any  cover  modifiers.  The  Duelist  does  not 
need to Forward Observe to Indirect Fire at the Target.
FOXTROT 
Prerequisite: Top Speed
The Duelist can dance around fire to reach cover. As long as the 
Duelist does not perform any Ranged Attacks, the Duelist can move 
from cover to cover without provoking reaction fire from opponents.
OVERWATCH 
Prerequisite: Ranged Weapon; Stationary; Counter
The Duelist holds their position and generates a number of held 
attacks equal to the MoS that can be used for reactive fire. 
SWINGLINE 
Prerequisite: Grapple Weapon; Combat Speed or better
The Duelist makes an attack on a target. If the attack is successful 
the target is knocked down and considered grappled. The target can 
be swung into nearby targets as a massive blunt weapon (Acc -1, 
Damage Size x3), or the duelist may slam the target into walls to 
cause unintentional impact damage on the target. The duelist can 
continue using this target as a weapon till the target breaks free. 
The duelist adds half the size of the target to their melee range.
LEVEL 3
Threshold: 5
LEVEL 4
Threshold: 6
RANGED DEFENSE RA RA RA RA RA RA RA RA RA RA RA RA RA RA RA RA RA RA RA ANG NG NG NG NG NNG NG NG NG NG NG NG NG NG NG NG NG NG N ED ED ED ED ED ED ED ED ED ED ED ED ED ED ED ED ED ED ED ED ED DDDDDDDDDDDDDDDDDDDEF EF EF EF EF EF EF EF EF EF EF EF EF EF EF EF EF EF EF FEN EN EEEN EN EN EN EN EN EN EN EN EN EN EN EN EN ENSE SSE SE SE SE SE SE SE SE SE SE SE SE SE SE SE SE SEE
76
COOPERATIVE
  CO-OP COMBOS 
Coop  Combos  work  slightly  different  than  normal  combos. 
Coop Combos require a minimum of two Team Mates. In order 
for Coop Combos to work all participating members must have 
the  Coop  Combo  Fighter  Talent.    If  a  Duelist  is  engaged  in  a 
standard combo chain (i.e. Not a Defensive Combo) and another 
Team Mate is in their Melee Range, then the Duelist may declare 
a Coop Combo as part of their chain. The Duelist uses Tag Team 
to  see  if  a  Coop  Combo  is  possible.  The  MoS  on  the  Tag  Team 
determines the number of Team Mates that may participate in 
the Coop Combo. When making Coop Combo threshold checks, 
only  the  initiating  Duelist  has  to  make  the  roll  to  beat  the 
threshold.  Team  Mates  may  participate  in  Coop  Combos  even 
if they have already activated and moved. They only need to be 
within  Melee  Range  of  the  initiating  Duelist  and  possess  the 
correct  level  of  Coop  Combo  Fighter.  The  initiating  Duelist  can 
mix  Coop  Combos  with  their  standard  family  of  combos.  Coop 
Combos  always  generate  2  Rep  points  instead  of  1  each  time 
they  are  performed.  The  Chain  must  be  completed  in  order  to 
receive the additional Rep.
TAG TEAM 
Threshold: 3
Prerequisite: Coop Combo Fighter I Talent
The Duelist must roll their Rally Skill versus a Threshold 3 to 
be able to use a Coop Combo. The Margin of Success equals the 
number of Team Mates that can be included in the Coop Combo 
maneuver.  This  is  not  a  combo.  Tag  Team  does  not  cost  an 
action  to  perform.  It  is  merely  a  skill  check  to  coordinate 
between two units to perform a Coop Combo.
SWING LINE 
Prerequisite: Tag Team, Gears of equal size 
Gears of the grasp each others hands and attempt to hook 
an enemy Gear in their path. Participating members in the Coop 
Combo  move  in  a  chosen  direction  equal  to  the  MoS.  All  units 
in the Melee Range of any of the participants Front Arc, must 
defend  against  an  Ram  attack.  If  damaged,  the  opponent  is 
knocked down. 
COMBINATION FIRE 
Prerequisite: Tag Team, Same Ranged Weapon
The initiating Duelist can make a combo attack with the help 
of teammates with the same ranged weapon . All of the ranged 
weapons  must  be  capable  of  firing  at  the  target.  The  attack 
uses the range from the initiator for the attack . The initiating 
duelist makes the attack roll, and adds a weapon link effect each 
participating teammate.
GOT YOUR BACK 
Prerequisite: Tag Team, Ranged Weaponry 
Two  Gears  in  melee  range  can  get  into  this  combo  position 
and cover each others backs. This move removes any Rear Arc 
penalties on both Gears and makes all of their ranged weaponry 
benefit from a Turret arc.
LEVEL 1
Threshold: 3
DOUBLE PIERCE 
Prerequisite: Tag Team, Same Bladed Weapon
A spectacular move involving a Light Class Gear being thrown 
by an Assault Class Gear. In order to do this maneuver, the two 
Duelists must be within Melee Range. The initiating duelist makes 
an attack roll using his Piloting to throw the Light Class Gear at 
an  opponent.  The  range  of  the  throw  is  equal  to  the  Assault 
Class Gears Size Rating plus the MoS of the combo check. If the 
Light Class Gear hits then treat the attack as a ram with double 
the speed and front on. The Light Class Gear can make a Piloting 
skill  against  a  threshold  of  5  to  avoid  taking  damage  from  the 
Ram. If the attack does not succeed, then the Light Class Gear is 
treated as having suffered from an unintentional impact. 
CATAPULT 
Prerequisite: Tag Team, Light & Assault Class Gears
A  spectacular  move  involving  a  lighter  gear  being  thrown  by 
an  Assault  Class  gear.  In  order  to  do  this  maneuver,  the  two 
Duelists  must  be  within  Melee  Range.  The  Assault  Class  Gear 
Duelist  rolls  against  the  threshold,  and  if  the  roll  results  in  a 
Margin of Success then the Assault Class Gear may throw the 
lighter  class  gear  at  a  target  with  a  normal  opposed  Dueling 
Check using the Combat Speed Modifier of the Light Class Gear 
as a modifier for the Dueling Check. If the attack succeeds then 
the attack is treated as a Ram by the Assault Class Gear, and the 
Light Class Gear can make a Dueling Check against the threshold 
of 4 to avoid any damage to itself. The range of the throw is equal 
to the Assault Class Gears Size Rating plus both duelists Melee 
Ranges. If the Move does not succeed, then the Light Class Gear 
is treated as having suffered from an unintentional impact. 
HELICOPTER 
Prerequisite: Tag Team, Gears one Size level apart
If the threshold is met, the larger Gear successfully clamped 
on  to  their  partners  arms  and  can  swing  the  smaller  Gear 
around  in  a  360  degree  circle  hitting  everything  in  the  range 
of the combined Melee range of the Gear. The initiating Duelist 
makes  a  single  attack  roll  that  each  of  the  defenders  must 
defend  against.  Damage  is  equal  to  the  combined  size  of  the 
participating  models;  Acc  -1.  If  the  threshold  is  not  met,  then 
the  smaller  Gear  is  launched  in  a  random  direction  a  number 
of inches equal to the MoF+2. The smaller Gear is considered 
stunned and may take unintentional impact damage if they hit a 
barrier or another gear in their path.
BEATDOWN 
Prerequisite: Tag Team
The  initiating  Duelist  performs  an  attack.  If  the  attack  is 
successful  (MoS  1  or  more)  the  opponent  has  been  Knocked 
Down.  Participating  members  may  make  a  number  of  attacks  on 
the Knocked Down opponent equal to the MoS on the combo check. 
SUSTAINED FIRE 
Prerequisite: Tag Team, Ranged Weaponry
The team members involved in the co-op move lay down a hail 
of  fire  in  a  particular  direction.  The  initiating  Duelist  can  make 
a number of attacks in on arc equal to the MoS on the Combo 
Check. In addition, each participating Team Member adds a +1 
to the Gunnery Skill Check to hit the opponent.
LEVEL 2
Threshold: 4
LEVEL 3
Threshold: 5
CO CO CO CO CO CO CO CO CO CO CO CO CO CO CO CO CO CO CO COOP OP OP OOOOP OP OP OOP OP OP OP OP OP OOP OPER ER ER ER ER ER ER ER ER ER ER ER ER ER ER ER ER ER ER ER ERAAT AT AT AT AT AT AT AT AT AT AT AT AT AT AAT AT ATIV IV IVVVVVV IV IV IV IV IV IV IV IV IV IVVEEEEEEEEEEEEEEEEEEE
CO CO CO CO CO CO CO CO CO CO CO CO CO CO CO CO CO CO CO CO CO-O -
Hired Guns
77
USING HIRED GUNS 
In  Heavy  Gear  Arena,  Team  Managers  will  occasionally  need 
specialists to fill in areas that their Duelists are deficient. Luckily 
for  the  Team  Manager,  there  are  mercenary  duelists  that  hire 
themselves out to teams. These could be independent operators 
that  dont  play  well  in  a  team  long  term,  KADA  reservists  that 
cant devote to a team full time, or simply just a duelist that travels 
from circuit to circuit lending their services to the highest bidder. 
In  campaign  play,  Hired  Guns  can  be  hired  by  the  Team 
Manager  during  the  Post  Game  Wrap  Up  phase.  The  Team 
Manager headhunts and recruits hired guns just like they would 
any  other  personnel;  however,  Hired  Guns  only  work  for  one 
game. Once the Hired Gun fights, they leave the team. The Team 
Manager does not roll any Post Game Wrap Up events for the 
Hired Gun, but is responsible for the cost of any repairs to the 
Hired  Guns  Gear.  Once  the  Hired  Gun  has  been  located  and 
hired once, the Team Manager can re-hire the Hired Gun without 
having to relocate the Hired Gun. The Team Manager only needs 
to make a Negotiation check against the Hiring Threshold of the 
Hired Gun to rehire. If the roll succeeds then the Hired Gun will 
join the team again. The Team Manager must pay the hiring costs 
each time the Hired Gun is used in a game. Hired Guns will only 
work for Teams that have paid for repairs on their Gears during 
the Post Game Wrap Up. Team Managers can opt not to pay the 
repairs, but if that option is taken, the Hired Gun will not work 
for them till the balance of the repairs is paid.
Hired Gun Rehire Modifiers 
Condition  Modifier
Team Won the Last Game +1
Team Lost the Last Game -1
Team Manager Paid for Rep +1
Team Manager didnt Pay for Repairs at Some Point -1
While Hired Guns appear to be a good value, the low cost for 
hiring  them  is  offset  by  the  fact  that  any  prize  money  earned 
by the Hired Gun goes to them and not the team. Also any Rep 
points  generated  by  the  Hired  Gun  does  not  go  to  the  team 
automatically, but can be purchased by the Team Manager at the 
rate of 5K per Rep Point. 
Most  Hired  Guns  have  some  sort  of  restrictions  for  being 
hired, and some Duelists are only fielded in matched pairs.
DUPLICATE HIRED GUNS
In some rare cases, teams may want to hire the same Hired Gun. 
If  this  occurs  the  Campaign  Organizer  can  decide  to  do  one  of  two 
things.  He  can  determine  that  the  Hired  Guns  are  different  people 
and  let  both  players  use  the  same  Hired  Guns,  or  he  can  have  the 
Team Managers roll off against each other to determine which team 
the Hired Gun is willing to work for. If the roll off method is used, the 
Team  Managers  roll  off  using  their  Negotiation  skill  along  with  any 
relevant modifiers from Talents. In addition to modifiers from Talents, 
the Managers can throw money at the Hired Gun to elicit a favorable 
roll. See the chart for the modifiers that can be bought.
Bidding War Modifiers
Amount Spent Modifier Bonus
15K +1
25K +2
Double the Salary +3
Agree to Buy Rep +1 Additional Bonus
CO-OP COMBOS 
Bruno  declares  a  four  combo  chain,  he  can 
begin with Vibrochop. Then seeing that his Team 
Mate,  Uller,  is  within  Melee  range  and  both  of 
them  have  Coop  Combo  Fighter  I,  Bruno  decides  to  perform  a 
Swing  Line  maneuver.  He  makes  a  Tag  Team  check  and  has  a 
MoS  of  2.  He  sees  no  other  eligible  Team  Mates  in  his  Melee 
range,  so  he  proceeds  to  make  the  Dueling  skill  check  against 
the threshold of 3. He makes the roll with a 4. Bruno and Uller 
run down towards their opponent. Bruno makes his Piloting skill 
check to attack the enemy and manages to hit the target, which 
knocks  the  target  down  and  stuns  it.  Bruno  then  decides  to 
do  a  Beatdown  on  the  Knocked  Down  enemy.  He  rolls  his  Tag 
Team combo check once again and scores a 4. Bruno and Uller 
can  perform  a  Coop  Combo.  Bruno  performs  another  Dueling 
skill check and squeaks by with a 6. After each of them attack 
the  enemy,  Bruno  decides  to  finish  up  the  combo  chain  with 
Lethal  Thrust  Combo.  He  makes  his  threshold,  and  delivers  a 
spectacular  attack.  Bruno  completed  his  four  combo  chain  of 
which two of them were Coop Combos. He receives a total of 6 
Rep for that Combo Chain.
77
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78
MAENA JARAK   
Maena Jarak had always been a follower. More precisely, 
Maena  had  always  been  her  brothers  follower.  Cycles 
of  growing  up  alongside  her  brothers  imposing  ego  and 
strong  personality,  Maena  had  little  chance  of  finding  her 
own voice, but until the pairs desertion from the Northern 
Guard  in  TN1933,  Maena  was  comfortable  letting  her 
brother dominate their lives.   
Even  the  choice  to  desert  had  been  motivated  by  the 
need  to  follow  her  brother.  While  she  didnt  regret  the 
decision,  Maena  has  discovered  that  her  brother  needed 
her  more  than  she  needed  him.  The  cycles  of  fleeing  the 
authorities  forced  her  to  confront  her  submission  to  her 
brothers  sense  of  honor.  The  former  duelist  of  the  famed 
33rd Nova Red Rider Regiment found her voice in the arena 
and in the field of battle, while serving in KADA.   
Later, with the twins amnesty in hand, Maena was faced with a decision that she had 
never been faced with prior. She was free to choose her lifes path. Danghen had chosen 
to  stay  on  with  KADA  and  earn  his  living  testing  out  Northcos  prototype  machine  in 
the arenas. Having been on the run for nearly a decade, Maena did something she had 
always wanted to do, but had never had a chance before  She went on a pilgrimage to 
Massada.   
Unlike her brother, Maena had always been drawn to her parents faith, but being in 
the Badlands for so many cycles, Maena found herself drawn to Massada, the holiest city 
of the Revisionist faith. In Massada, her season of meditation and reflection away from 
the pressures of military life and her brother surprised her; despite it all, she was drawn 
back to Khayr ad-Din. Maena knew that her life hadnt been about following her brother 
out of passive submission, but out of a sense that her brother needed her to support him. 
She also knew that Danghen gave back to her  He had been there push her forward.     
With  her  absence  for  a  cycle,  many  observers  in  the  arena  circuits  speculated  that 
without  Maena,  Danghens  successes  wouldnt  enjoy  the  status  that  is  given  to  them 
now. Some even think that, Maena is the better pilot of the two, but in reality the pair 
work best when they are on the field, together.    
In  her  Grizzly,  Red  Raker,  Maena  has  honed  her  decades  of  combat  into  a  deadly 
artform. Shes known to be a master of both ranged and close combat. Her assault class 
Gear moves with a precision seen only in scout class Gears or the more advanced heavy 
class Gears.
TALENTS     
Grizzly Mastery: Maena is adept at piloting her Grizzly, Red Raker to the point that 
she can push it beyond the design limits regularly. Add a +2 modifier to all Dueling and 
Defense rolls that Maena makes while in her Grizzly. 
Melee Expert: Maena may re-roll her melee attack or combo rolls once per turn. If 
she re-rolls, she must take the second result even if the roll is worse. 
Running  Gunner:  Maena  can  fire  while  at  Top  Speed  without  having  to  spend  an 
action. In addition, the penalty for firing at full speed is reduced by 1. 
Hard to Kill: Maena has been known to evade the worst situations with an uncanny 
sense of survival. Maena may re-roll his defense roll once per turn. Even if the result is 
worse than her initial roll, Maena is stuck with the second roll. 
Twin Affinity: As long as her brother is active on the board, Maena automatically can 
perform combo moves with Danghen without having to roll to initiate.
HIRING RESTRICTIONS     
Maena may not be hired if the team is associated with Paxton or Territorial Arms. 
In addition, Maena must be hired with her brother, Danghen. If the hiring threshold is 
reached, then both Danghen and Maena are hirable.
Age   47 Cycles
Sex   Female
S
K
I
L
L
S
Gunnery   4
Piloting   4
Dueling   4
Rally   2
Hiring Rate   50K
Threshold   4
Affiliation
Northco
Even  the  ch
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TALENTS
Grizzly Ma
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HIRING
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In addition,
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Hired Guns
79
DANGHEN JARAK   
Danghen  and  his  sister  Maena  were,  until  the  last 
few  cycles,  fugitives  from  Northern  military  and  law 
enforcement. In TN1933, Danghens hot temper and disgust 
with  his  regimental  commander  in  the  Northern  Guard's 
17th  Heavy  Gear  Regiment  resulted  in  his  desertion  into 
the Badlands with Northcos experimental Hunter XMG. For 
cycles,  Danghen  wandered  around  the  deserts  fighting  in 
underground  duels  to  earn  money  and  parts  for  his  highly 
specialized Gear. His reputation had been well known during 
his  term  of  service  in  the  Northern  Guard,  but  after  his 
desertion  it  grew  into  legendary  proportions.  In  the  cycle 
after  his  departure,  Danghens  twin  sister,  Maena,  also 
deserted  from  her  regiment  to  join  her  brother.  The  two 
siblings  were  inseparable  while  fighting  criminals,  law 
enforcement agents, and even former military friends. 
When  the  Interpolar  War  erupted  in  TN1936,  the  siblings  joined  the  Khayr  ad-Din 
Army (KADA) at the urging of their former mentor, Katryne Sanz. Since their service 
with KADA, the siblings have reached out to their former affiliations to secure a peaceful 
resolution to their criminal past. Naed Stamens, their long time friend and Treasurer of 
the United Mercantile Federation, secured an amnesty for the twins as well as a source 
of income from Northco after his election in TN1945. Northco engineers were desperate 
to  collect  the  data  from  Danghens  cycles  fighting  in  their  prototype  machine,  and 
eagerly accepted the solution on the condition that the duelist would give them access 
to their data and any future data collected in the ring. With the information obtained from 
the Hunter XMGs ONNet, the engineers were able to fix problems plaguing their more 
advanced XMG model. The fixes resulted in the XMG entering into the Northern Guard 
and UMFAs service. 
Danghen's hot headedness has been tempered by his cycles in hiding. The brutal honesty 
of the arena and cycles of service in KADA have altered his perception of what personal 
honor.  One  thing  Danghen  realizes  more  than  ever  is  that  he  would  not  have  survived 
without  his  sister's  help.  Not  only  do  the  pair  share  the  bond  of  twins,  but  the  Jarak 
siblings have forged a bond only found by fighting side by side against overwhelming odds. 
After his amnesty, Danghen took one more life-altering turn. His former lover, Dafnae 
Cornice,  a  duelist  from  39th  Northern  Guard  Heavy  Gear  Regiment,  left  the  service 
and joined Danghen in Khayr ad-Din in TN1940, and after cycles of indecision, Danghen 
proposed to Dafnae. The couple married in TN1945 in a simple ceremony attended by a 
few friends from KADA and former friends from the twins' days in the Northern Guard.
TALENTS     
Hunter  Specialization:  Danghen  is  adept  at  piloting  all  Hunters,  Jgers, 
Warriors,  and  their  Variants.  Add  a  +1  modifier  to  all  Dueling  and  Defense  rolls  that 
Danghen makes while in these vehicles. 
MAC Specialization: Danghen is an expert with all forms of autocannons. Add a 
+1 modifier to all attacks with Autocannons.
Hard to Kill: Danghen has been known to evade the worst situations with an uncanny 
sense of survival. Danghen may re-roll his defense roll once per turn. Even if the result is 
worse than her initial roll, Danghen is stuck with the second roll. 
Twin Affinity: As long as his sister is active on the board, Danghen can automatically 
perform combo moves with Maena without having to roll to initiate.
HIRING RESTRICTIONS   
 
Danghen may not be hired if the team is associated with Paxton or Territorial Arms. 
In  addition,  Danghen  must  be  hired  with  his  sister,  Maena.  If  the  hiring  threshold  is 
reached, then both Danghen and Maena are hirable.
Age   47 Cycles
Sex   Male
S
K
I
L
L
S
Gunnery   4
Piloting   4
Dueling   4
Rally   2
Hiring Rate   50K
Threshold   4
Affiliation
Northco
79
d  the  Khayr  ad-Din 
Since their service 
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otype  machine,  and 
ld give them access 
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t overwhelming odds. 
former lover, Dafnae 
ent,  left  the  service 
f indecision, Danghen 
emony attended by a 
e Northern Guard.
ll  Hunters,  Jgers, 
d  Defense  rolls  that
autocannons. Add a 
ons with an uncanny 
. Even if the result is
hen can automatically 
or Territorial Arms.
hiring  threshold  is
e   47 Cycles
Male
ng Rate   50K
eshold   4
Affiliation
Northco
Hired Guns
80
SOLDIER MINERVA BONNIE 
Soldier  Minerva  Bonnie  was  one  of  ten  thousand  vat-
grown  super  soldiers  produced  to  pilot  the  New  Earth 
Commonwealths  hover  tanks.  She  and  her  sisters  were 
assigned to various invasion fleets organized to reclaim the 
old  colonies  Earth  had  abandoned  hundreds  of  years  prior 
to  the  rise  of  the  new  government.  Minerva  Bonnie  was 
among  the  hundreds  of  thousands  of  GRELs  (Genetically 
Recombined Elite Legionnaires) that provided the manpower 
for the 8th fleets invasion force, which was headed towards 
Terra Nova in TN1913. 
The grueling cycles of warfare left the CEFs invasion force 
on Terra Nova utterly defeated and the bulk of the surviving 
GRELs were left to fend for themselves on a planet hostile to 
them. Programmed for specific duties and lacking developed personalities, the GRELs had 
trouble adapting to their new circumstances. Bonnie, her gunner Clyde, and tank engineer 
Einstein,  were  among  the  many  that  suddenly  had  no  direction  in  their  lives.  Without 
strong leadership in the encampment, factions broke out at the CEF encampment.  One 
Jan class GREL, a leader model calling himself Mayen, clashed with the remaining senior 
officer, Colonel Arthur, and lead ten thousand GRELs out of the encampment to find their 
own way of life on the world they had been abandoned to. The former tank crew decided 
to join up with the charismatic leader. 
The  GRELs  helped  found  a  community  with  other  Badlanders  in  a  place  that  would 
eventually bear the name of the Jan that lead them. Bonnie, Clyde, and Einstein worked 
in the towns militia, but struggled to learn how to pilot the Terra Novan vehicles called 
Gears. Of the three, Bonnie adapted the quickest due to her natural aptitude for piloting, 
and Bonnie learned to love the thrill of pushing the humanoid machine to the limits. She 
eventually  mastered  an  old  Wildcat  Gear,  while  her  gunner  Maxwell  operated  in  the 
distance  in  his  Boa  Support  Gear.  Einstein  rarely  went  into  battle  with  his  team,  but 
stayed behind to repair the damage the pairs Gears would incur. 
After Jan Mayens destruction in the Interpolar War, the three GRELs fought fiercely 
to protect the refugees of the town. The plight of the people in Jan Mayen fell largely on 
deaf ears. Neither of the Polar factions wanted to address the destruction that they had 
caused  on  the  peaceful  settlement.  Help  from  NuCoal  and  Port  Arthur  helped  mitigate 
some of the worst problems, but the town needed exposure to the rest of the world. It 
was  from  this  need  that  the  three  GRELs  were  sent  to  Khayr  ad-Din.  The  town  elders 
hoped that the three GRELs seen competing on the Hermes 72 broadcasts would shed 
light on the problems of Jan Mayen.
TALENTS     
Wildcat Mastery: Bonnie is adept at piloting her Wildcat to the point that she can 
regularly push it beyond its design limits. Add a +2 modifier to all Dueling and Defense 
rolls that Bonnie makes while in her Wildcat. 
Melee Expert: Bonnie may re-roll her melee attack or combo rolls once per turn. If 
she re-rolls, she must take the second result even if the roll is worse. 
Running Defense: Bonnies skills at controlling her Wildcat at top speed gives her 
an additional +1 modifier to her defense rolls at Top Speed.  
Hard to Kill: Bonnie has been known to evade the worst situations with an uncanny 
sense of survival. Bonnie may re-roll her defense roll once per turn. Even if the result is 
worse than her initial roll, Bonnie is stuck with the second roll. 
Born  to  Tango:  If  Clyde  is  active  on  the  board,  Bonnie  can  automatically  perform 
combo moves with Clyde without having to roll to initiate.
HIRING RESTRICTIONS     
While  Bonnie  and  Clyde  are  open  to  be  hired  by  anybody,  Terra  Novans  are  still 
resentful about Earths invasion nearly three decades ago. While Bonnie or Clyde are on a 
team deduct one Rep Point from the final total. Bonnie and Clyde can be hired separately 
though they are more effective when they are on the same team.
Age   39 Cycles
Sex   Female
S
K
I
L
L
S
Gunnery   3
Piloting   4
Dueling   3
Rally   1
Hiring Rate   50K
Threshold   3
Affiliation
NuCoal
Hired Guns
81
SOLDIER MAXWELL CLYDE 
Like  his  partner,  Bonnie,  Clyde  was  born  as  part  of  a  10,000 
vat-grown series. As a GREL, he was trained to perform the duties 
of  a  hover  tank  gunner,  and  even  by  GREL  standards,  Clyde  was 
exceptional. Although GRELs tend to be uniform in their programming 
and growth, occasional genetic anomalies do occur and Clyde was one 
of the aberrations to the super soldier program. Clyde held a natural 
tendency to adapt to situations and assess situations in a way that 
was  atypical  of  the  conformist  oriented  GRELs.  His  perceptiveness 
and quick thinking was largely responsible for his tank crew surviving 
the  devastating  campaigns  on  the  Ashington  Corridor  as  well  as 
the  cycles  after  the  CEFs  surrender.  When  Jan  Mayen  organized 
GRELs loyal to him to leave the encampment in the Barrington Basin, 
Clyde urged his crew to follow Mayen into the unknown. It was his 
curiosity that drove him to follow the charismatic super soldier into the unknown. The idea 
that something new could be created by GRELs intrigued Clyde. The former gunner wanted to 
see what he was capable of creating with his own hands. In the community of Jan Mayen, Clyde 
settled down with the Foster clan, a small family of ranchers living in the region of new town. He 
married the eldest daughter, Gwen, who had been widowed in the war, and helped raise Gwens 
children from her prior marriage. Clyde wanted nothing more than what he had. He knew he had 
made the right decision in leaving the CEF encampment. 
As  part  of  the  towns  militia,  Clyde  saw  his  town  destroyed  by  invading  polar  forces.  His 
adopted  clans  ranch  was  razed  to  the  ground  and  the  springer  herds  were  slaughtered  to 
feed the soldiers that had invaded his home. The events of invasion drove Clyde in to a deep 
seething hatred for the polar forces, and like many other members of his community it nearly 
destroyed  him.  In  TN1943,  while  hunting  a  MILICIA  patrol,  Clyde  encountered  a  wandering 
GREL in the deserts. The one-eyed Jan seemed at peace and had a presence about him that 
drew Clyde like Mayen had so long ago. The Jan was a follower of the Perfect Form movement, 
a style of Buddhism that had evolved to help GRELs overcome their hypnotraining and give them 
a sense of peace. Clyde abandoned his vengeance and chose to follow Perfect Form teachings. 
In TN1944, the elders in the shanty towns surrounding the ruins of Jan Mayen needed to 
get exposure for the survivors. Clyde struggled to provide for his wife and adopted children in 
the terrible conditions left after the war. An agent from Prince Gable, traveling with his news 
reporter  wife  who  was  covering  the  plight  of  Jan  Mayen,  saw  Bonnie  and  Clyde  in  action 
against local rovers. Seeing the possibility of a unique pair of duelists for the local circuits, 
he approached the town elders to hire the GRELs for fights in the arena. With his wifes 
blessing, Clyde moved his family with him to Khayr ad-Din.
TALENTS     
Constrictor Specialization: While piloting a Boa, Anaconda, or Python, Clyde receives 
a +1 modifier to all Defense and Dueling Rolls. 
Mortar Mastery: Clyde is extremely adept at hitting targets with mortars. When firing a 
Mortar add a +2 modifier to the Attack Rolls. 
Energy Weapon Specialization: Having been programmed to utilize all of the weapons 
systems  on  the  Earths  advanced  hover  vehicles,  Clyde  receives  a  +1  modifier  when  firing  any 
advanced weapons. 
Perfect Form, Perfect Grace: Clydes normally superior GREL reflexes have been honed 
by  his  training  in  Perfect  Form.  Clyde  may  make  an  additional  attack  once  per  turn  but  with  a 
penalty of -1 to that roll. 
Hard to Kill: Clyde has been known to evade the worst situations with an uncanny sense of 
survival. Clyde may re-roll his defense roll once per turn. Even if the result is worse than his initial 
roll, Danghen is stuck with the second roll. 
Born to Tango: If Bonnie is active on the board, Clyde can automatically perform combo moves 
with Bonnie without having to roll to initiate.
HIRING RESTRICTIONS     
While  Bonnie  and  Clyde  are  open  to  be  hired  by  anybody,  Terra  Novans  are  still  resentful 
about  Earths  invasion  nearly  three  decades  ago.  While  Bonnie  or  Clyde  are  on  a  team, 
deduct  one  Rep  Point  from  the  final  total.  Bonnie  and  Clyde  can  be  hired  separately 
though they are more effective when they are on the same team.
Age   39 Cycles
Sex   Male
S
K
I
L
L
S
Gunnery   4
Piloting   4
Dueling   4
Rally   2
Hiring Rate   50K
Threshold   3
Affiliation
NuCoal
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Hired Guns
82
ADRIANNE BILS 
In  the  fifty  cycles,  Adrianne  Bils  has  been 
alive,  she  has  seen  a  tremendous  amount 
of  warfare,  but  throughout  all  of  it  she  has 
maintained  her  positive  outlook  on  life.  During 
the War of the Alliance, she served in the Peace 
River Army Youth Corp and after Earths defeat, 
Adrianne  chose  to  continue  to  serve  in  the 
reorganized  PRA,  now  called  the  Peace  River 
Defense  Force.  For  cycles  she  served  in  that 
capacity, but in TN1926 after her marriage to 
Silas Morose, Adrianne asked for a transfer into 
the Peace Officer Corp in hopes that she could 
stay near her husband. 
For a greater part of the Interpolar War, Peace River was largely unaffected 
from  conflict,  and  Adrianne  was  working  as  a  member  of  the  city  states 
demonstration dueling team. The team would travel throughout the Badlands 
circuit  participating  in  exhibition  matches  as  advertisement  for  Paxton  and 
as a way to generate a positive image for the Peace Officer Corp. Bils rarely 
had  any  trouble  with  opponents  in  the  arena  until  she  met  Boom  Boom  in 
TN1939. The young girl piloting an old dilapidated Hunter thoroughly trounced 
the  experienced  pilot  in  four  matches  in  the  Karaq  circuit.  Adrianne  wrote 
off the losses as flukes of her being distracted with the news of Peace River 
being  annihilated  in  an  explosive  anti-matter  blast.  Thinking  the  humiliation 
was behind her, Adrianne was surprised when Boom Boom and her younger 
brother  joined  the  exhibition  circuit.  She  was  equally  surprised  that  she 
had  been  defeated  by  a  14  cycle  child.  Instead  of  being  upset,  Adriannes 
motherly  instincts  kicked  in  and  wondered  where  the  childrens  parents 
were.  Discovering  that  the  two  were  war  orphans,  Adrianne  took  the  pair 
under her care and would eventually adopt them into her family. 
Currently,  Boom  Boom  and  Adrianne  tour  the  Badlands  circuit  with  the 
POC  Demonstration  team  in  an  effort  to  rebuild  Peace  Rivers  reputation. 
Adrianne  has  wondered  why  Paxton  engineers  have  taken  such  a  keen 
interest in Boom Booms old Hunter, and has on occasion gotten into verbal 
arguments with Paxton managers after they tried taking the old Hunter away 
from her adopted daughter.
TALENTS   
Warrior  Specialization:  While  piloting  a  Warrior,  Warrior  IV, 
or  Gladiator,  Adrienne  receives  a  +1  modifier  to  all  Defense  and  Dueling 
Rolls.  MAC  Mastery:  Adrienne  is  extremely  adept  at  using  her  Medium 
Autocannons.  When  using  a  MAC  add  a  +2  modifier  to  the  Attack  Rolls. 
Gunslinger Double Tap: Adriannes MACs never suffer from an Out of Ammo 
result.  In  addition  she  can  switch  between  her  MACs  and  Melee  weapons 
without expending an action. 
Running  Defense:  Adrianne  receives  an  additional  +1  bonus  to 
Defense rolls while at Top Speed. 
Running Gunner: When at Top Speed, Adriannes Fire Control bonuses 
are treated as being at combat speed rather than at top speed. 
Close Quarters Gun Fighter: Adrianne does not suffer from Melee 
penalties for shooting her ranged weapons while in Melee range. 
Hard  to  Kill:  Adrianne  has  been  known  to  evade  the  worst  situations 
with an uncanny sense of survival. Adrianne may re-roll her defense roll once 
per  turn.  Even  if  the  result  is  worse  than  her  initial  roll,  Adrianne  is  stuck 
with the second roll.
HIRING RESTRICTIONS   
None
Age   50 Cycles
Sex   Female
S
K
I
L
L
S
Gunnery   4
Piloting   3
Dueling   4
Rally   3
Hiring Rate   50K
Threshold   4
Affiliation
Paxton
Hired Guns
83
BOOM BOOM SADIE TOEPFER     
Sadie was born in the small Badlands ranching community of Bremen in the Northern Karaq Desert. Her 
parents were the towns only mechanics and serviced most of the regions independent ranch equipment and 
vehicle. The family enjoyed a simple existence that many Badlanders look for when they settle in the harsh 
desert  equatorial  region.  Bremens  proximity  to  the  Northern  Lights  Confederacy  meant  that  the  ranching 
community lived comfortably. The region had trade ties with the league to the North, but enjoyed autonomy. 
Many of Bremens community had left the Northern Lights to escape religious persecution. Sadies family was 
unusual in that her father was from the Southern Republic and her mother was a native Badlander. Sadie never 
found out why her father had left the South, but she reasoned that the reason had been bad enough that he 
didnt ever bring it up to her or her brother. 
Of the parents, Sadie had the strongest ties with her mother. Whenever her mother left Bremen to do 
service  calls  in  the  region,  Sadie  tagged  along  to  help  her  mother  on  the  jobs.  It  was  during  one  of  these 
calls, that Sadie found Bowser. While exploring the ranch with some of the kids on the ranch, the young girl 
discovered the old Hunter Gear motionless under the eaves of a cliff. Initially, Sadie was worried that she had 
stumbled on a rovers Gear, but closer inspection revealed the old Hunter had been in that spot for cycles. Rust had built up around the 
intakes, armor plates, and actuators. The unit was in desperate shape. Ignoring the calls of the other children, Sadie decided that the old 
Hunter was more interesting than playing in the dunes and looking for hoppers. 
Two hours into repairs, Sadie had managed to get the cockpit open, and without hesitation she hopped into the vehicle. As soon as she 
did, the Gear turned on and locked her into the cockpit. Instead of freaking out, Sadie took that as an invitation. She tried to move the Gear, 
but found the unit was out of gas. Using the batteries, Sadie used the motors in the Secondary Movement Systems to ride the unit back to 
the ranch and her mother. The rancher didnt want the Gear thinking that it was a rovers property, so Sadie and her mother took it back 
to Bremen. The family worked on the Gear to get it working properly, but found that it would only start for Sadie. They also discovered the 
unit had a habit of walking off on its own and expressing itself almost with a sentience. 
A cycle after finding the Gear, Sadie and Bowser ties to each other were well cemented. Bowser would only acknowledge Sadie 
as his pilot and any effort to separate the two usually ended in property damage. When Bremen was caught in the cross fires 
of Polar forces and destroyed, Bowser aided Sadie in helping her rescue her younger, Ollie. Unfortunately for the siblings, 
their parents were lost in the fight. 
For  cycles  after  the  incident  at  Bremen,  Sadie  struggled  to  provide  for  her  brother  and  Bowsers  maintenance 
needs. She reluctantly fought in underground dueling venues to make enough money for both. With Bowsers help, she 
consistently won in the arenas and quickly gained a reputation in the Karaq Circuit as an exceptional pilot. In TN1939, Sadie 
defeated her future adoptive mother four times in a row while participating in the Karaq Circuit. Adrianne Bils learned about 
Sadies plight and the two formed a strong bond both on and off the circuit. In TN1941, Bils and her husband adopted Sadie and 
Ollie into their family. The couple and their twin sons provided the orphans a stable place to live. Sadies only problem 
with the arrangement is that Adriennes employer, Paxton, insists having their own technicians work alongside her 
when Bowser needs repairs or tuning. She suspects they tried to steal Bowser at least once.
TALENTS 
Hunter  Mastery:  While  piloting  a  Hunter,  Sadie 
receives a +2 modifier to all Defense and Dueling Rolls. Light 
Bazooka Mastery: Sadie is extremely adept at using Bowsers 
Light Bazooka. When using a LBZK add a +2 modifier to the 
Attack  Rolls.  Running  Defense:  Sadie  receives  an  additional 
+1 bonus to Defense rolls while at Top Speed. 
Close Quarters Gun Fighter: Sadie does not suffer 
from Melee penalties for shooting her ranged weapons while in 
Melee range. 
Hard  to  Kill:  Sadie  has  been  known  to  evade  the 
worst situations with an uncanny sense of survival. Sadie 
may  re-roll  her  defense  roll  once  per  turn.  Even  if  the 
result  is  worse  than  her  initial  roll,  Sadie  is  stuck  with 
the second roll. 
Gear Connection: Sadie is so in tune to Bowser that she 
can  generally  compensate  for  any  issues.  Any  damage  suffered  to 
Bowser is treated as being one category less for determining penalties. 
The  boxes  of  damage  suffered  still  apply,  but  the  effects  are  one 
category less.
HIRING RESTRICTIONS   
None
Age   24 Cycles
Sex   Female
S
K
I
L
L
S
Gunnery   4
Piloting   4
Dueling   4
Rally   4
Hiring Rate   50K
Threshold   4
Affiliation
Paxton
83
o each other were well cemented. Bowser would only acknowledge Sadie 
ed in property damage. When Bremen was caught in the cross fires 
ing her rescue her younger, Ollie. Unfortunately for the siblings, 
gled  to  provide  for  her  brother  and  Bowsers  maintenance 
ues to make enough money for both. With Bowsers help, she 
tion in the Karaq Circuit as an exceptional pilot. In TN1939, Sadie 
while participating in the Karaq Circuit. Adrianne Bils learned about 
nd off the circuit. In TN1941, Bils and her husband adopted Sadie and 
ded the orphans a stable place to live. Sadies only problem 
 insists having their own technicians work alongside her 
tried to steal Bowser at least once.
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Hired Guns
84
EMILI ROYAL   
Emili  was  born  in  the  city  state  of  Saragossa  in  TN1909  to  a 
moderately successful family of bankers, but her life would be dominated 
by the banking industry, but with Saragossas better known export: 
terrorism.  Since  being  absorbed  by  their  parent  league  during  the 
Unification Wars hundreds of cycles ago, the city state of Saragossa 
has had an on again off again love hate relationship with the Southern 
Republic. The Saragossan underground movement SPFI has been thorn 
in the side of the Southern Republic throughout most of its existence 
in  the  league.  The  threat  is  considered  substantial  enough  for  the 
Southern Republic to station a full legion, the Knights of Saragossa, in 
the city state. This legion is well known for its running conflicts in the 
city state and in one such battle, Hans Royal was caught up in the fight 
between the two groups, and his death shattered the Royal family.
Emili was too young to remember what had happened to her father, but her mother raised her 
to believe that SPFI had been responsible for her fathers death. Her older brothers opinions wildly 
differed from their mothers views. Dydie had blamed the Southern Republic for his fathers death 
and had become so embittered by the experience that he left the family to join the organization. 
Emili was left with her mother raising her to be pro-Republic. Emilis mother encouraged her to join 
the army as soon as she was old enough, and Emili did complete her training with the SRA, when 
her brother contacted her to beg her not to join with the oppressors. When the army discovered 
that Dydie had contacted Emili, they deemed the young pilot a security threat and discharged her 
from the service. 
Torn between loyalty to her mother and her brother, Emili increasingly became jaded by the entire 
political machinations of her hometown. She initially found escape by joining the local Gear sports 
team, the Saragossa Stingers, and gained a following with her daring, some say reckless, piloting 
style.  All  of  the  money  she  earned  went  toward  her  escapist  desires  and  several  well  publicized 
articles in the tabloids earned her notoriety as a prolific addict. With her performance suffering on 
the team, the Stingers discharged her from service in TN1936 after a disastrous season. Faced 
without a means for her escapism and desperate to leave Saragossa, Emili found herself in Khayr 
ad-Din later that cycle. 
Picking up jobs as an independent duelist for hire, Emili had a mix of victories and spectacular 
losses depending on whether or not she had been high or crashing hard. By the end of the cycle, 
Emili was on track to a complete self destruct, but the Interpolar War and the forces in the region 
had other plans for the young pilot. KADA needed pilots to protect the region and would take any 
competent pilot to fill the ranks. With the arena scene nearly empty from the lack of interest, Emili 
opted to serve in the rag tag army. Secretly, she hoped a polar force would attack and put her out 
of her misery. Emili hadnt counted on meeting and serving under Yang Jownz. The calm Mekongese 
pilot  took  an  interest  in  Emili  and  helped  her  clean  up  and  gave  her  a  sense  of  purpose  like  she 
had never experienced in her life. After the Interpolar War, Emili split her time between KADA and 
excelling as a pilot in the arena. Her winning streak put her back on track as a top tier duelist.
TALENTS     
Jger  Mastery:  Emili  is  adept  at  piloting  her  Dartjger  to  the  point  that  she  can  push  it 
beyond  the  design  limits  regularly.  Add  a  +2  modifier  to  all  Dueling  and  Defense  rolls  that  Emili 
makes while in her Dartjger.  
Running Gunner: Emili can fire while at Top Speed without having the movement penalty for 
firing at full speed. While at Top Speed use the Fire Control rating for Combat speed instead. 
Hard to Kill: Emili has been known to evade the worst situations with an uncanny sense of 
survival. Emili may re-roll her defense roll once per turn. If she re-rolls, she must take the second 
result even if the roll is worse.
Controlled Crash: Emili can make a Crazy Ivan turn or Crash Stop without incurring a stun 
counter. 
Double Down Revamp: Emili can reroll any checks that would cause her to be knocked down, 
unintentional impacts, or any other rolls that would lead her to go stationary against her will.
HIRING RESTRICTIONS     
Emili will not work for any NorthCo, Paxton, or Shaian affiliated teams.
Age   40 Cycles
Sex   Female
S
K
I
L
L
S
Gunnery   3
Piloting   4
Dueling   4
Rally   2
Hiring Rate   50K
Threshold   4
Affiliation
Territorial Arms
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Hired Guns
85
YANG JOWNZ 
Yang  Jownz  was  born  into  the 
absolute  squalor  that  is  Loyang 
in  the  Mekong  Dominion.  His  life 
would have been just like any other 
street  urchin  trying  to  survive 
in  the  toxic  environment  except 
for  a  chance  encounter  with 
Commandant  Aristride  Lazarus, 
Commandant  of  the  MILICIAs 
Special  Intervention  Unit,  an  elite 
force of military operatives. Yangs 
attempted  pick  pocket  failed  to 
impress  the  Commandant,  but 
the  look  of  determination  in  the  young  boy  drew  the  hardened 
commander  into  taking  an  interest  in  Yangs  future.  Taking  the 
boy under his wing. Yang proved an able student. 
Commandant Lazarus had Jownz placed with the 19th Heavy 
Gear Regiment stationed out of the Mekong Dominion, and the 
young man proved to be a superb pilot and leader. Within a few 
cycles, Yang had risen to the position of the regiments duelist. 
The  cycles  leading  up  to  the  Interpolar  War  were  difficult  for 
the  young  man  and  when  his  friends  in  the  SIU  abandoned  the 
Southern military and escaped into the Badlands. Torn between 
his loyalty to his mentor and the close friends he had developed, 
Yang chose to follow his own beliefs and followed his friends into 
the  Badlands.  The  journey  led  him  to  Khayr  ad-Din,  where  he 
joined up with KADA to protect his new home. 
KADA  proved  to  be  a  good  fit  for  the  pensive  young  soldier. 
Jownz had never looked for glory in the military, but protecting 
the people and his comrades aided his sense of purpose. After 
the cycles of serving in KADA, Yang shifted into reserve status. 
Funding  issues  kept  him  and  others  from  serving  full  time. 
Bothered  by  the  lack  of  funding  and  worrying  for  the  safety  of 
his  adopted  home,  Yang  chose  to  reluctantly  participate  in  the 
Arena fights in order generate money for KADAs operations. So 
far his duels have been complete sell outs and wildly popular on 
the Hermes 72 networks. The funds Yang has earned have given 
KADA a necessary boost, but Yang finds himself less and less on 
the field and more in the arena.
TALENTS 
Eye of the Storm: Once per turn, Yang can take a stun 
counter off of a team mate. 
LAC  Specialization:  Yang  is  an  expert  with  all  forms  of 
autocannons. Add a +1 modifier to all attacks with Autocannons. 
Hard  to  Kill:  Yang  has  been  known  to  evade  the  worst 
situations with an uncanny sense of survival. Yang may re-roll his 
defense roll once per turn. Even if the result is worse than his 
initial roll, Yang is stuck with the second roll. 
Melee Expert: Yang may re-roll his melee attack or combo 
rolls  once  per  turn.  If  he  re-rolls,  she  must  take  the  second 
result even if the roll is worse.
HIRING RESTRICTIONS 
Yang will not work for any team with Northern ties, Mandeers 
affiliation,  or  Paxton.  He  will  also  not  work  for  anybody  with 
criminal ties.
Age   46 Cycles
Sex   Male
S
K
I
L
L
S
Gunnery   4
Piloting   4
Dueling   4
Rally   3
Hiring Rate   50K
Threshold   4
Affiliation
Territorial Arms
ed 
the 
85
The World
86
Heavy  Gear  is  set  on  the  distant  human  colony  world  of  Terra 
Nova.  Settled  by  colonists  from  Earth  in  the  52nd  century,  it 
had  been  occupied  by  humans  for  five  hundred  years  when  Earth 
abruptly  withdrew  support,  casting  Terra  Nova  and  the  other 
nine  colonies  into  chaos.  Thanks  to  its  long  history,  Terra  Novas 
settlers had good prospects for the future, even without Earths 
support.  While  still  a  young  world,  it  had  cities,  settlements  and 
all the infrastructure needed to sustain a modern human society.
When  Earth  abandoned  Terra  Nova,  the  existing  political  order 
collapsed  and  anarchy  reigned.  Charismatic  leaders  gradually 
restored  order  and  each  of  Terra  Novas  cities,  isolated  from 
each  other  by  hundreds  of  miles  of  untamed  wilderness,  became 
an  independent  city-state.  Before  long,  city-states  were  banding 
together  for  mutual  protection  against  raiders  and  to  dominate 
their  neighbors.  Over  the  next  two  local  centuries,  the  Wars  of 
Unification  led  to  the  formation  of  seven  great  Leagues,  aligned 
into two confederations  the Confederated Northern City-States 
(CNCS) and the Allied Southern Territories (AST).
Each  confederation  expanded  to  occupy  the  hospitable  land 
around one of the planetary poles. The vast Badlands, a thousand-
kilometer-wide  band  of  desert  running  around  Terra  Novas 
equator,  became  the  focus  of  many  confrontations  between  the 
two powers. These skirmishes were brought to an abrupt end by 
The  St.  Vincents  War.  A  battle  for  the  remains  of  a  colonial-era 
Gateship  called  the  St.  Vincent  released  a  biologically-engineered 
plague on an unsuspecting planet, killing millions of children. Their 
will  to  fight  broken,  the  two  confederations  settled  into  a  wary 
peace, then, as friction built between them once more, a tense Cold 
War. This was the era of the Judas Syndrome, with power brokers 
and  spies  across  the  planet  trading  information  and  manipulating 
entire nations for their own gain. Another Interpolar war seemed 
imminent.  All  this  changed  in  TN  1913,  when  Earth  again  made 
contact with her daughter colony.
Earths  ambassadors  to  Terra  Nova  were  the  Colonial 
Expeditionary  Force  (CEF),  a  high-tech  army  bent  on  bringing  the 
independent colonies under Earths thumb. Faced with an army of 
more than 400,000 highly-trained men and vat-grown supersoldiers 
called  GRELs  (Genetically  Recombined  Experimental  Legionnaires) 
equipped  with  technology  the  likes  of  which  the  Terra  Novan 
colonists had never seen, the polar confederations were forced to 
work together. The spies and power brokers that had been ready 
to sell their nations into war abruptly changed course and brought 
them  into  a  hasty  alliance  against  their  common  foe.  The  CEF, 
expecting  an  easy  conquest  of  a  fractured  and  crumbling  colony, 
found  instead  a  strong  planet  on  the  brink  of  war.  This  invasion 
created a united force determined to protect its independence at 
any cost. Even so, the CEF assault drove deep into the heartlands 
of both polar confederations. 
The  war  of  attrition  between  the  colonial  defenders  and  the 
CEF invaders suddenly shifted in TN 1916, when the Northern and 
Southern armies worked together in the Battle of Baja to achieve 
their first decisive victory against the invaders. This was also the 
incentive needed for Paxton Arms, a massive weapons manufacturer 
based  in  the  Badlands  city  of  Peace  River,  to  officially  enter  the 
war  on  the  side  of  the  Alliance.  They  had  originally  declared  their 
neutrality, but had in reality been sneaking arms and supplies to the 
rovers, badlands militias and freedom fighters that came together 
to  fight  as  the  Peace  River  Army.  Paxtons  intervention  provided 
the exhausted Alliance with fresh troops and a plentiful source of 
supplies. In TN 1917, faced with a hopeless war on three fronts, 
the CEF retreated, abandoning over a hundred thousand troops  
mostly GRELs  on the planets surface.
At first it seemed that the peace might last. But as cycles passed 
without another CEF invasion, tensions again built up between the 
CNCS and the AST. Alliances have frayed, old grudges are not easily 
forgotten and all hell is about to break loose.
  THE WORLD OF HEAVY GEAR 
0 30W 60W 90W 120W 150W 180 30E 60E 90E 120E 150E 180
0 30W 60W 90W 120W 150W 180 30E 60E 90E 120E 150E 180
0
60N
30N
30S
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Peace River
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Peace River
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NEWHUMAN
 REPUBLIC
N E W
C O A L I T I O N
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HA
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TN  1936
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Franklin Harbor
Kossuth
Sesshu
Skadi
Smolensk
Yele
Zagazig
Lyonnesse
Rapid City
Ashington
Baton Rouge
Canterbury
Djakarta Point
Mainz
Pioneer
Zagreb
Swanscombe
Fort
William
Fort Henry
Fort James
Massada
Wounded Knee
Red Sands
Timmins
Port Oasis
Marabou
Saragossa
Timbuktu
Ankara
Aquitaine
Ashanti
Bethany
Innsmouth
Newton
Runion
Siwa Oasis
Mekong
Hsi Tsang
Loyang
Olduvai
Yung An
Atsi
Ngorongoro
Strathclyde
Cimmaro
Javari
Skavara
Smyrna
Basal
Bangweuleu
Okavango
Perth
Gardena
Thebes
Gropius
Oxford
Raleigh
White Rock
Azov
New Baja
Westphalia
Erech
Nineveh
Jan Mayen
Elayu
Marigold
Peace River
Khayr ad-Din
Port Arthur
Prince Gable
Lance Point Temple Heights
Fort Neil
Jasper
Ronda
(HQ, Westphalia Cabinet)
Chung Tang
Mirat
(Joined Free Emirates,
TN 1936)
(CNCS Capital)
(AST Capital)
(Destroyed TN 1937)
C
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0 - 50,000
50,000 - 500,000
500,000 - 1,000,000
1,000,000+
POPULATION:
Ruined cities
Mountain peaks
M  a  g  l   e  v    l   i   n  e  s
Volcanoes
LEGEND:
CYLINDRICAL EQUIDISTANT PROJECTION
The World
87
THE PLANET OF TERRA NOVA 
Terra Nova is much warmer than Earth. Open bodies of water 
are virtually unheard of and are limited to a few lakes and small 
seas near the poles. Most of the planets water is found in the 
vast series of underground tunnels called the MacAllen Network 
and sites where these tunnels are near the surface are of great 
value. The northern hemisphere is mountainous and temperate, 
while  the  south  is  covered  by  tropical  jungles  and  swamps.  In 
between is the inhospitable but resource-rich Badlands desert, 
used both as a battlefield and a source of mineral wealth by the 
polar confederations.
The North 
The  northern  hemisphere  is  united  under  the  CNCS, 
a  relatively  equal  partnership  between  three  nations: 
the  Northern  Lights  Confederacy  (NLC),  the  United 
Mercantile Federation (UMF) and the Western Frontier 
Protectorate  (WFP).  There  are  occasional  border 
disputes and squabbles between these leagues, but they generally 
cooperate,  bound  by  a  mutual  fear  of  the  expansionist  South 
and  common  cultural  bonds.  Most  Northerners  are  members 
of the Revisionist Church, a faith born on Terra Nova during the 
long Reconstruction after Earth abandoned the colony. Both fear 
and religious fervor are running high in TN 1935 thanks to the 
assassination of a prominent Revisionist leader and a Southern 
military build-up.
The CNCS military is the Northern Guard (NG), a professional 
all-volunteer force made up of soldiers drawn from the regular 
militaries of the three member-leagues. Each League maintains 
its  own  independent  army.  The  Norlight  Armed  Forces  are  by 
far the largest and are extremely zealous, the UMF Army is the 
best-equipped thanks to the massive manufacturing might of the 
Mercantile city-states, while the WFP Army is neither large nor 
well-equipped  but  is  very  well-trained,  with  considerable  field 
experience.
The South 
The  southern  hemisphere  is  ruled  by  the  Allied 
Southern  Territories  (AST),  a  puppet  alliance  used 
by  the  powerful  Southern  Republic  (SR)  to  rule  their 
vassal-states.  The  Mekong  Dominion  (MD),  Eastern 
Sun  Emirates  (ESE)  and  Humanist  Alliance  (HA)  were 
conquered  in  fact  if  not  in  name  by  the  SR  long  ago.  The 
leaders  of  these  nations  have  more  to  gain  by  working  with 
the  Republic  than  against  it,  but  the  ordinary  people  are  less 
happy,  as  they  have  no  common  ties  of  culture  or  economics 
to  their  oppressors  and  often  must  be  kept  in  line  by  force. 
Recent  cycles  have  seen  an upswing in  rebellions, requiring  an 
increase in the size of the Southern armed forces to re-pacify 
their cities. The North has been fanning the flames of rebellion 
and  many  Southerners  are  crying  for  war  to  punish  them  for 
their meddling.
The  common  defense  of  the  AST  is  handled  by  the  MILICIA, 
composed  primarily  of  conscripts  drawn  from  throughout  the 
South  and  those  the  League  forces  no  longer  want,  including 
criminals. The real might of the South is the merciless Southern 
Republican Army (SRA). The other leagues are allowed to maintain 
their own armies, but with strict limits on their sizes, deployment 
and  equipment.  The  Mekong  Peacekeepers  (MP)  are  superbly 
trained and focused on operations in dense urban and jungle areas, 
the  ESE  has  no  army  of  its  own  with  each  Emir  maintaining  his 
or her own retinue, and the Humanist Alliance Protection Force 
(HAPF)  are  a  small  but  fanatical  force  with  high-tech  weapons, 
sometimes reverse-engineered from CEF designs.
The Badlands 
No  single  political  entity  has  yet  managed  to 
dominate  the  Badlands.  Most  of  the  vast  deserts 
are  unoccupied  or  home  only  to  small  groups  of 
homesteaders  trying  to  eke  out  a  life  from  the 
land or rovers turned to banditry. The rich mineral 
resources  found  throughout  the  Badlands  are  coveted  by  the 
polar  confederations  to  feed  their  domestic  economies.  The 
confederations also seek to claim strategic land and the sealed 
Oasis Tower cities for forward bases.
The  most  significant  power  in  the  Badlands  is  Peace  River, 
home  of  Paxton  Arms.  While  Paxton  Arms  sells  weapons  to 
both polar confederations, theyve also placed the lands around 
Peace  River  under  their  protection.  The  Peace  River  Defence 
Force  (PRDF),  equipped  with  the  best  weapons  Paxton  Arms 
can manufacture, patrols this stretch of desert, protecting the 
residents against both rovers and polar aggressors. The PRDF 
is  well-trained  but  overstretched  and  some  are  beginning  to 
wonder if Paxton Arms has not bitten off more than it can chew.
Another up-and-coming Badlands power is NuCoal  the New 
Coalition  a group of small, independent city-states. This would 
be  unremarkable  but  for  the  presence  of  Port  Arthur,  founded 
by the abandoned CEF troops. The might of the Arthurian Korps 
forces the polar confederations to respect NuCoal.
Assorted other minor city-states dot the Badlands. Most are 
typical frontier towns, of interest only to lowlifes, drifters and 
those that live nearby. The exception is the city of trash, Khayr 
ad-Din. The site of a vast junkyard, Khayr ad-Din has long been 
home to the most successful underground Gear dueling league 
on  the  planet.  Recently,  a  Northern  expatriate  Gear  Trainer 
named  Katryne  Sanz  has  been  organizing  the  duelists  into  a 
makeshift army. While many scoff at the Khayr ad-Din Army, it 
has some of the best soldiers on the planet among its ranks, all 
piloting high-performance Gears.
WEAPONS OF WAR 
The  face  of  war  on  Terra  Nova  was  changed  forever  by  the 
invention of the Heavy Gear. Combat walkers had been used in 
the  past,  as  far  back  as  the  early  third  millennium,  but  they 
were either clumsy, vulnerable all-terrain tanks or relegated to 
engineering duties. The one exception was the terrifying Paladin 
walking tanks used by the genetically-engineered Prime Knights, 
but their technology has never been duplicated. The Heavy Gear 
(called  a  Gear  for  short),  developed  from  the  construction 
walkers used in the colonial era, placed the combat walker in a 
totally new role.
The Gear is a compromise between an infantrymans flexibility 
and  an  armored  vehicles  resilience  and  firepower.  They  have 
excellent all-terrain mobility and can operate (albeit in different 
roles)  in  warfare  in  open,  mountainous,  forested  or  urban 
terrain.  Each  is  effectively  a  one-man  Infantry  Fighting  Vehicle, 
which  protects  the  pilot  and  allows  him  to  carry  a  far  larger 
payload  and  move  far  faster  than  an  ordinary  trooper.  Their 
design  makes  Gears  extraordinarily  flexible    they  can  swap 
handheld weapons on the battlefield and completely change their 
load-out in a matter of hours. Mass-produced Gears are cheap 
enough to form a major part of any modern Terra Novan army.
Gears  were  instrumental  in  defeating  the  CEF  invasion,  but 
military tacticians are quick to point out that Gears still depend 
heavily  on  support  from  infantry,  heavy  armor,  artillery  and 
aircraft.
The World
88
HEAVY GEARS 
Gears are used by armies on Terra Nova as all-purpose support 
vehicles and high-mobility combat units. Each is controlled by a 
single pilot located in the torso, with the pilots head extending 
into  the  Gears  head.  Gear  cockpits  are  always  cramped,  with 
little  spare  space.  A  pair  of  joysticks,  each  sporting  several 
thumb  switches  and  finger-activated  triggers,  as  well  as  two 
foot pedals are used for control. The pilot receives information 
about  the  outside  world  by  way  of  a  sophisticated  VR  helmet. 
With  this  helmet,  the  trooper  can  see  as  if  the  cockpit  were 
open to the outside, with relevant readouts superimposed over 
the landscape.
In order to operate well in multiple terrain types, Gears are 
usually  equipped  with  two  movement  systems.  The  primary  is 
the standard bipedal walker movement system, used for rough 
terrain  or  precise  maneuvering.  The  Secondary  Movement 
System (SMS) is most often a conventional powered wheel or 
tread  system,  which  allows  the  Gear  to  move  like  a  high-tech 
rollerskater.  It  cannot  handle  rough  terrain  well,  but  provides 
considerably more speed.
The  marvel  of  technology  that  makes  the  Gear  work  is  the 
sophisticated  neural  network  CPU  located  under  the  pilots 
seat. This CPU takes the pilots input and translates it to actual 
movement. Each must be trained painstakingly and individually and 
is almost as valuable as the human pilot. All pilots are trained to 
remove the CPU and take it with them when evacuating the Gear, if 
at all possible. Gear CPUs are not sentient, but many pilots 
treat  them  like  they  are.  Particularly  experienced 
CPUs are about the equal of a smart dog. Thanks 
to  these  CPUs,  Gears  are  capable  of  near-
human  motion  and  can  perform  very 
complicated manoeuvres.
Spider  Jahmoons  Web  Arena  is  a  sight  to  behold.  I  dont 
know  if  youve  ever  been  there  in  person,  but  its  got  to  be 
one of the best Gear dueling arenas on the planet. At least it is 
now. Back in 40, the old dawg came into some serious money. 
Probably  from  the  maglev  corporate  types  for  keeping  the  line 
free  from  damage  during  the  war.  Point  is  the  arena  and  the 
core got a nice facelift. The Web Arena is the place to be if you 
own a team. The arena runs a variety of games throughout the 
seasons. Why? Well, kid, the crowd is a fickle beast that likes to 
see different sorts of entertainment. This weeks king of the hill 
matches are fun, but do you really want to see that sort of thing 
week after week? Trust me theres other things out there that 
are just as entertaining. Like next weeks chain matches. Tell you 
what, you highlight a story on my team, Ill give you tickets to 
watch us in action next week. Youll see what I mean.
Jarl Masterson, Team owner of the Barnabus Raiders team 
out of Fort Neal, talking to GSN reporter Malcolm Dawes 
on Khayr ad-Dins Gear Dueling Circuit
88 88 88 88 88 8888
them  like  they  are.  Particularly  experienced
are about the equal of a smart dog. Thanks 
hese  CPUs, Gears  are  capable  of  near-
n  motion  and  can  perform  very 
licated manoeuvres.
The World
89
The  city  state  of  Khayr  ad-Din  originally  began  its  existence 
as a small Badlands community of Monroe. The small settlement 
built near the Terra Nova Trans-Rails Gamma maglev line put the 
community  in  a  lucrative  location  to  cater  to  the  passengers  as 
well  as  caravaners  from  the  outlying  towns,  ranches,  and  oasis 
towers. Monroe was moderately successful in their endeavors, but 
the  tumultuous  weather  patterns  of  the  harsh  Badlands  desert 
eventually destroyed the town in a gale force white sands storm. 
The highly corrosive white sands obliterated the town as well as the 
regions infrastructure. During the rebuilding phase of the Gamma 
Maglev  Line,  TNTR  began  to  transport  waste  material  from  Fort 
James,  Marabou,  and  Port  Oasis.  The  city  states  of  the  North 
and  the  South  were  having  difficulty  effectively  disposing  of  the 
mounting waste products and the solution of dumping on the ruins 
of Monroe, which was already a mess that TNTR had no intention 
of cleaning up proved to be a viable solution. Around the remains 
of Monroe, refugees, criminals, and other questionable individuals 
found  a  place  to  call  home,  and  TNTR  turned  a  blind  eye  to  what 
they believed was a cheap labor pool to offload the wastes the rail 
line  brought  to  the  region.  Within  decades,  the  once  prosperous 
community of Monroe had been reborn into an ugly sprawling trash 
heap renamed Khayr ad-Din. 
The city itself has for the majority of its existence has managed 
to  stay  out  of  polar  conflicts  even  though  the  location  is  ideal. 
During  the  War  of  the  Alliance,  the  city  was  relatively  unaffected 
and remained neutral in the conflict. The power broker in the city 
at  time  was  a  gang  lord  that  simply  went  by  the  Priest,  who  by 
the  end  of  the  War  had  transformed  the  city  of  trash  into  the 
underworld  communities  central  hub.  Underground  dueling,  a 
pastime  of  criminals  and  rovers  in  the  region,  increasingly  found 
a  home  among  the  heaps  during  this  period.  By  TN1919,  when 
the  Priest  was  assassinated  by  his  lieutenant,  Khayr  ad-Din  had 
become  the  most  important  location  for  dueling  in  the  Badlands. 
The  lieutenant  that  had  murdered  the  Priest,  had  taken  over  the 
network around Khayr ad-Din, and further developed the city into 
a place of regional importance. Saddick the Spider Jahmoon was 
the de facto leader of this unusual town. 
Jahmoons ties with the local TNTR representative placed him in 
a position to expand his network out of the trash heaps of Khayr ad-
Din to the region surrounding the unusual city. Within a few cycles, 
Jahmoons Web Arena was the center of dueling in the Badlands, 
and  two  lucrative  contracts  with  polar  sports  broadcasters  gave 
his organization a degree of legitimacy to the notorious city. Cycles 
of competition drew the best duelists of all walks to the city, and 
by TN1936 Khayr ad-Din had a reputation for having the greatest 
concentration  of  elite  pilots  in  any  given  area  on  the  planet. 
Whether this was true or not could be debated, but a number of 
elite pilots that went AWOL from their polar armies at the beginning 
of the Interpolar War found refuge in the city. 
Unlike  the  War  of  the  Alliance,  Khayr  ad-Dins  position  on  the 
Gamma Maglev line was strategically important to both sides of the 
Interpolar  War,  but  numerous  parties  were  interested  in  keeping 
the  region  free  of  conflict.  With  funding  from  TNTR,  NuCoal,  and 
Jahmoons  own  private  stash,  Duelist  trainer,  Katryne  Sanz,  was 
authorized  to  organize  the  Khayr  ad-Din  Army  (KADA)  to  protect 
the  region  from  polar  armies  as  well  as  keep  the  Gamma  Maglev 
operational  for  the  Barrington  region  of  the  Badlands,  something 
which was crucial for many of NuCoals members. While the large 
majority  of  KADA  was  composed  of  hodgepodge  regulars  drawn 
from the dregs of the region, the elite duelists acted as a combat 
leaders and ferocious strike forces. The reputation of the duelists 
alone  was  enough  to  deter  the  invasion  of  Khayr  ad-Din,  and  the 
well  televised  maneuvers  by  the  Duelists  inspired  a  whole  new 
outlook of the mysterious city. 
After the destruction of Peace River in TN1939 by the CEF and 
the secession of hostilities between the polar forces, the question 
of what to do with KADA loomed. The cost of maintaining a standing 
army was not an option, but the fame of the force had made the 
region  more  stable  than  any  other  period  prior  to  its  founding. 
Jahmoon  entered  into  negotiations  with  TNTR  and  NuCoal  to 
maintain a smaller force along with keeping any duelist participating 
in the Badlands circuit in reserve status. While the city is officially 
allied with NuCoal, Khayr ad-Din is not yet an official member of the 
military and trade alliance. This shift in policy gave the city added 
legitimacy  and  as  a  part  of  the  arrangement  with  NuCoal,  Khayr 
ad  Dins  dueling  circuit  exposure  was  increased  ten-fold  with  the 
addition of Prince Gables sports networks. 
Out of Fort Neal, a member state of NuCoal, Simons and Barfeldt, 
a salvage operation, paid Jahmoon to salvaging and recycling rights 
in the Heaps, the largest of the land fields in Khayr ad-Din. While 
the  arrangement  has  been  profitable  for  Jahmoon,  the  trashers, 
denizens  of  the  Heaps,  have  been  less  than  thrilled  to  see  their 
prized commodities being taken over by outsiders. S&B has made 
efforts to hire only local help to help with the processing, which has 
helped  ease  some  of  the  tensions;  however,  a  few  managers  and 
overseers have disappeared in the last few cycles. 
With  the  increased  interest  in  the  city,  the  Core,  the  central 
region  housing  the  Web  Arena  as  well  as  the  TNTR  office  tower, 
has  received  a  massive  facelift.  The  roads  in  the  core  have  been 
paved  and  sewage  processing  to  all  Core  facilities  has  become  a 
mandatory  feature.  TNTR  has  expanded  its  corporate  security 
force to patrol the Core and acts as the official law of that part of 
the city. Unofficially, Jahmoon is still the power of the city.
  KHAYR AD-DIN  
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  KHAYR AD-DIN CITY OVERVIEW 
1.  Gamma  Maglev  Line:  One  of  three  inter-Polar  high 
speed  maglev  lines  linking  the  North  to  the  South,  the  Gamma 
Maglev begins in Franklin Harbor in the Northern Lights Confederacy 
and terminates in Port Oasis in the Southern Republic. Due to the 
unpredictable  and  harsh  nature  of  Terra  Novan  weather,  maglev 
travel  is  the  most  efficient  form  of  transport  for  both  goods  and 
people.  The  Terra  Nova  Trans  Rail  corporation  maintains  all  three 
lines and represents a neutral company serving the planet rather 
than polar leagues. During the Interpolar War, the Gamma Maglev 
line remained open throughout most of its line largely due to the 
efforts of the Khayr ad-Din Army (KADA). 
2.  Terra  Nova  Transrail  Compound:  This  large 
oasis  tower  serves  multiple  functions  for  Khayr  ad-Din.  Primarily, 
the  tower  serves  as  a  station  for  dropping  off  and  picking  up 
passengers and goods. The heavily fortified compound is secured by 
a small, but well equipped security force. This same security force 
has expanded their patrol area to the well maintained Core of the 
city  state,  and  represents  the  official  face  of  the  law.  Outside  of 
the Core, the TNTR security forces are rarely seen, and the law is 
dictated by individual or group might. Unlike the polar cities, TNTR 
does  not  have  to  satisfy  the  delicate  balance  between  the  Polar 
governments. In Khayr ad-Din, TNTR is the law. At least in the Core.
3. Caravan Route (To Azov): The trade route to Azov is 
a major route that follows the equatorial band towards the largely 
abandoned  AST  Protectorate.  While  Azov  is  not  a  major  point 
of  trade,  the  communities  that  lie  on  the  old  caravan  route  still 
generate goods for trade which are brought to Khayr ad-Din, and 
distributed to the polar leagues. 
4.  The  Gallows  Pool:  Among  the  Trashers  justice  is 
dispensed in an unofficial compact between elders called Lawgivers 
and a jury of whoever attends the trial of the criminal. While just 
about anything is tolerated in Khayr ad-Din, thrill killing, rape, and 
sociopathic  behaviors  quickly  attract  the  Lawgivers  attention. 
Makeshift posses capture these unwanted criminals and drag them 
to the plastic and metal domed chemical sludge pit which the locals 
call the Gallows Pool. A swift judgment by the Lawgivers ends with 
the  criminal  being  thrown  in  the  toxic  substance.  Death  can  be 
swift  or  slow  and  agonizing,  depending  on  the  chemicals  recently 
dumped into the pools. 
5. The Hammer: A small dingy bar found in the outer edges of 
the city, this location is the place many team managers go to find 
cutthroat  duelists,  muscle,  or  fixers.  Only  the  bravest  and  most 
capable individuals find their way this far out into the city. 
6.  The  Ghost  Town:  The  remnants  of  Monroe  can  still 
be  found  if  the  person  knows  where  to  look.  The  eerie  crumbling 
buildings stand in silent witness to all of the lives that were lost in 
Monroe during the white sand storm that ripped through the area 
hundreds of cycles ago. 
7.  The  House  of  the  Fallen:  Within  the  former  city  of 
Monroe, the Badlanders that call this area home maintain the old 
citys  bunker  as  a  memorial  to  the  spirits  of  the  dead.  The  last 
survivors of Monroe fled to the bunker and successfully sealed the 
bunker,  but  the  white  sand  penetrated  the  air  filtration  system 
killing all of the initial survivors. As an unspoken agreement among 
the community, the bunker is left untouched. 
8. The Orphanage of Saint Chastity: The former site 
of Jahmoons chief rival, Mother Superiors base of operation used 
to collect the street urchins in the city to corrupt and brainwash 
to  her  needs.  The  operation  along  with  Mother  Superior  was 
destroyed by a break away group calling them selves the Heretics. 
Some  of  the  denizens  of  Ghost  Town  speculate  that  the  Heretics 
were  backed  by  Jahmoons  enforcers  and  supplies,  and  there  is 
some element of truth to this speculation as Jahmoons bodyguard 
Morgana  Salam  was  seen  with  the  Heretics  leader,  Judas,  prior 
to  the  bloody  strike  into  the  old  Orphanage.  Ironically,  while  the 
old  site  was  called  an  orphanage,  they  did  not  server  in  that 
capacity.  Judas  and  his  Heretics  have  established  themselves  in 
the  old  Orphanage  taking  in  urchins  and  providing  for  them  as  a 
real  orphanage.  The  older  Heretics  support  the  population  of  the 
Orphanage by scavenging in the Heaps as well as running errands 
for KADA. A few of their members have even joined the army. 
9. The Chop Shop: The largest independently owned repair 
and processing plant in Khayr ad-Din is owned by the self described 
Trasher  Queen,  Hanah  Dominic.  The  large  compound  is  located  in 
the  western  Heaps.  Her  large  staff  of  Trashers  use  a  variety  of 
worker Gears to search out the mounds of polar wastes brought 
in  by  TNTR,  but  in  the  past  few  cycles  the  Dominic  and  her  staff 
have  been  fighting  a  turf  war  with  the  interlopers  from  NuCoal. 
Simons  &  Barfeldt  out  of  Fort  Neal  has  aggressively  cut  into  the 
premium  trash  brought  in  by  TNTR,  which  has  hurt  the  local 
trasher community that depend on scavenging and refurbishing the 
materials brought in by the maglev. In the cycles since the outsiders 
have  arrived,  Hanah  and  her  gang  of  trashers  have  actively  gone 
after  managers  and  supervisors  in  order  to  dissuade  the  NuCoal 
company from staying, but Hanah has found a major roadblock to 
declaring all out war against the company. Jahmoon and TNTR both 
receive  a  significant  kick  back  from  S&B.  The  efficient  processing 
plant set up near the dump points on the secondary lines are too 
valuable  to  the  two  biggest  power  brokers  in  the  city.  Recently, 
Hanah  has  engaged  the  local  director  of  S&B  to  declare  a  truce. 
The two groups have agreed to split the incoming loads based on 
the  types  of  trash  being  brought  in.  Hanahs  connections  to  the 
local trashers provides the NuCoal firm a ready access to reliable 
labor, but more importantly, the company gains access to the outer 
trash heaps. 
10. The Heaps: Found to the east and the west of the more 
organized  Core,  the  Heaps  represent  350  cycles  of  continuous 
waste disposal by TNTR in the region. Secondary rail lines offload 
the trash cars from the primary maglev line and dump the detritus 
along the line in random locations in the two dump zones. It is in 
these  heaps  of  trash  that  a  significant  percentage  of  the  citys 
population live and earn a money by scavenging useful parts from the 
trash. The bulk of these trashers, as the individuals living outside of 
the Core are called, scavenge using primitive tools and their hands 
to  find  anything  that  can  be  sold  to  traveling  merchants.  Larger 
operations  such  as  Hanah  Dominics  Chop  Shop  and  S&B  utilize 
worker  Gears  and  large  vehicles  to  collect  valuable  components 
and  recyclable  metals.  These  operations  are  extremely  lucrative 
and  highly  competitive.  Besides  the  two  largest  groups,  smaller 
trasher  gangs  are  known  to  get  into  turf  wars  over  particularly 
valuable honey holes. 
11. Main Trash Dump Zone: For the last few decades, 
TNTR has concentrated the bulk of their trash dumps to the west of 
the town. The secondary rail lines extending from the maglev line in 
the Core extend in various directions each capable of dumping tons 
of detritus from their specially designed cars. 
The World
91
12.  Caravan  Route  to  Westphalia:  The  heavily 
traveled route to Westphalia is one of the most heavily protected 
passages. KADA patrols the roads in the region and occasionally run 
afoul of MILICIA regiments similarly protecting the route. In most 
cases these encounters result in verbal posturing, but occasionally 
regimental  duelists  will  are  provoked  into  fighting  KADAs  less 
honorable  duelists.  More  often  than  not,  KADA  duelists  defeat 
their military counterparts. 
13. Gamma Maglev (South)
14.  Web  Arena  and  Oasis  Hotel:  The  heart  of  the 
Core and the largest attraction for tourists riding on the Gamma 
Maglev line, the Web Arena features multiple fights throughout the 
evening  and  night.  Saddick  Spider  Jahmoons  massive  arena  is 
designed  to  hold  roughly  20,000  individuals  and  as  of  lately  the 
arena has been sold out on a regular basis as more tourists have 
braved the journey to the city. The Oasis Tower is an exclusive hotel 
built shortly after the construction of the Web Arena was finished. 
The hotel caters to gamblers and tourists that come into Khayr ad-
Din to view the dueling matches in person. The Oasis Hotel is widely 
regarded as the only safe hotel in the town. 
15.  The  Bazaar  and  Traders  Way:  The  bustling 
hub  found  in  the  Core  is  serviced  by  market  stalls,  small  shops, 
and  traveling  merchants.  Bartering  is  just  as  common  as  cash 
transactions  and  a  variety  of  goods  can  be  had  if  the  consumer 
knows where to look. Trashers often come into the Bazaar to trade 
their scavenged parts for goods and services. 
16. The Sand Stone: Found in the Core off of the Bazaar, the 
Sand Stone is known as the bar favored by duelists. This evolution 
was by design and not an accident. The owner of the Sand Stone, 
Marice Fryzel, used her contacts with Jahmoon, to send the duelists 
to  her  establishment.  The  VIP  section  is  exclusively  reserved  for 
active duelists and their guests. Access to the restricted area is 
tightly controlled and the duelists enjoy privacy and the bars most 
exclusive  service.  Since  making  the  arrangement  with  Jahmoon, 
Fryzel has had to expand her operation three times. 
17. The Spiders Lair: Located in the eastern Core, Saddick 
Spider  Jahmoon  rules  his  underworld  empire  from  a  series  of 
walled mansions and compounds collectively called the Spiders Lair. 
These mansions cater to the ultra rich and important guests that 
come to Khayr ad-Din to gamble or to enjoy the uninhibited moral 
standards of the city. Jahmoon takes great care of these guests 
and the returns he gets from them are well worth the investment. 
The  top  tier  duelists  are  also  housed  in  the  Lair  along  with  their 
managers. Only the best ever make it into the Lair. 
18.  Simons  &  Barfeldt:  The  large  Oasis  tower  is  found 
on the western edge of the Core and serves as both the regional 
headquarters  and  raw  materials  processing  plant.  S&B  primary 
interest in the trash that is brought in is the raw material content. 
Metals,  plastics,  and  other  recyclable  materials  are  the  firms 
only  concern.  Their  ever  expanding  base  of  operations  processes 
collected  material  into  base  components,  which  are  shipped 
primarily to NuCoal cities in the west. The raw materials are used in 
manufacturing by multiple corporations in Prince Gable, Fort Neal, 
and Lance Point. TNTR and Saddick Spider Jahmoon each receive 
a  cut  of  S&Bs  profits  in  exchange  for  allowing  the  company  to 
operate in the city.
The World
92
Built  after  Saddick  Spider  Jahmoons  disposal  of  the  Priest 
in  TN1919,  the  massive  Web  Arena  was  finished  in  TN1923. 
Jahmoons  construction  of  the  arena  solidified  his  hold  on  the 
regional  dueling  circuits.  The  construction  was  completed  in  a 
period of time that was fortuitous to Spider and his organization. 
The end of the War of the Alliance left a number of former military 
Gear  pilots  looking  for  employment,  and  interest  in  the  heroes  of 
the war was peaked in the polar leagues meant that a professional 
dueling circuit was a prime opportunity for Jahmoon. 
The second important component was the access to the Hermes 
72 satellite network left behind by the Earth forces opened up the 
world  to  entertainment  from  multiple  sources.  Spider  Jahmoon 
wanted  to  be  one  of  those  sources.  Approaching  Sports  Star  in 
Lyonesse  in  the  United  Mercantile  Federation  and  Orbviz  out  of 
Ashanti  in  the  Southern  Republic,  Jahmoon  arranged  a  mutually 
beneficial contract to provide live feeds of the dueling in the Web 
Arena. Global recognition and timely investment secured Khayr ad-
Dins reputation as the center of professional dueling. 
Dueling teams congregate along with their sponsors to gain the 
fame and glory that the Web Arena offers. To climb up the rankings 
of the arena and stand at the top is a goal of most of these teams, 
but only one team can claw their way to the top. 
Unlike  some  of  the  underworld  and  Eastern  Sun  Emirate 
competitions, Jahmoons Web Arena is not designed to kill off the 
duelists in life and death fights. Early on, Jahmoon saw the value of 
having regular duelists that fans could identify with throughout the 
seasons. The Web Arena is designed to maximize the survival rate 
of  the  pilots.  Emergency  medical  and  recovery  specialists  are  on 
standby to provide help to downed pilots. In addition to the medical 
and  recovery  services,  the  ammunition  used  in  the  Web  Arena  is 
low velocity and low impact rounds. 
Crowds  attending  the  Web  Arena  sit  or  stand  spaces  around 
the  high  reinforced  concrete  walls.  The  standing  room  around 
the  walls  provides  roughly  enough  space  for  10,000  spectators. 
These standing spaces only cost 5 dinars/marks. Seating in benches 
around the facility provides a further 10,000 spectators a place to 
view  the  entertainment.  These  seats  only  cost  10  dinars/marks. 
The luxury loge boxes provide protected boxes for 6 to 10 people. 
These boxes are rented for anywhere from 1000 to 1500 dinars/
marks. During top tier matches ticket prices can spike up to 500% 
of the base cost.
  THE WEB ARENA 
The World
93
The idea of a global competition featuring the best dueling teams 
on  the  planet  is  a  relatively  new  idea.  Conceived  by  Anders  von 
Breslau, commander of Terra Novan forces during the War of the 
Alliance, the Olympiad has been a huge success since its founding. 
Every six cycles during the Autumn season, competitors from each 
of the leagues, Peace River, and as of the last two tournaments, 
NuCoal fight in a variety of tournaments to earn the gold medal for 
their league or city state. 
The  first  Olympiad  held  TN1921  is  still  regarded  as  the  most 
successful  of  all  of  the  Olympiads.  Well  over  a  hundred  thousand 
spectators attended the original Olympiad, a number that has yet to 
be broken, though the TN1945 games came very close to meeting 
those  numbers.  Over  the  course  of  the  games,  the  Olympiad  has 
suffered some setbacks. The TN1927 Olympiad was rocked with a 
scandal  after  the  entire  Mekong  Dominion  team  was  disqualified 
supposedly  for  trying  to  bribe  a  judge.  The  charges  proved  to  be 
false,  after  an  in  depth  investigation  by  NorCom  satellite  news 
looked  into  the  matter.  The  TN1933  games  saw  the  Mekong 
Dominion teams boycotting the event. This event was also the least 
attended or watched event of the Olympiad. With tensions growing 
between the Polar leagues, the Olympiad nearly did not happen. 
After the TN1933 games, the TN1939 games had been cancelled. 
With the Interpolar War in full sway during the intervening years, 
the  organizers  knew  they  couldnt  get  the  participants.  The 
destruction  of  Peace  River  changed  all  of  this  though.  As  peace 
negotiations  were  about  to  be  hosted  at  Peace  River,  the  city 
state  was  destroyed  in  a  cataclysmic  anti-matter  explosion.  The 
combination of wartime exhaustion and the shock of such a barbaric 
act left the population of the planet craving normalcy. The leagues 
dueling  circuits  unanimously  petitioned  the  Olympiad  officials  to 
host the TN1939 games. The games were dedicated to the Peace 
Rivers  inhabitants.  While  the  TN1939  games  were  the  most 
watched  games  of  the  Olympiads  history,  the  games  were  the 
least attended due to the travel constraints brought on by the war. 
The  site  of  the  Terra  Nova  Dueling  Olympiad  is  hosted  a  few 
hundred  kilometers  north  of  Westphalia,  but  the  closest  maglev 
line is found at Khayr ad-Din. The competition location is composed 
of  multiple  arenas,  oasis  towers  to  house  spectators,  and  other 
support buildings for the teams. The primary stadium is a massive 
structure capable of housing over a hundred thousand spectators 
in  its  stands.  When  the  Olympiad  Stadium  is  not  hosting  the 
Olympiad, the officials utilize the stadium for the Terra Nova Grand 
Championships held every cycle. The games measure the standing 
of  the  best  teams  from  the  leagues  and  Badlands  city  states. 
The  Grand  Championship  is  one  of  the  most  watched  satellite 
broadcasts on the planet and draws significant crowds. The event 
is held in the Winter season and lasts two weeks.
  TERRA NOVA DUELING OLYMPIAD 
Table And Terrain
94
Corner Wall
Jump Ramp
Oil Slick
Overpass or Rough Terrain
Check  out  our  free  online 
magazine, Gear Up, for an article 
on  how  to  make  the  Arena  Table 
and all the Terrain pieces featured 
here.  Also,  visit  the  Heavy  Gear 
Arena  page  on  the  Dream  Pod 
9  website  www.dp9.com  for 
free  downloadable  pdfs  of  the 
Corporate  Sponsor  Logos  and 
Grand  Stand  Fans  that  you  can 
printout  and  use  to  customize 
your own Arena.
Table And Terrain
95
Raised Platform for the Main Event
Low Wall
Standard Wall
Thick Wall with slopes at each end
Weapons
96
C
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Weapon Name Code Market Cost Rarity Slot Acc Range Damage RoF Notes
Light Machine Gun LMG 13K C 1 0   6  /  24  /   x3 4 AI, M
Heavy Machine Gun HMG 14K C 1 0   6  /  24  /   x4 3 AI, M
Frag Cannon FGC 50K C 2 +1   6  /  24  /   x7 2 AI, M
Very Light Rifle VLR 8K C 1 0    1P  /  48  /  x6 0
Light Rifle LRF 15K U 2 0    18  /  7P  /  x8 0
Medium Rifle MRF 28K U 2 0    P4  /  OG  /  x10 0
Heavy Rifle HRF 35K R 3 0    P4  /  OG  /  x12 0
Deployable Pack Gun DPG 9K C 1 -1    1P  /  48  /  x8 2 M, Disposable
Light Anti Air Cannon LAAC 25K R 2 (2) 0    1P  /  48  /  x8 6 AA
Medium Anti Air Cannon MAAC 31K R 2 (2) 0    18  /  7P  /  x10 4 AA
Heavy Anti Air Cannon HAAC 40K BL 3 (3) 0    18  /  7P  /  x12 3 AA
Very Light Autocannon VLAC 14K C 1 0    1P  /  48  /  x6 2
Light Autocannon LAC 20K C 2 0    1P  /  48  /  x8 2
Medium Autocannon MAC 26K C 2 0    18  /  7P  /  x10 1
Heavy Autocannon HAC 34K C 3 0    18  /  7P  /  x12 1
Very Heavy Autocannon VHAC 49K R 4 0    18  /  7P  /  x15 1
Very Light Field Gun VLFG 92K R 4 -1    8O  / 1PO /  x20 0 IF
Light Field Gun LFG 153K R 5 0    8O  / 1PO /  x22 0 IF, AE1
Heavy Field Gun HFG 324K (3K/Shot) BL 6 0    48  / 1OP /  x28 0 IF, AE1, EA
Very Heavy Field Gun VHFG 523K (4K/Shot) BL 7 0    GO  / P4O /  x33 0 IF, AE2, EA
Snub Cannon SC 108K (3K/Shot)** R 3,4 -1     G  /  P4  /  x28 0 EA
Harpoon Gun HPG 25K R 3 0   6  /  24  /   x9 0 M, OS, GR, CG
Light Panzerfaust* LPZF 9K C 2 -1   6  /  24  /   x10 0 M, One Shot
Medium Panzerfaust* MPZF 18K C 2 -1   6  /  24  /   x15 0 M, One Shot
Heavy Panzerfaust* HPZF 33K C 2 -1  12  /  48  /   x20 0 M, One Shot
Rapid Fire Bazooka RFB 43K U 2 0     G  /  P4  /  x14 2
Light Bazooka LBZK 39K U 2 0    1P  /  48  /  x15 0
Medium Bazooka MBZK 68K R 3 0    1P  /  48  /  x20 0
Heavy Bazooka HBZK 106K R 4 0    1P  /  48  /  x25 0
*Panzerfaust Racks have 3 Panzerfausts for both Slot and Market Cost 
**3 shots included in Slot Cost. Each additional Slot increases capacity by 3 more shots.
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Weapon Name Code Market Cost Rarity Slot Acc Range Damage RoF Notes
Very Light Rocket Pod VLRP 8,32,128 22K,26K,36K C 1,2,2 -1     G  /  P4  /  x8 3,4,6 IF
Light Rocket Pod LRP 16,24,32 30K,35K,40K,46K C 1,2,3 -1     G  /  P4  /  x12 2,3,4 IF
Medium Rocket Pod MRP 9,18,36 66K,81K,89K C 1,2,3 -1    1P  /  48  /  x18 1,3,4 IF
Heavy Rocket Pod HRP 18,48 102K,112K U 3,4 -1    18  /  7P  /  x20 3,4 IF
Incendiary Rocket Pod IRP 10,20,30 46K,53K,61K R 1,2,3 -1     G  /  P4  /  x13 1,2,3 IF, SB
Heavy Incendiary Rocket Pod HIRP 24,48 91K,108K BL 3,4 -1    18  /  7P  /  x16 3,4 IF, SB
Anti-Gear Missile AGM 32K (1K/Shot) R 2* +1    18  /  7P  /  x15 0 IF, G, EA
Anti-Tank Missile ATM 109K (3K/Shot) BL 2,4** +1    18  /  7P  /  x25 0 IF, G, EA
Heavy Anti-Tank Missile HATM 171K (4K/Shot) BL 6 +1    8O  / 1PO /  x30 0 IF, G, EA
*AGMs have a maximum capacity of 3 but may have up to 9 shots added (for a total of 12) for a cost of 1 slot per two shots. 
**Represents single-shot and three-shot mounts
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Weapon Name Code Market Cost Rarity Slot Acc Range Damage RoF Notes
Light Flamer LFL 10K U 3 +1   3  /  12  /   x5 0 IF, SB, M
Medium Flamer MFL 32K U 4 +1   4  /  16  /   x7 1 AE1, IF, SB, M
Heavy Flamer HFL 61K R 4 +1   6  /  24  /   x9 2 AE2, IF, SB, M
Light Guided Mortar LGM 59K R 3 -1    18  /  7P  /  x15 0 IF, MR, AE1
Heavy Guided Mortar HGM 123K BL 4 -1    8O  / 1PO /  x20 0 IF, MR, AE2
Light Field Mortar LFM 45K U 3 -1    P4  /  OG  /  x15 0 IF, MR, AE3
Medium Field Mortar MFM 82K R 4 -1    8O  / 1PO /  x20 0 IF, MR, AE3
Heavy Field Mortar HFM 131K R
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-1    8G  / 144 /  x25 0 IF, MR, AE4
Light Grenade Launcher LGL 51K U 3 -1     G  /  P4  /  x15 2 IF, AE2
Heavy Grenade Launcher HGL 80K R 4 -1    1P  /  48  /  x20 1 IF, AE2
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Weapon Name Code Market Cost Rarity Slot Acc Damage Notes
Hand Grenade HG 7K C 1* -1 x15 Thrown, AE2
Heavy Hand Grenade HHG 10K U 1** -1 x25 Thrown, AE2
Haywire Grenade HWG 9K R 1* -1 x10 Thrown, AE1, Haywire
Incendiary Grenade IG 12K U 1** -1 x12 Thrown, AE2, Sustained Burn
*Each slot represents 3 grenades carried.  **Each slot represents 2 grenades carried
Weapons
97
Weapon Name Code Market Cost Rarity Slot Acc Range Damage RoF Notes
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Light Particle Accelerator LPA 43K BL 4 (4) +1    1P  /  48  /  x10 0 MB1, H, ES
Heavy Particle Accelerator HPA 128K BL 6 (4) +1    18  /  7P  /  x15 0 MB1, H, ES
Light Railgun LRG 72K BL 5 (4) 0    8O  / 1PO /  x14 2 ES
Heavy Railgun HRG 371K BL 6 (4) 0    GO  / P4O /  x35 0 ES
Sniper Laser Cannon SLC 52K BL 3 (3) +1    8O  / 1PO /  x12 0 MB1, ES
Heavy Gatling Laser Cannon HGLC 76K BL 3 (3) +1    1P  /  48  /  x16 1 MB3, ES
Light Laser Cannon LLC 79K BL 5 (4) +1    8O  / 1PO /  x16 0 MB2, ES
Heavy Laser Cannon HLC 104K BL 6 (5) +1    8O  / 1PO /  x20 0 MB3, ES
Light Pulse Laser Cannon LPLC 107K BL 5 (4) +1    18  /  7P  /  x20 0 MB3, ES
Heavy Pulse Laser Cannon HPLC 151K BL 6 (5) +1    18  /  7P  /  x24 0 MB4, ES
Weapon Name Code Market Cost Rarity Slot Acc Damage Notes
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Vibro Blade VB 3K C 1 0 x8 Melee
Vibro Rapier VR 4K R 1 +1 x6 Melee, Armor Piercing
Vibro Sword VS 4K U 1 0 x9 Melee
Vibro Katana VK 6K R 2 +1 x12 Melee, Armor Crushing
Heavy Vibro Sword HVS 10K R 4 0 x15 Melee
Mace MA 2K C 1 (M) -1 x9 Melee, Armor Crushing
Hammer HA 8K C 3 -1 x13 Melee, Armor Crushing
Staff ST 5K C 2 -1 x12 Melee, Armor Crushing, Reach
Mauler Fist MF 8K U 1 +1 x7 Melee, Armor Crushing
Chain Sword CS 4K C 1 0 x9 Melee, Overkill
Buzz Saw BS 7K U 1 (M) 0 x11 Melee, Overkill
Heavy Chain Saw HCS 15K C 2 0 x14 Melee, Overkill
Vibro Claw VC 4K U 1 +1 x7 Melee
Haywire Whip HWP 9K BL 1,2 (M) +1 x7 Melee, Reach, Haywire, ES, Grapple
Vibro Halberd VH 8K R 3 -1 x14 Melee, Reach
Chassis Reinforcement CR 1K C 1 0 Size+1 Melee
Spike Gun SKG 4K U 1 0 x10 Melee
Heavy Spike Gun HSKG 9K R 2 -1 x15 Melee
Vibro Axe VA 5K U 2 -1 x12 Melee, Armor Crushing
Buckler BUCK 45K C 1  -1 Size+1 Melee, Special*
Shield SHLD 100K C 2 (M) -2 Size+3 Melee, Special*
Lance LA 5K U 3 -1 x13 Melee, Reach, One Shot
Haywire Lance HLA 6K BL 3 -1 x13 Melee, Reach, One Shot, Haywire
*Adds a Sturdy Box to the Gears damage track
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Component Name Cost Rarity Slot Notes Component Name Cost Rarity Slot Notes
Advanced Controls 100K BL 5 Add 1 Extra Action Acrobatic Handling 90K BL 3 +1 to Melee Attack & Defense
Advanced Armor Plating 25K C 3 Add 1 Sturdy Box  Improved Engine 22K U 2 Add +2 to all Movement Speeds
Reinforced Cockpit 35K U 2 Add Reinforced Cockpit Enclosed Cockpit 25K C 2 Remove Exposed Cockpit
Advanced Neural Net 92K BL 2 Add Advanced Neural Net Sensor Modernization 33K U 2 Remove Defective Active Sensors
Rugged Movement 28K R 4 Add Rugged Movement Improved Off Road 42K R 3 Add Improved Off Road
Backup Comms 24K U 2 Add Backup Comm Backup Sensors 32K U 2 Add Backup Sensors
Shielded Aux 19K R 2 Remove Exposed Auxiliary Modernized Fire Control 28K U 2 Remove Defective Fire Control
Ram Plate 16K C 2 Add Ram Plate to Front Arc EMP Shielding 14K U 1 Remove Vulnerable to Haywire
Emergency Medical 42K R 3 Add Emergency Medical Sensor Boom 69K BL 2 Add Sensor Boom
Improved Rear Defense 50K R 2 Add Improved Rear Defense Armor Refit 22K U 1 Remove Weak Rear Facing
Oil Slick 15K U 1 Add Oil Slick (3) Perk Smoke Grenades 10K C 1 Add Smoke (3) Perk
Sniper 35K R 1 Add Sniper Trait to a Weapon Pistol Grip 15K U  Add Pistol Perk to an Autocannon
Component Name Market Cost Rarity Slot Notes
Advanced Actuators 95K BL 3 Add +1 to Maneuverability (Max +2)
Advanced Fire Control 88K BL 2 Add +1 to Fire Control (Max +1)
Advanced Sensors 40K R 2 Add +1 to Sensors (Max +2 Total) and Detect
Field Armor I 5K C 1 Add +1 to Armor, Does Not Stack with Field Armor II or III
Field Armor II 8K C 2 Add +2 to Armor, Does Not Stack with Field Armor I or III
Field Armor III 12K C 3 Add +3 to Armor, Does Not Stack with Field Armor I or II
Stabilizer 30K U 3 Add Stabilizer Perk to a weapon
Shielded Weapons 9K/Weapon C 1 Reroll any defense rolls pertaining to weapon destruction. Second result must stand.
Target Designator 58K R 1 Add the Target Designator (2) Perk
Extra Magazines 5K x Slot Rating of Weapon C 1 Manipulator Held Weapons Only. Allows Reloads.
Weapons
98
Check out the HG Arena Duelist Weapon Upgrade Pack (DP9-9196) for the new Duelist Melee Weapons.
[LAC] Light Autocannon [MAC] Medium Autocannon [HAC] Heavy Autocannon [VLAC] Very Light Autocannon
[LRF] Light Rifle [VHAC] Very Heavy Autocannon [MRF] Medium Rifle [HRF] Heavy Rifle
[RFB] Rapid-Fire Bazooka
[LBZK] Light Bazooka
[MBZK] Medium Bazooka [HBZK] Heavy Bazooka
[FGC] Fragmentation Cannon [DPG] Deployable Pack Gun [PZF] Panzerfausts
[VLRP] Very Light Rocket Pod
[LRP] Light Rocket Pod
[VR] Vibro Rapier
[SC] Snub Cannon
[LGL] Light Grenade Launcher
[HGL] Heavy Grenade Launcher
[VLFG] Very Light Field Gun
[LGM] Light Guided 
[LFM] Field Mortar
[MFM] Medium Field Mortar 
[HGM] Heavy Guided Mortar
[ATM] Anti-Tank Missile
[HGLC] Heavy Gatling Laser Cannon
[LLC] Light Laser Cannon
Chassis Reinforcement
[BUCK] Buckler [BS] Buzz Saw [SHLD] Shield
[HRP] Heavy Rocket Pod
[VK] Vibro Katana [MRP] Medium Rocket Pod
[ST] Staff
[HA] Hammer
[MA] Mace
[MF] Mauler Fist
[LPA] Light Particle Accelerator
[FL] Flamer
[AGM] Guided Anti-Gear Missile
Shoulder Spikes
[CS] Chainsword
[VH] Vibro Halberd
[LA] Lance
[VC] Vibro Claw
[SLC] Sniper Laser Cannon
[VA] Vibro Axe
[AGM] Anti-Gear Missile
[VB] Vibro Blade [SKG] Spike Gun
[HSKG] Heavy Spike Gun
[HVS] Heavy Vibro Sword
[VS] Vibro Sword
Weapons
99
WEAPON PERKS 
While Weapons are listed on the Weapons Table with the Traits 
that  always  apply,  some  Models  weapons  may  be  upgraded 
with extra traits, in which case the trait must be listed in that 
Models weapon stat block.
Anti-Aircraft  [AA]:  The  Weapon  may  be  used  to  fire 
against  aerial  targets,  such  as  Gears  jumping  vertically.  When 
firing  at  an  aerial  target  with  this  weapon,  the  use  receives  a 
+1 to attack the target. 
Area  Effect  (x)  [AEx]:  Weapons  with  area  of  effect 
traits  cause  damage  to  all  targets  under  the  AE  rating  of  the 
weapon as detailed on page 11. 
Armor Crushing [AC]: The weapon may cause damage 
to a Models Armor. The Target will lose Armor equal to the MoS 
of the attack if it does Damage. 
Armor Piercing [AP]: The weapon is designed to ignore 
Armor. If the Attack scores a MoF/MoS 0 or a higher MoS, add 
2 to the value (MoF 0 becomes MoS 2, MoS 1 becomes MoS 
3) for determining damage. If the Attack scored a MoF or 1 or 
more, the Attack does nothing.
Blast  (x)  [Bx]:  Some  weapons  are  designed  to  have  a 
massive blast area. All Models in blast area take a minimum of 
the DM in damage, unless touching a terrain piece, in which case 
they take a Stun Counter. The rating next to Blast indicates the 
Area of Effect (AE) for the weapon. 
Disposable  [DS]:  This  weapon  cannot  be  reloaded  in 
combat. It must be reloaded during Post Game Wrap Up. 
Energy  Source  [ES]:  The  weapon  requires  an  energy 
source  which  takes  an  extra  number  of  slots.  Energy  Sources 
are treated as components. 
Expensive Ammo [EA]: The weapons ammunition is so 
expensive  that  the  arena  management  will  not  cover  the  cost 
of the ammo. The Team must furnish their own ammo for these 
weapons and each shot must be recorded. Once the ammo on 
the Unit has been exhausted the weapon is out of ammo. Ammo 
cost is listed next to the weapon cost. 
Grapple  (GR):  The  weapon  is  capable  of  making  a  ranged 
grapple  attack.  Ranged  grapples  do  not  cause  the  user  of  the 
weapon to go to stationary, but the user must remain within the 
maximum range of the weapon. If the user of the weapon leaves the 
maximum range, the opponent is not longer considered grappled.
Guided  [G]:  The  weapon  possesses  an  above  average 
Guidance  system  and  gains  an  a  +1  modifier  on  any  Attack 
against  a  Model  that  has  been  Forward  Observed  by  a  Model 
with a Target Designator (see Perks on page 101 for information 
on Target Designators).
Haywire  [H]:  The  weapon  has  an  electrical  charge  that 
wreaks  havoc  upon  those  it  hits.  If  a  Model  is  hit  (MoS  1  or 
higher), roll one die regardless of whether it took damage. On a 
1 or 2, no additional Damage is dealt. On a 3-5 the Duelist must 
make a Health Check at -2; and on a 6, the Gear takes a box of 
damage in addition to any it may have already received, and the 
Duelist must roll a Health Check. The Duelist may only receive a 
single Health Check from a Haywire Weapon. 
Indirect Fire [IF]: The Weapon may be fired normally or 
using the Indirect Fire rules.
Link:  Two  or  more  Weapons  listed  as  Linked  may  fire 
simultaneously  with  the  same  action  against  a  single  Target. 
Make a single Attack and use it for all linked Weapons. Any Model 
targeted must Defend against this roll once per weapon in the Link.
Melee [M]: The Weapon is designed for Melee use and does 
not provoke any penalties or free actions if used in an opponents 
Melee range.
Minimum Range [MR]: The Weapon is not designed to 
fire up close. It may not fire within the first 5.
Minus Damage per Band (X) [MBx]: The Weapons 
power  drops  over  distance.  Each  range  Band  past  Medium 
subtracts the value listed from the DM of the weapon. Thus an 
MB2 weapon would subtract 4 from its DM at Extreme Range.
One Shot [OS]: The weapon can only be used a single time. 
These  weapons  are  purchased  after  each  game  and  come  in 
groups  of  usually  2  or  3.  Like  Expensive  Ammo,  the  Unit  must 
keep track of their ammunition and once the ammo is exhausted 
it may not be used for the rest of the game. 
Overkill  [OK]:  the  weapon  generates  more  damage  the 
harder it strikes. Add +1 to the base weapon damage for each 
Margin of Success.    
Pistol [P]: the weapon is a shortened variant of a weapon. 
The slot size of the Ranged Weapon is reduced by a single level. 
This is a Component upgrade.  
Rate of Fire (X) [RoFX]: the weapon has a higher rate 
of Fire and may use Rate of Fire Attacks as per the Rate of Fire 
rules (page 11).
Reach [RC]: The melee weapon equipped gives an extra 2 
to the melee range.
Reloads [R]: The Model may spend an action to remove an 
Out of Ammo result on this weapon. Reloads are purchased as 
components. 
Sniper  [Snp]:  The  weapon  listed  as  being  Snipered  has  a 
0 Attack Modifier at Long and a -1 at Extreme, rather than the 
normal Modifiers.
Stabilizer/Stabilizer  Mount:  The  Model  must  be 
Stationary  to  use  a  weapon  with  this  Trait.  Stabilizers  may  be 
added as a Component to a weapon system to reduce the Slot 
cost of a weapon by 1. Stabilizers are a Component.
Sustained Burn [SB]: The Weapon uses heat or fire to 
cause damage. As such, any Model damaged by this weapon (1 
or more boxes of damage) has a chance to keep burning after 
the Attack. Place a burning token next to the Model. During the 
Miscellaneous Phase of each Round, roll one Die. On a 5 or 6, 
the Model continues to burn and takes a box of Damage. 
Any other means the Model is no longer burning and you can 
remove the token. Models may spend an Action to remove the 
Burning  Token  on  themselves  or  a  Model  they  are  in  contact 
with.
Thrown [T]: The Weapon must be Placed or Thrown as per 
the Placed and Throwing rules on page 13.
Perks & Flaws
100
Advanced Neural Net [ANN]: the Model may add a Die 
to one Skill test per round due to its advanced thinking computer.
Amphibious:  The  Model  is  capable  of  entering  Water  terrain 
without flooding. The Model may travel at any speed while in Water 
terrain,  but  may  not  enter  or  exit  Water  at  Top  Speed.  Treat 
Shallow and Deep Water as Open.
Anti-Missile  System  [AMS]:  The  Model  in  question 
has  a  system  dedicated  to  defending  itself  against  self-propelled 
projectiles. Whenever this Model is Attacked with a weapon noted 
as being a Missile, Rocket or Mortar, the Model may add two dice 
to its Defense Roll.
Arms:  The  Model  in  question  has  Arms  and  may  use  them  to 
throw  Weapons,  climb  or  any  action  noted  as  using  Arms.  If  the 
Model has arms with hands, the Model is considered to have this 
Perk. The following Perks and Flaws represent the unique features 
that some Models possess. 
Arms  allow  Models  with  them  to  ascend  Cliffs.  They  must  use 
their  slowest  Combat  Speed  and  each  elevation  level  climbed  up 
costs  2MP  and  down  costs  3  MP.  This  may  be  combined  with 
Climbing Equipment. If a Model cannot traverse an entire Cliff in a 
single movement, mark its place and treat it as if it were at Combat 
Speed, but it has an additional -1 Modifier to Attacks and Defense.
Autopilot:  The  Model  has  an  automated  piloting  system.  At 
the  beginning  of  the  Models  Activation,  it  may  use  the  Autopilot 
to  gain  an  additional  Action  until  its  next  activation.  However,  all 
Defense and Difficult Terrain tests are done at a Skill of one and may 
never be increased. Additionally, it may never voluntarily gain a Stun 
Counter to slow down or turn.
Backup Sensors: The Models Sensor  systems are rugged. 
As such, it ignores up to one point of penalties caused by Damage 
when performing Active Lock tests.
Climbing  Equipment:  This  allows  Models  to  ascend  or 
descend Cliffs. They must use their slowest Combat Speed and each 
elevation level climbed up or down costs of 2MP. If the Model has 
both Arms and Climbing Equipment, the cost to ascend or descend 
is reduced to 1 MP. If a Model cannot ascend  or descend an entire 
Cliff in a single movement, mark its place and treat it as if it were 
at Combat Speed, but it has an additional -1 Modifier to attack and 
defense rolls.
Defective Active Sensors: The vehicle has Sensors that 
are defective or hard to manage. Subtract the Rating of this Flaw 
from the skill rating of the Pilot when making Active Lock Tests. If 
a Model has Defective Active Sensors 1 and an Rally of 1, it would 
be rolling 2 dice and taking the lowest for Active Lock tests. If this 
lowers the Skill below 0, no roll may be attempted 
Defective Fire Control: The vehicle has targeting systems 
that are defective or hard to manage. Subtract the Rating of this 
Flaw from the skill rating of the Pilot when making Ranged Attack 
Tests. Thus a Model with Defective FireCon 1 and an Attack of 2 it 
would be rolling 1 die Ranged Attack tests.
Difficult to Modify/Repair: This unit is not designed very 
well. It takes two Technicians to repair one level of Damage unless 
an  Engineer  is  assigned  to  repair  the  unit.  All  Organization  skill 
checks  involving  adding  components  or  performing  repairs  are  at 
a -1 modifier. 
Easy  To  Modify/Repair:  The  unit  is  extremely  Technician 
friendly.  When  repairs  are  made  on  the  unit,  double  the  amount 
of damage repaired by a Technician or Engineer. In addition, add a 
+1 for all Organization Skill checks involving adding components or 
performing repairs.  
Emergency Medical: The Duelist may ignore the first Health 
Check  caused  from  Combos  or  Damage.  If  a  Health  Check  occurs 
due  to  Overkill  or  a  Destroy  result,  roll  an  a  separate  die  and 
choose the better of two results for the Duelist. 
Exposed  Crew  Compartment:  The  pilot  is  dangerously 
exposed.  Any  AE  attacks  which  cause  damage  to  the  unit  results 
in the pilot making an immediate health check at a -1. While it is 
dangerous to be in the vehicle, getting out is much easier. The Eject 
threshold is reduced to 4.
Exposed  FireCon:  The  Models  targeting  systems  are  very 
vulnerable. It suffers a -1 penalty to Gunnery Skill Rolls starting at 
Light Damage. Heavy Damage and Critical remain the same. 
Exposed  Movement:  The  Models  movement  systems  are 
open to attack. It loses access to Top Speed at Light Damage rather 
than Heavy.
Fire  Resistant:  The  Model  is  built  to  avoid  damage  from 
incendiary  effects.  As  such,  lower  all  Damage  dealt  by  Sustained 
Burn weapons on this model by 1 box. This also means Models with 
this  Perk  are  immune  to the  continued  effects  of  Sustained  Burn 
weapons.
Haywire  Resistant:  The  model  is  shielded  from  Haywire 
effects and instead of the normal effects of  Haywire, it takes no 
damage on a 1-4 and a Stun counter on a 5-6.
Improved  Off-Road  [Imp  OR]:  The  Model  is  built  to 
move  off-road  with  ease.  Outside  of  Roadways  and  clear  ground, 
Rough Terrain is considered Clear/Open, and all Very Rough Terrain 
is  considered  Rough.  This  does  not  allow  traversing  of  Impassible 
Terrain  and  does  nothing  to  prevent  dangerous  terrain  from 
affecting the Model. Note this does not help against Dense or Very 
Dense Terrain.
Improved  Rear  Defense  [IRD]:  the  Model  is  very  well 
protected  from  the  Rear  and  does  not  suffer  the  -1  penalty  to 
attacks from the Rear Arc in Ranged or Melee combat.
Large  Sensor  Profile  (X  )[LSP(x)]:  The  Model  has 
a  large  sensor  signature.  As  such,  lower  the  number  of  Cover 
instances for Active Lock attempts against this Model by the Rating 
of the Perk. 
Low  Profile:  The  Model  gains  an  additional  point  of  Cover 
instance when Stationary.
Oil (X): by spending an attack Action, a Model with oil may launch 
a pool of oil behind it. Measure three inches behind the Model to 
place the center of the AE2 pool of Oil. If using grenades, the Model 
uses  the  Thrown  Weapons  rule  to  hit  a  location  creating  an  AE2 
pool  of  Oil.  Any  unit  caught  in  the  Oil  pool  must  make  a  Difficult 
Terrain  test  or  be  knocked  down.  A  successful  check  allows  the 
unit to move through the Area of Effect. Any unit entering the Area 
must also make a Difficult Terrain test or be subject to knockdown. 
Oil will ignite if any weapon with a Sustained Burn or RoF trait is 
used on a Model in the pool of Oil. Any units caught in the flame or 
moving through the area will suffer from a Sustained Burn effect.  
  GEAR PERKS & FLAWS 
Perks & Flaws
101
Poor Off-Road Ability: the Model was not designed to go 
Off  Road.  Outside  of  Roadways,  Clear/Open  Terrain  is  considered 
Rough,  all  Rough  Terrain  is  considered  Very  Rough  and  all  Very 
Rough Terrain is considered Impassible.
Ram Plate (arc) [RP(arc)]: The Model is designed to ram 
and will take  damage from any Ram or impact that comes from 
the Arc listed. Additionally, the Model does not suffer Armor loss 
for Rams in this Arc.
Reduced  Maneuverability:  The  vehicle  has  worse 
Maneuverability  in  certain  circumstances.  This  flaw  is  always 
accompanied  by  the  circumstance  and  the  value  of  the 
Maneuverability in those situations.
Reinforced Arc X [Rx X]: The Model has one arc that is 
Reinforced. Add the value of this Perk to the Armor of the vehicle 
against attacks made from that Arc. 
Reinforced Cockpit: The Duelist may attempt to shrug off 
a forced Health Check or Stun. Roll a single d6 each time a Stun 
or forced Health Check occurs. If the dies result is a 6, the pilot is 
unaffected by either result. 
Rugged  Movement:  The  Models  movement  systems  are 
reinforced. As such, it ignores up to one point of penalties caused 
by Damage on Defense tests.
Sensor  Boom:  A  sensor  boom  allows  the  Model  to  count 
itself as being any point up to an inch from its body or base when 
determining Lock or Cover to a Target. If the Model itself is behind a 
Solid Object, the Model must use Indirect Fire if Attacking
Sensor Dependent: The Model is fully dependent on sensors. 
As such, the Model cannot gain Combat Lock to other Models based 
on their Size unless they pop the hatch gaining the Weak Facing 
(Front) for the remainder of the Round.
Shielded  Weapons:  The  Models  weapons  are  armored  or 
otherwise protected. It does not suffer the -1 to Attack rolls when 
it has taken Heavy or greater Damage.
Smoke (X): by spending an attack Action, a Model with smoke 
may launch a thick Smoke cloud up to 6 inches away. If the Model 
is  equipped  with  Smoke  Grenades  normal  Thrown  weapon  ranges 
apply. The Smoke cloud has AE2 and counts as being 2 inches tall. 
The Smoke cloud counts as providing Cover to any Model behind it. 
This may only be done a number of times per game equal to the 
Rating  of  this  Perk.  Smoke  from  Smoke  Launchers  and  Grenades 
lasts until the end of the Miscellaneous Phase.
Target  Designator  [TD]:  Whenever  a  Model  with  this 
Perks Forward Observes a target, that target is considered to be 
Designated for Weapons with the Guided Trait. A unit equipped with 
TD may not Designate a target through Full Solid terrain.  
Traceable Emissions: The Model is easily tracked, allowing 
all  Guided  Weapons  to  consider  this  Model  as  Forward  Observed 
and Designated, regardless of whether or not it actually was.
Vulnerable  to  Haywire:  Rather  than  the  usual  effects  of 
Haywire, the Model will take a Stun Counter on a 1-2 and a box of 
Damage and Health Checks on any other value.
Weak  Facing:  One  of  the  facings  of  the  Model  is  open  to 
attacks  or  otherwise  unprotected.  When  Attacked  from  the  Arc 
indicated, treat the weapon Attacking as having the AP trait. If it 
already has the AP trait, the Model with AP adds 3 to MoS instead 
of  2.  In  the  case  of  the  Underbelly  Arc,  any  attacks  coming  from 
Placed Weapons or a Lower Elevation will be considered as hitting 
the Underbelly.
  GEAR PERKS & FLAWS 
Solid Object, the Model must use Indirect Fire if Attacking
Sen Sen Se Se een en nnnsor sor sor sor sor sor sor so so so sor sor De De De De De De D pen pen pen pen pen pen pen p den den den den den den n dent: t: t: t: t: t: tt: t Th Th h The  e MMMMMM ddd ode odel i l i l i l i l  f s f s f s f full ull ull ully d y d y d yy  y epe epe epe peee pe pe pe pend ndd nd nde nde nde nde nde nde nde nde dent  nt nt  n on sen sen sen sen sen sen nnn sen sen sen se sor sor sor sor sor sor ssor sor s sss. s. s. sss.
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on on  on  on  on  on ooon o the the the the the the the hh ir  ir  ir  ir ir r Siz Siz Siz Siz Siz Siz Siz i e u e  e u e u e u e unle nle nle nle nnle nle eess  ss ss  ss  ss  ss s the the the the the the they  y  y  yy  y  y  y  y pop pop pop pop pop pop po ppo th th th the h e h e h e h hhatc atc atc atc atc atch  hh  h  h  h gai gai gai gai ai gainin nin nin nin nin ninnng t g t g t g t g t g t g tt g the  he  he  hee he he Wea Wea Wea Wea Wea Wea Wea Wea We k F k F k F k F k F k F k FFaci aci aci aci aci aci c ac ng  ng  ng  ng ng  ng ng nngg
(Fr (Fr (Fr (Fr Fr Fr (Fr (Fr (F F ont ont ont ont ont ont ontt on o ) f ) f ) f fff ) f ) f ) for  or  or  or  rr or  o the the the the the the th t re re re re re reemai mai mai mai mai ma mai mai mai aa nde nde nde nde nde nde nde nde n r o r o r o r o r oof t f t f t f t f the  he  he  he hhhh Rou RRou RRouuuuuund nd. nd. nd. nd. nd. nd..
Shi Shi Shi Shi Shi Shi Shield eld eld eld eld eld eld e ed  ed  ed  ed  ed ed  eed  d Wea Wea Wea Wea Wea Wea Wea ea Wee pon pon pon pon pon pon on on ns: s: s: s: s: s: s: s: s: Th Th Th Th Th Th Th Th Th The  M e  M e  M e  M e  M e  M e  Mode ode oode ode ode ode dd oode d lls ls ls ls s l  we we we we we we wwe weapo apo apo apo apo apo apo apo apoo a ns  ns  ns  nns ns  ns  ns  ss are are are are are are are aree re ar ar ar ar ar ar ar ar armor mor mor mor mor mor mored ed ed ed ed ed ed dd or or or or or or or or ooo
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TALENTS 
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GENERAL STAFF 
 Engineer 1   Fixer 1
 Engineer 2   Fixer 2
 Engineer 3   Fixer 3
 Promoter   Fixer 4
 Cheerleading Team   Arena Clown
DUELISTS 
Name Name
D
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1
STAFF 
 Tech 1    Tech 4
 Tech 2    Tech 5
 Tech 3    Handler
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STAFF 
 Tech 1    Tech 4
 Tech 2    Tech 5
 Tech 3    Handler
NOTES 
Sponsor Logos 
NOTES 
Sponsor Logos 
Name Name
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STAFF 
 Tech 1    Tech 4
 Tech 2    Tech 5
 Tech 3    Handler
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STAFF 
 Tech 1    Tech 4
 Tech 2    Tech 5
 Tech 3    Handler
NOTES 
Sponsor Logos 
NOTES 
Sponsor Logos 
Name Name
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STAFF 
 Tech 1    Tech 4
 Tech 2    Tech 5
 Tech 3    Handler
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STAFF 
 Tech 1    Tech 4
 Tech 2    Tech 5
 Tech 3    Handler
NOTES 
Sponsor Logos 
NOTES 
Sponsor Logos 
SPONSORS 
Major Gear Manufacturer
Sponsor: 
Level 1 Benefit: 
Level 2 Benefit: 
Level 3 Benefit: 
Level 4 Benefit: 
Minor Gear, Weapons or Systems Manufacturer
Sponsor: 
Level 1 Benefit: 
Level 2 Benefit: 
Level 3 Benefit: 
Level 4 Benefit: 
Civilian Sponsors
Sponsor: 
Benefit: 
Sponsor: 
Benefit: 
RALLY ABILITIES 
Completes their first Combo Chain. [1 Point]
 D1      D2     D3     D4     D5     D6
Rally the Crowd (Threshold: 4, Points: MoS / MoF)
 D1      D2     D3     D4     D5     D6
Overkills an opponent with a Combo Chain. [1 Point]
 D1      D2     D3     D4     D5     D6
Knocks down larger opponent for the first time. [1 Point]
 D1      D2     D3     D4     D5     D6
Grapples smaller opponent for the first time. [1 Point]
 D1      D2     D3     D4     D5     D6
Ramp Jump for the first time. (1 Point)
 D1      D2     D3     D4     D5     D6
Manager Name: 
Class: 
Title: 
Money: 
Team Level:   Team Rep: 
Manager Level:   Manager Rep: 
Player Name Team Name
Contacts
Negotiations
Organization
 
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Manager Sheet
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Duelist Name:  
Class:  
Title: 
Duelist Level: 
Base Pay:   Salary Cap: 
Duelist Rep:   Unspent: 
TALENTS [PAGE 30-32] 
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Standard Combos [Page 67] 
TH 3 - Jabbing Punch, Kick, Disruptive Fire, Jump
TH 4 - Parry, Grapple
TH 5 - Eject
TH 6 - Suppresive Fire
COMBO MOVES [PAGE 68-76] 
Combo Family
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Gear Model: 
SLOTS AVAILABLE 
# Component/Effect Cost/NA
T
Y
P
E
 
1
1
2
3
4
5
6
7
8
T
Y
P
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2
1
2
T
Y
P
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3
1
2
T
Y
P
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4
1
2
Class Arc Component Cost
M
A
N
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P
U
L
A
T
O
R
WEAPONS 
Name Arc Acc Range Dam Notes RoF Slot Rarity
Player Name Team Name
Rep 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
Gunnery
Piloting
Dueling
Rally
Class
Detect
Sensors
Fire Con.
Maneuver
D
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f
 
M
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d
s W   G
Top   +1   +1
Cbt   Maneuver
Stop   -1   -2
Movement
Walker /
Ground /
  Damage
S   S   L   H   C
Armor /   Action
P
E
R
K
S
F
L
A
W
S
C
O
S
T
Gear   Weapons & Components   Total
  +  =
Size
Market
Rarity
Duelist Sheet ee
Duelist Name:  
Class:  
Title: 
Duelist Level: 
Base Pay:   Salary Cap: 
Duelist Rep:   Unspent: 
TALENTS [PAGE 30-32] 
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Standard Combos [Page 67] 
TH 3 - Jabbing Punch, Kick, Disruptive Fire, Jump
TH 4 - Parry, Grapple
TH 5 - Eject
TH 6 - Suppresive Fire
COMBO MOVES [PAGE 68-76] 
Combo Family
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Gear Model: 
SLOTS AVAILABLE 
# Component/Effect Cost/NA
T
Y
P
E
 
1
1
2
3
4
5
6
7
8
T
Y
P
E
 
2
1
2
T
Y
P
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3
1
2
T
Y
P
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4
1
2
Class Arc Component Cost
M
A
N
I
P
U
L
A
T
O
R
WEAPONS 
Name Arc Acc Range Dam Notes RoF Slot Rarity
Player Name Team Name
Rep 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
Gunnery
Piloting
Dueling
Rally
Class
Detect
Sensors
Fire Con.
Maneuver
D
e
f
 
M
o
d
s W   G
Top   +1   +1
Cbt   Maneuver
Stop   -1   -2
Movement
Walker /
Ground /
  Damage
S   S   L   H   C
Armor /   Action
P
E
R
K
S
F
L
A
W
S
C
O
S
T
Gear   Weapons & Components   Total
  +  =
Size
Market
Rarity
Maena Jarak
Grizzly
Arms, Reinforced Front Armor (2),  
Improved Engive, Advanced Actuators
Large Sensor Profile (1)
Hired Guns
4
1,172K
Grizzly Mastery
Assault
Advanced Actuators
Reloads (HAC)
HAC
Improved Engine
Vibro Axe
MRP / 36
HAC  F  0  18 / 72 / f  x12    0  3  C
MRP / 36  F  -1  12 / 48 / f  x18  IF  0  3  C
MRP / 36  F  -1  12 / 48 / f  x18  IF  0  3  C
HGM  F  -1  31 / 120 / f  x20  IF, MR, AE 2  0  4  BL
VibroAxe  F  -1  Melee  x12  Melee, Armor Crushing  0  2  U
MRP / 36
HGM
Running Gunner
Twin Affinity
Ranged Offsense
Ranged Offsense
Ranged Offsense
Ranged Offsense
Offensive Movement
Offensive Movement
Offensive Movement
Offensive Movement
Melee Expert
Hard to Kill
4
4
4
2
2
0
0
2
S   L   H   C
18
3
0
6
8
13
72
7
 200K  472K  672K
200K
R
95K
15K
89K
22K
89K
123K
34K F 3
5K
F 3
 
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Duelist Sheet
e
Duelist Name:  
Class:  
Title: 
Duelist Level: 
Base Pay:   Salary Cap: 
Duelist Rep:   Unspent: 
TALENTS [PAGE 30-32] 
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Standard Combos [Page 67] 
TH 3 - Jabbing Punch, Kick, Disruptive Fire, Jump
TH 4 - Parry, Grapple
TH 5 - Eject
TH 6 - Suppresive Fire
COMBO MOVES [PAGE 68-76] 
Combo Family
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Gear Model: 
SLOTS AVAILABLE 
# Component/Effect Cost/NA
T
Y
P
E
 
1
1
2
3
4
5
6
7
8
T
Y
P
E
 
2
1
2
T
Y
P
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3
1
2
T
Y
P
E
 
4
1
2
Class Arc Component Cost
M
A
N
I
P
U
L
A
T
O
R
WEAPONS 
Name Arc Acc Range Dam Notes RoF Slot Rarity
Player Name Team Name
Rep 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
Gunnery
Piloting
Dueling
Rally
Class
Detect
Sensors
Fire Con.
Maneuver
D
e
f
 
M
o
d
s W   G
Top   +1   +1
Cbt   Maneuver
Stop   -1   -2
Movement
Walker /
Ground /
  Damage
S   S   L   H   C
Armor /   Action
P
E
R
K
S
F
L
A
W
S
C
O
S
T
Gear   Weapons & Components   Total
  +  =
Size
Market
Rarity
Danghen Jarak
Hunter XMG
Arms, Emergency Medical
Hired Guns
4
Hunter Specialization
Trooper
Advanced Actuators
Reloads (LGL)
LGL
MRP / 36
Hard to Kill
Twin Affinity
Pugilist Form
Pugilist Form
Pugilist Form
Pugilist Form
Offensive Movement
Offensive Movement
Offensive Movement
Offensive Movement
MAC Specialization
4
4
4
2
4
+1
+1
2
S   L   H   C
16
4
+2
6
7
13
64
6
95K
15K
89K
51K F
F
2
2
218K
B.L.E.
 
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Duelist Sheet ee
1,004K
Ram Plate
Chain Sword
MAC  F  0  18 / 72 / f  x10    1  2  C
MRP / 36  F  -1  12 / 48 / f  x18  IF  0  3  C
LGL  F  -1  6 / 24 / f  x15  IF, AE 2  2  3  U
Chain Sword  F  0  Melee  x9  Melee, Overkill  0  1  C
MAC
  218K  296K  524K
16K
4K
26K
Duelist Name:  
Class:  
Title: 
Duelist Level: 
Base Pay:   Salary Cap: 
Duelist Rep:   Unspent: 
TALENTS [PAGE 30-32] 
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Standard Combos [Page 67] 
TH 3 - Jabbing Punch, Kick, Disruptive Fire, Jump
TH 4 - Parry, Grapple
TH 5 - Eject
TH 6 - Suppresive Fire
COMBO MOVES [PAGE 68-76] 
Combo Family
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Gear Model: 
SLOTS AVAILABLE 
# Component/Effect Cost/NA
T
Y
P
E
 
1
1
2
3
4
5
6
7
8
T
Y
P
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2
1
2
T
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P
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3
1
2
T
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P
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4
1
2
Class Arc Component Cost
M
A
N
I
P
U
L
A
T
O
R
WEAPONS 
Name Arc Acc Range Dam Notes RoF Slot Rarity
Player Name Team Name
Rep 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
Gunnery
Piloting
Dueling
Rally
Class
Detect
Sensors
Fire Con.
Maneuver
D
e
f
 
M
o
d
s W   G
Top   +1   +1
Cbt   Maneuver
Stop   -1   -2
Movement
Walker /
Ground /
  Damage
S   S   L   H   C
Armor /   Action
P
E
R
K
S
F
L
A
W
S
C
O
S
T
Gear   Weapons & Components   Total
  +  =
Size
Market
Rarity
Soldier Minerva Bonnie
Wildcat
Arms, Improved Off-Road, Target Designator,
Improved Engine
Exposed Movement
Hired Guns
4
738K
Wildcat Mastery
Trooper
Vibro Claw
Hand Grenades (3)
Vibro Rapier
Hand Grenades (3)
MAC
Target Designator
Reloads (MAC)
Chassis Reinforcement
Buckler
Improved Engine
MAC  F  0  18 / 72 / f  x10    1  2  C
Vibro Claw  F  +1  Melee  x7  Melee  0  1  U
HG (6)  F  -1  Thrown  x15  Thrown, AE 2  0  1  C
Vibro Rapier  F  +1  Melee  x6  Melee, Armor Piercing  0  1  R
Buckler  F  -1  Melee  Size+1  Melee, Special  0  1  C
Running Defense
Born to Tango
Pugilist Form
Pugilist Form
Pugilist Form
Pugilist Form
Sword Form
Sword Form
Sword Form
Sword Form
Melee Expert
Hard to Kill
3
4
3
1
3
0
0
2
14
6
0
9
9
15
56
6
  96K  162K  258K
96K
Common
4K
7K
4K
7K
22K
58K
10K
1K
26K F 2
45K
F 2
S   L   H   C
 
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.
Duelist Sheet
e
Duelist Name:  
Class:  
Title: 
Duelist Level: 
Base Pay:   Salary Cap: 
Duelist Rep:   Unspent: 
TALENTS [PAGE 30-32] 
L
e
v
e
l
 
1
L
e
v
e
l
 
2
L
e
v
e
l
 
3
L
e
v
e
l
 
4
Standard Combos [Page 67] 
TH 3 - Jabbing Punch, Kick, Disruptive Fire, Jump
TH 4 - Parry, Grapple
TH 5 - Eject
TH 6 - Suppresive Fire
COMBO MOVES [PAGE 68-76] 
Combo Family
L
e
v
e
l
 
1
L
e
v
e
l
 
2
L
e
v
e
l
 
3
L
e
v
e
l
 
4
Gear Model: 
SLOTS AVAILABLE 
# Component/Effect Cost/NA
T
Y
P
E
 
1
1
2
3
4
5
6
7
8
T
Y
P
E
 
2
1
2
T
Y
P
E
 
3
1
2
T
Y
P
E
 
4
1
2
Class Arc Component Cost
M
A
N
I
P
U
L
A
T
O
R
WEAPONS 
Name Arc Acc Range Dam Notes RoF Slot Rarity
Player Name Team Name
Rep 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
Gunnery
Piloting
Dueling
Rally
Class
Detect
Sensors
Fire Con.
Maneuver
D
e
f
 
M
o
d
s W   G
Top   +1   +1
Cbt   Maneuver
Stop   -1   -2
Movement
Walker /
Ground /
  Damage
S   S   L   H   C
Armor /   Action
P
E
R
K
S
F
L
A
W
S
C
O
S
T
Gear   Weapons & Components   Total
  +  =
Size
Market
Rarity
Soldier Maxwell Clyde
Boa
Arms, Reinforced F. Arm. (1), Reinforced Crew, 
Rugged Move., Sensor Mod., Advanced Actuators
Large Sensor Profile (1)
Hired Guns
1,221K
4
Constrictor Specialization
Assault
Sensor Modernization
Advanced Actuators
HGLC
Shield
Hand Grenades (3)
Hand Grenades (3)
HGLC (Energy Source)
Vibro Axe
HGLC  F  +1  12 / 48 / f  x16  MB 3, ES  1  3  BL
HGM  F  -1  30 / 120 / f  x20  IF, MR, AE 2  0  4  BL
MRP / 18  F  -1  12 / 48 / f  x18  IF  0  2  C
Vibro Axe  F  -1  Melee  x12  Melee, Armor Crushing  0  2  U
Shield  F  -2  Melee  Size+3  Melee, Special  0  2  C
HGM
MRP / 18
Energy Weapon Specialization
Hard to Kill
Born to Tango
Ranged Offense
Ranged Offense
Ranged Offense
Ranged Offense
Offensive Movement
Offensive Movement
Offensive Movement
Offensive Movement
Mortar Mastery
Perfect Form, Perfect Grace
4
4
4
2
3
0
0
2
S   S   L   H   C
22
3
0
5
6
10
110
  184K  527K  711K
7
33K
95K
76K
5K
7K
7K
123K
81K
76K
100K
F
F
3
3
184K
U
 
C
o
p
y
r
i
g
h
t
 
2
0
1
0
 
D
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e
a
m
 
P
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9
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I
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c
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P
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f
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a
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u
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e
.
Duelist Sheet ee
Duelist Name:  
Class:  
Title: 
Duelist Level: 
Base Pay:   Salary Cap: 
Duelist Rep:   Unspent: 
TALENTS [PAGE 30-32] 
L
e
v
e
l
 
1
L
e
v
e
l
 
2
L
e
v
e
l
 
3
L
e
v
e
l
 
4
Standard Combos [Page 67] 
TH 3 - Jabbing Punch, Kick, Disruptive Fire, Jump
TH 4 - Parry, Grapple
TH 5 - Eject
TH 6 - Suppresive Fire
COMBO MOVES [PAGE 68-76] 
Combo Family
L
e
v
e
l
 
1
L
e
v
e
l
 
2
L
e
v
e
l
 
3
L
e
v
e
l
 
4
Gear Model: 
SLOTS AVAILABLE 
# Component/Effect Cost/NA
T
Y
P
E
 
1
1
2
3
4
5
6
7
8
T
Y
P
E
 
2
1
2
T
Y
P
E
 
3
1
2
T
Y
P
E
 
4
1
2
Class Arc Component Cost
M
A
N
I
P
U
L
A
T
O
R
WEAPONS 
Name Arc Acc Range Dam Notes RoF Slot Rarity
Player Name Team Name
Rep 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
Gunnery
Piloting
Dueling
Rally
Class
Detect
Sensors
Fire Con.
Maneuver
D
e
f
 
M
o
d
s W   G
Top   +1   +1
Cbt   Maneuver
Stop   -1   -2
Movement
Walker /
Ground /
  Damage
S   S   L   H   C
Armor /   Action
P
E
R
K
S
F
L
A
W
S
C
O
S
T
Gear   Weapons & Components   Total
  +  =
Size
Market
Rarity
Adrianne Bils
Gladiator
Arms, Ram Plate, Reinforced Crew Compartment
Hired Guns
4
830K
Warrior Specialization
Heavy
Reloads (MAC)
Hand Grenades (3)
Spike Gun
MAC Pistol
Hand Grenades (3)
MAC Pistol
MAC Pistol  F  0  18 / 72 / f  x10  Pistol  1  2  C
SKG  F  0  Melee  x10  Melee  0  1  U
MAC Pistol  F  0  18 / 72 / f  x10  Pistol  1  2  C
HG (6)  F  -1  Thrown  x15  Thrown, AE 2  0  1  C
Running Gunner
Hard to Kill
Ranged Offense
Ranged Offense
Ranged Offense
Ranged Offense
Ranged Defense
Ranged Defense
Ranged Defense
Ranged Defense
Running Defense
Close Quarters Gun Fighter
4
3
4
3
2
0
+1
2
15
5
+1
6
9
12
60
6
  220K  110K  330K
220K
Rare
10K
7K
4K
7K
41K F 2
41K
F 2
S   L   H   C
 
C
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p
y
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i
g
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2
0
1
0
 
D
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P
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.
Duelist Sheet
e
Duelist Name:  
Class:  
Title: 
Duelist Level: 
Base Pay:   Salary Cap: 
Duelist Rep:   Unspent: 
TALENTS [PAGE 30-32] 
L
e
v
e
l
 
1
L
e
v
e
l
 
2
L
e
v
e
l
 
3
L
e
v
e
l
 
4
Standard Combos [Page 67] 
TH 3 - Jabbing Punch, Kick, Disruptive Fire, Jump
TH 4 - Parry, Grapple
TH 5 - Eject
TH 6 - Suppresive Fire
COMBO MOVES [PAGE 68-76] 
Combo Family
L
e
v
e
l
 
1
L
e
v
e
l
 
2
L
e
v
e
l
 
3
L
e
v
e
l
 
4
Gear Model: 
SLOTS AVAILABLE 
# Component/Effect Cost/NA
T
Y
P
E
 
1
1
2
3
4
5
6
7
8
T
Y
P
E
 
2
1
2
T
Y
P
E
 
3
1
2
T
Y
P
E
 
4
1
2
Class Arc Component Cost
M
A
N
I
P
U
L
A
T
O
R
WEAPONS 
Name Arc Acc Range Dam Notes RoF Slot Rarity
Player Name Team Name
Rep 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
Gunnery
Piloting
Dueling
Rally
Class
Detect
Sensors
Fire Con.
Maneuver
D
e
f
 
M
o
d
s W   G
Top   +1   +1
Cbt   Maneuver
Stop   -1   -2
Movement
Walker /
Ground   /
  Damage
S   S   L   H   C
Armor /   Action
P
E
R
K
S
F
L
A
W
S
C
O
S
T
Gear   Weapons & Components   Total
  +  =
Size
Market
Rarity
Boom Boom Sadie Toepfer Bowser (Hunter Commando)
Arms, Emergency Medical, Advanced Controls, 
Advanced Armor Plating, Easy to Modify
Hired Guns
947K
4
Hunter Mastery
Assault
Advanced Controls
Reloads (LBZK)
LBZK
Hand Grenades (3)
Hand Grenades (3)
Advanced Armor Plating
SKG
LBZK  F  0  12 / 48 / f  x15    0  2  U
HG (6)  F  -1  Thrown  x15  Thrown, AE 2  0  1  C
SKG  F  0  Melee  x10  Melee  0  1  U
Hard to Kill
Kickboxer
Kickboxer
Kickboxer
Kickboxer
Ranged Offense
Ranged Offense
Ranged Offense
Ranged Offense
Close Quarters Gun Fighter
Gear Connection
4
4
4
4
4
+1
+1
3
16
4
+1
6
7
13
80
  218K  110K  437K
6
100K
10K
25K
4K
7K
7K
76K F
F
2
2
218K
one of
 a kind
priceless
S   S   L   H   C
 
C
o
p
y
r
i
g
h
t
 
2
0
1
0
 
D
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a
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P
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P
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.
Duelist Sheet ee
Duelist Name:  
Class:  
Title: 
Duelist Level: 
Base Pay:   Salary Cap: 
Duelist Rep:   Unspent: 
TALENTS [PAGE 30-32] 
L
e
v
e
l
 
1
L
e
v
e
l
 
2
L
e
v
e
l
 
3
L
e
v
e
l
 
4
Standard Combos [Page 67] 
TH 3 - Jabbing Punch, Kick, Disruptive Fire, Jump
TH 4 - Parry, Grapple
TH 5 - Eject
TH 6 - Suppresive Fire
COMBO MOVES [PAGE 68-76] 
Combo Family
L
e
v
e
l
 
1
L
e
v
e
l
 
2
L
e
v
e
l
 
3
L
e
v
e
l
 
4
Gear Model: 
SLOTS AVAILABLE 
# Component/Effect Cost/NA
T
Y
P
E
 
1
1
2
3
4
5
6
7
8
T
Y
P
E
 
2
1
2
T
Y
P
E
 
3
1
2
T
Y
P
E
 
4
1
2
Class Arc Component Cost
M
A
N
I
P
U
L
A
T
O
R
WEAPONS 
Name Arc Acc Range Dam Notes RoF Slot Rarity
Player Name Team Name
Rep 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
Gunnery
Piloting
Dueling
Rally
Class
Detect
Sensors
Fire Con.
Maneuver
D
e
f
 
M
o
d
s W   G
Top   +1   +1
Cbt   Maneuver
Stop   -1   -2
Movement
Walker /
Ground /
  Damage
S   S   L   H   C
Armor /   Action
P
E
R
K
S
F
L
A
W
S
C
O
S
T
Gear   Weapons & Components   Total
  +  =
Size
Market
Rarity
Emili Royal
Dartjager
Arms, Improved Engine, Easy to Modify,  
Advanced Actuators, Improved Rear Defense
Exposed Movement System
Hired Guns
4
830K
Jager Mastery
Light
Advanced Actuators
Hand Grenades (3)
Reloads (LAC)
Vibro Claw
LAC
Hand Grenades (3)
Buckler
HPZF
LAC  F  0  12 / 48 / f  x8    2  2  C
HG (6)  F  -1  Thrown  x15  Thrown, AE 2  0  1  C
HPZF  F  -1  12 / 48 / f  x20  M, One Shot  0  2  C
Vibro Claw  F  +1  Melee  x7  Melee  0  1  U
Buckler  F  -1  Melee  Size+1  Melee, Special  0  1  C
Hard to Kill
Double Down Revamp
Offensive Movement
Offensive Movement
Offensive Movement
Offensive Movement
Defensive Fighting
Defensive Fighting
Defensive Fighting
Defensive Fighting
Running Gunner
Controlled Crash
3
4
4
2
2
0
0
2
12
6
+1
9
10
16
60
6
  158K  215K  373K
158K
Common
95K
7K
10K
4K
33K
7K
20K F 2
25K
F 2
S   S   L   H   C
 
C
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p
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g
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2
0
1
0
 
D
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P
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P
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.
Duelist Sheet
e
Duelist Name:  
Class:  
Title: 
Duelist Level: 
Base Pay:   Salary Cap: 
Duelist Rep:   Unspent: 
TALENTS [PAGE 30-32] 
L
e
v
e
l
 
1
L
e
v
e
l
 
2
L
e
v
e
l
 
3
L
e
v
e
l
 
4
Standard Combos [Page 67] 
TH 3 - Jabbing Punch, Kick, Disruptive Fire, Jump
TH 4 - Parry, Grapple
TH 5 - Eject
TH 6 - Suppresive Fire
COMBO MOVES [PAGE 68-76] 
Combo Family
L
e
v
e
l
 
1
L
e
v
e
l
 
2
L
e
v
e
l
 
3
L
e
v
e
l
 
4
Gear Model: 
SLOTS AVAILABLE 
# Component/Effect Cost/NA
T
Y
P
E
 
1
1
2
3
4
5
6
7
8
T
Y
P
E
 
2
1
2
T
Y
P
E
 
3
1
2
T
Y
P
E
 
4
1
2
Class Arc Component Cost
M
A
N
I
P
U
L
A
T
O
R
WEAPONS 
Name Arc Acc Range Dam Notes RoF Slot Rarity
Player Name Team Name
Rep 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
Gunnery
Piloting
Dueling
Rally
Class
Detect
Sensors
Fire Con.
Maneuver
D
e
f
 
M
o
d
s W   G
Top   +1   +1
Cbt   Maneuver
Stop   -1   -2
Movement
Walker /
Ground /
  Damage
S   S   L   H   C
Armor /   Action
P
E
R
K
S
F
L
A
W
S
C
O
S
T
Gear   Weapons & Components   Total
  +  =
Size
Market
Rarity
Yang Jownz
Black Mamba
Arms, Autopilot, Armor Refit,  
Advanced Armor Plating, Field Armor 2
Hired Guns
988K
4
Eye of the Storm
Heavy
Armor Refit
Advanced Armor Plating
LAC
Buckler
Reloads (LAC)
Vibro Rapier
Hand Grenades (3)
Hand Grenades (3)
Field Armor 2
MRP / 36
LAC  F  0  12 / 48 / f  x8    2  2  C
Vibro Rapier  F  +1  Melee  x6  Melee, Armor Piercing  0  1  R
MRP / 36  F  -1  12 / 48 / f  x18  IF  0  3  C
Buckler  F  -1  Melee  Size+1  Melee, Special  0  1  C
HG (6)  F  -1  Thrown  x15  Thrown, AE 2  0  1  C
Hard to Kill
Sword Form
Sword Form
Sword Form
Sword Form
Ranged Offense
Ranged Offense
Ranged Offense
Ranged Offense
LAC Specialization
Melee Expert
4
4
4
3
3
+1
+1
2
19
5
+1
7
9
14
95
  266K  232K  498K
6
22K
25K
8K
89K
10K
4K
7K
7K
20K
45K
F
F
2
2
266K
Rare
S   S   L   H   C
 
C
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p
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g
h
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2
0
1
0
 
D
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P
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P
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Duelist Sheet ee