WZR Kirkwood
WZR Kirkwood
Roll a D20 or draw a card to determine which conditions are affecting the battlefield at the beginning of the game.
   1         Bounty!                                           9 - 10     Evil Fog
7-8 Unnatural Darkness 20 Roll Twice, re-rolling any further results of a 20.
Each Condition will have four stages, and will always start at stage two unless otherwise indicated. If a condition is
ever moved past stage four (e.g. to stage five) the condition ends, any related markers are removed and it has no
further effect on play.
At the start of each round – including the first – use the highest initiative roll (including any bonuses to the roll) PLUS
the turn number to determine how the conditions change. The possible results are:
Apply the effects immediately, before the first activation of the turn.
1 (Bounty)
Start at Stage 1
2 (Burning Skies)
Start at Stage 1
4 (Acidic Rain)
5 – 6 (Howling Winds)
Has anyone seen Jenkins?      Pea Soup                        Is someone there?              Voices in the mist
All coherency values          All squads reduce               All models receive LD -2.      All models receive WP - 2
halved. Roll a D20 for each   coherency by 2. All models      Models in sentry without
infantry or cavalry model     gain Camo(2). Scatter           Fearless must shoot the
out of coherency. On a 1-3    infiltrating squads D20/4”      first model (friend or foe)
the model suffers 1 W         after deploying all             that moves
with no saving roll           Infiltrators (All members       within its LOS.
allowed.                      of squad scatter same
                              direction and distance).
11 – 12 (Seismic Activity)
13 – 14 (Gravity Fluctuations)
15 – 16 (Blizzard)
1-5 Characters
0-3 Troops
0-4 Support
2-4 Monster/Light Vehicle
0-2 Heavy Vehicle
0-4 Transport Vehicle
Mission #1: Defend the Armour
Deployment: Battle Line
Deployment Options: Regular, Stalk, Preemptive Strike
Mission Parameter: Before the start of the game, note one of your friendly vehicle squads secretly. If
this squad is above 50% of its starting number is alive at the end of the game, it is worth +10 MPs
History:
Spurred on by Mishima sabotage of the Grindelwald Mines, Operation Scythe saw Bauhaus High
Command approve the formation of the Karlstein Battle Group. Led by Colonel Friedrich Karlstein, they
swept from the western shores of Aphrodite Terra across the Fluorescent Sea, seizing Thann and
pushing deep into the Ozumi Keiretsu on Eisilla Island in little over a day. So sudden was the attack that
over half the island had fallen to the Battle Group by the time the Lord Ozumi’s forces rallied. Eight days
later and with the bulk of the fighting in the central region, a smaller force commanded by Karlstein
himself broke off and circled north, poised to carry the ailing momentum of the attack along the lightly
defended northern shores. Despite Cartel intervention, Colonel Karlstein was determined to reclaim as
much territory as possible for his house.
Convinced that his smaller force had gone undetected, Karlstein’s plans were stalled by mechanical
failure that left his vehicles unable to follow after the engineering detachment sent to establish a route
across the Eisenstaub / Ketsueki river. While it was true that the northern coast was lightly defended
from an inland attack, Mishima reconnaissance aircraft had spotted Karlstein moving into position and
Lord Ozumi was hastily mustering troops that could reinforce his scouting party in region, putting little
faith in the assurances of the Cartel that hostilities were about to cease and finding no offer of help from
the Lord Heir.
Force Restrictions:
The attacking player’s force should be selected using the Standard OOC and total no more than 650
points and may only include 1 light vehicle.
The defending player’s force should be selected using the Standard OOC and not total more than 500
points, must include at least 6 Children of Illian or 10 Hussars / Brotherhood Troopers / Light Infantry /
Chasseurs / Undead Legionnaires / Trenchers / Wolfbane Commandos / Ronin depending on the
defending player’s faction, and may not include any vehicles except for Cartel Mules.
Historical Force:
Tiger Dragons x4
Kunshu Dragon Rider (In this historical scenario the Dragon Rider takes up a Support Slot)
Cartel Mule
Deployment: The defending player may only use Regular or Pre-Emptive Strike deployment, deploying
first with at least one model from each squad wholly within Deployment Zone B. The defending player
always has the initial initiative. The attacking player may only use Regular deployment, and deploys
second in Deployment Zone A.
A bridge approximately 4” wide should separate Deployment Zone B and Zone C, crossing the
Eisenstaub river which is impassable terrain. The bridge has A(28) and W(7) and is SZ(0). RS penalties
due to weapon range and the Smoke ability DO apply when attacking this structure.
Mission Parameter:
If the attacking player destroys the bridge before the end of turn 5, that player wins a major victory (10
MP). If the attacking player has reduced the bridge to at least half it's starting number of wounds and
there are no defending models in deployment zone C, that player wins a minor victory (5 MP).
If the bridge is intact at the end of turn 5 but all surviving models of at least two defending squads are in
deployment zone C, the defender wins a major victory (10 MP). If the bridge is intact and there is at
least 1 defending model in deployment zone C, but not enough to qualify for a major victory, the
defender scores a minor victory (5 MP).
Historical Outcome:
A small Mishiman scouting force led by Captain Kurosawa were positioned on the western shore of the
Ketsueki river at the most logical crossing point for Karlstein's armour, ready to sell their lives dearly so
that their reinforcements could arrive before the Ozumi Keiretsu could diminish further. Instead, the
Bauhaus engineers rushed to an exposed location some twelve miles north along the flood plain and by
the time the scouting force had repositioned, the engineers had almost finished the construction of the
crossing. With both forces anticipating the other would receive reinforcements at any moment a frantic
battle broke out on the western bank of the river, with the Bauhaus forces retreating to the eastern side
of the bridge despite disabling the Mishima walkers in the opening moments of the engagement. Both
sides exchanged fire across the river for several hours until the scouting party received a communication
from Lord Commander Ozumi himself that the armour waiting on the eastern side of the river had still
not made an advance on the bridge. With the knowledge that his reinforcements were less than an hour
away and that no help was coming for the Bauhaus engineers, Captain Kurosawa offered his foe the
opportunity to surrender. Only when he met his opposite number on the bridge did he learn that their
orders were to stop at the natural border created by the river and to respect the decree from the Cartel.
Once word reached Lord Commander Ozumi and later, the Cartel, that troops from the Karlstein Battle
Group were aware of the decree and were respecting it, Colonel Karstein was put in a position where he
could no longer pursue his ambitions without disobeying an order the Cartel and High Command
believed him to have received.
The bridge, as well as the road the engineers had already begun to construct, would go on to become
the Han'ei Highway that connects the northern coast of the Ozumi Keiretsu with the neighbouring
Bauhaus settlements.
                                   Personas of Warzone
There are many personalities that have risen to the ranks of fame or notoriety, and many are included in
existing armies. These few do not begin to scratch the surface of how many heroes and villains inhabit the
Solar System, fighting in the various warzones across the planets. These steps will allow you to create your
own characters to add your own individuality and narrative to your armies.
            Brotherhood
    Level                     Squad        Notes (Numbers replace above values)
1             Troopers                     Loses Bringers of the Light
2             Holy Sentinels
2             Valkyries                    Loses Bringers of the Light
2             Visionaries
2             Mortificators
2             Elite Troopers
2             Sacred Warriors
4             Inquisitor Majoris
4             Keeper of the Art
4             Crucifier
            Capitol
    Level                     Squad        Notes (Numbers replace above values)
1             Light Infantry
1             Heavy Infantry
1             Airborne Cavalry
2             Free Marines
2             Sea Lions
2             Martian Banshees
2             Rangers
2             Sunset Strikers
4             Wolverine
Cybertronic
Imperial – Wolfbanes
            Mishima
    Level                    Squad       Notes (Numbers replace above values)
1             Ronin Samurai
1             Crimson Devils
2             Hatamoto
2             Tiger Dragon               Gains IA(10) instead of A(+2)
2             Shadow Walker
2             Bushido Samurai
3             Kunshu Dragonriders
4             Bushido Master
4             Mishima Daimyo
3. Select Weapons
  Choose up to two Weapons off the appropriate list for the Army. If a weapon option is listed in the
  Squad Options for that model, it may purchase it at that listed price. Each weapon replaces one of the
  weapons that are included standard for the model. If a weapon costs more than the original weapon,
  that cost is subtracted from the new weapon. If the weapon costs less, there are no PTS refunded for
  the difference.
  Example: The model comes an HG-14 Hagelsturm Shotgun which has a PTS value of 5. You wish to
  replace it with an MG-40 LMG which has a PTS value of 10. A difference of 5 (10-5=5) is what it costs to
  arm the model with the MG-40.
  Bauhaus
                     Weapon                      Page      PTS
   MP-25 Equalizer Handgun                      103      0
   Dueling Saber                                105      5
   Silenced P60 ‘Punisher’ Handgun              106      0
   AG-17 (Deathbolt Ammo)                       108      5
   HG-14 Hagelsturm Shotgun                     108      5
   Paradesabel                                  108      5
   P60 ‘Punisher’ Handgun                       110      0
   MP-103 Hellblazer SMG                        116      5
   AG-17 ‘Panzerknacker’ Assault Rifle          119      0
   MG-40 LMG                                    119      10
   ARG-17 Rocket Launcher                       119      15
   ARG-17B Rocket Launcher                      123      20
   MG-70 HMG                                    129      15
   JS66 Heavy Flamethrower                      129      10
   MP-105 Handgun                               131      0
   Bauforce HMG 1000 ‘Deathlockdrum’            136      25
   AG-20 Kampfkanone                            KWXX     0
  Brotherhood
                     Weapon                           Page       PTS
   AC-40 Justifier                              152              15
   Holy Disemboweller Chainblade                152              10
   AC-41 Purifier HMG                           153              25
   Avenger Battlesword                          153              10
   Nemesis Handgun                              155              0
   AC-19 Volcano Assault Rifle                  163              0
   Retaliator Sword                             163              5
   Castigator Power Spear                       169              5
   AC-31 Cleansing Flamethrower                 169              5
   P65 Barrage Handgun                          170              10
   Mortis Sword                                 173              10
Judgement Hammer                     175             15
Heavy Carbine                        175             15
Purifier Incinerator                 175             10
AC-43 Hymnal LMG                     KWXX            10
HAC-20 Eruptor Heavy Assault Rifle   KWXX            10
Retributor Carbine                   KWXX            5
Capitol
                    Weapon            Page     PTS
 Capitolian Sword of Honor           191     15
 Serrated Punisher Short Sword       195     10
 M50 Assault Rifle                   197     0
 Air Cavalry Knife                   197     0
 M50 Assault Rifle (Spec Ops Ammo)   200     5
 Machete                             201     5
 CA-101 Piranha Handgun              203     0
 IN-14 Flamethrower                  204     10
 Powered Gauntlet                    204     0
 Fist of Judah                       206     10
 M66 Autocannon                      209     15
 M606 LMG                            212     10
 DPAT-9 Rocket Launcher              212     15
 Banshee Blade                       217     0
 M89 HMG (Remove Turret ability)     223     20
 M516 Automatic Shotgun              223     10
 CAR-24 SMG                          KWXX    0
 M13 Bolter Handgun                  KWXX    0
Cybertronic
                   Weapon           Page     PTS
Servomotor Fist                    235     0
SSW4200P ‘Suppressor’ HMG          237     20
Cybernetic Arm                     237     0
SSW3200P HMG                       240     20
Cybernetic Fists                   240     0
P1000 Handgun                      241     0
CSA404 Heat Sword                  245     10
CAW2000 ‘Nailgun’ SMG              249     5
AR3501 Chain Carbide               253     0
SSW5500 Rocket Launcher            253     15
PR4000 Blaster                     253     10
Electric Fist                      253     0
TSW4000 ‘Rapid Blaster’ LMG        256     10
CAW1800 SMG                        257     5
Electric Stun-Baton                257     5
CSA400 Sword                       259     5
CAW2500 Enhanced SMG               261     5
AR3501 ‘Striker’ Assault Rifle     263     5
SSW4200A HMG                       268     20
DE-233 SMG                         KWXX    5
SR3500                             KWXX    20
FM2600 Flamethrower                KWXX    10
Imperial - Wolfbanes
                 Weapon                   Page    PTS
Aggressor Handgun                         393    0
Howler Grenade Launcher                   401    5
Bastard Sword                             401    0
Clansman’s Claymore                       401    5
Charger HMG                               405    20
Hand Ripper                               405    5
Wolf Claw & Tangle Chain                  407    5
Nepharite Hammer                          408    15
Headhunter’s Battleaxe                    410    10
Screaming Skulls                          410    5
Two-Handed Runic Axe                      KWXX   5
Mishima
  (+5) PTS: Brutal, Camouflage (2), Contempt (Choose one Faction), Crackshot (2), Duelist, Eagle Eye (2),
  Espionage, Execution, Fear (2), Fearless (2), Ferocity (1), Gunslinger, Heal (4), Ranger, Target Identifier
  (+2)
  (+10) PTS: Boost (1/2), Dissention (2), Follow Up, Frenzy, Guardsman, Leader (1/As Character Type),
  Leap (4), Medic (3), Target Sense
  (+15) PTS: Hard to Hit (2), Hurricane of Destruction, Initiative (1), Predator Senses, Psychic Expertise
  (Choose Type), Psychic Mastery (Choose Type), Regeneration (4), Relentless, Repair (4), Unbreakable
  *Leader may not be purchased for a Level 4
Vehicle Army Commanders
A Warzone:Resurrection Army may be led by a Vehicle Army Commander. You may purchase a Vehicle
Army Commander for (+25) PTS to the base Vehicle cost. The model gains “Type: Character, Unique”. It also
gains CC (if it has this stat), RS, WP, and LD(+1). It also gains W(+1) to its Hull/Rider (or equivalent) location.
Vehicle Army Commanders may not be Guarded by Infantry. A Heavy Vehicle may only be upgraded to a
Vehicle Army Commander if Heavy Vehicles are allowed by the OOC.
                                            1
Page left blank for credits and any legal info required regarding copyright etc.
                                                                                   2
Introduction ....................................................................................................................................................... 4
Rules .................................................................................................................................................................. 6
Upgrades: .................................................................................................................................................... 8
Missions ........................................................................................................................................................... 14
Campaigns ....................................................................................................................................................... 35
Achievements: ..........................................................................................................................................45
                                                                                                                                                                        3
Introduction
               4
Deniable Operations, or Deniable Ops, is a skirmish mode for Warzone that uses the core mechanics (with a
few small tweaks) to allow two small teams of operatives to covertly execute missions on behalf of their
shadowy patrons on the streets of Luna. Perhaps it is a trusted team of Capitol special forces tasked with an
off-the-books operation against a supposed ally, or a group of freelancers unknowingly helping a local
heretic cult; All factions operate such teams, even the Brotherhood, because the war at home is every bit
as important as the war in the jungles of Venus or the Martian wastes. Good teams get the job done, the
best teams get the job done discreetly and the amateurs quickly get burned.
Nobody wants the liability of a messy failure on the front page of the Luna Herald.
Deniable Ops has been inspired by the "The Apostles of Insanity" trilogy of books set in the Mutant
Chronicles universe, and features a campaign system that should be familiar to people who have played
Frostgrave, Mordheim or Necromunda.
In addition to the normal components required to play Warzone Resurrection (rules, templates, dice,
objective markers, models etc.) you will also need a Team Sheet to track the process of your Deniable Ops
team, as well as some additional markers. Both can be downloaded separately. In addition, you will need
models to represent:
• VIPs (2)
Finally, each player will need a dice or some beads / counters to track Collateral Damage during the
mission.
                                                                                                            5
Rules
        6
Force Composition:
A standard game of Deniable Ops is 125pts. A force or army (hereafter called a ‘team’) consists of 1 or more
models (hereafter called 'team members') from a single army list, including the new ex-corporation
freelancers from Appendix 2 of this document, purchased individually, with each model acting as an
independent squad. A team may consist of any number of character and troop type models. A team may
include 1 support, monster or vehicle type model for each character or troop type model in the team. As
usual, the model with the highest LD stat is the army commander (hereafter called the 'team leader').
A team may contain up to two SZ 1 models, or one SZ 2 model (because a pair of Stalkers, a noisy Vorreiter
or a menacing Scorpion are already pushing the limit on the word "covert").
A team may never have more than 14 models (because an army isn't very covert either).
Army-specific rules and upgrades continue to apply to a team, with upgrades applicable to a squad now
applicable to single models instead (since each single model is now a squad). This means every model of a
Brotherhood or Mishima team could potentially have an Art or Ki power.
Upgrades and weapon options normally available on a squad profile are also available to individual models
of that type, although restrictions apply as though all models of the same type were in the same squad. For
example, if taking 2 Hussar models in the team, only 1 may take an MG-40 or ARG-17. If taking 6 Hussar
models in the team, up to two models may take an MG-40 or ARG-17.
Points not used during Force Composition are lost, and are not available to be spent later on during a
campaign.
                                                                                                             7
Upgrades:
The following upgrades may be purchased for any model in the team during creation. A model may have
any number of upgrades, although each may be purchased for the model only once:
Pilot (5pts, Size 0 Infantry only) – A model with this ability may perform the Mount action, allowing it to
operate an unmanned non-Cybertronic vehicle, as well as the Dismount action. An unmanned vehicle is
either:
        B) The result of a vehicle model performing the Dismount action (so that the driver, or another
        model with the Pilot skill, has left the vehicle)
        C) A vehicle model where the 1-10 location has been reduced to 0 wounds and the current
        pilot (who may or may not have been the original driver) was removed as a casualty, but the
        19-20 location has not (e.g. the vehicle itself has not been totally destroyed).
Brute (5pts): +5 to STR when performing a Brute test. A model with this ability is allowed to perform the
Shove action, and is not slowed when carrying a body or moving a piece of terrain.
Social (5pts): +5 to LD when performing a Social test (this negates the normal -5 penalty). A model with this
ability is allowed to perform the Demand Surrender action.
Tech (5pts): +5 to WP when performing a Tech test (this negates the normal -5 penalty). A model with this
ability is allowed to perform the Jury Rig action.
Buddy (4pts): When a model with Buddy begins or ends it’s activation with a second model with Buddy
within 4”, that second model activates after the first, interrupting the normal activation sequence. Only one
additional activation may be gained from Buddy at a time, but may be combined with Teamwork for a total
of three activations in a row.
Teamwork (8pts): When a model with Teamwork begins or ends it’s activation with a second model with
Teamwork within 12”, that second model activates after the first, interrupting the normal activation
sequence. Only one additional activation may be gained from Teamwork at a time, but may be combined
with Buddy for a total of three activations in a row.
                                                                                                              8
Existing Rule Changes:
  •   Abilities: Although most abilities will continue to work the same way, interpreting how they work
      now is usually a matter of remembering that each model is a squad of one, and no other models
      are in that squad. THIS WILL BREAK SOME ABILITIES!
      Example: The Imperial NCO must earn his own Ribbons for the "Extraordinary Achievement
      Medal" ability.
  •   Advanced Combat Deck: Players do not build a deck. However, they may choose up to 5 RES worth
      of tactical or gear cards to form their initial hand, excluding cards with 0 RES cost. Cards that target
      a squad now affect a single model.
  •   Attachments & Abilities: Abilities that depend on another model being attached to a squad work as
      long as the model in question is in the same team. Abilities that depend on this model being
      attached to a certain squad do not work.
      Example: Five Ashigaru in the same team as a Ronin would all benefit from "Loyal Followers",
      although each would have to pay RES(1). Three Undead Legionnaires would all have their SP
      improved due to "Leash" if there was a Necromutant in the team. Having the Screaming Devil in the
      same team as some Crimson Devils would not allow "Faceless Protectors" to give Infiltrate to the
      Crimson Devils.
  •   Casualties: Non-vehicle models that are reduced to 0 wounds are not removed as casualties but
      become dying markers. Place the model prone to indicate this. A dying marker drops any objective
      markers / tokens or dying markers it may have been carrying into B2B (opponent chooses
      placement) and may only be interacted with via the “Pick Up / Drop Body”, "Coup De Grâce" or
      “Revive” actions. As a marker, the model no longer interferes with movement or LoS. Vehicle
      models that are reduced to 0 wounds in the 1-10 location become unmanned vehicles if this also
      kills the pilot, while models reduced to 0 wounds in the 19-20 location are removed as casualties as
      usual. Any dying markers or unmanned vehicles on the table the end of the game are treated as
      casualties.
  •   Deadly: Non-vehicle models that are reduced to 0 wounds by a weapon with this ability do not
      become dying markers but are immediately removed from the game as casualties.
  •   Execution: When performed, ALL models in the team that are currently pinned or broken
      immediately recover. However, in a campaign game, that model automatically gets the “Dead”
      result during the post-game phase. If you were desperate enough to do it to a unique character,
      that character leaves the team during the “Firing” step of the post-game phase.
• Get The Gun: Only used in campaigns, during the post game phase.
  •   Guarded: As all models are squad leaders, they may all be guarded. However, the need for a
      ‘guarding’ model to be in the same squad is removed. Any team member may guard another team
      member or FRIENDLY model as long as they are in range.
  •   Leader (X/Y): Refer to the maximum squad size of squad type Y. Up to that many models, multiplied
      by X, may be taken in the team as a troop choice.
                                                                                                             9
•   Morale: Individual models from a team take break tests once 60% or more of the team are dying
    markers or have been removed as casualties, and continue to do so during the control phase each
    turn. They may use the Team Leader's LD if within 10".
•   Psy Powers: B and D type powers that would target and affect a squad now target a model but use
    an LE template - centred on that model - to determine which friendly (B) or enemy (D) models are
    affected.
•   Regenerate: If a model with this ability becomes a dying marker, it may make a Regeneration roll
    after the final activation of the Activation Phase but before the NPC Phase begins. If successful, it is
    restored to 1 wound as if it has been revived. It is immediately activated unless the model was
    activated earlier in the same turn.
•   Resource Cards: A team yields 1 RES card, plus one additional RES card for every 4 models in the
    team at the START of the game. Casualties do not reduce the RES pool available to the player.
    Characters who provide a RES card still do so, and this card is considered to be available for general
    use.
•   Target Priority: A model does not loose it’s AP if it fails a target priority test. Instead it must
    perform the original action against the closest enemy target.
•   Template Weapons: Any terrain piece within a template is hit unless the STR of the attack is 10 or
    lower.
•   Vehicles: All non-Cybertronic vehicles have a free 'driver' model, representing a crewman who can
    enter or leave the vehicle. The profile for the driver model can be found in Appendix 2. When a
    vehicle is reduced to 0 Wounds in the 1-10 or 19-20 location, the driver (or another model with the
    pilot skill operating the vehicle ) immediately suffers 1 Wound, with no saving rolls allowed. No XP
    is earned for this "additional" wound.
    If 19-20 location is reduced to 0 W while a model with Pilot is aboard, resolve the effects of the
    vehicle being reduced to 0 W (including the automatic loss of a wound, plus the STR10 autohit for
    the vehicle exploding) then place the model in B2B with the vehicle. Finally, remove the vehicle as a
    casualty.
    Example: For simplicity, this means when the vehicle would be 'destroyed' for the first time,
    the driver is removed as well (because a driver only has 1 Wound and vehicles don't become
    dying markers so the pilot is removed as a casualty). If the vehicle was subsequently repaired
    (via a model's ability, or the Jury Rig skill) and a 3 Wound model with the Pilot ability mounted
    the vehicle, but later that vehicle lost all of it's wounds in the 1-10 location again, the model
    with the pilot ability would loose 1 Wound. The model would need to perform the Dismount
    action during it's activation.
                                                                                                          10
New Rules:
• Brute Test: A STR test. If the model performing the test has the Brute ability, test against STR+5
  •   Characters costing between 100 and 125 points have 4AP and may perform an additional attack
      (either CC or Ranged) each turn. Size 0 characters gain the “Pilot” and "Guardsman" abilities for
      free.
  •   Collateral Damage: Each player needs to track the total number of FRIENDLY / NEUTRAL NPC
      models he has killed, as well as the number wounds he has inflicted upon terrain, or FRIENDLY /
      NEUTRAL vehicles, during a mission.
  •   FRIENDLY / NEUTRAL / HOSTILE: Terms used to indicate the approximate affiliation of NPCs on the
      table with regards to the players. Your opponent's team is also HOSTILE to yours. A HOSTILE model
      is also considered to be an enemy model for the purposes of other game rules (e.g. target priority).
  •   Moving terrain: When starting a movement action in B2B with a suitable terrain piece no taller than
      itself, with a footprint no larger than the model’s base, the model may move the terrain piece with
      it. The model suffers SP-2 when doing so. Models with the Brute skill move terrain (and
      themselves) at normal speed.
      Tip: Why not paint all of your movable terrain pieces a certain colour, or use a set of crates or
      barrels as your only moveable terrain pieces?
  •   NPC Phase: This phase takes place between the Activation Phase and the End Phase. During this
      phase, each NPC on the table performs an action; Civilians and VIPs move, and Security Guards go
      on Sentry for the following round.
  •   Social Test: A LD test performed at -5. If the model performing the test has the Social ability, test
      against LD instead.
  •   Spotted: If, between the actions of each Civilian in the NPC phase or Security Guard during sentry, a
      NEUTRAL or HOSTILE team member is within 12" and in the front facing, that NPC model gains a
      Spotted marker for the appropriate team. Each model can only spot that team once.
  •   Suppression: Any model within 3” of a Suppression marker receives a -2 penalty to attribute tests.
      It also receives a ST12 autohit if, at any point while it is within 3”, it also has LoS to the model that
      placed the marker.
  •   Tech Test: A WP test performed at -5. If the model performing the test has the Tech ability, test
      against WP instead.
  •   Too Famous to Die: Unique characters never roll to see if they survive at the end of a campaign
      game. They always survive.
                                                                                                              11
New Actions:
  •   Coup De Grâce (1 AP): A model in B2B contact with a NEUTRAL or ENEMY dying marker may
      remove that marker from the game as a casualty.
  •   Dismount (Pilot only, 1 AP): The driver (or another model with Pilot) dismounts the vehicle, leaving
      it unmanned. Place the model in B2B with the vehicle. An unmanned vehicle does not get an
      activation, and may still be attacked and destroyed.
  •   Demand Surrender (Social only, 2 AP): Target a NEUTRAL or ENEMY model within 6”. That model
      must make a LD test with a penalty equal to the number of models the ENEMY or NEUTRAL team
      have lost. If failed, the model skips it's next activation (use the "Pacified" marker to indicate this),
      unless the model who performed the action moves more than 6" away, is reduced to 0 Wounds or
      the surrendered model is attacked.
  •   Jury Rig (Tech only, 2 AP): If in B2B contact with a vehicle where location 1-10, 11-14 or 15-17 has
      been reduced to 0 wounds, restore one of those locations to 1 wound. In the case of the 1-10
      location, the vehicle is now considered unmanned.
  •   Long Interaction (2 AP): A model may interact with an objective or NPC etc in B2B contact, picking
      it up, switching it on or otherwise interacting with it as described by the mission text.
  •   Mount (Pilot only, 1 AP): The model may enter an unmanned vehicle in B2B (remove the Pilot
      model from the table), continuing it's activation as though the vehicle had already spent the same
      number of AP as the Pilot. While manning a vehicle, the character uses the stats of the vehicle –
      including weapons – even if they are different from the character itself.
  •   Pick Up / Drop Body (1 AP): A non-vehicle model may pick up or drag a dying marker in B2B contact.
      While carrying a dying marker, the model may only attack with HG and CC weapons, and non-
      vehicle models suffer SP-2 unless it has the Brute skill. A model may only carry one dying marker at
      a time.
  •   Revive (2 AP): A model with the Medic (X) ability may attempt to revive a FRIENDLY dying marker in
      B2B by making a Heal check using the medic’s Heal value. If successful, that model is revived with a
      single wound and is treated as a model again. It may be activated normally if it was not already
      activated already this turn.
  •   Short Interaction (1 AP): A model may interact with an objective or NPC etc in B2B contact, picking
      it up, switching it on or otherwise interacting with it as described by the mission text.
  •   Shove (Brute only, 1 AP): The model makes a CC attack against a NEUTRAL or ENEMY model in B2B.
      If successful, it does no damage but pushes that model 3” directly away, or up to 3” away if terrain
      or other models prevents full movement. This may cause the pushed model to fall. Does not count
      as a CC attack action.
  •   Suppress (2 AP): A model armed with a H type weapon that does not use a template and has an
      RoA of at least 2 may place a Suppression marker anywhere within 18” and LoS. The marker
      remains in play until the beginning of this model’s next activation, or until the model becomes a
      dying marker or is removed as a casualty. This counts as a shooting action.
                                                                                                             12
13
Missions
           14
Presented in this document are 8 missions suitable for Deniable Ops as players fight a proxy war in
downtime Luna City. Players can chose to play a short ‘campaign’ and go through them in order, or
the mission for a given game can be determined randomly by rolling a D20 and consulting the table
below:
ROLL MISSION
1-6 Ambush
9 - 10 Send Backup!
11 - 12 Overextended
13 - 14 Stock Devaluation
15 - 16 Asylum
17 - 18 Heist
19 - 20 Warehouse Raid
                                                                                                 15
Mission 1: Ambush:
Deployment: Attacker always deploys first, with the team split as evenly as possible between two adjacent
quarters. Defender deploys in the opposite half of the convergence.
Brief: Although direct conflict between two rival teams is rare, crippling an enemy that could interfere with
a future operation is not unheard of. One team has been shadowing the other for the last 48 hours and
now it is time to force a confrontation. The Attacker has lead the Defender into an abandoned transport
hub and it is time to spring the trap.
Mission Parameters:
The game lasts eight rounds, or until one team has eliminated the other. The winner is the team with the
highest MP at the end of the game.
                                                                                                           16
                        •   There are two objectives markers (terminals) on the table.
                        •   Any non-vehicle model on the Attacking team in B2B with a terminal can
                            perform a Short Interaction in order to make a Tech test. Success raises
                            the security barriers, removing 4x 30 Barrier markers from the Attackers
                            half of the table.
.. for every 25 points of enemy team removed as casualty at the end of the game +2 MP
                                                                                                           17
Mission 2: Dumb Terminals:
Brief: Information is the new gold, and corporations regularly vie for exclusive access to it. A third party is
routing financial data through some old terminals in a residential sector to avoid scrutiny and now two rival
teams are braving the security patrols to secure the data for their patrons.
Mission Parameters:
The game lasts six rounds. The team with the highest MP at the end of the game wins. If a team is
eliminated before the end of round six, the other team gets an additional 5 MP and then the game
immediately ends.
                                                                                                             18
                              •   There are five objectives markers (terminals) on the table.
                              •   There are two Civilians in each table quarter that are NEUTRAL to
                                  both players.
.. for every 25 points of enemy team removed as casualty at the end of the game +2 MP
.. per team Spotted marker on each Civilian or Security Guard that is alive at the end of the game    -1 MP
or has left the table.
                                                                                                              19
Mission 3: Send Backup!:
Deployment: Attacker deploys first via Battleline. Defender deploys a single model in the middle of the
opposite table edge, in B2B with the edge, with as many team members as will fit in B2B with that initial
model. Finally, roll a D20 to determine the location of the VIP's car.
Brief: A botched assassination attempt on a VIP in a busy commercial sector means that two rival teams are
now racing to the district; one seeking to extract the VIP while the other is seeking to finish the job.
During the game: At the start of the each Control Phase, if the Defending team have fully deployed, either
place a Helicopter marker on the left corner of the Defender's table edge, or move the marker clockwise to
the next table corner if the marker has already been placed. During each End Phase, the Defender repeats
the deployment process until all models on the Defending team are deployed.
Mission Parameters:
The game lasts until the VIP has reached the extraction point or been killed, or until the end of the round in
which the either team is eliminated. The winner is the team with the highest MP at the end of the game.
                                                                                                            20
•   After both teams have deployed, roll D20 to determine location of
    the VIP's car and the extraction point.
    1-7: VIP car located at point A, 12" from Defender's table edge and
    table edge C. Extraction point is the middle of edge A.
    8-13: VIP car located at point B, 6" from Defender's table edge and
    24" from table edges A and C. Extraction point is the middle of edge
    B.
    14-20: VIP car located at point C, 12" from Defender's table edge
    and table edge A. Extraction point is the middle of edge C.
•   Any model on the Defending team in B2B with a car door may
    perform a Long Interaction in order to make either a Tech or Brute
    test to free the VIP from the wreck. The VIP is FRIENDLY to the
    Defending team and HOSTILE to the attacking team. If successful,
    place the VIP into B2B with any FRIENDLY model within 4" of the car
    door. That model is now the escort and the VIP activates at the
    same time as the escort, performing the same movement action as
    the escort to ensure he always remains in B2B contact. If the escort
    becomes a dying marker or is removed from the game as a casualty,
    the next FRIENDLY to move into B2B contact with the VIP becomes
    the escort. If the VIP is not in B2B contact with the escort during the
    NPC phase, the VIP will move randomly, as normal.
Minigun Barrage:
R ST ROA TYPE
30, LE 14 1 ML
                                                                              21
                            •        There are 2 Primary Team Agents on site, deployed exactly 12"
                                     away from the VIP vehicle and in cover if possible, each using the
                                     Security Guard (SMG) profile. They are FRIENDLY to the Attacking
                                     team and HOSTILE to the Defending team. Both will Evade and
                                     Attack during the NPC Phase, shooting at the VIP vehicle or a
                                     HOSTILE model, whichever is closest and in Line of Sight.
                            •        The primary team brought two vehicles - one is now disabled and
                                     treated only as a piece of terrain (black). The other (red) is still
                                     operational. It is an unmanned vehicle, and has the following
                                     profile, with missing values treated as - values.
.. for every 25 points of enemy team removed as casualty at the end of the game. +1 MP
.. per team Spotted marker on each Civilian or Security Guard that is alive at the end of the game             -1 MP
or has left the table.
                                                                                                                       22
23
Mission 4: Overextended:
Deployment: Battleline, with 3 objectives placed per the setup diagram. These objectives should be placed
inside buildings if possible. Defender secretly rolls a D20 to determine which objective marker is the 'real'
objective.
Deployment Options: All (All Attacking models gain the Stalk deployment and must be deployed in Stalk).
Brief: Neither the Brotherhood, the Legion nor the Corporations are above petty revenge. One team's
recent success in the district has brought significant gains to their patron and it has not gone unnoticed by
their rivals. That team has just been deployed to the marketplace. Denying such a valuable resource to your
enemy is just good business.
Mission Parameters:
The game lasts six rounds. The team with the highest MP at the end of the game wins. If a team is
eliminated before the end of round six, the other team gets an additional 5 MP and then the game
immediately ends.
                                                                                                            24
                                •   There are three objectives markers on the table. Prior to
                                    deployment, the Defender should secretly roll a D20 to determine
                                    which is his actual objective:
                                •   There are two Civilians in each table quarter that are NEUTRAL to
                                    both players.
.. for every 25 points of enemy team removed as casualty at the end of the game. +2 MP
.. per team Spotted marker on each Civilian or Security Guard that is alive at the end of the game        -1 MP
or has left the table.
.. if the objective is fulfilled (Evidence or VIP has left the table, both VIPs have been assassinated) +5 MP
.. if the objective is partially fulfilled (Evidence is being carried by a Defending model but not left   +2 MP
the table, VIP has been placed but not left the table, only one VIP has been assassinated)
.. for every 25 points of enemy team removed as casualty at the end of the game +1 MP
                                                                                                                  25
Mission 5: Stock Devaluation:
Deployment: Battleline, with 5 Agritech buildings placed per the setup diagram. The Defender has an 8"
deployment instead of the usual 6", and all non-vehicle models on the Attacking team have the "Incindary
Grenade" weapon profile for this game, in addition to their normal equipment.
Brief: One faction within the city has recently acquired the up and coming corporation "Agritech" and is
busy relocating the corporation's assets to a nearby R&D centre. A field team has been sent to oversee the
last few hours of the process, but not everyone is happy at the resulting stock price increase; A rival team
has been sent in to turn this new asset into a liability and the more damage that makes the front page of
the Luna Herald, the better!
Mission Parameters:
The game lasts 4 rounds, but the length is increased by 1 round for every 2 Civilians that has either left the
table or been killed. The team with the highest MP at the end of the game wins. If a team is eliminated, the
game ends at the end of the round.
                                                                                                            26
                                • The Attacking team must try to destroy the five Agritech buildings.
                                  To help them with this goal, each non-vehicle model in the team has
                                  a bandolier of Incendiary Grenades with the following profile:
R ST ROA TYPE
                                • Each time one of the Agritech structures is hit by a weapon with the
                                  Incendiary ability, roll a D20. On a roll of 1-5, the building catches
                                  fire in addition to any damage it took from the weapon. At the end
                                  of the NPC phase, each building that is on fire causes a ST12 autohit
                                  to any model within 3", and will loose an additional SP on a roll of 1-
                                  10.
                               •    There are six Civilians in the Defender's half of the table only! They
                                    are FRIENDLY to the Defender, and HOSTILE to the Attacker.
.. for every 25 points of enemy team removed as casualty at the end of the game. +1 MP
.. per team Spotted marker on each Civilian that is alive at the end of the game or has left the        -2 MP
table.
... for every 25 points of enemy team removed as casualty at the end of the game +2 MP
                                                                                                                27
Mission 6: Asylum
Deployment: Battleline, with an 8" x 8" building or other enclosed area located in the middle of the table.
This is the Meeting Room. It should have one entry point on each wall.
Deployment Options: All, but Infiltrators may not be deployed within 10" of the Meeting Room.
Brief: One of our trusted VIPs is scheduled to meet with a counterpart in a rival corporation later today. We
don't know of his intentions, but as we were not advised of this meeting, we must assume this is an
intended defection. Move in and secure our VIP for questioning.
Mission Parameters:
The game lasts 6 rounds, or until there are no VIPs on the table.
                                                                                                              28
                            •       The Meeting Room has 4 entry points which are currently closed. Any
                                    non-vehicle model in B2B with the objective can take a Short
                                    Interaction to automatically open the door.
                            •       Once a door has been opened, the meeting has been interrupted. Roll
                                    a D20 to determine the disposition of the people inside:
                                    1-6: Your VIP was overseeing the defection of a rival! All NPCs in the
                                    room are FRIENDLY to you, and HOSTILE to your opponent. You must
                                    get them to your deployment zone. You may move the VIPs 5" during
                                    the NPC phase instead of moving them randomly, even if no FRIENDLY
                                    model is in B2B with them. Your opponent must kill both VIPs.
                                    7-14: They were both leaving to form their own rival corporation! All
                                    NPCs are HOSTILE to both teams! You must take a VIP hostage and
                                    drag him back to your deployment zone, and kill the other VIP. Your
                                    opponent must do the same.
                                    15-20: Your VIP was joining the rival! All NPCs are HOSTILE to you, and
                                    FRIENDLY to your opponent. You must kill the both VIPs. Your
                                    opponent must move the VIPs to his deployment zone, and may move
                                    them 5" during the NPC phase instead of moving them randomly,
                                    even if no FRIENDLY models are in B2B with them.
.. for each VIP brought back to your deployment zone that needed to be retrieved. +5 MP
.. for every 25 points of enemy team removed as casualty at the end of the game. +1 MP
.. per team Spotted marker on each Civilian or Security Guard that is alive at the end of the game        -1 MP
or has left the table.
                                                                                                                  29
Mission 7: Heist:
Deployment: Only the Attacker deploys on the first turn, using Battleline deployment. The Defender
secretly marks the reverse of a objective marker, then randomly distributes it along with 4 others within
the convergence. Neither the Defender nor the Attacker should know which objective marker has been
marked. The Defender rolls a D20 during the End Phase of turn 1 and deploys the team in a random corner.
Brief: It is not uncommon for two factions to be engaged in open warfare in one territory, while trading
peacefully in another. On this occasion, however, the sale of vital components has been blocked due to
escalating tensions between the two rivals. One team has been tasked with stealing the necessary
components and delivering them to a waiting vehicle on the other side of the facility, while the other is
responding to a silent perimeter alarm in the warehouse district.
Mission Parameters:
The game lasts 6 rounds. The team with the highest MP at the end of the game wins. If a team is eliminated
or all objective markers have left the board, the game ends immediately.
                                                                                                            30
                                •   There are five objectives marker (crates) on the table, located
                                    within the convergence.
.. if the marked crate objective has been carried off the opposite table edge. +5 MP
.. for each non-marked crate objective that has been carried off the opposite table edge. +1 MP
.. per team Spotted marker on each Civilian or Security Guard that is alive at the end of the game        -2 MP
or has left the table.
.. for every 25 points of enemy team removed as casualty at the end of the game. +1 MP
.. per team Spotted marker on each Civilian or Security Guard that is alive at the end of the game        -2 MP
or has left the table.
.. if the marked crate objective is still on the table - even if carried - at the end of the game. +5 MP
                                                                                                                  31
Mission 8: Warehouse Raid:
Deployment: Battleline.
Brief: The movement of goods and materials is often a shell game, with distraction and subterfuge as
important as burly men with guns. One team (the Attacker) has learned of a prototype being held at a
relatively insecure warehouse and will seek to destroy it before it is moved again. Another team (the
Defender) races to intercept them.
Mission Parameters:
The game lasts 8 rounds. The team with the highest MP at the end of the game wins. If a team is eliminated
or the Prototype is destroyed, the game ends at the end of the round.
                                                                                                        32
•        The only way into the Secure Room is via the door or a Portal of
         Illian already inside the room. Other abilities (such as Blink) cannot
         be used to enter this room.
•        The door to the secure room opens automatically for any model
         holding an ID card (or with an ID-card carrying model held hostage)
         that would come into B2B with the door during movement, and
         closes as soon as the model has completed it's movement action.
•        The two security guards outside the front door are FRIENDLY to the
         Defending team and HOSTILE to the Attacking team.
                                                                                  33
                                •   Any model in B2B with an Employee can take a Short Interaction in
                                    order to make a Social test. If successful, that model now has the
                                    Employee's ID card.
.. for every 25 points of enemy team removed as casualty at the end of the game. +1 MP
.. per team member that is either an unmanned vehicle or dying marker within 6” of the                 -1 MP
warehouse at the end of the game.
.. per team Spotted marker on each Civilian or Security Guard that is alive at the end of the game     -2 MP
or has left the table.
.. for each 25 points worth of enemy team removed as a casualty at the end of the game. +2 MP
.. for each Attacking team member that is either an unmanned vehicle or dying marker within            +1 MP
the warehouse at the end of the game.
                                                                                                               34
Campaigns
            35
In a campaign, multiple factions have attached value to controlling a particular part of Luna city and covert
teams are hired for the duration, expected to serve until their patron has secured exclusive control over the
area or die trying. It is recommended that a set number of rounds are played and that the team with the
most number of wins has won the campaign on behalf of it's patron. Alternatively, the first team to 300+
TTV is the winner of the campaign.
During each mission, team members will have the opportunity to accrue experience points (XP) and if they
are lucky enough to survive that mission, they will have a chance to spend that XP to train or purchase new
equipment before embarking on the next. Campaigns add a Pre-Game and Post-Game phase to each
mission of Deniable Ops:
Note: Whenever XP is spent on a model, always increase the model's PTS value by the same amount.
Pre-Game:
After revealing army (team) lists, compare the Total Team Value (TTV) of each. This is the sum of PTS +
unspent XP for all models in a team. The team with the highest TTV is the Favourite. For each full 25 TTV
difference between the Favourite and their own team, that player may choose one of the following
underdog benefits (each may be selected more than once):
1) Visit the Midnight Sun to hire an ex-corporate freelancer on their team for this game only. This
freelancer does not cost anything, may not take the team over the 14 model limit and does not earn any
XP.
2) Have 10pts to spend from the "Power has it's Privileges" table.
3) Have all surviving characters earn a bonus of +1XP at the end of the game.
4) Have 1 re-roll that can be used to re-roll any D20 during the game.
During Game:
Only characters earn experience. In addition to any XP rewards that may be detailed in the mission text,
each character earns:
1XP for each wound they inflict, even if that wound is later restored via Regenerate or Repair.
1XP for each Tech, Social or Brute test they successfully pass.
Post-Game:
                                                                                                            36
Step 1: Survival Roll
For each non-character model that was a dying marker at the end of the game, or removed from the game
as a casualty, roll a D20:
ROLL RESULT
 1-3       Dead. If that model had a weapon upgrade, make a Get the Gun roll now. If successful, make
           a note of the weapon for Step 3.
Promotion! Non-character models do not earn experience. However, once a non-character model
completes 3 missions (e.g. gets a result of 4+ on the survival roll after participating in it's 3rd mission) he is
promoted to a character and gains the Character type. He gains +1 Wound and +1 LD, and his PTS value is
increased by +10. This new character does NOT roll on the table below during this post-game phase.
For each non-unique character model that was a dying marker at the end of the game or was removed
from the game as a casualty, roll a D20 and consult the table below. Vehicles add +1 to the roll and stat
modifiers are applied to the Vehicle itself (with the Driver inheriting any RS, WP or LD changes):
ROLL RESULT
       1      Worse than dead! Select one random Dark Legion (Algeroth) player in the campaign.
              He gains a new Undead Legionnaire with all the stat upgrades (but none of the skills.
              Reduce PTS cost accordingly) possessed by this character. If there is no such player, or
              his roster is full, treat as result 2, below.
2 Dead!
   3-4        Unsettling Experience. -2 WP and miss the next game. If this character gets this result
              a second time, he gains +1 WP (instead of loosing 2 WP) and MUST take a 5PT Dark
              Symmetry Power (or a 5PT Art power if the model is from a Dark Legion team) for
              free, increasing the model's PTS value by 5. Ignore future results of 3-4. At the start of
              each game, roll D20. On a 1-5 this character is reporting to his new 'friends' and is not
              available for the game.
   5-6        Coma: Roll D20. 1-10: WP -1, 11-20: LD -1. Character gains the "Coma" state. During
              the pre-game phase, a character in this state rolls D20. On a 11-20 the character
              wakes up and the Coma state is removed. Otherwise the character is still in hospital
              and misses the game.
   7-9        Severe Injuries: Spend 15 XP immediately for a fancy Cybernetic (or necrotech!)
              replacement OR Roll D20. 1-5: SP -1, 6-9: CC and Def -1, 10-13: RS -1, 14-17: ST -1, 18-
              20: CON -1
10-11 A visit from the Brotherhood (or the Tekrons!): Miss next game, and Roll D20. 1-10:
                                                                                                                 37
          Model gains Disposable. 11-20: Model gains Fearless (2). If the model has acquired a
          power from "Unsettling Experience", treat as a result of 2. Nobody like's a traitor!
   15     I saw the light (or the darkness). If this is the first time this model rolled this result,
          gain +1 WP or +1 LD. Each additional time this is rolled, the model MAY spend up to
          10XP to buy a 10PT Art power, or a 10PT Dark Symmetry power if the model is from a
          Dark Legion team. May only ever buy one power this way.
   19     Experimental Healing Drugs. Roll D20. 1-10: Model gains Frenzy. 11-20: Model gains
          Regenerate (4).
   20     Big break! Not only does this model survive unscathed but his name becomes known
          to his superiors! This model gains +1 RS, +1 CC, +1 LD, increases PTS by 15 and is now
          a Unique Character.
Unique characters are Too Famous To Die, and automatically get a result of "Full Recovery"
                                                                                                        38
Step 2: Upgrading models with XP:
Non-unique Characters may spend their OWN XP to increase their stats using the prices below. Unique
characters may also do this, but at DOUBLE the cost.
   SP: 5 PTS (Max: 1), CC: 5 PTS (Max: 3), DEF: 3 PTS (Max: 2), RS: 5 PTS (Max: 3), ST: 5 PTS (Max: 3),
   CON: 5 PTS (Max: 4), LD: 5 PTS (Max: 3), WP: 5 PTS (Max: 3), A: 5 PTS (Max: 2 per location), WND: 15
   PTS (Max: 2 per location)
Each character may also roll once on the table below after each mission and purchase a single skill,
although purchased skills can only be used by non-vehicle models.
Example: A Fenris Bike in the team purchases the Dodge (4) ability. This ability can only be used by the
Driver of the Fenris Bike while he is Dismounted.
Buddy - 5 XP Gunslinger - 10 XP
Teamwork - 10 XP Ranger - 10 XP
Tech - 5 XP Sniper - 15 XP
Duellist - 10 XP Relentless - 5 XP
                                                                                                           39
Step 3: Firing, Hiring and Equipping:
Firing:
Over the course of a campaign, certain team members may no longer be required, or have become
too injured to carry on. To represent this, they may be dropped from the team and this must always
be performed first during this step. Any equipment or weapon upgrades they have, along with
accrued XP, are lost!
It is allowable for a team structure to become 'invalid' in this way, but when hiring new models, the
player must try to make the team valid (see below).
Hiring:
Individual models still on the team may pool some or all of their remaining XP to hire new models,
with 1 XP equal to 1 PT. The restrictions for team creation still apply and if the team structure is
'invalid' (e.g. a team consists of a character, a trooper and two support models, but the trooper dies
or was fired), any models hired on must first make the team valid again (e.g. a new character or
trooper must be hired to make the team valid. Another character or trooper will need to be hired
before an additional support or vehicle model could be added).
Note that it is not necessary to hire team members in order to make weapon options valid again -
only to maintain the team structure.
Equipping:
If weapon upgrades were saved during Step 1 (due to Get the Gun), they may be assigned to a model
of the same type as long as it does not already have a weapon upgrade of it's own. Increase the PTS
cost of the model appropriately, but you do not need to "pay" for the weapon again. If the salvaged
weapon has not been assigned by the end of this step, the weapon is lost.
Example: In a team with two Hussars, one model had an ARG-17 but was removed as a casualty
during the last mission and died during the Post Game phase. However the ARG-17 was saved and
can now be assigned to the other Hussar, replacing his Panzerknacker assault rifle. The PTS value of
the surviving Hussar is increased by +20 PTS.
A model may also spend some of it's OWN XP to purchase a weapon upgrade available to it from the
Options section of it's profile, following the same restrictions in the team creation rules, or to
purchase an upgrade from the army special rules (following the usual restrictions for such)
Example: In a team with two Hussars, one model now has 8XP and could purchased an MG-40.
However, the other Hussar already has an ARG-17, so this is not allowed.
Example: An Inquisitor in a Brotherhood team was initially purchased with only a single Art power.
During the equipping step, he could spend his own XP to buy a second Art power.
                                                                                                     40
Step 4: Upgrading the team for the next game
Unique characters may also spend their OWN remaining XP to buy the following upgrades for their
team which can be used in the next game ONLY.
 Flechette Munitions - 5XP. All SE and LE template weapons used by the team (not Psychic
 powers) are at ST-2 but gain Precision (+3).
 Laser sights - 10XP. All HG, SG and A Type weapons used by the team gain +1 to hit when
 targeting models within 12" (applies to the closest target under the template in the case of SG
 weapons)
Tech Support - 10XP. A single Tech roll made by a team member will automatically succeed.
 Secured Comms - 15XP. The team may automatically win a single initiative roll. Declare before
 rolling.
 Satellite Feed - 15XP. Before the first activation of the turn, pick two stalk markers on the table.
 Reveal them.
 Inside Man - 15XP. Pick one Civilian model deployed to a table quarter. Replace that model
 with a FRIENDLY Security Guard (SMG)
 Corporate Transport - 20XP. All team members have the Pre-Emptive Strike deployment option
 and may use it even if deployment options are not allowed.
                                                                                                        41
42
Optional Rules
                 43
Although the intent of Deniable Ops was to allow players familiar with the Warzone Resurrection 2.0
ruleset to play skirmish games with their models without having to learn too many additional rules,
some players may prefer a more complex or realistic game, or to have additional options when
playing a campaign. Thus, when playing a game or campaign of Deniable Ops, the players may agree
to use one or more of the following rules, all of which are optional.
Equipment Upgrades:
During Step 3 of the Post Game phase, team members have the option to purchase weapon
upgrades with their own XP, as long as the profile for that model features a suitable weapon
upgrade. The items listed below are considered to be listed in that model's Options section of the
profile, and thus may also be purchased during this step:
Street Mod 5 HG Only: This weapon gains RoA (+1) but fumbles on an 18-20.
  Sawn Off        10    SG Only: This weapon now uses the SFT but gains Precision (+2). It may also be
                        used in Close Combat, following the same rules for using HG type weapons.
Heavy Barrel 10 A Only: No RS penalty when performing a Rapid Fire action with this weapon
Tranq Rounds      10    S Only: Models reduced to 0 wounds by this weapon are immediately removed
                        from the game, but do not count as casualties (e.g. no collateral damage for
                        tranquilising civilians, and enemy team members do not have to make survival
                        rolls in the post game phase.
    Bipod         10    H Only: Gain RS bonus to all shots after performing Battle Focus as long as the
                        model does not move in the same activation in which it shoots.
   Guided         10    ML / GR Only: May re-roll scatter distance and / or direction when attacking
  Munitions             with a template and the attack misses.
 Jolt System      10    CC Only: Once all CC attacks against a target have been resolved during a CC
                        action, if at least one hit, the target must pass a CON test or receive a stun
                        effect.
Med Patch 5 Single Use: +2 to a single Heal check. Declare AFTER rolling.
   Blessed        10    Single Use: Re-roll a single failed A or IA save - OR - make a save when one
   Charm                would not normally be allowed.
 Autoinjector     15    If this model has Medic (X), it may re-roll failed Heal checks when healing or
                        reviving other models.
                                                                                                       44
Achievements:
During a game, models on either team may earn, or be awarded, certain achievements. Each
achievement may only be given out once per team, and grants 1 XP to that model at the end of the
game. If a non-character model earns an achievement, IMMEDIATELY mark off 1 mission as
'completed' towards their promotion. If this causes the non-character model to gain a promotion,
this takes effect IMMEDIATELY.
   •   Brought a knife to a gun fight: This model reduced an ENEMY to 0 Wounds in Close Combat
       using a CC type weapon when the target has already hit this model with a shooting attack
       earlier in the round.
   •   Brought a gun to a knife fight: This model reduced an ENEMY to 0 Wounds in Close Combat
       using a HG type weapon.
   •   Can you fly, Bobby? This model with Brute pushes an ENEMY off a ledge with a Shove action
       and that model looses a Wound because of the falling damage.
   •   Drive it like you stole it: The model with Pilot has performed 3 movement actions in an
       ENEMY or NEUTRAL vehicle.
   •   Good Samaritan: This model has passed 2 Social tests to persuade civilians or VIPs to leave
       the area.
   •   No witnesses: This model has reduced 2 civilians who have "Spotted" markers for your team
       to 0 Wounds.
• This is how it's done: This model scored more than 1 Powershot in a single attack.
• That's just a flesh wound: The model with Medic (X) has revived at least 2 Friendly models.
   •   You win again, gravity: This model has fallen at least 3", either by failing a climbing roll or
       because it was pushed over the edge by a Shove and fell.. and survived!
   •   I'm good right here: This model does not move - except to change facing - for the entire
       game. Can not be the same model that earns "Pacifist"
   •   MVP: Each player nominates one team member on the opponent's team whose heroism,
       efficiency or just plain dumb luck stood him or her apart from all of the others.
   •   Pacifist: This model has not made an attack, nor used any psychic powers, for the entire
       game. Can not be the same model that earns "I'm good right here"
                                                                                                         45
Campaign Map and Territories:
TBC.
                                46
Appendix 1: NPC Profiles
                           47
Civilian:
5 10/1 10 8 8 10 10 1 16 0 -
Unless otherwise noted, a Civilian will spend 1 AP to perform a Move action during their activation in
the NPC Phase. Use the scatter template to move Civilians 5” in a random direction. Remember that
a Civilian model may spot a team member before or after taking their action!
Civilians offer the following interactions. Additional interaction options will be noted in the mission
text.
       •   A FRIENDLY or NEUTRAL model in B2B with a Civilian can take a Short Interaction and make a
           Social test. If successful, the Civilian will spend 2 AP to perform a Run action and will move
           10" towards the nearest board edge during the NPC Phase instead of moving in a random
           direction, and will continue to do so until it has left the table. Use a "Broken" marker to
           indicate this.
       •   A NEUTRAL or HOSTILE model in B2B with a Civilian can perform a Long Interaction in order
           to make a Brute test. Success means the Civilian has been taken hostage. Treat the Civilian
           as impassable terrain that is moved with the attacking model, per the rule for moving
           terrain. Any attack made at the attacking model that misses, where the Civilian is providing
           cover for that attack, will hit the Civilian instead. A Civilian can be released for 0AP during
           the model’s activation.
       •   A NEUTRAL or HOSTILE model within 6” with the Social skill can perform a Demand
           Surrender action. If successful the Civilian does not act during the next NPC Phase (use a
           "Pacified" marker to indicate this) unless the model who performed the action moves
           outside of 6", is reduced to 0 wounds, or the Civilian is attacked.
VIP:
5 12/1 12 9 9 14 14 2 22 0 -
Unless otherwise noted, a VIP will spend 1 AP to perform a Move action during their activation in the
NPC Phase. Use the scatter template to move VIPs 5” in a random direction.
VIPs offer the following interactions. Additional interaction options will be noted in the mission text.
       •   A FRIENDLY model in B2B with a VIP can perform a Short Interaction in order to make a
           Social test. If successful, the VIP will spend 2 AP to perform a Run action and will move 10"
           towards the nearest board edge during the NPC Phase instead of moving in a random
           direction, and will continue to do so until it has left the table. Use a "Broken" marker to
           indicate this.
                                                                                                         48
      •    A NEUTRAL or HOSTILE model in B2B with a VIP can perform a Long Interaction in order to
           make a Brute test. Success means the VIP has been taken hostage. Treat the VIP as
           impassable terrain that is moved with the attacking model, per the rule for moving terrain.
           Any attack made at the attacking model that misses, where the VIP is providing cover for
           that attack, will hit the VIP instead. A VIP can be released for 0AP during the model’s
           activation.
      •    A NEUTRAL or HOSTILE model within 6” with the Social skill can perform a Demand
           Surrender action. If successful the VIP model does not act during the next NPC Phase (use a
           "Pacified" marker to indicate this) unless the model who performed the action moves
           outside of 6", is reduced to 0 wounds or the VIP is attacked.
5 12/1 12 10 10 12 14 1 22 0 -
Mandible Autoshotgun:
R ST ROA TYPE
SG 8 2 SG Precision (2)
Security Guards begin the game on Sentry and during the NPC Phase, they will spend 2 AP to go on
Sentry again. When they react, they can spend 2 AP on actions, with the following priority:
      •    If an ENEMY model is about to take an action or completes an action within 7” and LOS, they
           will perform a Battle Focus action and shoot. They MAY shoot while in Close Combat, but
           will only react to a model they are engaged with.
      •    If an ENEMY model is about to take an action or completes an action within 12”, they will
           move 5" towards that model and shoot.
      •    If an alarm has been sounded and there are no enemies within 12" and in their LOS, they will
           run to within 3" of the source of the alarm.
      •    If an ENEMY model completes a move action within their LOS outside of 12” and there are
           no enemies within 12” and in their LOS they will move into cover and evade.
Remember that a Security Guard may spot a team member between the above actions!
Security Guards offer the following interactions. Additional interaction options will be noted in the
mission text.
      •    A NEUTRAL or HOSTILE model within 6” with the Social skill can perform a Demand
           Surrender action. If successful the Security Guard can not react on Sentry but will still go on
           Sentry during the NPC Phase (use a "Pacified" marker to indicate this) unless the model who
                                                                                                          49
           performed the action moves outside of 6" or is reduced to 0 wounds, or the Security Guard
           is attacked.
5 12/1 12 10 10 12 14 1 22 0 -
Interceptor SMG:
R ST ROA TYPE
Security Guards begin the game on Sentry and during the NPC Phase, they will spend 2 AP to go on
Sentry again. When they react, they can spend 2 AP on actions, with the following priority:
      •    If an ENEMY model is about to take an action or completes an action within 9” and LOS, they
           will make a Rapid Fire attack. They MAY shoot while in Close Combat, but will only react to a
           model they are engaged with.
      •    If an ENEMY model is about to take an action or completes an action within 15” they will
           move 5" towards that model and shoot.
      •    If an alert has been sounded and there are no enemies within 15" and in their LOS, they will
           run to within 3" of the source of the alert.
      •    If an ENEMY model completes a move action within their LOS outside of 15” and there are
           no enemies within 15” and in their LOS they will move into cover and evade.
Remember that a Security Guard may spot a team member between the above actions!
Security Guards offer the following interactions. Additional interaction options will be noted in the
mission text.
      •    A NEUTRAL or HOSTILE model within 6” with the Social skill can perform a Demand
           Surrender action. If successful the Security Guard cannot react on Sentry but will still go on
           Sentry during the NPC Phase (use a "Pacified" marker to indicate this) unless the model who
           performed the action moves outside of 6" or is reduced to 0 wounds or the Security Guard is
           attacked.
                                                                                                        50
Appendix 2: New Army Profiles
                                51
The following profile(s) should be added to each army list, and the models are considered to be from
that army for the purposes of army special rules etc.
Driver:
Each non-Cybertronic vehicle model taken in the team comes with one Driver for free who begins
the game already mounted in the vehicle (the Cybertonic vehicles currently in the game are not
operated by crewmen). The Driver has the same RS, WP and LD as the vehicle, as well as any
purchased (with XP) abilities, as this is the only way they can be used.
This model cannot be purchased and does not count towards the team size limit.
Deployment: N/A
Equipment: Crewman fatigues, Handgun (from vehicle profile, or P60 Punisher Handgun if no HG
entry on vehicle profile), Crew CC weapon if one is present on the vehicle profile.
Options: None
5 12/1 * 10 10 * * 1 18 0 -
R ST ROA TYPE
12 11 1 HG Headshot
                                                                                                   52
The following profile(s) are considered to be from the Cartel list and as such, are not subject to any
of the army special rules that apply to the army they are taken in. However, the freelancers found at
the Midnight Sun are often desperate enough to work for anyone and as such, may be taken in any
army. Upgrades listed with an XP cost may not be purchased with PTS when a team is initially
created; They must be purchased later, either as an upgrade for an existing Freelancer or when
hiring on a new Freelancer to join an existing team.
They may also be used in regular games of Warzone Resurrection, with the option to purchase the
XP upgrade(s) on that profile with PTS, although they loose the Brute, Tech, Social or Pilot abilities.
Ex-Bauhaus Freelancer:
Deployment: None
Equipment: Armoured trenchcoat and low-profile combat composite armour, HG-14 Hagelsturm
Shotgun, MP-105 Handgun
Options: Solid Slugs (5 XP) - The HG-14 Hagelsturm Shotgun gains the ability “Weapon Mode (Solid
Slugs)”
5 14/1 14 10 10 14 14 2 24 0 30
R ST ROA TYPE
SG 9 1 SG Precision (3)
MP-105 Handgun
R ST ROA TYPE
12 9 2 HG
R ST ROA TYPE
                                                                                                        53
Ex-Capitol Freelancer:
Deployment: None
Options: Light on your Feet (10 XP) - This model gains the ability "Light on your Feet"
5 14/2 16 10 10 14 15 2 21 0 30
CAR-24E1 SMG
R ST ROA TYPE
18 12 2 A Short-Ranged Burst
R ST ROA TYPE
12 8 2 HG Headshot
After this model completes a ranged attack, it may make a free 2” move in any direction.
Ex-Cybertronic Freelancer:
Deployment: None
Equipment: Armoured trenchcoat and subdermal armour, CAW2000 ‘Nailgun’ SMG, Electric Fist
Options: Artificial Intelligence Implant (10 XP) - This model gains the upgrade from the Cybertronic
Upgrades section of the Warzone Resurrection rulebook.
Abilities: Tech, Durable, Eagle Eye (2), Cartel Agent, Legion Operative
                                                                                                       54
  SP     CC/DEF       RS     ST      CON      WP    LD          W   A          SZ          PTS
5 14/1 14 10 10 14 15 2 25 0 30
R ST ROA TYPE
18 11 1 A Short-Ranged Burst
Electric Fist
R ST ROA TYPE
Ex-Imperial Freelancer:
Deployment: None
Options: UBGL Sonic Grenades (6 XP) - The Interceptor SMG gains the ability “Weapon Mode
(UBGL)”
5 16/1 14 10 10 15 16 2 21 0 30
Interceptor SMG
R ST ROA TYPE
18 10 2 A Short-Ranged Burst
Bayonet
R ST ROA TYPE
B2B +2 1 CC
                                                                                                 55
Interceptor SMG (UBGL)
R ST ROA TYPE
18 - 1 GR Concussive (1)
Ex-Mishima Freelancer:
Equipment: Bulletproof composite suit, Tambu No.3 Silenced Ronin Handgun, Samurai Sword
Options: Smoke Grenades (5 XP) - This model gains the Smoke Grenades weapon profile below.
Climbing Gear (10XP) - This model gains the ability Grappling Hooks (6).
5 15/4 15 10 11 16 16 2 23 0 30
R ST ROA TYPE
12 9 1 HG Headshot, Exploit
Samurai Sword
R ST ROA TYPE
1 +2 2 CC
Smoke Grenades
R ST ROA TYPE
ST - 1 GR Smoke
                                                                                                56
To Do & Changelist
To Do:
   •      Rule about Cybertronic vehicles is fluffy but maybe get rid of it? Unnecessary complexity?
   •      Increase base game to 150points (from 125) and reduce max team size to 12? Too many test builds only have 4-
          5 models unless you go crazy and take a Heretic horde army.
   •      Extend survival roll to a 2D20 roll for more results and reduced chance of death?
   •      Campaign map and territory rules, with some between game rolls too?
   •      Break up the Sketchup model of warehouse into flat plans for self assembly.
   •      Quick reference sheet.
   •      Testing!!
   •      Review Briefing text to make it more consistent.
   •      Review use of capitalisation, as well as number usages (1 vs one etc)
Changelist:
0.09
   Added part about counters / dice for Collateral Damage in the What you need to play this section.
   Added faction and cartel headers to the new profiles section, including adding a rule to allow freelancers to be used
   in normal games of Warzone (Marshall to approve).
   Added optional rule / equipment and optional rule / achievements.
   Changed the equipping section of post game to allow for purchased of army special abilities.
   Improved formatting of tables and doc layout.
   Moved Teamsheet and tokens out to separate file.
   Added placeholders for images.
   Put mission scoring into table format to make it easier to read.
0.08
                                                                                                                       57
Bauhaus Dragoons
Being assigned to the Dragoons is one of the most prestigious in the Megacorp. Crushing your foes under
titanium-plated tracks after bombing them with your tank’s main cannons is the dream of every child of
Bauhaus. Basking in their celebrity status, the Dragoon life is one of glamour. Their mechanized units are
hailed for smashing through the enemy’s defenses and deploying into the thick of battle to form a
bridgehead, clearing the path for lighter forces such as Hussars to bring up the rear.
5 11/0 14 8 8 13 14 1 22 0 15
Ranged Weapons:
18 12 1 A 12 9 2 HG SG 9 1 SG
Battlefield Repairs: Any vehicle within 6” of a squad (or acting) commander with this ability gains Repair (5).
A model with this ability in B2B with a friendly vehicle may spend AP(1) and RES(1) to restore W(+1) to one
location that has been previously damaged. A vehicle may only benefit from this ability once per turn.
Mechanized: May treat any Bauhaus Tank as if it is a Transport (5) and Grizzly/Kodiak tanks are treated as if
they are Transport (10). This does not make the model a Transport Type. When disembarking from a vehicle,
this squad may activate immediately after the vehicle’s activation ends.
Bauhaus GEV 12 Cobra
The Bauhaus GEV 12, also known as the Cobra, is a fast and easily maneuverable hovertank that is utilized in lightning
strikes to catch the enemy off guard. Its armour plates are made of a heavy carballoy armour, and it packs as much
protection onto its hull as it can hold. While not as shielded as other tanks in its size class, what it lacks in protection, it
makes up for in speed and terrain-traversing ability. Armed with top-mounted heavy 60mm Bauforce Smoothbore
Autocannon and a pair of LMG pods (one on each side), it carries enough firepower to devastate any enemy forces it
catches offguard.
Main Weapons:
28 13 1 H 18/LE 11 2 ML
Secondary Weapons:
        Twin-linked MG-80 HMG
R ST ROA Type
24 12 4 H
Hoverer: This model can move over Impassible Terrain that is less than 1” in height but cannot end its movement there.
May make a 45 degree pivot for AP(0).
Bauhaus Major Ilsa Fieldhausen-Valmonte
Sometimes referred to as the “Double Scandal” within the ranks of Bauhaus nobility, Ilsa Fieldhausen-Valmonte is a
young officer in the Hussars who can claim the dubious honour of being promoted to the rank of Major more times than
any other in the history of the Bauhaus military. Born the youngest of five children into the privileged life of Valmonte
nobility, she nevertheless grew into a rebellious teenager who spent most of her time on the streets of Heimburg
amongst the disaffected commoner youth. Watching with contempt as her older siblings served their brief military
careers behind a desk before joining the family business in one way or another, her parents breathed a sigh of relief
when their tattooed and unruly daughter was old enough to send away. While she was not a conventional officer by
Bauhaus standards, she was an excellent soldier and served with distinction throughout the northern Ring of Strife on
Venus. For several years, her family forgot about all about Ilsa and the feeling was very much mutual.
It wasn’t until her second promotion that the Valmonte family began to pay attention, and less than a year later, she
received an invitation to join the Valmonte Guard Order. While such an appointment would normally be considered an
honour, Ilsa had grown tired of the internal politics at High Command and had already been reprimanded (and demoted)
for disobeying orders that served only the interests of one of the great houses. She had no desire to be part of that and
declined; Two months later, her transfer papers came through. It was no longer an invitation.
Ilsa had no intention of leaving her post, but didn’t have the connections to make the transfer go away. On the advice of
one of her few allies within the ranks of the nobility, she entered into an arranged marriage with a member of the hated
Fieldhausen line knowing full well that no House Guard would allow someone with such ties into their ranks. To add
insult to injury, the details of the marriage were an embarrassment to both families and the records have since been
sealed. Very people know the truth, and speculation by the press regularly features in the gossip columns of the
Heimburg Gazette – a situation that pleases Ilsa greatly even as she teeters on the edge of disgrace. Now House
Valmonte has cut all ties with her, and although it has surely stunted her career, Ilsa is happy to remain with the 8th
Sturmpioniere.
5 14/1 16 10 12 15 15 3 23(10) 0 80
Ranged Weapons:
R ST ROA Type
18 11 3 H
Snap Kick
R ST ROA Type
.5 +0 2 CC
Abilities: Contempt (Bauhaus), Get Down!, Gunslinger, Leader (1/Sturmblitzer), Relentless, Sturmpioniere
Get Down!: When this model makes a Ranged Attack, friendly non-vehicle models within 6" do not provide a cover
penalty to RS.
Sturmpioniere: When a friendly Bauhaus Troop Type model uses the Heal ability, it gains Heal(+2).
Bauhaus Minister Erwin Stahler
                  SP         CC/DEF       RS     ST       CON          WP        LD    W          A        SZ      PTS
Type: Character, Infantry, Venusian Kapitan, Heretic, Legion Operative, Unique, Medium Base
Deployment Options: Regular
Equipment: Minister: MG-40 LMG, Dueling Sabre, Gas Mask, Guardsman Mk.III Armour
Carcass Suit: Necrobionic Claws, Carcass Suit
Options: May take up to 1 Dark Legion: Algeroth Power for free.
Ranged Weapons:
MG-40 LMG
R ST ROA Type
24 12 2 H
1 +0 2 CC 1.5 +5 2 CC
                                                                   Sweep
                                                RES(1): Critical Force (2), Loses
                                                                   Sweep
Abilities: Minister: Contempt (All), Incognito, True Nature; As Venusian Marshal: Advanced Supply Chain, Duelist,
Initiative (1), Officer’s Judgement
Carcass Suit: Fearless (5), Heal (4), Regeneration (4), Relentless, Unbreakable
Incognito: Enemy models targeting this model must succeed a LD check. If they fail, they may not take the action against
it and the AP is lost. Bauhaus models automatically fail the test.
Enemy models must spend RES(1) to target this model. Enemy Bauhaus models must spend RES(2).
True Nature: This model has two profiles, one for his Minister and one for his Carcass Suit. At the start of its activation,
this model may make a WP check and if successful, he may transform into his ‘Carcass Suit’ profile. If wounded, this
model may choose to do this automatically. This model loses all Equipment and Abilities for the ‘Minister’ form and gain
the Equipment and Abilities of the ‘Carcass Suit’. Any existing Wounds carry over to the new model.
Bauhaus Saurian Riders
   SP          CC/DEF        RS    ST    CON        WP          LD        W        A            SZ         PTS
7 13/1 13 8 8 13 14 2 20 2 28
11/- 12
Ranged Weapons:
18 10 1 A SG 9 1 SG 24 12 4 H
2 +6 1 CC B2B +3 2 CC 1 +2 2 CC
Abilities: Camouflage (2), Clever Girl!, Leap (6), Ranger, Stay Frosty
Clever Girl!; RES(1): At the end of the squad’s activation, if the squad (or acting) is within a woodland, jungle,
or area terrain piece and no member of the squad is engaged, place a Stalk marker in BRB with the squad (or
acting) commander and two other Stalk markers within 6”, and recall this squad.
         T-32 Wolfclaw JBT
The Bauhaus T-32 Junior Battle Tank, also known as the Wolfclaw, is a staple in the armies deployed to fight
in dense flora-infested terrain. Its primary function is to provide artillery support for front line troops with its
imposing triple-barreled main cannon. The Synchronized Steiner Industries 3CHE-65 turret can fire three shells
in succession to pepper an area, or all three at once, resulting in a conflagration that causes any survivors to bury
their heads into the dirt. On their homeworld, the Venusian Rangers often hop onto the rear of the tank and use
its deadly front-mounted cutting blade to clear a path through the jungle, before leaping off and disappearing
into the underbrush.
 SP    CC/DEF     RS      WP       LD     BODY A/W       Wpns A/W      Drive System      Eng A/W       A-Rear       SZ   PTS
                                                                           A/W
 6       -/-      13      14      16         28/4          27/3            27/3             27/3         -4         4    100
Inquisitor Majoris
  “Sir, the Dark Legion is not in the ruins.” Inquisitor Leftance reported, his voice distorted by his helmet.
   Inquisitor Majoris Aberforth Malvain slowly turned the page of his Book of Law with one finger, waiting
for his subordinate to continue. “In their stead, the forces of Cybertronic have been spotted.” Malvain
paused, his finger lingering over a particular appropriate line in the book. He snapped the tome shut and
spoke in a booming voice that carried through the makeshift headquarters.
  “And lo, did the Cardinal decree artificial intelligence the bane of Humanity and forbade its creation on pain
of death!”, the Majoris’ proclamation resonating within the hearts of any who heard him speak.
Malvain, one of the youngest Inquisitors to be promoted to the rank of Majoris, hated everything impure,
and those of the Cybertronic Megacorporation flaunted their sacrilege. Hamilkar, under the grace of
Cardinal Durand himself, gave him leave to travel the Solar System and root out heretics wherever they may
hide. He turned to Leftance, snapping his helmet over his head, the eye lenses flashing.
“We will show these apostates what price their folly brings! Come! Let us go kick ass for the Light!”
   Death                                  In days past, Brotherhood Inquisitors would take to the field in what was
                                          little more than a motorized gun-frame with a cannon on the front and a
                                          statue of the Cardinal bolted onto the back. The design was based on the
   Angel                                  Imperial Necromower, but not as sturdy. Due to the events surrounding
                                          the Siege of Volksburg, the Brotherhood’s leadership has taken a new
                                          outlook on protecting its forces. The redesigned Death Angel is more
  akin to a fast-moving armoured jeep than anything. Still utilizing a fearsome cupola-mounted Anointer
  Autocannon, it also packs a pair of AC-43 Hymnal Light Machineguns. Instead of a lone driver, now a team
  of two Inquisitors bring the might of the Cardinal to bear, for he is always watching. To gaze upon his stony
  visage as it rides into battle is to feel the power of the Light!
ABILITIES: Divine Protection, Fear (3), Fear the Wrath of the Cardinal, “Look! The Cardinal!”, On the Hunt
 Divine Protection: The Driver location counts as              “Look! The Cardinal!”: Any friendly, non-Mishiman/
 having Durable.                                               Cybertronic models that have LOS gain Contempt (All)
 Fear the Wrath of the Cardinal: RES(1): Dissention (2).       and Psychic Mastery (D).
 Any enemy model within 12” and LOS receives WP                 On the Hunt: This model may be used as an Open
 (-1) and must reroll successful Psychic tests.                 Transport (3) for Inquisitors. This does not make this
                                                                model a Transport Type. Inquisitors may Embark for
                                                                AP(0) and the Death Angel may disembark Inquisitors
                                                                for AP(0).
The newly armoured, four-wheeled Death Angel tore a swath of destruction through the ranks of the enemy,
bodies of Undead Legionnaires littering the mud of Doughpits and their ichor mixing in with the countless
dead of generations of war. An explosion rocked the vehicle as Inquisitor Calliope Talbot expertly swerved to
mitigate most of the damage, cursing under her breath as she felt one of the front tires tear free of its
mounting. She skidded the heavily armed jeep to a halt, as the other inquisitors aboard quickly exited and
took up firing positions outside of it. In the Death Angel’s cupola, Inquisitor Majoris Malvain used the deadly
Anointer Autocannon to shred a pack of Necromutants that had come loping over the embankment. He
then extricated himself and leapt off the top of the vehicle, using the Disembowler Chainblade of his AC-40 to
shear two shambling corpses in half. Talbot lifted her fearsome-looking helmet and pulled it over her fiery red
hair, locking it in place. Strapping her Justifier to her back, she drew her specially-wrought P60 Barrage pistols
and joined her squad in battle against the Legion. The statue of Cardinal Durand looked on
approvingly from the rear of the jeep, inspiring all those around it.
                            Elite Troopers
   SP         CC/DEF           RS          ST        CON   WP          LD         W            A        SZ        PTS
   5           13/2            13          9         8     15          15         1            24        1        21
             HAC-20 Eruptor Heavy Assault Rifle                 ABILITIES: Fearless (2), Heal (5), Ranger, Relentless
                 (UBM AC-31 Flamethrower)
           R       ST      ROA           TYPE
          SFT          10        1              F
                                Deadly
       SP        CC/DEF          RS    WP      LD      Body A/W     Weapon    Drive Sys-            Eng A/W      A-Rear     SZ   PTS
                                                                  Control A/W tem A/W
        5          -/-           12     13     13       26/3         26/3           26/2             26/2            -4     3    80
"Sir, we have a firing solution" the Rattlesnake pilot said into his comms.
A tinny voice crackled over the radio, "On who's orders?"
The pilot paused for moment and double-checked. "A Lieutenant Charles Smith, sir."
There was a long silence before the repsonse came, "Fire on those coordinates, Corporal."
Capitol Assault Marines
The success of Project: Wolverine has given way to new advancements for Capitol to bring the war to its foes.
While not as powerful as a Wolverine, each Assault Marine is selected from a pool of candidates that exhibit
extraordinary physical and mental prowess. The HFMPS-100 Mk.3 “Copperhead” exosuit they wear protect
them from even the most grievous wounds, allowing them to close with their enemies and bring their brutal
weaponry to bear. Their favored targets are Imperial Golden Lions, and the two groups have a standing
loathing for each other, often ignoring other targets for the opportunity to get to grips with each one another.
5 14/2 14 10 11 14 15 2 24 1 35
Ranged Weapons:
24/SE 15 1 ML FT 14 1 F
Chainripper Sword
R ST ROA Type
1 +3 3 CC
Abilities: Brutal, Camouflage (3), Fearless (3), Grenade Specialist, Heal (4), Ranger, Stay Frosty
Grenade Specialist: This model may make a single attack with its Frag Grenades for AP(0) each turn and still
make a Shooting Action with another weapon.
Capitol F-51 Puma
The F-51 Puma is the Capitol workhorse aircraft produced by General Aerospace. Filling a dual-role function of fighter-
bomber, it’s primary missions usually entail bombing runs against enemy entrenchments, but it can also hold its own in
aerial combat situations. Known for having a legendary ability to shrug off damage and keep flying, its advanced self-
repair systems and thick armour allow this beast to take hits from anti-aircraft weapons and stay airborn. It is not
uncommon for the pilot to make it back to base, only to inspect the damage incurred on his twin tail-rudder aircraft,
seeing it filled with large holes that would have downed many a lesser plane. Bristling with weaponry, the Puma is well-
equipped for any mission it is sent on. Its massive M8 Thunderbolt Gatling Cannon is able to shred light vehicles and
infantry with relative ease. It also carries napalm rockets designed to dig infantry out of entrenched positions, turning
their defenses into a raging hellfire.
In the Battle of Lancaster Flats, Captain Josie Cortez had taken fire from missile batteries arrayed along the ridge, so
much in fact that the port wing had been blown off halfway down the structure. As the firepower against her intensified,
huge holes blasting into the fuselage, she dropped her napalm payload, incinerating the Imperial forces that had been
holding the AFC at bay for three weeks. Her trusty Puma limped back to base, where her tech chief was in awe of the
damage her plane had received.
SP CC/DEF RS WP LD Hull A/W Weapon Control A/W Wings A/W Engines A/W A-Rear SZ PTS
Main Weapons:
24 12 4 H 24/SE 11 2 ML
R ST ROA Type
18/FT 14 1 GR
Abilities: Aeroplane, Durable, Enhanced Unblinking Eye, Hard to Hit (2), Repair (5), Still Flying
Aeroplane: This model's first action must always be a Vehicle Move action and it must move a minimum of its current SP.
It ignores any effects that would cause it not to move. It always counts as Flying and may never land.
Still Flying: If the Wings location is reduced to W(0), the model does not crash. It may still move and pivot, but suffers SP(-
3).
TYPE:
DEPLOYMENT OPTIONS:
EQUIPMENT:
OPTIONS:
WEAPON:
        R    ST        ROA            TYPE
        2   +3          3             CC
Capitol Jake Kramer
A veteran of many battles, many would say Jake Kramer is well past his prime. Wherever he goes, trouble seems to
follow him. As a teen, he was accused and sentenced to death for killing a local crime lord with powerful political ties. In
lieu of corporal punishment, Jake opted to join the Free Marines where he excelled. Even though he was awarded many
top honors and commendations, he always seemed to have trouble with authority figures and the command structure.
Eventually, he was transferred to Special Ops where his considerable talents could be best utilized.
As the decades passed, the love of the job eventually gave way to a loathing that no matter what he did, nothing ever
truly changed. He found himself drawn into the ranks of the Cartel’s Doomtroopers, hoping that either his actions would
have a lasting mark or it would eventually put him out of his misery.
Ranged Weapons:
FT 14 1 F 12 10 1 HG
R ST ROA Type
1 +2 1 CC
Exploit
Abilities: Durable, Tactical Fallback, Unbreakable; As Free Marine: Camouflage (3), Cooperation, Heal (5),
Fearless (5), Ferocity (1) Freedom Forever!, Frenzy, Ranger
Tactical Fallback: After an enemy model has finished a Charge Action against this model, if this model has
not activated this turn, it may choose to take a LD test. If it passes, it may immediately make a Run Action to
move away from the enemy model that charged it without suffering a Free Slash. This movement must be
towards the friendly deployment zone, must move in the most direct route possible, and must use all
available SP. If this take it outside of an attached squad’s Coherency, it immediately leaves the squad.
Capitol Rangers
  SP      CC/DEF           RS     ST      CON        WP           LD         W           A         SZ       PTS
5 14/2 13 10 10 13 13 1 20 0 17
5 16/3 14 11 11 15 16 3 20 0 60
Ranged Weapons:
R ST ROA Type
24 14 1 A
Short-Ranged Burst
Steel-wrapped Gloves
R ST ROA Type
B2B +3 4 CC
Deadly
Abilities: Brutal, Fearless (5), Frenzy, Relentless, Rifle Drill, When a Man Has to Go; As Light Infantry: Battalion,
Guide Them In
Rifle Drill: RES(2): Any Light Infantry squads within 12” of this model gain Enhanced Unblinking Eye.
When a Man Has to Go: If this model makes a Charge Action, all friendly Light Infantry models within LOS
gain Fearless (2) and Frenzy when they also make a Charge Action that turn.
CTL-F800 Emancipator
                                                                         Designed by Lockmann Aeronautics,
                                                                         a Capitol subsidiary, and built using
                                                                         Venusian steels provided by the
      Combat Aircraft
                                                                         Bauhaus Megacorporation, the
                                                                         CTL-F800 is a brutal looking aircraft.
                                                                         Dubbed the “Emancipator”, the thick,
                                                                         riveted plates on its wings are able to
withstand even the most damaging attacks from ground fire and continue flying. It is primarily used as an
anti-armour role, as its main cannons are able to punch large holes into tanks with ease.
The plane’s primary armament is a pair of 32mm heavy machineguns, nicknamed ‘Spidershredders’ in the
aftermath of the Battle of Icaria Plains on Mars, which saw a pair of F800s decimate seventeen Wolf Spider
transports, resulting in the crippling of the attacking Algeroth force. Under the main fuselage is mounted
an MG-40 light machinegun loaded with tracer ammunition, which allows the pilot to mark their quarry
easier. When an enemy force is known to be light on armoured support, the HMGs can be replaced by UEXP-
31 ‘Hedgetrimmer’ Cluster Rockets. These weapons are very effective with making bombing runs against
infantry and light vehicles.
SP CC/DEF RS WP LD Hull A/W Wpns A/W Wings A/W Eng A/W A-Rear SZ PTS
Abilities: Aeroplane, Hard To Hit (2), Paired Weapons (R/GR), Repair (5), Still Flying
Aeroplane: This model's first action must always be a              Still Flying: The Wings location gains Durable. If the
Vehicle Move action and it must move a minimum of its              Wings location is reduced to W(0), the model does not
current SP. It ignores any effects that would cause it not         crash. It may still move and pivot, but suffers SP(-3).
to move. It always counts as Flying and may never
land.
Cartel Freelancers
Drawn from the ranks of the Megacorporations, Freelancers are guns-for-hire who sell their services to the
highest bidder. They do the work that a Megacorporation often doesn’t want associated with their name.
What causes someone to become a Freelancer? The reasons vary as vastly as there are credits in the banks;
The promise of more creds, a dishonorable discharge, no longer wishing to answer to a high power, or even
serving a darker purpose. Freelancers are all highly skilled individuals who are often veterans of dozens of
warzones from around the Solar System. Each of their services can be bought if the price is right.
5 14/1 14 10 10 14 14 2 22 0 30
Type: Character, Infantry, Cartel Agent, Legion Operative, Unique, Medium Base
Deployment Options: Regular, Preemptive Strike
Equipment: Custom Loadout, Armoured Trenchcoat and Low-Profile Composite Combat Armour
Options:
A Character may take Infiltrate Deployment for (+5) PTS.
Freelancers may be taken as a Unique Support Choice as a squad of 2-5 models with a 10” Coherency and
lose Type: Character. This squad may take Infiltrate for (+15) PTS.
Ranged Weapons:
SG 9 1 SG 18 12 2 A 12 9 2 HG
R ST ROA Type
12 11 1 HG
                 Headshot
Close Combat Weapons:
                                              Punisher Short Sword
        Samurai Sword
                                          R      ST      ROA        Type
   R     ST     ROA      Type
                                          1      +2        1        CC
   1     +2       2        CC
Custom Loadout: Each Freelancer must pick a single selection from below:
        * HG-14 Hagelsturm Shotgun, MP-105 Handgun, Medic (4)
        * CTL-62 SMG, M13 Bolter Handgun, Guardsman
        * Tambu No.3 Silenced Ronin Handgun, Samurai Sword, Smoke Grenades, Follow Up
        * P60 Punisher Handgun, Punisher Shortsword, Gas Mask, Ranger
Cartel Lane Chung
  SP    CC/DEF         RS   ST       CON        WP          LD       W          A   SZ   PTS
5 15/2 14 9 9 15 15 3 20(10) 0 60
Ranged Weapons:
18 12 1 A 12 8 2 HG
Banshee Blade
R ST ROA Type
B2B +2 2 CC
Abilities: Brash, Contempt (Dark Legion/Mishima), Duelist, Fearless (2), Paired Weapon (A/HG), Paired
Weapon (CC/HG), Smoke Bombardment
Brash: When making a Charge Action, this model gains Fearless (5), Ferocity (2), and Frenzy. This model must
pass a LD check if it is within Charge range of the nearest enemy model. If the test is failed, this model must
Charge that enemy model.
Smoke Bombardment: Once per game, this model may call in a smoke screen. At any point during the
model’s activation, place a temporary Smoke token within LOS of the active model.
Cartel Pam Afton
  SP     CC/DEF         RS    ST      CON    WP       LD       W         A        SZ      PTS
5 14/2 15 9 9 15 15 3 20(10) 0 60
Ranged Weapons:
24 10 1 A 18/SE 10 1 GR
R ST ROA Type
12 11 1 HG
Headshot
Banshee Blade
R ST ROA Type
B2B +2 2 CC
Abilities: Battlefield Logistics, Call the Shot, Contempt (Dark Legion/Mishima), Duelist, Enhanced Unblinking
Eye, Espionage, Fearless (2)
Battlefield Logistics: The army commander gains Initiative (+1). If there is a tie on the Initiative Roll, this
model’s controller wins the tie.
Call the Shot: Once per game, this model may nominate an enemy squad within LOS. Place a ‘Guidance’
marker next to the target squad. Until the end of the turn, any friendly vehicle that targets the squad gains
RS(+2) and Eagle Eye (4). This counts as a Shooting action.
                                                                              Rob Yourstand
  SP       CC/DEF             RS          ST           CON   WP          LD          W          A          SZ       PTS
   5          14/2            14              8        8     15          15          2       21(10)        0         35
Type: Character, Infantry, Cartel Agent, Legion Operative, Unique, Medium Base
Deployment Options: Regular, Infiltrate, Stalk
Equipment: Silenced P-60 “Punisher” Handgun, Titanium-woven Suit
Option: May join a squad, even if that squad already has a Character attached.
                                           R    ST        ROA         TYPE
     R      ST    ROA    TYPE
Cybertronic Chemiman
The Chemiman is an AI programmed battle machine built in the early days of Cybertronic’s rise to power.
While it has been mostly replaced with the Atillia program, and their transferable Core, it still appears on the
Cybertronic battlefield. The Chemiman was originally design to help chasseur troops by blocking enemy fire
and picking off long distance threats earning its nickname “Flesh Wrecker” from its Capitol opponents. The
Chemiman is less humanoid than its Attila counterparts. Standing over six feet tall, it is appearance is
personified by the grenade tubes protruding from its back, and an evil mechanical grin underneath
multifaceted insectoid eyes.
5 10 15 10 10 12 13 2 22(10) 0 35
Ranged Weapons:
R ST ROA Type
B2B +1 2 CC
Concussive (0)
Abilities: Camouflage (2), The Core, Unblinking Eye, Paired Weapons (S/GR), Multifaceted Eyes
SP CC/DEF RS WP LD Body A/W Weapon A/W Wings A/W Engines A/W A-Rear SZ PTS
5 13/2 13 10 10 16 15 2 23 1 30
Ranged Weapons:
PR4000 ‘Blaster’
R ST ROA Type
24 12 2 H
Ripper Claw
R ST ROA Type
1 +2 2 CC
Wired for Immunity: This model’s Resistance to Psychic Powers ability is increased to (+10) against Art and Ki, but
receives a (-10) against Dark Symmetry. When targeted by an Art or Ki (D) Power, it has no effect on a roll of 1-15.
Cybertronic Shock Troopers
When Cybertronic is in danger of losing a position, it will send in its Shock Troopers to hold it at all costs.
Highly-trained, they are quite literally the definition of “shock” troops, as they are outfitted with advanced
armour laced with electrostatic fibers that charge kinetic energy when struck in close-combat, and returns
the energy with a burst of power, stunning their would-be opponent. They are also equipped with shock
gauntlets and stun grenades capable of rendering even larger foes senseless.
5 14/2 14 10 12 14 15 2 22 1 30
Ranged Weapons:
12 11 1 HG ST/SE - 1 GR 24 12 3 H
                                        Concussive (0), Vehicles lose AP(-           RES(1): Gains Type (R) and Slow
                                            2) this turn (to a minimum of 1)                        to Reload
          SSW4200P HMG
                                                 FM2600 Flamethrower
   R      ST       ROA         Type
                                             R      ST      ROA       Type
  24       12       4           H
                                            FT         13        1       F
                Pinning
Shock Gloves
R ST ROA Type
B2B 0 2 CC
Shock Suits: If an Infantry model successfully hits this model with a CC weapon, it will take a Concussive (0)
autohit at the end of its activation.
Urban Combat Specialist: If this model Is able to claim cover, it receives IA(10)
Cybertronic Surveileur
As war escalates in the Solar System, Cybertronic is always adapting. A new battlefield commander has been spotted in
various theaters of war, leading its troops with an almost symbiotic link to them. Designed by the Immortal as a next-
gen field commander by merging a seasoned commander’s brain into a powerful cybernetic body, the Surveileurs act as
a focal point for Cybertronic forces. Should any enemy forces manage to actually close with it, they will find themselves
on the receiving end of its potent submachine guns and 4 titanium-shod fists, as a Surveileur is not a target to be trifled
with.
5 14/2 14 11 15 17 17 3 24(10) 1 70
Ranged Weapons:
DE-233 SMG
R ST ROA Type
18 11 1 A
Robotic Fists
R ST ROA Type
B2B +2 4 CC
Precision (3)
Abilities: Controller, Enhanced Unblinking Eye, Fearless (5), Heal (4), Neural Network Link, Paired Weapon (A), Power
Blink, Target Sense, Unbreakable
Neural Network Link: During the Control Phase, if the Surveileur is alive, it may nominate one other friendly Cybertronic
squad as being connected to the Cybertronic Tactical Network. That squad gains +1 RS, +1 CC, +1 Weapon Strength for this
turn. Place a “Linked Up” marker next to the affected squad. If the “Linked Up” squad kills the last model in an enemy
squad, the Surveileur gains +1 Tactical Point. This model starts the game with 4 Tactical Points.
At any time during the Cybertronic players turn, he can spend a tactical point to:
6 15/3 15 10 11 16 16 3 24(11) 0 75
Ranged Weapons:
24 12 2 A 12 8 3 HG
24 13 3 H FT 11 1 F
Skalak
R ST ROA Type
1 +4 2 CC
RES(1): ST(+3)
Abilities: Duelist, Fear (1), Flexible Deployment, Heal (6), Kohort Commander, Unbreakable
Flexible Deployment: If this model is attached to an Undead Legionnaire or Necromutant Squad at the
beginning of the game, that squad gains Flank Deployment.
Kohort Commander: Undead Legionnaire Squads led by a Necromutant within 12” of this model lose
Brainless. All Dark Legion: Algeroth Troop squads within 12” of this model gain LD(+1) and Fear (+1). One
additional Undead Legionnaire Squad may be brought above the OOC maximum.
Dark Legion Algeroth Ezoghoul
A familiar and terrifying sight to witness on the battlefield, the Ezoghoul can be found in every warzone
Algeroth’s troops are involved. Able to move at frightening speed, they appear to be driven by war and the
urge to inflict as much damage on their enemies as they possibly can.
Standing over four meters, the Ezoghoul’s thick torso is carried into battle by a massive centaur-like body.
Its four powerful legs give it the ability to move and fire even the heaviest weaponry in Algeroth’s arsenal,
scattering its foes before it before running them down. A pair of boney “wings” protrude from its back,
allowing it to channel pure Dark Symmetry through its skeleton.
7 14/2 14 12 12 14 14 3 24 3 75
Ranged Weapons:
Blutarch Handcannon
R ST ROA Type
18 14 2 A
Ashreketh Blade
R ST ROA Type
2 +6 1 CC
Headshot, Sweep
Abilities: Contempt (All), Crushing Trample, Fear (3), Regeneration (4), Relentless
Crushing Trample: This model may make Ram actions as if it was a vehicle.
Illiachk: This model is immune to Gas weapons.
Dark Symmetry :
Wings of Darkness: Range: Squad. This squad may be Recalled. Next turn it may use Regular or Flank
Deployment. This power must be the first AP used by the first model activated in the squad.
Dark Legion Algeroth Korlugon, Grand Tekron and Master of Dark Technology
  SP      CC/DEF         RS    ST    CON        WP         LD        W          A      SZ   PTS
Splug
  SP      CC/DEF         RS    ST    CON        WP         LD        W          A      SZ   PTS
5 11/0 11 8 8 10 13 1 20 0 20
Ranged Weapons:
R ST ROA Type
FT 13 1 F
Corroded Blade
R ST ROA Type
B2B +2 1 CC
Deadly
Abilities: Korlugon: Chief Necrotechnologist, Leader (2/Praetorian Stalkers), Paired Weapons (A/F),
Praetorian Progenitor; As Tekron: Durable, Necrotech Engineer, Regeneration (5)
         Splug: Medic (4); As Undead Legionnaire: Unbreakable
Chief Necrotechnologist: RES(1): Target friendly squad within 12” gains one of the following: Camouflage (+1),
Crackshot (+1), Frenzy, Unblinking Eye, or ST(+1) to A weapons until the end of turn.
Praetorian Progenitor: Before the game, a single Praetorian Stalker squad may be upgraded to one of the
following for free:
Praetorian Enforcers: Up to 4 models in this squad may upgrade their Scythe of Semai with a Hindenburg
Incinerator for free.
Praetorian Hunters: Gains Flank Deployment and RS(+2), but loses Rapid Deployment.
Praetorian Executioners: Models in this squad may Savage Charge for RES(0).
Praetorian Guardians: Gains Bodyguard and Guardsman.
Dark Legion Algeroth Tekron
  SP      CC/DEF         RS    ST    CON        WP         LD       W          A      SZ   PTS
4 12/0 12 9 14 15 14 3 20(10) 0 40
Ranged Weapons:
12 12 2 A FT 13 1 F
R ST ROA Type
B2B +3 2 CC
        Armour-Piercing (4)
   RES(1): No IA Saves allowed
Necrotech Engineer: During the Control Phase, friendly Infantry squads within 6” may choose one of the
following: A(+1), Ferocity (1), or CON(+2) until the end of the turn. All models in a squad must choose the same
bonus. Friendly vehicles within 6” gain Repair (5). Friendly Algeroth models within 8” gain Heal (+2).
Dark Legion Ilian Voidblade
During the battles against Mankind, Ilian has typically taken more of a support role to her brothers, but with recent
escalations, the soldiers of the Megacorporations have begin encountering more and more forces dedicated to her
service. One of those enemies is a sleek, swift moving atmospheric craft that flies in small packs. Megacorp pilots that
have engaged them have reported the small craft are difficult to target, extremely agile, and even more difficult to harm.
Any damage done to it appears to be self-repaired within moments. Any wreckage from recovered Voidblades that
have been shot down have been unable to discern who or what pilots this craft, as only masses of wires are found
internally.
SP CC/DEF RS WP LD Hull A/W Weapon Control A/W Wings A/W Engines A/W A-Rear SZ PTS
Main Weapons:
R ST ROA Type
24/SE 14 1 ML
Secondary Weapons:
Symmetric Multiblaster
R ST ROA Type
18 11 3 H
Abilities: Enhanced Unblinking Eye, Hard to Hit (6), Regeneration (5), Repair (5)
Dark Legion Ilian Wardogs
The Mistress of the Void has agents everywhere, from high-ranking corporate executives to lowly house
pets. Ilian’s wardogs are able to shift their forms at will, the smaller and more innocent the better. They are
often inserted into all levels of society, from a family’s loyal Staffordshire to a socialite’s toy poodle, these
beasts are tireless spies. In their natural form, they are hulking killing machines able to disappear and
reappear at will. They lead the Wild Hunt, tracking down and harrying those the Huntsmen seek. Their hides
are as black as the void, shimmering with stars patterned across their backs, and their teeth and claws able
to rend body armor like it is paper.
6 13/1 - 10 11 12 16 1 18 0 17
R ST ROA Type
B2B +3 2 CC
Precision (2)
Abilities: Dimensional Leap, Dodge (5), Hard to Hit (2), Predator Senses, Ranger, Target Sense
Dimensional Leap: As a Run action, this model may be placed within 3” of any Void Portal that is within 20”
(does not need LOS). This counts as having used all SP for movement.
   SP        CC/DEF        RS     ST      CON   WP       LD     W         A      SZ   PTS
Type:
Deployment:
Equipment:
Options:
Abilities:
Imperial MOW Lieutenant Trevor Bartholomew
8 13/21 15 8 8 14 15 3 23 0 100
Ranged Weapons:
R ST ROA Type
1 +2 4 CC
Abilities: Bee-Sting, Disposable, Leader (2/Twin Barracudas), The Blaggards; As Twin Barracuda: Daring
Maniacs, Hard to Hit (4), Hidden Agenda, Massive Fuel Tanks
Bee-Sting: RES(2): If this model made a Run Action, moved at least 8”, and ended its movement within 2” a
targeted Vehicle this turn, it gains Critical Force (+2) and ROA(1) against that Vehicle to its Southpaw Rocket
Launcher attacks. After the action is completed, roll a die. On a 1-16, this model is removed as a casualty. This
ability must be declared before rolling to hit.
The Blaggards: If this model is attached to a Twin Barracudas squad, the entire squad gains Disposable and
Bee-Sting, and loses the Difficult to Control ability. One nominated model in the squad has Medic (3).
Imperial MOW Master Sergeant Seb Möller
The son of Bauhaus refugees who defected to one of the Imperial sub-corporations, Seb Möller was raised in
a modest lifestyle. When he was old enough, he joined up to do his duty to the Megacorp that had given he
and his family a new life. Rising through the NCO ranks, Möller has proven himself time and again to his
superiors in the Ministry of War. A grizzled vet of many urban warzones, the Master Sergeant is a stalwart
defender of Her Serenity’s holdings and would gladly give his life to protect her. He has been awarded the
Blood Cross of Victoria more times than anyone in the Ministry, an award that is usually awarded post-
humously. Each time the worst was feared, Möller has come through and lived, if not a bit worse for wear. As
the platoon master of the Ganymede Shields, these elite Life Dragoons specialize in hitting difficult targets
from hidden positions within urban combat zones.
5 15/1 15 9 10 14 15 3 22 0 50
Ranged Weapons:
Combat Knife
R ST ROA Type
B2B +0 1 CC
Abilities: Contempt (Bauhaus/Dark Legion), Ganymede’s Shield, Medic (4), The Thatcher Maneuver; As Life
Dragoon: Bodyguard, Camouflage (2), Guardsman, Hard to Hit (2), Urban Combat Specialists
Ganymede’s Shield: Up to 2 models in a single squad of Life Dragoons per army may replace their Invader II
and Bayonet for a Southpaw Rocket Launcher and Combat Knife for (+15) PTS each. If Master Sergeant Seb
Möller is attached to this squad, it (and him) gains Flank Deployment.
   Southpaw Rocket Launchers           Southpaw Rocket Launchers
                                             (Bearclaw Rockets)
    R       ST    ROA      Type
                                        R         ST   ROA        Type
  18/SE     10      2       GR
                                        18        13     2         ML
     Weapon Mode (Bearclaw
            Rockets)                         Armour-Piercing (7)
The Thatcher Maneuver: Once per game, when this model would be removed as a casualty, this model may
spend RES(2) to Recall. It may be deployed next turn using Regular Deployment with W(1).
Imperial MOW Nighthawk
  SP     CC/DEF     RS      WP         LD   Hull A/W Weapon Control A/W      Wings A/W   Engines A/W A-Rear SZ     PTS
Main Weapons:
R ST ROA Type
26 13 6 H
Armour-Piercing (2)
Secondary Weapons:
18 11 5 H 6/SE 6 2 GR
Abilities: Hard to Hit (4), Navigator, Paired Weapon (H), Unblinking Eye
Navigator: This model may Battle Focus one weapon for AP(0). This weapon gains Crackshot (+2).
Imperial MOW Regulars
The most numerous of all of Imperial forces that are deployed.
5 10/0 10 8 8 10 11 1 20 0 9
Ranged Weapons:
R ST ROA Type
24 10 1 A
Combat Knife
R ST ROA Type
B2B +1 1 CC
5 14/1 15 11 11 15 15 3 20 0 50
Type: Character, Infantry, Trencher, Heretic, Legion Operative, Unique, Medium Base
Deployment Options: Regular
Equipment: Invader Assault Rifle, Corroded Hand Ripper, Frag Grenades, Gas Mask, Mk.I Light Combat
Armour
Options: If the army does not include any Brotherhood, Cartel, or Doomtrooper Type models, this model may
choose a single Apostle to follow. It may be upgraded with a single Dark Symmetry: Power of that Apostle for
free. That army may also include up to two Heretic squads devoted to that Apostle.
Ranged Weapons:
Exploit
R ST ROA Type
B2B +1 2 CC
             Deadly, DEF(+1)
       RES(1): Armour-Piercing (4),
                   Headshot
Abilities: Contempt (All), Fearless (3), Psychic Mastery (D), Regeneration (5), Undying; As Heretics: Human
Undying: If a model with this ability is removed as a casualty, replace the model with a ‘Undying’ marker.
During the next Control phase, make a Regeneration roll for each marker. If successful, replace the marker
with the model that was removed. It has W(1). Remove the marker regardless of the Regeneration result. If
the removal of this model is tied to removing Resource cards, then remove those cards only after you fail the
Regeneration roll.
Imperial Wolfbane Berserkers
In battle, Wolfbane Berserkers turn into screaming maniacs that froth at the mouth, eyes bulging and
muscles bunched. Each of them charges into battle wearing little to nothing, save mystical warpaint that has
been skillfully applied by their shaman. Their rune-covered axes have been honed to a razors edge, able to
take down even the most formidable adversaries. When accompanied by their banner bearers, the only way
to stop them is to kill every last one of them before they kill you.
5 14/0 12 9 9 12 13 1 18 0 20
Ranged Weapons:
R ST ROA Type
12 +2 1 HG
Precision (2)
R ST ROA Type
1.5 +2 2 CC
Deadly
Abilities: Brutal, Fearless (3), Ferocity (3), Frenzy, Frightening Howl, Tattoo Protection
Tattoo Protection: This model may make a CON test for every would it suffers. If successful, the wound is
ignored. Deadly, Poison, and Gas attacks negate this ability.
Frightening Howl: When performing a Charge action, this unit causes Fear (0).
Banner Bearer: This squad gains Contempt (All) while this model is alive.
Imperial Wolfbane Chieftain Dunnagh McKenzie
The story of Chieftain Dunnagh McKenzie is a strange one, even for Wolfbane standards. Even as a child, no one ever
viewed him as being level-headed. Born as a low-level member of the Axelthorpe clan, he never really fit in. It was only
a question of time until he was disowned after he lost a good amount of family cash due to a bad financial transaction.
Without any guidance, he sought other outcasts like him and chose to join the Wolfbanes except that didn’t go very well
either. His initiation rite was a complete and utter catastrophe, resulting in the death of a fellow initiate.
In the years afterwards, Dunnagh became a hired gun. It was good work and paid well, but in the end it wasn’t that
fulfilling. As so often before, alcohol became his only counsel. One day Dunnagh and his squad of fellow mercenaries sat
in a derelict bar in the outskirts of San Dorado when a group of Wolfbane Commandos radioed for help. Scouting a
forward Legion post, they found themselves surrounded by multiple squads of Necromutant-led Legionnaires. Though
not in perfect shape and halfway drunk already, McKenzie’s squad set out to help the Commandos in need. Being half-
drunk probably helped that decision a lot, as most of the squad´s equipment was in bad shape.
What they lacked in gear, the Imperial mercenaries made up with fierceness. Once they snuck up to the Legionnaire´s
position, they tore through it from behind like it was nothing. They opened up a gap for the Commandos that had been
pinned down. A few of Dunnagh’s men had died that day, but every death only inspired the others more. Dunnagh had
been cut off from his squad whilst wildly pursuing unorganized Legionnaires when a Necromutant Leader emerged from
the remnants of a smoking Wolf Spider. By the time it was over, Dunnagh McKenzie´s face was a complete mess and
many scars still remain today. But he returned to the other Wolfbane survivors, carrying the head of the Necrotech
enhanced monster with him. One of the survivors was the brother of the Wolfbairn whose death was caused in the
Initiation rite on that fateful day a few years back. Considering the circumstances and the bravery of the mercenaries, no
grudge was held. The dead Wolfbairn´s brother spoke for Dunnagh and his comrades, many of which were granted entry
to the ranks of the Wolfbanes that day. They still fight with bravery and fierceness and have earned their place among
the Wolfbanes more than once, with Dunnagh proving himself worthy countless times and rising to the rank of Chieftain.
They also still drink a lot.
5 16/1 13 10 10 14 14 3 18 0 50
Ranged Weapons:
R ST ROA Type
12 +2 1 HG
              Precision (2)
Close Combat Weapons:
1.5 +3 3 CC 1.5 +0 5 CC
Abilities: Hurricane of Destruction, Leader (2/Berserkers), Unbreakable, Warcharge; As Berserker: Brutal, Ferocity (3),
Fearless (3), Frenzy, Frightening Howl, Tattoo Protection
Warcharge: When this model charges, all friendly Berserkers within 12” gain Ferocity (+1) if they also perform a Charge
action this turn.
Imperial Wolfbane Chieftain Fiona Kingsfield
Known among the Imperial Megacorporation as those who brought the Dark Legion upon the Solar System, the name
Kingsfield is often spoken with a measure of disdain and sorrow. Even with how much time has passed, the stigma of
what transpired all of those centuries ago has never fully been healed. Many believe the clan is cursed, and some will
actively shun its members. Fiona Kingfield was born to that lineage but has broken the mold by joining the Wolfbanes
and rising to the rank of Chieftain through her purity of heart and inspiring ferocity in combat. It is whispered the axe she
wields is forged from shattered blade of a nepharite she vanquished in single combat. Her preferred enemy is the Dark
Legion, from which she takes heads from, imbues them with the Light, and then “returns” them in a most destructive
way.
6 15/1 14 10 12 16 15 3 20 1 70
Ranged Weapons:
12 10 2 HG ST/SE - 1 GR
Legionbane Battleaxe
R ST ROA Type
1.5 +4 2 CC
Abilities: Contempt (Dark Legion), Leader (1/Headhunters), Skulltakers; As Headhunter: Brutal, Dissention (2),
Dodge (5), Fear (1), Fearless (3), Frenzy, Grisly Trophy, Relentless
Skulltakers: If attached to a Headhunter squad, that squad gains Ferocity (1) and Stalk.
Imperial Wolfbane Huginn Helicopter
  SP     CC/DEF      RS     WP        LD   Hull A/W Weapon Control A/W   Rotor A/W     Engines A/W A-Rear SZ         PTS
Main Weapons:
Ultracharger HMG
R ST ROA Type
18 11 5 H
Concussive (1)
Secondary Weapons:
Smoke Launcher
R ST ROA Type
18 - 2 GR
Smoke
Rappelling Ropes: This model may disembark any Wolfbane models for AP(0). It does not need to land to perform this
action.
Imperial Wolfbane Wolfbairns
When someone wishes to join the Wolfbanes, they must first submit a petition, each of which is then
reviewed by the High Chieftain himself. Should the applicant be approved, they are then taken to
Strathgordon for initial assessment to determine their worthiness. If they pass their first round of trials, they
are inducted into the ranks of the Wolfbairns. Though they are referred to as “wolf cubs”, each one is still a
highly skilled fighter with backgrounds from all over the Imperial military, from trench veterans to special
forces.
5 12/1 12 9 9 13 12 1 20 0 12
Ranged Weapons:
24 10 1 A R ST ROA Type
FT 14 1 F
Combat Knife
R ST ROA Type
B2B +2 1 CC
Musashi Battleblade
R ST ROA Type
1.5 +3 2 CC
Abilities: Boost (1/2), Daimyo, Execution, Fearless (5), Initiative (1), Keiretsu Lord, Unbreakable
Daimyo: All friendly Mishima models starting their activation within 9” of this model gain ROA(+1) in close
combat.
Keiretsu Lord: This model may choose up to 2 of the following squads as Troops: Crimson Devils, Demon
Hunters, Tiger Dragons, or Shadow Walkers (each choice may be different). This model may also choose up to
1 of the following squads as Support: Kunshu Dragonriders, Meka, or a Fujin-Class Tatsu Gigamek.
Mishima Dragon Commander Isamu Wu-Shen, The Fury
  SP     CC/DEF         RS   ST       CON       WP         LD       W          A      SZ   PTS
5 17/3 14 11 11 16 16 4 26 (8) 0 90
Ranged Weapons:
R ST ROA Type
18 10 2 A
Short-Ranged Burst
2 +3 2 CC 2 +3 1 CC
Abilities: Dragon’s Claws, Execution, Fearless (3), Follow Up, Hurricane of Destruction; As Hatamoto Ebon
Guard: Duelist, Fear (1), Frenzy, Ferocity (1), Heal (5), Relentless, Unbreakable
Dragon’s Claws: If this model is included in an army, you may also include the Dragon’s Claws (this squad
does not count against the army Ebon Guard limit). This squad of Ebon Guard gains Follow Up, and one model
in the squad must replace its Tambu No.1 Shogun Assault Rifle with a Tambu No.45 Dragonfire HMG for (+15)
PTS.
Dragonbike                                 Originally designed for engagements within the dark, water-
                                           filled caverns of Mercury, the Dragonbike has since been
                                           adapted by local keiretsu on other planets to provide a fast
response against massed infantry and armoured threats alike. The front of the bike is sculpted to have
the appearance of a dragon, whose open mouth belches flame, lead, and death to its enemies. Once their
enemy is wounded, the pack will descend upon it and use specially crafted swords augmented with
Cybertronic technology that enables the blade to slice through thick plating with ease.
SP CC/DEF RS WP LD Rider A/W Wpns A/W Drive A/W Eng A/W A-Rear SZ PTS
           R
               Tambu No.88 Demonfang Rocketgun
                    ST       ROA         TYPE
                                                              ABILITIES:Agile Handling, Blaze of Glory, Hard to Hit (4),
                                                              Tankusutoraiku
          18      14        1               ML
           Armour-Piercing (6), Critical Force (2)            Agile Handling: This model may pivot as many degrees
                                                              as desired during a Movement action.
                                                              Blaze of Glory: When this model’s Rider is destroyed, roll
SECONDARY WEAPONS:                                            a die. On a 1-10, it immediately makes a Ram action. At
                                                              the end of the action, it counts as destroyed and becomes
                  Tambu No.4 Windrider SMG                    terrain.
           R       ST      ROA           TYPE                 Tankusutoraiku: When engaged with a vehicle, the
                                                              model may make a Battle Focus action for AP(0).
          18        9           2          A
                        Short-Ranged Burst
Mishima Kamikaze Warheads
In centuries past, when fighting their enemies, the Mishima Megacorporation would stop at nothing to win the battle. To
this end, they would even strap munitions to their peasants and force them to charge into enemy lines to take as many
with them as they could. When the Cartel was formed, this abhorrent practice was banned, despite the protests of
Mishima’s ruling elite.
Engineers within the Megacorporation found a way around this law, by creating robotic simulacrums run by a
rudimentary autonomous cyberbrain. These weapons, nicknamed “Warheads” and were originally deployed in squads
consisting of nothing but walking bombs. The problem was, when one was shot, it would tend to explode and set off a
chain reaction, destroying the entire squad. They were incorporated into human squads in limited numbers to blend in,
much to the nervousness of those having to fight in the vicinity of them. The more traditional squads, such as Hatamoto
and other bushido-code soldiers, actively refused to even be near them, thus it fell to the less honorable warriors to
deliver them into the enemy’s lines.
With the partnership between Mishima and Cybertronic, these weapons have been given even more advanced
cyberbrains and explosives, allowing them to attempt to avoid enemy fire as they rush into combat to deliver their
payload.
6 8/0 8 8 10 16 16 1 23 0 10
Abilities: Boost (1/3), Hard to Hit (2), Hidden Agenda, Kamikaze, Premature Detonation, Unbreakable
Kamikaze: RES(1): At the end of this model’s activation, you may choose to trigger its BMB-43 Detonation Pack in one of
two ways:
Anti-Infantry Detonation: Center an LE template on this model. All model’s within the template suffer a ST(13) Pinning
autohit.
Anti-Armour Detonation: Center an SE template on this model. All model’s within the template suffer a ST(8) Armour-
Piercing (10), Critical Force (2) autohit.
The model is immune to any damage the Detonation Pack inflicts and it is removed at the end of the attack (Does not
count against Body Count).
Premature Detonation: If killed by a Power Shot, the BMB-42 Detonation Pack is activated as if it used Kamikaze. It may
not use the Anti-Armour Detonation and it counts against Body Count.
Mishima Yojimbo
As a promising soldier in the Mishiman special forces, the man known only as Yojimbo was elevated to one
of Overlord Nagoya’s personal bodyguards. His service to the Overlord was unflinching, and he had even
taken a bullet in defense of his master, but a public scandal (whispered to have been started by Nozaki)
ousted him and forced him to become a freelance ronin. With nothing to live for, he was recruited by the
Cartel as a Doomtrooper and he put his considerable skills to use. During a mission on Mercury, he
discovered a plot to overthrow the Overlord and foiled it, proving his loyalty and regaining the trust of his
Megacorporation.
He is extremely disciplined and holds to the bushido code of honor. Though Nozaki was unable to prevent
him from being brought back into the grace of Mishima, he has since reassigned him to Lord Maru, and very
far away from the Overlord himself. On occasion, Yojimbo will offer his services to the Cartel as a
Doomtrooper, not forgetting the boon he owes them for giving his life purpose again.
  SP      CC/DEF        RS   ST     CON      WP        LD       W         A        SZ      PTS
5 16/2 16 11 10 15 15 3 25 (10) 0 60
Deathshrieker Screechgun
R ST ROA Type
FT 3 1 PSY
Deadly, Pinning
Samurai Sword
R ST ROA Type
1 +2 2 CC
Abilities: Lord Maru’s Will, Paired Weapons (CC); As Hatamoto: Fear (1), Fearless (3), Ferocity (1), Frenzy,
Unbreakable
Lord Maru’s Will: If attached to a Hatamoto squad, he and the attached squad gain Flank Deployment and
Ranger.
                                                 Prologue
        Gunfire and screams echoed through the gloomy hallway of the Dark Citadel, and Gunnery
Sergeant Vincent Harland knew that more Free Marines of the 210th Company were dead. They should
have known something was too good to be true when, after months of terrible, bitter fighting, the
Citadel’s doors had creaked wide open and several companies, his company included, had been ordered
to storm it. As they rushed forwards, they found their advancement unopposed.
         Cautiously, they had made their way deeper and deeper into the seemingly abandoned fortress.
Held within were scenes from a nightmare. They found entire grisly chambers where Capitol, Imperial,
and Bauhaus soldiers had been dismembered, strung up, gutted, and the skin flayed from their bodies.
That is when all hell broke loose.
         The Dark Legion had baited a trap and the Capitol forces had fallen for it. Dozens of soldiers died
in the first few moments. Some had been caught in a deadly cross fire by teams of razides, their
powerful Nazgaroth heavy machine guns blowing men to pieces. Others found themselves fighting for
their lives surrounded in a brutal melee with monstrous necromutants. It took only moments, but each
soldier that fell soon rose again, as the virulent toxins coating the corrupted blades reanimated their
flesh and added them to the ranks of undead that served the Legion. What were once comrades, were
now hideous walking corpses that turned their guns on the living, and the Free Marines were now on
the run.
         Checking his M50 assault rifle and seeing it was low on ammo, Harland was glad he had brought
a few extra clips. He tossed one to Private Garcia who was almost out. Slamming a fresh magazine into
the rifle, he leaned around the corner of the wall and laid down a hail of suppressing fire against the
advancing horde of shambling legionaries. His men followed their sergeant’s lead and did the same;
however, it seemed to have little effect on the oncoming mob.
        “Cease fire!” Vincent shouted over the cacophony of rifle fire. He brought his gun to his
shoulder and aimed carefully, putting a bullet through a former Imperial Trencher’s forehead with a wet
thud. “Pick your targets and aim for the head! Remember your training and don’t go to pieces!”
          The remaining members of his squad responded an affirmative. In unison, the marines steadied
their rifles and began to systematically thin out the legionaries. Several of the under-slung grenade
launchers fired into the mass of Dark Legion troops, the shrapnel shredding bodies and rending limbs. A
few minutes later all that was left of their attackers were mutilated, unmoving corpses and blood-
smeared walls.
       “Good job marines,” he praised them, using the back of his hand to wipe the sweat from his
brow as he surveyed the smoke and carnage.
       Breathing a sigh of reprieve, Harland moved forwards and stepped over and through the
gruesome remains. The men of his squad were a bit apprehensive. Private Lewis had sustained a bullet
wound to the arm, and while their medic, Corporal “Doc” Hill, was doing his best to patch him, the black
tendrils of the bullet’s corrupting influence were already spreading through his veins. Lewis’s body
jerked violently and his eyes rolled back into his head. His teeth clenched tightly and in doing so, bit off
half of his tongue. The medic quickly jumped back from the convulsing man and looked to Harland for
guidance.
        Vincent looked down at the stricken man and felt nothing but pity. Ron Lewis might have once
been a convicted criminal, and to hear him tell it ‘the most ruthless man this side of Vega’, but he was a
good soldier. All of them were. That is why he had personally selected them for his squad, affectionately
known as ‘Fell’s Angels’. They were the 210th’s crack unit and there had been few obstacles they could
not overcome.
         Privates Rolo Baker and Steven King had been convicted of armed bank robbery while on leave
and Julio Garcia had stabbed another soldier to death. It was whispered that Private Bradford Cook was
a pedophile, but he had never confirmed nor denied it. To even bring it up would be to bring on the little
man’s short-tempered rage. Corporal Jennifer Walker had shot her husband and his lover to death when
she returned home on leave and found him in bed with her best friend. Normally it would have been
written off as being in the heat of the moment, but it was her cold, matter-of-fact confession that sealed
her fate. Corporal Nelson Hill was new to the unit, so not much was known about him, other than he
was a doctor before joining the AFC, the Armed Forces of Capitol, and that he and Harland seemed to be
old friends. He also sported the unit’s M606 light machine gun.
         In the Free Marines, anything a man had done in the past was just that, in the past. You left all
that behind you when you signed on the dotted line. It was a blank slate; a place where a man could
redeem himself. It was almost always a death sentence in and of itself, as they were often the first ones
sent into the most dangerous warzones.
         Having rallied his unit after the initial cross-fire massacre, Harland took count of who was still
with him. Only six marines were still standing, and one was on the ground. Of the almost three hundred
and fifty Free Marines who entered the citadel, they had no idea who was still alive. Radio transmissions
were being jammed so they couldn’t even communicate between the units. In the confusion of the
ambush, he had lost track of their commanding officer, Major Henderson, who was most likely dead or
worse now. That made Harland the ranking leader until they were able to establish a proper chain of
command.
       “What should we do with him, Fell?” Private Garcia asked apprehensively, using the sergeant’s
nickname rather than his rank.
         “Hold him down, I’m going to try something,” Hill shouted to them as he tied a strip of cloth
tightly around the man’s upper arm just above the bullet wound.
         Rolo and Julio obeyed the corporal and pinned the struggling Lewis down under their weight, as
Hill pulled his Punisher blade out of its scabbard. The wounded man glanced at Harland with pleading
eyes.
        “Sarge! Please don’t let them take my….UGHHH!” Ron shrieked in blinding pain.
        Doc had swung the sword downwards in a smooth arc, but Lewis had jerked at the last moment
and the sword hadn’t cut through the entire bone of his forearm. Dark blood spattered the four marines
as the medic hacked at it again and again, finally severing the afflicted limb as Lewis screeched. It hadn’t
been enough. The black corruption was still spreading, past the shoulder and into his neck and chest.
        Unholstering his M14 ‘Bolter’ handgun, Harland pointed it at their fallen comrade’s face, “Step
back,” he said solemnly. Though his agony, Lewis looked up at his sergeant in protest. Harland’s aim
wavered as he his gaze met his old friend’s. A single, large-caliber bullet punched through the man’s
forehead, and blew the back of his head all over the dirty ground.
       “He will be mourned,” he said, closing his eyes, “as all of our fallen brothers and sisters will be,
but now is not the time. Marines, we have a job to do. Move out.”
        The small band of men picked their way stealthily down the dark foreboding corridors, covering
each other in overlapping fields of fire as they went. They may have been criminals at one time, but life
in the Marines was tough and it had made them into well-drilled soldiers. Vincent paused and motioned
for them to stop as well. They listened and heard echoes of low chanting as well as muffled screams
coming from up ahead.
         Ahead was a dull reddish light at the end of the arched hallway. Quietly, the marines made their
way up to where it was coming from. The corridor exited into a walkway that surveyed over a massive
chamber that was bathed in a hellish light. Ringing the perimeter of the area were crucified, but still
living, men and women who had been captured by the Dark Legion. Tekrons and their servants moved
about the ranks of them, inspecting each captive in turn and cultists stood heads bowed, chanting in a
fel tongue. Along the floor, heretical designs had been cut into the surface of it. Unsure what it was for,
the answer came quickly as the belly of one of the prisoners was slashed open by a large, deformed
necromutant, his entrails spilling out and blood splashing into the grooves in the floor.
         The sanguine liquid moved as if it had a mind of its own down the roughly hewn channel, slowly
flowing its way to the where a huge, black stone pedestal with alien sigils carved into its surface sat
ominously in the center of the room. A tall, cloaked figure stood on the short dais speaking in a guttural,
evil tongue that hurt Harland’s ears. More and more slaves were killed, many of them Free Marines of
the 210th who had been caught, their lifeblood running together and forming arcane symbols on the
ground. The chanting increased in tempo as the sacrifices were slaughtered by the dozens now.
        As each victim was killed and drained of their blood, they were pulled down and
unceremoniously thrown into large heaps of discarded bodies off to the side before fresh sacrifices were
bound to the pillars and the cycle repeated itself. Vincent caught a glance of the huge necromutant
again and lifted his rifle to get a better look through his scope at it. The beast was wearing pieces of
what appeared to be gouged and discarded Blood Beret armor. Ratty, tangled, black hair hung limp in
patches from its head. Even more curious, was the fact that at one time, it appeared to be female before
it was transformed into a Legion monstrosity. He watched as it crouched over the body of a
disemboweled Imperial Golden Lion and easily wrenched the corpse’s head free. It then began to chew
on the pallid flesh of the dead man’s face.
        Harland could taste bile in the back of his throat as he almost wretched, but managed to keep
his composure long enough to look away. After a moment or two, he turned his attention to the figure
on the pedestal, the one who seemed to be orchestrating this macabre event. He signaled to his fellow
marines to be ready to strike on his signal and they all nodded in unison.
        “Be ready. Grenade launchers on my mark,” he said in a low voice, just loud enough to be heard
by his men.
         Just as it seemed the chanting had reached a fevered pitch, there was a loud crackle in the air. In
front of the cloaked priest, a shimmering black portal tore into existence. The marines all let out a gasp,
and Harland knew what the Legion was planning now. If they didn’t stop this ritual, the Legion would
create a Black Gate, an unholy bridge to the Dark Symmetry where they would have unlimited power to
draw upon.
          The figure reached out to touch the swirling hole in reality. Dark energy flowed through down
his arm and wound its way around his body like a serpent. Harland moved to give the order, but turned
and heard whispering. Private Cook had knelt down and was speaking to nothing in particular, having set
his rifle down onto the walkway. "Liberate tu te me,” the man whispered.
       “Soldier, back on your feet!” the sergeant hissed. Cook ignored him, beginning to speak the
words a bit louder. As he did, his beady eyes went wide and brought his hands up to claw at them. Over
and over he continued to chant the same words.
        "Liberate tu te me,” he spoke louder. “Liberate tu te me!” His fingers plunged deep into his eye
sockets with a sickening pop. Horrified, the remaining marines stepped away from him.
          “Liberate tu te me!!! Ah hah hah hah!!!” Cook cackled insanely. He pulled his fingers from the
bloody sockets where his eyes used to be and withdrew his combat knife. Before anyone could stop him,
he buried the razor-sharp carbon blade deep into his side and dragged it horizontally across his stomach.
Still laughing gleefully, he reached into the ragged hole and began to pull out his entrails as if it were
some horrific magic trick.
      “Sarge! We have a problem!” exclaimed Corporal Walker. She was pointing down to the
chamber floor where their presence had now been noticed.
        Below them, the figure on the dais had turned to face them, his hood now pulled back and his
teeth bared back in a feral hiss at his ritual being interrupted. The necromagus Siripolus outstretched his
hand and spoke a few sharp words in a harsh language, then drew his hand to his throat. In seconds,
Legion forces had dropped what they were doing and where swarming across the massive chamber floor
to find a way up to the Marines position.
        Harland looked at the oncoming wave of enemies and took a deep breath. Lifting his rifle up, he
gave the order, “Fire!” The marines unleashed their grenade launchers into the midst of the horde,
blowing bodies apart and mangling them with explosive shrapnel. Even Siripolus was forced to abandon
his ministrations of the dark vortex and seek cover against the fiery onslaught. As he fled the dais, the
power sustaining the portal became unstable and it began to collapse. With a deafening thunderclap, it
closed in on itself, sucking several unfortunate cultists who were too close to it along with it as it
snapped shut.
        The squad turned and made their way back the way they came, leaving the unfortunate Private
Cook sitting in a pool of his own blood still unraveling the coils of his small intestine. Hurriedly, they
ducked down some side passages, hoping to throw off any pursuers that had survived the firestorm and
come after them. They had to find a way to escape this place and get word to Command on what the
necromagus was attempting to do. The squad ran for several minutes, and Harland was convinced they
had lost any one trying to follow them.
         Baker was on point and held up a closed fist signaling them to come to a halt. The hallway was
eerily quiet compared to the chaos that has ensued not long ago ago. A thin veneer of smoke hung low
near the ground and created eddies around their legs as they moved through it. He peered around a
corner to check their surroundings. A massive hand clenched him by the head, palming it like a melon.
Baker was lifted bodily from his feet as a huge monster rounded the corner with him in tow. An unholy
fusion of a heretic’s remains and a necro-mechanic body, the Praetorian Stalker was the pinnacle of
Dark Legion ferocity. It wielded a massive, evil looking scythe in one hand and Baker in the other. The
things cold eyes appraised the marines, and with little effort, it crushed the soldier’s head like it was an
eggshell.
         Dropping Baker’s crumpled body to the ground, it rounded on the remaining marines. Garcia
and Walker opened fire on it as it advanced on them, bullets ricocheting from its thick, heavily-runed
armor. Its augmetic servos whirred as it moved, and it spun its Reaper of Semai around in a menacing
arc. The weapon seemed to howl with some other-worldly screech as the Stalker closed on them and
lashed out. In a single blur of motion, it bisected Walker’s torso and beheaded her. Her raven-colored,
ponytailed head spun down the gloomy hallway to land with a sickening thud next to King’s feet.
         Gunfire erupted from the survivor’s weapons and caught the Stalker square in the chest. Many
of the bullets bounced off harmlessly, but several struck deep, punching large holes in the monster’s
flesh and armor. It moved towards them, as if trying to swim upstream as the hail of ammunition
intensified. Black ichor poured from the numerous wounds it had sustained, but still it came. It raised its
wicked scythe two-handed and brought it down, the curved blade shearing through Garcia’s sternum
and exiting his spine. It carved downwards into his abdomen, hollowing him out like a gourd. As the
marine fell, the Praetorian staggered as if to strike again, and then toppled over dead.
        They were all breathing hard and Harland surveyed the carnage that the Stalker had wrought on
his squad. Three more of his squad, his Angels, were dead. He felt his hands grip his M50 tight and he
began to shake with rage. They were good men and women and he had served with many of them for
years. Now they were gone. His jaw clenched tight and ground his teeth together. Only a baleful roar
down one of the adjoining hallways snapped from out of it.
        “Shit!” he chastised himself. It had all happened so fast that he had forgotten what they had just
faced. Praetorian Stalkers hunted in pairs, and the twin to the one they had just killed now knew where
they were.
         “Steve… Jim…” He said urgently to King and Hill, “We have to get out of here.” He grabbed
Private King by the arm to get his attention. Steve was staring down at the lifeless head of Jenny Walker,
tears in his eyes. Harland had never seen the big man in such anguish.
       “Steve,” Vincent said quietly, “I know you loved Jenny, but we can’t do anything for her now.
We can avenger her…avenge all of them…later.”
         The private reached down and picked up a pair of discarded dogtags, looked at them, and put
them into his pocket. He turned and nodded to Harland and the three of them set off to find a way out
of the citadel.
         The corridors twisted and turned, and each one was like walking into a nightmare. Bodies were
merged into pillars and walls, still alive through necro-sorcery. Their arms reached out to grasp at the
marines, only to be hacked off by Punisher swords. Occasionally, the trio would encounter a patrol of
shuffling undead legionaries, but they always dispatched them quickly and quietly as to not easily give
away their position to the Praetorian Stalker that was hunting them. They knew they hadn’t lost it, even
with all of their random movements.
         They came out along into a long arched hallway with windows along one side. The stained glass
depicted scenes of great carnage that Supreme Necromagus Siripolis had performed, some of them
fairly recent. They peered out one of the more translucent pieces of glass and saw the trees that ringed
the outside of the Citadel. By Vincent’s estimation, they couldn’t have been any higher than twenty feet
up.
       The sound of a heavy-bore cannon rang out, and Hill’s lower left leg exploded and he dropped to
the marble floor. Spinning around, Harland and King saw the Stalker far down the corridor they had just
emerged from, the barrel of its Scythe of Semai smoking.
       Taking cover on either side of the entrance, Harland tied a ripped piece of cloth around Hill’s
shredded calf to slow the bleeding. The man was pale, but still conscious. Hill cocked the bolt of the
M606 and fired it at the stained glass windows, shattering them into pieces.
        “Get…get going sarge. I’ll hold that bastard…off,” he gritted through his blood-stained teeth.
        “No way, Doc. We all get out of here alive!” protested Harland as King returned fire at the
Praetorian.
        The old doctor looked at him and smiled, “Its ok, I got this. It’s Just like that time in Southtown,”
He patted Harland’s shoulder, gave him a wry smirk, and then staggered up on his one good foot.
Hefting his light machine gun, he nodded reassuringly to Vincent, “You two need to get word to
Command. I’ll kill this monster and meet you for a beer later.”
        The two clasped hands and saluted. Vincent motioned to King and ran over to the destroyed
window. The sound of the light machine gun rang out as Hill fired at the approaching Stalker. King
looked hesitantly at the ground, back at Harland, then to the ground once more. He took a deep breath
and jumped off of the wall and fell towards the ground below.
       A small oblong canister bounced out into the hallway and rolled back towards Hill. Instinctively,
he dove onto it and looked up to see Harland had climbed onto the short stone wall, preparing to jump.
         Before Harland could respond, the grenade detonated, blowing him out the window. Hill’s body
had taken the brunt of the explosion, but it had been enough to launch Vincent a dozen feet out. He
impacted the ground violently. It must have knocked him unconscious, because when he came to, his
head was thrumming and his vision was blurry. He was leaning against a tree with King quickly patching
several deep gashes he had sustained in the fall. Trying to stand, he found he could not, as agony lanced
up his right leg. He must have shattered his shin as well.
“He’s gone, Sarge,” the big marine said, “he’s with the rest of the Angels now.”
        Harland looked up at the smoking hole in the side of the Citadel and saw the large silhouette of
the Praetorian Stalker, its head tilted slightly. It stood seemingly unfazed by the fire, and glared down at
them with hatred. Roaring fiercely, it leapt off the wall and landed twenty feet away in the mud.
         King stood up and looked over at the monster. Cracking his knuckles, he pulled his Punisher
short sword from his thigh sheath and charged the huge beast as it brought its weapon to bear on them.
The Scythe was too large though, and he dodged to the side, avoiding the wicked looking bayonet.
Ramming his elbow into the thing’s misshapen face, he caused it to stagger backwards. He followed up
with a flurry of left handed punches, smashing its jaw and tearing bone and sinew. Black, oily blood ran
down its thick armor. It swung its weapon at him again, but again, King dodged the blow.
        Stepping to the side, he slid the blade under its heavy chest armor and twisted it. It screeched in
pain and dropped its Scythe. King tried to wrench the sword free, but it was stuck fast in the internal
mechanisms of the beast. Seizing its opportunity, the Praetorian Stalker grabbed ahold of him with one
claw, and powerfully punched the other into his chest, shattering ribs and collapsing a lung.
        “Not so fast, you bastard,” he wheezed. There was a steady beeping sound coming from
between the two combatants. In the melee, King had attached a C4 charge to its carapace. Its
malevolent, glowing eyes seethed with rage as it realized what he had done. The marine bear-hugged
the Legion Stalker and both were consumed in a fiery explosion.
         Deafened by the nearby detonation, it took Harland several minutes to splint his leg and stagger
to his feet. He looked up at the Siripolis’s Citadel and took in a deep, mournful sigh. He had lost
everyone he held dear in that hellish domain. Brothers and sisters he had served alongside for years.
They had fought together, laughed together, bled together. Without them, he didn’t know what he
would do. Vincent ‘Fell’ Harland knew one thing though; someone would pay for this.
        Slowly, painfully, he used his M50 as a makeshift crutch and shambled down the hill and into the
darkened forest of the Kirkwood. They would be looking for survivors and it would be a miracle if he
made it back to base camp.
                                                  1. Hamilkar
        It had been one Sol Standard month since Lord Inquisitor Majoris Hanno Hamilkar had stepped
foot onto the red soil of Mars. Newly promoted to the command over the entire Brotherhood Second
Directive, he had been sent here on the direct wishes of Cardinal Durand XVII himself to replace the
incompetent Cardinal Diego, the former Brotherhood representative to the war effort, and take
command of the entire theater of military operations. Diego was one of Cardinal Evangelatos’ lackeys
and he had utterly failed to bring the Capitol war machine to heel. Along with eighteen-hundred
Brotherhood Troopers, two-hundred fifty Valkyries, sixteen Judicator power armors, his personal
squadron of lcarus jetfighters, and a cadre of the elusive Mortificators, it was his sworn mission to
eliminate the Arch-technomancer Siripolis before the situation became even more dire.
       He thought back to his conversation with Cardinal Durand in his personal chambers back on
Luna. Durand had spoken the words as if they were prophecy; the same words that had been sent to
Evangelatos three years before.
        “The beast has awakened in the south,” the venerable potentate recounted,” You must contain
the Dark Legion in the Southern Hemisphere of the Red Planet. For five years and five months the Legion
must be denied the equator of Mars. They must be stopped at all costs!”
        At first Hanno had not understood what the Cardinal had meant; surely the Algeroth nepharite
Saladin was the biggest threat to Mars.
        The Cardinal continued, “Additional forces are being dispatched to Mars to aid you in your
struggle. Use them well, but let Capitol bear the brunt of the storm. It will teach them humility, and
when they fail to stop the minions of the Dark Soul, the Brotherhood will be there to close the breach.
This burden we pass to you Brother Hamilkar.”
        Originally this task had been thrust upon Cardinal Evangelatos, the spiritual leader of the
Brotherhood on Mars, but he had sent a useless incompetent to rouse the Capitolian forces. Every major
attack had failed completely, though Evangelatos had been reporting only the successes back to Luna, as
few as they were. When this war was over, there would be a reckoning with the Cardinal of Mars.
         Three and a half months ago, a lone Capitol soldier had escaped from the Dark Citadel, carrying
word back that the technomancer was attempting to open a Black Gate. If he was allowed to complete
this, the Martian jewel of San Dorado would be in great danger. If that were to happen, all of Mars
would be in danger. Hanno could not let that happen. While the Capitol military was nominally still in
charge, command of the operational theater had been taken over by the Brotherhood and the Cartel.
        The change in command had been met with much fanfare and media coverage, as is the
Capitolian custom of making a grand public show of anything and everything. Lord Inquisitor Hamilkar
had stood with General Michaelson and her staff in front of several battalions of soldiers from various
corporations and exchanged the formalities. This again, was just for show. The General had no intention
of being left in the dark, and insisted on being present at every major briefing and sending a personal
aide to the lesser ones.
        The war so far had been very bitter. Megacorp forces had been rebuffed at every turn and in
almost three years’ time had only managed to secure a siege position around the front of the thick walls
of the Dark Citadel. Hundreds of thousands of soldiers were dead, and some of them had been claimed
by the Dark Legion and sent back against their former comrades. To the surviving soldiers, it felt like a
war with no end.
        Even the planet seemed like it was against them. Parts of the inhospitable Kirkwood Forest had
been cleared, but it had to be maintained or it would creep back in almost overnight. To the east and
north was the foreboding Kirkwood mountain range which made any sizable direct attack impossible.
The citadel itself was nestled deep against one of the most inhospitable mountains and safe from direct
attack except from its front.
        Standing behind a massive planning table, Hanno ran a hand through his thinning, salt and
pepper hair as he scanned battlefield reports. His face was graven as he read through the casualty
reports. The megacorporation forces had made good progress since his arrival, but it was slow and there
were many setbacks. Several of them were very disconcerting and the one he was currently studying
was particularly troublesome. He made a few marks on the paper and then laid it down on the huge
table.
        In this makeshift command bunker, they were not afforded the luxury of state-of-the-art
equipment such as holo-projectors. They did have several datapads, though they could not be relied
upon as the underground structure would often lose power, resulting in data corruption from the
devices being turned on and off so often. So paper maps and reports had to be utilized.
“General, is this accurate?” He slid the action report over to the stern looking woman.
        General Samantha “Fireball” Michaelson was an extremely capable woman who had clawed her
way up the military corporate ladder from the ground up. The infantry adored her, and the Brass
respected her. Years ago she had served in the Light Infantry, and then rose in status and fame within
the companies of the Heavy Infantry. It was said she had turned down the Cartel’s offer to become a
Doomtrooper five times before she finally got her point across by breaking the recruiter’s nose. With her
devastatingly good looks, she could have easily passed as a film starlet when she was younger, but time
and war had marred her features. Even so, it didn’t stop young soldiers from pining for her. She typically
kept her dishwater-blonde hair cut shoulder length or pulled back into a bun, but it was her piercing
green eyes that caught most people’s attention. She wore a modified suit of HFMPS-94 Tortoise Mk. 2
exo-armor painted black with flames on the extremities to play up her moniker.
       Looking the document over, she nodded to the inquisitor. “Yes Lord, it’s correct,” she said with a
low growl.
         The inquisitor sighed, “They are calling it the Three Knolls Massacre and from the looks of this
report, it was quite the rout”.
        “I know what they are calling it….sir,” Michaelson ground her teeth with a hint of venom in her
voice. She would be damned if she let this pompous clergyman demean her and her forces. “We had no
way of….”
        He cut her off as he slammed a gauntleted fist down onto the tabletop, glaring at her, “Your
men all but threw down their weapons and fled the battlefield, General. It’s no wonder we are losing
this war!”
         “We had no way of predicting the enemy could unleash that many razides at one time on us!”
she countered vehemently, “The Ishi Bayers were slaughtered on that field! Almost an entire battalion
of Light Infantry was wiped out! What, did you expect them to die to the man?”
         Hamilkar straightened himself up and quickly regained his composure. “If need be, then yes.
Such is the price we pay to keep the darkness back.” He absentmindedly picked up another report, “That
is why I have locked up the survivors.”
The General could not believe what she had just heard, “You…locked up…my men?!”
        There was a long uncomfortable silence as Michaelson stared furiously at the inquisitor. Ignoring
her, he continued to scan through the various documents and passed one over to her. She stood silently
and disregarded the paper he had placed in front of her. Finally, he looked over at her and raised one
eyebrow.
         “Make no mistake General, I am not here to make friends. I am here to finish what you could
not. If you have a problem with that, you can be relieved of duty and join the rest of those misfits in the
stockades as well.” He held her gaze just long enough to make his point known.
         He was bluffing to a degree of course. She was highly respected by every last Capitol trooper
and making a public example out of her, especially on Mars itself, could cause a riot among the majority
of the forces under his new command. Still, she needed to know her place. He could feel her seething
hatred for him. Calming himself, he called on the Art.
        “General, I know you are a devout woman. I too share your desire to eliminate this blight from
our lands, but it can only happen if we all work as one. Do you understand?” his voice had a deep,
almost melodic tone to it.
        The woman’s features softened slightly, but only just. She said nothing; her fingers gliding up
and down the leather pommel of her Honor Sword. He could feel the tension from his Sacred Warrior
guards as their pulses quickened. They, in addition to his shadow, would make short work of her if it
came to blows. He could not let the situation get that far out of hand. She was very strong willed indeed.
He would have to make some concessions as well as attempting to sway her with his mind.
      “Very well,” he sighed, “once this war is won, we can discuss this ‘Ishi Bayer’ situation, fair
enough?”
The General held his gaze a bit longer and then ever so slightly nodded an agreement.
        “Excellent,” he said matter-of-factly, as if the event had not even happened, “In the meantime,
contact Lt. Col. Sanders. His Free Marine Company is to rendezvous with the 32nd “Firehawks”
Mechanized Company. Their orders are to find and eliminate those razides with extreme prejudice.”
        She spoke quietly to one of her aides, who then retreated from the bunker, glad to be away
from that situation. No sooner did her assistant leave, than Vincent Harland came through the door.
Newly promoted to Captain, Hamilkar could see the officer’s rank still sat strangely with him. He had
been elevated, of course, as a promotional gesture by the Capitol Armed Forces to generate positive
morale in the face of certain defeat. Hanno had read his file; He was of course, qualified for the position
on paper, but he looked ill at ease among such high ranking Brass. He saluted Hamilkar, who returned
the gesture nod. The man saluted the General as well, but she only half-heartedly saluted back, her
thoughts elsewhere.
         “Good morning, Captain,” Hanno said, “we are still waiting on a few others before we begin the
briefing.”
         Vincent nodded to him and walked over to fill a mug with fresh black coffee. He took a sip,
found it was much too hot for his liking, and blew on it to cool it off. Unsure of where to stand, he opted
to simply stand behind and off to the side of the General. The inquisitor had examined his file as well. He
was the lone survivor of an ambush within the heart of the Dark Citadel itself. He had been found
stumbling around delirious by a Sea Lion recon team that had been sent to scout the perimeter of the
Citadel, and the news he brought with him once he was stabilized was what caused the Cardinal to
immediately gather his forces and send them to Mars. Hamilkar noted the haunted look in his eyes.
       He scanned through some more casualty reports and then found one of interest. Reading it
more closely, he walked over to where the General was standing and showed her the paper.
        “The Light has given me an inspiration of how to gain access to the Citadel,” He told her, “the
Legion can’t be everywhere at once.”
        She looked it over and squinted her eyes slightly, crinkling her nose. After a few moments, her
eyes widened and she nodded, “It will be dangerous if it’s is what I think you have planned. Who would
lead such a task?” she inquired.
         She could tell by the tone of his voice that he would not be swayed. The small speaker in the
center of the table beeped, slightly startling Harland, who had been lost in thought. Hamilkar reached
out to it and pressed the button. “Hello Agent Afton, we were just getting ready for the briefing this
morning,”
       There was a crackle of static and a woman’s voice echoed through the tinny sounding speaker,
“Good morning to you, Inquisitor Hamilkar.”
        The Cartel was a conglomeration that was formed to combat the Dark Legion as well as provide
a common ground between the various megacorporations. The former objective enjoyed overwhelming
success with the Doomtrooper project. However the latter often proved to be fairly pointless as the
megacorps simply used it as another vehicle in which to snipe and spy on each other. Agent Pam Afton
was overseeing the various Doomtrooper teams that were in the field in the fight against Siripolis.
        At that moment, a woman dressed in leather and furs came through the door. A tough looking
warrior, Sheila McGregor was one of the two Imperial Doomtroopers the Cartel had sent in to assist. Of
her partner, there was no sign. Along with her came a trio of Imperial officers and a single Bauhaus
Major.
        Captain Harland yawned and checked his watch, then gulped half of the tepid coffee he had
been waiting to cool down. He made a sour looking face and looked into the mug then drank down the
other half.
        “I do wish you would stop calling me that, Sheila,” Pam said slightly annoyed, “I’m not much
older than you.”
         Hanno looked around the room and then addressed those assembled, “I don’t wish to delay any
longer. I will outline what the General and I have planned for the front line troops and then we shall
discuss what to do about taking out the Arch-technomancer. General?” he turned the floor over to
Michaelson with a gesture.
        She stepped forward to the table and had one of her staff roll out a large map of the area.
Setting several markers on various points, she listed off several key zones.
        “In the last week we have made very good advancements against Legion forces here, here, and
here,” she pointed to the markers. “The 80th ‘Sledgehammers’ Armored Company and the 51st Heavy
Infantry will continue to hold the center on the front line. Casualties have been minimal in recent days,
and we will move the 1st ‘Old Reliables’ Supply Battalion up to reinforce them from behind. The more
ammunition we throw at the Citadel, the better,” she paused for a moment before indicating a different
set of markers.
        “Doomtrooper Bob Watts, under direction by Ms. Afton, has again taken nominal command of
the 25 Free Marine Company. Two nights ago, he and the girls swept through a large force of
      th
necromutants and legionnaires and reportedly killed one of Siripolis’ right-hand commanders, a rather
vile Centurion named Valigar. They have been ordered to push onto the western flank and keep the
pressure up out there.”
        The 25th Free Marine Company, also known as the ‘Devil’s Kin’, was a primarily female unit of
soldiers. They enjoyed an immense amount of publicity due to their ferocity in battle and the numerous
honors they had won, but also in part because Big Bob Watts had taken a shine to them and often joined
up to lead them when he was able to. As such, they had taken to affectionately calling themselves ‘Big
Bob’s Bitches’, much to the chagrin of the few males within the company. Their company insignia was a
female pin-up devil straddling an atlas megacannon Big Bob was famously known for.
        “I’ve notified CAF Command of several hard points the enemy has dug in along the bulwarks to
the east that we lost two months ago. They have three B-57 Aerofortress bombers on standby to bomb
those positions to dust when we give the signal,” she looked over to the inquisitor, “It should provide
ample distraction for what you have planned if we can coordinate it properly.”
        Hamilkar simply nodded as she continued. “The Imperial Trencher regiments have moved up to
reinforce parts of the western front, and there are two Blood Beret platoons engaged deep into the
enemy battle line, here and here,” she indicated on the map and two of the Imperial officers nodded in
affirmation. “A Bauhaus Artillery company is assisting by providing long-range support,” Michaelson said
as she glanced at the Major. The stiff-necked man said nothing and continued to examine the battle
map.
       “Brotherhood forces have been utilized to bolster every battalion on the front line, and as such,
we have seen a great number of victories all across the warzone in the last two weeks,” she concluded.
“Thank you General,” Hanno spoke up, “Agent Afton, can you give us a status?”
                  The speaker crackled and Pam Afton spoke up, “Four days ago, we infiltrated a pair of
our Doomtroopers into the Citadel. Enrico Valmont and Karl Oberwald are some of Bauhaus’s most
decorated agents when it comes to fighting the Legion. Their mission was to sneak in, ascertain the
exact location of the chamber Captain Harland had described in his report, eliminate the Arch-
technomancer if possible, and escape,” her voice got quiet. “Insertion went perfectly as planned and
they were able to find the ritual chamber. However, something went wrong and over their open comm
channel all I could make out was heavy gunfire,” she sighed heavily. Pam’s voice had a tone of
resignation in it. “And that’s when we lost communication with the team inside.”
        At that moment, what appeared to be a disheveled Imperial Blood Beret tromped through the
door and elicited a glare from Hamilkar as all heads in the room turned to look at him. Hanno surmised
from the look of the Doomtrooper, that Isaac Alfreds was in need of a very stern scourging. He turned
his attention back to the speaker. “What has been done to retrieve them?” He inquired.
         Pam was silent for a moment, as if caught off-guard by the question. “None, Lord Hamilkar,” she
finally responded. “Based on their signal transmission, we have been able to determine exactly where in
the Citadel their last position was, but beyond that, no attempts to re-infiltrate have occurred.”
        The inquisitor nodded stiffly and then continued with his own briefing. “I have deployed the
Blessed Vestals, along with their Valkyrie units, to assist on either side of the warzone. The light of the
Cardinal they bring with them has been instrumental in raising the morale of our beleaguered forces.
Blessed Vestal Miyuki has personally claimed the lives of two razides, five Zenithian Soulslayers, and a
Praetorian Behemoth,” He placed a marker on right side of the map and then pointed to the center.
“Blessed Vestal Sonnenheim reports that she and her forces routed a huge mass of undead and brought
low one of the titanic Bio-giants the Arch-Technomancer sent out to destroy us.”
        Hamilkar sighed heavily and stepped back from the table, looking over the faces of those
assembled. “Despite these great victories, we are losing,” he shook his head, “Bit by bit, it still is not
enough. The forces the Dark Legion can bring to bear against us appear to be unending. We lose scores
of good soldiers each day, and many of the ones who die end up rising against us. This cannot be
permitted to happen any longer. I have a plan that will put an end to this upstart heretic and his foul
armies once and for all.”
         He motioned to an area marked off in red in the northeast, “In two days’ time, I will take a small
force here. We will deploy into the Kirkwood mountain range and come in where the enemy will never
suspect us to be. The terrain is extremely hazardous, as many of our Capitolian brothers can vouch for.
We will drop in via Capitol AHZ-24 Blackhawks approximately fifteen miles out so as to not arouse
suspicion. At that same moment, if we concentrate all of our efforts on the front line and throw
everything we got against it for the next few days, it should draw most if not all available Legion forces
to the defense”. He shook his head slightly and continued despite the disagreeing murmurs, “This will
allow us to slip a small, elite force in behind them. Make no mistake, we will sustain heavy casualties but
I do not see any other choice. The Blackhawks will move swing back around to the south and fire their
entire payload of missiles into the massed ranks of enemy forces. We will take demolitions with us, blow
a hole in the wall, and make our entry from there. We have never assaulted them from that direction
and they will most likely assume it is just a diversion”. His finger traced a line from the drop-off point,
down several paths marked on the map, finally stopping on the northern marker for the massive Citadel.
“This handpicked detachment will infiltrate inside and locate Siripolis and that abominable chamber. We
must ensure that sure he dies.”
        The briefing room was utterly quiet, with the exception of Alfreds light snoring. Hamilkar glared
at him and then scanned the room. He could sense much apprehension in them, but this needed to be
done. He continued, “As I stated, I will be leading this personally. General Michaelson will take
command of the front-line forces in my absence. Of Brotherhood forces, I will be taking my personal
bodyguard and an elite unit of Troopers”. The shadow behind him stirred but was silent. “Ms. Afton, I
will need the assistance of two of your Doomtroopers. I trust Mrs. McGregor and Mr. Alfreds will be up
to task?”
        He could see Sheila McGregor was already nodding before Pam spoke. The speaker came to life
with her voice, “Yes Lord Inquisitor. They will see this job through”. There was no response from the
dozing Alfreds. “General Michaelson, I will also a recon unit to help guide us through that territory as
well Captain Harland’s presence”.
         Vincent sputtered into his second cup of coffee. “Me? Why me sir? You know as well as I do that
I’m just a ground-pounder who they gave some pretty medals to.”
        Hamilkar nodded his agreement. “This is true, but you sell yourself too short, Captain. You are
an excellent soldier and I sense that you have a part yet to play in all of this. You seek to redeem
yourself by avenging your fallen brothers and sisters, correct? What better way to do this than coming
with me back into the heart of the beast?”
Vincent Harland thought for a long moment and then nodded quietly, “Yes sir. I’ll go with you.”
        General Michaelson spoke up, “Lord, I do not have any squads that are familiar with that
area…but I do know someone who is. He is a Sea Lion Senior Chief who has just transferred back to Mars
from a tour at the Graveton Archipelago on Venus, and he is a very skilled recon sniper and an expert
demolitionist. He can get you and your men through the Kirkwoods if anyone can.”
         Nodding, the inquisitor gave his approval and the General strode off to begin preparations. Her
various assistants and aides scurried about, each one making calls over the radios. Leaving them to their
duties, Hamilkar took his leave and walked out of the bunker with his escort in tow. Two of his Sacred
Warriors flanked him just behind and the sight of them striding across to the Brotherhood command
compound was intimidating to say the least. Infantry quickly moved out of the way or stopped dead in
their tracks to allow them to pass by. Moving as he moved was the Mortificator, always twenty steps
behind him. He entered his personal tent and his escort took up their positions just outside of his door.
        Inside his personal quarters, he removed his armored mantle and set it on the dress mannequin
that typically held his armor and robes. Reverently, he then placed his helmet on it as well. After hours
of planning and discussion, he finally sat down in one of the chairs against the wall of the tent. He hadn’t
even bothered to remove the remainder of his armor or robes. He was wary down to his bones. This war
was taking a lot out of him.
         It was quietly joked between the Brotherhood Trooper units that Lord Hamilkar didn’t need
sleep; that he subsisted on the energy of his righteousness and the Light itself. The thought made him
smile to himself as he slowly drifted off into slumber.
                                                  2. Alfreds
         The thick, coppery taste of blood filled his mouth and pain lanced through his jaw as he felt
broken teeth grind together. As he slowly picked himself up off the ground, he stumbled and knew in an
instant that his leg had been broken.
      “It is useless to resist us. Humanity cannot hope to prevail.” The nepharite overlord’s voice
boomed throughout the chamber.
        The massive creature loomed above him, towering almost eight feet tall. Its pale blue skin was
covered in strange red tattoos. The ebon robes it wore were likewise adorned with alien sigils that hurt
the eyes and proclaimed the various atrocities it had committed all across the solar system. Its
smoldering eyes bore into the Doomtrooper’s own, causing a wave of nausea to sweep over him.
         “We…we will…fight you…monster.” He heard himself say through gritted teeth in defiance,
despite the fear creeping into his mind. His Punisher handgun was still in his left hand, and he raised it
up only to feel the nepharite’s own fist snatch him by his bicep and crush it in its grip. He heard the
bones in his arm snap like twigs, and pain jolt through his body. As he cried out, the gun fell uselessly to
the marble floor. Still, he could not tear his gaze from its hideous face. That was when he saw it was
smiling like a madman.
        Its tongue flicked out across the rows of sharp teeth, giving the monster the predatory look of a
shark. “Ahhh, still some opposition left in you. Good. I would hate to know that a vaunted Doomtrooper
such as yourself gave in so easily,” Its grin widened even further, if that was possible, “Although, your
partner certainly wasn’t too tough to crack.”
        His partner, Rist, had stayed behind to hold off the hordes of Dark Legion and he would be
damned if he let this mutant shame that honor. He spit a gob of blood into the overlord’s face, but the
creature did not even flinch. Instead, its long foul tongue licked the blood off and it seemed to savor it.
        A moment later, he was spinning through the air and then came to a sudden crashing stop as he
smashed against one of the pillars. Ribs shattered, bones broke, and he was lucky that none of them had
pierced a lung. His head was dazed, but he could hear the nepharite laughing maniacally. He slowly
raised his head and saw they were no longer alone. Scores of shambling undead had appeared from the
gloom. They were wearing in all manner of outfits, from civilian Venusian dress to Bauhaus Hussar
fatigues. He even recognized a few faces he had seen before and one in particular made his eyes widen.
Stepping from the crowd was Rist, or what had been his Doomtrooper partner, remade into a hulking
necromutant.
       Still smiling wickedly, the nepharite stalked forward, its booted feet snapping the Punisher
shortsword he had been carrying in half. It withdrew its own massive blade, a curved two-handed
monstrosity that seemed to radiate pure evil from its edge, and gave him a mocking bow.
       His vision began to blur, and the shapes that pressed in on him darkened. He heard the
monster’s deep voice rumble, “And now, little Doomtrooper, it is time to say goodnight.”
         Isaac Alfreds opened his eyes, startled at the sudden darkness of the large tent he found himself
in. It was eerily quiet, save for the light snoring of the person next to him. He sat up with a groan, still
panting from the nightmare; the last images of it fading from his memory. His body was covered in a
light sheen of sweat.
        He shook his head clear of the horrid dream, turned to the side, and swung his legs off the edge
of the double-sized bunk he had been issued when they made camp. Such were the perks of being who
he was. Picking up the half-filled glass of whiskey off of the stand next to the bed, he downed the
remainder of the liquid, heedless of last night’s cigarette ashes in it.
         Rubbing the stubble of his cheek, Isaac set down the glass and lifted up the mostly-empty pack
of cigarettes. He sighed, noting how few he had left, and told himself he would have to remember to
pick some up from the PX later. He pulled one of the slender sticks from the crumpled package and
placed it to his lips. Picking up the zippo from the nightstand, he lit the end and took a long drag from it,
exhaling the acrid smoke up into the air. The form next to him stirred, and Alfreds cursed under his
breath.
        “Are you still here?” He said gruffly. He leaned back and roughly shoved the person next to him
in the bed.
        “Mmm…what? Up for round two?” a woman’s hoarse voice responded as if she had been
partying all night.
Alfreds cursed again. “No, now get your things an’ piss off,” he snarled at her.
         The woman rolled out of the bed and stooped down to pick up her discarded clothing, her
tangled, dirty, blonde hair spilling over her hard-looking, pockmarked face. They were Capitol Infantry
issue fatigues. He glanced at her, admiring the silhouette of her lean body despite his sour mood. These
Martian women are so easy, he thought to himself.
         “Fine, I’ll talk to you later then,” the woman said and made her way to the large tent-flap exit,
struggling to get dressed quickly.
“No, you won’t,” He took another drag from his cigarette as she stalked from the tent.
        He yawned and checked his watch. Four-fifteen. Glancing over to the corner of the tent, he
looked at his discarded Imperial Mk. VI Combat armor. It was the best armor ever created for Imperial
troops, and was specifically issued to their Doomtroopers. It had a camouflaged paint scheme with
various designations and emblems painted onto it. It also sported a host of dents, nicks, scratches, and
other sorts of damage that he never bothered to get repaired.
         Some would call him remiss. He didn’t care; let them think what they wanted of him. In fact, he
didn’t seem care about much at all these days, certainly not his own well-being. Reaching up, he
scratched the side of his left cheek where his eye had been, now covered by an eye-patch. Even though
it had been several years since, it was constant reminder of his only failed mission.
        Yawning loudly, Isaac took another long drag of his cigarette, ashed it into his now-empty
whiskey glass, and slowly stood up. The Cartel’s surgeons had done a bang up job putting his body back
together. His body was laced and criss-crossed with quite a few wicked scars, but he was no worse for
wear. Bones mended and wounds faded, but it was the psychological damage that had hurt him most.
He began to think of Rist again, but shook his head and quickly banished all memory of his former
partner from his thoughts. Rist was gone now, and it did him no good to dwell on that subject.
          He could see a little blinking blue light from his stand, and knew someone was trying to call him
on his comlink. He didn’t bother to answer it, hell, he should still be sleeping. Instead, he reached over
to lift his Mk. IVP Plasma ‘Intruder’ sub-machinegun and checked its power cells. The gun was a little
worse for wear then it should have been, but Alfreds didn’t really bother maintaining it. He figured if he
was going to die, a little cleaning wouldn’t save him.
         He set the gun onto the bunk, and rummaged around the area looking for something. Finding it,
he lifted the bottle of whiskey to his lips; a particularly smooth fifteen year old Drougan Rosewood, and
chugged down the expensive alcohol like it was common canteen water. He then proceeded to smash
the remainder left within the bottle on the ground. Isaac let forth a guttural belch and staggered over to
his armor.
        In his half-drunken stupor, he gingerly lifted each piece of the assault armor as if it were an
antique, rather than a pile of discarded plates. Slowly, he pulled the ballistic bodysuit over his head,
wincing from the aches his body complained about. Once he had squeezed into the mesh
undergarment, he began the arduous task of snapping each piece of armor into place. Alfreds had done
it so many times, that even in his alcohol-induced miasma, he deftly applied the armor with practiced
ease.
         Once he had finished dressing, he picked up his P60 Punisher handgun from the ground where it
lay discarded, stood straight, wobbled a bit, and finally holstered the weapon at his hip. He did the
same when he slung ‘Betsy’ over his back, his heavy chainripper, but this time he almost fell over.
Catching himself on the bunk, he steadied himself, grinned sheepishly to no one in particular, and once
again straightened up. He slung his plasma sub-machinegun over his shoulder and patted it reassuringly.
         Isaac lifted his crimson-coloured beret and examined it. The ratty, torn material had seen better
days and looked as though it hadn’t ever been washed. The badge signifying the Imperial Corporation
with a flaming skull overlayed on it displayed his former unit of Blood Berets, a unit that he hadn’t been
part of in years. He shrugged and placed it on his head, not really caring if it was straight. Out of the
corner of his eye, he saw the blinking light again and picked up the transmitter, slipping it into his ear.
        “Lieutenant Alfreds, where are you? The briefing is already in progress,” a woman’s voice
crackled with static through the earpiece.
        Isaac grumbled a curse as he moved towards the flap of his tent. “Pam! Good morning to you
too!” He said with a mockingly cheerful tone.
        The woman on the other end responded with an irritated bark, “Don’t ‘good morning’ me, Isaac.
The briefing started at o-five-hundred. You’re late.”
         “What are you talking about? It’s only…” he checked his watch. Five-twenty-five. When did it get
that late? “Shit…ok, ok. I’m coming.”
         Despite the insistent tone in his handler’s voice, Isaac was still in no hurry to get to the meeting.
In fact, he stopped to bum a cigarette off of one of the light infantry he had passed on his way and
decided to strike up a flirty chat with a particularly tough-looking female soldier who had been walking
by. It wasn’t until his earpiece buzzed again that he said his goodbyes, with a promise to look her up
when he returned from whatever asinine mission they were sending him on this time, and got back on
his way.
        When Alfreds finally made his way to the ad-hoc command center, a large bunker that had been
dug out of the earthworks surrounding the front of the ominous citadel looming in the distance, he was
greeted by a pair of Brotherhood’s elite Sacred Warriors on guard who both gave him a nod of respect
as he passed by. He gave them a half-hearted salute and made his way past and down the dirt caked
steps and into the underground chamber.
        “…and that’s when we lost communication with the team inside.” He heard Pam Afton’s static-
distorted voice say to the gathering of soldiers over the bunker’s intercom.
        All eyes turned to him as he entered the chamber, several with looks of contempt. His new
partner was among them and she narrowed her eyes to glare at him. Afton had assigned Sheila
McGregor to be Alfreds’ new Doomtrooper partner, despite his ardent protesting that he didn’t need to
be saddled with one; especially after he found out what she was.
         Her face was a beauty to look at, though the ritual paint that the Mourning Wolf insisted on
covering her face with didn’t do her justice. Her long, fiery red hair was pulled into a tight ponytail to
keep it out of her face while in the midst of battle. Clad in form-fitting, reinforced, ballistic leathers, he
saw various tribal fetishes hanging from it, but it was her ample assets that kept drawing his eye. Coiled
at her hip was one of the signature weapons of her Order, a tangle chain. It was a wicked looking strand
of linked, barbed metal with a weighted end on it, and Isaac had seen first-hand how deadly those
trained with it could be. On her left arm was a ‘Growler’ short ranged grenade launcher; a weapon that
typically wasn’t standard issue for one of her kind. Finally, he noted the ornate Violator blade strapped
to her back, which rumor had it, once belonged to her deceased husband.
        She shifted her stance defensively when she noticed him eyeing her up and down, and she gave
him a disgusted grimace and rolled her eyes. His response was to spit on the ground and turn his
attention to the table full of maps. On the other side of the large steel table stood the imposing figure of
Inquisitor Majoris Hamilkar, along with his pet shadow. It was said that he held the title of Lord,
bequeathed to him by the Imperial Corporation for some act of gallantry or other, but Alfreds didn’t
have much time for nobility or the church so he paid no attention to it.
         He was more interested in the black-clad female behind the Inquisitor that was lurking in the
dimness of the room. The Mortificator shifted back and forth on the balls of her feet, as if expecting an
attack; her helmet slowly moved back and forth scanning the area. Since the Brotherhood arrived a
month ago, he had witnessed her killing prowess on the battlefield on two separate occasions. He had
seen her cleave a razide near in two with one stroke of her mortis sword; an impressive feat to say the
least.
        There were others in the room as well. Several Capitol and Imperial officers were also studying
the maps, discussing where to best position their troops. A lone Bauhaus commander stood to the side,
not saying anything, but merely observing.
         Hamilkar finally spoke about the tactical positions he envisioned for the front line units and
Isaac found himself leaning back against a wall, his body sagging a bit from the lack of sleep and the
copious amounts of alcohol still in his bloodstream. He heard the Inquisitor mention something about a
Dark Legion Black Gate, but he must have dozed off because when he opened his eye, he found that the
briefing had apparently concluded and people were now moving about the bunker with some kind of
renewed purpose.
        “Ay, Sheila…” he yelled over to the Mourning Wolf, “come ‘ere.” The woman regarded him
coldly but walked over to where he had been leaning against the wall, now smoking one of his last
cigarettes. “So, what exactly are we doin’?”
        The woman’s eyes became slits of contained anger, “Ya are a disgrace. Did’ja hear nothin’ the
Lord Inquisitor said?”
        “Yeah, yeah, some big words and some other stuff, but what exactly are ‘we’ doing?” he exhaled
a puff of smoke.
        Sheila shook her head. “Ya are unbelievable. Well, you ‘ad best sober up Alfreds, because we are
going over the Kirkwoods,” she paused, “on foot.”
        For a moment, Isaac just nodded blankly and rolled his eye. That was before the realization of
what she had just said sunk into his brain and his good eye widened in genuine surprise. The Kirkwood
mountain range was one of the most dangerous and inhospitable regions in all of the known solar
system, and this damned Brotherhood fool wanted to cross over them?! What was even worse is he was
going to drag all of them with him to their deaths.
        Alfreds thought on this for a moment and then smirked at the she-wolf. She blinked at him as he
exhaled another puff of smoke. He then gave her a wide, toothy grin, “Well shit. Gotta die sometime,
right? An’ I need some new smokes.”
                                                 3. Harland
         Two days later, Harland walked through the camp restlessly after packing his gear. He was still
trying to make sense of what had possessed him to volunteer to go back into the Citadel of Siripolus. A
light rainy mist had descended on the area as dusk fell, and with it his mood had sunk. Mud clung to the
bottoms and sides of his boots as he trudged his way past infantrymen going about their business,
saluting him as he walked by. He returned their salutes, the weight of his new rank still sitting uneasily
with him. He had enjoyed the respect of being an officer when he was younger, but after his crime, his
time in the Free Marines had eliminated any further desire for it. He was a grunt at heart, and although
he was an exceptional leader, he now felt his place was among the soldiers. It was exactly because of his
history and his leadership skills that he had been tasked with putting together an elite squad of battle-
hardened Marines; the kind of people who got the job done when everyone else failed. That was how
Fell’s Angels was formed…and now they were all gone.
       Fell had been the nickname that Lieutenant Palmer of the 25th “Devil’s Kin” company had given
him when he signed away his life to the Marines. She had said that it was tragic someone so gifted ‘fell
from grace’ in the way that he had. She was right, it was tragic, but it had also taught him some very
important lessons. The first was that no matter your crime, everyone deserves a chance to make
amends. The second was that the Light has a plan for everyone, you just may not know why right away.
He thought about this and what Inquisitor Hamilkar had said to him.
       “Sir, yes sir!” Harland responded without even thinking, snapping to attention and saluting the
man he had bumped into.
        There a loud laugh from the man and Vincent felt the man’s hands clasp him on the shoulders.
“At ease!” the man said, “You’re a captain now.”
Looking up, he recognized the smiling face and felt a wave of relief, “Captain Thomas…”
        “Captain…I mean…Henry, it’s good to see you again!” he said relaxing his pose. “I haven’t seen
you since that business in Vega.”
Henry laughed again, “I still can’t believe you got knocked out by that little girl.”
       “Hey! In my defense, I was really drunk from that contest your boys had with mine. It also
taught me never to give anyone a freebie punch, not even someone as small as her,” Vincent grinned.
        “That little sergeant had quite the right hook. What ever happened after that? I was a bit too
drunk to care.”
        Harland smirked sheepishly, “Well, once we sobered up, her and I…ah…kinda made up. We still
keep in touch when we can. She’s a lieutenant of her company now.”
        “She was quite the looker too, if my memory isn’t too fuzzy,” Henry laughed and shook his head,
“Well Captain, I have to be going,” he motioned to the staging area off near the eastern landing field.
“We are dropping in nearly on top of the bastards; we’re going to take them by surprise!” He clapped
Vincent on the shoulder again, “When this war is over, we will have to hit up Vega again, Vince. Drinks
are on me!”
         Harland smiled at him, but it was mirthless. He knew what Captain Thomas and the 44th Air
Cavalry Battalion was getting into and he knew few, if any, would return. A massive Orca Battlesuit
lumbered by the two of them causing him to have to yell over the rumbling, “Sure thing Henry! Sounds
like a good time!”
          The two saluted and Harland walked off, heading to the western landing field where the covert
infiltration team he was part of was mustering. As he made his way to the pair of Blackhawks, he saw
that the Brotherhood soldiers were already loading up and Inquisitor Hamilkar and the fiery haired
Doomtrooper were speaking to one another; of the other Imperial, there was no sign. The Cartel Agent,
Pam Afton, was here in the flesh as well. Vincent had only met her one other time and usually just heard
her voice over the command bunker’s internal speakers. She was a medium height, had striking blue
eyes, and short blonde hair. She was sporting some kind of light-weight, form-fitting blue body armor
that he couldn’t quite place the origin of and had a P60 Punisher handgun at her hip. He put her age no
older than thirty, but then again, he was a very bad judge of how old someone was. She turned her head
to regard him with a nod as he walked up, and then turned her attention back to speaking into her ear
comm link.
         Inquisitor Hamilkar nodded to him as well, “Captain Harland, it is excellent to see you decided to
join us on this mission. Our guide is here as well.” He indicated to a man wearing dark grey camouflage
AJHMPS-12 Panther armor. The soldier had an SR-50 sniper rifle slung over his back, one of the deadliest
sniper rifles in the solar system. His sidearm was a Sherman M15 pistol holstered on his left side, a large
hip pack most likely containing explosives, and sheathed on his right calf was a large combat machete.
His face was painted in similar grey tiger camo as his armor and he wore a boonie hat that was
characteristic of all of the Sea Lions; the man looked every bit the professional as his reputation claimed.
        Jeffrey Jacobs was a ranked Senior Chief in the 9th Sea Lions Battalion stationed in the Gaveton
Archipelago on Venus. A marksman shot with his sniper rifle, he held the battalion record for the most
confirmed kills, several of them from over a thousand yards from his target. He was also an expert
demolitions man, able to find the weak point in any structure if given enough time. These skills,
combined with his knowledge of hostile environments, made him the perfect pointman for this mission,
and the team’s best hope of getting into the Citadel alive.
       The man turned his head, saluted Harland and then went back to stowing his gear on the
Blackhawk transport ship. Several Brotherhood troopers were following suit, though they seemed to
have less gear than the Chief did. Over the past few weeks since the Inquisitor’s arrival, Vincent had
gotten to know several of them. He nodded to Troopers Otto and Lawson.
         There were more members of the Elite Trooper unit that were accompanying the strike team,
but Vincent hadn’t quite gotten around to knowing them that well yet. If they made it through this
mission in one piece, he would most definitely have to buy them all a drink or two. He knew the chances
of that happening were slim though. He knew firsthand what horrors awaited them behind those dark
foreboding walls.
        Coming up the path leading to the airfield was the muddy mess of Doomtrooper Alfreds, who
appeared to have slept on the outside of his tent the night before from the look of him. Pam Afton
sighed and put two gloved fingers to her temple as if she had just developed a migraine headache.
Harland couldn’t see the inquisitor’s expression, but he knew it was a sour one as well.
        “Excuse me, sir,” Afton said to the three of them. Growling, she turned and stalked off towards
the disheveled Blood Beret in a huff.
         Harland took his leave as well and made his way over to the AHZ-24 he had been assigned to. He
secured his gear in one of the cargo harnesses and climbed up onto the passenger compartment,
noticing he shared the compartment with several more of the troopers he had gotten to know. They
gave him a nod and went back to chatting with each other quietly. Taking a seat and strapping himself
in, Harland gave his M50 rifle a once over, attaching a suppressor to the barrel, and made sure his
Punisher shortsword was fastened well to his hip. Trooper Sullivan gave him a smile and went back to
chatting quietly with Trooper Rosecrans.
         There was a loud thud as another passenger climbed aboard. Harland lifted his eyes and
watched Isaac Alfreds slump hard into one of the seats across from him, the man’s mood obviously as
dark as the weather was outside. The stink of alcohol was strong and Vincent squinted disgustedly at the
man. He was a professional soldier, a Doomtrooper no less, and he seemed to act no better than a
petulant child! The man fumbled with the harness clasps for what seemed like several minutes before
finally hearing an audible click from the buckle. Alfreds caught Harland’s glare and turn his head to spit
out the gunship’s still open door.
         The marine racked the bolt on his rifle, set the safety switch, and placed it lengthwise on his
thighs, returning the belligerent man’s stare. “I’m looking at the most pathetic excuse for a soldier I’ve
ever seen,” he replied in a calm tone.
         “Zz’at so,” the Doomtrooper slurred, “I know you, yer that marine who got made a Cap’n for a
publicity stunt, right? Can I have yer autograph…sir” he said in a mocking voice.
         Not breaking eye contact with the wretch, Harland spoke in a deadpan tone, “I read your file,
Alfreds. Just try not to get any of us killed; you seem to be good at having that happen”.
        Faster than Harland would have expected, the Imperial lunged forward out of his harness with a
blade at Vincent’s throat. The stink of booze was still suffocating, but the drunken facade had
completely evaporated and in its place was a cold rage that smoldered in the man’s eyes. There were
sounds of rifles being raised from the other occupants of the passenger compartment, all of them aimed
at the Doomtrooper.
        “Yer one to talk…’Fell’,” Isaac’s steely voice was almost a whisper, “seein’ as yer the last one of
yer entire battalion ta escape the hellhole we are goin’ in’ta.”
         “I’d appreciate it if you removed that little toy from my throat,” Harland replied. “If you don’t,
I’ll blow a hole through you the size of a hubcap”. He gritted his teeth as the blade nicked the skin of his
neck.
          His eyes glanced downward between them and Alfreds saw he had an M15 handgun pointed
directly at his stomach. Seconds ticked by, and for a moment it looked like it would come to a fatal end
for one or both involved, but finally the Doomtrooper relented and slowly sat back into his chair,
sheathing his combat blade. Likewise, Harland holstered his pistol and the five Troopers lowered their
rifles, returning to their previous conversations but still keeping an eye on Alfreds. He rested his head
back against the seat, but like the others, never took his eyes off the unstable Imperial who had since
closed his and began to hum drunkenly off-key to his self.
         A few moments later, the outer door to the gunship slid closed and a red light in the interior
came on, bathing the entire compartment in an eerie glow. The only way Harland knew they had lifted
off the ground was the subtle shift in weight as the helicopter lifted off the ground and sped off towards
their destination.
         It was a smooth ride. The gunships flew a low profile despite their advanced cloaking measures,
to ensure they were not detected by any enemy radar. Their course followed the northeastern route up
the Cerulean River, banking and weaving mere yards above the crystalline surface of the water. Beneath
the waves of the rapidly moving tide, vicious underwater predators hunted anything that was slower
than them. It was rumored that thousands of years ago, Mars was nothing but an airless red dustball.
Now, it was a magnificent, thriving, terraformed sphere. Nominally owned by the Capitol Corporation,
parts of it had been either taken by force or licensed to their rivals for exorbitant sums of money and
influence.
         The AHZ-24 Blackhawks were top of the line stealth gunships used by Capitol Special Forces for
discreet insertions; perfect for this mission. Utilizing a sophisticated blend of Cybertronic and Capitol
ECM technology, their turbine engines were nearly silent and the black reflective paint made them
nearly invisible at night and almost impossible to detect by radar. They also sported a pair of linked
Trinity 20mm light autocannons in the nose turret, as well as two concealed racks of air-to-ground
missiles that could be used against infantry or armored targets.
        Against the black backdrop of the night sky, the helicopters passed like a pair of shadowy
wraiths towards the drop-off point. The journey took about thirty-five minutes due to the circuitous
route they flew. The red light in the passenger compartment blinked several times, and Harland felt the
gunship skew to a halt. He and the others unlatched their harnesses and got out of their seats, and he
tapped the unlock button to slide the door open. Sergeant Alvarado did the same on the opposite side
of the Blackhawk, and a hard wind blew around them. Several tension cables dropped from the
Blackhawk and down onto the deployment area. Grabbing one of the cables with a gloved hand, Harland
clipped a lead to it, took a breath, and stepped off the side of the gunship. He rappelled swiftly down
towards the ground, slowing only slightly a few feet from it, before landing with a heavy impact. He
quickly unclipped himself from the cable and brought up his M50, scanning the area for any potential
hostiles.
        The other Blackhawk’s passengers were deploying in the same manner, fanning out into a
perimeter guard. They appeared to have dropped into a small clearing on the banks of the river, the
high, ominous tree-line only about ten meters from their position. Vincent motioned to Alfreds to take
up forward position near one of the large boulders that dominated this part of the forest, but the
Doomtrooper simply ignored him and moved off on his own, bringing his ‘Intruder’ up to aim into the
darkened woods. He saw the other Doomtrooper, Sheila McGregor, link up with her partner, but Isaac
appeared to feign his ignorance about her as well. Harland did not envy her for being stuck with a louse
such as Alfreds. To her credit, she didn’t appear to care either as she disappeared into the thick treeline.
        Sergeant Alvarado had been tasked by Inquisitor Hamilkar with securing the dropzone with his
squad and the Doomtroopers, while he and his bodyguard took up the center position. Harland looked
back and saw the five Sacred Warriors had adopted a ring formation; each one crouched with their
Retributor carbine aimed outwards and their potent Avenger battle-swords guarded crosswise in front
of them, their long flowing manes of hair making them almost look like feral animals ready to pounce on
anything that might be considered hostile. Inquisitor Hamilkar slid swiftly down the cable and into the
middle of them, his fearsome helmeted head taking in the surrounding area. Like a well-choreographed
troupe, the Sacred Warriors stood and moved as he moved, fanning out slightly to give him room to
maneuver.
         Of all of the Brotherhood soldiers, Harland had gotten to know Master Sergeant Alvarado the
most. He had been serving in the Brotherhood for easily twenty years now. When Harland asked him
why he never advanced beyond the enlisted, Edward’s response was something the marine could relate
to; he stated that his place was down in the dirt with his men. The man was also quite the drinker and
had a funny story for every situation. Vincent enjoyed hearing his anecdotes from far off warzones, from
the stinking hot caverns of Mercury to the asteroid belt that separated the inner planets from the rest of
the solar system, the stories he told were always humorous. He confessed he loved to regale the men
with funny stories, mainly because there was already too much death and misery in the world. When he
was on the job though, he was a completely different man, and Harland could see why he was in the
position he was. When he donned his armor and commanded his troops, he was a no-nonsense
taskmaster.
       “Captain,” he heard a low voice next to him, almost like a whisper. It was Chief Jacobs, but he
had never even seen the man come up beside him, “I don’t believe we have been detected, but
something in these woods doesn’t smell right. It would be best if we stayed on high alert”.
Harland nodded, “Your right, Chief, it’s the Kirkwood Mountains. Something is never right here”.
       The cables leading to up to the helicopters retracted back up into them and the two gunships
veered back towards the front battle line, their silent turbine engines at full throttle. Right at this
moment, soldiers on the front battle lines were dying in an effort to keep the Dark Legion from
becoming aware of their presence. Way in the distance, they could hear the far off detonations as the
two armies clashed. He prayed to the Light it was worth the sacrifice.
         Jacobs had drawn his pistol and large machete and fanned out ahead of them, leaving no trace
of his passing. Behind him, the Troopers began to make their way into the thick forest, their AC-19
assault rifles at the ready. Each one had an extended barrel; a large suppressor to keep any gunfire from
alerting more enemies. Harland moved in with them, keeping low to the ground, and scanning for any
potential threats. He could tell the Brotherhood troops were doing their best, but they just weren’t cut
out for stealth infiltration and were making more of a racket than they needed to be. During the
briefing, he had suggested to the Inquisitor that perhaps it would be better to take an experienced team
of Free Marines instead of the Brotherhood’s frontline warriors, but the idea was dismissed out of hand
and he was told that the Light’s chosen warriors would be the clenched fist that smashed the Legion. To
a seasoned soldier like him, the comment smacked of hubris rather than a sound strategy, but Hamilkar
would not be dissuaded. At least the Doomtroopers knew how to move quietly; even the drunkard.
         It had been slow going through the woods. The thick trees and rapidly fading twilight had made
the start of their journey that much more difficult. The only reason they could see at all was because the
two moons of Mars were out in full. After only an hour and a half, Jacobs had motioned for a full stop.
Something was ahead of them. Harland crept up stealthily next to the Chief to see what it was they had
stopped for. Down a gradual embankment, they saw a clearing in the trees. In it was a small group of
Legion necromutants, most likely on perimeter patrol. The six of them were crouched around a campfire
with a large beast of some kind they had caught roasting on a spit. They were speaking in a loud,
guttural language and it was clear they had no idea the team was there. After all, no forces ever
attacked from this direction. They had mutilated features and were wearing mismatched armor of
various megacorporations. Each one stood around six and a half to seven feet and had thick, corded
muscles capable of snapping a grown man in half if they ever got their hands on them. Deep scars,
tattoos, and tribal stitches covered their misshapen bodies and the largest of them looked like he had
several human heads hanging from his belt. Vincent felt his choler rise as he heard the mutants
laughing.
        Jacobs unslung the large sniper rifle from his back with a smooth, practiced grace. Several of the
closer Troopers did the same as well. Kneeling down, he tilted his head and sighted the large
necromutant through his scope, zooming in on the brute’s ugly visage, specifically the bone septum
piercing in its nose. As he was about to squeeze the trigger, he saw the mutant reel back and saw it had
been struck in the chest by several incandescent bolts of energy. The explosive shots violently ripped the
necromutant’s body into pieces and caught a second one in the blast.
         As the camp looked around in obvious confusion, a figure sped towards them from the woods.
The first legion soldier in Sheila McGregor’s path tried to bring its Belzarach assault rifle to bear on her,
but she nimbly ducked under it and snaked her tangle chain around its neck. Giving it a yank, she pulled
the mutant’s head forward and rammed her blade upwards through its chin, piercing its flesh and slicing
through the back of its thick skull.
        Harland growled in irritation as any surprise attack they would have been able to launch was
now impossible. He heard muffled gunshots from all around, as the Brotherhood squad opened up on
the Dark Legion warriors that the Mourning Wolf had not engaged. He brought his rifle up and aimed
down into the clearing, trying to take aim on the necros that were now scrambling for cover. They
roared savage howls and returned fire with their heavy rifles, the loud gunfire echoing through the
woods.
        The she-wolf spun as bullets missed her by mere inches, and dodged behind a massive tree. She
cycled in one of her Growler’s special ammo shells and then leaned out from around the trunk, firing it
towards the closest enemy. Before the mutant could react, the grenade exploded at its feet. Thousands
of small projectiles pierced its body, yet it was still alive. That was until the monster started to burn. The
grenade had been specially blessed and its contents highly toxic to those possessed of Dark Symmetry.
Its body ignited as if napalm had been dumped on it and within moments there was nothing left but
charred slag.
         The Troopers traded shots with the necromutants, neither side gaining much ground. It
appeared there were more Legion soldiers than just the six they had seen around the fire. Chief Jacobs
sighted down one of the creatures as it charged headlong at one of the Troopers, pulled the trigger on
his sniper rifle, and put a bullet through its head, blowing off half of its face. Unfortunately even this did
not stop the brute and it slammed into the man, burying a horrid syringe filled with dark sludge
mounted to the back of its wrist deep into the man’s side. A second shot from Jacobs took the
remainder of the mutant’s head off. Seconds later, the poor Brotherhood man who had been stabbed by
the necromutant lurched back to his feet and brought his gun up, turning slowly to take aim at the Chief.
A third bullet pierced the chestplate of the newly dead man, blowing his back out in an explosion of gore
and splintered bone.
         Harland fired burst after burst from his M50, raking one necromutant up its side with bullets.
Despite its grievous injuries, the monster kept coming as it broke into a run. Dropping his rifle, he pulled
his pistol and Punisher shortsword and charged it head on. He swung the sword in a downwards arc
only to have it blocked by the mutants own jagged blade. Sparks flew as the two fought for dominance,
their muscles straining. Harland grunted and brought his knee up into the creature’s side. Several ribs
snapped under the impact and it doubled over. As it did, he brought his forehead down into the
mutant’s face and crushed his nose. As it reeled back, Harland brought his pistol to bear and fired, but at
the last moment the thing moved to the side as thick blood gushed from its smashed face and the shot
only grazed its cheek.
          It moved faster than Harland, and the necromutant clamped its powerful hand around his throat
and squeezed. Harland brought the edge of the blade upwards, he shearing through the meat and bone
of its bicep and cut its arm clean off. Putrid stinking blood splashed on his face. His Punisher punched
into its belly, parting its pallid flesh as he buried it deep into its innards over and over. Sawing
downwards, its entrails spilled out and coiled at its feet. It roared at him, its fetid breath making him
wretch and then fell backwards with a crash.
         Wiping the blood from his face, he saw the Brotherhood forces were finishing off the last of the
Legion soldiers. In addition to the six that had been camped around the fire, there had been three more
lurking in the woods. Two of the Troopers had fallen and their bodies had been brought near the fire. It
had been over before Inquisitor Hamilkar and his retinue made it to the clearing. Vincent watched as
the man walked into the firelight, his helmet swiveling back and forth to take in the violent scene. He
walked over to the two dead and knelt beside them. Intoning a prayer for their souls, he immolated
their bodies with the white fire of the Light. As for the necromutants, they piled the corpses up and
burned them conventionally.
        The thick haunch of meat over the fire had begun to sear and char. Harland walked over to it
and studied it. It smelled like greasy barbeque and Vincent reached out to slice off a piece from it.
Sergeant Alvarado reached out and stopped him with a shake of his head.
         The sergeant motioned to a pile of discarded bones near one of the trees. The bones appeared
to be from humans, including a skull. “I don’t think you want to eat that Captain”.
       Vincent recoiled away from the fire and looked at Alvarado and nodded, “Thanks for the tip,
Sergeant”.
         Of all of the Brotherhood soldiers, Harland had gotten to know Master Sergeant Alvarado the
most. He had been serving in the Brotherhood for easily twenty years now. When Harland asked him
why he never advanced beyond the enlisted, Edward’s response was something the marine could relate
to; he stated that his place was down in the dirt with his men. The man was also quite the drinker and
had a funny story for every situation. Vincent enjoyed hearing his anecdotes from far off warzones, from
the stinking hot caverns of Mercury to the asteroid belt that separated the inner planets from the rest of
the solar system, the stories he told were always humorous. He confessed he loved to regale the men
with funny stories, mainly because there was already too much death and misery in the world. When he
was on the job though, he was a completely different man, and Harland could see why he was in the
position he was. When he donned his armor and commanded his troops, he was a no-nonsense
taskmaster.
       Harland walked over to where Hamilkar was standing, the inquisitor’s head bowed. Chief Jacobs
came up as well, his sniper rifle slung over his back. He gave an informal salute and nodded to Hamilkar.
         “Sirs, I think we should stop soon. It will be the dead of night in less than an hour, and travelling
forward would put us into much more peril than we need to be. Once Phobos comes up, we can
continue under its light,” he stated, “According to some old maps I was studying, there should be an old
town not far from here”. Harland shuddered at the thought of the Legion-defaced moon providing the
light they would travel by.
        The inquisitor nodded in agreement and turned to Alvarado, “Sergeant, gather your men. We
need to move forward immediately”.
        A few minutes later, they were making their way through the dense brush again, leaving the
remains of their fallen and the enemy behind them as smoldering piles of ash. Chief Jacobs led the way
forward, silent as a ghost. They could hear the howls of rust wolves off in the distance, large canine-like
creatures so named for their ruddy brown pelts. It was rumored the Siripolis’ tekrons had been
experimenting on them, making them larger and mutating them into tracking beasts and mounts.
        “Be on your guard, captain,” he said quietly. The Sea Lion’s eyes shifted back and forth as if
looking for something out of place.
        Harland nodded and pressed on through the brush. True to what the Chief said, the soldiers
soon broke through the dense foliage and onto an abandoned street. There were small single and two-
story buildings lining the cracked road and a water tower could be seen behind a block or two away. The
town was dark and decrepit looking, having long since been forgotten through the years. Most likely it
had been a mining town used to pull out iron ore from the Kirkwood range.
       Hamilkar and his squad emerged from the trees and he studied the area. He saw the lead Sacred
Warrior nod to him, and then the unit fanned out wide around him. Making his way to where Jacobs and
Harland stood, he addressed them and Sergeant Alvarado.
         “This will do, Chief Jacobs. Well done,” he stated with a nod of his helmet. He turned his
attention to Alvarado, “Sergeant. Remain vigilant. I suspect there may be more to this place than just a
resting spot.”
        The sergeant gave him a quick salute and radioed his unit to be on the lookout for anything
suspicious.
        The men found a medium sized building to hold up in, and Alvarado stationed guards at the
entrances to it. It appeared to have been a diner or restaurant at some point in the past. Sitting down on
one of the dirty chairs, Vincent finally slumped back against it and rested. It had been an arduous trek so
far and they had a long way to go. A few hours of rest would do them all some good.
        “Hey Captain,” Trooper Otto called over to him, “would you like to join us for some cards?”
         Harland saw that Franz had been joined by Rosecranz, Sullivan, and a trooper he hadn’t met yet.
He smiled, sighed, and then pushed himself to his feet, making his way over to the table they were
sitting at. Pulling up a chair, he watched as Sullivan expertly dealt out the cards to them. Her flingers
flipped the cards to each player like a seasoned pro. Catching Vincent’s eye, she gave him a smile.
       “I used to play a lot of cards when I was younger. Won a lot of money,” she smirked, “Don’t
worry Captain, if you’re lucky, I’ll only take your shirt”.
         Harland laughed at that. It felt good to relax after their treacherous hike and the brief, but
violent, combat with the necromutants.
          Rosecranz seemed to win more often than any of the others, and they jokingly chided the
former Cybertronic employee of having a computer in his brain that let him count cards. They played for
about an hour, making small talk and having a good time. Harland kept his eyes on the two Imperials
from time to time, unsure what to make of them. Doomtrooper teams were normally as close as
siblings, but these two acted as though they wanted nothing to do with one another. Regardless of their
personal issues, the two worked all together as evidenced during the skirmish with the necromutants.
          Soon the building drew quite as each of them tried to get a little sleep. The only one of them
who appeared not to was Inquisitor Hamilkar, who stood ever watchful. Harland was exhausted but
slept fitfully, his nightmares haunting him.
                                                 4. Hiroko
          The crosshair of his scope locked onto the chest of the lead soldier as the man quietly picked his
way down the rubble-strewn street of the abandoned town. There were fourteen hostiles in the
opposing group that Captain Nobou Hiroko had identified as Brotherhood. What had brought them out
this far into the wilderness of the Kirkwood mountains, he could not say, but from the looks of them
they had already encountered some resistance from the Dark Legion forces in the area.
        The target lock of his sniper rifle followed the Trooper wherever he moved, and Nobou found he
had a smile on his face as a thought entered his mind. The Brotherhood must have had the same idea
that they did; sneak in over the mountains with a small force and attack the citadel from an unguarded
spot. While he had never actually met any of the warriors of the Light, he had to admit the creative
thinking on the part of their commander for such a bold and dangerous move.
         At this distance, he could easily make the three-hundred yard shot and put a bullet through the
eye lens of the man’s helmet. He slowed his breathing and quietly murmured a mantra to himself,
causing him and his rifle to respond as one. He knew the samurai below him on the ground were itching
to launch themselves into the fray, led by Dragon Commander Wu-Shen the Fury and his Ebon Guard.
Hatamoto samurai, the Ebon Guard in particular, were some of the fiercest warriors within the entire
Mishima Corporation. Lord Heiress Mariko herself had commanded Wu-Shen and his squad to
accompany the small Mishiman strike team, citing that if this Dark Citadel were allowed to continue to
blight the land, it would gravely affect their holdings on the Red Planet. In addition, should they be the
ones to put an end to the Arch-technomancer Siripolus where the other corporations could not, they
would be elevated beyond stature as the saviors of Mars and her influence would grow exponentially.
        While this was certainly true, Hiroko actually believed that Mariko had sent the Ebon Guard
along to keep an eye on him. It was well known that Nobou was a radical in his thinking; a trait that
would be celebrated in some corporations was frowned upon by his. The Fury was a man who would
ruthlessly execute Hiroko for dishonor and not even think twice about it, despite the fact that the
captain technically outranked him. This was a military mission, not a corporate one.
          The captain’s finger began to slowly squeeze the trigger when he stopped. He had seen a slight
glint come from one of the tops of the far buildings. He shifted his sight upwards towards one of the
upper building roofs, readjusting his scope as he felt a cold shiver creep up his spine. The lens of his
scope swept across the top of the structure and finally focused on a new threat. Staring at him as if his
twin, was an enemy sniper wearing dark grey camo fatigues; the man was as still as a gargoyle, his
weapon trained directly at Hiroko. He had not fired yet, which meant there was something they wanted.
The fact that such a professional would alert Nobou to his presence was enough to convince him that
they were not here for the Mishimans. He gave the man a nod and moved his finger off of the trigger of
his rifle. The man motioned downwards ever so slightly with the barrel of his gun, motioning the
samurai captain towards something on the ground.
       Hiroko cautiously slid his sight down the trajectory the sniper had pointed out ever so slightly;
he was already dead if the man decided to end him, so he would play this game. Adjusting the scope to
focus on the lower area of a building down the street, he spotted one of his own men standing still, arms
slightly raised upwards as if in surrender. The samurai appeared to have been disarmed and captured. At
his throat was a large serrated combat blade, and the man holding the knife was an Imperial Blood
Beret.
        “No shame in dying to a man of that caliber,” Nobou silently reasoned to himself. For
Mishimans, death in battle was a glorious and honorable way to die and his men would never back
down if he gave the word.
        The Blood Beret was using Ronin Jin as a shield as he glared upwards at Nobou, almost as if
daring him to shoot. To his credit, Jin had a peaceful look on his face, accepting his fate with grace and
humility. Ronin samurai in his service may have been disgraced at one time, but they fought to reclaim
as much honor as they could. The Imperial smirked at Hiroko and then pursed his lips in a kissing
motion, as if daring the captain to shoot him. Nobou’s trigger finger twitched, but he did not fall for the
obvious bait.
         Shifting his gaze back up to the enemy sniper, he slightly shook his head “No”, indicating that
they may die but they would go down fighting. It was the Mishiman way. His finger slipped back onto his
trigger and he saw the man sigh. He knew the man had him dead to rights and had just exhaled to
steady his shot. Drawing on a ki mantra to steady his body, Hiroko banished any fear of death and
steadied himself to shoot. He wondered just who was faster. In all likelihood, they would both die from
this, and the small town would erupt into a warzone.
        Just as he once again prepared to fire, a brilliant light blinded him from the ground. He blinked
several times and the searing after-image resolved into the shape of a man wearing heavy crimson
armor and midnight black robes. Hiroko felt his throat tighten and his breathing quicken. He tried to
move, but found he was rooted to the spot just staring at this individual. It was as if he had looked at a
divine being directly. He waited for the sniper’s bullet to blow the back of his skull out, but the shot
never came. Loosening his grip, he was finally able to regain control of his senses and he radioed down
to his waiting forces ready to ambush the oncoming force. A strange feeling came over him and he
opened the comm to all of his forces.
“Belay that,” he heard Wu-Shen’s voice interrupt him, “Prepare to charge on my signal!”
“Commander, you and your men will stand down. That is an order!”
        “You are a coward, Hiroko,” the commander seethed into the mic, “we will kill these dogs and
then I will deal with you personally”.
        Unphased by the threat, the captain spoke into his mic once again, “Commander, you will stand
down or I will execute you where you stand. This is a military operation and I have been placed in
command of it. If you do not like it, then you are free to return to Hosokawa and explain to the Lord
Heiress why you have returned in disgrace”.
        There were a few moments of silence followed by vitriol-laced curse, but no order to engage
came from Wu-Shen as the Brotherhood force got closer to their position. Hiroko silently slipped from
his vantage point and began to make his way down to the ground floor of the building he was in.
         “All soldiers; keep your swords sheathed and ready your rifles,” he moved like a ghost down the
stairs leading to the front exit, “I want you covering me as I go to speak with these men”.
The hatamoto leader protested, “Captain, you can’t mean to treat with…”
        “Commander, I am well aware of what I am doing,” he cut the man off, “Ready your hatamoto.
You will be accompanying me to greet them”. Hiroko was tired of this tug-of-war power struggle that
Wu-Shen was playing. It was time he put his foot down and showed him who was truly in charge.
          Another Mishiman curse came from the Dragon Commander, but he did not disobey a direct
command. He simply ground his teeth in seething anger and readied his power naginata. In the large
first floor area of the building, the six elite hatamoto waited for him. Like large black-clad beetles, their
powersuits seemed bulky to Hiroko, but looks could be deceiving. Although heavily armored, they were
deceptively stealthy and agile and the Ebon Guard were the masters of their trade. Four of them were
carrying Tambu No. 1 ‘Shogun’ assault rifles, with their ceremonial blades scabbarded at their hips. One
hefted a large ‘Dragonfire’ heavy machinegun, providing extra firepower for whatever situation they
found themselves in. The Dragon Commander himself carried a long, elegant naginata called Nanren Chu
Mo that hummed with electrical power, as well as a modified double-barrel assault rifle attached to the
back of his right arm so as to not restrict his close-combat prowess.
        Every time Nobou thought of the nature of the hatamoto, he felt his blood quicken. Why should
their use of such weaponry be considered honorable, while others within Mishiman society were looked
down upon for the exact same thing? It made no sense to him and it was the reason he saw his
corporation ultimately losing in the long run. In his mind, they had to adapt to technology or they would
perish. Why could the Lord Heirs not see that? He shook his head clear and moved forward quietly.
         Flanked by the massive Ebon Guard, the Mishiman captain tentatively made his way out the
door to the building he had been perched in. Copper colored dust swirled around their heavily armored
legs as they strode into the street to face the oncoming Brotherhood force. The lead Trooper
immediately snapped his rifle up, taking aim at Hiroko. He was out front of the small group, his rifle still
slung and no weapon in his hands. The hatamoto were less at ease, their own weapons trained on the
Brotherhood men.
       The two forces cautiously closed in on one another, neither side opening fire yet neither
lowering their guns. Hiroko’s keen eyes picked out two more people he had not spotted earlier; a Free
Marine by the looks of him, taking cover behind a doorway taking aim as they approached, and
crouched behind one of the derelict cars in the road was an Imperial Mourning Wolf, her blade drawn
and ready to engage at a moment’s notice.
         Nobou raised his hand and stopped about fifty feet from them and the hatamoto fanned out
protectively, each one ready to strike if the word was given. Likewise, the Brotherhood soldiers spread
apart, allowing the Inquisitor to pass to the front, his bodyguard close by, shielding him. For a moment,
Hiroko’s eyes scanned upwards along the windows of the buildings behind them as if looking for
something that wasn’t there. As the holy man and his retinue came closer, he looked back at them. The
man stopped and his entourage stopped with him. His black helmet regarded the Mishimans with a cold,
unblinking stare. Each side sized the other up, as if daring them to act, until finally the Inquisitor raised
his hand in a gesture of peace. His eyelenses gazed over at the hatamoto, as if piercing through their
armor. He said nothing.
       Hiroko took a step forward and the Sacred Warriors tensed, but their lord raised a hand slightly
and they relented.
        “I am Captain Nobou Hiroko, heir to the Hiroko-Ryukan Kieretsu and loyal vassal to the
venerated Lord Heiress Mariko herself,” he said with a low bow. His was very precise when speaking in
the Capitolian dialect, an uncommon trait among Mishimans as their people were very withdrawn from
the other societies.
        Inquisitor Hamilkar studied him for a moment or two and then gave a slight bow as well. His
voice was deep and rich emanating from his helmet speaker, “I am Lord Inquisitor Hamilkar”. The man
said nothing else.
        “<We should simply kill them all and get back to our mission>,” the gruff voice of Wu-Shen
crackled through Hiroko’s earpiece in the Mercurian language. Hiroko could feel the Dragon Commander
ready to pounce like a cat.
        “<That is not why we are here, Commander. I have no interest in spilling blood needlessly if it
can be avoided>”
“What brings you and your men out all this way?” Hiroko addressed the inquisitor.
        “We are hunting Legion forces,” the man stated matter-of-factly, “We have no quarrel with
you.”
        Nobou could sense the man was speaking the truth. After all, what would be the purpose of
lying about such a thing? They were in the middle of nowhere and there was no conceivable way the
Brotherhood could have known they would be set up for an ambush. He nodded an agreement, “As are
we”. He wasn’t quite sure why, but he felt like he could trust Hamilkar completely even though he had
just met him.
       Hamilkar continued, “It would seem that we share a common goal. Instead of pursuing it
separately, I put forth that we combine our forces.”
        Nobou considered this new development for a moment. This course of action would indeed be
prudent and the most logical choice. As two units, they could be picked off more easily, but as one
united force, they could overcome most anything they ran into.
        Wu-Shen’s steely voice crackled over the private channel to Hiroko again, “<It is one thing to
stay your hand against these mongrels, but it is quite another to lower us into the mud with them>”. He
gripped Nanren Chu Mo, ready to strike the inquisitor and his lackeys down.
        Weighing his words carefully, Hiroko was about to speak up when the Inquisitor shifted his
attention to the imposing hatamoto commander.
        “<I understand your concern and contempt, master hatamoto. The Mishiman people have long
distrusted the Brotherhood and the other corporations, but in this case even you must see the folly of
any fighting between us. Would you win? Possibly, but possibly not. However, should you launch
yourselves against us ‘mongrels’ and win, we would exact a bloody tithe and we will both have failed in
our missions>”. Hamilkar adeptly spoke in the flowing language of the Mercurians, “<On the other hand,
if we were to join forces, we would be able to deal with most anything we could possibly encounter out
here>”.
         If Isamu was caught off-guard by Hamilkar’s ability to access their communication network, as
well as his fluent ease at speaking their language, his body movements did not betray it. Despite his
hatred of these gaijin, their leader had a point. Instead he opted to say nothing and leave this decision
up to Hiroko instead. If it went badly, it could be blamed on the samurai captain and his personal honor
would be intact.
        Tense seconds ticked by as Hiroko waited for Wu-Shen’s response, but none came. Slowly, the
captain nodded his head at Hamilkar in affirmation, “Yes, I think joining our men would be a most wise
decision.”
         The Inquisitor reached up and unfastened his helmet, removing it. The man was in his late
forties, perhaps early fifties, but looked wise and powerful, with a black moustache and short-cropped,
salt and pepper hair. Taking the queue from their leader, The Brotherhood forces slowly lowered their
weapons and relaxed. The Mourning Wolf still had her teeth bared, ready for a fight as her hands
clenched her weapons tightly in her fists, but she did not act. Hauling his human shield out into the
street, the Blood Beret shoved the ronin away from him and sauntered back to where the Inquisitor
stood.
        “Oh lookie, I see we’re all mates now. How wonderful,” the man said with a contemptuous
sneer. Nobou looked the man up and down, noting the obvious lack of care the man had for his personal
appearance. How a famous Blood Beret could present himself in this fashion baffled him.
       With a word from Hiroko, his men cautiously made their way from their positions. Ebon Guard
stepped back, and while they relaxed their weapons, it was clear they were still on guard. The Sacred
Warriors around Hamilkar mimicked them, keeping a vigilant eye out for any danger.
         Shuffling through the dim, cold passage deep within the Citadel, a creature that was once a man
dragged a makeshift cart behind itself, one of its axles squeaking irritably in the darkness. It retained
only a rudimentary amount of brain function, and if truth be told, it wasn’t even sure of that. What was
a fact, however, was that it was most assuredly dead. If the stink of its body or the cart trailing behind it
affected its senses, the thing did not appear to notice. Instead, the empty sockets of its eyes and its
slackened jaw faced forwards as it struggled on stiffened legs. The corpse still wore the garment it had
on when it met its end. Now torn and blood-stained, they were the fatigues of Capitol Free Marine. It
was missing one of the armored shoulder pads, and the other had a bullet hole through the front of it
that had shattered the small Capitolian eagle emblem. Over its left breast was a name patch labeled
‘Coo..’ but the rest had been ripped off at some point in the past.
         The cart it pulled was bare rusted metal stained deep crimson with what appeared to be blood.
It was no mystery as to where the blood had come from, as the cargo it hauled was that of an over-sized
pile that comprised of scores of body parts. Some were easily identifiable as human remains, but others
were far more alien and sinister. The transport jostled about down the corridor and a severed hand fell
from it and flopped onto the dirty ground. The shambling corpse guiding the cart along didn’t stop to
retrieve it, and it was very unlikely he had even noticed it had fallen in the first place.
        It hauled the disgusting cargo into a massive chamber filled with rows of huge tanks filled with a
greenish slime. Through the translucent ooze, large humanoid shapes could be seen. Dragging the
squeaking wagon down the wide walkway between the tanks, its limited brain function didn’t notice the
hulking, mutant guards or the multi-barreled defense cannons tracking its progress. It simply continued
on oblivious to its surroundings.
         When it finally got to the near endless row of the vats, it stopped and looked up. Squatting like a
rotund frog on a plinth overlooking the chamber was an obese creature. Its skin was a leathery shade of
greenish-brown, like a corpse that had been left baking in the Mars desert for a few days. Hydraulic
cables snaked upwards and fed power to the numerous mechanic augmentations it had attached to its
body. It gurgled it itself and lifted its head as the undead approached, its fat chins jiggling. He was
known as Korlugon, Grand Tekron of Algeroth, High Machinist of the Dark Legion, and the chief
constructor of all of Arch-technomancer Siripolis’ armies.
       An augmented eye zoomed in and locked on the undead and his cargo and he shifted his bulk
forward. His voice, heavily modified by vocal reconstruction, addressed his servant, “So you have finally
returned. Maybe I need to tear your legs off and add faster ones?”
        The legionnaire stared sullenly with empty eye sockets up at the tekron, a slight groan issuing
from its lipless mouth.
         Korlugon’s fat arm jiggled as he raised it, pointing to the left of where his overseer’s throne was.
“Take it to the harvester. My children need to eat and you would see them starve with your
incompetence, Splug. I have half a mind to feed you to them”.
        He stepped down easily from his command pulpit, sparks flying from the ground where his claws
struck. He strode over to one of the vats and checked a glowing monitor on the front of it. To anyone
witnessing it, it was truly frightening how something so bulky could move with such apparent grace. He
reached up to touch the glass of the tank and gently stroked its smooth surface, like a parent’s caring
touch. Looming in the darkness were his personal bodyguards, massive creatures Korlugan personally
altered with gene-enhancements and piston-driven cybernetics.
         In the far corner, the sound of heavy machinery fired up and a grinding rumbled through out the
chamber. The tekron’s assistant, the undead Splug, fed the severed bodyparts into the nutrient
harvester. They were ground up, combined with a devious mix of fluids, and then pumped to each of the
thirty-six tanks.
        Floating before him, the large figure in the tank bobbed towards the glass. Korlugan gave an
inhuman purr of delight as he gazed upon the features of the Praetorian Stalker being nurtured within.
It had withstood the trials of its birth in molten fire, and now it rested in the nutrient-filled vat as small
mechanical arms carved graven runes into its thick bio-armor. The creatures milky white eyes stared out
unblinking as Korlugon looked into them, an evil grin coming to his obese face. His augmented eye
whirred and extended, examining his creation.
“Hmm... nutrient level is low on this one. It will need to be increased to ensure proper