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322 - Lightning Strike 2e

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0% found this document useful (0 votes)
69 views119 pages

322 - Lightning Strike 2e

Uploaded by

legionnaire6472
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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I

IC FLEET COMBAT SYSTEM,


-,I--- -A L

rJOVIAN
HRONICLES
1
FROM DREAM POD 911D
The strike carrier thun

to cut a swath through

unch flash! Missile launch confirmed.

tactical officer. "Not fighters... Ve

The ship was rocked by a

Stormrider exo-armor

Confederation, the Central Earth Go


f- ooperative Venusian

Quick Start basic rules to


Full rules for fielding exo-ar
Advanced rules for aces,
Basic scenarlps
UdIlle >tatistics for the major J

e i
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Ordnance Ordnance
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Copyright 0 2 0
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Dream Pod C IC Jovian C h i cles and Ligt ig Strikes are trademarks of Dream Pod 9 Inc All Rights Reserved Counters moy be photocopled for personal use
I CHRONICLES
CHAPTER 1 : INTRODUCTION CHAPTER 3: INTERMEDIATE RULES
lntro Fiction ............................ 4-5 3.1 Expanded Activation Options ................. 34
1.1 Introduction .............................................. 6 3.1 .l Evading ........................................... 34
1.1.1 What's Different?............................... 6 3.1.2 Aiming ....... ... 34
1.2 Book Content ............................................ 7 3.1.3 Reaction Attacks .............................. 34
Basic Rules ........

Advanced Rules
Scenarios and C ........................ 7
.......................... 7
.......................... 7 3.
1.3 What You Ne

Ruler ......................................................... 8 CHAPTER 4: ADVANCED RULES

4.1.1 Ace Perks..........

......................................... 12 ......................................... 40
..................... 12

........................ 12
........................ 12
Spaceship............................................... 12
1.4.3 Variable Unit Characteristics............ 13
........................ 13 4.1.2 Ace Cost .....
Ace Basic Cost Table .............................. 41
4.2 Electronic Warfare ................................... 41
4.3 Infantry .................................................... 42

Chapter 2: Basic Rules


.......................

Initiative Phase

2.2.1 ExoArmon...................................... 17 4.5.4 Noisemaker Shrouds .


2.2.2 Exo-Suits.......................................... 18
................................... 18
.................................... 19
2.2.5 Moving Off the Board ..................... 19 4.7.2 After the G
2.3 Actions .................................................... 20 Intermission Fiction
CHAPTER 5: CAMPAIGNS

The McGuffin Scenario48


Basic Scenario 2: The Hot Flash Situation 49
Basic Scenario3: The St. Bemad Exercise 49
Basic Scenario 4 The Alamo Eventuality 49
2.4.1 Line of Sight .. 5.3 The Campaign ........................................ 50
5 50
50
50
5 50
51
51
Close Combat ...... 51
The Attack Roll ..... Special Rule for Venusian CVNA Fleets . 51
Leadership ............................................. 51

2.5.1 Damage Types and Special Defenses28


2.5.2 Damage to Standard Units .............. 29
2.5.3 Damage to Spaceships 29
Hit Locations .......................................... 30
Catastrophic Damage and Explosions ... 31

-
0002
Special Rules for Venusian CVNA Fleets 52 6.3.1 Drone Carriers ......
Drone Class or Type .......
Rate, Launch ..................
Reload Threshold ...........
6.3.2 bunching Drones ........
6.3.3 Drone Data Cards ............................ 68
Threat Value ......................
......................... 68
Campaign Points.... Protection .................................
Reinforcements ...................................... 55
Ending a Campaign ....... 6.5 Options and Add-ons ............................. 70
6.5.1 Exo-Armor and FighterWeapons ... 70
Knock, Knock ......................................... 56
................................ 56
Vandalism ..............................

Campaign Fleet Roster.


CHAPTER 8 : HARDWARE
6.1 Perks and Flaws............ EW Pod ..................
Concealed Sections .. ...................60
Exposed Fire Control ............................. 60
Missile Defense (#) ........
Multiple Redundancy ....
ReinforcedSystems (#) ........................... 60 .................................. 71

6.1.2 Cargo .............................


Internal Cargo ........................................ 60
External Cargo ......................
6.1.3 Cloak ...................
Deep Cloak .......................
6.1.4 Close Combat Optimiz
Clamping .............................
6.1.5 Electronic Warfare (#) ......
Electronic Counter Measures(ECM) ...... 62
Targeted ECM ........................................ 62
OecbonlcCounterCMeasUmO63
6.1.6 Stealth .................. ........ 63
6.2 Weapons and Weapon Characteristics ... 64
6.2.1 Basic Weapon Characteristics ......... 64
Anti-Infantry (AM) ................................... 64
Anti-Ship (AS#) ....................................... 64 ..........................
Armor-Destroying(AD) .......................... 64
Armor Piercing (AP) ................................ 64

Rapid Fire (R#) ..............


7.1 The Solar System in 2214 ...................
.................... 64 7.2 The Jovian Confederation ..........

7.2.2 JAF Fleet List ................


7.3 The Central Earth Government
7.3.1 The CEGA Navy ...........
7.3.2 CEGA Navy Fleet List
7.4 Venus ................................
6.2.3 Point Defense Systems (PDS) ..........65
Standard Mode, Offense ....................... 66
Standard Mode, Defense ..... 7.5 Neutral and InternationalUnits ............... 92
Shield Mode, Offense ............................ 66
Shield Mode, Defense ............
6.3 Drones. ................................. 67
Class I Drones ........................................ 67 .......................... 94-1 10
Class II Drones ....................................... 67
Class 111 Drones ............... ........... 67
b VALUE JUDGMENTS
Helena Juno wrenched her control sticks t o the left, firing thrusters that sent the Lancer
of tracers drew a line through the space her fighter had just

"Who is this guy?" she muttered. Behind her, dwarfing her slim fighter,
he dirty-green Dragonstriker surged forward on full burn, as if attached t o
her rear end by a rubber band.
"Who cares?" came Wang Ling's bored voice over the comm. "He sure doesn't know
how t o treat a lady. Although, I suppose I can't be sure about that, since I don't see
any around a t the moment."
Helena sighed, dipping her fighter's nose t o dodge an azure particle bolt. Ling
was a lot of fun t o have around on boring search-and-recover ops, but when
things got hairy, she found him impossible t o put up with. The rest of the
squadron loved him, though, so he'd gotten t o come along with Helena, right
into a CEGA ambush. Things had been going well, and then the maniac in the
giant green exo-armor had shown up and taken a liking t o Helena's tailfin.
"1'11 kick your ass later for that. For now, can you just get this nut off my tail?"
Helena looked around, but saw no sign of Ling. Ling's response, however, was
as lackadaisical as always.
"AS usual, I'm way ahead of you." Like an Olympian thunderbolt, Ling's Pathfinder streaked
down from above, cutting neatly between Helena and her pursuer. The battered Dragonstriker
broke hard t o avoid Ling's first shot, leaving Helena some breathing room. Gee-forces pushed
her deep into her seat as she threw the Lancer onto another evasive vector. Despite its own
elusive acrobatics, the Dragonstriker continued t o shoot at Helena, lighting the dark void with
blinding blue bolts of fire.
Halfway through her spin, Helena's comm chirped with a message from one of the other exos
in her squadron.
"Colonel," came the concerned male voice, "there's a group of light warships closing a t rela-
tive cruise delta-vee. Looks like two Bricks and one Hachi."
Before she could reply, a scrambled burst communication from the fleet appeared in glowing
text on her helmet faceplate. Main fleet under attack, it read. Return t o Home One ASAP.
"Nothing is ever easy in this job," Helena groused through clenched teeth. Glancing over her
shoulder, she saw the green exo-armor, still hounding her.
Ling spun around and fired again, this time connecting with the Dragonstriker's back. As sheets
of electrical discharge played over the Dragonstriker's skin, the massive exo cut thrust and
slowly turned around t o face Ling a t a range of only a few hundred meters. One clawed hand,
large enough t o engulf a Pathfinder's head, pointed a judging finger at Ling, and casually blew
apart the Pathfinder's particle cannon withaburst of cannon fire.
"Well, I was wondering when I'd get your attention." Helena didn't miss the quaver in Ling's
normally cheerful voice.
"Ling!" she shouted, kicking her thrusters t o maximum and drawing an attack vector t o the
Dragonstriker. Five seconds t o range, she thought, watching her targeting reticule. It seemed
t o crawl across the viewscreen with an exagerated slowness, as if t o mock her efforts, but it
was closing in on its quarry.
The Dragonstriker seemed t o stare a t Ling's Pathfinder, as if taking the smaller machine's mea-
sure. Ling raised his exo's fists in a futile gesture of defiance. Three seconds. I'm not going to
make it, Helena realized. She fired off a cluster of missiles at extreme range, hoping t o distract
the huge war machine, but the missiles didn't even get a firm lock before the Dragonstriker
blew them t o bits.
For a moment, nothing happened. The Dragonstriker floated in space, silent and unmoving.
Then, with an almost contemptuous glance over its shoulder at Helena, the green exo-armor
suddenly lit its thrusters at full burn, rocketing away from the bewildered Jovians. Cutting in
her retros, Helena slowed t o a relative halt next t o Ling, letting the enemy leave the field
unmolested.
"Great," muttered Ling. "I'm not good enough t o kill. I'm insulted. That guy is definitely off my
Inception Day gift list."
"Ling, you're not good enough for me t o kill," Helena snipped. "But thanks for the help
anyway."
Ling's exo turned t o the left. Following its gaze, Helena saw about a dozen points of light
growing closer, moving in tight formation. Took them long enough, she thought.
"My PO-PO always told me to respect the elderly," said Ling, before switching t o the squadron-
wide channel t o address his incoming compatriots. "And thank you, everyone, by the way, for
your timely assistance."
"Sorry we're late," came the apologetic reply. "We cleared out most of the other CEGA units,
but then the rest just suddenly retreated." The Jovian exo-armors and fighters folded into neat
formation around Ling and Helena.
"Yeah, seems t o be a lot of that going around," Helena said. "Okay, let's deal with the situation
at hand. Groups Gabriel and Chatterbox, secure this area and search for the objective. If those
ships get too close, take 'em out, but if the exos come back for a rematch, run for it - it's not
worth the risk."
A chorus of affirmative responses inundated Helena's headset. To her left, four Lancers and an
equal number of broad-shouldered Vindicators peeled off and flowered out into a scattered
formation.
"Ling," she continued, "gather your group. We need t o get back t o the ,
fleet. If Admiral Lin's attacking, then Jay's going t o need all the help
he can get."
Ling sighed.
"With our luck, we'll end up engaging her personally. I knew
I should have taken ballet like mom wanted me to. Instead,
I get t o be target practice for Gawain the Green Nut."
With that, he turned his exo's back t o the oncoming CEGA
corvettes and lit his burners.
b INTRODUCTION
From the ashes of the Fall, humanity rose, phoenix-like, soaring outward into the Solar System. Over the
course of a century, they built new homes, new nations and new societies. When, at long last, contact
between the worlds resumed, all of humanity rejoiced at the dawn of a new age of peace and unity. Two
decades later, though, mistrust, greed and old hatreds slowly chip away at the new brotherhood of human-
ity, bringing the Solar System ever closer to the chaos of war. The year is 2214. Humans have conquered
space. Now it is time t o conquer each other.
Jovian Chronicles: Lightning Strike is a tabletop miniatureswargame that allows players to control fleets of
massive warships and squadrons of nimble exo-armors and fighters in battle for control of the Solar System.
Set in the politically-charged universe of the Jovian Chronicles, the Lightning Strike rules themselves are
also readily adaptable to virtually any space-combat setting. This 2nd-edition rulebook combines the rules
from the three previously released books into a single volume, and makes some corrections and additions t o
the original books. Future Lightning Strike releases will cover orbital assaults and ground combat on the
various worlds, moons and planetoids of the Solar System.
Three major military forces currently spar with each other in the Solar System. The Jovians, powerhrl and
idealistic, have built a vast nation of spaceborne colonies in the orbit of Jupiter. Having lived in space for
more than a century, they are masters of space combat. Their avowed goal of saving the inner Solar System
from the tyranny of Earth and Venus stems both from the nobility of the Jovian people as well as the greed
and arrogance of their leadership.
Directly opposite the Jovians on the battlefield is the Central Earth Government and Administration, inheri-
tors of the battered home planet of humanity. Stubborn, imperialistic and xenophobic, the Earthers seek to
establish dominion over the other planets, which they perceive as rogue colonies. Not only will doing so
reestablish Earth as the dominant power in the Solar System, but it will enable CEGA t o turn its resources
inward to feed its people and rebuild Earth's shattered biosphere.
The Venusians are a wild card in Solar System poltics. Wealthy, urbane and ambitious without limit, their
small but effective military is a cause for concern for both the Jovians and CEGA, as are their ambiguous
goals. The corporate society on Venus is civilized and hardworking, but also duplicitous and cutthroat; even
the Venusians cannot agree on what they really want from the rest of the Solar System, beside money. Other
minor space forces d o exist, such as the Martians, Mercurians and the terrorist group known as STRIKE, but
their navies are primarily defensive forces with little ability to project power beyond a very limited range.
Players of Lightning Strike can choose from one of the three major Solar powers, building a fleet and taking
it into battle to test the strength of their fellows or their enemies. Later, players will have the option t o build
fleets composed of units from the smaller (but no less dangerous) powers.

'IWHAT'S DIFFERENT?
When deciding to create a second edition, many hard choices had to be made. What to keep? What to
change?The rules are largely unaltered, but they have been reorganized to make it easierfor new players to
pick up the basics. The datacards have been completely revamped; now that the miniatures are available, it
seemed only reasonable to make the packaging of the mini itself into a fully-functional game aid. The most
major alteration is the addition of fleet list rules, which provide guidelines for building fleets as well as many
options for weapons and equipment variations. Gone, however, are the various history segments and
roleplaying integration rules; the history (for those with more interest in the various factions than merely
blowing them up) is available in the many other Jovian Chronicles roleplaying supplements, and the
roleplaying integration rules will be in the next edition of the Jovian Chronicles RPG Rulebook in rnuch-
expanded form. We also moved the timeline back to the familiar RPG setting; when the time comes for the
storyline to return to the fire of the Edicts War, rest assured that it will be no small thing.
Although the rules changes are apparent in the new reference tables, experienced Lightning Strike players
are still recommended t o give the rules a quick read-through. Most currently-existing fleets will most likely
conform to the new fleet list rules; only people who feel the need to field an army of nothing but snipers and
battleships need worry. The game is now faster and less ambiguous, while still providing more strategic
options than before. We hope you enjoy playing Lightning Strike as much as we enjoyed making it.
BOOK CONTENT 4
Chapter 2, Basic Rules (page 14): This chapter introduce Players to the mechanics of Lightning Strike, and ?:
allow for fast games involving exo-armors, fighters and ships. Even advanced Players may wish to limit -.
themselves to the basic rules when playing large battles or playing within a time limit. The Intermediate and
Advanced rules presented later allow Players t o add more tactical options to the game at the cost of speed
of play. To play a single game, players will need t o read the Perks and Flaws section (see page 60) and the
fleet lists starting on page 74. To play a continued campaign, Players will also need to use the Campaign
Rules, starting on page 48.
Chapter 3, Intermediate Rules (page 34): Unlike the Basic rules, which should be read and used in their
entirety, these Intermediate rules are distinct and modular. Players may use none, some or all of them,
leaving out the ones that are too time-consuming or complex. The difference between the Intermediate and
Advanced rules is that the formers tend to modify the way the basic game is played, while the latters add
extra facets that increase the numbers of way the game can be played. Use of any Intermediate rules should
be agreed upon by all Players before the game begins; a note should be made of all the Intermediate rules
that are in effect to prevent future disagrements while in play.
Chapter 4, Advanced Rules (page 40): The rules in this chapter complete the rules set for Lightning Strike.
All of these rules are optional, and add new tactical options at the price of increased complexity. Some of
these rules, however (notably the rules for Aces and Obstacles), play a significant role in the campaign game
(see Chapter 5). Players should thus either agree not t o use these rules or become comfortable with them
before beginning a campaign.
* *
Chapter 5, Campaign Rules (page 48): Even in the charged political climate of the 23rd century, outright
warfare is often a logistical and economic impracticality. It's so much easier t o send out a lone fleet, made as
self-sufficient as possible, and tell its commander to wreak as much havoc as possible before coming home. 2 .

If the fleet succeeds, they can be quietly welcomed back. If they fail, their actions can be loudly (if not 2 '

necessarily believably) denied. * .


Each basic campaign focuses on two rival fleets, each one assigned to undertake operations in a certain area
of the Solar System. Players will choose their fleets, maneuver them into a strategically advantageous posi-
j .
tion, and then fight it out on the tabletop. ? .

Chapter 6, Special Abilities, Weapons and Equipment (page 60): This chapter contains rules for the
special abilities listed on most units' datacards. Most weapons have abilities listed in their "Notes" column,
and most vehicles have Perks and Flaws, which are traits that affect the vehicle as a whole. The game can be
played without these special abilities (most of them are beneficial, so you really are not "cheating" by
leaving them out), and beginning Players may wish t o ignore the rules in this chapter until they are comfort-
able with the Basic rules in Chapter 2.
Chapter 7, Fleet List (page 74): It is said that dip-
lomats use lies to make policies, while armies use
honesty t o enforce them. This chapter provides
game-context descriptions, rules and guidelines
for these tools of politics. Each one is different,
but they all serve the same function for their re-
spective nations: using guns, knives and bare
hands, they act as the ultimate statement of truth,
an unfettered declaration of mortal dislike.
Each fleet list provides a description of the various standard
units and ships used by one of the military organizations in the
Solar System. In this book, the three superpowers (Jupiter, Earth
and Venus) are presented; fleet lists for other, smaller forces will
make their appearance shortly. Each list also gives rules and limita-
tions for building a fleet, and ends with a description of organiza-
tional and behavioral quirks.
z
0
-
. m.
+l
b WHAT YOU NEED TO PLAY
Miniatures: Lightning Strike is meant t o be played as a table-
top miniatures game. Miniatures are available from Dream Pod
9, although many manufacturers also produce generic science-
fiction miniatures that will also suffice (indeed, it is quite pos-
sible t o play the game with nothing more than labeled counters

t- or scraps of paper).
Ruler: a ruler or tape measure will be required t o play the game.
The units used in this rulebook are centimeters, but Players may

0 use inches if they so desire (using inches will require more table
space, but makes crowded close-range combat somewhat more
manageable). An arc ruler, t o measure firing arcs and turn radii,

3
will also come in handy.
Dice: each player will need between two to four six-sided dice
for making combat rolls. More is always better.

0 Playing Field: Lightning Strike is a tabletop game, and thus has


no actual mapboard upon which to move the playing pieces. All
that is really needed is a large flat surface and a tape measure or

0
ruler, although many enhancements may be added t o spruce up
the field. For example, asteroids may be represented by pieces
of foam, Styrofoam or by actual rocks. Small boxes or other con-

a
tainers can represent spaceborne structures, or purpose-built
miniatures can also be used. Cotton can be used for dust or
other particulate clouds. Minefields can be represented by card-
board disks of the appropriate diameter. See page 32 for more

t- on terrain modeling. Other than these items, though, space is a

z
pretty empty place and as such any plain surface will do.

.-
* *
. *
This book includes a sheet with examples of the many counters
. m.A
that may be used in the course of a game. For large games, you
may need t o photocopy this sheet (or download and print the
file from Dream Pod 9's website) in order t o get extra counters
(this is especially true of the counters required by the Advanced
and Optional Rules).
Command Point Counters: these come in two varieties: Initia-
tive and Tactical, and are given to Players to help them remem-
ber how many points they have left t o spend. Tactical points are
retained throughout the game until they are used, while Initia-
tive points are discarded at the end of every turn if they are not
used. See page 39 for more.
Overthrust Counters: used t o mark a unit as having used
Overthrust movement.
Aiming Counters: these counters are used to mark a unit that
is Aiming.
Evasion Counters: similar in usage t o Aiming Counters, these
are used t o signify that a unit is evading.
Damage Counters: there are two types of damage counters,
both of which may be assigned to a single unit at once. Stunned
units have sustained mild damage, while Crippled units have
taken heavy hits and are noticeably weakened.

:
* -
I'

008
-
~ ~ .-.... ... . . . .....

Missile Swarms: these counters are used to represent swarms of


ship-launched missiles. They can be replaced by missile minia-
tures if the Players wish.
Avoidance Wheel: this is attached t o a ship miniature's stand,
and is used to denote the ship's current level of visibility.
Shield-Mode PDS Counters: these counters are used to mark a
ship that has its Point-Defense System (PDS) in shield mode, in
which the lasers watch a protective perimeter around the ship
instead of actively shooting down opponents.
Vector Counters: these are used t o mark a warship that has a
vector independent of its current direction.
ECM Counters: these are placed on Units that are actively using
ECM to block enemy command and control.
Ace Counters: these counters represent Ace-level pilots, and
are placed next t o the unit the Ace is piloting.
The other counter types are used with the Advanced Rules, and
are explained elsewhere. These counterSare: Ordnance, Targeted
ECM, Cloak, Drone, Payload, Minefields and Shrouds.

BOOKKEEPINGV
Each unit type in Lightning Strike has its own datacard that pro-
videsall of the information necessaryto use that unit in gameplay.
There are two types of datacard used in the game: Standard and
Ship. One can either use the datacard reference sheets included
in this rulebook, or keep a stack of the datacards that are in-
cluded with each Jovian Chronicles miniature. If special equip-
ment, like Missiles or Booster Pods are installed on a unit, the
datacard can be altered t o note this; otherwise, the datacard
need never be written on, and a single datacard is sufficient t o
provide data for any number of that type of miniature, so long as
they are all identically equipped. Blank datacards and other sup-
port material will be available as computer files of various types
at Dream Pod 9's Web site (http://www.dp9.com).
The best way t o use datacards, however, is t o place them in a
document binder with transparent plastic sleeves. Erasable mark-
ers, such as those pictured at right, can then be used to mark
damage and carried ordnance directly onto the sleeve-protected
datacards, without any permanent effects!
Keeping all the cards in one binder also makes them easier t o
organize and store. For example, a Combat Group (see page 13)
can stored in a single sleeve. Getting a fleet together is then a
simple matter of looking through the binder and selecting
battlegroups and individual ships. The task is made even easier
if a slip of paper with the group's point value and other special
data (such as earned experience and pilot skills) is slipped in one
corner of the sleeve.
Binders and transparent sleeves can be found at the local office
supply stores, but game stores are generally carrying them as
well for game cards storage. The larger ship datacards will not fit
those sleeves, but full page document sleeves or quarter-page
photo sleeves will hold them perfectly (see pictures at right).
-0 P

Z V STANDARD DATACARDS
The vast majority of datacards used in the course of a typical game of Lightning Strike will be of the

0
Standard Datacard type. This type is used for anything smaller than a capital ship, and provides game
statistics for either a single large vehicle or a squad of smaller units (such as spacesuited or power-armored
troops). Standard data cards are divided into several distinct sections.

F
"
0 DATACARD IDENTIFICATION I

IDENTIFICATION SECTION AlTACK SECTION DEFENSESECTION

0 set of characteristics a t the top


of the card. These include the
unit's Name, its Threat Value
Locatedat the bottom of the card, the Attack sec-
tion is a table that summarizes all of the forms of
attack available to the unit, includingthe name of
each weapon, its arc, range, accuracy, damage,
Beneath the movement section
is the Defense section, which is
arranged in a table format, and
provides information regarding

3 (abbreviated to n/) and three


miscellaneous attributes. Ac-
tions denotes the number of
Actions the unit has available
type and any special abilities that it may possess. the unit's defenses against at-
tacks coming from various arcs
(in this game, the defensive arcs
are simply Forward and Rear).

0 when Activated, while Electron-


ics is a composite of the unit's
basic abilities to communicate
with and sense other units. Size
For each arc, two values are
given. Avoidance is a measure
of the unit's ability to not get hit
by an incomingattack, and takes

0
is used to determine how much the form of a modifier to the
space the unit occupies, and unit's defense rolls. Protection,
what it can hide behind. on the other hand, approximates
the unit's ability to survive after

11:
MOVEMENT SECTION actually being struck by an at-
tack, and is noted as three
Just below the identification
section is the Movement sec-
tion, which defines how far the
\ threshold numbers.

-I unit may move each turn. There


are usually two numbers here.
The first number is the unit's nor- /
/
PERKS/FLAWS SECTION
The PerkdFlam section is lo-
cated on the right side of the ;

Z
mal Movement Allowance. The data card It lists any specialchar-
second number (if any) repre-

\
acteristics the units may have,
I
sents the unit's movement al- such as enhanced defenses I

lowance when using an alter- against particulartypesof attack


nate movement scheme (e.g. or close-combatabildies.
Overthrust for exo-armors and
I \\
\
I \\ \
fighters). Also in the movement \NOTES
section is a Facing notation, I

which describes what sort of Any special traits the attack


turning characteristics the unit might have, such astheabilityto
has (in this game, the possible pierce armor or to hit multiple
Facing types are Exo-Armor, RANGE ACCURACY times, are listed here.
Fighter and Exo-SuiVlnfantry), Range defines how Accuracydefines how
far away from the unit frequently the attack
WEAPON NAME the attack may be hits its target. Accu-
This gives a short descriptionof used, and also de- racy may vary with
fines a $et of range range; if this is the a 'P' (Projectile) or 'E' (Energy)
what the attack actually consists
of (generallythe weapon's name). bands in which the case, each slash in the and denotesthe actual form the
attack has varying Range column corre- attack takes when used
ARC I levels of perfor-
mance.
sponds to a slash in
the Accuracy column.
Arc defines in what direction
relativeto the unit the attack may The Damage Multiplier defines
be used in. The most common how much damage the attack ;
arc is Forward (F), which is a one- inflicts on its target. This nurn- I

ber is multiplied by the Margin '


hundred-eighty-degreearc cen-
tered on the front of the unit. of Success of the die roll to ob- I
tain the final damage value I
Damage may vary with range,
'
just like Accuracy I

3
SHIP DATACARDS V

The Ship Datacards are, unlike the standard datacards, meant to b e written on in the course of a game,
reflecting the greater complexity of damaging large vessels, Thus, each ship in the game must have its own
datacard, either collected from miniatures blister packs or photocopied from this book.
Ship Datacards are generally similar to standard datacards, though with some important differences:

DATACARD IDENTIFICATI

SHIP CLASS BACK TURNING

The back of a datacard can be used to keep track Turning serves a similar purpose
Class Name and Type. of any long-term campaign notes, if necessary. to the "Facing" entry on stan-
dard data cards.

Actions and Electronicsare the


same as on the standard data
cards. However, note that both
of these entries have two small
checkboxes next to them, to
keeptrack of which systems have
In most cases, a ship's Crew sustained damage.
Level will be 210,which means
that it has a Skill Level of 2 and
a Skill Bonus of 0. Over time,
however, a ship's crew may grow
more Skilled, which is why this made up of several compo-
entry is left blank for the Player nents. All ships will have a Main
to write in. Hull and Drives, but the pres-
ence of hangars and weapons
will vary from ship to ship. Each
component has its own Protec-
tion value, and checkboxes to

change throughout the game


but may never go above this.

Damage Control represents the


crew's ability to repair the vessel
\\ \times, are listed here.

during the game. This entry also


has checkboxes for recording NOTES
damage (in this case, casualties). Accuracy defines how frequently
This section describes Listedimmediately af- the attack hits its target. Accu-

7
ARC any special rules that ter the Damage Mul- racy may vary with range; if this
apply to the ship, ei- tiplier, this is either a is the case, each slash in the
Arc defines in what direction ther because of its de- 'P' (Projectile) or 'E' Range column correspondsto a
relativeto the unit the attack may sign or because it has (Energy) and denotes slash in the Accuracy column.
be used in. The most common added equipment or the actual form the
arc is Forward (Fj. which is a one- an Ace crew. attack takes when
hundred-eighty-degree arc cen- used.
tered on the front of the unit. Damage Multiplier defines how
much damage the attack inflicts
RANGE '
on its target. This number is mul-
tiplied by the Margin of Success
Range defines howfar away from of the die roll to obtain the final
the unit the attack may be used, damagevalue. Damagemayvary
and also defines a set of range with range, just like Accuracy.
bands in which the attack has
varying levels of performance. MPAIGN NOTES
ResupplylRepair and Fleet
Maneuver values are detailed in
the Campaign Rules chapter on
page 48.

OOLL
b CORE GAME CONCEPTS
..
J
+I
This section contains the basic principles that Lightning Strike is built on. At its root, the game is a rather
more complex version of chess, in which each unit has certain abilities, no one unit is overpowering or
undefeatable, and coordinating a single, skillful attack is of far more value than simply lashing out with all
guns blazing. After Players are comfortable with the Basic rules, they can read through the Intermediate and
Advanced rules for even more game options.

V SCALE
Each game turn represents about 30 seconds. Each centimeter on the tabletop represents approximately
500 meters. The scales of the counters and miniatures are not "accurate;" if they were actually in scale with
the playing field, they would be practically microscopic! Likewise, the scale of the available Jovian Chronicles
miniatures is, by necessity, inconsistent. The exo-armors and fighters are 1/500 and the ships are 1/5000.
To look at it another way, the player is seeing the same view an admiral would see on his or her battle display,
with all the units enlarged and labeled for easy identification. The actual unit only occupies the centerpoint
of the miniature, and its range to other units is measured from the center of its base. Any combat activity
(shooting, line-of-sight, taking cover, etc.) is also measured and dealt with from this centerpoint, with the
exception of close combat, as explained later. The rest of the model, as far as the combatants are con-
cerned, does not exist. It is there purely for the benefit of the player/admiral (and any onlookers).

b UNIT TYPES

In the Lightning Strike rules, a unit is any single stand (usually, but not always, with one miniature atop it).
There are four major unit types. Exo-armors, fighters and exo-suits are collectively described as Standard
Units, while large spacecraft are grouped in the Spaceship category. Standard units are distinguished by
different modes of movement and combat; Spaceships stand out from Standard units because of their
complexity and breadth of abilities.
An exo-armor is a large (fifteen meters tall, on average) and very expensive humanoid machine that is
designed for close combat and dogfighting. First fielded by the Jovian Confederation in 2169, exo-armors
(not to be confused with exo-suits, which are described below) have excellent maneuverability and de-
fenses, but only average linear acceleration. Not quite the kings of the battlefield, they are still the closest
things to reigning princes as far as the 23rd century is concerned.
The latest descendants of the atmosphere-bound war machines that fought for supremacy on Earth in
centuries past, the fighters of the Solar Nations continue to perform traditional roles of reconnaissance,
bombing and interception at budget prices. While exo-armors have taken over the arena of close-quar-
ters dogfighting, fighters have both the acceleration and firepower to outflank and outshoot exo-armors,
given half a chance. Their simpler construction also makes fighter much more adaptable in terms of pay-
load and modifications.
Barely one step up from basic infantry, the exo-suit is essentially an armored spacesuit equipped with artifi-
cial muscles for enhanced strength and thruster pods for limited space mobility. Singly, an exo-suit poses
little threat to a larger-type unit. In groups, however, the massed firepower of their small-but-effective anti-
armor weapons can bring down even the mightiest exo-armor or fighter, and their small size makes them
irritatingly difficult t o hit. Exo-suits are also feared by warship crews, due t o their deadly effectiveness as
boarding parties. In Lightning Strike, exo-suits operate in squads of three t o six 'suits; each plastic miniature
base represents one squad, regardless of the actual number of exo-suit miniatures that are on the stand.
A spaceship is any space vessel equipped for long-term operation and mobility away from a base or port.
Ranging in size from tiny corvettes to the mighty battleships and supercarriers of the Solar Nations' navies,
ships serve as mobile hangars and repair centers for fighters and exo-armors, as well as bringing heavy
support firepower to the battlefield. Battles between warships take place on a completely different level
from the smaller machines flitting about around them; warships duel in a slow, graceful ballet of move and
countermove that relies more on forethought and careful analysis than good aim and lightning reflexes.

: -
0012
VARIABLE UNIT CHARACTERISTICS V
Each unit can possesses abilities or traits that are not noted on its datacard. Its Group and
Crew Level are the two most common ones (the full game effects are explained in
the Basic Rules chapter, page 14).
A Group is simply a number of units working together, much like the mem-
bers on a football team. The purpose of Grouping in the basic rules set is
t o determine which units are able t o combine attacks with each other.
All units in a Group move at the same time during a game turn. Inde-
pendent units may move independently but cannot effectively com-
bine attacks, while larger Groups must move together and thus lose
some tactical flexibility in exchange for massed firepower. Each of the
three fleets presented in this book has different rules for Grouping;
see the Fleet List chapter (page 74) for more information. Since there is
no restriction on how far units in a single Group may be from one an-
other, one must make it easily distinguishable which Group a unit belongs
to: distinctive paint schemes, for example, or colored paper clips or slips of paper
attached t o the miniatures' bases.
Each unit has two unlisted attributes, a Skill Level and a Skill Bonus. In the basic
game, all units have a Skill Level of 2 and a Skill Bonus of 0. This simply means that
in combat, they roll two dice for Actions and defense, with no inherent modifiers.
These are referred t o as Standard Pilots (or, in the case of ships, standard crews).
The advanced rules section provides rules on how t o use pilots and Groups with
higher or lower Skill Levels and Skill Bonuses. The ship data card ha
space for recording crew level, if necessary.

DICE AND DICE ROLLINGV


f '
Several six-sided dice are needed t o play Lightning Strike. When two or more dice are rolled simulta- * .
neously, their results are not added together. Instead, the highest value rolled is considered to be the ..
f

4
outcome of the die roll. If more than one '6" is rolled, each extra '6" adds one (1) to the total of the die roll.
Thus, if two dice are rolled and come up a '6" and a '5,' the result is six, not eleven. If both dice come up '6,'
then the result is seven (6+1). If every die rolled turns up a '1,' the die roll is a Fumble and an automatic
failure, regardless of any modifiers.
Modifiers can be added t o or subtracted from the result of the die roll. A +2 modifier would add two t o the
result of a roll, for instance, while a -3 modifier would subtract three from the result. The minimum result after
modifiers is zero. If negative modifiers lower the total below zero, the final result is always zero.
Most of the rolls made in Lightning Strike are opposed rolls, with one Player actively rolling against another.
If a Player's die roll is greater than his opponent's, the test succeeds. The degree of success or failure is
determined by the Margin of Success (MoS), a value equal to the difference between the two rolls. The
defender always wins draws.
In some cases, a Player must roll against luck or nature, in which case a set target number, or Threshold, is
assigned. For instance, the Threshold t o see if a ship successfully Spoofs is 3. A roll using a number of dice
equal to the Skill Level of the unit is made: if the highest result is above 3, the roll succeeds; otherwise, the
roll fails. For simplicity, all such rolls are referred to as Skill rolls. In the game, most pilots are Level 2 pilots,
with Skill Levels of 2 and Skill bonuses of zero. This means that whenever a Skill test must be made for a unit,
two dice are rolled, with no initial modifiers.
Unless otherwise mentioned, all die rolls in Lightning Strike work in this way. Occasionally, other rolls need
to be made, not based on any unit's Skill level, but simply t o randomly determine game events such as
returns from off the playing field or warship reactor explosions. These rolls are usually performed on one die.

" Y
Lightning Strike is played as a series of turns during which both Players may act. In each turn, Playerswill roll

W off t o determine initiative. The Player who wins initiative decides which Player will go first in each of several
subsequent phases. When all Players have completed their actions for the turn, another turn begins, with a

I . I
new roll for initiative.

V INITIAL SETUP

3 Players set up on the tabletop according to the dictates of the scenario. In a simple shootout between two
forces, Players should take turns setting up on opposite sides of the playing field (if necessary, determine
randomly which Player places the first unit). All ships or Groups of ships should be placed first, starting within
twenty centimeters of their owning Player's edge of the field. Each ship must have a way of tracking its
Avoidance. Avoidance counters may be photocopied from the counter sheet and punched so as t o spin
freely around the miniature's base; painting the Avoidance numbers directly on the base and using a rotating
pointer is another option.

0 After all ships are placed (or if there are no ships being used in the battle), Players alternate placing Groups
of fighters, exo-armors or other units on the field. Depending on the scenario and the Players' choices when
building their fleets, some of the units on the table may start the game with various counters. Unless specifi-

co
cally forbidden by the scenario, units may start the game with Special Movement counters (Overthrust,
Evasion, Aiming or Vector), and ships may start at maximum Avoidance.

VTHE GAME TURN

Q In each turn, Players roll off t o determine initiative. The Player who wins initiative decides which Player will
go first in each subsequent phases. When all Players have completed their actions for the turn, anotherturn

m
begins, with a new roll for initiative. The table below summarizes the various phases and steps that make up
each game turn.

M o m the Grouped units.


Uapm alternate moving any indepandent ships that d i mt ~ D Y B
f
MAIN P H A E
. i
. .
. I
. i

. i

. : plsvers alternate taking Adnns withn


-i [ungmupd) ships.
. i
usyen attamsts takw Adnm with ships.
Playma alternate taking Actions with any indepandent ships that did not a& behwu the h p e d units.
END PHASE
Rssohn wsmhm missila Iaundma.

I Rdl for catuabmhic damam on wwrhos.

0 THE INITIATIVE PHASE


I

Each Player rolls two dice; high roll wins, reroll ties. The winner gains initiative for one full turn. At the
beginning of the First Ship Phase, the Main Phase and the Second Ship Phase, the Player who has initiative
chooses which side must go first (if there are more than two Players, the winner of initiative decides the order
in which the Players will go). The winner of initiative may make different play order choices for each of the
three phases. In the Initiative Phase, Players may also switch PDS modes. PDS is explained in further detail in
the Perks and Flaws section (page 60).
THE FIRST SHIP PHASEO
In this phase, ships may move, with the winner of the initiative choosing which side will go first.
1) The first Player may move one of his independent ships (i.e. single ships that are not in a Group). Each
subsequent Player, in turn, may move one independent ship; play then returns to the first Player. When all
Players either do not wish t o move an independent ship, or have none left t o move, g o to the next step.
2) The first Player may move one of his ship Groups. Each subsequent Player, in turn, may move one ship
Group; play then returns to the first Player. When all Playerseither do not wish t o move a ship Group, or have
none left t o move, go to the next step.
3) The first Player may move one of his independent ships that has not already moved this Phase. Each
subsequent Player, in turn, may move one independent ship that has not already moved this Phase; play
then returns t o the first Player. When all Players either do not wish t o move an independent ship, or have
none left t o move, the First Ship Phase is over. Once a Player elects not t o move a ship or Group, he may not
move another ship or Group until the next step of the Phase.

THE MAIN PHASEO


The Main Phase is where all exo-armors, fighters, exo-suits and infantry move and act. The term Activation
is used t o refer to a unit's movement and actions, when it is actively doing something during the Main Phase,
as opposed t o sitting around. A unit's Activation comprises the period of time between a Player's choosing
it out of an activated Group and it finishing any movement or Actions it needs to execute for the turn; this
may be, if the Player desires, no movement and no action at all.
At the start of a unit's Activation, the Player may choose to retain, add or remove an Overthrust counter from
the unit. The unit then moves or acts as its owning Player desires. At the end of a unit's Activation, any
unused Actions are lost. A standard unit has one Activation each turn, and may thus only move its full MP
allowance once per turn. When a Group is activated, all units in that Group are activated, in any order, one
after the other, and must finish their Activation before the next Player activates a Group of his own.
In this phase, standard units may move, with the winner of the initiative choosing which side will g o first.
1) The first Player may activate one of his independent units (i.e. single units that are not in a Group). Each
subsequent Player, in turn, may activate one independent unit; play then returns to the first Player. When all
Players either do not wish to activate any more independent units, or have none left to activate, g o t o the
next step. li
2) The first Player activates one of his standard-unit Groups. Each subse-
quent Player, in turn, activates one standard-unit Group; play then re-
turns to the first Player. When all Players either d o not wish to acti-
vate any more standard-unit Groups, or have none left t o acti-
vate, go to the next step.
3) The first Player activates one of his independent units that
has not already been activated this Phase. Each subsequent
Player, in turn, activates one independent unit that has not al-
ready been activated this Phase; play then returns t o the first Player.
When all Players either do not wish to activate any more independent
units, or have none left t o activate, the Main Phase is over.
Once a Player elects not to activate a unit or Group, he may not activate
another unit or Group until the next step of the Phase.
OTHE SECOND SHIP PHASE
The Second Ship Phase is where all ships take their Actions. Each ship has several Actions, which can be
used t o attack, move or perform other activities. A ship's Activation has exactly the same definition as a
standard unit's Activation. At the end of a ship's Activation, any unused Actions the ship has remaining are
lost. When a Group is activated, all units in that Group are activated, in any order, one after the other, and
must finish their Activation before the next Player activates a Group. The winner of initiative decides which
side will g o first.
1) The first Player may activate one of his independent ships (i.e. single ships that are not in a Group). Each
subsequent Player, in turn, may activate one independent ship; play then returns t o the first Player. When all
Players either do not wish to activate any more independent ships, or have none left t o activate, g o t o the
next step.
2) The first Player activates one of his ship Groups. Each subsequent Player, in turn, activates one ship
Group; play then returns t o the first Player. When all Players either d o not wish to activate any more ship
Groups, or have none left t o activate, g o to the next step.
3) The first Player activates one of his independent ships that has not already activated this Phase. Each
subsequent Player, in turn, activates one independent ship that has not already activated this Phase; play
then returns to the first Player. When all Players either do not wish t o activate any more independent ships,
or have none left t o activate, the Second Ship Phase is over.
Note that once a Player elects not t o activate a ship or Group, he may not activate another ship or Group
until the next step of the Phase.

OTHE END PHASE


The End Phase is very important for warships, but less so for other units. Initiative does not matter in the End
Phase; all events in each step are considered to be simultaneous.
1) All Players announce warship missile attacks and make lock-on rolls.
2) All incoming warship missile attacks roll t o his their targets.
3) All ships that are not visible t o any enemy gain +I Avoidance.
4) All ships in danger of exploding roll for Catastrophic Damage.
Once the End Phase is done, the next turn begins.

OENDING THE GAME


A game may end when one side has completely cleared all opponents from the table, or when all sides but
one concede victory. Depending on which scenario (if any) is being played, other conditions for victory may
also exist, adding t o or replacing the basic goal of completely destroying one's opponent(s).
MOVEMENT 4
Each unit has a Movement entry on its datacard. This is the basic distance (in centimeters) that the unit may
move each turn. Most units will have two types of movement, to simulate differing goals on the battlefield;
these will be described in further detail below. All units may only move once per Phase; since ships have two
Phases (First and Second), they may move twice in a turn, if they so desire (once in each Phase).
As stated earlier, the scale of counters and miniatures in Lightning Strike is much larger than the scale of the
battlefield itself. As a result, each unit occupies, in 'reality,' much less space than its associated counter does.
Thus, units may move over and through each other without harm, with effectively no chance of a collision
unless one is intended (see page 45 for ramming rules). Units may also end their movement anywhere, even
atop other units, although this may get awkward when dealing with the miniatures. It is almost always suffi-
cient just to place such miniatures next to each other.
A unit that leaves the edge of the playing area is not necessarily destroyed, but is considered to have
retreated from battle and is immediately out of the game. Only if all Players agree, or a particular scenario
demands it, should exceptions be made.

EXO-ARMORS V
An exo-armor may, during its Activation, move anywhere within a circle centered on its starting position in
that turn and whose radius in centimeters is equal to the amount of movement the exo has available that
turn. For instance, an exo with 10 cm worth of movement allowance that starts its Activation at point A may
end up anywhere within 10 centimeters of point A. However, its path may be in any direction and in any
shape; if a Player wants an exo-armor to move in circles for an entire turn, then that is what the exo will do.
The exo-armor's facing is independent of its movement; the ex0 may fly 'backwards' for the entire battle, if
its owner so desires. The only purpose of facing for an exo-armor is to determine where the pilot is focusing
attention and hence which side is to be considered the 'blind' (or rear) side.
It should quickly become apparent that it is very difficult indeed to halt an exo-armor that does not want to
stop, since it can simply edge out of the way of any obstruction. Exo-armors pay no movement allowance for
facing changes, and may turn to face in any direction every time they move. An exo-armor must, however,
have a definite facing a t all times; if, for instance, it is being attacked from two sides, it cannot face both
directions at once!
If an exo-armor is attacked while it is not acting, then its current facing is used for targeting purposes. At the
end of its Activation, an exo-armor may be turned to face any direction, and will remain so until its next
Activation.
This may seem confusing a t first, since the exo's actual position during its Activation is rather abstract; it is
somewhere within its sphere of movement, but where exactly varies depending on where the exo uses its
Action and what path it takes to its destination. It is, for instance, entirely possible for an exo to move all the
way to one edge of its 'circle,' fire off an attack, and then immediately zoom off to the opposite edge of the
circle before ending its Activation. Once its Activation is over, however, the exo's position and facing are
fixed until its next Activation. It is helpful for Players t o trace the path of their exos' movements, always
keeping in mind the exo's distance from its starting point. As long as the ex0 does not stray out of its 'circle'
during its Activation, Players are encouraged to come up with creative ways of moving their exo-armors.
An exo-armor may use Overthrust movement to increase its movement allowance. The use of Overthrust
movement must be declared at the start of the exo-armor's Activation, and an Overthrust counter is imme-
diately placed on the unit. The unit's Overthrust movement allowance is the number after the slash on its
datacard's movement section.
Overthrust movement is very strenuous on an exo-armor's structure and balance, and its Actions are accord-
ingly more difficult to accomplish effectively. Attacks and other Actions are made with a -3 modifier until the
start of the exo-armor's next Activation (this status is denoted by the Overthrust counter). Otherwise, the
movement style is exactly the same as normal movement.

I
V EXO-SUITS
Exo-suits travel in squads of several 'suits. Each exo-suit miniature base represents a full combat squad, and
the exo-suit datacards likewise describe the stats for a full squad of four t o six men. Exo-suits have no facing:
every side is considered t o be the 'front,' even when the squad is attacked from multiple sides (exo-suit
squads have identical front and rear defense stats). Otherwise, their movement is exactly the same as exo-
armor movement, following the same system of normal and Overthrust movement, albeit with smaller MP
allowances t o reflect their lower reaction mass reserves.

V FIGHTERS
Under normal movement, a fighter may move a number of centimeters equal t o its basic movement allow-
ance (the number before the slash on its datacard). However, fighters, being less maneuverable than exo-
armors, must pay for facing changes. A fighter under normal movement may make one turn of up t o ninety
degrees at any point in its phase for free; any additional turns past that, up to and including full about-faces
(1807, cost half of the fighter's movement allowance.
For example, a Lancer has a basic movement allowance of 12. If it only turns ninety degrees during its phase,
it may move 12 centimeters. If, however, it wants to turn around completely, it may only move 6 centimeters.
A fighter cannot move in any direction like an exo-armor, but must instead move in the direction in which its
nose is facing. Thus, care must be taken to properly trace a fighter's movement, since its position and facing
are always solid values, unlike the more abstract systems used by exo-armors.
Fighters are lousy close combat combatants, as shown by their poor performance under normal movement.
Where fighters excel, however, is when throttles need t o be opened wide and blazing acceleration is needed.
A fighter using Overthrust movement uses the movement allowance value after the slash on its datacard's
movement section. The fighter may make only one turn of up t o ninety degrees at the start of its phase. It
may make no other turns at all. An Overthrusting fighter must also move a minimum distance equal t o its
normal MP allowance. Fighters have no penalties for attacking or performing other Actions while using
Overthrust movement, and so d o not need to be marked with Overthrust counters.
~ - ~---" " ^ ^ " I"

o STANDARD UNIT MOVEMENT EXAMPLE


An exwrmor whh a Movement of 10/20 starts its Amvmon behind a piece of cover [say, an asteroid) lts controlling Player uses a
ruler to measure a 10cenbmetercadius circle around the exwrmor miniature, uml the exwrmor finishes hs Actnrabon. h can be
anywhere inside this circle So, the Player moves the exwrmor around the asteroid. 10 cm w a r d an enemy, and usas the e m r m o r ' s
AcWm to attack A k the attack, the Player mows the exwrmor back behindthe asteroid. and ends the units actrvauon, at this point,
the exwrmor's poslbon and facing become fixed again if he wanted, the Player could also move the exwrmor 10 cm back from where
it started. awn though h moved 10 cm forward to attack if the player had chosen to Overthrust, he could have moved the exo-armor
enphare insfde e 20canhmetewadius circle, but its attack would hava had a 3 modifier

An arOSuit squad whh a Movement of 5/10 starts ffi Actwanon It can be anywhere w h i n a 5cenUrneter-radius circle around the
cent8r of the miniature stand uml the squad finishes ffi Actlv&on After the attack. the squad can move as far back as h needs too,
so long 8s h stays Hnthin the circle Once h is done moving. its poslbon becomes fixed again Exo-suhs have no facing -every side is
considered to be the 'front' -so hs final facing does not mattar If the Player had chosen tu Overthrust, he could have moved the ex*
Suit squad anywhere inside a Ic-ce~meter-radiuscircle. but Its attack would have had a 3 modifier

A fighter whh a Movement of 15/45 starts its Acbvabon behind an a m i d , fanng the astemid The player decides to use normel
movemant. Ha must first turn the fighter so that it won't fly into the asteroid He can turn up to ninety degrees, and does so He
move8 the fighter 8 cenbmaters, and then decides to turn the fighter again Since he has turned more than 90 degrees, his fighter
must gnre up half Its Movement allowance Since half of 15 is 7 5, rounded up to 8, the Player cannot move the fighter any more
this turn, Since It has already moved 8 crn forward If the Player had chosen to Overthrust, the fighter could have turned 90
degrees and then moved up to 45 cm straight forward. but It would not have been able to turn again, because hrerthrusbng
fightars only get to make one turn
" x x - 1 1 1 x " X X - ~" x
SPACESHIPS V

Almost all ships are constructed around a similar design principle. A large array of primary engines is placed
at the end of a long main hull, along which cargo modules, habitat rings and weapons emplacements are
mounted. Small clusters of maneuvering thrusters are scattered all over the hull and are used t o turn or roll
the ship. This configuration allows the ship t o accelerate powerfully "forward," but in order to decelerate or
change direction, the ship must use its maneuvering thrusters t o come about.
Each ship has listed on its datacard the available thrust from its Drives section. This thrust value is the
number of centimeters the ship may move, straight ahead, each time it is allowed t o move. A ship may move
once during the First Ship Phase, and may also spend one Action t o move a second time in the Second Ship
Phase. A ship may not spend more than one Action to move in the Second Ship Phase.
A ship can change facing by a certain amount each turn, and may do so before, during or after its forward
thrust. If a ship changes facing, it must "pay" for the facing change with half of its normal forward thrust.
There are four classes of ship Turning:
Nimble: each turn, this ship may change facing up t o 180" at the cost of half its movement allowance.
Average: each turn, this ship may change facing up t o 90" at the cost of half its movement allowance.
Sluggish each turn, this ship may change facing up t o 45" at the cost of half its movement allowance
Immobile: this ship may not change facing at all. It either sits completely still, or moves in a single direction
for the entire game.
A ship cannot change facing more than once a turn. Even if the ship uses an Action t o move in the Second
Ship Phase, it still may not change facing a second time. A ship may, however, choose to wait until the
Second Ship Phase to make its facing change.
For example, a Valiant-class carrier has 10 cm of movement allowance and an Average Turning Type. In the
First Ship Phase, it decides to change facing. It may turn up t o ninety degrees, but may only move forward
half of its movement allowance (5cm). After it moves and changes facing, its Avoidance is reduced by 1 (see
Avoidance, page 22). In the Second Ship Phase, the Player spends an Action t o apply more thrust (which will
again reduce the ship's Avoidance by 1). The Valiant may move forward 10 cm, but it may not change facing,
because it has already done so this turn.
_-
SHIP TURNING
. I
- 1 b ACTIONS
At any point in its Activation (i.e. before, during or after its movement), a standard unit may use any or all of
its Actions. Actions are most often used t o attack other units or repair damage (this is a wargame, after all),
but some other options may b e available t o certain specially-equipped units (see Perks and Flaws, page 60).
The number of Actions a unit may spend each turn is listed at the top of its datacard, under 'Actions.' For
most non-ship units, this number is one, although some units (like CEGA's Wraith fighter) have two or more.
. >
Ships have several Actions, and can use them for a number of purposes, not just attacking. The Player must
. I
. I choose what Actions a ship will take; very seldom will a ship be able to do all the things it wants t o do.
* I
- 1 V SHIP ACTIONS
Each ship in the game has a basic number of Actions, noted on the ship's datacard. Unlike most smaller
units, like exo-armors and fighters, this number is usually quite large, and represents a ship's large crew and
multiple automated systems.
Several types of Action are available t o ships and may only be used in the Second Ship Phase unless a
Command Point is used. With the exception of the Thrust Action, any Action may be taken more than once
in a single turn, and the Actions may be taken in any order.
The five possible Actions for ships are:
Damage Control: this Action represents crewmembers being called away from normal duty stations to
assist in repairing the ship. The ship may immediately roll its full available damage control dice complement
against a Threshold of 3. The Margin of Success of the Roll is the number of damage boxes on the datacard
that may be repaired (erase the marks in those checkboxes). A failed or fumbled roll has no result.
Fire Weapons: this rather self-explanatory Action allows a ship to fire any or all of its weapons. Each weapon
may only fire once per use of this Action, but as many weapons as the Player desires, up to and including the
vessel's entire complement, may fire each time this Action is used. Note that weapons with the Power-
Hungry characteristic, when fired, restrict the number of other weapons that may be fired in the same Action
(see page 64).
Ping: the ship turns on its active sensors for a few moments in an attempt t o "light up" another ship.
Select a target ship. For ships, the range of a Ping is essentially unlimited, but is limited
by line-of-sight (it is not possible to ping a ship that is hiding behind an asteroid, for
instance). Each ship makes a Skill test, modified by its Electronics rating. If the
defender wins, there is no effect. If the attacker wins, the defender's Avoid-
ance is reduced by 2. No matter what the result of the roll is, the attacker's
Avoidance is reduced by 1. If the attacker fumbles, its Avoidance is re-
duced bv 2 instead of 1.
Spoof: this Action represents the ship's crew devoting power, resources
and attention t o misleading enemy targeting systems by various elec-
tronic and physical means (balloon decoys, flares, etc.). Make a Skill test
using the ship's Crew Level against a Threshold of 3. If the roll fails orfumbles,
nothing happens. If the roll succeeds, increase the ship's Avoidance by the
roll's Margin of Success.
Thrust: in the First Ship Phase, every ship gets the opportunity t o use its move-
ment allowance (apply thrust) without expending Actions. If this proves insuffi-
cient, the ship may spend one of its Actions in the Second Ship Phase t o move a
second time (this will again reduce the ship's Avoidance by one). This Action may
4 only be taken once per turn.
COMBAT 4
The basic goal of maneuvering in battle is t o get in a position to attack (and hopefully destroy) the enemy. In ..
N
Lightning Strike, there are two basic styles of attack. Standard units dash about t o make single, well-placed
strikes on their opponents, while warships launch vast swarms of missiles, beams and hypervelocity slugs at
one another. This section describes the procedures for both types of combat.
All units in the game are assumed t o have enough ammunition for their weapons t o last through a battle.
Only some special weapons (like Drones and bomber ordnance) require ammunition t o be tracked; rules for
such weapons are provided with their descriptions. Units are also assumed t o have sufficient fuel t o last
through the battle. Fuel and ammunition considerations do come into play in Campaign games, but these
are dealt with outside of the main tactical Lightning Strike rules.

LINE-OF-SIGHT'I
Space is big, extremely so. There is seldom any cover worth speaking of, and it is generally not hard t o get
a clear shot at a target, provided one knows where it is. Line-of-Sight (LOS) is defined as the knowledge a
unit has of the location of its target, and the implied ability t o launch an attack against the target. If a unit
does not have LOS because its target is hiding behind a rock, dust cloud or another unit, then the target may
not be attacked until LOS is established. LOS can be blocked only under certain circumstances. In most
situations in Lightning Strike, any unit on the map will be able t o see any other unit on the map.
LOS is blocked if the target is in base-to-base contact with an intervening piece of terrain or a similarly
intervening other unit whose Size is equal t o or greater than the unit being targeted. Note that base-to-base
contact is necessary for LOS to be blocked. If the unit the target is in base-to-base contact with is actively
engaged in close combat with the target, and the involved units are the same size, then any weapon hit has
an equal chance of striking either unit.
Thus, an exo-armor (Size 3) could hide by placing itself so that a Size 3 or larger object or vehicle is between
it and its assailant. If it were in close combat with another Size 3 unit, it would run a fifty-percent chance of
getting hit by any incoming fire (with its opponent getting hit the other fifty percent of the time). In close
combat with a Size 2 exo-suit, it would gain no cover at all. On the other hand, it would gain complete cover
from a Size 8 warship it was in close combat with, as long as, of course, it remained behind the warship and
in contact with the warship's base. Depending on what Intermediate or Advanced rules are in effect, there
may be other instances in which LOS may be blocked, but in the Basic rules, the concept is that LOS is never
blocked unless the target in question is in base-to-base contact with the intervening object(s).
" " x " x " I I I - I _ *---
LINE OF SIGHT EXAMPLES c)
V RANGE
Before an attack is made, the Range between the attacker and the target must be determined. Simply
measure the distance in centimeters from the center of the attacker's base t o the center of the target's base.
Players may measure range at any time. Units in physical or base-to-base contact are considered to be in
close combat, and the range between them is considered to be zero (or " C on the datacards).
The Range column of the attack box on the datacards provides range information for attacks in one or more
range bands. These bands correspond with the bands that are in the Accuracy and Damage columns, giving
an attack different Accuracy and Damage scores depending on the range. For instance, the Pathfinder Alpha's
particle cannon has three range bands: C, 10 and 25, separated by slashes. In the Accuracy column, the three
Accuracy values, + I , +I and 0 are also separated by slashes, as are the three Damage values in the Damage
column. Thus, at a range of 'C' (close combat, or physical contact), the particle cannon has an Accuracy of +1
and a Damage Multiplier of 4. Out t o ten centimeters, the particle cannon still has a +1 Accuracy, but its
Damage drops to 3. Finally, at ranges between 10 and 25 centimeters, the cannon's Accuracy drops to zero
and its Damage drops again, t o 2. The particle cannon cannot attack beyond 25 centimeters.
If a weapon does not have a 'C' as one of its range bands, then it cannot be used in close combat. Such a
weapon may attack as long as there is any space (even a fraction of a centimeter) between the attacker's
counter and the target's, but once the two are in physical contact, it may not attack at all. This represents
weapons that have a minimum arming distance, like long-range missiles, or especially heavy or unwieldy
weapons that cannot b e swung around to bear on a nearby target.

V AVOIDANCE
'm
.. ..
t
All units have an Avoidance value, which defines their ability to dodge, hide or otherwise avoid being struck
N
by an attack. Standard Units have fixed Avoidance values, which act as modifiers applied to all of that unit's
defense rolls. Ships, on the other hand, have Avoidances that can rise and fall from moment t o moment,
depending on the ship's actions and the actions of others.
Being unable to nimbly dodge incoming fire like exo-armors, ships must rely on deception and stealth t o
avoid being hit by enemy fire. All warships have extensive arrays of electronic spoofers and decoy genera-
tors, designed t o mask the ship's exact location and make targeting difficult for enemy gunners. While it is
impossible to make a ship invisible, all that is really required is t o persuade an enemy that his target is a few
tens of meters from its true location, just enough t o make any incoming fire miss.
A ship's Avoidance rating starts the game at its base level (noted on the datacard). Moving, firing weapons,
or sending many comm transmissions lowers the ship's Avoidance, while minimizing the preceding activities,
or diverting more power to the decoy systems, increases the ship's Avoidance. Keep track of these changes
by turning the counter wheel so that the current Avoidance value is pointing t o the ship's front.
As with combat between standard units, a ship's defense rolls are modified by its current Avoidance value. It
is thus important for Players to keep their ship's Avoidance as high as possible, until an opponent makes a
mistake and lowers his own Avoidance enough for a full assault to be launched. The Avoidance counter's
position should be updated immediately after any of these events occur:
Cover: every time a ship enters a dust cloud, debris field or other cover, it gets +I t o its Avoidance. In the
End Phase, every ship that is hidden from all enemies by an obstacle or ship or is still in a dust cloud, debris
field or other cover gets +I t o its Avoidance (see page 43).
Ping: each Ping attempt lowers the ship's Avoidance by -1. If a ship is the target of a successful ping, it gets
-2 to its Avoidance (see page 20).
Spoof: every successful spoof attempt adds the Margin of Success t o the ship's Avoidance (see page 20).
lagging: if a ship is tagged by an enemy unit, it gets -1 t o its Avoidance (see page 72).
Thrust: -1 Avoidance if thrust is used in the First Ship Phase. An additional -1 is applied if the ship also uses
thrust in the Second Ship Phase (see page 19).
Weapons: -1 Avoidance for each shot from any weapon (unless it is Stealthy, see page 65).
No matter what, a ship's Avoidance may never go above the Base Avoidance listed on its datacard. There's
only so much a two-hundred-meter hunk of fusion-powered metal can do t o hide itself! On the other hand,
a ship's Avoidance may never drop below -5 either.
FIRE ARCS V
All units have Fire Arcs listed in their attack characteristics. These arcs define what portion of a unit's sur-
roundings that unit's weapons may target and affect. The primary arcs are described:
Forward: this arc covers a one-hundred-eighty degree arc centered t o the unit's front (see diagram).
Fixed Forward: this allows attacks only within a 90-degree arc centered on the unit's front facing (see
diagram below).
RighVLefk similar to Forward, this arc covers a one-hundred-eighty degree arc centered t o the unit's right
or left side.
Rear/Afk similar to Forward, this arc covers a one-hundred-eighty degree arc centered to the unit's rear. Aft
is synonymous with Rear; it is a nautical term used on warships.
Spinal: a weapon with a Spinal arc may only fire at targets directly in front of the unit in a 1-cm wide path.
Turret: the attack may be used in any direction, regardless of the unit's facing.
Defense Arcs are similar to fire arcs, but they are largely simplified. There are only two arcs, Front and Rear.
For standard units, each arc is a one-hundred-eighty-degree semicircle, covering the front half and rear half,
respectively, of the unit. Attacks that originate from the unit's front use its Front defense stats, while attacks
from the rear use the Rear defense stats. Ships have a rear arc of only ninety-degrees, representing the zone
in which sensor readings and spoofing effects are fouled by the presence of the ship's drives.
" - 1 1 1 ~" " -_ ---
-I "-
1- I .~-"-"
COMBAT-ARC DIAGRAMS"
V ATTACKING
Attacks are resolved with opposed rolls based on the involved units' Skill Levels. All pilots in the basic game
are Skill Level 2, and so will roll two dice for attack and defense. For each Action spent, a unit may use one
weapon in an attack against one target, provided that the target is within range, arc and line-of-sight.
On each standard unit's datacard is an area labeled 'Attack,' with several lines of information. Each line
corresponds t o one weapon that is available t o the unit; for each Action spent to attack a target, the unit may
choose one of those weapons to use. The only way t o attack with more than one type of weapon in a single
turn is by expending more Actions. Since most standard units have only one Action, they will only be able to
choose one weapon each turn.
Some units may be equipped with additional weapons purchased before the game with Threat Value points.
The abilities of these weapons are summarized on page 70, and can also be penciled onto unit datacards.
These additional weapons are treated just like built-in weapons; they d o not confer extra Actions.

0 ATTACKING WITH SHIPS


A ship's available attacks are listed in its Components section. A ship attacks with its weapons by using a Fire
Weapons Action. Unlike a standard unit's attack, a ship that takes a Fire Weapons Action may fire any or all
of its weapons once, not just one of them.
The Player must decide which weapons will fire at what target before actually making any attack rolls. Once
the Player finishes declaring his attacks for the ship, he then makes his attack rolls in any order he chooses.
He may not, however, change his chosen targets. For instance, if a Player declares that his Poseidon will fire
both of its particle cannons at a Pathfinder, and the first particle cannon shot destroys the Pathfinder, the
second particle cannon shot simply fires into empty space; it may not be redirected. Thus, Players should
exercise judgment in deciding how many attacks to assign t o a single target.
Range, Fire Arcs, Accuracy and Damage are worked out just as with standard unit attacks (remember to
measure range from the ship's centerpoint). For each Fire Weapons Action, the ship may attack once with as
many weapons as it desires, attacking as many targets as it desires.

OATTACKS AGAINST SHIPS


Ships, being rather large constructions, are generally not fired on as a whole. Rather, individual components
are targeted and destroyed, often rendering the vessel unable to fight while still leaving it relatively intact. A
common tactic is t o use exo-armors or fighters to destroy a warship's poorly-armored weapons and drives,
leaving its exceptionally well-armored main hull helpless in space.
Ships are so big that it is possible t o hit any component by simply moving to the side a bit. As a result, any
component on a ship may be targeted and hit from any direction.
At long range, attacks against ships will hit a random component, determined by the table on page 36.
Below this range, a unit may choose a component t o attack; if the attack succeeds, that component is hit
automatically (each system on the Main Hull Damage Table is considered a single component). Warship-
launched missile swarms always hit a random location, no matter where they were launched from.
The range at which a unit may choose individual components is determined by the firing unit's Electronics
rating. Note that in some cases (like the Pathfinder), a unit's weapons will have a shorter range than its range
for targeting ship components.
A ship or standard unit may target individual ship components from any distance beyond the one defined by
its Electronics rating, at the cost of a -2 modifier to its attack roll.

TARGETING RANGE
I
Range El.ctrm*.Rating Range
-9 and b e k 5cm +2 30 Crn
0 15cm c3 40 cm
+7 20 cm
x _
CLOSE COMBAT 0
When two or more units are in base-to-base contact, they are considered t o be in close combat. If one of the
units is smaller than the other, it may hide behind the larger unit; LOS cannot be drawn t o the hiding unit if
the larger unit is between the smaller unit and the unit attempting to draw LOS. If the units are the same
Size, then any ranged attack on one of those units has a chance of accidentally hitting the other; roll ran-
domly to see which unit is attacked, and then make the attack-defense roll as normal. A unit that is in close
combat with several other units may choose which of the other units with which it is in base-to-base contact
it will attack, with no chance of striking the wrong target.

The only way most ships can attack a unit in close combat with them is with their PDS (see page 65) while it
is in Shield mode, and even then only when the target unit is actually moving into or out of physical contact.
A ship cannot move itself to enter close combat; the only way for a ship t o actively touch another unit is t o
ram it (see page 45).

THE ATTACK ROLL0


After establishing that LOS exists, determining the range t o the target and deciding on which attack t o use,
one must announce the intention t o attack the other Player, and with what type of attack. At this point, both
Players will figure out the dice rolls each must make to resolve the attack. Each Player rolls two dice, and
modifies the result of the roll with applicable modifiers.
Accuracy: the weapon's Accuracy at the target's range is a modifier that is applied directly t o the attack roll.

Overthrust: an exo-armor or exo-suit squad that uses Overthrust movement is subject to an automatic -3
modifier to their attack roll. Fighters are not penalized in this fashion when using Overthrust movement.
Evasion: a Unit that is evading gains a +3 bonus to all of its defense rolls.
Avoidance: the target unit's Avoidance value for the arc from which the attack i s originating is a modifier that
is applied directly t o the target's defense roll. Thus, if the attacker is in the target's Front arc, the defender's
Front Avoidance value is added to (or subtracted from) the target's die roll. A ship's Avoidance value is the
current number noted on the Avoidance wheel; if the attack comes from inside the ship's Rear arc, an
additional modifier applies based on the ship's Rear Base Avoidance.
If the attacker's roll is higher, the attack is a hit, and Damage is scored. If the target's roll ties the attacker's roll
or is higher, the attack misses. Note: although there are few instances when one should want t o d o so, any
unit may choose not t o defend against an incoming attack, and take zero as its defense roll.
UATTACK ROLL SUMMARY
I
The attecks's roll squab the mll of Ewo dice modified by:
+ Attack's Acwrscy
3 d attacker has 0vwt.hrust munter
+ Close Combat Opumued bonus (if applicable: we pago 621
+ mmbinabon bonus Id applmble. we 2.6.5.61
The Prget's MII equals the roll of Ewo dloe modifnd by:
+ Adancs

(3 STANDARD UNIT ATTACK EXAMPLE


A Pathfinder finds ttself in combat with a Syreen exo-armor The Pathfinder pilots maneuver his vehicle near the enemy machine and
opens fire The range between the center of the two machines is 22 centlmeters - far, but whhin manmum range Snce the
Pathfinder's pilot has a Skill level of 2, the Player rolls two dice for his attack He rolls a 3 and a 2, the roll is thus 3 He adds the
weapon's Accuracy at 22 centmeters ( 4 1 . none of the other modifiers are applicable The final amck roll is thus 3 The Syreen's pilot
also has a Skill level of 2, and rolls two dice for his defense They come up 4 and 2 The attack is coming from the Fmnt am. and the
Player adds the Syreen's Front Avoidance ( 4 1 The final roll is 4, which beats the Pathfinder's The attack misses Its the w e n ' s
Acbvauon now it hrerthrusts by 20 centmeters, movtng intu close range whh the Pathfinder The dice come up 6 and 3,modfiers am
3 for Overthrust, + I for Accuracy at 'C' range The final roll is thus 5. The Pathfinder's pilot rolls his defense 1 and 1 -a Fumble1His
defense is thus zero, and a world of hurt awaits him

C3 SHIP A-TTACK EXAMPLE


A Poseidon BatUeship is at the beginning of its Actrvatron The controlling Player spends an Action and select Fire Weapons to attack a
nearby Valiant m k e carrier Since a Fire Weapons Actron allows a ship tu fire any or all its weapons, the Poseidon declares that h wdI
fire both its Kinetlc Kill Cannons (KKCI and Particle Cannon batteries at the Jovtan ship These weapons have the Rapid Fire character-
isbc at Rahng 1 , meaning that each one gets to fire twtce The Poseidon ends up making four separate amck rolls, two for the KKCs
and two for the Parttcle Cannon

Each shot from the Parttcle Cannon reduces the Poseidon's Avoidance by 1, for a total of 2 The KKCs [because they have the stealthy
characteristlc] do not lower the ship's Avoidance The range between the center of the two ships is whhin maximum range of all attacks
Since the Poseidon's crew has a Skill level of 2.the Player rolls two dice for each of his attacks He rolls a 4 and a 1 for the hrst KKC,
the roll is thus 4 He adds the weapon's Accuracy [+I], none of the other modifiers are applicable The final attack roll IS thus 5 The
Valiant's crew also has a Skill level of 2, and rolls two dice for defense They come up 6 and 3 The attack is coming from the Fmnt am
and the Player adds the ship's current Front Avoidance [-I].
for a total of 5 The attack misses The other three amcks proceed in the
same fashion, each being completed before moving tu the next one

0 COMBINING A T A C K S
Two or more units in the same Group may choose to coordinate, or combine, their attacks against a single
enemy, increasing their chances to hit. This can be accomplished through extensive group training or, more
commonly, through linked battle computers picking the optimum moment to unleash the attacks so as to
catch the opponent off guard.
To combine attacks, a Player must declare which units are going to combine their attacks when the Group is
activated. The entire Group does not have to combine attacks; it is perfectly acceptable for two units in a
four-unit Group to combine their attacks, leaving the rest of the Group to attack individually. However, all
units that wish to combine attacks must take their Actions one after the other, with no interruptions by other
units in the Group that are not part of the combination attack. A cumulative + I bonus is added to the attack
roll of each unit in the combination past the first. Units may not combine attacks with units that are not in
their Group.
Ships that are in a Group may also combine attacks. Although ships (and some standard units) have multiple
attacks, the maximum bonus increment from each ship in a Group is + I . However, the bonus is applied to
every target the ship attacks in its turn. It is a good idea, when dealing with combination attacks from large
groups of ships, to mark each target with a scrap of paper for each ship in the Group that has attacked it; the
number of scraps on a given unit is the current combination bonus the Group has built up on that target.
When the Group is done activating, the scraps can be removed.

002b
" x x

COMBINATION ATTACK EXAMPLE 1 CD


Five Pathfinders are a Group. When the Group is activated, the Player decides that three of the Pathinders will combine their attacks
against a single Wyvern. Pathfinders B, C and 0 are chosen as tha participating units. The Player begins his turn.

Pathfinder A takes its Actions. unaffected in any way by the combination attack. Then, Pathfinder E ems. attacking normally and thus
starting the combination chain. Pathfinder C must act immediately after Pathfinder E. and does so, adding a +modifier
I to its attack
mll. Immediately after, Pathfinder D must act, and receives a +2 modifier to its attack mll. This ends the combination attack. and
Pathfinder E takes its Actions normally, with no modifiers to its attack MII fmm the combination attack. If Pathfinder E had been part of
the combination attack, though. its attack roll would gain a +3modifier, puttjng the Wyvern in a distinctly uncomfortable situation.

COMBINATION ATTACK EXAMPLE 2 CD


Three CEGA Bricriu c o m s are in a Group. When their Activation comes amund. there are three Pathfindm [named A. B and C] in
range of the ships. The first Bricriu announces that it will spend one action and fire one laser shot aach at Pathfinders A and E. It does
so,missing both times.

The second Bricriu spends one action to fire, but fires both its beam cannon and its lasars: one shot fmm each weapon to Path?n
iders
B and C.50 that each of the two Pathfinders is attacked brvice. The second Bricriu receives a +Ibonus to hit Pathfinder E. because of
the combination bonus from tha first Bricriu's attack, but gets no bonus to attack Pathfinder C because the first BNcriu did not fire at
Pathfindar C. The second Bricriu fires, and misses all four shots.

The third Bricriu spends one action to fire, end fires one laser shot each at Pathfinders A and C, and one beam cannon shot at
Pathfinder C.so that aach Pathfinder is attacked once. The third Bricriu receives:

I]
a+toIhh Pathfinder A [because the first Bricnu attacked h once, for a +Icombinabon bonus)

2) a +2 to hh Pathfindm B (because the first Bricnu attacked it once, for a +Icombinabon bonus, and the second EnCriu attacked h
Wce, for another +remember,
I, no matter how many bmas a single ship attacks e target,the maximum bonus to a single target fmm
a single ship is +I]

m hh Pathfinder C [because the second Bncnu attacked It m c e . for +Icombination bonus]


31 and a +I
"~ ~~
co ..
b DAMAGE
After an attack hits a target, a certain amount of damage is inflicted. An attack's damage is equal t o the

W
YI
N
attack's Damage Multiplier times the Margin of Success of the attack roll. The final damage is compared t o
the target's Protection rating.

1 There are three values for each defense arc. The first number is the Stun Threshold. The second number is
the Crippled Threshold. The third number is the Overkill Threshold. These values are compared t o the
damage result t o determine what happens t o the unit being hit.

3 If the damage is less than or equal t o the Stun threshold, the hit was a glancing blow, and no damage is
incurred. If the damage is greater than the Stun threshold, the unit is Stunned (sustaining light damage). If

a the damage is greater than the Crippled threshold, the unit is Crippled (sustaining heavy damage). Finally, if
the damage is greater than the Overkill threshold, the unit (or component, in the case of ships) is destroyed
outright. Note that, unlike the Silhouette system, a Threshold number must be exceeded, not merely equaled,
t o have an effect. Thus, a unit that sustains damage equal to the Overkill threshold is only Crippled; the
damage must actually exceed the Overkill threshold for an overkill t o take place.
Only the most severe of these possible damage results applies t o the target. Thus a unit that sustains
Crippling damage gains only a Crippled counter. It does not gain a Stunned counter, even though the
damage was obviously enough to exceed the Stunned threshold. In short, only one damage result can be
inflicted from each hit.

.- V DAMAGE TYPES AND SPECIAL DEFENSES


*,4
There are two possible types of damage, designated by letters next t o the Damage Multipliers on the
'YI

N
datacards. They are:
Energy: these are weapons that do heat or atomic damage by electromagnetic radiation or the impact of
various subatomic particles on the target. They are designated by an 'E' on the datacard.
Projectile: these weapons launch some sort of solid mass at the target, inflicting damage by breaking armor
and physically tearing through material. Such weapons are designated by a 'P' on the datacard.
Certain units are better protected against one type of damage than another. For instance, the Vindicator has
Energy Protection. If the Vindicator is attacked with a weapon that does 'E' damage, it would get a different
Protection (listed beside the Energy Protection) if the weapon hit. If the Vindicator is attacked with a 'P
weapon, however, it gets no special defenses, and must use its normal Protection values.
Although there are certainly more types of weapons imaginable (psychic, perhaps, or gravitic), the two types
described here are sufficient t o cover the Jovian Chronicles universe. Although it is possible for a weapon to
have more than one type of attack, such instances d o not, for the moment, occur in Lightning Strike.

V DAMAGE TO STANDARD UNITS


N
Stunned units are mildly shaken up by the attack, but not seriously damaged. When a unit is Stunned, place
.YI
.111
a Stun counter on the unit's base. To remove the Stun counter, the unit must spend one Action. If, at any
time, a unit has two Stunned counters on it, both counters are immediately removed and replaced with a
single Crippled counter. A Crippled unit may be Stunned again by additional attacks or effects, but this time,
if there ever are two Stun counters on the unit, the unit will receive a second Crippled counter, and is
immediately Overkilled. This effect may be modified by certain vehicle characteristics. Note that a Stunned
unit is not required to remove the Stun counter if it does not want to. The Stun counter has no adverse
effects, and a Stunned unit may operate at full power; the only danger is that if the unit gets Stunned again,
it will become Crippled.

: -
c
.

0028
b DAMAGE TO STANDARD UNITS

Crippled units are permanently affected. They follow the 'Rule of Halves:' values for MP allowance and
weapon damage are all halved, rounding up. A Crippled counter may not be removed from a unit; it stays
until the unit is dead (or repaired after the battle). This effect may be modified by certain vehicle character-
istics, like Exposed Fire Control (see page 60).
If a unit ever has two Crippled counters on it, it is immediately Overkilled. Overkilled units are immediately
eliminated from the game and should be removed from the board.

If e PatMinder attacking a Wyvern wnh hs parbcle cannon at e ranga of five cm beats the Wyuem's roll by five. the Margin of Success
of the rollwould be five The parbcle cannon's Damage Mulbpliw at five cm IS 3.which means that the total damage done m the Wyvern
IS 5x3 - 15 points. This is greater than the Wyuem's heavy protamon rabng of 12, but under Its Dverkill protamon rmng of 18, so
the wr
n ISCrippled.

been 3 x 3 - 9. which would be a Stunned result.

STANDARD UNIT DAMAGE EXAMPLE 2 a


A Pathfinder has scored e successful hit on en enemy *en. The Margin of Success of the attack - that is, the difference batween
the attacker and the defender's die rolls - is multiplied by the Damage of the attack at the range between the bnro Units. In this case.
they are separated by 22 centimeters,which indicates we should use the r i g h o s t enby [Damage 2 E). The Pathfinder'sPlayer rolled
a 6, the Syreen's a 2. The damage is thus (62)x 2 E, or 8 E. This is compared to the Syreen's Protection. which is 3/6/11 ; the w e n
has no special defense versus ' E attacks. 8 is higher then 6 . but lowar than 1 1. The Syreen then receives e Crippled counter. h now
moves at 6 / 1 2 and helves the Damage Multipliers of ell its weapons.

DAMAGE TO SHIPS '


I
Ships, being much larger than standard units, are not attacked
as a whole, but rather as individual parts of a whole. When a ship
is hit by any attack not aimed a t a specific location, a hit location
must be determined. Roll one die and consult the Basic Hit Lo-
cation table below, then check either the Main Hull Location Chart
or the Component Location Chart, depending on which result
was rolled.
If the Basic Chart indicates a hit to the Main Hull, roll one die t o
find out which system in the Main Hull has been hit. If a roll re-
sults in a hit on a system that is already Overkilled, the attacking
Player may choose a different system from this table.
If the Basic Chart indicates a hit to a component, roll one die and check the numbers along the left side of
the target's datacard to see which component was hit. For example, a long-range shot hits a Valiant carrier.
A 5 is rolled on the Basic Hit Location Chart, which means a component was hit. One die is rolled. It comes
up 3. Looking on the left side of the Valiant's datacard, we see that a roll of 3 means that the Spinal Laser,
with a Protection of 15/30/45, was hit. If a roll results in a hit on a component that is already Overkilled, the
attacking Player may choose a different component on the ship's datacard.
Some vessels (like the Venusian Shan-Yu) have more than six components listed on their data cards. When
the attacker rolls for a random component hit, and gets a location that has two or more components, all the
components with that hit location number are affected by the hit. If an attacker is choosing a component to
attack, and chooses a component that has the same hit location number as one or more other components,
then his attack will affect all the components with that hit location number.
If the attacker chose a specific component to attack, he may choose any single system or component from
either the Main Hull Damage Table or the Component Damage Table.
0 HIT LOCATIONS
Ships are rather difficult to effectively Cripple. Hits that would obliterate an exo-armor can, on a ship, be
either repaired or backed-up with little effort. Only very severe damage or repeated hits on a single system
are likely to damage a ship beyond the ability of its damage control crews to repair. To reflect this, and to
help Players keep track of the fact that ship systems can be damaged and repaired repeatedly, each system
on a ship's datacard has two small checkboxes next to it. These damage boxes can be marked off (with a
pencil or other erasable marker) as the ship's systems take battle damage. Successful Damage Control rolls
allow marked-off damage boxes to be erased (see page 20).
If the hit exceeds the Main Hull or Component's Stun Threshold, mark off one damage box on the appropri-
ate section of the ship's datacard. If the hit exceeds the Main Hull or Component's Crippled Threshold, mark
off two damage boxes in the appropriate section of the ship's datacard.
If the hit exceeds the Component's Overkill Threshold, or if you need to mark off a damage box and there
are no more empty damage boxes in that section, cross the entire relevant section out. It is Overkilled
(destroyed) and may not be repaired during the battle.
If any single Main Hull hit inflicts enough damage to exceed the Main Hull's Overkill Threshold, the entire
ship is immediately destroyed. Leave the miniature on the table; it may explode in the End Phase (see next
page), but if it does not, the drifting hulk can be used as cover by other units.
Note that the only difference between Stun damage and Crippling damage t o a ship is the number of
damage boxes that are crossed off. When a ship system is damaged, regardless of the severity, it is turned
t o "standby" mode for ease of repair. So, as long as the system isn't Overkilled (and completely destroyed),
any damage result will have the same effect. However, if a system with no empty damage boxes takes
another hit, it will be Overkilled, so it's important t o repair heavily damaged systems (i.e. those with both
damage boxes marked off) as quickly as possible!

-~""
~" ~ - I-x " ~

MAIN-HULL DAM-AGE
TABLE
CATASTROPHIC DAMAGE AND EXPLOSIONS0
Ships in Lightning Strike are powered by one or more large fusion reactors. Although quite stable under
normal operating conditions, and engineered with failsafes in case of damage or core breaches, the reactors
are nonetheless both delicate and volatile and can, on some occasions, overload, trigger a runaway fusion
chain reaction and explode with devastating results.
Whenever a ship's Reactortakes an Overkill hit, the reactor runs the chance of exploding. In each End Phase,
roll one die. On a one through five, the reactors' failsafes successfully bleed off and cool down the core,
staving off a critical buildup for one more turn. If the roll comes up a six, one of the ship's reactors cannot
shut down in time and explodes. Add one to the roll for every other Overkill hit the ship's Main Hull has taken
in addition to the Reactor hit.
In cases when a ship's Main Hull is Overkilled as a result of a single shot, the reactor may also explode. The
roll in the End Phase is made as normal, but if no explosion occurs, no further rolls need be made; the ship
is now a floating hulk drifting in space.
A reactor explosion affects everything within a number of centimeters equal to the ship's Size. Every unit or
ship within this radius takes an amount of 'E' damage equal to the ship's Size multiplied by the roll of one
die. Affected ships only take damage to components facing the explosion's center. The ship itself, every-
thing in it, and everything that was in close combat with it, are vaporized with absolutely no chance of
survival or salvage.
If a ship manages to get off the table, it is considered "safe," and no longer has a chance of exploding; out
of the heat of battle, the crew manages to cool the reactor down and safely bring the ship back to port.

SHIP DAMAGE EXAMPLE 0


A Bncriuclass corvette is on the sharp end of a rather bwtal attack that causes 2 0 points of damage The attack comes from long
range, so a die is rolled to determine the locabon The die turns up a 4, meaning a Main Hull hh 20 is higher than 18 [the Main Hull's
Crippled Threshold]. so a d l is made on the Main Hull Damage Table [if the shot had exceeded the Main Hull's Overkill Threshold. the
whole ship would have been destroyed] The roll comes up a 6, which is a Radiatlon Shielding hit Two boxes are marked off the
Avoidance sectlon of the datacard, and the ship's Ease Avoidance drops by 4 untll the damage is repaired If the Rediabon Shielding
takes another hit before it's repaired. there will be no more damage boxes to fill in. and the Radiabon Shielding will be Dverkilled

Another group of attackers, which is closer, decides to target the ship's engine in an attempt to immobilize it Their Electronics rabng
is 0.requiring them to move within 15 cm of the ship to target a specific component They do so, and attack the Drive component They
Stun the drive sectlon, which causes one damage box to be filled in and the ship's thrust to be cut in half Another attack comes in and
cause Crippling damage to the engine This would normally fill two boxes, but since one is already marked off, the engine sectlon IS

Overkilledt In the End Phase, the Player checks for explosion and roll one die it turns up six A runaway chain reaction starts up and the
fusion drive explodes One die is rolled for damage another six. which is mubplied by the ship's Size. 7, to yield 4 2 points of 'E' damage
to anything within seven cm of the doomed vessel At least they took some of the attackers with them
b ASSEMBLING THE MINIATURES
The Jovian Chronicles miniatures are high-quality multi-part kits that require some assembly to complete. A
few tools will be needed; while some may be costly, they will last for many years if cared for properly. You will
need glue, a pin vise, drill bits, a hobby knife and wire snips. Some other tools you may want are: pliers,
clamps, needle files, sandpaper (multiple grades), tweezers, small scissors and modeling putty.

V GLUE
You will need either cyanocrylate (CA) or two-part epoxy glue to assemble the model. CA glue is better
known as superglue. It bonds just about anything very strongly, but the bonds formed are weak unless the
mating surfaces are clean, absolutely dry and fit well. CA glue is best applied with a small toothpick. The
better the fit between the parts to be joined, the stronger the bond. Be extremely careful when working with
CA glue: it will glue anything that comes into contact with it, including skin! Cyanocrylate contains some very
minute quantity of cyanide, which is a toxic compound. Use it in a well-ventilated area and don't breathe the
fumes. Never, ever heat it to make it cure faster.
The term "epoxy glue" covers a variety of adhesive resins that are cured by a chemical reaction instead of
evaporation. Most epoxies come as a two-part set that must be mixed in equal proportions, yielding a
strong and nearly universal glue. They require a few minutes to set, making them perfect for assembling
variable position parts.

V SAFETY FIRST
When talking about tools one must talk about safety. Remember that any tool capable of cutting through
plastic and metal is doubly capable of cutting through flesh!
When using a cutting tool, make sure you cut away from yourself to avoid accidents. A dull blade will be
harder to control and require more pressure to cut, increasing the chances of slipping and causing injuries,
so be sure the blade is very sharp.
Don't forget that many paints and glues are toxic t o some degree. Do not breathe the fumes and be sure to
work in a well-ventilated area.
When sanding or filing, remember that any small airborne particulates can be carcinogenic. Always use
water when sanding or filing to prevent particles from accumulating in the air you're breathing.
Your work area should always be kept tidy, clean, and well-organized. It is vital that it be well lit; the best light
source, bar none, is the sun. If a window is not available, make sure that you have plenty of good illumination
that is comfortable to your eyes.

V BASIC ASSEMBLY
Your miniatures are generally made of metal parts (non-toxic pewter), which requires the use of either CA or
epoxy glue for assembly. Start by cleaning all the parts, removing flash and mold lines.
Small parts may be attached to a metal bar called a sprue. Do not twist the parts off the sprues - it is the
best way to damage them. Use a hobby knife or a pair of small cutters, and don't cut too close to the pieces;
after the pieces are loose, you can clean them up properly with a hobby knife or file.
Once the part is free, remove any flash or mold lines by gently scraping it off with a knife or file, then lightly
sand until you are satisfied with the finish. Repeat for each new part, paying special attention to small detail
pieces. Assemble the parts without glue to see how they fit together. Cut, file and bend where necessary to
improve the fit.
When you're ready, attach the parts with glue. Some parts may be left off for painting to make the job easier.
If this is the case, make sure the joint won't be too apparent afterward, since you won't be able t o apply
putty (see page 33 on the painted surfaces. Spray the model with an undercoat primer before painting it.
A note on assembling ships: the spaceship miniatures are cast in resin, a light and easy-to-work polymer.
Resin is easier to cut and drill than pewter, but it is also more fragile. Be extra careful when working with gun
turrets and wings. Otherwise, prepare the model for painting just as you would a pewter kit.

0032
JOVIAN FORCES 4
I .<n

1
DP9-407
RETALIATOR VALIANT

PATHFINDER

ATHENA
DP9-405
PATHFINDER
VINDICATOR
SNIPER

CEGA FORCES4
0

DP9-406 . DP9-414
CERBERUS A
MARINE
DP9-408
POSEIDON
DPC410

HACHIMAN .

-- - -
DPQ-412 DP9-402
SYREEN WYVERN
li
I-
STEP 1 : PAINTING PREPARATION V
lnce the miniature is cleaned and assembled, attach it se-
curely to i t s base (or other convenient handle) so you don't
have to touch it while painting. Apply a coat of primer to the
entire surface -this will allow the paint to stick better to the
model, and also allows you t o see (and correct) any surface
defect before you start painting Primer5 are generally sold
in spray cans; white or light gray is a good choice.

W: 'STEP 2: BASIC' COLORS V

O Once the pjimer coat is thoroughly dry, apply the basic col-
ors of the paint scheme you have selected t o the entire model.
Acrylic paints are the best choice, since they are non-toxic,

0
have little odor andcan be diluted with water.
Try to keep the divisions between basic colors neat and straight,
though a t this point any mistakes are easily corrected. Make
sure the paint is properly diluted and not too thick: it should

I
rlrn r
cover the surface without obscuring details. Remember that
two light coats are always preferable t o a single thick coat. '

areas of the models: thruster ports, weapons, missiles, etc.


Once more, it's important t o keep the colors neat and apply
thin coats t o avoid obscuring surface details. By now you'll
have a good idea of what ttie finished model will look like. If
you are in a hurry t o play, models painted up t o this step look
quite acceptable on the tabletop.

!
Prepare a darker mix of the color of the area you'll be work-
ing on, and dilute it so the paint will flow freely. Using a thin
brush, apply this mixture t o the model's panel lines and joints.
This will create deep shadows and generate the illusion that
the miniature is a complex mechanical device rather than a
solid piece of pewter. The raw metal areas can be accentu-
ated by brushing metallic paipt over a black or dark gray coat.
Load the brush with pigment but remove most of it on a dry
towel before applying it.You want metallic accents, not a solid
color (remember, you can always add more if need be).

STEP 5: HIGHLIGHTS AND DECALS V


*
Highlighting accentuatesthe details. Prepare a lighter mix of
the color of the area you'll be working on. Using a thin brush,
lightly apply this mixture on raised details and corners 5- ba-
sically, any place that would catch light. This is easy t o overdo,
so be careful. Once this ic done, paint any remaining small
details: sensors, antennae, etc. Each miniature comes with a
small decal sheet so you don't have t o paint the m a r k g s on;
see page 33 for instructions. Once this is done, paint the base,

1 CI
STEP5
apply a national insignia t o it (optional) and seal the paint job
with a clear varnish t o protect the model during play.
* . STEP 5 6ab
- .-

I
I I
b W 9 W TO MAKE ASTEROIDS
STEPS 1 & 2: PREPARATIONI
The best material t o create asteroids is an or-
dinary S.tyrofoam ball, available in most craft I
stores. You can use real rocks, but foam can be
carved into the shapes you want. Real aster-
oids can have any shape, but the bigger they
are, the rounder they tend t o be because of
their own gravity. Cut some depressions on the
surface of the Styrofoam ball to make impact
craters and other features. Make a hole in the
J
bottom for the stand, or just sand the bcseflat.

STEPS 3 AND 4 : S U R F A C E I
W
Once you're satisfied with the shape, it's tim?
to cover up the pores in the Styrofoam. Plas-
ter or wallfiller is a good material t o work with;
0
0
it's water-soluble, odorless and you can pre-
color it with acrylic paint. Apply a light coat t o
the surface, being careful t o make it even and
not too thick (or else it will not dry properly).
Once it's fully dry, apply more plaster until you
are happy with the shape and texture. Let dry,
then paint in gray or brown colors.

STEP 5: DETAILS I
Prepare a paint mix slightly lighter than the
color of your asteroid. Take an old, wide brush,
dip it in the lightner paint and then remove
most of the pigment with a paper towel.
Lightly run the brush across the surface of the
asteroid; the ridges and edges of craters will
pick up minute amounts of paint, making them
stand out. Repeat until you are happy with the
results. Once the asteroid is dry, glue it t o i t s
STEP5 base (if it has one).

EXAMPLES I
The irregular rock on the left has been glued
fairly high on i t s flight stand. The impact cra-
ter on the right side has been created by goug-
ing a piece of foam out before applying the
plaster. The asteroid on the right received less
plaster t o give it a pitted, rougher texture. Feel
free t o experiment with shgpes, te)ctures and
color - no two asteroids need be the same!

ASTEROID B A S E S V
L
Find some spare bits of model; in these pic-
tures, we used a chopped-up Poseidon battle-
ship, but any blocky bits will do. Drill a small
h%le in each piece and glue a piece of wire
into the hole. Prepare the asjeroid as noted

F'

I
. '3.

PI
Z
W .. STARFIELD PATTERNS V

0 ..
. . -
..
(II ;.'
you can create patterns and nebulas by vary-
ing the amount of stars and their colors. Indi-
vidual stars and other objects can also be

0 s
painted on directly. The surrounding patterns
are just a few of the possible types of starfields
you can create t o serve as a backdrop t o your
games. You can find additional ideas in as-
tronomy books and on the Web. But don't let
these constrain you -as long as you like the
results, all patterns are equally valid!

IV
-. . ..

T W

PINNING V
Although CA and epoxy glues are strong stuff, gamers are stronger by far. While a simple glue joint is
sufficient for display and careful handling, a regularly used gaming miniature will probably require more
structural support, Pinning involves drilling a small hole in a part where it joins another part, and inserting a
stiff piece of wire (like a pin) into the hole, so that part of the pin protrudes. Then, a matching hole is drilled
where the part is supposed t o go, allowing the two parts t o be joined with the pin acting as a structural
reinforcement. Use a longer wire for bigger parts to add more strength.
Although any thin, stiff wire will work, the best pinning wire for the price is a small paper clip. Simply unbend
a portion of the clip and use snips to cut off a piece of the desired length. Use an appropriately-sized drill bit
to drill the holes. If you lose your pin, there's plenty more where that came from.

FLIGHT STANDS V
Most Jovian Chronicles miniatures include a two-part black plastic flight stand. A hole for the flight stand
will have to be drilled somewhere on the miniature. If you are using the plastic display post included with the
miniature, use a 1/16" drill bit. Alternatively, you can use the same kind or wire you use for pinning the
miniature; simply drill a hole in the bottom of the plastic hex base and glue the wire in to make a sturdier
flight stand suitable for rough use (don't forget how useful paper clips are). You can place the flight stand
hole anywhere you like; although the most common method is to place the hole between the legs of exo-
armors or under the hull of ships for stability, there's no reason why you can't drill the flight stand hole
elsewhere, to depict a miniature on its side, flying on its back, or even upside down!

PU-Tp/ AND GAP-FILLING V , .

Gaps may appear where the parts meet. Putty is a malleable substance that hardens when it dries. Putty
comes in small, squeezable tubes, and several brands are available a t your local hobby or game store. Apply
-
the putty with a toothpick -just enough t o fill the gap and let it dry before sanding off the excess. Model
putty takes forever t o dry when applied in thick coats. If the gap to be filled is in a detail-dense area of the
model, apply strips of masking tape on either sides of the gap to prevent the putty from filling in the detail.
Remove the tape once sanding is done.
The structural strength of regular model putty is somewhat poor. If you have t o build up a large area, two-
part epoxy putty is a better choice. Epoxy putty consists of two bars of different colors that must be mixed
, .
i .

in equal proportions. You can work the putty with sculpting tools, blending it into the model instead of
sanding it away. The putty will adhere to almost any surface, so work it with damp tools. Always wash your
hands and your tools immediately afterwards.

DECALS AND MARKINGS V


Jovian Chronicles miniatures include decal sheets with numbers and national insignia on them. For extra
personality and flashiness, you can also find a huge variety of small-scale decals a t many hobby and game
shops. Warning tags, nose art and other insignia can really enhance your fleet's appearance, and with de-
cals, you won't have to be a master painter to get things to look good.
Each marking should be cut out from the sheet as close as you can without damaging it; this will help hide
the carrier film. The model's surface must be clean and dry. Dip each marking in water for a second or two;
don't put them all in at the same time, because the glue will dissolve t o nothing before you have the chance
t o place them all. Let the wet decal stand for a few seconds. Using tweezers, place the damp decal over its
intended spot. Carefully slide it into place -don't try to lift it from the backing sheet, you'll rip it apart. Once
you are satisfied with the decal's position, use a dry cloth to gently absorb the excess water. Don't rub, just
tap, or you will rip and otherwise damage the decal film. Apply clear varnish to protect it once it's dry. , .
, .
KITBASHING V
Entire books and Web sites have been devoted t o this subject, which encompasses more tricks and tech-
niques than we could ever cover in one rapidly diminishing paragraph. Simple conversions can be accom-
plished by cutting and pinning arms, legs and waists t o different poses, or using bits of spare sprue or plastic
to create modified weapons and equipment. For inspiration and ideas, see the Dream Pod 9 page (http://
www.dp9.com) for modeling links; the site will also feature modeling articles in the future.
CD ..
b EXPANDED ACTIVATION OPTIONS

W
+l
The following three options give standard units more flexibility in battle, allowing them t o adjust their offen-
m
sive and defensive stances according t o the current tactical needs. Evading makes a unit stronger defen-
sively at the cost of its offensive capabilities; Aiming makes a unit stronger offensively at the cost of some

A defensive capabilities; and Reaction Attacks let one reacts immediately t o new and unexpected threats.
These options can be used only by standard units, and do not apply t o spaceships.

3
.-
V EVADING
.d Exo-armors and exo-suits, with their spectacular maneuverability, are very good at being slippery targets. At
. A
.m
the beginning of its phase, an exo-unit may choose to forgo all of its Actions for the turn in order t o perform

[r a series of violent evasive maneuvers. Place an Evasion counter on the unit; this counter remains in effect
until the unit's next activation. An evading exo-unit gets a +3 modifier t o all its Defense Rolls until its next
phase. An exo-unit may not both evade and Overthrust.
Fighters are not quite as good at evading as exo-armors are. If a fighter chooses to give up all its Actions in
order t o evade, it must move a minimum distance equal t o its normal Movement allowance. This represents
the fact that most of a fighter's evasion bonus will come from minor jinks in the course of fast movement in
one direction, rather than the somersaults and twists an exo-armor is capable of. Afighter may evade under
both normal and Overthrust movement, and gains +3 t o all Defense Rolls until its next phase. Mark evading
fighters with Evasion counters.
An Evading unit move, but it may not attack, counterattack or spend actions in any way; even using a
Command Point (see page 39) does not allow an evading unit t o take an action.

V AIMING
" A unit may intentionally fly a stable, straight path, or perhaps turn on a bright searchlight or laser sight, in
d
. *
m
order t o increase its chances of hitting a target. This is referred t o in the game as Aiming. The use of Aiming
must be declared when the unit begins its activation. Place an Aiming counter next t o the unit; this counter
I
remains in effect until the start of the unit's next activation in the next turn. While the Aiming counter is
active, the unit gains a + I modifier t o all its attacks, as well as a -1 penalty t o all its Defense Rolls. Any
standard unit may aim, but remember that Evading units cannot attack, and Overthrusting exo-units have a
-3 penalty t o their attacks.

- V REACTION ATTACKS
:1 Normally, a unit may only attack during its activation. The addition of the Reaction Attack rule allows a unit
.m.
A
t o attack outside of its activation. In a game in which Reaction Attacking is allowed, any standard unit (not
ships; they're too slow t o react) may take a single Action anytime in the First Ship Phase, Main Phase or
Second Ship Phase. The Action can be used for anything that normally requires an Action (note that stan-
dard unit movement is not an Action); this is most often an attack, but the Action may also b e used in other
ways (see Options and Add-ons, page 70).
A Reaction Attack works just like a normal attack, and operates under all normal restrictions for fire arc and
movement mode (Le. Overthrusting exo-units have a -3 t o their Action, and Evading units may not Reaction
Attack). However, unlike normal attacks, which cost one Action in the unit's activation, using a Reaction
Attack results in a Stun counter being placed on the Reaction-Attacking unit. Othewise, there is no cost for
using a Reaction Attack. The placing of the Stun counter is t o simulate the unit's pilot being flustered by an
incoming unit and using his attention t o fire off a quick shot at his attacker, and not paying attention t o the
status of his machine.
A unit may Reaction-Attack as many times as it likes, taking a Stun counter each time it does so. However,
there is a practical limit on the number of times a unit may Reaction Attack. If it Reaction Attacks twice in
quick succession, it will have two Stun counters, and is immediately Crippled. A Crippled unit may Reaction
Attack, but only if doing so would not result in its destruction (i.e. a unit that is both Crippled and Stunned
may not Reaction Attack, since doing so would give it another Stun counter, destroying it). Thus, Reaction
Attacks are something of a tradeoff; they allow units to fire on incoming threats, but make any further
incoming attacks that much deadlier.
SHIP VECTOR MOVEMENT 4
Normally, once a ship finishes its movement, it sits still until the next time it gets a chance t o apply thrust.
This movement implies that the ship is carefully watching its velocity and burning retro-rockets if needed t o
keep itself on course.
It is possible, however, for a ship t o allow itself t o drift a certain amount each turn, independent of any other
thrust it may apply. Anytime a ship expends its full movement allowance t o move straight ahead, it may be
given a Vector counter. The vector counter has an arrow on it; place the counter next t o the ship so that the
arrow points in the direction of the ship's movement. This counter moves with the ship, but its direction does
not change; it will always point in the direction it was first placed, unless it is actively changed.
In the Initiative Phase, all ships that have vector counters are moved a number of centimeters equal t o their
normal thrust (or half their normal thrust, if their drives have been damaged) in the direction the vector
counter is facing. Note that this movement is independent of the ship's current facing, so it is possible for the
ship to b e moved sideways, or even "backward." This movement costs no movement allowance, does not
alter the ship's Avoidance, and is mandatory for all ships that have vector counters.
Note the difference between using movement allowance t o thrust and simply drifting as the result of having
a vector counter. Thrust involves activating the ship's engines and applying backward force, altering the
ship's Avoidance value and allowing the ship t o turn. Vector counters simulate the fact that in space, any-
thing that's given a push in a direction will keep on moving in that direction forever, until something stops it.
Movement due t o a vector counter does not alter a ship's Avoidance, and never involves facing changes of
any sort.
After the vector counter movement is resolved, the ship may still apply thrust as normal in the rest of the
turn, but the vector counter will remain facing in the same direction, regardless of any movement or facing
changes the ship makes.
The vector counter's direction may be altered, under certain conditions, if the Player so chooses. Anytime
the ship expends its full movement allowance t o travel straight forward, the vector counter's direction may
b e shifted from its original facing to the ship's new direction of travel. If the Player decides not t o change the
vector counter's direction, the vector counter will remain as is, and the ship will continue t o drift in its old
direction every turn.
To remove a vector counter completely, a ship must spend its entire movement allowance applying thrust in
the direction opposite from the vector. The ship must be facing within forty-five degrees of the direction
opposite the vector counter's direction. Obviously, the ship may not make any turns, since it must use its
entire movement allowance t o remove the vector counter. The ship doesn't actually g o anywhere; the only
result of this expenditure of movement allowance is the removal of the vector counter.
This movement system allows a ship t o move in one direction, spin around and fire at a target behind it,
while still moving away. It's not completely realistic, but it does reduce the need t o calculate combined
vectors. For full 3D vector movement, use the roleplaying/tactical Silhouette system in the JC Rulebook.
ffl b EXPANDED CLOSE COMBAT
In the basic rules, units in physical contact with one another carry out combat normally, with the exception

W that most units inflict more damage in close combat, and most exo-units get bonuses t o hit and defend
because of their Close Combat Optimized Perk (see page 62). These rules add a more cinematic aspect to

1 close combat, by allowing units in close combat to attack and defend simultaneously, much as in a real
fistfight.
Under these rules, physical contact between counters is the only time when attacks may take place simulta-

3 neously. Although the miniatures in Lightning Strike are much larger than they would be in "reality," for
ease of play, when miniatures (or their bases) come into physical contact with one another, the units they
represent are considered to actually be touching, even though their centers would be hundreds of meters

CT apart if properly scaled.


Whenever two counters are in physical contact with each other, they are considered to be in Close Combat,
shooting at point-blank range and using their limbs to punch and kick. Units in close combat are treated
differently in the following ways.

W 0 MELEE TARGETS

t- The two units are so close that other units cannot shoot a t one without running a chance of hitting the other.
A shot fired into a close combat situation will attack one of the combatants randomly (flip a coin, or roll a die
to determine which). After the target has been determined, attack and Defense Rolls are made as normal;

Q the attacking vehicle may not cancel its shot if it finds out that it is about to shoot a teammate!

0 COUNTERATTACKS
A unit that attacks another unit in close combat will likely do more damage, but also runs the risk of being
damaged or destroyed by a swift counterattack. Every close combat attack consists of two attack rolls and
two Defense Rolls, one from each combatant. In other words, when two units are in close combat, both of
them get to attack and defend. The defender's attack is basically a free Action, and does not restrict it from
using its normal Action later in the turn. This "free attack" is simply part of the close combat sequence,
representing the throwing of a quick counter-punch while dodging an attack. This means that it is possible
for both combatants t o be destroyed in a close combat.
If both combatants survive a close combat exchange, they remain locked in close combat until one of the
combatants decides t o move away.

0 MULTIPLE ATTACKERS
When a single unit is attacked by multiple close combat opponents in a single turn, it may fight each and
every attacker normally. However, the presence of multiple attackers is a significant distraction to a vehicle's
pilot. Every enemy in physical contact after the first modifies the defender's combat rolls by -1. For example,
a Pathfinder is attacked in close combat by a Syreen, and both units survive the exchange. Before the
Pathfinder can move away, however, another Syreen moves into close combat. Another close combat ex-
change takes place, but this time, the Pathfinder gets a -1 penalty to both its defense and attack rolls. If a
third Syreen were to close assault the Pathfinder before it could get clear, the Pathfinder's rolls would then
be modified by -2. If, on the other hand, the Pathfinder were to move away from its other two attackers
before being attacked by the third Syreen, it would be able t o fight a t full strength, because only one enemy
would be in physical contact with it.

0 CLOSE COMBAT EXAMPLE


A PatMinder moves into base-to-base contact with a Wyvern that has not yet moved The two units are now in close combat The
Pathfinder's Acbon is to attack the Wyvern with its parbcle cannon The attack succeeds, and the Wyvern IS desvoyed However, the
Wyvern !all gets to make free counterattack. and does so, destmyng the Pathfinder At the end of the Pathfinder's Actlon phase.
ly managed to knock each other's heads off at exactly the same Qme]
RW w

GRAPPLING V
The Expanded Close Combat procedure above essentially consists of units making one-off exchanges at
point-blank range, rather akin to jousting. Any unit is capable of this kind of melee combat. For units that are
Close Combat Optimized (see page 62), however, there is another, more up-close maneuver option, known
as Grappling. This is a mechanized combination of martial arts and wrestling that involves full use of an exo-
vehicle's arms and legs t o both inflict damage and avoid being damaged in return. Grappling is useful t o
keep a normally slippery exo-vehicle in one place, and is especially deadly against fighters and non-Close-
Combat-Optimized units. Grappling is also useful because it involves holding on t o an enemy and finding
weak spots in his armor; Avoidance and Protection ratings are thus irrelevant. Note that using the Grappling
rule will put fighters at a greater disadvantage than normal, compared to exo-armors and exo-suits.

GRAPPLING PROCEDURE 0
Any unit may be the target of a Grapple, but only units that are Close Combat Optimized may actually initiate a
Grapple. Also, Grapples may not occur between units with more than one level of Size difference between them;
thus, standard units may not get into bearhug contests with warships. There are two ways to enter a Grapple:
1) A unit may move into close combat with its intended target. Instead of attacking, it declares that it is
going to try t o Grapple. The defender may counterattack as usual. If the attacker survives, the two units are
immediately in a Grapple.
2) A unit defending itself in close combat may, instead of making a counterstrike, choose t o Grapple. The
two units are immediately in a Grapple.
Evading units may not initiate Grapples, nor may they be engaged in a Grapple. If a third unit wishes t o Grapple
with two units already engaged in a Grapple, it only needs to move into contact and declare that it wishes to
Grapple. If a third unit moves into contact with two Grappling units and attacks one, the attacked may either
counterattack (with the normal penalty for multiple attackers) or add the new opponent to the Grapple.
Place a Grappling counter next t o the Grappling units. Remove any Overthrust, Aiming or Evasive counters
(see page 34); none of these counters may be placed on a unit that is Grappling. Grappling units d o not get
an action phase, and thus may not move or shoot; they are completely focused on the immediate situation,
and do not have time t o deal with the big picture. Grappling units are subject t o the same targeting rules as
units engaged in normal close combat, i.e. there is an even chance of hitting any unit engaged in the
Grapple (note that for Grapples, this rule also applies t o normal close combat attacks originating from
outside the Grapple).
In the End Phase of each turn, Grappling units roll to determine who (if anyone) has the upper hand in the
fight. An opposed Skill test is made; both units add their respective Close Combat Optimized ratings. There
are no other modifiers, and Command Points may not be used.
In Grapples, Crippled units halve their Close Combat Optimized rating (rounding down). In Grapples involv-
ing multiple units, only one roll is made; add the Close Combat Optimized ratings of all units on one side
together, and then roll as normal. If there are more than two sides (assuming that none of the sides is
cooperating in the Grapple), each side rolls against each other side.
If the Margin of Success of the roll is 2 or less, neither opponent has an advantage; the units remain locked
in the Grapple until the next End Phase, when another roll is made. If the Margin of Success of the roll is 3 or
greater, the winning unit(s) gain a temporary upper hand. If one of the opponents Fumbles the Grapple roll,
however, the other side automatically wins the Grapple for the turn, regardless of the actual MoS.

0037
0 WINNING THE GRAPPLE -. -

The winner of the Grapple may choose t o d o one of the following (if the winner is not Close Combat
Optimized, only options 1 and 2 are permissible choices):
1) The winner(s) may move all units involved in the Grapple as one big clump, up t o half the winner's normal
movement allowance.
2) The winneds) may "present" one of his Grapple opponents t o friendly shooters. The winner may rotate
the chosen opponent t o any facing desired. Until the next End Phase, that opponent may be attacked by
other units with no chance of hitting other units involved in the Grapple. Units wishing t o attack the Grapple
winner (or any other units involved in the Grapple), however, still have an even chance of hitting anyone
involved in the Grapple.
3) The winner(s) may give one opponent a single Stun counter. If the opponent is a Drone, the Drone is
immediately destroyed. As usual, a standard unit that receives two Stun counters is immediately Crippled.
4) The winner(s) may make a single attack with one of its weapons, at point-blank range. The attack and
Defense Rolls are made as normal. This attack may be used against any available target, not just the Grapple
opponent.
5) The winneds) may disengage from the Grapple. Remove the Grapple counter. The winner may be moved
up to half its normal movement allowance. Next turn, it moves and acts as normal, as does its opponent(s).
In all of the above cases except 5 (disengagement), the Grappling units remain locked in combat for another
turn, unless, of course, one of them is destroyed. The only other way for Grappling units t o disengage is for
all units involved in the Grapple t o announce in the End Phase that they are voluntarily disengaging. If this
happens, the Grapple counter is removed, and although the units remain in close-combat distance, they
may move and act as normal in the next turn. Close Combat Optimized units Grappling with non-Close
Combat Optimized units can disengage whenever they want to.
Close Combat Optimized units may counterattack regardless of the arc in which they are attacked, by using
back kicks and other rear-defense tactics. Non-Close Combat Optimized units may only counterattack if
they have a weapon in the proper arc.
Evading units may not attack or counterattack in close combat, and may not initiate Grapples. They do,
however, receive their defensive bonus against close combat attacks.

Exo-armors A, B and C are a11 on different sides Exo-armor A is Evading Exc-armor B acbvaees, hrerthrusts,moves into close combat
wlth exc-armor A, attacks and misses Exo-armor A is Evading. and so cannot counterattackor inmate a Grapple Exo-arfnor C l x ~ v
acbvBtes and moves into close combat. bwth both exo-armor A and exo-armor B Exwrmor C chooses to inmate a Grapple whh ex*
armor B [he cannot Grapple bwth m r m o r A, because exo-armor A is Evading. and Evading unm may not be Grappled] E x m o r B
is allawed to counterattack before the Grapple actually takes effect,and does so. He misses again. and is now in a Grapple bwth e m
armor C. Exogrmor B's hrerthrust counter is removed, and a Grapple count8r is placed near the three exo-armors Howmm ex*
armor A keeps his Evaslve counter, and is not considered to be part of the Grapple, since Evaslve unhS cannot Grapple.

In the next turn's Main Phase, m r m o r A decides to move normally. The Evasive counter ISremoved. Exwrmor A can.

11 Move away from the Grapple

21 Attack exo-armor B or exo-armor C. joining the Grapple as a third slde


31 Team up whh ether of the Grappling exo-armors against the other. keeping the Grappla two-sided.
If exo-armor A had decided to remain baswe, the two other axo-armors would cany out their Grapple normally, and w d d not be
affected in any way by e x ~ ~ p m A;
o r they cannot Grapple whh exo-armor A. and they cannot attack h o t h m s e . because they are
m0 busy bwth aach other
--- ~ x 1

-
0038
COMMAND POINTS 4
Command Points represent the commander of a force shouting warnings and directions t o his or her troops
over the communications net. They allow individual units t o take instant Action to respond t o danger out-
side of their normal turn sequence. There are two types of Command Point. Although obtained in different
ways, both types of Command Point are used in exactly the same fashion. Players can use colored counters
or spare dice t o keep track of the number of Command Points they have remaining.
Tactical Command Points are provided t o one or more Players at the beginning of the game. Tactical
Command Points are kept through the game from turn t o turn, although once they are used, they are gone
forever. All Players should agree before the game begins how many, if any, Tactical Command Points each
Player should receive (one Tactical Command Point for every five units is a good benchmark). Differing
numbers of Tactical Command Points may be given t o Players in order t o represent a handicap.
InitiativeCommand Points, if used, are 'awarded' t o the loser of initiative each turn t o offset the benefits of
winning initiative, and are also granted every turn by certain special units (like the Jovian Godsfire-class
ships). Unlike Tactical Command Points, Initiative Command Points are not carried over from turn t o turn; if
they are not used during the turn in which they are awarded, they are lost.
All Players must agree t o use Initiative Command Points before the game begins. After each roll for Initia-
tive, the winner of initiative still gets t o choose the order of play in each phase. Each Player who lost initiative
receives a number of lCPs equal t o the difference between his roll and that of the winner. In order t o prevent
massive cascades of CPs in small battles, the number of lCPs a Player receives in a turn from any source
cannot exceed one-fifth of the total number of units he has in play, rounding down. lCPs may only be used
if a fleet has more than one unit left in play; a lone unit cannot warn itself to get out of the way of danger!

COMMAND POINTS U S E I
Command Points have priority over all other Actions; the only thing that can interrupt a Command Point
from taking effect is another. This can occasionally lead to 'cascades' of CPs, where Players will keep pre-
empting each other's Command Points with another Command Point. These should be worked out in order
from the last declared CP back t o the first, resolving each use before moving on to the next. All the Com-
mand Points in a cascade are considered used, that is, if the unit these points are assigned t o is destroyed or
otherwise unable to make use of the remaining points in the cascade due t o damage or the destruction of its
target, the remaining Command Points assigned t o it are wasted.

STANDARD UNITS 0
A Command Point may be spent on a single standard unit at any time during the First Ship, Main or Second
Ship phases to give it one of the following benefits:
1)One additional Action, which must be used immediately. This Action does not receive or increase Combi-
nation Attack bonuses;
2) A single +3 bonus t o the next Defense Roll the unit makes;
3) A free facing change of up to 180 degrees.
If the exo is interrupted by a Command Point Action while trying t o attack, its current facing (which it is using
for its attack) is used for targeting purposes.

SPACESHIPS 0
Ships may use Command Points much like standard units, but with a different set of options. Uses for ships
and standard units are not interchangeable. A ship may use a Command Point in one of the following ways:
1)The ship may take one Action immediately. It does not receive or increase Combination Attack bonuses.
The Action may b e of any type except the Thrust Action, which can only b e used as a normal Action in the
Second Ship Phase. The ship's Avoidance is affected as normal by whatever Action it ends up taking.
2) The ship may immediately change facing up t o the maximum arc for its Turning Type. Unlike normal
movement, this "emergency move" does not affect the ship's Avoidance.
3) A ship's Point Defense System may change mode instantly. This does not affect the ship's Avoidance.

0033 :
- .
b ACES
..
rrl
a.
Be it by skill, experience, courage or plain dumb luck, some pilots and ship crews are noticeably superior to
their fellow warriors, sometimes seeming t o possess almost supernatural powers of insight, aim or survival
against the odds. Such people are represented in Lightning Strike by Aces, which are specialized counters
that can be assigned t o a single vehicle or ship. Players can create these counters themselves, or simply
paint the relevant statistics on the base of the Ace's vehicle or ship.
An Ace unit in a Group gets its own counter, and thus will likely have different Skill levels and attributes from
the other units in the Group. Otherwise, the Ace follows all fleet-specific rules for Groups (e.g. a Venusian
Ryu Ace must always be in a Group of four Ryus) and Morale. Aces are the only pilots who are not standard
pilots (i.e. Skill Level 2, Skill bonus 0).
Each Ace counter should have several noteworthy characteristics. Aside from the character's name, Skill
level and Skill bonus, there may be an additional symbol on the front of the counter, which denotes a special
ability or characteristic the Ace possesses, such as an exceptionally quick mind or a sixth sense. These
characteristics are called Perks.
Aces must be purchased before a battle, and they must be assigned to a single vehicle or ship. Up to 10% of
a force's total TV may be spent on Aces. Before building their fleets, players should agree on whether there
should be a limit to the number of Aces a fleet may have, and they should agree on a maximum cost for
Aces. (A suggested limit is one ace for every ten units, with a maximum cost of 35.) Unlimited use of Aces
can drastically unbalance a game, and is not recommended.

VACE PERKS
All Aces get two automatic Perks just by virtue of being Aces. Of most importance is the Parting Shot, by
which an Ace is allowed a final Action after being destroyed, possibly resulting in a double-kill. Nothing can
prevent this final Action. Even if the Ace is massively Overkilled (or caught in a ship reactor explosion), he or
she will still get t o take one last Action. This Action must be taken at the moment of the Ace's destruction,
and supersedes both the normal turn sequence as well as Command Point usage. Aces also automatically
get to use Command Points, regardless of enemy ECM activity (a solitary Ace with no one else left on his
side still can't use Initiative Command Points, however).
In addition t o these automatic Perks, an Ace may have one special Perk, purchased from the list below.
Aura of Command: when the Ace speaks, people listen. As long as the Ace is not destroyed, his side
receives an additional Initiative Command Point a t the start of every turn. Cost: 10
Blind Luck either by skill or chance, things just always seem to work out for this Ace. This remarkable
individual can accomplish even seemingly impossible tasks. When the Ace makes die rolls, he may choose
to convert any one die that rolls a five into a six. Cost: 5
Charmed Life: the Ace has spectacular karma. Point-blank shots veer off course, destroyed systems myste-
riously come back on-line, and every conceivable mishap seems to miss the Ace by a millimeter. The number
on the Ace counter represents how many dice rerolls the Ace has available each battle. When the Ace fails
a roll of any sort, he may use one of his dice rerolls t o try the roll again. Cost: 1 per reroll (max. 5 rerolls)
Inspirational: the Ace's piloting Skills may not be the greatest, but he makes up for it by encouraging
everyone around him t o be all that they can be. All other non-Ace units in the Ace's Group get a Skill bonus
of +1 as long as the Ace is neither Crippled nor destroyed (ifthe Ace is in a ship, this ability works as long as
the ship has taken fewer than 8 boxes of damage). Cost: 10
Lightning Reflexes: the Ace moves with both speed and efficiency, doing more in a few seconds than most
people can do in a minute. The Ace gets an additional Action, above and beyond the normal number of
Actions available to his vehicle or ship. Cost: 10
Melee Master: the Ace has gained impressive Skills in the dangerous art of close combat. The Ace adds 2
to his vehicle's Close Combat Optimized rating. This Perk has no effect for non-Close-Combat-Optimized
vehicles. Cost: 5
Nerves of Steel: the Ace is a highly-trained sniper. When the Ace takes an Aiming counter, the bonus to his
attack roll is +2 instead of the normal + I . In addition, the Ace may fire into close combats with no chance of
hitting a friendly target. Ship crews cannot take this Perk. Cost: 5
Quick and Wily: the Ace always seems t o know where the next attack is coming from, and moves with fluid
grace t o avoid it. The Ace gets a +I bonus t o all Defense rolls. Cost: 5
Sixth Sense: this Perk is assigned to warship crews. At the end of the first ship phase, the ship may make a
single free turn up t o its normal Turning type. In other words, a ship with Average Turning may make a free
turn of up to ninety degrees, while a ship with Sluggish Turning may only make a turn of up to forty-five
degrees. Cost: 5

ACE CREATION RULES V


The cost of an Ace is modified by the type of vehicle the Ace is assigned to; an Ace crew in a Shan-Yu
battlecruiser is worth much more than an Ace in a Syreen. In the above list, each Perk has a Cost associated
with it. To create an Ace, simply decide what Skill Level, Skill Bonus and Perks your Ace will have. Calculate
the new Ace's cost as instructed below. Name the Ace, create a few punchy one-liners t o deliver in battle,
and the Ace is ready to go.
The Ace's Basic Cost represents his Skill Level and Skill Bonus. Use the following table t o find the Ace's
Basic Cost multiplier. For instance, the Basic Cost of an Ace with a Skill Level of 3 and a Skill Bonus of +I
would b e 16.

Md(llbnw 0 +I 4
Skill Lavsl (hs 4 -2 0
sklll bvel Two 0 5 12
skill Lavsl Thrae e 16 25
Vehtcb MaHfis= BaeNof Am's v a h i i or .hp.diuidad by 5 Imund up1
m a T o g l N C D & = Ba*c cc5t + pa* car + \IbMs Modlfiar

To complete the example, let's say the Level 3, Bonus +I Ace from above has Nerves of Steel and will be assigned to a Pathfinder (lV 8) The
Vehicle Modifier is 8 divided by 5,which equals 1 6, rounded up to 2 The sum of the Basic Cost. the Perk Cost and the Vehicle Modifier IS 16 +
5 + 2 * 23 The Ace thus has a TV of 23 The Ace and his Pathfinder together cost 31, which seems expensive for a Pathfinder until one considen
that he will consistentlyroll 6's and 7's. virtually never Fumble, a
x x x x ~~- "

ELECTRONIC WARFARE 4
Some units are equipped with complex suites of electronics allowing them to interfere with their enemies'
communications. These ECM (Electronic Counter Measures) systems consist of jammers, white noise gen-
erators and other devices that can only be effectively canceled out by dedicated ECCM (Electronic Counter
Counter Measures) systems. Units equipped with ECM and ECCM are marked as such on their Datacards;
the full rules for Electronic Warfare equipment can be found in Chapter 6, page 62.
Few warships use electronic warfare, because doing so tends to greatly reduce a ship's Avoidance. However,
all ships d o have the ability to use both ECM and ECCM by virtue of their onboard electronic systems and
high power computers. Ships with damaged or destroyed Electronics may not use ECM or ECCM.
Any ship may spend an Action t o use ECM or ECCM. A ship can choose an EW Rating, from 1 to 6 (if using
Targeted ECM, the chosen Rating must be at least 2). If the ship is using ECCM, the chosen Rating is also the
Avoidance cost t o the ship. If the ship is using ECM, the chosen Rating is subtracted from the ship's Base
Avoidance; the ship's Base Avoidance keeps this penalty until the ship ends a Second Ship Phase without
spending an Action t o maintain the ECM.
The exception t o this rule is ships that have ECM or ECCM listed as a separate Perk (for example, the
Godsfire or Hammerhead); such ships may use their specialized EW Perks at no Avoidance cost, since the
systems' signature has been taken into account when the ship was designed.
co b INFANTRY
Infantry has always been the central unit of ground warfare; even in space they have their place. Used by

W every nation, these soldiers are equipped with spacesuits, jetpacks for mobility and small arms. While
deadly in the close confines of a spaceship’s corridors, they are slow and near-helpless while moving

J through open space. Their armaments are too light t o be of use against anything but other infantry, save
for their demolition charges which are used t o blow access holes in ship hulls. Amid the mighty warships
and exo-weapons that litter the modern battlefield, infantry are less than nuisances, but in their element,

3 they can be deadly.


Infantry may move two centimeters (2 cm) per turn in any direction. Like exo-suits, they have no facing since
the men can fan out to cover every direction at once. Infantry have only minimal reaction mass reserves and

II: may not Overthrust, Aim or Evade. Like Drones (see page 67),Infantry are destroyed by any damage re-
ceived if they fail their Multiple Redundancy Perk roll (see page 60). When choosing forces from the fleet
lists, Infantry do not count as either units or vehicles for fleet limitation purposes.

b BOARDING ACTIONS

O An exo-suit or infantry unit in close combat with a ship may attempt t o board it and damage it from the
inside. The unit must declare its intention t o attempt a Boarding Action before taking its Action(s) for the

W
turn. The unit must pick a component through which t o enter the ship, and must attack that component with
its Action. If the attack damages the component at all, no actual damage is inflicted (regardless of the
severity of the hit) but a hole is blown in a door or hatch and a number of exo-suit or infantry squads up t o

3
the ship’s Size may now enter the ship. Units that have boarded a ship should be removed from the playing
field and placed on the boarded ship’s record sheet.
On the turns following the actual boarding of the ship, a battle for control of the vessel will take place in the

Z
corridors and rooms of the ship. The boarded vessel’s crew may try t o fight off the invasion. Also, if there are
any friendly infantry or exo-suit units aboard the ship at the time of the boarding, they may engage the
invaders in close combat using the intermediate close combat rules (see page 36) during their Action phases.

Q If any defending exo-suits or infantry squads are aboard the ship, they must be destroyed in close combat or
driven off the ship entirely before Actions may be spent t o damage the ship itself. Every turn, for its Action,

> a boarding unit may attack any unit on the ship as if it were in close combat.
If there are no friendly infantry or exo-suit squads aboard the ship, the invaders have free run of the ship. The
boarders may use their Action t o set demolition charges. The boarders roll an opposed Skill test against the
ship’s crew. The boarders may add any Close Combat Optimized bonuses, while the ship’s crew gets no

0 bonus. If the boarders win the roll, they may choose a single system or component, which is immediately
Overkilled (they may, if they choose, do less damage). If the ship‘s crew wins the roll, then the boarders only
manage t o mark off one damage box in a system or component of their choice. If the boarders fumble the

Q roll, they get caught in one of the crew’s booby traps and are destroyed. As a final option, boarders may
spend their Action t o leave the ship (a wise choice, if they’ve just blown up the reactor).
Units firing on a boarded ship run a chance of damaging or destroying the boarding party along with the
ship itself. Any time a ship system or component is damaged by an outside attack, any boarding units are
Stunned, and any time a ship system or component isoverkilled by an outside attack, any boarding units are
Crippled. Note, however, that a squad’s Multiple Redundancy characteristic may be used t o attempt t o
ignore all of these damage results.
Rather than making its own entryway into a target ship, a boarding party may allow some other unit
(hopefully with a larger weapon) to perform that task. Any unit may declare that it is attempting t o create
an entrance for a boarding party (Le. aiming its attack for an internal corridor or room). The attack i s made
just like a normal boarding attack (i.e. no damage, hole cut in hull). The boarding parties must enter
through this hole in the same turn in order t o maintain the element of surprise. If they do not, then a new
hole must b e made in the next turn, since damage control crews will have already sealed off the damaged
section.
._- OBSTACLES 4
Due to the fact that most pitched space battles take place around large stationary objects (in order to ..
YI

3
provide both admirals with a frame of reference), many space battlefields are littered with the detritus of
industry and civilization These objects are collectively known as Obstacles.
If Players decide t o use Obstacles in a game, each Player should get t o place an equal number of Ob-
stacles on the table. Obstacles can be used t o block LOS but otherwise pose no threat t o anyone, having
no Actions or defenses. Each Obstacle counter is considered to actually be in scale with the table. Thus,
unlike ship counters, any contact with an obstacle counter results in that unit being affected by the ob-
stacle. For the purposes of this rulebook, obstacles may not be destroyed. There are five types of Ob-
stacle in the basic game:
Asteroids: Asteroids are big -really big. An asteroid is in scale with the table, so a rock 10 cm in diameter
represents an asteroid five kilometers wide. Asteroids block Line of Sight completely, and are the only
Obstacles in the game that d o so; no matter how far away two units are from each other and the asteroid,
they cannot draw LOS to each other if the asteroid i s between them.
Dust Clouds: These vast areas are filled with electromagnetic radiation-absorbing dust. Any ship that moves
into a dust cloud may increase its Avoidance by 1. If the ship is still in the dust cloud in the End Phase, it gets
another +1 t o its Avoidance. Exo-armors, fighters and exo-suit squads inside a dust cloud get a + 1 bonus t o
their Defense Rolls.
; .
Debris Fields: These are like dust clouds, but are made up of larger objects. In game terms, they work just
like dust clouds, with one addition. Units entering a debris field must make a Skill check against a Threshold
of 2. If the roll is failed, the unit takes a single Crippling hit t o a randomly-determined system or component
as it collides with a floating piece of debris at high velocity.
Factory Complexes: These are huge arrays of robotic zero-gee manufacturing complexes. They inflict a -2
Accuracy penalty t o units attempting t o fire into or through any part of the complex. They do not penalize
units that are firing from inside the complex, however. Factory complexes do not have any penalties associ-
ated with entering them.
Rock Fields: These are dense manmade fields of depleted mining asteroids. They inflict a -2 Accuracy
penalty t o units attempting to fire into, out of, or through any part of the rock field. Units entering a rock field
must make a Skill check against a Threshold of 2. If the roll is failed, the unit takes a single Crippling hit t o a
randomly-determined system or component.

INSTALLATIONS V

Space stations, skyhooks and cargo barges all fall under the category of Installations. Installa- -7.
L*? .
tions are essentially ships with no movement capability (although barges d o technically have
propulsion systems, their movement is so slow as t o b e unnoticeable in the game). Installations
may have vector counters, to simulate an orbiting station moving through a battlefield. Simply 4
move the installation every turn, just like a ship with a vector counter. Before the game starts, Players
should agree on the distance the installation should be moved each turn (something
between 5 and 15 cm works well). Because they do not maneuver, any component
on an installation may be targeted at any range, regardless of the attacker‘s ,
Electronics Rating.
Installations generally not have Threat Values. However, if Players want t o have
a station on the table that is firmly on one side, providing supporting fire,
vehicle reoair and other resources to one Player and not another, a Threat
i
Value will ‘be required. Based on the agreed-upon stats and the objectives of 7
the game. Players should agree upon a reasonable Threat Value. Keep in mind,
however, that the installation is mostly terrain, and should not make up the bulk of
one side’s force; that’s why the Threat Value can be so freeform depending on the scenario‘s
objectives.
'ILOW ORBIT
Much of the action surrounding a planetary invasion takes place in low orbit. Shuttles make reentry runs,
orbital bombards fire on targets far below, and defending skyhooks and space stations desperately muster
defenses. For ease of play, however, many factors of low orbit combat are abstracted in Lightning Strike.
When playing a battle set in low orbit, the following conditions apply t o the entire battlefield.
Nominate one edge of the table as the "planet" edge. Any unit that moves off this edge is considered to
have entered the process of reentry. Non-reentry-capable units are automatically destroyed. Reentry-ca-
pable units may do nothing at all; leave them at the edge of the table. In the End Phase of the turn after a
unit begins reentry, remove it from the table; it is now into the atmosphere decelerating, and is out of range
and line of sight. Until the reentering unit is removed entirely, however, it is very vulnerable t o attack; any
attacks against it gain a +2 modifier to hit and count as Armor Destroying.
Orbital installations and obstacles will either all be stationary or will all have the same vector, moving along
the planet edge of the table. The distance moved may vary, but values between 10 and 40 cm are workable,
if not terribly realistic. Ships with destroyed drives gain a vector counter oriented toward the planet edge.

'IMINEFIELDS
..
rn
YI
A Minefield is a group of passive sensor packages attached to large bombs. Mines have some stationkeeping
5
thrusters, a single solid-rocket booster that is activated when a target is detected, and a torpedo-style
directed-burst warhead. Mines are dropped in large clusters, which subsequently break apart and spread a
web of several dozen individual mines over a large area of space. On a strategic level, minefields are almost
useless, since it is impossible to mine an area of space so large that an enemy cannot find a way around.
Once the location for a battle is reasonably certain, however, the presence of a minefield can be a useful tool
for influencing enemy movements and shielding friendly units from close assault.
Modern minefields contain an assortment of mine types and decoys in order to be most effective against a
variety of interlopers. Mines are equipped with friend-or-foe identification systems that prevent them from
attacking friendly forces. However, these systems rely on the friendly unit having an operational communica-
tions system. If a unit is for some reason unable to identify itself to the mine Executor's satisfaction, it may
find itself under attack from its own side's mines.
For the purposes of the game, it is assumed that minefields extend above and below the plane of the
battlefield, preventing units from moving over or under them without going significantly out of their way.
Mines are considered Class I Drones and have a Skill Threshold of 7. Because they take up more space and
require special equipment, mines can only be deployed from ships, never from standard units. Dropping a
single mine is equivalent to dropping three normal Drones, i.e. a Rate of 3.
Once dropped, a mine will remain in place until the start of the end phase of the current turn. At that
point, remove the mine counter and replace it with a minefield. Any enemy target inside the minefield will
be immediately attacked. Any units located in a previously-deployed minefield are also attacked in the
End Phase.
A minefield template is a circle ten centimeters in diameter, and is considered in scale with the tabletop (i.e.
about five kilometers in diameter). It will immediately attack any enemy unit that enters it, interrupting the
normal turn sequence. If the defender's roll fumbles, the minefield is depleted (the unlucky target has prob-
ably managed to hit every mine in the field) and is removed. Otherwise, a minefield may attack any number
of units in a turn. There is no danger in moving within or leaving a minefield, except that in the end phase,
a minefield will attack any hostile units that remain within the template.
Minefields usually do not attack units on their own side, so units may move through friendly minefields
without difficulty. However, Crippled standard units, ships with Overkilled Electronics and any unit affected
by hostile targeted ECM will be mistaken for the enemy and attacked as normal.
If a unit is attacked by a minefield while it is in close combat (or any other physical contact) with one or more
other units, all units involved in the close combat will be attacked by the minefield.
Although minefields are inherently difficult to destroy, due t o their stealth, dispersion and intelligence,
minesweeping is not an impossible task, given time and the right tools. Minefields can be attacked just like
any other unit; however, in close combat, they always get to make their automatic attack first.

00114
NOISEMAKER SHROUDS V
A Noisemaker Shroud is a specialized type of minefield designed to conceal movement and block lines of
sight. Shroud pods disperse huge clouds of radioactive dust and reflective particles, and also broadcast
random signals and ghost traces. Used properly, shrouds can be an invaluable asset in battle.
Shrouds are considered Class II Drones, and are carried and dropped just like mines, using a Rate of 3 per
shroud. However, a shroud's template is a circle 20 centimeters in diameter.
Line of sight t o and from any object within the shroud's template is blocked from the moment it enters the
shroud until it leaves. No missile locks, pings, tagging attempts, target designation, targeted ECM or attacks
may be made by or against the unit. Units within the shroud may not use Command Points.
Units inside a shroud may be attacked in close combat as normal, but only if the attacking unit first passes a
Skill roll against the shroud's Skill Threshold. If the roll fails, the combatants have completely lost each other
inside the shroud. Overlapping shrouds are considered a single large shroud; effects are not cumulative.
The shroud has no effect on any attacks that only pass through it, without actually coming from or being
aimed at a unit inside the shroud. Only units that are actually inside the shroud are helped or hindered by it.
In other words, it's permissible to shoot //through// the shroud, as long as the attack doesn't begin or end in
the shroud.
Minefields located entirely within a shroud may not be attacked, except in close combat, If an impartial
mediator can be found, Players can use shrouds to hide minefields entirely, not placing a minefield on the
table until an enemy actually runs into it.
Shrouds may be attacked when they are first deployed. After the shroud template is placed on the table,
the shroud is invulnerable from all battlefield effects, unless a ship that is physically inside the shroud
undergoes a reactor detonation; if this happens, the shroud is removed from the table. Shrouds may not
be used in low orbit.

RAMMING 4
Usually an act of desperation, ramming is actually a very effective combat maneuver, considering the amount
of thrust most battlefield units are capable of generating. The difficulty, however lies in persuading a pilot to
impact his vehicle into a target at high velocity, quite possibly resulting in his death.
Any unit may ram. Ramming is not counted as an Action, and may thus be performed even if a unit is
Evading. To ram, a unit must move into base-to-base contact with its intended target. Then, a Skill roll
against a Threshold of 5 must be made, t o represent the possibility that the unit's crew may simply refuse
to willfully scuttle their vehicle on the orders of their commander. If the roll fails, then the ram attempt is
aborted, and the unit ends up in close combat with the target. A unit may only be ordered to ram once per
game, no more.
If the roll succeeds, then the unit immediately attempts to ram its target. A normal attack roll is made, but
the only modifiers are the pilot's Skill Modifier and the ramming unit's Avoidance value. The defender gets
a normal Defense Roll, with all applicable modifiers, but only if the defender is capable of movement. If
for any reason the defender is unable t o move, its roll is automatically zero, and the attacker's Margin of
Success is automatically at least one (unless, of course, the attacker fumbles). It's not hard to run into a
stationary object.
A unit inflicts an amount of damage equal to its Size plus half (round down) the total distance it moved in
centimeters that turn, multiplied by the Margin of Success of the ram. Both units involved in the ram inflict
damage on each other in this manner. Ships ramming ships always impact on the Main Hull (and each Player
may choose which system on his opponent's ship to damage). Standard units ramming ships may choose
any Main Hull system or Component upon which to inflict the ram damage.
CT) ..
b LIGHTNING STRIKES
Despite this game's title, the use of lightning strike tactics in Lightning Strike is extremely abstracted. A

W
IC

f
lightning strike takes place when a vehicle applies massive and constant acceleration while still far away from
the battlefield, such that by the time it is in weapons range of the battle, it is traveling at an extremely high
velocity in comparison t o the rest of the combatants. A lightning-striking unit will enter the battlezone,
attack, and vanish into the distance in the space of a moment or two.Such an attack gets only one chance t o
inflict damage, but is also correspondingly difficult t o counter.
Rather than force Players t o keep track of every single shot fired in a lightning strike situation, this game uses
the concept of the Lightning Strike Value, or LSV, to determine the effectiveness of a lightning strike. There is
no need t o specify what types of units are actually going t o strike; Players may simply purchase LSV points at
the rate of one LSV point per lV point, and use them as described below during the game. Unless all Players
agree otherwise, no Player may spend more than ten percent of his total TV allowance on lightning strikes.
In campaigns, Players may purchase LSV points before a scenario is played, but may not spend more than
ten percent of the TV allowed by the scenario on lightning strikes. Also, the LSV cost for a scenario cannot be

0
more than the total TV of all the units in the portion of the fleet that is not participating in the scenario.
For example: a Player with a 500-TV fleet is playing a campaign. The scenario allows him t o use up t o 500 lV

w
of units. The Player can choose t o not use lightning strikes, in which case he can put his entire fleet on the
table. If he chooses t o use lightning strikes, he can purchase up t o 50 points of LSV (ten percent of the total
TV allowed by the scenario). If he takes 50 LSV points, he will have t o choose 50 TV worth of units to leave
off the table (those are the ships and units that will actually be doing the lightning striking). If the Player only

0 . *
purchases 20 LSV points, he will only have t o choose 20 TV worth of units t o leave off the table.

V DURING THE GAME

Z Before the battle, each Player must secretly decide in which turn (or turns) the lightning striking units will
pass through the battlefield. The total LSV may be divided in any manner, between any number of turns.
Lightning strikes that arrive after the game ends are wasted. For example: a Player has purchased 30 LSV

Q points. He decides t o use 10 points in turn 3,15 in turn 7,and 5 in turn 12. As it turns out, the game ends on
turn IO. The 5 LSV points assigned t o arrive in turn 12 are wasted, since they will arrive after the battle is over.

> In each Initiative Phase, all Players must announce how many LSV points will be used in that turn, according
t o their LSV point decisions before the game began. At this point, a Player may also choose t o abort that
turn's lightning strike; the strike is canceled, and none of the events described below will occur. The light-
ning strikes themselves are resolved at the beginning of the End Phase, before minefields act.

0 . $
Throughout the turn, any unit may attack the lightning-striking units by making a standard attack roll at
maximum range. The Defense Roll is always an unmodified Skill roll on two dice. Over the course of the turn,
a record must be kept of the total damage inflicted on the lightning-striking units. This damage has no effect

Q .
.
i
,
;
until the end of the game.
In the End Phase, the lightning-striking Player may choose as many targets as he likes, so long as at least one
LSV point is assigned t o each target. When all LSV points are allocated, the attack rolls are made. Each
target makes a normal Defense Roll; the attack rolls are all unmodified Skill rolls on two dice. The LSV points
assigned t o a target are treated as the Damage Multiplier for a successful hit.

VAFTER THE GAME


.. N
At the end of the game, each side adds up the total amount of damage inflicted on its lightning-striking
.. IC
f
units throughout the entire game. Divide this total by 10 and round down. In a one-off game, the result is the
number of Victory Points lost due t o damage to the lightning-striking units.
In a campaign, the result is the number of Cargo Points required t o repair the damage t o the lightning-
striking units. The Player must remove this amount of Cargo Points from his fleet's stockpile. If the fleet does
. , not have enough Cargo Points remaining, then each unpaid Cargo Point is applied as a single Crippling hit
t o one of the fleet's units that did not fight on the table in the battle (i.e. any units that may have been
lightning striking instead of fighting normally). The owning Player may distribute the damage however he
likes. Once the number of units destroyed in this manner equals or exceeds the Player's original LSV for the
. ; battle, any further damage is ignored.
ELEMENTS OF SURPRISE 4
"We're late," Ling noted. Ahead of them, even though the naked eye would see nothing but
empty space, Ling knew that over a dozen warships lurked about, waiting for opportunities t o
kill each other. After the initial summons, the fleet had remained silent, most likely in an effort
t o keep hidden. Looking at his tactical screen, though, Ling could clearly see which enemy ship
most needed his attentions. There, sitting in the midst o f several light escorts, was an unpro-
tected Poseidon-class battleship. Ling smiled.

"Hey, folks. Maybe Admiral Lin isn't so clever after all."


"Don't speak t o o soon, Ling," Helena reproached. "You also said that they'd b e nuts t o am-
bush us in their o w n search zone."
"Fine, fine, whatever," Ling said dismissively, focusing on the current target. "Okay, here's the
plan. Two waves. Fighters harass, exos close t o d o some pruning. After that, it's all yours,
respected elder."

"Sounds good," Helena replied, obviously ignoring the barb. "My wing, stand by."

Ling and his three wingmates headed t o w a r d the Poseidon. The huge battleship opened u p
with its kinetic kill batteries, filling space with hypervelocity slugs. Ling wove and dodged,
closing t h e distance while sidestepping death. The Dragonstriker may have deprived him of a
ranged attack, but Ling hadn't been planning o n shooting the Poseidon, anyway.

His exo's giant manipulator hand reached d o w n and drew a slim metal tubefrom a hidden
compartment. Readying himself, Ling hurtled i n t o the last f e w kilometers of his approach.
Over his head streaked missiles from Helena's wing of fighters. The battleship's point defense
lasers deftly shot d o w n each missile before it could hit, but failed t o pay enough attention t o
Ling. In moments, he was skimming the Poseidon's hull, safe f r o m attack.

Ling hit a trigger, and from the t u b e clutched in his exo's hand sprang a white-hot stream o f
superheated gas. Ling swept t h e fiery plume d o w n t o w a r d t h e ship's surface, aiming in
Darticular for t h e clustered Doint defense Droiectors aiuttina
I I . - f r o m the hull. When
he and his wingmates finally broke off, t h e Poseidon's entire side was
aglow with plasma burn. Looking back, Ling saw Helena's Lancer
wing charging i n on t h e last moments of their bombing run. He faced
forward and accelerated away.
Behind him, a bright flare marked the demise of t h e Poseidon's pri-
mary reactor. The massive ship glowed like an ember o n his tactical
screen as its crew tried desperately t o stabilize t h e volatile plasma com-
bustion chamber. Afly-swarm of escape pods launched f r o m t h e dying vessel,
hurtling out i n t o the middle of the battlefield.

Helena's voice whooped cheerily over t h e comm.

"Target is clear. Okay, it's all up t o Sanjay, now. It's back t o the box for us."
Ling couldn't resist.

"Helena, there's something I've been meaning t o ask you."

"What is it, Lieutenant?" Helena asked in exasperation. Ling smiled


cheerfully.

"When a stranger in an old exo kicks your tailpipe that badly, d o you
have, like, a blanket o r something that you can hug at night?"

Helena waited until Ling was inside t h e bay before answering.

"Ling, when you dismount, I'm going t o hurt you."


b SCENARIOS AND CAMPAIGN
Welcome to the Jovian Armed Forces Advanced Warfare School. The public and the media call us Redeye.
As far as you're concerned, sir, this is Hell. You'll eat when Itell you, and sleep when Itell you. By the way, if
you think a holographic simulator and practice ship aren't close enough to reality for you, you're in for a
shock. See that wall over there, the one with all the names? Those are...
...the names of all the vac-suckers who couldn't hack it in the sims. The rank o f CEGA Admiral isn't for
everyone, and frankly, looking at the statistics, sir, it's probably not for you, either. But hey, if you want me to
bust you up for a few months, I'm happy to oblige. Keep in mind, though: nobody fails you out of the
Admirals' College except yourself. Either you stay until you're good enough to leave...
...or you walk out of your own free will. That is because the first mark of a true leader is to finish a struggle of
your own accord. If you leave the Kanagawa Military Science Institute, the dishonor is all your own. Yes, hon-
ored superior, / do know who you are, and Iknow your wealth and connections. They do not matter. Here,
nothing matters, except your ability as a soldier. Let us begin. Iwill start a fight. Let us hope you can finish it.
In the cold-war detente of 2214, sending fleets out to rattle sabers and wave flags is a dangerous and risky
undertaking. Many would-be admirals are poor diplomats, or too aggressive, to be safely trusted with the
preservation of peace. This is why every active fleet in the solar system is led by an individual who has under-
gone the most grueling and rigorous training and study in their nation's top military educational establish-
ments. Although the battles in these schools are simulated and relatively safe, the tactics, strain and uncer-
tainty are quite real. All of the Solar Nations run their flag officer candidates through the scenarios in this
chapter over and over again, practicing new strategies and searching for previously undetected weaknesses.
In this chapter, Players take on the role of a prospective flag officer in their nation's navy. They will create
fleets and lead them in a variety of battles. In this environment, fleets from the same nation can meet each
other in battle, and fleets that come from opposing nations may be seen cooperating. After all, when study-
ing war, it is a good idea to plan for every eventuality.

V SINGLE GAMES
When Players simply build a fleet, play one game and then call it quits, the procedure for generating a
scenario is quite simple. Players should agree on a TV total and purchase fleets using the fleet lists (see
Chapter 7). The total TV is used to determine the TV restrictions for Aces and equipment. After all Players
have chosen their forces, a scenario should be chosen (either randomly or by group agreement). Players can
choose one of the basic game scenarios on this page (which are meant specifically for quick, deadly one-off
games), or they may pick any of the campaign scenarios (treating its TV requirements normally).
When choosing a scenario or setting up Obstacles, Players should either agree to work together, or they
should establish some fair method of distributing the workload (e.g. each Player gets to place an equal
number of Obstacles). When setting up the forces on the table, Players can take turns placing one ship or
Group so that no one has to commit to a setup before anyone else. There is no practical TV limit for the basic
scenarios; they will work equally well for forces of almost any size. Note that it is also possible to just pur-
chase equivalent forces, set up on opposite sides of the table and then rush a t each other. However, such a
battle can often drag out due to the lack of a defined objective to strive for.

OBASIC SCENARIO 1 : THE MCGUFFIN SCENARIO


You'll find yourself receiving lots of orders that don't make sense. Go here, take this, stop that, et cetera.
When all's said and done, that's your job, to do what you're told. Sure, you're a big-shot admiral. You know
what you'll get told when you ask why you're supposed to do something stupid and meaningless?They'll
say: don't ask. And I'llguarantee that the person to tell it to you will be some punk enlisted rating.
Setup: Place one asteroid, neutral vehicle or some other marker right in the middle of the table. This point
in space is the McGuffin; everybody wants it for themselves. You don't care what it is, or why you want it; all
you want t o do is keep everyone else away from it. Any number of other Obstacles can be placed, depend-
ing on the Players' preferences. All Players set up their forces within 20 cm of the table's edge, as far away
from one another as possible.
All Players' Objective: You must move a t least one unit onto the McGuffin. You must keep this unit from
being destroyed. At the end of the third End Phase in which this unit occupies the McGuffin, you win.
name on the washout wall right now. It's happened before, and it'll happen again: twopatrol-
ling fleets bump into each other, say J couple o f naughty words, and before you know it,
they're shooting at each other. Sure, it's an act of war. But these little incidents help us keep up
with how good the bad guys are, and they always get stopped within a few minutes. So far.
Setup: Any Obstacle setup can be placed, depending on the Players' preferences. All Players set
up their forces within 20 cm of the table's edge, as far away from one another as possible.
All Players' Objective: Destroy as many enemy units as possible while losing as few units as
possible. At the end of the 12th turn, all sides receive an order to cease fire and withdraw
peacefully. The game ends at this point. Total up the TV of all the enemy units you've de-
stroyed, and then subtract the total N of all of your units that were destroyed. The Player with
the highest result is the winner.

Of course you're good at staying alive. You wouldn't be here, otherwise. Problem is, staying alive is
not your major priority. Keeping other people alive is. When you're ordered t o escort some poor, defense-
less ship out of a combat zone, you'd better be ready to climb out an airlock and stop incoming rounds with
your gloved hands, because if you screw up, and the media find out, you'll wish you were dead.
Setup: The table is split into two halves, the Attacker side and the Defender side. All Players must decide
before the game begins which side they will be on; roll randomly, if necessary. For more than two Players,
divide up the TV total of each side and distribute it among the Players. The Attackers get t o place all
Obstacles. The Attackers may set up along one edge of the table, within 20 cm of the table's edge. The
Defenders may set up anywhere on the table except within 30 cm of the Attackers' table edge.
Special Rules: The Attackers receive one Ebiiru-class ship for every 100 TV (or fraction thereof) in their force;
these ships may not have any equipment or Aces assigned to them.
Attacker Objective: You must move all of your Ebiiru-class ships off the opposite edge of the table; the
moment you d o so, you win. If some (but fewer than half) of the transports are destroyed, you win a
marginal victory.
Defender Objective: You must destroy all the Attacker's Ebiiru-class ships to win a total victory. If you
destroy a t least half of the transports, you win a marginal victory.

BASIC SCENARIO 4: THE ALAMO EVENTUALITY0


Sometimes, you just can't win. No bluster here, sir. The final test of any admiral is how he faces death, and I
can't teach you anything about that, because no matter what you do, you won't have to answer to anyone in
this life. My opinion, though? When you're at the pearly gates, your opponent had better be right behind
you, and you'd better be the one to tell St. Peter "you ought to see the other guy."
Setup: The defender gets place all Obstacles. As in Scenario #3, there is an Attacker side and a Defender
side; all Players must choose a side, and the side's TV total must be divided among its Players. The Attackers
get twice the TV total of the Defenders. The Defenders may set up anywhere on the table. The Attackers
may set up on any or all table edges, within 10 cm of the edge.
Special Rules: The Defenders are not subject to their fleets' Morale rules.
Attacker Objective: Wipe out the Defenders. Total up the N of all the enemy units you've destroyed, and
then subtract the total TV of all of your units that were destroyed. The Player with the highest result is the
winner.
Defender Objective: Destroy more than your total fleet TV worth of enemy units. If you hurt them more than
they hurt you, you win.
b THE CAMPAIGN
.. N
YI
A campaign is a series of games that follows the exploits of a single fleet of ships. Any number of Players
may participate in a campaign. Either Players may ally, splitting the TV cost of each scenario, or they may
engage in a free-for-all, in which every Player fights against every other Player in a randomly-determined
series of battles. Players may decide on any stopping point before beginning the campaign. A suggested
stopping point is when all Players have played ten games. The Player who accumulates the most Victory
Points is the campaign's winner. If they wish, Players can keep the same fleet throughout several campaigns,
building their fleet's experience and reputation.

-* V CAMPAIGN STATS
.. A
All units and ships in Lightning Strike have traits that are not relevant on the tabletop, but which are of vital
.n! importance during a campaign. These values appear at the bottom of each ship's data card; the values for
vl
standard units are defined by their classification in their fleet list.
Repair Value: This represents the difficulty of repairing and resupplying the unit. Some vessels, like the
Ebiiru, are well-known, modular and very common, making them easy t o put back together. Other ships, like
the Poseidon battleships, are cranky and take much more time and equipment t o repair. The value is the
number of Cargo Points needed t o repair each section of the ship. For standard units, the Repair Value is
noted on the table on page 54, and represents the number of Cargo Points needed t o repair the unit.
Fleet Maneuver: This defines how good the ship is at moving from one battlezone t o another while remain-
ing in operating condition. Some ships can move fast, while others are extremely simple t o repair. Ships that
have both of these qualities tend t o have high Fleet Maneuver ratings.

- V ASSEMBLING THE FLEET


'N
All Players start out with the same total Threat Value. A small fleet is 750 TV, a medium-sized fleet is 1500TV
.In.
'N
and a large fleet is 2500 TV (the default recommendation is 1500 TV). Each Player must choose a nation and
build a fleet according t o the rules given in that nation's fleet list (see Chapter 7, page 74).
Both ships and standard units may be purchased with Options. Ship Options may not be changed once the
campaign begins. For standard units, a Player may only buy Options that cost TV, not ones that reduce TV.
A Player may buy multiple Options for a given standard unit (like a Pathfinder or Wyvern), and switch O p
tions before each battle. Note the available Options for each unit type on the Fleet Roster (for example:
Retaliators: 4 x Vindicator Massdrivers). Standard units in a campaign may always, if desired, use an Option
with a negative TV cost (e.g. a Vindicator equipped with a Retaliator Railgun), but the Player receives no TV
bonus for doing so.
The fleet may also purchase weapons and equipment. Weapons and equipment may be freely exchanged
between units before battles. Weapons that require Ordnance Counters are reloaded after each battle,
assuming the unit survives. If a unit carrying a weapon or piece of equipment is destroyed, that weapon or
equipment is also destroyed. Otherwise, weapons and equipment are recovered from any surviving unit and
can be used again.
When buying Aces for the Campaign game, they must be assigned to a single vehicle or ship, and may not
transfer. If their vehicle is destroyed, they may experience a variety of outcomes (see page 54). When build-
ing the fleet, remember that no more than 10% of the fleet's total TV can be spent on Aces and no more than
10% of the fleet's total TV may be spent on add-ons weapons and equipment. A Player may buy as many
Options as he wants, but he may not get t o use them all at once (see page 73).
A fleet may have as many ships as the admiral wants, but it may only have a limited number of standard
units. Each ship has a Vehicle Capacity: this is the number of exo-armors, fighters or exo-suit squads the ship
may carry along with it during the campaign. To determine a ship's Vehicle Capacity, look u p the ship's class
in its fleet list and reference the table next page. Add up the Vehicle Capacities of all the ships in the fleet:
this is the fleet's Vehicle Capacity, and is the maximum number of standard units the fleet may have at any
time. Note that when choosing forces for the campaign scenarios, there is no limit to the number of standard
units that may be fielded; Vehicle Capacity only matters when building fleets and in between battles.
Unless all Players agree otherwise, infantry may not be part of a campaign fleet.
I ^

VEHICLEC n P A c i n
8

Use the table on the Fleet Roster to keep track of your standard units. Any weapons or equipment the fleet pose- should also be recorded
here. Use a pencil, since there will likely be lots of changes in your units' conditions and number throughout the campaign. For each ship in your
fleet, photocopy an appropriate ship data card and keep it with your Fleet Roster.

SUPPORT SHIPS 0
Fleets on long missions usually don't get t o go home for repairs until after they've finished the job they came
out t o do. Often, the only way for a fleet to get spare parts, fuel and ammunition is to bring along a group of
military support ships. These ships carry Cargo Points that can b e spent t o repair damaged units. An admiral
may take as many or as few support ships as he wishes. Keep in mind, however, that support ships are a
fleet's only source of resupply; when they run dry, the fleet will begin t o fall apart. Support ships are not an
infinite resource. Each support ship has a Cargo Point value listed on its datacard. After choosing the num-
ber and type of support ships the fleet will have, note their name and remaining Cargo Points on the Fleet
Roster. As Cargo Points are lost or resupplied throughout the campaign, these numbers will change. A fleet
may never have more Cargo Points than the total of all its support ships' starting Cargo Point capacities.
Stealing Cargo: It is possible for Close Combat Optimized units t o fly up t o an enemy transport, grab a
crate or two, and run off. A unit must spend one Action in close combat with the support ship; this Action is
spent removing the cargo from its moorings. A unit may remove a number of Cargo Points equal to the
result of a Skill test roll. The unit may then leave, carrying the stolen cargo as External Cargo (see page 60).
Mark the unit with a spare counter. The stolen cargo uses the carrying unit's Avoidance, but has no Protec-
tion; if it is hit by any weapon, it is destroyed. If the unit survives the battle, the stolen cargo is automatically
added to the fleet's Cargo Point total.
Special Rule for CVNA Fleets: Venusian ships are designed to look like civilian transport ships, enabling
them t o conceal their identity until the last moment. CVNA Players may purchase lnari and Ebiiru support
ships as normal, but the Player should note down (in secret) on each transport's datacard what class of
Venusian warship it resembles; on the battlefield, each transport will use its appropriate warship miniature
instead of the normal miniature. It is also permissible, for whatever reason, for a Venusian Player t o take
normal, undisguised support ships. Satrap Transport Carriers count as both warships and support ships.
They start a campaign with 50 Cargo Points, and cannot be disguised t o look like anything else.

LEADERSHIP0
A fleet must have a leader; although the actual rank varies, in this chapter, the term Admiral is used t o refer
to this individual. In these rules, you, the Player, are the admiral, and are represented in the game by one
ship in the fleet that you designate as your flagship. A fleet's flagship is automatically an Ace with a Skill Level
of 3, a Skill bonus of 0 and any single Perk; this Ace is free, and does not count against the fleet's limitation
on Aces. If the flagship is destroyed, a new flagship must be chosen before the next game is played.

OPTIONAL RULES 0
When playing a campaign, the baseline set of rules is encompassed by Chapters 2, 6 and 7 in this book. If
Players wish t o use the rules in Chapters 3 and 4, they may pick and choose which ones will b e in effect, and
to what extent. For instance, all Players might agree t o allow Command Points, and further agree that all
Players receive two Tactical Command Points before each battle and that the loser of Initiative receives one
Initiative Command Point, regardless of the difference between the initiative rolls. Note the rules' section
numbers in the Fleet Roster, so that there's no confusion.

0051
V PLAYING THE CAMPAIGN
Now that you've assembled a fleet, allocated supplies and prepared a Fleet Roster, it's time t o begin the
campaign. Each campaign battle is preceded by a Strategy Phase, in which the scenario t o be played is
chosen. The battle is followed by the Repair Phase, where the fleet licks its wounds and hopefully receives
reinforcements. Campaign Points are also assigned in the Repair Phase.
If there are more than two Players in the campaign, it must be decided which Players will fight each other in
the next battle. Each of the campaign scenarios is designed for two opposing sides, so if there is an odd
number of Players, one of the Players will either have t o ally with another Player and divide up the TV of the
battle (reducing both the risk and the potential glory) or will have t o skip the session. The exact arrangement
of the campaign is left up t o the Players; any arrangement will work, so long as everyone has fun.

O T H E STRATEGY PHASE
In the Strategy Phase, the two Players (for the sake of simplicity, all future references to Players can be
assumed to refer t o all the Players that make up one side) determine which scenario they will play. They can
also spend Cargo Points from the support ships t o increase their Fleet Maneuver rating in the hopes of
gaining an advantage in the upcoming battle.
Fleet Maneuver: A group of ships is often limited by its slowest members. In Lightning Strike, a ship's thrust
and fuel capacity when traveling long distances (such as those between battlefields) are encapsulated in its
Fleet Maneuver rating (FMR), which affects how well it does when making Strategy Rolls. On each ship's data
card, there is an entry for Fleet Maneuver. A fleet's overall Fleet Maneuver Rating is equal to the lowest FMR
in the task force. A ship's Fleet Maneuver rating can be increased temporarily by spending Cargo Points.
Each Cargo Point raises one ship's FMR by one. The bonus lasts only until the Strategy Roll is made.
Selecting a Scenario: There are nine scenarios included in this chapter. More will be made available on
Dream Pod 9's website (http://www.dp9.com) or in future supplements. The Players pick a scenario t o play,
or they can choose one randomly. If the Players disagree on which scenario t o play, the winner of the
Strategy Roll (see below) gets t o choose. Both Players must pick a scenario before the Strategy Roll is made,
so that a Player can't change his choice after winning the roll. In order t o prevent unscrupulous Players in
multi-Player campaigns from teaming up and choosing only the least risky scenarios t o play against one
another, scenarios should be chosen randomly when there are more than two Players in a campaign.
The Strategy Roll: Both Players make a Skill roll on two dice and add their fleet's current FMR. Apply a -1
penalty if the Player's fleet salvaged from the battlefield at the end of the last battle. Reroll draws.
1) The scenario the winner chose before the Strategy Roll was made will be the next scenario played.
2) The winner of the Strategy roll may add or subtract 1 from rolls to determine attacker and defender.
3) The winner of the Strategy roll may place all Obstacles on the table before either Player sets up his forces.
4) In the Initiative Phase of the first turn of the battle, the winner of the Strategy roll may add or subtract up
t o 3 from his Initiative roll. Subsequent Initiative Phases are carried out normally.

OTHE BATTLE
The actual strategic movement that the fleets undergo in between battles is totally abstracted. Between a
battle, a fleet may cross the Solar System, and months may g o by. Thus, it is possible for one battle t o be
fought in Jupiter's orbit and for the next battle t o b e fought at the gates of Earth. How the fleets got there is
less important than what they do now that they are there.
Each Player chooses a force from his fleet based on the TV allowance defined in the scenario. Note that in
these scenarios, there is no limit t o the number of standard units that may be fielded; the fleet's Vehicle
Capacity does not matter, since the units will simply fly back t o their carriers after the battle. Players can
assign units t o Groups just before the battle starts. After that, fleet list restrictions apply normally.
Options, Aces, weapons or equipment may be assigned at this point. A Player may choose any number of
Aces, weapons and equipment from his Fleet Roster; they still cost TV, but the restriction of 10% of the
force's total TV does not apply. It is permissible for a Player to choose a few units loaded t o the brim with all
of the fleet's most expensive equipment; if they get destroyed, though, too bad. No more than 50% of the
units chosen for this battle may have Options (see page 72).
C6

The Obstacle Table is used to figure out where the scenario will take place, and the type and number of
Obstacles t o b e found on the battlefield. Roll one die to see which territory the scenario will take place in.
Then roll one die for each type of obstacle, modifying the roll by the modifier listed under the appropriate
column. The result of each roll is the number of that type of Obstacle that will be on this battlefield. The
Player that won the preceding Strategy Roll may place all obstacles on the table before either Player sets up
his forces. The Player may choose t o place fewer Obstacles, if desired.
Once the Obstacles are placed and the forces set up, the battle begins. Once the scenario is finished, the
Players clean up the table and proceed to the Repair Phase.

-
OBSTACLE TABLE

1 2 34 58
Jovian Space spa- Inner Solar Sj?3tem nmealt
+2 0 +l 0

Debra Fields 1 +l 1 -1
Rack Fields 2 -2 1 +l
Factory Complslas 1 +I 1 4
j

Arrcsmds -2 2 1 +2

Special Rules for CVNA Fleets: A CVNA Player always starts each battle with his ships' datacards hidden
from his opponent. This is so that the enemy will not know which ships are support ships and which ships are
disguised warships. A CVNA ship's datacard is revealed for all t o see when it takes any Action that an Ebiiru or
lnari is not capable of (such as launching missiles, raising its Avoidance t o 3 or using +1 Electronics t o defend
against a Ping), or if it is hit by an attack (the attack doesn't have t o damage; it just has t o hit the ship).

THE REPAIR PHASE0


The Repair Phase occurs after each campaign battle. It consists of several steps: Salvage, Regrouping, Ship
Zepair, Standard Unit Repair, Experience, Campaign Points and Reinforcements. The results of the Repair
Phase can be kept secret, if all Players agree (and trust each other), in order t o add another element of
uncertainty t o the campaign.
Salvage: If a scenario states that the winner of the battle may salvage, it means that the side that won the
fight may attempt t o gain Cargo Points from the enemy wreckage left on the field. Each side should keep
track of all the units it has lost as the battle progresses. At the end of the battle, the winner may, if he
chooses, receive Cargo Points as listed below for each enemy unit that was destroyed on the battlefield. The
price for staying around to salvage is that the Player receives a -1 penalty to his next Strategy Roll. Once the
decision t o attempt t o salvage is made, there is no going back; even if the salvage rolls are extremely poor,
the Player still has a -1 penalty t o his next Strategy Roll. Only units that were on the battlefield when they
were destroyed can be salvaged; units and ships that left the table cannot b e salvaged.

S h i i deslFDysd by PMCmr sxpbaions 0crOO-


Far each ship dewpyed by 8tRIcturaI failurn or MsirrHull @weridl Roll 1 die, pinthat many Cargo Pdms
Far Sam nan-alii Btandard unit 1 Cargo point each

Regrouping: After the battle, any survivors will regroup with the main task force. Then, the fleet must take stock of
its battle damage. Any ship that left the table with an Overkilled Drive component or Reactor may not be able t o
make it back to the fleet. Ships that left the table on an "illegal" edge (see individual scenariosfor details) may be
similarly stranded. For each such ship, roll one die against a Threshold of 3. If the roll fails, the ship is destroyed.
If the roll succeeds, the ship manages to regroup with the fleet (although any damage must still be repaired).
Ships that suffered reactor explosions, catastrophic structure failure or one-shot Main Hull overkills are destroyed.
If a fleet loses too many warships, it may not have enough room t o carry all its exo-armors, fighters and exo-
suits t o the next battle. If the number of surviving standard units exceeds the total Vehicle Capacity of the
fleet's remaining ships, a number of standard units must be left behind and are considered destroyed. Each
such unit may be converted into one Cargo Point, assuming there's room in the transports.
Survival: Many units that are "destroyed" in combat are actually in pretty good shape. Very seldom is the
unit so battered that it can't be fixed, and pilots often safely eject. After every battle, roll a die for every
destroyed standard unit (with the exception of anything that was at ground zero of a ship reactor overload,
which is absolutely, positively vaporized). If the unit was crewed by an Ace, add + I t o the die roll.

A fleet is assumed t o have an effectively unlimited supply of standard pilots and crews (one may assume that
such individuals can b e picked up between battles relatively easily). Aces, however, are harder t o come by.
If an Ace's vehicle is destroyed on the battlefield, roll a single die for the Ace himself, as well as for his
vehicle.
I _ x " _

m ACE"SURVIVA IE ROLL EFFECT


1 The Aca has been blkd or m m o 8uarely iniurnd m light mymaw. Ranovs tha Aca lmmthe Rastroatar.
If the Acds vehda suruiued, it may be sent intD battta mth a standad pilot or a repkmmmAm.
2 The Am has been csanad by the ensmy. Tha Dpponant may axacuta the Aca, niw him W fur h a . mnwm the
Aee in eadvmga (or the W e N wmh of Cargo. equipment or nhicles. or sknplv ksap t h Aca
~ until he dacidss whatm do with him.
34 Tha Ace m injund, and may not be used for two battles. Altar the Reet hesfought two barnas. t h e h hea heslsd.
Tha Aca may be as- 0 a new vshids as dascribed below ifhm aginal u e h i i is deatmyd.

96 Tha &a in v n h a d . aml may be -nod back m him &ids t i it aurnv& wa a h 1 or anaherve)ncle of exactly the sanmtypa k.a. a
Am m w t pilot e \hlyuem). If no suitabk M i a m wailable, the Ace muat nit out until una bscomas avaaabh by mnfawnmnt (he could
paot anuhw unit es a srandard pilot. butthem m m h. s m a Rwt has unlnrrcsdstandard plots. -1.
" " ^ ~

Ship Repair: Most repairs that take place on the battlefield are jury-rigs that tend t o fall apart within a matter
of hours. After a battle, more permanent repairs must be undertaken. For ships, all marked-off damage
boxes may be erased (destroyed or stolen Cargo Points, however, are lost forever), but Overkilled systems
remain Overkilled, and must be repaired separately. If the ship received any damage at all in the battle, even
if it was subsequently repaired, the Player must now pay a number of Cargo Points equal t o the ship's Repair
Value (listed on its datacard). If the Player does not have enough Cargo Points t o pay this cost for a ship, one
random item (use the ship hit location chart) is Overkilled; the jury-rigged repairs fail, causing massive
secondary damage, but the rest of the ship holds together.
Each Overkilled ship system costs the ship's Repair Value in Cargo Points t o repair. Once repaired, the
system is fully functional. Destroyed Cargo sections may be repaired, but the destroyed Cargo Points are
gone forever. The only benefit to repairing Cargo sections is if the fleet needs more Cargo space to store
salvage and reinforcement Cargo Points later on. If an Overkilled system is not repaired, the ship will cany
the damage with it from battle to battle until it can b e repaired.
Standard Unit Repair: Stunned standard units are automatically un-Stunned. After checking the disposi-
tion of all destroyed standard units (see Regrouping, above), the Player may repair any standard units that
are still Crippled. The Standard Unit Repair Cost from the table below is the number of Cargo Points
needed t o return a Crippled standard unit t o full functionality. The maximum number of standard units
that can be repaired is equal to the number of Bays the fleet has. Overkilled Hangar sections not count
toward this number, nor d o Bays on ships such as the Intrepid (whose datacard states that its Bays may not
repair units).
Experience: Every ship that participated in and survived the preceding battle gains one Ship Experience
Point, which should be noted on its datacard. For every two standard units that participated in and survived
the preceding battle, the fleet gains one Standard Unit Experience Point. Lightning striking units (see page
46) do not receive any Experience. Experience Points can be used to upgrade ship and vehicle crews to
Aces. Note that the "10%" restriction on Aces only applies when first building the fleet before the campaign
begins; it is permissible for a fleet t o have more than 10%of its TV represented in Aces as a result of gaining
new Aces through experience or reinforcements (see below). Units that become Aces via experience have a
minimum Skill Level of 2, and may be upgraded repeatedly t o gain higher Skill Levels, Skill Bonuses and
Perks; simply pay the TV difference between the current level and the desired new level.
Ship Experience Points can be traded in t o upgrade a ship's crew to an Ace ship crew. Treat each Ship
Experience Point as a five TV points usable only t o pay the Ace costs for that ship. Standard Unit Experience
Points can be traded in t o upgrade standard units to Ace units. Treat each Standard Unit Experience Point as
one TV point usable only to purchase new Aces. The Aces can be assigned t o any standard unit, so long as
enough Experience Points are spent to pay for the unit's Vehicle Modifier (see page 40).
Note that Ships that start the campaign as Aces do not receive experience, and standard units that start the
campaign as Aces may not be upgraded using Standard Unit Experience Points (although they still count for
gaining Standard Unit Experience Points).
Campaign Points: Campaign Points are a measure of your fame (or infamy) as a fleet admiral. You gain
Campaign Points for victories and kills, and lose them for defeats and unit losses. Keep a running total of
your Campaign Points on the Fleet Roster. At the end of the campaign, the Player with the most Campaign
Points wins.

Ix---Av-xl _xl^l I__I- x-"-- " " " ~- _""

Re epending on how well the fleet is doing, and how much rcements may
sometimes be diverted to aid the fleet. To request reinforcements, roll one die against a Threshold of 4. For
every five Campaign Points your fleet has, add one to this roll. If the roll fumbles or fails, you get nothing. If
the roll succeeds, you will receive reinforcements.
If you receive reinforcements, roll one die on the following table, and subtract one from the result for every
five Campaign Points your fleet has. You may roll a number of times equal t o the Margin of Success of the
request roll. For each roll, you may select one of the reinforcement options from the table below that the
result of the die roll allows. The reinforcements arrive immediately and may be used in the next battle.
--

3 .
ENDING A CAMPAIGN 0 I .
If, at any time, a fleet has no ships left, it is considered wiped out. Its exo-armors, fighters and exo-
suit squads have no way t o get home or t o travel any significant distance, and will soon die in the cold
void of space. Otherwise, a campaign ends when all Players have played the agreed-upon number of
games, or when everyone agrees t o stop. Each fleet may keep its accumulated Campaign Points for
the next campaign.
~"
O K N O C K , KNOCK
M e r i n g intelligenceIS the first step m wmning any battle Wamng for your enemy to gather intelligenceand then smackinghim a m s s
the face is the best way to tnp someone whot tryng to mka a first step

Att.dr.r/D.t.nd.r: Each player mlls two dice The wnner of the Strategy mll may add or subtract one fmm his roll. The wnner of the
roll chooses which player wll be the attacker.

F o r a Compakkn: the defendar's force consists of as much of his fleet as he desires The attacker may choose a force up to 20%
of his fleet's total Tv, or up tu 75 Tv, whichever is greater

Setup: the defendar sets up his anbre force no greater than 20 cm from the center of the table The attacker may set up his force
no further than 10 cm horn any one table edge The battle lasts until the attacker is either completely destroyed or has retreated
off the table.

8pd.I Ruh.: the defender keeps his ship data cards hidden fmm the attacker Only when one of his ships takes an Amon or is
successfully attacked must that ship's data card be revealed The defender may not retreat any ships or standard unffi off the table

Attecker -
: For each unh in your force, you must reveal one enemy ship datacard [or, If there aren't enough enemy ships. all
enemy datacards), or you lose If you do this and at least haif your force survtves, you w n a complete wctory Othemse. you w n a
marginal wctory.

Dafendmr Ohbcthm If the attacker wns completely, you lose If the attacker wns marginally. you also w n a marginal wctory. No matter
the outcome, you may Salvage
-~ ~ " x x I I ^ x ^ I x _I " ^

x ^ ^ l

o VAMP
Before w begm, sr: Ishouldask. do you know what a trapdoor spider is9 No' Ws somethfngthey have on Earth Well, when you're done
whh this IWe oubng, p u l l have good pssson to go look n up

AtUtCkW/D.1.nd.r .
Each player mlls two dice The wnner of the Strategy poll may add or subtract one from his mll. The wnner of the
mll chooses which player wll be the attacker

Force canpalebn:the defender may chwse a force up to 30% of his fleet's total Tv, or up to 75 Tv. whichever is greater The
attacker may choose a force up to 20% of his fleet's total Tv, or up to 50 Tv, whichever IS greater

Setup: there must be at least tan Obstacles on the tabla If an insufficient number of Obstacles is randomly generated. add enough
Obstacles of your choice tu make up the dtfference. The defender sets up his enure force no greater than 20 cm from any one table
edge of hffi choice. Tha attacker does not set up as normal Instead, at the end of each turn's End Phase, he may place any portmn of
his force on the tabla inside one or more of the Obstacles

8p.d.l R u b the defender may not use hrerthrust. Aiming or Evasive counters in the first two turns The defender may not use
lightning stnkes at all. To escape the battle. the defender's units must leave the table on the edge opposite from ffi starbng edge The
attacker's unhs may leave the table hom any edge

A t c n k r / D m n d . r Wictivs: the b d e lasts until one side is either completely destroyed or has retreated off the table The side that
remains in contpol of the table may Salvage The attacker must destroy a t least half of the enemy force's Tv If he succeeds, he
letely wns tha scenano. If he fails. he loses.
" -
0 VANdALiSM
lf your enemy IS huddledinm a comer: don't go right for the thmat Cornered enemies are dangernus Instead. walk up and kfck him in
the shins Keep doing it,end sooner or later he'll come out to play on your terms

Att.ck.F/khnda: Each playar mils two dice The winner of the Strategy mll may add or subtract one from his mll The wnner ofthe
mll chooses which player wll be the attacker

Forca CompdHm: me defender may choose a force up to and including his enbm fleet The attacker may choose a force up to 15%
of his fleet's total Tv, or up to 75 Tv, whichever is greater

Setup: the defender sets up his emre force no more than 20 cm fmm the table's center The attacker sets up his enure force no
greatar than 10 cm from any one table edge of his choice

SpacW Rub.: none of the defender's warships may move unbl the fifth turn Either player's forces may leave the table from any edge
The attacker must nominata a single enemy warship at the start of the first turn If the defender has no warships. the attacker must
choose a singla Ace or four spacfic standard unts: the Ace or unffi may not leave the table for any reason. The batde lasts untll one
side is either completely destroyed or has retreated off the table, the side left controlling the table may Salvage

Attacker obkctk.:Deamy the unlt you nominated at the beginning of the scenario. if you m a i n more than half of your startmg Tv,
you w n a complete wctory, while If you lose half or more of your starung Tv, you win a marginal wctory

Dehnd.r If the macker wins completely, you lose completely If the attacker wns marginally, you w n marginally
^ ^

eY
NOBODY HOME 0 - -
The lone soldier is not alone so long as two assumptrons hold m e The first is that he can shout to his mends for help. The second IS
that his friends aren't sleeping on the lob

A?Zacker/Defander: Each player polls two dice The winner of the Strategy poll may add or subtract one from his poll The wnner of the
poll chooses which player will be the attacker

Form Cornposttion: the defender may choose e force up to 30% of his fleet's total W ,or up to 7 5 Tv, whichever IS greater The
attacker mey choose a force up to 15% of his fleet's total Tv, or up to 40 W ,
whichever IS greater

Betup: the defender sets up 20% of his chosen force anywhere on the table Before the attacker sets up, the defender must openly
choose one table edge This edge is his enby point. At the end of each turn's End Phase. he may place up to 1Phof his unused forces
no more than 10 cm fmm his enby point If the defender desires. he may delay this entry unhl a later turn, and thus bnng e larger force
onto the table in a single turn The attacker sets up his enbre force no greater then 10 cm from any one table edge of his choice, except
for the defender's entry point

Spsdal Rules The attacker's unhs may oniy leave the table h m their enby edge. The defender's unhs may not leave the table from the
ettacker's entry edge

Vktoq: the battle lasts until one side is etther completely destmyed or has retreatad off the table In the End Phase of each turn, if the
defender has no forces on the table, he may choose to concede the battle The side that controls the table et the end of the battle IS
the winner, and may Sa
x x ~ " -_--
HEADHUNTER o
You dd what7 Well, Isure hope you've got a plan for this one Don't wow, it happens to a lot of people That won't stop the other
candidates from laughing at you, though. Right& so. too

A?Zackar/Detsnder: the winner of the strategy Roll is the attacker in this scenario

F o m Compodtbn: the defender gets his flagship and up to eight standard untts. this makes up the Flagship Force In addhlon. the
defender may choose e force up to 20% of his fleet's total W ,or up to 60 W ,
whichever is greater

The attacker may choose a force up to 15% of his fleet's total Tv. or up to 45 Tv, whichever is greater

sstup: the defender sets up the Flagship Force no further then 20 cm from the table's Center Before the attacker sets up, the
defender must openly choose one table edge This edge ISh e enby point At the end of eech turn's End Phase, he may place up to 20%
of his unused forces no more then 10 cm from his entry point If the defender desires. he may delay this entry unbl a later tum. and
thus bring e larger force onto the table in a single turn. The attacker sets up his enbre force no greeter then 10 cm from any one table
edge of his choice. except for the defender's enby point

Special Rules: The attacker's units may not leava the table from the defender's entry point. The defender's unh6 may leave from
any edge. The defender's flagship may not move on the first turn The scenano ends when the flagship or all attackers ere removed
from the table

Attacker obieccive: Destmy the enemy flagship for a complete wctory Any other resuk is e loss

Defsndsr Obiecth: If you your flagship survwes and you drlve off the enemy, you win e complete victory, and may Saivege If your
flagship retreats from the table, you w n a marginal wctory

FACE OF THE ENEMY0


When you're groping in the dark for your enemy, sommmes you get lucky and find his throat Then again. SornetKnes you end up with
an earlobe. Don't feel cheated. sir Just bhe really hard

F o m Composition: eech player may choose e force up to 3Ph of his fleet's total W ,or up to 7 5 Tv, whichever is greater

Betup: the players set up at opposite sides of the table, wtthin 20 cm of the edge

Special Rules to escape the battle, a unit must leave the table on the edge opposite from hs startlng edge

Atradcer/Detsmlar Obbcth: the battle lasts until one side is etther completeiy destmyed or has retreated off the table The side that
remains in control of the table wins a complete victory, and may Saivage The other side loses
0 OUTNUMBERED
There m lots of ways you can get surrounded. Some of them mey not even be your fa&, although none come to mind at the moment.
If yw cant figure out how tu break out. then a's always your fauit.
the player who won the Stratsgy Roll is the attacker in this scenano
A t w c k w ~ d m

Fares Canpodtbn: the defender may choose a force up tu 20% of his fle&s total TV, or up tu 75 TV, whichever is greater. The
attacker may choose a force up m 60% of his fleet's total TV, or up tu 200 TV. whichever IS greater

Setup: the defender sets up his emre force no greatar than 20 cm from the center of the table The attacker may set up his force no
further than 10 cm from any or all of the table edges

Spacial Rubr:at the start of the battle's first turn. the defender must openly choose one table edge and his escape mute: the defender
may only leave the table from this edge The attacker may leave the table from any edge The battle lasts unbl one side ffi ehher
completely destmyed or has retreated off the table; the side leR in contMl of the table may Salvage.

A t t d m r / b b n d c w obl#tkra: each player adds up the TV he lost dmng the battle The defender dwdes this number by two The
player whose result is the lowest wins a complete wctory. If the result is a draw, both players w n marginal w m e s
~x

The secondgreatest danger in sending out a strike force to hit the enemy where he's wlnerable is thatyour enemy w71send out a strike
force tu hit you where you're vulnerable. The greatest danger: of course, is that hell find you first,

Attackar/D&ndcc the playar who won the SFrategy Roll is the attacker in this scenario

Force Compo.itkn: the defender must take all of his support ships. In addition, he may choose a force up tu 20% of his fleet's total
Tv, or up tu 100 TV whichever is greater. The attacker may choose a force up m 15% of his fleet's total N.or up to 75 TV.
whichever is greater.

Setup: the defender sets up his support ships and 20% of his chosen force no more than 20 cm from the table's center. Before the
attacker sets up. the defender must openly choose one table edge as his entry point. The attacker sets up his entire force no g-eater
than 10 cm from any or all table edges of his choice, except for the defender's entry point.

sp&bl Mnone of the defender's ships may move in the first turn. At the end of each turn's End Phase. he may place one ship op
up to four standardunib no more than 10 cm fmm his entry point. If the defender desires, he may delay a ship or standard unCs entry
until a later turn.and thus bring a larger force onto the table in a single turn.

The defender's forces may only leave the table from the defender's entry point. The attacker's forces may not leave the table from
the defender's entry point. The baMe lasts until one side is either completely destroyed or has rematad off the table; neither side
may Salvage.
AlZacker obl#tkra: kill the defender's support ships. If you destroy them all. you win completely. If you destmy none, you lose. Anything
in between is a marginal victory.

Defmcbrobbctln: save your support ships. If all the support ships survive. you win completely. If all the support ships are destroyad.
you lose. Anything in between is a marginal victory.

" - " "


0 FULL CONTACT
All nght, sic Lights on, g l m s off. its a stand-up fight, lust the sort of thing you're supposedto mid. You're nervous. m e d . a m u s
and, d your performanceup to this point 1s any sign, you're probablygoing to lose. The only consolabon Ican offir is thatywr opponent
is in the same boat. Bon chance: you11 need h.
r
. 0
.
..I Force Canpodtbn: each Wayer's force consists of his entire fleet.
L
' n
.E Setup: the Players set up at opposhe sides of the table. vvlthin 20 cm of the edge
. eu2
8pai.l R u k m escape the b d e , a unit must leave the table on the edge opposlte from hs starbng edge.

Victory: the battle lasts unbl one side is ehher completely destroyed or has retreated off the table The slde that remains in contml of
the table wlns a complete wctory, and may Salvage The other side loses

. 0058
. -
CAMPAIGN FLEET ROSTER

ADMIRAL'S NAME 1 NATlONAUTYANDNAW.


CAMPAIGNPOINTS: I STARllNGFLEETTV:
OPTIONALRULES IN USE
AVAILABLE EQUIPMEM:

Number Undamaged Number Crippled Available Options

Name Vehicle Skill Level/Bonus Perk Notes

Name Class Cargo Points Remaining

Copyright 82Mx) Dream Pod 9, Inc. Jovian Chronicles and Lightning Strike are trademarks of Dream
Pod 9, Inc. All Rights Reserved. Datacards may be photocopied for personal use.
i9
.PERKS AND FLAWS
Most units have one or more Perks or Flaws, which help t o distinguish the units and modify their effectiveness
in certain situations. Perks are good, and Flaws are bad. Perks or Flaws with a number inside parentheses are
referred t o as having a Rating. A rating is a numerical representation of the characteristic'seffectiveness.

V BASIC PERKS AND FLAWS


Concealed Sections: some ships have components that can be withdrawn into the Main Hull for protection.
This is designated by the Con notation on the datacard, along with a rating. In order for Concealed systems
to be used (the Narwhal's railguns and antenna array, and the Detroit's damage control and repair abilities),
the ship must spend a number of Actions equal t o the rating to deploy these components. When concealed,
the systems use the main hull's Protection value. When deployed, they use their own Protection values. If the
ship does not have enough Actions in a turn t o fully deploy or conceal its components, it may spread the
action requirement over several turns.
Energy/Projectile Protection (#/#/#): the unit's armor or structure is particularly resistant to a particular type
of damage. Instead of a rating, this Perk has a full set of Protection values next t o its notation on the Datacard.
When attacked by the appropriate type of weapon, use the listed protection instead of normal protection.
Exposed Fire Control: the unit has a poorly-protected targeting system. On 'Crippled' combat results, all
range bands other than 'C' on all attacks are destroyed. The unit may now only attack in close combat.
Missile Defense (#): the unit is equipped with a protective measure (such as a computer-controlled decoy
launcher) that helps the unit t o avoid being hit by attacks with the "Missile" characteristic. Add the rating to
all Defense Rolls against these attacks. It is possible for this number to be negative. Missile Defense also
works against attacks with the S-Mis characteristic.
Multiple Redundancy: this Perk represents either massive backup systems or a large number of individual
units (such as a squad of exo-suits). On a successful Piloting roll vs. a threshold equal t o the rating, the unit
may ignore the effects of any damage result, be it a Stun, Cripple or Overkill. This roll should be made
immediately after the damage is inflicted; if successful, no damage counter is placed on the unit. This Perk
may be used for every damaging hit upon the unit.
Reinforced Systems (#h on a successful Piloting roll vs. a threshold equal t o the rating, the unit may ignore
the effects of a 'Crippled' damage result. This roll should be made immediately after damage of the appro-
priate level is inflicted (a Crippling hit or a second Stunning hit); if successful, no Crippled counter is placed
on the unit. This Perk may be used once each time Crippling damage is inflicted on the unit. It has no effect
on hits that only cause Stun damage.
Target Designator System (#): the unit gains the rating as a bonus t o all of its Tagging rolls (see page 72).
Venusian: This Perk is used to distinguish the special qualities of Venusian ships. When using the Spoof
action, Venusian ships roll against a Threshold of 2. When using the Damage Control action, Venusian ships
roll against a Threshold of 5. Under normal movement (i.e., applying thrust without spending an action),
Venusian ships d o not lose Avoidance; only if an action is used in order t o gain extra thrust in a turn does a
Venusian ship's Avoidance drop (by one point).

'111
Some units are equipped to transport cargo that is clipped, strapped or in some way attached t o their outer
. n.
+I
hull. The type(s) or cargo a unit is allowed t o carry is specified on its Datacard. A cargo-carrying unit may
move and act normally when it is carrying cargo; it simply carries its cargo with it wherever it goes (place the
two counters in contact with one another). For targeting purposes, units that are docked in this fashion are
considered t o be Grappling (see page 36). For simplicity's sake, assume that the carried unit always faces in
the same direction as the carrying unit.
If the cargo is another combat unit, like an exo-armor or exo-suit squad, that unit may take its action nor-
mally during a turn. The cargo may not move, evade or aim on its own, and its actions are also subject to any
movement-related restrictions that the carrying unit takes (i.e. Overthrust, Evasion and Aiming). In close
combat, treat the carrying unit and its cargo as two separate units; they can both fight, and count toward
multiple attacker bonuses. However, since the carrying unit and its cargo are stuck t o one another, they both
suffer a -1 penalty t o their Close Combat Optimized Perk (if this Perk is not present, then there is no effect).
&A-

A unit may release its cargo at any point in its action phase, a t the cost of one action. If the cargo is mobile
(i.e. is capable of taking its own actions, like an exo-armor or exo-suit squad), it may move and act normally
after being dropped, assuming it hasn’t already used its action phase for the turn. In addition, mobile cargo
may disengage itself at the cost of one action (and no cost to the carrying unit). Finally, mobile cargo may
dock with a suitable cargo-carrying unit if both units spend one action.
The Internal Cargo perk is similar t o the External Cargo perk, except that the cargo is enclosed and shel-
tered by the carrying unit’s hull. As a result, the cargo may not make any attacks, take any actions, nor fight
in close combat. The cargo may not be attacked while being carried. If the carrying unit (or the cargo-
carrying component thereot) is destroyed, then the cargo takes damage equal t o half that of the initial
attack. If the cargo survives, it is now floating free and acts as an independent unit

CLOAK V
There are few more complex, expensive and dreaded pieces of battlefield equipment than the suite of
computers, photoskin coverings, sensor-damping devices and advanced propulsion systems that is collec-
tively known as a Cloak. Although Cloaks have been installed t o great effect on prototype vehicles like the
infamous Typhon, the only production units even suspected of possessing a Cloak are the Venusian G-8
Korikaze exo-armor and the Huang-ti Observer Ship.
A Cloaked unit gains the following benefits for an entire turn, so long as it is not Crippled, by spending one
Action. Place a Cloak counter next t o the unit; if it does not move more than its normal move distance or
take any other actions, it is considered invisible, and may not be directly fired on or attacked in close com-
bat. If a cloaked unit takes an Action of any kind (aside from cloaking), it is immediately uncloaked. Any ship
missiles locked on to a cloaked unit lose their lock. The missiles will still travel to the target area, but if the
target is still successfully cloaked in the End Phase, the missiles are unable to find their target and automati-
cally self-destruct, causing no damage.
A unit may attempt to target the cloaked unit by spending one action while within 10 cm of the cloaked unit.
An opposed Skill test is made: the attacker adds his Electronics rating, the defender adds his Cloak rating. If
the defender is successfully targeted, then all enemy units are able to target it, and the cloak is immediately
negated. A Group of units may combine attempts to see through a cloak, just like an attack (see page 26).

DEEP CLOAK 0
When a unit cloaks itself, its enemies usually have an idea of its general location. If, however, the cloaked
unit remains concealed long enough to drift a significant distance, it will be able to completely elude detec-
tion. Such a state is called Deep Cloak.
If a unit begins its action phase already cloaked, and there are no enemy units within 10 cm, that unit may
spend another action t o go into deep cloak. Remove the unit from the table, leaving only the Cloak counter
to mark the unit’s last known position. No further attempts t o target the unit may be made.
A unit in deep cloak may not take any actions, except t o remove Stun counters. When its Group’s action
phase comes up, it can attempt to remain in deep cloak. To do so, the unit must pass a Skill test against a
Threshold of 3. If the test is passed, the unit remains invisible. If the test is failed, the pilot has made an error
in managing the photoskin. The unit must immediately b e placed back on the table (see below).
Every turn that a unit spends in deep cloak, it may “move” further away from its last known position. This
deep-cloak movement rate is equal to the unit’s normal movement rate. When a deep-cloaked unit decides
to reappear, multiply the unit‘s normal movement rate by the number of turns the unit has been in deep
cloak: this number is the maximum number of centimeters the unit may be placed from its Cloak counter.
Other than this restriction, the unit may appear anywhere on the table.
Keep track of the number of turns a unit remains deep-cloaked by placing a die with the “1” showing next
to the Cloak counter the first time the unit passes its Skill test. Each successive turn, increment the number
on the die by one. When the unit decloaks, simply multiply its normal movement rate by the die’s number.
If a unit in deep cloak chooses not t o remain cloaked, it is placed back on the table a t the beginning of its
action phase. It may then move and act as normal. If, on the other hand, a unit drops out of cloak as a result
of failing its deep-cloak Skill test, it may not move, act, Overthrust or Evade until its next action phase (the
pilot still thinks he is invisible).
W V CLOSE COMBAT OPTIMIZED C # l

11 In close combat ('C'range), this unit adds the rating of this Perk to its attack and Defense Rolls when fighting
units without this characteristic. If both the attacker and the target have this Perk, use the difference be-
tween the two ratings (if any) as the attack and defense bonus for the unit with the higher Close Combat
Optimized rating. Thus, if a Pathfinder (CCO rating 2) is in close combat with a Syreen (CCO rating I), the

0
Pathfinder will get a +I bonus t o all its rolls against the Syreen because it is better equipped for hand-to-
hand combat.
A Close Combat Optimized unit cannot be attacked from behind in close combat unless there is more than
one attacker. It may always turn itself t o face an incoming close combat attack; however, it must keep its new
facing even after the attack ends, and it may not turn in this manner if there is currently an enemy in base-to-
base contact with it.

0
Units with this perk may latch onto a ship's hull, thus moving where the ship moves, like a parasite. This is
called Clamping. A clamped unit may unclamp from the ship and go its own way again a t any time. Clamp-
ing and unclamping cost no Actions and take no time; the only requirement is that the unit be in physical
contact with the ship's centerpoint (or as close to as possible).

11 Clamping can be a very powerful tool for units, since it essentially allows a unit t o get 'free' movement. A
unit that begins the turn in close combat with a ship may clamp onto it in the first ship phase and be carried

Q
along with the ship when moves, then unclamp in the main phase and continue on its merry way. Alterna-
tively, a unit may stay clamped t o a ship turn after turn, attacking the ship in close combat from where the
ship cannot get a t it. A clamped unit may attack the ship in close combat as normal; the ship gets t o roll its
normal defense. (See Expanded Close Combat, page 36)

I :ul
. A
1
V ELECTRONIC WARFARE C # I
Some units are equipped with complex suites of electronics allowing them to interfere with their enemies'
communications and sensors. These Electronic Counter Measures (ECM) systems consist of jammers, white
noise generators and other devices that can only be effectively canceled out by dedicated ECCM (Electronic
Counter Counter Measures) systems. Units equipped with ECM and ECCM are marked as such on their datacards.
It costs one Action to activate ECM, and one Action every turn thereafter to maintain the ECM. A Skill roll is
made, and the rating of the unit's ECM is added to the result (if the unit is subject to an Overthrust penalty,
it applies as well). This is the ECM's threshold. Place an ECM counter marked with the threshold on the unit
(if a high enough threshold counter is unavailable, use a combination of counters adding up to the current
threshold). Enemy communications are now jammed, and no units or ships on that side may use Command
Points (see section 4.1,page 40).ECM has, for the purposes of the game, unlimited range. ECM does not
affect Command Point usage for friendly units or ships.
Maintaining ECM costs an Action, but does not require any additional Skill rolls. An ECM unit may, however,
choose to reroll its ECM in order to get a better threshold. If the unit cannot pay an Action to maintain its
ECM (if, for instance, it is Stunned and wishes to remove the Stun counter), the ECM counter is removed at
the end of its Action phase, and enemy communications return to normal. If a unit that is activating or
maintaining ECM is Crippled, its ECM counter is removed, and it may no longer use ECM. If an ECM-using
unit is destroyed, the ECM counter is removed immediately.
If several units on the same side use ECM at the same time, only the highest ECM threshold gets a counter
on the playing field t o represent it. All weaker ECM thresholds from that side are canceled out. If, later on, a
friendly unit activates ECM and gets a higher threshold than the current one, the owning Player may remove
the old ECM counter and place an ECM counter on the new 'high' unit.
Instead of using ECM to create broad-based communications disruption, an electronics-warfare unit can
also attempt to interfere with a single target on a deeper level, causing failures in targeting and unit-identi-
fication systems. ECM can also help a friendly unit by masking its location with radiation and false sensor
traces. This is called Targeted ECM.
To use Targeted ECM, each Player must have an extra set of ECM counters, marked so as to be different
from normal ECM counters and the other Players' ECM counters. By spending one action, the ECM-using
unit may nominate a single target (including itself). The range is limited by the unit's Electronics rating as
listed on the Tagging Range Table (see page 72).

-
00b2
An opposed skill roll is made. Both units add their Electronics rating; the attacker also adds its ECM rating,
and the target may add its ECCM rating, if desired. The target may decline to roll, using zero as its result. If
the attacker wins, the ECM attempt is effective. Instead of placing the ECM counter next to the ECM-using
unit, place the counter next t o the unit being affected.
If the target isfriendly, it gains a +2 bonus t o its Avoidance and to any rolls to resist being locked-on, tagged
or designated, while the Targeted ECM counter is in play.
If the target is an enemy, it receives a -2 penalty t o its attack rolls and any attempts t o lock-on. In addition,
the target's identify friend or foe (IFF) system is disabled, making it vulnerable to its own side's minefields,
and the target may not tag, target designate, use ECM or spend Command Points. These effects last as long
as the Targeted ECM counter is in play. Although a side can only have one normal-type ECM counter on the
table at any time, any number of Targeted ECM counters may be present a t any time.
Targeted ECM effects are not cumulative; adding more targeted-ECM counters t o a victim only means that
each counter must be removed individually before the effects of the ECM are lifted. At the end of each End
Phase, every unit with targeted-ECM counters on it makes a skill roll against a threshold of 4 for each ECM
counter (friendly or hostile) it has on it; if the roll succeeds, remove the counter. A unit with ECCM may spend
an action t o remove an enemy ECM counter on it without having to roll, but is unable to use ECCM to help
other units.
It is possible to occasionally get a transmission through an ECM blockade, simply by luck or stubborn
persistence. If a Player wishes t o break through the ECM and give a Command Point to a unit that is being
jammed by ECM, the unit must make a Skill roll, modified only by its Electronics rating (usually zero). If the
roll beats the ECM threshold, the unit may use the Command Point; otherwise, the roll fails and the Com-
mand Point is lost. Either way, the ECM threshold remains in place.

ELECTRONIC COUNTER COUNTER MEASURES 0


Units with ECCM can use it to dispel the effects of hostile ECM. For each Action spent on ECCM, a Skill roll
is made, and the unit's ECCM rating is added t o the result. If the total is higher than the ECM threshold, the
ECM counter is removed, and communications are restored. If the total is lower than the threshold, the
attempt fails and the ECM counter remains. If the roll ties the ECM threshold, the ECM threshold is halved
(rounding down), but continues to block communications. The ECM counter should be changed to reflect
3 .
this. Crippled units may not use ECCM.

STEALTH V
Stealth is used to define vehicles that are designed with shielded exhausts, radar-absorbinghulls, and other 9 .

+I.
sensor-defeating measures of a passive nature. Stealth components are effective but fragile; even slight 9 .
damage can negate their effectiveness. A Stealthy unit gains the following benefits a t all times, so long as it
is not Crippled:
1) A Stealthy unit gains a bonus to its Avoidance equal to its Stealth rating.
2) When rolling to defend against lock-ons from ship missiles and tagging, a Stealthy unit may add its Stealth
rating to the roll.
3) A unit attempting to target a specific component of a Stealthy ship reduces its Electronics rating by the
ship's Stealth rating for the purposes of targeting only.
4) Units with Stealth are always the last units to be placed on the battlefield. Ifthere are units with Stealth on
both sides, take turns placing Stealthed units according to their Stealth Rating, starting with Stealth level 1,
and proceeding up through increasingly more stealthy units until all Stealthed units are placed.
Stealth systems are very fragile. If a Stealthy unit is Crippled, all benefits of Stealth are immediately and
permanently lost. Stealthed ships lose their stealth permanently the first time their Main Hull is damaged.

00b3
W b WEAPONS AND CHARACTERISTICS

oc Many attacks have various Characteristics built into them, noted on the Datacards under the 'Notes' column.
These characteristics confer certain abilities above and beyond the basic attack stats, making them more
versatile or setting limits upon their operation. The abbreviation in parentheses that follows each character-

Q istic name is the way that characteristic is listed on the unit Datacards, and the numbers that follow the
abbreviation are the characteristic's rating.

3
V BASIC WEAPON CHARACTERISTICS
Anti-Infantry (AI#): the attack is especially effective against small units. It gains the listed Accuracy bonus to
any attacks against exo-suits or infantry. Unless otherwise noted, all exo-suit and infantry attacks automati-
cally have this characteristic at a rating of 2.

0 Anti-Ship (AS#): the attack is designed t o do massive damage t o large targets. It gains the listed Accuracy
bonus t o any attacks against any object of Size 6 or larger (this includes all warships in this rulebook).

oc
Armor-Destroying (AD): an Armor-Destroying weapon is massively destructive, such that all modern de-
fenses are practically useless against it. Such weapons have the benefits of the Armor Piercing characteristic
(i.e. the target's Protection rating is halved), but are, unlike normal Armor Piercing weapons, allowed t o
inflict Overkill damage.

Q Armor Piercing(AP): the attack is especially good at penetrating a target's defenses. The target's Protection
ratings are all halved, rounding up. However, the attack may not Overkill any target; the maximum possible
hit result is Crippled.

I Energy Homing (EH): the weapon gains a +3 attack roll bonus if the target is using standard ECM. If the
Reaction Attack rule is in use (see page 34), the weapon may also be used t o Reaction Attack a unit imme-
diately after that unit rolls t o Ping, Tag or t o use ECCM or targeted ECM.
Flak (FI): when attacking ships, the weapon's maximum possible damage is Stun damage.
Haywire (H): If the weapon inflicts Stun damage on a ship component, that ship's Electronics receive a point
of damage. If the weapon inflicts Crippling damage, the target's Electronics receive two points of damage.
If the weapon hits an exo-armor or other standard unit, any damage inflicted is automatically one level worse
(i.e. Stun damage becomes Crippling damage, and Crippling damage is Overkill).
Missile (Mis): the attack consists of a self-guided munition that moves through space under its own power
and guidance. There is no inherent benefit to this characteristic. However, some defensive systems are
specifically designed t o shoot down incoming missiles.
Power-Hungry (PH#): found on warships only. The weapon requires a great deal of power and attention to
fire. The rating is the number of weapons other than the power-hungry weapon that may be fired in one
Action. For instance, a weapon with PHO, if fired, would not allow any other weapons t o be fired in that
Action. Standard-mode PDS would still get an opportunity t o fire, however, and warship missile bays would
still be able t o operate normally.
Rapid Fire (R#): this weapon may make a number of additional attacks equal t o the rating at no additional
Action or defensive cost; the entire series of attack rolls is considered a single Action and a single attack.
Thus, a weapon with R2 could make three attack rolls for each Action spent (one normal attack, followed by
the maximum of two additional attacks). Rapid Fire may be used on multiple targets, but only if all the
targets are within the weapon's firing arc.
Ship Missiles: these complex weapons require rules of their own. See 6.2.2 on next page.
Slow (Slw#): the attack must be used under very steady conditions. The attacking unit may only use this
attack if it is Aiming (see page 34).
Seek (Sk#): this weapon can auto-correct its course and aim. The number after the 'Sk' is the number of
extra dice that may be added t o the attack roll. For example, a standard (Skill Level 2) pilot fires a 'Sk2'
weapon. The attack roll, before any other modifiers, is four dice (two dice for the pilot's Skill plus two dice for
the Seeking characteristic of the weapon itself).

-
00b4
Self-destruction (SD): generally not found on manned vehicles, this weapon characteristic has one, very
simple effect: whenever the weapon is used to make an attack, the entire firing vehicle is immediately
destroyed, regardless of whether or not the target is destroyed (or even hit). This characteristic is most often
used t o define cruise-missile-type vehicles, designed to blow up once they reach their destination.
Stealthy (St): attacking with this weapon does not alter the firing ship's Avoidance.
Sweeping (Swp#):The weapon may "sweep" its beam across a wide area, increasing its chance t o hit, but
reducing its overall damage. Whenever the weapon fires, it may reduce its Damage by the Perk's Rating in
exchange for a +1 bonus to Accuracy. This exchange may b e taken any number of times, so long as the
weapon has damage left t o "spend."
Target Designator (TD): A weapon that is a target designator does no damage when it hits. Instead, the
target's Avoidance is lowered by the Margin of Success of the attack. If the target is a standard unit, mark it
with a Designation counter; its Avoidance is lowered by 2. In the End Phase, remove all designation counters
from play.

SHIP MISSILE E A Y S I -
N '
Missile Bays launch swarms of self-guided missiles, programmed t o hunt down and attack a specific target.
They usually inflict heat damage, with high explosive, plasma or (rarely) nuclear warheads. Missiles usually -.
N '
n
serve as a deterrent; a ship captain who knows that he's being hunted by a swarm of missiles will usually take
on a defensive posture, thus handing the flow of battle over to his opponent.
A ship missile bay (labeled under the Datacard's Notes as S-Mis) does not fire like other ship weapons. It may
only be used in the End Phase of a turn; other than that, it may not fire. To fire a swarm of missiles, a target
must be selected and a lock-on roll made. The lock-on roll is an opposed Skill roll between the attacker and
defender, modified only by each unit's Electronics rating. The lock-on roll is limited by the Missile's fire arc
and range, but not by the bay's Accuracy (that comes into play later).
If the lock-on roll fails, no missiles may be launched from that bay this turn. Some ships have multiple missile
bays (denoted by the Rapid Fire notation under the component's Notes column). They may make one lock-
on roll for each missile bay, choosing a different target for each one, if desired.
If the lock-on roll succeeds, a swarm of missiles is launched. Place a missile counter on top of the target ship.
These missiles are considered t o be in transit somewhere between the two ships, getting their bearings,
planning an attack run and actually traveling t o their target. Each missile swarm launched by a ship reduces
its Avoidance by 1.
In the next turn's End Phase, all missiles launched in the previous turn arrive at their targets and attack. Note
that it doesn't matter where the target is in relation to the ship that fired the missiles. The range and fire arc
listed on the Datacard are used only for the lock-on and represent limitations of the ship's targeting comput-
ers; after launch, the missiles will hunt down their target no matter where it runs.
When a missile swarm attacks, the Opposed Skill roll works just like any other normal attack. The missiles use
the firing ship's crew Skill level, so if there's an Ace ship on your side, make sure you keep track of which
missile swarms it launched. In the case of targets with multiple facings, the defender may decide which
facing the missiles will attack (presumably attacking the stronger side).

POINT DEFENSE SYSTEMS CPDSI V


Ships are equipped with extensive arrays of Point Defense Systems: these are lasers and particle accelera- ..
m

tors that are designed t o protect the vessel from micrometeorite impacts in the course of space travel. As it ..
N

a.
happens, however, these systems also have some very useful combat functions.
Like a Missile Bay, PDS is a special weapon, and works differently from normal weapons. A ship's PDS may
operate in one of two modes each turn. The mode must be chosen in the Initiative Phase and cannot be
changed for the rest of the turn unless a Command Point is spent. Depending on which mode, Standard or
Shield, the PDS is operating in, the ship has a differing set of defensive profiles. N o matter what mode it is
in, using PDS never alters a ship's Avoidance.

00b5
- .
0 STANDARD MODE ..

Offense: Standard mode uses the system's laser beams to specifically target and shoot down missiles and
other vehicles a t fairly long distances. Standard PDS may be used as a normal weapon, as part of a Fire
Weapons Action, but the true power of Standard PDS lies in its use as an opportunity-fire weapon.
Standard-mode PDS is the only weapon in the basic rules that may attack during another unit's Action
without using a Command Point. Standard-mode PDS may make one free attack anytime a unit enters its
firing range during a turn. The free attack is also allowed whenever the ship moves so that an enemy unit
comes into PDS range. However, this attack may only be used against the currently-moving unit, and may
only be used once per target, per turn. Once the free attack is rolled, if the target survives, it may continue
with its phase.
This represents the PDS' control computer automatically targeting and firing a single quick shot at any
approaching enemy unit. Firing the PDS as part of an Action, on the other hand, represents human
crewmembers taking control of the PDS and hitting an especially dangerous target a second time. This
'automatic shot' ability is potentially very powerful, since it makes it dangerous for any number of units to
even approach a ship.
Defense: in Standard mode, the PDS adds its Damage Multiplier as a bonus t o the ship's Defense Rolls
against Missile attacks. This ability works automatically against every incoming Missile attack as long as the
PDS is in Standard mode.

OSHIELD MODE
Offense: Shield mode focuses the system into a low-power ladar; any physical object detected by the laser
pulses then becomes the focus of a close-range barrier of coherent light, damaging anything that tries to
pass through with a crisscrossing grid of laser beams, as well as providing minor protection from projectiles.
Mark a ship in shield mode with a Shield-mode PDS counter. Shield PDS requires no Actions to use. It is
always on, and will damage anyone foolish enough to blunder into its field. Any unit that comes into physical
contact with a ship whose PDS is in shield mode is immediately and automatically hit with an amount of
damage equal to the PDS' Damage Multiplier multiplied by the result of a Skill roll. The victim gets no
Defense Roll whatsoever. Units that begin the turn in physical contact with a ship that has turned its PDS to
shield mode do not take any damage from the shield until they actually pass through it. This will occur either
when the ship moves away from the unit, or if the unit chooses to move away from the ship. Thus, if a unit
manages t o stay in close combat with the ship for the entire turn, it will remain 'under' the shield and take no
damage.
Ships that run into PDS shields on other ships take the shield-inflicted damage as a single hit on the hit
location chart. PDS shields do not interfere with one another, being laser light. If two ships touch each
other's PDS shields, both ships will take the appropriate damage. Then again, the only way for two ships to
touch each other is a ram, so both ships probably have more important things t o worry about than a bit of
PDS damage. Likewise, a ship cannot move its shield into contact with an exo-armor or fighter unless it
makes a ramming attempt (good luck).
Defense: Shield-mode PDS is used out of combat t o deviate or disintegrate micrometeorites whose impacts
could harm the ship, essentially 'burning' a clear path through space. In this mode, PDS cannot indepen-
dently target incoming missiles for destruction (possibly negating the attack entirely), but it is capable of
shearing away some or all of the mass of a cannon round, either harmlessly disintegrating it or causing it to
detonate prematurely.
In shield mode, the PDS reduces the damage inflicted by 'P' type hits by a number of points equal to the
PDS' Damage Multiplier, before the damage is multiplied by the attacker's Margin of Success. In many cases,
this will reduce the damage to zero. Note that attacks made at 'C' range are not affected by the shield.
Shield-mode PDS has no effect on incoming Missile weapons. Energy ('E') weapons are unaffected by PDS
in any of its modes.

-
OObb
DRONES V
I .

In the 23rd century, a dedicated computer is capable of not only piloting a spacecraft, but also of guiding it
through a battle or surveillance mission. Such uncrewed craft are collectively known as Drones, and perform
a variety of battlefield roles that are either too dangerous or too precise for humans.
Drones are divided into three classes. Every Solar nation has its own models of Drone in each class, but the
class designations (much like the common use of naval terms like "destroyer" and "frigate") are used uni-
formly throughout the Solar System. All of the Solar Nations use similar Drone types, with very little real
variation between them. Although Venusian Drones do tend t o be better-constructed and generally supe-
rior t o foreign Drones, the differences are too minor to make much of a difference in Lightning Strike.
Class I Drones are the simplest and most straightfoward Drone designs, little more than precocious missiles
with basic decision-making abilities. Class II Drones are somewhat brighter than Class I Drones, in that they
actually have some sense of self-preservation. Such Drones are still considered highly expendable, however,
and have tasks that put them in the way of great harm. Class 111 Drones are the most complex of the three
Drone classes, and are generally not considered expendable on the battlefield; they are difficult to obtain
and expensive to replace. The decision-making processes of Class 111 Drones are advanced enough such that
they can be trusted with weapons and the discretion t o use them on the battlefield.
When a unit that carries Drones is chosen as part of a force, you will need counters or miniatures for both the
unit itself and for its Drones. Generally, one should have enough Drone counters to allow placement of two
full turns' worth of Drone launches (see below). If different Drone types are being used, each Drone counter
must be clearly marked with its type, to distinguish it from other Drones. Also, if more than one side is using
Drones, each side's Drones must be clearly marked to show whom it belongs to. Counters for the seven
different Drone types presented herein are included with this book; feel free to photocopy them and mark
them with appropriate national colors.
Each Drone-carryingstandard unit must have an Ordnance Counter placed on it when it first appears on the
table. As long as the Ordnance Counter is on the unit, that unit may launch Drones. When the Ordnance
Counter is removed, the unit has run out of Drones (or suffered a mishap with its Drone bay), and may not
launch Drones for the rest of the game.
If different Drone types are being used, each Drone counter must be clearly marked with its type, to distin-
guish it from other Drones. Also, if more than one side is using Drones, each side's Drones must be clearly
marked t o show whom it belongs to.

DRONE CARRIERS V
A Drone-carrying unit's Datacard will look somewhat different from the Datacards of more typical units, ..
A

reflecting the different set of data that must be provided for Drones. A unit's Drone-launching capabilities ?.
n
(also known as its Drone bay) are listed in the Attacks section of its datacard. However, there are only three
pieces of information in a Drone bay entry; no Accuracy, Range, Arc or other stats are listed, because Drones
don't use them. It is possible for a Drone bay to have special characteristics (like Slow) that affect the condi-
tions under which it may be used, but this is rare.
Drone Class or Type: this specifies what types of Drones the unit may launch. This entry may either speci
one or more entire Classes of Drones, allowing the unit t o launch any Drone in those Classes, or one or mo
individual Drone types.
Rate: the number of Drones the unit may launch each turn. Regardless
- of how
many Drones are launched, launching Drones costs one action. For ships, Drones
are launched as part of a Fire Weapons action; launching Drones does not alter a
ship's Avoidance.
Reload Threshold When a unit uses an Action to launch Drones, place the Drones
on the field as described next page, and then make a Skill Roll against the Reload
Threshold. For every individual Drone the unit has launchedthis turn (including Drones
launched in previousActions as well as the Drones just launched), apply a cumulative
-1 penalty to the roll. Note that Drones launched in a previousturn do not count toward
this penalty. If the roll succeeds, there are no additional effects. If the roll fails or fumbles,
remove the unit's payload counter; no further Drones may be launched from this unit.

I D -- -
0 SHIP DRONE CARRIERS
Ships, for the most part, can carry many more Drones than standard units can, and are thus less affected by
the prospect of running out in a fight. There are two ways of keeping track of shipboard Drones:
1) If the ship carries a limited number of Drones, there will be a number of checkboxes on the ship's Datacard,
on the Drone weapon entry. Every time a Drone is launched, cross off one box. When all the boxes are filled,
Drones may no longer be launched.
2) If the ship carries a very large number of Drones, such that it is not likely to run out of them, it has a Reload
Threshold just like standard units. When a ship fails its reload Threshold, however, its Drone-launching abili-
ties are not permanently disabled, unlike standard units. Instead, a single damage box is marked off in the
Drone Bay's entry on the ship's Datacard, simulating a loading error or delay. When the damage is repaired,
the ship may continue to launch Drones as normal.
Shipboard Drone bays take damage like any other weapon, becoming temporarily nonfunctional when
damaged, and being completely destroyed when Overkilled. When a Drone bay is damaged, the stored
Drones are not harmed, but if the bay is destroyed, then all carried Drones are also destroyed. Launching
Drones does not affect a ship's Avoidance.

V LAUNCHING DRONES
Drones always start a battle inside their mother unit. Standard units may launch one or more Drones, up to
their Drone bay's rate, by spending one action. A Crippled standard unit may launch only half the number of
Drones it may normally launch, rounding up.
Ships may launch Drones up to their Drone bay's rate as part of a Fire Weapons action.
When Drones are launched, they must be placed on the table in contact with the unit that just launched
them. From that point on, they are considered independent units, with their own actions. Once they are
launched, Drones do not have to be associated with their mother unit a t all; they can go anywhere on the
battlefield, regardless of where their mother unit goes. If the mother unit is destroyed, the Drones may
continue operating as normal.
After the Drones are placed on the table, the launching unit either rolls against its Reload Threshold or
crosses off Drone boxes, depending on its type.
Due to the mechanics of the game, it is theoretically possible for an infinite number of Drones to be launched
by a single unit. Under most circumstances, this should not be a problem for the same reason ammunition is
usually not a problem forvehicles; neither the Drone nor its mother unit are expected to survive long enough
to cause reality-bending problems.
If, however, an excessively large number of Drones is about to inundate the table, Players may limit the
maximum number of Drones on the table to the total Rate of all Drone bays in play, multiplied by two. Put
more simply, once you run out of Drone counters, it will be impossible t o launch more Drones until some of
the Drones that are already in play are destroyed.

V DRONE DATA CARDS


Drones use a much-simplified datacard compared t o standard unit datacards. Several types of Drone cards
are included with this book (see page 1lo), representing generic Drones used throughout the Solar System.
The differences between the Drone Datacards and the standard Datacards are explained below.
Threat Value: Drones do not have individual Threat Values. They are worth no victory points beyond the
TV cost of their mother unit, which already takes into account the offensive and defensive power of the
drones it carries.
Skill Threshold: Drones are fairly predictable in battle and thus never roll dice. For any situation in which
a Drone must perform a Skill check, the Skill Threshold listed on its datacard is treated as the result of the
Skill check.
Protection: Drones are not provided with Protection ratings; any hit from a battlefield weapon will destroy
them automatically.
DRONE MOVEMENT AND ACTIONS 'I
Drones move and act during the Main Phase, after all other non-ship Groups have moved and acted.
A Drone has one Movement value on its Datacard. Drones may not use Overthrust or Evasive movement
types. Drones can have different facing types, however, reflecting their design and purpose. These facing
types are identical to the ones used for standard units.
Drones get one action per turn. They may Aim; doing so reduces their Skill Threshold by one when defend-
ing, and increases it by one when attacking.
If the Reaction Attack rule is being used, Drones may Reaction Attack. However, unlike other units, which
can choose to leave a Stun counter in place indefinitely, a Drone that gets a Stun counter cannot take any
other action besides removing the Stun counter. In fact, the only way a Drone can acquire a Stun counter is
by using a Reaction Attack, since Drones are automatically destroyed by any kind of combat hit.
Note that even Shipkillers and Exokillers may Reaction Attack, even though the Stun counter will have no
effect on them (because they are already automatically destroyed when they attack because of the SD
characteristic on their warheads).
Some combat options are not available t o Drones: Drones may not ram (for simplicity's sake); Drones may
not use Command Points; and Drones may not combine attacks.

DRONE EXAMPLE c)
A Sentry Drone is being shot at by an exo-armor. The exo-armor rolls normally to attack, and compares its roll to the Drone's Skill
Threshold of 4. The exo rolls a total of 4, just barely missing the Drone. Later that turn, the Sentry Drone shoots at the exo. The
Drone's Skill Threshold is 4, plus its missiles' Accuracy of 1, for a total Threshold of 5. The exo must roll a 5 or better on its Defense
Roll, which it does.

The next turn. the exo shoots at the Drone again, and this time rolls a 5. Even though the Margin of Success is only 1, a hit of any type
will destroy a Drone, so the Sentry is obliterated.
- b WEAPONS AND EQUIPMENT
..
f

n
The various datacards included in this book represent the basic "no frills" versions of the units and ships.
All units can be upgraded t o some extent. This section lists some of the possible add-ons for standard
units and ships, and also provides rules for their use. A table of the costs and stats for each add-on is
located on page 73.
No more than 10% of a force's total TV may be spent on Weapons and Equipment. This limit may only be
changed if all Players agree before the game begins. Refer t o the fleet lists (Chapter 7) for further equipment
availability restrictions for each nation. To mark the tabletop miniatures as being upgraded, Players can use
counters, bits of sticky-notes, or (preferably) actually build parts for the miniatures. Players can also use
pencil or dry-erase markers t o make notes on the units' datacards.

- V EXO-ARMOR AND FIGHTER WEAPONS


.+I These are weapons systems that can be mounted to hardpoints or bays on standard units, increasing their
.J
.n
firepower. Some of the weapons specify the use of an Ordnance counter. This is a counter used t o mark a
unit that is carrying a limited-use weapon, just as it is for Drones (see 6.3). Once the weapon runs out of uses,
the Ordnance counter is removed. In order t o aid Players in keeping track of which unit is carrying what
ordnance, Players may wish t o write the type of ordnance being carried on the counters.
Unless otherwise specified, weapons added t o a fighter will always have a Fixed Forward arc and equipment
added t o an exo-armor will always have a Forward arc. Exo-armors may carry one add-on weapon, while
fighters, due t o their payload bays and solid construction, may cany two;units that carry three mounted
weapons may not carry add-on weapons at all. Some specialized units may cany more or less than the usual
number of add-on weapons; this is noted on the units' datacards. A unit may carry more than its permitted
allotment of add-on weapons; in addition t o the basic TV costs of the weapons, an additional TV cost is
applied. This cost is equal t o the cost of the most expensive add-on weapon on the unit, multiplied by the
number of add-on weapons the unit is carrying.
See the table on page 73 for game statistics for the following weapons. Damage from add-on weapons is
halved if the carrying unit is Crippled, just like built-in weapons.
Swarmers: Smart cluster missiles. Use an Ordnance counter to mark the unit; remove the counter after the
Missiles have attacked once.
Light Missiles: Anti-exo missiles. Use an Ordnance counter to mark the unit; remove the counter after the
Missiles have attacked once.
Medium Missiles: Multi-purpose missiles. Use an Ordnance counter t o mark the unit; remove the counter
after the Missiles have attacked once.
Heavy Missiles: Large anti-ship missiles. Use an Ordnance counter to mark the unit; remove the counter
after the Missiles have attacked once.
HARM Missile: Radiation-seeking missile. Use an Ordnance counter to mark the unit; remove the counter
after the Missiles have attacked once. Same stats as Medium Missiles, but they gain a +3 attack roll bonus if
the target is using standard ECM. If the Reaction Attack rule is in use (page 34). HARMSmay also be used to
Reaction Attack a unit immediately after it rolls to Ping, Tag or t o use ECCM or targeted ECM.
Assault Railgun: A heavy gun often mounted on bomber units in place of missiles. Use an Ordnance counter
t o mark the unit; every time the railgun fires a shot, make a die roll. On a 1-4, the railgun is jammed or out of
ammunition, and the Ordnance counter is removed.
Drone Rack These come in various types. Mark the unit with an Ordnance counter and see 6.3 for rules.
Beam Cannon: Heavy, fixed-mount particle accelerator weapon used by assault units.
Sentry Pod: Fires flares, chaff and decoys to distract the enemy. Use an Ordnance counter t o mark the unit.
The Sentry Pod may be used at any time in the First Ship, Main or Second Ship Phases. When the Sentry Pod
is used, remove its Ordnance counter and replace it with an Evasion counter (see Evasion, page 34). The
Evasion counter is removed as normal when the unit next activates.
Melee Weapons: various implements for use in close combat. The unit's Close Combat Optimized Rating is
increased by one. This add-on has no effect on units without the Close Combat Optimized Perk.
These are addlbonel hams that can be installed into or onto fighters and exo-armops. A fighter a- exowma- may have one hBm from
the follovvlng list in addlbon to any add-on weapons h alraacty has. A una may carry more than one pece of equipment; in addbon to the
basic TV COE& of the equipment, an addlbonal integratronfee equal to the cost of the most expenswe pece of equipment. multlplled by
the total number of add-ons pieces of equipment the unh is carrymg, is applied

AntWiwh S~B&UII:these small laser turrets add Ammissile System (Rmng 21 to the unh.

EW pod: the unh gains ether E M 2/ECCM 3 or ECM 3/ECCM 2. Does not add to ensting EW systems.

T e q S Ddgn.or: Range C/m. ACC+1/0. See 6.2.1 for Target Designator rules

Executm CopROt: intelligent computercontrolledsystems. The unh gains e bonus Amon.

Advaned Fka can91:the unh r e c e m a +Ibonus to all its attack mlls.

I\drmcsd &mor 8ults Tlnoqry pod.: The unh can autommcally detect cloaked units whhin a m . Units in deep cloak may not
reappear mthin 20cm of a unh whh a snocpy pod. Staalthed unhs do not recem their stealth Avoidance bonus when being attacked by
a unh whh a snoopy pod.

Ablethe Armem layers of exwe protecton The unh gains Mulbple Redundancy (see 6 1 11 at Rmng 5.

B.etbAma: crude but effecbve grasping claws. The unh's Close Combat Optrmized Ratlng is increasedby one. Unhs without the Close
Combat Opbmized Perk now have the Perk at Rmng 1

Bhbld: addlbonel forward armor, ether handheld or attachedto the hull hself. The u n t s Fmnt Pmtacbonvalues are ell increasedby 1.

Boats Pack Increasedfuel and thrusters. The unes movement values are increased by 10 cm each.

hmbr Moduk Extra maneuvering thrusters The unh's Front Avoidance is increased by 1.

Chmmkam Refie: Modular photoskin covenng end redar-absorbing materiel The unk's Avoidance values em lowered by 1. The unh
gains Stealth 121 and Cloak IO).

Ec3ijipM-E-NT-o- - - - -
EXO-S-~,T "- ~

An e m h squad may carry as many pieces of equipment as the Player desires, but h may not carry duplicete pieces of equipment.

Cbynmms: These direcbonelmines give the exmuhs an edge in close combat. The Close Combat Opbmized m n g is inmasad by 1

TbolwI.:These compact mol6 allow the squad to make emergency repam to any standardunit. If the squad is in basembase contact
mth e friendly unh. h rnay spend one Acbon to mther m o v e a Stun counter or replace e Crippled countep with a Stun countep The
squad may not use the toolkhs on hself.

Boats Pack Increasedfuel and thrusters. Double the squad's movement allowance

Bhbkh: Bobon or handheld emop. Add one to the squads Stun, Crippled and Overkll Thresholds

e C/20. Acc +1/0, see semon 6.1 1, Target Designator.


x ^ - -~
~ x I x I

A ship may carry as many peces of equipment as the Player desires. but h may not carry duplicate pieces of equipment.

Proahky Minscl:These exploswe modules are designed to pmtect ships in Close Combat. Use an Ordnance counter to mark the ship.
At any bma during the Rrst Ship Phase. Main Phase or Second Ship Phase, the shlp rnay elect to damage every unit[friend or foe] whhm
ten cm with an amount of damage equal to 4P multlplied by the result of the mll of one die After the damage has been dealt. mll
another die On e 13,the Ordnance counter is removed, otherwlse. the counter remains and rnay be used egain

H
E
AT
' Arma: The ship's hotecbon m n g s are all increased by +3when being attacked whh an €-type weapon.

Droy pod. When using the Spoof Acbon, the ship may add one to hs roll

Dlo#mme Systan: When using the Rng Acbon, the ship rnay add one to hs roll
I
I
Repair BOCII: When using the Damage Control Amon. the ship may add +1to hs MII

The ship may use ECM and ECCM at R a n g 3 whh no penalty to Avoidance
EW R~Q:

Tmgot b..igmato~ Arc F. Range 30, Acc 0 This system must be used as part of a fire Weapons Amon. and reduces the firing ship's
f
Avoidance by one for each shot This system cannot be used Z the ship's Elecbwnics are damaged See 6 1 1, Target Designator

~ x 1 - x _ l I x x - xxII - - --- -xx-- ---


b SHIP ABILITY: LAUNCH AND RECOVERY
The value of a carrier lies not in its firepower, but in its ability to carry hordes of exo-armors and fighters into
battle, and repair them afterward. Although units cannot be repaired by a carrier in the middle of a battle,
they can use the carrier's hangar as a hiding place, or t o get an extra speed boost from its catapults.
To land on a carrier, a standard unit must spend one Action in physical contact with the carrier's counter. At
the end of its phase, the unit is taken aboard the carrier and may no longer be the target of any attacks.
Remove the unit from the table and place it on the carrier's Datacard. Warship missiles hunting the unit will
target the carrier, instead.
To leave a carrier, a unit can simply drop out of an airlock. The unit appears on the playing field adjacent t o
its mothership during the Main Phase and may move and act as normal.
Fighters and exo-armors may also use a carrier's catapults t o launch into battle. A carrier may launch as
many units in a turn as it has catapults; this costs it no Actions, nor does it alter its Avoidance value.
Catapults may be used at any time during the Main Phase; simply place the unit next to the carrier and
move it straight ahead up t o 20 cm. A launched unit may move and act as normal after it launches, once
its activation comes up.
Bach exo-armor or fighter occupies one bay in a carrier's hangar. Any ship may carry a number of exo-suit
squads equal t o its Size, and may carry an essentially unlimited number of infantry (although common sense
should still limit Players' creativity). Exo-suits and infantry may not use catapults (although it might be mor-
bidly amusing t o try).
Note that it is possible to have many more units on the field than there are bays t o carry them. One may
assume that the "extra" units arrived at the battle under their own power, or by clamping on to the hulls of
friendly ships.

b STANDARD UNIT ABILITY: TAGGING


Most exo-armors. fighters and exo-suit squads would be hard-pressed to do significant damage t o a warship
on their own. Such a unit can, however, use its weapons and comm systems t o help its friends get a better
shot on a big ship.
Any exo-armor, fighter, exo-suit squad or infantry squad may tag a warship. Tagging is considered an Ac-
tion, and will thus prevent most units from attacking and tagging in the same turn. A unit may only tag a
target that is in its primary attack arc (the arc of the first attack on its Datacard). The maximum range of a tag
attempt is determined by the tagging unit's Electronics rating (see table below).
Other than lowering the target ship's Avoidance by one, tagging does no damage. Tagging may only be
used against ships; it has no effect on smaller units that are too nimble for reliable targeting. Tagging may be
used as part of a Combination Attack.

0072
M8nm OnmB1.bandNop. RdnmncmbunM wcou
swarmers Rng C/20. Acc +2, Dam BE. Mi. Sk2 Y 1
light Mibs Rng C/30. Acc +1, Dam 4E. M i Y 1
Medium Misrriles Rng C/20, Am 0, Darn 6E. Mis. AS1 Y 1
H e w Mimiles R m C/20. Am -1. Dam 8E. ML. AS2 Y 1

HARM Rng c/20, Am 0. Darn 6E. Mis. ASl, EH Y 3


Ass8ault Railgun Rng 30. Acc -1, Darn 4p. R l , AD. Slw Y 3
Drone Rack A Shipkiller Drom. Rate 4, Rdoad 2 Y 3
Orona Rack B Dmnea I. Rata 4. Rdmd 2 Y d

Drone Rack C Omnw I. Rate 2, Reload 2 Y 3


DmneRxkD Dmnea I. Rate 1. Reload 1 Y
Drone Rack E Drones II, R a B 2, Reload 3 Y 2
Drone Rack F Drones II, Rats 1, Reload 1 Y 4
Drone Rack 0 Dmnea 111. Rate 2, Reload 2 Y 4
Drone Rack H Omnm 111. Rete 1. Reload 1 Y 5
~~~

Drone Rack I Drones I. 111. Rate 2, Reload 1 Y 6


Orone Rack J Drom II. Ill Rafe 2. Reload 1 Y 6
Drone Rack K Dronee clll Rate 2.Reload 1 Y 7
Bwrn Cannon F6 Rsnw 20/40, Acc -2/-1, Dam 5E/4E N 2
*nrmpod autnrnamc Evasnn Y 1
Melee Waapona ckse Canbat optimhsdRating +1 N 1
~ _" "" " x 1

EXO-ARMOR AND FIGHTER EQUIPMENTD


I
AntJWssibSystsm M d k , lhfanw (21 N 2
Ew Pod ECM 2- 3 or ECM 3- 2 N 3
T-Deagn- Range C/20, Acc + l / O N 3
Execumr Copilot + I
Adlon N 10
Muanced Fire C a m l + l to attack rob
bonus N 10
snwpv Pod Detect cbnkad and staalthed Units N 5
A b h t h Armor Mulbpta Redundancy tsee 6.1.11 at R a h g 5 N 4
WePrma Close Combat Optimized Rating +1 N 1
Shteld d 1
Front Rotecrion valw ere all ~ m a a e by N 2
Bwster Pack + l ocm mDvsmem N B/Cghts. 4 / m
Vernier Module Frcin Awidana, +l N 5
Chameleon Refit Stealth 121, Cloak 101. -1 Awidanca N 10

EXO-SUIT EQUIPMENTD

BwaMr Pack Masmemvaluasx2 N 3


C-l Close Combat opamsd Ratng +l N 1
shntlds RoteFbon n I w all +1 N 2
Terget Deagnstar Range C/20, Am i 1 M N 3
Twlklrs spend 1Amon to repair other atendard u d N 3

SHIP EQUIPMENT
I
oemvpod +toI
Spwf mlls N 10
DioBensssystam +1to P(ng mlls N 5
Ew Rig ECM 3. ECCM 3, no A d a r m ~ M I Q N 20 t3ohaavY ships1
HEAT-ResistsntPsmor Roraction nluea a11 +3HI 'E'aqpa attacks N 5
Proarnlty Mnas svery unlr wthin mn cm takes ld6x4 damage N 10
Repair Bots +1 to DamageConvol mlk N 5
F, Range 30, Am 0. -1Avoidam N 10
co .FLEET LISTS

I-
It is said that diplomats use lies t o make policies, while armies use honesty t o enforce them. This chapter
provides game-context descriptions, rules and guidelines for these tools of politics. Each fleet list provides
a description of the various standard units and ships used by one of the military organizations in the Solar

ffl System. In this book, the three superpowers (Jupiter, Earth and Venus) are presented; fleet lists for other,
smaller forces will make their appearance shortly in a latter volume. Each list also gives rules and limitations
for building a fleet, and ends with a description of organizational and behavioral quirks.
When choosing a force for a battle or to create a task force, Players will have to pay attention t o both the

-I Grouping limitations and the unit restrictions of their chosen force. For instance, units that are described as
"special duty" units in a fleet list can usually only be taken in limited numbers. If a Player wishes t o add more
units than the army list allows, he may d o so; additional units cost double their basic Tv. Each fleet has
access t o certain common units (such as cargo ships). The descriptions for these common units are in the

I- Neutrals section (page 92).


Many units will have specific Options listed under their individual descriptions. The stats and costs for these
upgrades will be listed there, or can be copied from other units. In any fleet, no more than 50%of the units

W of a single type (e.g. Wyverns or Pathfinders) may use these Options. Options do not count as add-on
weapons and equipment, and d o not count toward a force's 10%N limitation for such items.

W Each fleet list provides a listing of how that particular fleet uses the weapons and equipment described on
page 70. Common equipment is freely available t o the fleet. Restricted equipment is harder to come by. A

I fleet may buy one piece of Restricted equipment at its standard cost for every ten units (standard or ship) it
has; additional Restricted items cost double. Experimental equipment is available only in the most limited
quantities. A fleet may have one such piece of equipment at its standard cost; additional Experimental items

lL
cost triple. Ifan item described in Chapter 6 is not listed in a fleet list, then that item is not available. When
choosing a force for a battle, no more than 10% of the force's total TV may b e spent on weapons and
equipment. Unless otherwise specified, these may be assigned to units however the Player desires.

V THE SOLAR SYSTEM OF 2214


The Solar System of 2214 is a tense place. It has recently suffered the ordeal of open warfare between two
immensely powerful forces. At the end of 2213, the Solar System paused at the edge of an abyss of destruc-
tion and carefully pulled back. In the past six months, however, humanity's thirst for warfare has steadily
grown, and many people fear the next decade will see an end t o the golden age humanity has worked so
hard t o attain.
The major powers, the Central Earth Government and Administration and the Jovian Confederation, are
locked in a cold war. Pulling strings from the shadows, a third major power, Venus, is making dangerous
decisions that may very well tip the precarious balance and plunge the Solar System into a full-scale war
from which no one will be spared. Two recent events have brought humanity t o this tragic point in history.
In 2210, an Earth scientist researching a remarkable new humanlmachine interface technology petitioned
the Confederation for political asylum. The JAF sent an inexperienced team of operatives t o extract the
scientist from a conference on Venus. The team fled back to Jovian space; the resulting desperate series of
events came t o be known as the Odyssey. During the chase, CEGA forces destroyed a colony dome in
Copernicus Crater on the Moon, unknown forces destroyed the prototype Martian space elevator, and a
rogue CEGA Navy fleet very nearly succeeded in destroying the Jovian capital station of Elysee.
In 2213, the Centennial Anniversaty of the founding of the Jovian Confederation, war broke out between
the totalitarian Martian Federation and the Martian Free Republic. Both CEGA and the Jovian Confedera-
tion saw this war as the perfect opportunity t o rattle their own proverbial sabers; both nations sent fleets t o
support and protect their allies, the Federation for CEGA and the Republic for the Jovian Confederation.
Their ostensible mission was to protect Martian orbital facilities and limit the ground warfare below. How-
ever, a Solar Cross distress call gave both nations another excuse, this time to intelvene directly. The result
was a small-scale dogfight between the two superpowers that rapidly escalated into a full fleet action. The
entire war came to a screeching halt when the Confederation fleet's command ship, the Godsfire-class JSS
Gilgamesh, mortally wounded by CEGA forces, crashed into the Martian Federation capital of Kurtzenheim,
killing over six million people in a fiery blast with a five-kilometer radius crater at its center.
THE JOVIAN CONFEDERATION 4
Barely a century old, the Jovian Confederation is perhaps the most powerful nation ever constructed by ..
N

humankind. Its founders fled the strife and downfall of the Inner Solar System, outward t o the largest of r-.
planets, Jupiter. There, hampered by radiation and the lack both of solid ground and abundant sunlight,
they forged a society housed in hundreds of orbital space colonies. The Confederation was born in the early
years of the 22nd century when the colony cylinders in orbit around Jupiter proper, known collectively as
Olympus, allied themselves with the colonies in Jupiter's Trojan asteroids, Vanguard Mountain in the leading
cluster and Newhome in the trailing cluster, in 21 13. The Confederation claimed more territory as its own
than any other human civilization had ever dared.
The Jovians built vast automated mining complexes, gargantuan cargo massdrivers, self-replicating facto-
ries and countless other technological innovations. In 2162, the Jovians built the first humanoid space fight-
ers, known as exo-armors, ushering in a new era of warfare. Other nations have copied, modified and im-
proved all of these technologies, but the Confederation still reigns supreme in the quality and quantity of
exo-armors it can field.
The events of the Odyssey were a rude awakening for the citizens of the Confederation. They had eyed the
formation of CEGA in 21 86 with a certain amount of distrust, and the two nations had engaged in several
minor skirmishes and "police actions" in the years that followed. When the allegedly rogue CEGA fleet
entered Jovian space and dared to attack the Capital, however, the nation was outraged. Arms production
increased steadily, and the Agora, the ruling body of the Confederation, commissioned the design and
construction of new warships that would enable the Jovians to take direct action against Earth if need be.
The Battle of Kurtzenheim in 2213 was a major blow to the Confederation's national pride. The fleet's role
was supposed to have been that of savior and protector for the Free Martian Republic, but in the end, it
was a Jovian spaceship that killed over six million innocent people. Accident or not, that single event is
unpardonable, and it is reflection upon that event that both keeps the Jovians at bay and fuels their
hatred for CEGA.

JOVIAN ARMED FORCES V


Although the citizens of the Jovian Confederation are rethinking the nation's role in the Solar System, other
minds prevail within its military, the Jovian Armed Forces. Despite the faltering national self-image, the JAF
High Command continues t o appropriate funds t o improve its fleets and to maintain its state of combat
readiness. Meanwhile, the remnants of the Mars Taskforce have returned home, undergone repairs and
been successfully reintegrated with their respective Divisions.
The soldiers of the Confederation tend to be young, enthusiastic and well trained, but are also perhaps the
most idealistic and pampered military personnel in history. During the cold war build-up of recent years, the
Jovian military has seen little shortage of equipment. The only question nagging the minds of the Jovian
High Command is whether the pilots who use that equipment will be able to deal with the true face of war.
The events of the Battle of Kurtzenheim have shaken the nerves of countless new recruits.
Two interesting traits of the Jovian Armed Forces are its unit-to-unit flexibility and independence. These
traits are true a t all levels of the JAF, from the high-level separation of the fleet into Alpha, Beta and Gamma
Divisions down t o the smallest of flights. Most common are flights made up of two or more different units,
each one hopefully covering the weaknesses of the others. No matter how it is separated or broken up, the
different constituent components of the JAF are capable of acting autonomously t o a great degree.
Each of the JAF Divisions is assigned to the space in and around one of the three Jovian states. Alpha
Division ischarged with the protection of Vanguard Mountain. Beta Division is assigned to Newhome. Gamma
Division protects Olympus. Nearly all new recruits are assigned to Gamma Division; the JAF frequently
reassigns its veterans t o Alpha and Beta Divisions. The newest equipment, from warships on down to exo-
suits, however, is most commonly assigned to Gamma Division.
JAF taskforces often comprise elements from each of the three Divisions in order to minimize the impact of
the formation of the taskforce. Taskforces are usually built around a carrier, which serves as a command ship,
and its escorts, which provide anti-ship firepower and additional fighter-carrying capability. Most taskforces
have four to six escorts for each fleet carrier and one or two escorts for each light carrier. The most prominent
taskforces have traditionally been assigned a Godsfire supercarrier as a symbol of Jovian pride and might.

007s
W@

LINE SHIP: ALEXANDER DESTROYER


Similar in purpose t o the smaller Athena-class destroyers, the Alexander-class ships are longer-ranged and
are able t o operate without resupply for greater periods of time. They are commonly used as escorts and
patrol vessels and are usually paired with a light carrier. In fleet operations, their speed and armament make
them well suited t o quick strikes and raids against flank or rear units. The armament of an Alexander is more
or less equivalent t o that of an Athena, albeit with a somewhat stronger focus toward anti-fighter capabili-

0 TV Replace Lasers with KKCs (Prot 5/10/15, Range 25/50, Acc O/-1, Dam 5P, AP, R I , St, FI)
Options: +I
LINE SHIP ATHENA DESTROYER
Graceful and agile, the Athena has been described as a "capital ship that thinks it's a fighter." Its poor
weapon arcs are made up for by its truly awe-inspiring forward fire capability. Early on in their production,
Athenas were named after Greek provinces of old, such as Athens, Lacedaemon, lthaca and Marathon. After
those ran out, however, the JAF expanded the convention t o include mythical or real places associated with
~-NDER heroism and valor.
LINE SHIP THUNDERBOLT CRUISER
One of the oldest ship classes still in service with the JAF, the Thunderbolt class ships appear headed for
retirement and mothballs now that the Athena- and Alexander-class destroyers have taken over many of its
original duties. With the recent preparations for a direct assault on CEGA-occupied Earth, however, the
need for a light orbital artillery platform has arisen. Rather than design an entirely new class of ship to serve
this role, a simple modification is planned that will replace the Thunderbolt's characteristic particle cannon
with a space-to-ground railgun.
0 TV Replace Particle Cannon with Railgun (Range 20/60, Acc O/-I, Dam 8P, AD, Sw3, PHO)
Options: +I
LINE SHIP JAVELIN MISSILE CRUISER
The Javelin is a modification of the venerable Thunderbolt cruiser, designed t o provide versatile long-range
fire support t o friendly ships and squadrons. The characteristic oversized keel of the Javelin houses massive,
long-range anti-ship missiles. With the recent advent of the use of Drones in battle, JAF High Command has
initiated plans t o convert the keel into a giant Drone bay, making the Javelin a dedicated Drone carrier -
JAKUN
which is practically what it is today, since its missiles are, in effect, Drones themselves.
0 W.Exchange Missile Bay for Drone Bay (Drones 1-111, Rate 3, Reload 3)
Options: +I
LINE SHIP CORSAIR FRIGATE
Introduced in 2191, the Corsair is a small and nimble fleet support ship designed t o outflank enemy posi-
tions quickly while using its heavy missile bay t o keep pursuers busy. The current design sports two torpedo
tubes for anti-ship duty, but plans exist to upgrade the ship to mount a small spinal laser. Ships of this class
- are named after famous pirates, privateers, seafarers or raiders.
Options: +5 TV Replace Drone Bay with Laser (Arc Spinal, Range 30/60, ACCO/-1, Dam 12/10 E, Sw2)
CARRIER: VALIANT STRIKE CARRIER
Designed for long-range patrols and raids, the swift Valiant-class strike carriers have become the backbone
of the Jovian fleet. A Valiant is a combination of battlecruiser and carrier, equipped with extensive internal
repair bays that allow it t o tend t o several ships' worth of exo-armors and fighters. It also sports enormous
firepower, including the first generation spinal laser that is now common on many of the largest Jovian ships.
Valiant-class carriers are all named with words beginning with the letter "v."
CARRIER: FORGE PATROL CARRIER
VALIANT The Forge-class carriers are some of the most common ships in the JAF, despite the carrier's mediocre
armament and protection. The Forget is ideal, however, for long-range patrols in non-critical areas of the
Confederation, and its complement of six exo-armors or fighters is usually more than adequate protection.
The Forge is currently seeing increased production, signaling a move on the part of the JAF toward expand-
ing its sphere of influence. It is estimated that by the year 2225, there will be more Forges in space than any
other Jovian warship. Ships of the Forge class all have names beginning with the letter "f."
0 TV Replace Railgun with Particle Beam (Range 20140. Acc -I/-2, Dam 12E, H)
Options: +I
CARRIER INTREPID TRANSPORT
The Intrepid-class battlefield transport is roughly analogous t o the armored personnel carriers used by
terrestrial infantry, carrying a flight of fighters or exo-armors t o a battle zone and providing light fire support.
These ships are not technically carriers, however; they possess no catapults and have no repair capabilities. ,
In fleet operations, they are used to provide extra storage space and exo-armor transport for missions not
important enough to warrant the attention of the main battle carriers; they are effectively "taxis" for other
ships' complements. The basic design has been in service with the JAF since 2150.
HEAVY SHIP: GODSFIRE COMMAND CARRIER
The Godsfire class of warships has undergone remarkable change since its inception. Originally designed as
a battleship class, the ships of this class were refitted in 2210 t o serve as heavy carriers. The recent advent of
larger, less costly carriers such as the Ypres and the Majestic, however, seems t o portend the imminent
demise of the design. Still, the Godsfire strikes a chord with many of the senior members of both the JAF
and the Agora, and plans are in the works to evolve the design once again. The next phase of this awesome GODSFIRE

ship's lifecycle will see it as a dedicated command and control cruiser, equipped with some of the most
powerful communications, electronic warfare and tactical evaluation systems ever flown aboard a single
ship. Only four Godsfires have been built, one of which was destroyed in the Battle of Kurtzenheim.
Options: +20 Tv: Replace Missile Bay with Drone Bay (Drones I-Ill, Rate 3, Reload 1)
-15 Tv: Remove Com Array, Particle Beam becomes component #3.
HEAW SHIP YPRES BATTLESHIP
The Ypres was launched in 2212 and is essentially a moving platform for many, many guns. It carries no
daughtercrafi, is completely incapable of coordinating fleet activities, and is completely useless if there are
no targets for it t o shoot at. However, it fulfills its basic purpose superlatively, able to generate a withering
hail of gunfire that can obliterate virtually any naval opponent. The ship mounts eight KKC batteries that are
augmented by missile bays and heavy particle accelerators. By far its most feared system, however, is its pair
of massive spinal lasers powered directly from the ship's oversized reactors and capable of alternating fire
almost continuously.
HEAVY SHIP MAJESTIC FLEET CARRIER
Even rarer than the Ypres battleships are the leviathan Majestic carriers, which are the largest combat ships
in existence and are arguably the most powerful. Twenty-four exo-armors or fighters can reside within the
MAJESTlC
Majestic's bays, and it also sports battleship-sized weapons, including the same spinal lasers found on the
Ypres. Unfortunately, the ship requires near-constant attention from support and supply vehicles. Seven of
these ships currently exist, with more on the way -another indication that Jupiter is getting ready for battle
in the Inner Solar System.
SUPPORT SHIP LENNOX CARGO SHIP
The inherent vulnerability of civilian cargo ships makes military cargo vessels like the Lennox vital t o Jovian
fleet operations. While totally unarmed, the Lennox is reasonably armored and possessessufficiently power-
ful drives to allow it to move with the main force of the fleet. Lennox cargo ships also operate alone, gener-
ally equipped with a few flights of fighters or exo-armors for defense. The oversized habitat ring of the
Lennox can serve as a medical facility in rescue and recovery operations.
SUPPORT SHIP GAGARIN FLEET TENDER
The largest ship in service with the JAF, the Gagarin-class fleet tenders are designed to solve the logistical
problem created by the vast distance between Jupiter and its enemies. Essentially a mobile shipyard, the
Gagarin is slow, poorly armed, and difficult t o hide. Without it, however, no Jovian fleet could operate in the
GAGARIN
Inner Solar System for an appreciable amount of time without resorting to potentially unreliable neutral
assets. The Gagarin features a cavernous internal bay that is large enough to contain any ship short of a
battleship, and it can be pressurized if necessary t o provide an enclosed work area suitable for a complete
overhaul.

0077
BASIC UNIT: EAL-WA PATHFINDER
The main light exo-armor of the Confederation, the Pathfinder is both fast and heavily armed, while still
possessing a respectable electronics suite. The Pathfinder's armament is basic but effective. A Jovian Optics
652 particle beam cannon provides the main firepower; it is backed up by a pair of plasma lances concealed
in the exo's hips for quick access.
Options: Exchange Particle Cannon for Retaliator Railgun +2 TV
BASIC UNIT: EAM-03A RETALIATOR
Although this medium exo-armor has better protection than the Pathfinder, its lack of a first-shot kill capabil-
ity against other exos, coupled with its fragile fire control suite, make it unsuited for the heat of close-in
dogfighting. As a fire support unit, however, the Retaliator cannot compare to CEGA's Cerberus, and it is
. i PATHFINDER
often as a result left rushing madly about the battlefield as a jack-of-all-trades.
Options: Exchange Railgun for: Pathfinder Particle Cannon -1 Tv; Vindicator Massdriver +2 W,Pathfinder
Command Hvy Particle Cannon +O TV
BASICUNIT: IM-09R LANCER
Not designed for a stand-up fight against other fighters, the Lancer was conceived as a quick hit-and-run
strike unit. The latest incarnation of the lancer has added t o its mission profile with the addition of a powerful
electronic warfare suite, making it the perfect outriding escort for forces of heavier combat units. Its modular
Advanced Tactical Mission Pod (ATMP) lets technicians reconfigure the fighter for a wide variety of missions.
Options: Remove ECM and ECCM: -3 TV
BASIC UNIT: IM-09R-P PILUM LANCER
The Pilum is a low-cost alternative t o the Pathfinder, able to perform many of the latter's combat-related
duties while dispensing with the electronic warfare suite and costly exo-technology. Indeed, the Pilum ATMP
is capable of more direct damage t o enemy ships than the Pathfinder, and the fighter frame carries the
advantage of being designed for very fast in-and-out strikes against targets.
BASIC UNIT: IM-04 ARCHER
Intended to provide a modicum of long-range support t o friendly units attacking enemy ships or facilities,
the Archer's only noted weakness is its poor performance in close-range dogfights. The Archer is unique
among JAF fighters in carrying drones as its primary armament. Its electronic warfare suite, only slightly less
powerful than the Lancer's, affords the Archer a secondary role on the battlefield.
BASIC UNIT: IM-07 PEACEKEEPER
The Peacekeeper is one of the few reentry-capable Jovian military units. Its existence makes CEGA leaders
very nervous, since there is little use for an atmosphere-capable fighter in the Outer Solar System. Its primary
weapon was, until recently, a particle cannon. Shortly after Kurtzenheim, however, the JAF initiated a pro-
gram t o replace it with a massdriver that is better suited for combat in a planetary atmosphere.
Options: Exchange Massdriver for Pathfinder Particle Cannon: -2 TV
BASIC UNIT: ES-03 FALCONER
Top-heavy and awkward when walking, the Falconer is most comfortable in space, where its widely spaced
thrusters and complex articulations give it excellent maneuverability. The Jovians also use several other exo-
suit designs, but only the Falconer is so well suited t o space combat. Given its relative awkwardness in close-
quarters, the suit is never used for boarding actions; that duty is reserved for the Decker and similar suits.
BASIC UNm. ES-09 DECKER
The Decker is perhaps the most well-known and popular exo-suit in the Jovian Confederation. The military
Decker, also known as the Pouncer, is fitted with military-grade weaponry and increased reaction mass t o
increase its range. The Pouncer serves as internal security aboard JAF ships as well as the standard boarding
unit against enemy ships.
-KEEPER
COMMAND UNIT EAL-04A PATHFINDER COMMAND
The officer's variant of the Pathfinder improves the trooper version's already-powerful sensor and communi-
cations suite. It also mounts a more powerful Jovian Optics 792R particle cannon in place of the standard
652A gun. This exo-armor is the command unit preferred by officers attached t o Gamma Division. Alpha and
Beta Division officers prefer the Hector, however.
Options: Exchange Hvy. Particle Cannon for Retaliator Railgun: +1 W,Vindicator Massdriver: +3 Tv; Path-
finder Sniper Railgun: +5 l
V
COMMAND UNIT EAL-04NA HECTOR
The Hector originated in the Trojan State of Newhome as a local variant of the Pathfinder but has since been
adopted by the entire Confederation. The Hector performs many of the same missions but often better, since
it is a machine built solely for use in space. Alpha and Beta Division officers prefer the Hector over the Path-
finder Command, which is used by Gamma Division officers. In Alpha Division, the Hector is called the Achilles.
HECmR
Options: Exchange Particle Cannon for Pathfinder Command Hvy Particle Cannon: +1 Tv; Retaliator Railgun:
+2 Tv; Vindicator Massdriver: +4 Tv; Pathfinder Sniper Railgun: +6 TV
SPECIAL-DUTY UNIT: EAH-01A VINDICATOR
One of the heaviest exo-armors in the Confederation's inventory, the mighty Vindicator is moving from
being an elite machine to a basic frontline support unit. This change in status (brought about by mass
production and newer, better designs as well as by the increased threat of open warfare) has not diminished
its effectiveness in any way. At present, however, it remains a relatively uncommon machine.
Options: Exchange Massdriver for: Pathfinder C Hvy Particle Cannon: -2 Tv; Retaliator Railgun: -1 n/; Path-
finder Sniper Railgun: +4 TV, Pathfinder Particle Cannon: -3 TV
SPECIAL-DUTY UNIT: EAL-04A PATHFINDER SNIPER
The Pathfinder Sniper is a machine with a single purpose: the elimination of enemy forces from a distance. It
replaces most of the standard Pathfinder's weapons and electronics with a single long-barreled massdriver
with specialized sighting equipment. Although less well protected than its CEGA counterpart, the Cerberus,
the Pathfinder Sniper is quicker and more maneuverable than the latter, and it has a longer reach.
SPECIAL-DUTY UNIT: IM-05 INTRUDER
First introduced in 2195, the Intruder has remained in service with the JAF as a highly specialized support
fighter. Intruders are assigned t o squadrons singly or in pairs, never in groups on their own. When support-
ing other units, the Intruder can use its stealthy characteristics t o elude detection until it has achieved a
superior position on the battlefield. INIRULIER

SPECIAL-DUTY UNIT EAT-02 MENTOR


The JAF's primary exo-armor training vehicle can also serve as a competent field unit. Modular and easy t o
repair, the Mentor is capable of fulfilling most general-purpose roles. The Mentor has two full cockpits: the
instructor's seat,serves as a gunnerloperations position, doubling the Mentor's ability t o perform multiple
simultaneous tasks. A variant, the Sensei, provides fire support capabilities.
Options: Exchange Particle Cannon for Retaliator Railgun: +2 TV. Add Beam Cannon (FF, Range 20/40, Acc
-21-1, Dam 5E/4E) +3 TV
ELITE UNIT EAH-07 STORMRIDER
The Prometheus Project heralded the fourth generation of exo-armor design. Jovian Armor Works, the
principal exo-armor contractor for the JAF, developed multiple prototypes of the new generation in the
years since the Project's inception; the last design to leave the Project's doors was the Stormrider, a mish-
mash of all the lessons learned by the Prometheus teams in the course of their marathon of exo-design
innovation. Reserved almost exclusively for aces and high-ranking officers, the Stormrider requires special
bay accommodations on its carrier as well as nearly triple the fuel, ammunition and downtime of more
common trooper units. Originally slated for full incorporation into the JAF by the end of 2215, the produc-
tion schedule has been advanced by six t o twelve months in anticipation of renewed hostilities between
CEGA and the Confederation.
co
t- hship:
Carrias:

Hewv Ships:
any numbs of thew mssals may be nduded in e fleet.
any numbs ofthew vaaaels may be indudad in a fkat. A Jwian Ran m u a haw at leaat one CWT for every four lim shqm.
For every eght lins ships. a Jman Ran may indude ons heavy ship.

co support ships:

Basic Unies:

spsciamltyunit.:
A J m n fleet may have any nwnbs of Ebiru. Lennox op Inadass shve.
A Jovian Ran may hsvs a maximum of one Gogarin no mntsr how many ships t has.
A Jonan fleat may hnn any number of baslc unm.

unit may ba taken for mry fiw basic units in the fleet.
A Jovian Ran may haw one Pathfinda S n i p o r lntrudar for evay six bask units.
A Jovian flwt may h e n one Vindunor or Mentor for every thm basic u n h
Eke Units: A Jovi.n fleet may haw o m slhe unit. An additioml a l i i unir msy ba taken for evsly fiftafm mndard units in the fleet.

I-
0 GROUP DEFINITIONS
Any number or type of standard units, from one to eight units, may constitute a Group. These Groups must

w be defined before play and must be clearly marked to prevent ambiguity. At the cost of one Action, a unit
may be removed from one Group and added to another; this change must always be clearly announced.
Moving to an unactivated Group does not allow the unit to act again that turn.

W Jovian Armed Forces ships are used to autonomy. They do not form Groups, and thus never get bonuses for
combining attacks.

A 0 MORALE
The soldiers of the JAF are skilled and enthusiastic, but they are also inexperienced and easily shaken.

lL Whenever a unit in a Group is destroyed, the remainder of the Group must make a single skill test; use the
highest Skill Level in the Group, and roll against their Base Morale Threshold of 3. Add one to the roll for
every command unit in the Group. If the roll succeeds, there are no adverse effects. If the roll fails, all
remaining units in the Group gain a Morale counter. Any unit that has one or more Morale counters a t the
start of its activation must exchange one of the Morale counters for an Overthrust or Evasion counter.

0 -EQUIPMENT AVAILABILITY
I
oRMD#cIy*IIIuIBM?
Standard Units: Swarmers, All Missilss. HARM, Assauk Railgun. Sentry pod, Melea Weapons,
II
AntiMissile Syntam, Target Oasinaor. A b l d Armor. Shield. Boosts Pack
€xc=suk Claymarss, B O D S Packs. Shields. Target Oasignatnr

Standard UnRs: All Dmne Racks. Ream Cannon, EW Pod. Snwpy pod. Battle Arms. Vernier Module

I shk. EWRi I

Executor Copilot, Advanced Fna Control. Proximhy Mines


I
CEGA V
The destruction of Earth's civilization and ecosystem that came to be known as the Fall began in the late
2070s and culminated in the Third World War during the first two decades of the 22nd century. A deathly
silence hung over the planet until the Unification Wars of the 2160s and 2170s. The final Unification War, in
which the North American Alliance and the United States of Europe attacked several other fledgling nations,
ended in armistice in 2183. The Central Earth Government and Administration, CEGA, was officially formed
on January 1,2184, and the Orbital Colonies joined shortly thereafter. By the end of the year, the entire Solar
System was familiar with CEGA, which demanded a full planetary-level seat on the United Solar Nations
council despite the fact that roughly half of Earth still refused to join the alliance.
Today, CEGA has three major concerns. First is its relationship with the Jovian Confederation, which many
citizens of CEGA view as the ultimate rebellion against the natural order of the Homeworld: a nation of
wealth and luxury built using people and resources stolen from Earth during the Fall. Second is CEGA's
relationship with the rest of Earth; with its overall goal of uniting the entire Solar System under its wings, the
resistance of local Earth governments is particularly galling. Finally, though many outside of CEGA often fail
to realize it, CEGA is striving to rebuild, restore and heal the shattered ecosystems destroyed during the Fall.
The Odyssey rattled CEGA's core nations, who saw that CEGA had taken on an existence of its own and
could operate without their direct input. Worse still, it very nearly brought Earth into a war that it was ill-
prepared to fight. A series of bloody purges resulted as the NAA and the USE attempted to regain control
of the monster they had created. The internal strife encouraged rebels in CEGA-occupied territories to
intensify their fighting, further weakening the founding nations' influence over the meta-nation.
The Battle of Kurtzenheim had not quite the same effect on CEGA as it did on the Jovian Confederation. The
citizens of CEGA were outraged at the destruction of Kurtzenheim, capital of the nation's only real ally
beyond the Earth system. The events in space have demonstrated to the CEGA citizens that the colonies are
incapable of handling their freedom and must be reined in with all haste. Although few members of the
CEGA Assembly want war, many are preparing for the worst. Sometimes, the rod cannot be spared.

THE CEGA NAVY V


CEGA's military is organized into the Joint Military Service, or JMS, which comprises the CEGA Navy, the
Forward Defense Armies and the Occupation Control Units. The Navy trains recruits at its academy on
Goliath Station in orbit around Earth. Because CEGA troops are always well trained before entering the
Service, they are seldom hindered by the anxieties their opposites in the Jovian Armed Forces frequently
suffer. With the recent major military actions against the Jovian Confederation, the CEGA Navy has received
increased funding for the commission of new ships of war and the refitting of older ships. The conflicts with
the Jovian Confederation have demonstrated the value of small units, in particular exo-armors and exo-
suits, and the Assembly has increased funding for these vehicles as well.
CEGA taskforces generally consist of numerous, relatively inexpensivewarships that are most often led by a
battleship-sized vessel. While Jovian warship commanders are most comfortable operating independently,
CEGA commanders prefer to coordinate their actions between ships. This coordination gives CEGA war-
ships a distinct tactical advantage, permitting the huge vehicles to operate in concert in much the same way
as a squadron of fighters or exo-armors can work together. These taskforces are well suited to heavy as-
saults, but lack tactical maneuverability.
The Navy has six fleets, a t least three of which are in the Earth system a t any given time while the others
patrol as far out as the Asteroid Belt, projecting the phoenix emblem of CEGA across the Inner Solar System.
Each fleet is a separate entity, its commanding admiral reporting directly the JMS High Command. CEGA
taskforces comprise elements from a single fleet in order to maintain overall fleet cohesiveness and to aid
taskforce ship commanders in coordinating operations.
In addition to its six giant fleets, the CEGA Navy maintainsthree orbital squadrons dedicated to the support
of planetary operations on Earth. Each of the squadrons is tasked with providing orbital assistance to an FDA
(Forward Defense Army). Their low-Earth-orbit battle and reconnaissance satellites, aerospace fighters and
armored space stations make the squadrons powerful formations. The orbital squadrons have few weapons
capable of planetary bombardment, however; the political ramifications of using such weapons against
Earth's surface keep such weapons permanently attached to the main fleets -for use against the surfaces of
other planets.
LINE SHIP BRlCRlU CORVElTE
The Bricriu corvette is older than CEGA itself, dating back t o 2134 when the Orbital Colonies developed it
in order t o defend themselves should the wars on Earth "spill over" into her surrounding space. The ship is
small and cramped, and it has few crew amenities. The modern version of the Bricriu, or "Brick," as it is
affectionately known, serves as a fast support craft, armed with both anti-ship and anti-fighter weaponry.
LINE SHIP HACHIMAN DESTROYER
The Hachiman-class destroyer was once the workhorse of the CEGA Navy, and it is still seen in large num-
bers despite its aging design. The Hachiman's main disadvantage is its preponderance of high-signature
energy weapons. Hachiman ships are thus very vulnerable to attacks and are seldom seen without an escort
of fighters or corvettes. Hachiman-classships are named after legendary warriors.
LINE SHIP ULLER MISSILE CRUISER
Developed very early in the 2200s as a heavy support frigate, the Uller class of vessels remains relatively rare
in the CEGA Navy. It relies almost exclusively on guided missile weaponry, which limits its endurance. The
Uller's defining characteristic is its standard payload of eight Harpoon 111 heavy missiles, which are indepen-
dent, self-guiding fire-and-forget weapons designed t o take out capital ships with a single hit.
Options: +10 TV Exchange both Missile Bays for 2 Drone Bay (Drones I, Rate 2, Reload 2 and Drones 1-111,
Rate 2, Reload 3)
LINE SHIP CONSTANTINOPLE MAV
The Constantinople class is intended t o deliver a sizable force of infantry troops to a planet or colony and to
establish a "beachhead" through which a largerforce can arrive. The Marine Assault Vehicle carries a comple-
ment of infantry (fifteen squads), six squads of exo-suit marines and two exo-armors, as well as the delivery
vehicles required t o get the troops t o their destination.
Options: +O Tv: The Habitat can be modified t o carry no infantry, 12 exo-suit squads and 12 Barracuda
Breaching Pods.
LINE SHIP HYDRA ADB
CEGA's initial fear of Jovian exo-armor tactics, coupled with its desire to maintain a naval force centered on
warships, resulted in an initiative t o create a class of small ships that could easily keep pace with enemy exo-
armors. The result was the Hydra, a small, uncomfortable and somewhat structurally weak fast-attack ship
able t o intercept incoming attackers or pursue stragglers with equal efficiency.
LINE SHIP CH'IN DRONE BOAT
Based on the hull of the Hydra, the Ch'in is a more versatile vessel with a correspondingly higher cost.
Equipped with two large Drone bays, a Ch'in can b e used as an escort carrier, an anti-ship torpedo boat, an
electronic warfare unit or a minelayer; its exact function depends on the Drones carried. Because the Ch'ins
require drone maintenance and repair bays, they are even more cramped than their sister ships.
CARRIER TENGU ESCORT CARRIER
The Tengu is little more than a mobile repair bay for exo-armors and fighters. It is unable t o function on its
own in battle, armed only with a pair of missile bays used to provide fire support t o its daughtercraft or
escorts. When used properly, however, the Tengu performs its task effectively and reliably, even if its vehicle
capacity is not on par with equivalent Jovian light carrier designs.
CARRIER BIRMINGHAMATTACK CARRIER
A concession t o the undeniable power of exo-armors and fighters on the modern space battlefield, the
Birmingham-class carriers are becoming a common sight in CEGA taskforces, carrying vehicles that, until
recently, resided in makeshift hangars on destroyers and cruisers. A vast improvement over the cramped and
undersized Tengu, the Birmingham-class ships contain full repair fac es and relatively spacious crew quar-
ters.
HEAW SHIP POSEIDON BATTLESHIP
Originally conceived purely as a mobile gun platform, the Poseidon-class ships were eventually finalized as
battleship-carriers, having traits of both ship types. The compromises made as a result of this quick marriage
of design principles are obvious. The ship's two modified cargo bays are large enough t o support five exo-
armors or fighters each, extensive modifications were required t o rearrange the vehicle hangars in order t o
accommodate catapults. The vessel's armament also cannot compare t o that of a dedicated battleship's
weapon complement. Despite these flaws, the Poseidon is still one of the most powerful warships in the
Solar System, and it is a very potent fleet command ship.
HEAW SHIP HAMMERHEAD DREADNOUGHT
The modern use of the term "dreadnought" is quite literal without retaining the implication of being an
exceedingly large vessel. Indeed, while the Hammerhead-class ships are not nearly as large as CEGA's
battleships, they have certainly been designed t o be ships that need not fear any potential opponent. While
most attempts t o produce jack-of-all-trades ships have historically failed, CEGA's study of (and subsequent
improvements to) Jovian shipbuilding methods has produced an effective, if expensive, independently op-
erating warship. The Hammerhead shares many of the design philosophies of the Jovian Valiant and Forge
classes, but without the rotating habitat that CEGA High Command considers unnecessary. Often named for
marine predators, Hammerheads are amply armed with effective anti-ship weaponry, a flight of four exo-
armors or fighters, and a single heavy railgun for operations against large targets. HAMMERHEAD

HEAW SHIP NARWHAL BOMBARD


The Narwhal-class ship is one of the few space vessels that can draw and hold the attention of troops on the
ground. While it can serve as an adequate battleship-sized ship of the line, the Narwhal's primary purpose is
to take up position in a planet's low orbit and use its spinal railgun t o destroy ground targets with little fear
of retribution. A proposed variant replaces the single large railgun with a cluster of smaller weapons more
suited for battlefield use, and adds an expensive and fragile targeting system t o the ship's communications
array.
Options: +30 Tv: Exchange Railgun for Railgun Cluster (Range 20/60,Acc 0/-2, Dam 11P, AD, Sw3, PHO, R3,
C o d ) and add the following Perks t o the Sensors: Con2, adds +1 to Railgun Acc when deployed.
SUPPORT SHIP: APPALACHIANCARGO SHIP
Although CEGA makes extensive use of inconspicuous civilian cargo ships for many of its less overt opera-
tions, the CEGA Navy does maintain a sizable fleet of dedicated military cargo ships, each one larger than a
battleship. Strictly non-combat vessels, Appalachian-class ships are generally unarmed, although some ships
operating in known hazard areas will be assigned a flight of one or two exo-armors t o protect the valuable NARWHAL
ships from roving hunter-killer units.
SUPPORT SHIP DETROIT FLEET SUPPORT SHIP * .
At first glance, a Detroit-class ship is simply an unusually large cargo ship. It has huge cargo containers and
military-grade engines that allow it t o keep up with a fleet accelerating at interplanetary burn. However,
when a Detroit is coasting through space or orbiting a planet, its engines shut down and it reveals its true
capabilities. Using advanced versions of the mobile spacedocks carried by standard cargo ships, the Detroit
can deploy a repair scaffold large enough to enclose another Detroit. Although the scaffolding is fragile and
cannot withstand acceleration while deployed, much less combat damage, it does greatly facilitate the
repairs and service for damaged ships. A single missile bay provides defensive firepower; on some Detroits,
even this paltry armament is removed.
Options: -10 TV: Remove Missile Bay

0083
- .
wc

BASIC UNTT:CEA-01J SYREEN


Essentially a retro-fitted orbital transfer vehicle, the Syreen was merely intended t o be a short-term stopgap
measure. Much to nearly everyone's surprise, it has outlasted all expectations and has become CEGA's
mainstay light exo-armor. While reasonably well armored, the Syreen suffers from a number of structural
Faults. It does have the ability t o stay out of reach of its opposite in the JAF, the Pathfinder, however, which
Ihas led to the unit's popularity, both with its pilots and with CEGA's propaganda machine.
BASIC UNTT:CEA-05 W E R N
The Wyvern is CEGA's nominal frontline exo, heavily armed and armored, but also reliable and easy t o repair
or replace. Equipped with an anti-missile laser system, the Wyvern is, like many CEGA units, highly resistant
against missile attacks. Its hypergolic bazooka is a simple, reliable and extremely deadly weapon. The Wyvern
is actually based on the Jovian Confederation's second-generation medium exo-armor, the Defender. The
Marine variant adds more firepower and armor.
Options: Exchange Bazooka for: Wyvern Command Assault Massdriver +2 n/; Wyvern Bomber Rocket Pod
+O Tv. Increase Protection to 7/15/21, +2 TV.
BASIC UNTT:CF-03 WRAITH
CEGA's most common spacefighter is well-respected by enemy ships, fighters and exo-armors alike. Its fire-
power is both versatile and powerful, with its two-person crew (one of who is a dedicated gunner), the Wraith
can hit twice as hard as its Jovian counterparts. Its dual Xander X I 0 particle cannons, while not as powerful as
those carried by Jovian exo-armors, are enough to keep enemy units occupied while it is making its bombing
runs. Like most CEGA fighters, the Wraith is fully capable of operating within a planetary atmosphere.
BASIC UNTT: CF-03 WRAITH-SI
The interceptor version of the Wraith retains the second crew member, but it dispenses with the particle
cannons in favor of oversized thrusters and a large, vulcan-style massdriver cannon. The result is a simple
and effective vehicle that strikes fear into almost any equivalently-sized unit on the battlefield. The Wraith-Si
is just as fast as the Jovian Lancer series of fighters, but is much better armored.
BASIC UNIT CF-08 WIGHT
The Wight is a light fighter capable of providing accurate reconnaissance and targeting data to shipboard
weapons systems, allowing them to hit targets that are normally too small or too nimble for the ship-based
weapons t o track. Aside from its target designator, however, the Wight is lightly armed with only a single
massdriver mounted t o its fuselage. With its ability to operate inside a planetary atmosphere, the Wight is
often used t o provide on-site terminal guidance for orbit-delivered munitions.
BASIC UNIT: CM-11 BARRACUDA
The CM-11 Barracuda is the direct descendent of the CM-07 Piranha assault pod, which is a small vehicle
designed t o transport a squad of infantry to a space station or ship, clamp onto the hull, burn an entry hole,
and disgorge its cargo into the enemy facility. The Barracuda is a larger robot-controlled boat designed to
deliver a full squad of exo-suits into the enemy facility. Most Constantinople-classmarine assault ships carry
enough Barracudas t o transport their entire exo-suit complement into battle. The Barracuda can also be
fitted with a disposable reentry package that allows it to serve as a single-use shock-attack dropship.
BASIC UNIT: cS-04 MINOTAUR
The Minotaur has been in service with the CEGA Navy for nearly two decades, and it can still be found
patrolling the corridors of most ships and guarding almost every space station within Earth's influence. It is
so common, in fact, that most older CEGA ships and installations feature oversized corridors to allow the
bulky unit t o operate relatively unimpeded within their confines. Although the Minotaur is better suited to
space combat than it is to ground-based operations, it still cannot compare to the Jovians' Falconer exo-suit
in terms of acceleration and maneuverability.
Options: Exchange Heavy Rifles for Kobalt Masers +O W.

0084
- -
'
BASIC UNIT: CS-08 KOBALT
Lighter and less well-armored than the Minotaur, the Kobalt is a relatively new exo-suit designed more for
close-quarters combat aboard ships and on the ground than for space fighting. Equipped with masers to
minimize damage to warship components during defensive boarding operations, a squad of Kobalts is often
the first thing an enemy boarding party sees upon entering a modern CEGA ship. It is certainly well on its
way toward replacing the Minotaur in this duty.
Options: Exchange Masers for Minotaur Heavy Rifles +O W.
COMMAND U N E CEA-05 WYVERN COMMAND
The command variant of the Wyvern is a simple modification that exchanges the Wyvern's standard military
communications suite and heavy bazooka for a high-end officer's comm system and a rapid-firing massdriver
assault rifle. The Wyvern Command replaced the Syreen Commander, which was phased out of the Navy
immediately upon the arrival of the Wyvern base model in 2109.
Options: Exchange Assault Massdriver for: Cerberus Sniper Massdriver +4 Tv; Wyvern Bomber Rocket Pod
FURY
, .
-1 TV. Increase Protection to 7/15/21, +2 W.
COMMAND U N E CEA-14 FURY : .
An outgrowth of the Syreen, the Fury is also a space-only machine, unable to function in an atmosphere or
on the ground. In its element, however, the Fury serves as a top-of-the-line multi-role unit with several easy-
to-configure weapons payloads. In its Megaera configuration, which is its standard, the Fury is often pre-
ferred over the Wyvern for dogfighting and strike missions. The Fury's less-common Alecto configuration is
designed for reconnaissance, and the somewhat slower Tisophone configuration is designed to kill capital
ships using a payload of anti-ship torpedoes. The Fury Megaera is slated to become the CEGA Navy's
standard command unit within the next three years.
Options: Alecto: Exchange Railgun for Drones (11, Rate 2, Reload 3) and Electronics to +2. Tisiphone: Ex-
change Railgun for Drones (I, Rate 4, Reload 2), Close Combat Optimized to 3 and Avoidance t o 01-1.
SPECIAL-DUTY UNIT: CEA-09 CERBERUS
Originally conceived of as a hunter-killer exo-armor, the Cerberus has rather proven itself as an ideal support
unit, able to soften up targets from behind the main battle lines or wreak havoc upon enemy communica-
tions with its complex and powerful ECM suite. Although its oversized long-range sniper massdriver is some-
what awkward to use, the deficiency is made up for by the exo-armor's exceptional protection. The machine
has few weaknesses aside from its high cost and time-consuming maintenance cycle.
CEREERUS
SPECIAL-DUTY UNIT: CEA-05 WYVERN BOMBER
Conceived with only one purpose, the Wyvern Bomber is practically defenseless against other exo-armors,
but carries enough heavy anti-ship torpedoes to destroy a battleship. Often deployed in pairs against en- . .
emy ships, the Wyvern Bomber normally makes its runs accompanied by a flight of standard Wyverns or
. .
Syreens for protection against enemy exo-armors and fighters.
Options: Exchange Rocket Pod for: Wyvern Bazooka +O TV. Increase Protection to 7/15/21, +2 TV
ELITE UNIT: CEA-21 DRAGONSTRIKER
One of the largest and most heavily armored exo-armors in production, the Dragonstriker is being deliv-
ered to selected elite squadrons in the CEGA Navy after an extended gestation period in which several
prototypes were designed and redesigned. The problems with production lay not in red tape or financial
matters, but rather in the simple inability of test squadrons t o keep the maintenance-hungry unit opera-
tional in the field. Full-production units have been operating as far out as the middle Belt recently, how-
ever, signifying that CEGA has worked out its technical problems and now fields and unparalleled heavy
assault exo-armor.
%?A*

i CEGA NAVY FLEET LIST

0 GROUP DEFINITIONS
Four to six standard units make up a Group. There are three kinds of Groups, divided by the type of unit they
must be made up o f exo-armor, fighter exo-suit. A unit of one type may not be in a Group with a unit of
another type. Groups may start the battle with less than four units only if there are not enough units to be
evenly divisible by four; basic units may not start the game ungrouped. Units may not change which Group
they are in during a battle.
Command units operate singly, or can start the game added t o a Group of basic units. The command unit is
considered part of the Group for all intents and purposes. Only one command unit can be attached to any one
Group; the maximum number of units in a Group with an attached command unit is seven. A Group with an
attached command unit gains an additional + I attack roll bonus in any combination attack that the command
unit is involved in. Special Duty units operate either singly or in Groups of two. Elite units operate alone.
CEGA is known for its mastery of fleet maneuvering. Any CEGA ships can be Grouped together. Such a
Group may consist of two to four ships. A Group of ships can use combination attacks. At the cost of one
action, a ship may be removed from one group and added t o another; this change must always be clearly
announced, and does not take effect until the End Phase. Moving to an unactivated Group does not allow
the unit to act again that turn. A ship that changes Groups may not participate in any combination attacks on
that turn, although it may still attack normally, without a combination bonus.

- 0 MORALE
CEGA troops are, generally speaking, uncreative and stubborn. Willing to grimly stand their ground in the
face of horrific losses, they inspire both awe and exasperation in their opponents. When a Group is reduced
to a single unit, or if the Group's command unit is destroyed, or if a ship in a Group of ships is destroyed, the
Group must make a Skill test (using the highest Skill Level in the Group) against CEGA's Base Morale Thresh-
old of 5. If the roll succeeds, there are no adverse effects. If the roll fails, the Group gains a number of Morale
counters equal to the Margin of Failure. The Player may choose which units are affected; a unit may have
more than one Morale counter placed on it. Standard units that have one or more Morale counters at the
start of their activation must exchange one of the Morale counters for an Overthrust or Evasion counter. A
ship with Morale counters has a cumulative -1 to all its dice rolls for each Morale counter it has; the ship may
spend one Action to remove one Morale counter.

I Stunderdunits: SWarmars. All Miles.HARM. Assault Railgun. Melee Weapons. Anti.Mil. sysmm.
.
VENUS 4
Venus has been shrouded in mystery since the first early humans saw it shining brightly in the night. With the
advent of human colonization and Herculean efforts t o terraform the hostile planet into a second home for
the human race, it remains to this day a mystery. It has been a corporate planet since the very first days of its
terraforming, with private Earth-based corporations funding the project t o found colonies on the planet
outside the bounds of public governments. When the Fall cast the Homeworld into chaos, Venus felt sec-
ondary effects as an armada of refugee ships arrived in orbit seeking sanctuary and the corporations lost all
contact with their headquarters back on Earth. During the first few months of this period, known as the
Birthing, hundreds of thousands of people died from starvation and disease. Now, nearly 150 years after the
tumultuous Birthing, Venus is a major Player in the fate of the human race. The fact that the true extent of
Venus' reach is unknown alarms every other Solar power.
Venus is governed by its zaibatsu (corporations), which vie for control of the planet on political, economic,
financial, social and, occasionally, military fronts. Each zaibatsu owns its own arcology; many hold orbital
territories as well. The three largest Venusian zaibatsu are the Venusian Bank (VenusBank), Waldsen-Nishiyama
Collective Technologies ON-NCT) and the Venusian Aerospace Corporation WAC). Until recently, VenusBank
dominated Venusian policy, and it wielded immense financial power over many of the other Solar Nations,
especially CEGA.
Unbeknownst t o the rest of the Solar System at large, VenusBank engineered most of the events of the
Odyssey in 2210. Early in 2210, the Bank's board of directors initiated Operation Methuselah, a plan t o
secure Venus' dominance over the entire Solar System by disrupting or destroying the Bank's enemies.
However, the major goals of the operation were foiled by Jovian agents during the Odyssey. Although the
VenusBank board of directors attempted t o conceal evidence of its involvement, VAC discovered evidence
of Operation Methuselah in 2212, and brought it before the other zaibatsu. As a result of these revelations,
the corporations of Venus have banded together under the auspices of the Planetary Advisory Board (PAB),
which formed in the middle of 2213 with very little public explanation or fanfare. With the United Solar
Nations' official recognition of the PAB as the sole voice of foreign policy for Venus, VenusBank has lost its
hold on the affairs of the planet and, by extension, the rest of the Solar System. This fact does not mean that
Venus can be ignored, however; as many politicians are fond of saying, "The only thing worse than knowing
that a Venusian is pulling your strings is knowing that there are ten others pulling his strings."

COOPERATIVE VENUSIAN NAVAL ADMINISTRATION V


Venus' military situation is as complex as its politics are shadowy. While the Merchant Guild dominates
shipping between planets, each zaibatsu maintains its own small transport fleet t o handle cargo of "sensi-
tive" nature and t o service its System-wide assets. These require protection, both from foreign powers as
well as rival zaibatsu intent on weakening the parent corporation's status. Thus, each zaibatsu maintains its
own army and, until recently, navy. Individually, these forces are no match for a more conventional military.
In 2176, Venus formed the Home Defense Force in order t o protect the planet and its colonies from concen-
trated aggression. The HDF served a secondary purpose as well: by presenting an obvious military force t o
the rest of the Solar System, the Venusian zaibatsu engaged in stealthy misdirection. Observers could focus
on the HDF while the zaibatsu concentrated funding on their true forces behind the scenes. While the HDF
is a viable military force, its technology is outdated compared t o that of the individual zaibatsu.
With the formation of the Planetary Advisory Board, a second major military force has arisen in orbit around
Venus. As a result of VenusBank's Operation Methuselah, and by mutual agreement between the corpora-
tions, zaibatsu are no longer permitted to possess a force. of warships. Rather, each contributes money,
hardware and personnel toward a unified space navy, the Cooperative Venusian Naval Administration (CVNA).
N o single Venusian faction controls this force; rather, it requires at least tacit approval from the entire PAB in
order t o conduct operations.
The two navies have very different kinds of troops. HDF troops, after decades of tireless and under-appreci-
ated service, have grown accustomed t o their lot in life and continue t o serve Venus without reserve and
without complex politics. The troops of the CVNA, on the other hand, are assigned t o the navy from their
corporate militaries, and they tend t o find themselves caught up in the machinations of their zaibatsu all too
frequently. As a result, internecine bickering within a CVNA ship can sometimes reduce its combat effective-
ness t o zero or worse.
HDF SHIP SENATOR CORVETTE
The Senator-class corvette is the Venusian Home Defense Force's version of the ubiquitous and reliable
Bricriu warship. Venus purchased the hulls from the fledgling CEGA during the last decade of the 22nd
century when the latter was particularly eager t o rid itself of some of its older warships. Venus thus pur-
chased numerous Bricrius at extremely low prices; upgrading the old Bricriu systems to the more modern
Senator systems has been relatively cost-efficient, and the newer model has served the HDF well.
HDF SHIP GAO-TZU DEFENSE CRUISER
Since 2200, the largest warships in service with the Venusian corporations were the Gao-Tzu-class defense
cruisers, of which only nine were ever constructed. Given Venus' secrecy, however, it is likely that several
4
SENATOR more of these vessels exist. These ships were originally in service directly t o their home corporations; the
recent formation of the CVNA, however, has altered their role somewhat, and those that are awaiting con-
version t o the more powerful Tsar heavy cruiser configuration are assigned t o the HDF.
LINE SHIP IMPERATOR PATROL CRUISER
In Venus' incomparably crowded local space, there is a constant need for a small, nimble ship that can fulfill
a variety of roles and be effective at all of them. In 2206, several corporations instituted a comprehensive
refit program t o take advantage of the customizability of the Senator's base hull, the Bricriu. The resulting
ships, the Imperator-class patrol cruisers, are far more potent than their precursors. The lmperator uses two
Bricriu hulls; one serves as a potent laser array mount and the other as a hangar for two escort vehicles.
LINE SHIP CHIEFTAIN ESCORT CRUISER
The Chieftain-class cruiser is an exceptionally fast warship with a heavy weapons load and a small carried-
craft capacity. Two boat-shaped primary hulls serve as crew quarters, while the secondary hulls are used as
weapon mounts. A small bay with a pair of catapults is located in the central hull. As a class, the Chieftains
exhibit more variability in appearance than any other warship class. This trait helps the ship perform its
assigned duty of escorting Venusian civilian vessels t o their destinations.
HEAVY SHIP SATRAP TRANSPORT CARRIER
Most Venusian transports are essentially luxurious versions of the Ebiiru, possessing a larger main hull and a
gravity wheel for crew comfort. The Satrap transport carrier is a modification of such a vessel, sacrificing
some of its cargo capacity for the ability t o service and launch fighters and exo-armors. Although this rea-
sonably well-stocked fleet tender cannot fight well, it can launch swarms of daughtercraft t o fight for it. In
addition t o traditional daughtercraft, the Satrap carries a large stock of Drones to assist in operations.
HEAVY SHIP SHAN-YU BAlTLECRUlSER
The VenusBank-manufactured Shan-Yu-class battlecruiser is the largest military vessel in service with the
CVNA; it is at the upper limit of size for a ship that must be disguised as a reasonably commonplace civilian
ship. Although smaller than the battleships and fleet carriers of other nations, the Shan-Yu, with its heavy
firepower and respectable daughtercraft complement, is more than a match for such vessels.
SPECIAL OPERATIONS SHIP HUANG-TI OBSERVER
When the Planetary Advisory Board formed the CVNA, one of the new Navy's first projects was t o design a
warship capable of concealing its presence from the enemy, even at close range, t o allow it t o gather data
unhindered by hostile attention. The Huang-Ti fills this role adequately, using as a design base the covert
operations vessel that VenusBank developed for its controversial Project Methuselah. The ship does exactly
what it is supposed t o d o but is capable of little else. Properly deployed, it is a superlative scout, but should
an enemy get a lock, it is little more than an expensive coffin for its crew.
SPECIAL OPERATIONS SHIP: TSAR HEAVY CRUISER
The Tsar heavy cruiser is a recent adaptation of an older design, the Gao-Tzu defense cruiser. Replacing one
of the three carrier hulls with a massive assembly housing three railguns and their associated targeting
equipment, there is little doubt as t o the Tsar's primary purpose: planetary bombardment. If reports are to
be believed, a Tsar-class ship took part in the war between the Martian Federation and the Martian Free
Republic in 2213, though the exact extent or nature of the ship's participation is unclear. Regardless, the very
existence of the Tsar has alarmed both CEGA and the Jovian Confederation.
HDF UNIT: VEA-OS ON1
Although there has never been any public confirmation of rumors, it is widely believed that VenusBank
provided financial, tactical and/or analytical assistance t o CEGA in the development of the Wyvern exo-
armor. Shortly after the initial appearance of Wyverns in CEGA's fleets, the almost identical Oni exo-armor
appeared in Venus' Home Defense Force. That few Onis appeared in the private corporate armies of Venus
only adds to the mystery; it is almost as though Venus used the Oni as a form of misdirection to keep prying
eyes away from its real power - a hypothesis that only too well fits the planet's modus operandi.
Options: Exchange Twin Beam Cannon for: Ryu Beam Cannon +1 N; Bonebreaker Shotgun +O TV
HDF UNIT: VEA-09 ER-LANG
The Er-Lang exo-armor is the result of an interesting collaboration between engineers from CEGA's Lunar
Aerospace Consortium and Waldsen-Nishiyama Collective Technologies. When W-NCT delivered to the
HDF three dozen Er-Lang exo-armors that were obviously relatives of CEGA's Cerberus exo-armor, a long-
standing mystery was finally solved, namely the identity of the Venusian corporation that helped Earth de-
velop its first non-derivative exo-armor. The Er-Lang of 2214 outperforms the Cerberus, suggesting that W-
NCT has continued its development, something that LAC has not done with its own model.
Options: Exchange Sniper Massdriver for Oni Twin Beam Cannon -1 W, Ryu Beam Cannon +OW,
Bonebreaker
Shotgun -1 W.
BASIC UNIT: G-I RYU
The Ryu is the baseline unit of every CVNA military force. It is produced by all three of the major Venusian
corporations in a number of variants, and it is the most publicly recognizable of all Venusian military vehicles.
Although the Oni exo-armors have been more visible thanks t o their use by the HDF, the Ryu's tall and
spindly profile readily captures the fancy of most citizens, unlike the rather large and chunky Oni. Despite its
somewhat frail appearance, the Ryu is relatively tough and is capable of carrying a large variety of special-
ized equipment.
Options: Exchange Beam Cannon for Oni Twin Beam Cannon +O Tv.
BASIC UNIT: G-I RYU BONEBREAKER
Taking an objective view of exo-vehicles' roles on the battlefield, Venusian tacticians noted that the effec-
tiveness of an exo-unit tended t o drop off sharply as its distance to its target increased. As a result of these
and other observations, exo-armors in the Venusian military are generally assigned to close combat and
confined-quarters fighting. The Bonebreaker is the best-known physical manifestation of this doctrine; it is RW
designed to close quickly with an opponent or target zone and linger, fighting at very close range while
receiving support from fighters.
Options: Exchange Shotguns for Oni Twin Beam Cannon +O Tv; Ryu Beam Cannon +1 W.
BASIC UNIT: G-4 KAMlNARl
Waldsen-Nishiyama Collective Technologies developed the Kaminari as a companion t o the Ryu. It is the
most straightforward of Venusian exo-armors, largely similar in purpose to the Jovian Vindicator. Relatively
brutish in comparison t o most Venusian war machines, the Kaminari is actually quite agile for its size, and it
is well armored and sturdy as well. Unlike the Ryu, which has little in the way of built-in weaponry, most of the
Kaminari's offensive systems are integral to the design.
BASIC U N E G-6 GUAN GUNG
The Guan-Gung exo-vehicle fills a role that is relatively uncommon in many militaries but that is required for
the Venusians. Because much of Venus' ground is still extremely hot, most long-distance Venusian vehicles
are flyers or skimmers. The Guan-Gung is, in essence, a ground-skimming armored personnel carrier de-
signed t o transport a squad of exo-suits into battle and t o provide fire support for its charges. The transport
can also operate in space, though it requires a simple modification t o its thrusters to do so. The Guan-
Gung's most distinctive characteristic is its four identical limbs.

GUAN GUNG
BASIC UNIT: GF-13 SIEGFRIED
The Siegfried, while technically classified as a light fighter, is more than a match for most trooper-level exo-
armors, provided its pilot remembers t o stay out of arms' reach. The fighter's shape reflects the Venusian
designers' desire for a visually pleasing shape with a distinctive silhouette. While in space, the craft flies with
its fins in the vertical plane, but while entering or travelling though an atmosphere, the craft rolls over into a
more conventional configuration. The linear frame cockpit adjusts t o maintain the pilot's alignment.
BASIC UNIT: GF-09 BRUNNHILDE
The Venusians field very few dedicated atmosphere-only fighters; their winged spacefighters fill the role
handily. The second notable feature of all Venusian fighters is their use of a modified linear frame as a control
mechanism. The fluidity of the controls easily translates pilots' reflexes and instincts into workable combat
maneuvers. The Brunnhilde, a heavy fighter, is an excellent example of both of these characteristics. The
two-person craft mounts a pair of beam cannons, a tailgun laser turret and a large payload bay.
BASIC UNIT: 5-2 TANUKI
The Tanuki is classified as an exo-suit but is technically the smallest exo-armor in production by any nation.
Barely larger than a Martian Sabertooth exo-suit, the Tanuki is a marvel of miniaturization. The pilot operates
the vehicle via a linear frame mounted in a cramped cockpit cocooned within the exo's torso. The Tanuki is
the most common exo-suit used for internal security aboard CVNA ships; additionally, it is the preferred unit
for boarding operations against enemy ships.
COMMAND UNTT: GG-2 SAKURA
Currently the exclusive pride and joy of Waldsen-Nishiyama Collective Technologies, the expensive Sakura
exo-armor serves as a highly visible battlefield command unit for Venusian exo-armor and fighter squadrons.
The Sakura is operated by three crewmembers, a pilot, a communications/drone officer and a commanding
officer, although only the first two are strictly required for basic functionality. Four large payload bays carry a
horde of combat drones, and each of its two arms holds a beam cannon with a plasma lance "bayonet."
SPECIAL-DUTY UNIT: GF-204 ALBERICH
Lightly armed and designed mostly t o evade enemy fire, the Alberich is the perfect electronic warfare plat-
form. Its battlefield role generally calls for it t o stay on the outskirts of a fight and to use its powerful ECM/
ALBERICH
ECCM suite t o take control of the battle's flow of information. Due t o its nature, the Alberich is rare in the
CVNA, though it is evenly distributed. A single small laser turret is mounted on a retractable boom; the laser
is used for both communication and defense.
SPECIAL-DUTY U N E GF-115 RlENZl
The Venusians' most common dedicated anti-ship fighter, the Rienzi is equipped with enough torpedoes t o
overwhelm the defenses of nearly any warship. Like its smaller brethren, the fighter is capable of atmo-
spheric flight. Although it can release its torpedoes at standoff range, doing so leaves the torpedoes vulner-
able t o interception and defensive fire; as a result, the Rienzi must make relatively close-approach torpedo
runs. The Rienzi tends t o fare poorly without an escort of additional fighters t o protect it on those runs.
SPECIAL-DUTY UNTT: S-7 KITSUNE
Similar in function and size t o the Jovian Decker exo-suit, the Kitsune is an extremely small and agile unit
designed to operate stealthily in enclosed spaces. A recent development, the Kitsune is expensive and
relatively rare, and it is assigned primarily to covert-operations vessels. The unit uses standard infantly weap-
ons and, remarkably, is agile enough that martial artists wearing it can perform near-acrobatic moves.
ELITE U N E G-8 KORIKAZE
For the past two years, rumors have grown of an almost legendary "invisible" exo-armor responsible for a
number of otherwise inexplicable losses and mishaps throughout the Solar System. The craft is described as
a small, slender exo-armor with four arms and a pair of pulse particle guns; it uses plasma lances for close-
in work. Intelligence agents have reported the existence of Venusian designs for an experimental exo-armor
code-named "Korikaze" that appear t o match this description. Both the Jovians and CEGA are making
efforts t o gain more information, but their operations are both time-consuming and expensive in terms of
equipment, funding and, most notably, personnel.
CVNA FLEET LIST V -

GROUP DEFINITIONS 0
Four identical Basic or HDF units make up a Group. These units may have different options and add-on
weapons and equipment, but the base chassis must b e the same. Groups may start the battle with less
than four units only if there are not enough units t o be evenly divisible by four (for instance, if a force has
onlytwo Er-Lang, then the two Er-Lang will be one Group). These groups must be defined before play and
must be clearly marked to prevent ambiguity. Basic and HDF units may not change which Group they are
in during a battle.
Command units operate singly, or may spend one Action to join or leave a Group; such a change must
always be clearly announced. Moving t o an unactivated Group does not allow the unit to act again that turn.
Special-Duty and elite units operate singly.
Venusian ship crews are self-serving and unwilling to divide the glory of battle with their fellows. They do not
form Groups, and thus never get bonuses for combining attacks.

MORALE 0
Made up of troops from all the Venusian corporations, the CVNA is riddled with corruption, ambition and
competition. Its soldiers are determined, but far more concerned about their own skins than those of their
comrades. In the End Phase of each turn, every Crippled Venusian basic or command unit and every non-
HDF Venusian ship with eight or more crossed-out damage boxes must make a single Skill test against the
CVNA's Base Morale Threshold of 3. If the roll succeeds, there are no adverse effects. If the rolls fails, the
Venusian has decided that survival is the better part of glory, and the unit gains a Morale counter. AVenusian
standard unit with a Morale counter must use either an Evasion or Overthrust counter every turn for the rest
of the game. AVenusian ship with a Morale counter may only use a Fire Weapons, Ping or Electronic Warfare
Action if its Avoidance is at its maximum value.
If a standard unit Fumbles its Morale roll, it is immediately destroyed; the pilot has scuttled his vehicle and 1

ejected. Note that HDF units and ships and CVNA special-duty and elite units are not affected by Morale;
special-duty pilots are handpicked veterans, and HDF units assigned to the CVNA are either too pessimistic
or too ambitious t o consider retreat.
--"
EQUIPMENT AVAILABILITY o

Swarmers. All Mosrbs,


f"

c(3 b NEUTRAL AND INTERNATIONAL UNITS

-I
Not everybody in the solar system is out t o kill everybody else. The Mercurians, for instance, are famously
neutral, unwilling t o choose sides in any conflict. In the bustling inner solar system, this policy can sometime
put neutral ships in very uncomfortable positions. The following guidelines assume a two-Player game.

CD Neutral forces can also be controlled by an impartial third Player, allowing for more "realistic" behavior than
the haphazard reactions described below.
Neutral forces can be used as part of a scenario. Neutral forces can also be used as "terrain" in any game, in
order t o simulate a battle near a colony or heavily-traveled trade route. If used in this manner, neutral units

J simply go about their business until attacked or damaged by one of the Players. If that happens, the other
side immediately gets control of all neutral forces on the table. If both sides attack the neutrals, then control
of neutral forces is randomly determined at the start of each turn.
Neutral ships will attempt to complete their missions (which usually involve fleeing the area as quickly as

I- possible) without antagonizing anyone. If attacked, they will return fire. If prevented from leaving, they will
fight t o the death. Players are encouraged to come up with new motivations and responses for neutral ships,
like having all neutral ships on the table randomly ping targets from both sides, or attempting t o block (i.e.

W ram) enemy ships that get too close.

W
V COMMON SHIPS
The following ships are used by every nation in the Solar System for both military and civilian purposes. They
can be purchased as part of a fleet for use as cargo and supply ships, or they may be placed on the table as

1 neutral units, according to the guidelines above. When used as neutrals, these ships may not carry any add-
on equipment. If they are chosen as part of a fleet, however, they may carry add-on equipment as allowed by

u, that fleet's fleet list.


EBllRU CARGO SHIP
Ebiiru-class cargo ships share a sturdy and common design that dates back t o the earliest phases of the
commercial exploitation of space. Ships of this class are in service with virtually every settlement of the Solar
System. These fusion-driven cargo vessels are used whenever a cargo needs to arrive rapidly, and cannot
wait t o go via one of the regular but slower solar sail flights. The external appearance of the ship is blocky
and massive, with little thought given t o esthetic concerns. The Ebiiru is practical above anything else, and
its surface is bristling with hardpoints and tie-down rings where cargo can be attached.
INARI CARGO SHIP
Inari-class liners have a long history of reliability and endurance, having plied their trade in the solar system
for more than fifty years. They have been touted as "the most efficient commercial ship in existence."
Indeed, their double role as cargo and passenger liner rarely lets them leave a spaceport at less than
full capacity. The spacious passenger lounges and cabins take up the whole center portion of the
ship, just above engineering and the crew section. Most of the internal partitions are modular and
can be quickly rearranged to fit the requirements of the passengers. Cargo is carried in two huge
bays located on either side of the main hull, each having a separate life support
system from the rest of the ship. The cargo bays can be detached with the help
of the proper facilities and replaced by other types of bay, the most common of
these being large tanks capable of holding many tons of liquefied gasses.
A few lnaris have been sold t o private interests and ply the solar system as free
traders, luxury cruise ships or mobile stations. Like most of these venerable
transport ships, they are generally extensively modified and seldom look much like
the original design. Only a close examination of the lines of the hull will allow one to recog-
nize the ship as an Inari.

-
@3%4 I

BASIC SKILLS 4
Lieutenant Wylie Keaner looked over at his commandingofficer, reporting "The exos and fighters
are all back in, sir. Just a couple of escorts left."
In the command chair, Sanjay Santhakumar nodded absently. He already knew the status of the
battle, but he had so far been unsuccessful in weaning Keaner from his tendency t o provide
constant, needless "updates." On the other hand, the new bridge Lieutenant had done an
excellent gunnery job today, so perhaps there was hope for the boy in this posting, after all. In
any case, Sanjay had more important things on his mind. Personal things.
She wasn't here today, he thought. That battleship wasn't the Cyclops, and she wouldn't have
walked into this fight in the first place. I've been snookered.
The ship intercom chirped, signaling the return of the recovery crew t o the Venatrix' bay.
Sanjay spoke resignedly into his headset mike.
"Sergeant Grayson, did your marine team get the target?"
On the other end, Sergeant Daniel Grayson replied in clipped, professional tones. "Affirma-
tive, sir. It's the fleet commander's pod."
Whoever it is, Sanjay thought.
"How do you know whose pod it is?" Keaner piped up. "And why do we want him, anyway?"
Grayson snorted derisively. "You're new here, aren't you, Keaner? Why don't you -"
Sanjay overrode Grayson's comment. "Cut the lip, Sergeant."
"Yessir," Grayson replied, immediately respectful. "Sorry, sir."
"No problem," Sanjay allowed. "Just remember that it's my job to make fun of the new guy."
The bridge crew's chuckles were echoed by the laughter of Grayson's commandos. Keaner
reddened. Sanjay smiled. He dismissed Grayson, shut off the intercom, and turned t o Keaner,
studying the young officer's eager face and bright eyes.
He's part of the new breed, Sanjay thought. I never had that look on my face. Jie never had it,
either. We grew out of peace, hating war. This boy was born knowing nothing but war. As a
result, he can fight, but he can't understand why he needs t o do so.
Sanjay sighed, wondering what sort of man Keaner would be in twenty years. He rose from his
seat, and drifted toward the bridge door. At the threshold, he turned around.
"By the way, Keaner," he mused. "You haven't missed a shot yet, today, have you?"
"No, sir," Keaner replied, showing more than a hint of pride.
Sanjay activated his headset. "Spinal control," he called. "Status?"
"Ready to fire, sir," came the voice through the intercom. Sanjay nodded and grinned at Keaner.
"Keaner, you have the button for the rest of the fight. I'm going down t o meet our guest."
With that, he floated out of the bridge, leaving behind several crewmembers staring at one
very surprised Lieutenant.
Ten meters down the bridge corridor, Sanjay felt the Venatrix vibrate around him as the huge
spinal laser fired a full four-secondshot. Sanjay didn't even pause.
Keaner has a lot of learning to do, he thought, but if nothing else, the boy certainly can shoot
straight.
b STANDARD PDS HIT LOCATION CHART4
___ ______
I . M a v h as D& of a F m \IVBB[YYIS h o n . 1-4 Mam Hull, mll on Main Hull Damage Table

May make one h-ee eftack on any target thatenterr its range during the turn. 56 Carnoonent mll one die and find result on tamads data card

Adds its Damaae Mukioliir as a bonus to the shio's defense mlls minst Missile sttack.
MAIN HULL DAMAGE TABLE 4
.SHIELD PDS IF AN A L R E A D Y W D SYSTEM Is HTT ATrACKER MAY WWSE A DFFERENT SYSTEM

Autwnaocab damages any unit that e m m a laavss dase combat Damage equals Pffi Die Roll Systam Stun/Cnpplmg Damage lhM Damage
Damage twhlb#w mtinpkl by% roll V i no defense roll 1 Damage C o d Damage Conml m n g is habed Damage cantmldesbaad
Reduces the damage infMBd by'P t y p hts [exceptattacks made in dose munding up unbl the damage No further damage wnud
m b a t l by a number of pcmm equal m the PDS Damage Muloplier. b e h the damage IS IS mpletely repalred mlb may be made
mulbpkad by the auackefs Margin of Success 2 Reactnr/Power Number of actlons IS habed Number of a&ms dmp5 to 1
munding up unbl the damage Every End phase, mY fur
b OBSTACLES is completelyrepaired -hDaDamage

3 Cammend and ConVd Crew Level habed mundng up CrewLeVeldmpstol.


*AstmMs An aaemid is in scale with the teMe.pdtemids block Line of sight,- and am unbl the damage is completety any Skill Banus 18 losL
the mly-s in Lsthat do so;no meaer how far a w a y m units am fmm each other and repaired 11 e replacement crew
the aaemid.they c a n d d r s w LU3m each asmroid is w e n them.
lfth~ a m s at baedestabonsl

u l s t awds: Any ship tharmmes into a dust dwd may ilwrease its avoidance by 1. 4 Electmnics Electmntcs Ratmg dmps u) BBCtmnffis IS -2 permanently.
I the ship is stdl in the dust clwd in the End Phase. it gets another + I to b -2 until damage is All spmf attemps ml half
Avddance. Emarma-s. Qht8t-s and exc-suit squads inside a dust d w d gel comoleteb reoaired the n m a l d+ce lmund dorm1
B + I to ther defense mils.
bonus 5 sbvnure Turning Type dmps one level Whenever shop changes faung.
Debris Fieh: D e h s fields worl; just like dust douds. mth one addition. Unit. enrering a uml the damage IS mll one die On a 4, 5, or 6.
c h i s field must make a MI check against a Thresh& of 2. If the rdl is failed, comoleteiv reoalred the shiD breaks ansrt and is desiwvd.
the unit takes a single Mpphng hit to a randanhlcl&armned W m a companent 6 RadtabonShielding Base Avodance reduced by 2 Base Avodance reducedto -2.
Rock F&kx Rock fields mfllna -2 Accuracy penabjto units m m m m g t o fFe into. wt of. or per damage box unbl repalred -4.
thmu@ any part of the mck e m . Units entering a m k field must make a Wll ch& against a
Threshold of 2. I the roll is failed, the unit takes a single Crippling hh to a rn m r m i n e d COMPONENT DAMAGE TABLE 4
q9taI-n or mponant.
F a q Complexes: These MCt a -2 Amracy penaky to units attempting to
I% nm a thmugh any part of the complex. T h q do n u penalire unhs that Oms The ship's Thrust value IS h a w me ship may no longer
BPB firing fmm in- the complex. h m , FacCay m p b x e s do not have 1mund UOl UMI reoalred aouk thrust. n a mav h charm faantl.
am pen- assowated wit41 ent6nng them. Hangar The hangar is wt of commission The hangar is destmyed. and may no
unbl h is completelyrepaired longer launch, repair or recwer unh8
All u n e inede the hangar are Crrppled All unffi inede ehe hangar are
b SHIP TURNING CLASSES
I desbnyed
carsa
I l1
Nimble: each hlm. this ship may change facing up to one.hun&&e@W
deorees at the coaof hail it.m m e n t allowance.
A m g a : each tun.m i ship may change fadng up to ninety degreas
I 20 points of cargo are destqed
(attecker chmsesl for each darnage
box marXed off No repairs BFB possible
All cargo IS deamyed

21
at the cost of half it.rnwement alkwance. Weapon The weapon 1s taken off-line for repar The weapon IS st^@ and
lt may not fire uMl complet&$repaired maydbw=-d
31 sluggish: each twn.this ship may change M n g up to rOm+fim
& m e n at the mst of half its m ~ v ~ m eallowance.
nt ws m e Pffi system's Damage Mulaplter is The PDS W m 18 d e w
h a M lmund up1 uml h IS and may nd be repared
41 Immobik this ship may mt dwnge M g at aH. k either sit.
m o l e t e b reoaired
completely stiH. or mums in a single d i d o n for the aMre game.
If an already-destroyed component is hit, attacker may choose a different system.
b ACTIVATION COUNTERS, STANDARD UNITS
SHIP AVOIDANCE CHANGES 4
11 Thrust -1 Avoidance each bme the ship applies thrust

to atrack. -1 to defense. see 3.1.2


Aimina: +I
2) Each Ping attempt resulu in -1 u)the ship's Avoidance. Ha ship is the target of a succe&d
ping. it geg -2 to its Awidance.
I
b LAUNCHING DRONES 31 Spof: every successful spoof attempt adds the mll's Margin of Success to the ship's

Rete: the number of M e s the unit may launch each tun. R e g a r d k of how many Dmnes are
launched. launchhg M e a u ~ s t m
s actm.For & i s . Dmnes are lawrched as part of a Fire
Weapons ecrjon: launchingM e a does not altar a ship's Avddanoa.
41 Weapons: -1 Amdance for each shot fmm any weapon (unless it has the SteaMiy
charamnsw. see 6.2.11

51 Tagging: if a ship is tagged by an enemy exwrmor. fighter or axesuit squad, it geo -1 to ffi
I
Re(0ad Thmshold IStandard Units]: every tima the unit laullches a amS.fmke a %I Roll ageinst
Awidance. See 6.4.
this m o l d . FOP wery indidual ~ m n launched.
e -1 pnahy m the d.lf the dl
appty a cwnula~rm
fails a fumbles, m u m the unEs wo
ad c-. No futher M e a may be laundred fmm thi 61 Caver. every bme a ship emem a dust clwd, debris field or other w,b 66ts +1 to
unit. The reload r d is made aRer each m e launch. 80 a failad d Win not affed the b n % I s l Avoidance. In the End Phase, every ship that is hidden hom all enemies by an obstacle or ship or
launchad this turn. is Btill in a dust do&. debris field or other cw6r gets + I to hs Amdance. See 4.4.
W fails, msrk df mdamage bm on
Reload Thresh& [Ships]: same pmcedure as a h . except if m A ship's M n c e may never drop below -5.See 2.6.5.
h e Bay. Wen damage is repaired. Dmnes may be launched e n . %me ships hwe liW
A shio's Avoidance mav nwer 90 above its Base PMldSne.
mes;aos5off one twx for each D m launched.

-HRONICLES
LIGHTNING STRIKE
Copyright 02000 Dream Pod 9, Inc Jovian Chronicles and Lightning Strike are trademarks of
Dream Pod 9, Inc. All Rights Reserved Tables may be photocopied for personal use.
b FULL TURN SEQUENCE DAMAGE SUMMARY 4
mm\TIIIEpMpsE Roll Initiatiw -
TOTAL DAMAGE M M I N OF sUC2XSS X DAMAGE MULTIPLIER I
Players assign WS mode for ships I 1 Total Damage > Stun Threshold. target is Stunned [gains Stun counter, which rnay be remwed I
M m all ships with vectap counters mth an Amon. or mark off one damage box1

FlRsTwPHASE plavars eltsrnate mavin9 independentlungrmpedl ships. If Total Damage > W e d Th&old. target is G-Ippled (permanentlygains Crippled counter
mwement alloWBnCe and amck damage permanentlyhalved. or mark offtwo damage boxes1
Pl8ym-s alternate moving Groups of ships.
If Total Damage > OUerMI Threshold. target cr target componentIS destmyed
Plagrs alternate maring any independent ships that dd not m m before the Gmuped units.
MAIN PHASE Players eltarnate taking M o n s with independent l u n g ~ l p e d standard
l units.
plavers alternata taking M o n s with an standaixhnit Gmups.
RANGE FOR TAGGING & TARGETING SHIPS 4
RaysnetsmaetskingMmm4thay- ' UlatcMnaCadbafore the cmuped unffi.
FOR E4CH UNIT: -Place or r e m -rust countam befae mmment or Ackms. ELECTRONKSR A W RAM3 I ELECXXNKSRATING RANGE^
- Mova and/or take M o n I s l
-1and below 5cm +1 3 0 cm

8ECONO SHIP PIUS€ playersalternate taking paions & independent Iungwpedl ships. 0 15cm +3 40 cm

P!qwa altanate taking Actions wth ships. +1 man


&wS aRemate taking Acrjons with any independent Below this range, a standad unit may tag a ship, and any unit may target individual ship compo-
ships that did not act be- the Gmuped u n m nents.

END PHA€E Resolve Grapples


Resolve warship missile launches.
TAGGING SHlPS 4
Res& warship missile hhs. T-NG UNIT RDLLS A SKILL TEST MoolFED BY I
Warships in CWBP get +1 to ANoidaffie Electronics rating
Roll for catastmphic damage on warships. Aiming (ifapplicable]
UderthrustId applicable]
b STANDARD UNIT ACTIONS TARGET SHP RMLS A SKILL TEST MWlFED BY

Attad: mx with one weapon Icehain weapons may e~ D P B


than once with a single ectjon.
haveveFl
I* Electronics raung
Any exc-armor, fighter. ex-suit squad or infantry squad may use an action t o tag a warship. A
Remum a Swnned aunter hnm the unit unit may only tag a target that is in its primary attack arc. The tagging roll is an opposed roll
A&mm a MaintainECMECZM between the tagging unit and the target ship.

Leeve cr lend on e ship


A successful tag lowers the target's Avoidance b y 1.
Tag Shp
WEAPON CHARACTERISTICS4
b SHIP ACTIONS
psthfanay (AMI: The aaack gains the laed Accuracy bonus to any attacks againat exwuffi or
11 Thnat: The shp mey use its n m a l mwamant allowanca. This a.jicm mey d y be taken m e intanby. A I e m k end infanby elracks e u t a n a h l l y have this characteristicat a ratino of 2.
per turn. AnIi-Ship IffiYl: The attad; earn the hstad Accuracy bonus to any attacks agama any object of
21 Demege cantml:The ship may immediataiyrdl its hdl aveilaMe damage m l dim Size 6 or larger.
mmplement. against e T h h o l d of 3. The Margin of Success of the Roll is the number of &nKW P e (PPI: The W ' S PvAecWm m t h s BPB aH halved. mundino UD. M W not CNerklll.
damage boxes that may be repaired.
Missile [Mil: affected by Missile Defense Perk and warshlp POS.
31 scloof: Make e Skin tast using the ship's Crew Level lusueliy bm, dice with no modifiers], against
Pomr-hungry (PHI): The rating is the number of weapons other than the power-hungryweapon
e Threshdd of 3. If the mll sucxwds. increase the ship's Amdance by the mll's Margin of
that may be fred in one echm.PUS snd mi& bays may hre normaib
SucCeSS.
Rapid Fire (RI]: May make a nwber of addhional atLacks equal to the ratlng
41 h g : Sale& a target ship. Each sh@ makes a %illtea. m d i e d by its El6cmncs rating. If the
ettacker wins. the defender's Vsibilii is d8duCed by 2. No w r what the resuk of the mll is. the Sow lShu#l: The ~aackmaunit mav onhr use this attack if it is amno.
WSiMhy is reducedbq 1. If the amcker fumbles. its Vsibihy is reduced by 2 inslead of 1. Smk (%#I: T h raling is the number of dbe added to attack rolls
51 Fire Weapons: The ship may fre any op ell of its weapons. Steaithv [St]: usino the weawn does not affect the f i r m ShlD'S Avoidance.
AnnocDestmying(MISame
: as Anna Rercing. but is allwed to inflict Cherkill damage.
b COMMAND POINTS: STANDARD UNITS Flak IFlI: when amckihg ships. the weapon's maximum possible damage is Stun damage [I e one

One additional d o n , which rmst be used immediateb.


dam- mintl. I
*Hsywlre (HI Ifthe weapon mflictsSun damage on a ship m p o n e n t that ship's Electronics receive
(he +3 h u s to the W defense mll the unu makes.
a punt of damage If the weapon inffias Crrppling damage, the target's Electronicsreceive mo ponts
Dne free faung change of up to 180 degrees. of damage If the weapon hhs an exc-nrmor or ocher standardunit any damage lnflocted 1% automati
cam m e l m l wage lie Sttm d a w bemmas Cnppling damage end Cnpplingdamage IS Overkill1
b COMMAND POINTS: SHIPS Shoo Missiles see 6 2 2
w
The shlp may tab a m a m mo- The w on may be of anytype except the Thrust
Seifdesmraon [So]: vahsle Idesrmyed when weapon IS used I
won. whlch can oniy be used as a normal Bdlon n the Semnd Ship Phase The ship's -%e$ing ISwpl1: weapon rnay reduce its Damage by the Perk's Rating in exchangefor a +1 bonus
Awkjance e affecbd as normal bq whatever won It ends up taking to Ascuracy This exchange may be taken any number of times. 80 lang as the weapon has damage
left tu -spend.'
The &p may unm&ateiy change faung up to the manmum 8rc for ffi Tuming Tvpe Unlike
nmnal mmment. thm 'emergency moue' dms not affect the ship's Awndance *Target Desgnatar IT01 does no damage Instead. the tampt's Avcdance e lowered by the Margin
A shp's Pffi may change mode msurnUy The daes not affect the ship's Amdance of Success of the mad: if the wet IS a standard una. mark h mth e Designmon counter ffi
Awndance m kwmred by 2 In the End Phase. r e m m all designation counters fmm play

b ATTACK ROLL SUMMARY


~ ~~

TM ATfA-S ROCL EQUALSME ROU OF [-SKILL1 DEE MOOlFlEo BY


+ h c v s Accuracy
3 d atLacker has overthrust auntep
+ 1 for &mino Irf aodicablel
+ Ume Combat aptlmized bonus It appbable]
+ annbinatnm bonus Y applicable)

- 2 d h t g intn cr thmugh mck field or factmy complex


THE T b R E E i ROLL EQUALSME ROLL OF (-SKILL] OlCE MWlFlED BY
-HRONICLES
+pMidance

+ Evasion bonus (id applicable]


LIGHTNING STRIKE
Copyright @2,2oOo Dream Pod 9, Inc. Jovian Chronicles and Llghtning Strike are trademarks of
- 1 if defender ha# en Akning wunter Dream Pod 9, Inc. All Rights Resewed. Tables may b e photocopied for personal use.

+1 d inslde dust cloud cr debns field


CD
0
tK
Q =ICs:
mwcE: o
RKWFUWO:
TACKS Aoc
+2
I:4/10/12,4/10/
mt 121, E M 141

n
1
13
E-lRWIcII: +3
I ACTIONS 1ISILE:
MOVE.: 10/20 FACICINO:
AMIOANCE: 0/!1 [PROTECT.: 4)10/12.4/10/12
PERKS/FUWS:cloa CombdB1
AllACKS ARC RANGE Icc.
Spa- F 40/80 */-I
DAM. NOTES
4P W,S,
3
Exo
N: 1
13 ACTIONS
I
I
I
1 SIZE:
E-lRONICS: 0 MOVE.: 5/15 FACINQ1
AVOIOANCE: W.1 PROTECT.: 6/15/18. 6/15/18
3
Ex0

PERKS/FUWS:Cbee Combat [BI.Missile Defense 121.


Energy Protection[7/17/211
ATTACKS ARC KANQE ACC. DAM. NOTES
N 23 1 ACTIONS
-
E ~ r r t O N I C S ~ ~ ~ 2 ~ ~ 1~5M/ 2O5V
AVOIDANCE~PRPROTECT.:7/1 7/21. 7/17/21
PERKS/FlAHrclFL--Cam@
ATTACKS ARC RANGE ACC.
BearnCamm F
121. M-le

C/25/50 +l/+lM7/5/2E
-
1 1 SUE:
' FACING-
r.:

DAM.
;a

I31
NOTES
4

.
R s r m a h F C t1 4E H. M e a 6 N s F C/30 +lM 4P R1 M F b & F C/5/20 OM/-I 6E Mm.SL1
LassCamm F C/40 +lM 4 / 2 E -n R c/20 +2/+1 3P R1

- - - --
0098
- I
Copyright 02000 Dream Pod 9 , Inc. Jovian Chronicles and Lightning Strike are trademarks of Dream
Pod 9 , Inc. All Rights Reserved. Datacards may be photocopied for personal use.
I- -- - -
Copyright 02000 Dream Pod 9. Inc Jovian Chroniclesand Lightning Strike are trademarks of Dream
Pod 9 , Inc All Rights Reserved Datacards may be photocopied for personal use
0099
- - -- - I
Copyright Q2000 Dream Pod 9 , Inc. Jovian Chronicles and Lightning Strike are trademarks of Dream
Pod 9 , Inc. All Rights Reserved. Datacards may be photocopied for personal use.
I- -- - -
Copyright02000 Dream Pod 9. Inc. Jovian Chronicles and Lightning Strike are trademarks of Dream
Pod 9 , Inc. All Rights Reserved. Datacards may be photocopied for personal use.
8 1 ACTIONS: 1/81LE.
E-IIIONICS: 1
0 MOVE: %I0
' 1 FACING: Exo
I
AVOIDANCE:+l/+I PROTECTION. 2/4/6.2/4/6
PERKS/FLAW&Chse Combat 121,
Multlple Redundancy I51
AllACKS ARC RANCE ACC. MM. MUTES
Hmy& T C/15 +liU 2P RlV121

ATTACKS ARC RANI?€


W s r h b T C/15
ACC.
+I
MM.
2E
-
Rl,lV[21

F 35/10 Wl 4P WS I 4E Nhl.RI
ma- F Cfi +l 4/2E BE k,AS

- - -- - I
Copyright 82000 Dream Pod 9 , Inc. Jovian Chronicles and Lightning Strike are trademarks of Dream
Pod 9, Inc. All Rights Reserved.Datacards may be photocopied for personal use.
I
60 CREW LEVEL: I
0 0 TURN.: A w q e I90")00
81ACTIONS: 400IELEClRONICS 000
BASE AVOIDANCE: 2/1 0 0 InAhmG€eTRL: 2 0 0
ROLL COMPO. PROTECT. IR RIWOE W . DAM.
MmM 13/26/39
1 I*Hes H/22/3300 . . - -
2 P h 7/14/2100 T 3o/W -1/2 a
3 Lasas 5/T0/'1500 T 3ow) 0/.1 5E
4 M d B s y 8/16/2400 F 40 0 TOE
5 M A E q 8/16/2400 F 40 0 la
6 PDS 10/20/3000 T 5 +1 2E

VEHKXE- 11- 2 1 N E T ~ W R : 2

I- -- - -
Copyright 02000 Dream Pod 9 , Inc. Jovian Chronicles and Lightning Strike are trademarksof Dream
Pod 9 , Inc. All Rights Reserved.Datacards may be photocopied for personal use.
9/18/2700 . - . . we 3, RdDad
KKca 4/8/1200 T 25/50 0/-1 4P W.P.A.
Pas 8/16/2400 1 5 +1 2E PI

CTIONB: 300IELECmONICS tlOC


IDAMAQECTRL: 3oc
ARC R8NQE ACC. DAM. mms

. . . .
m5
hicls Capacity I
32 Repair: 3 [ Flea Maw-:

- - -- - I
Copyright 02000 Dream Pod 9, Inc. Jovian Chronicles and Lightning Strike are trademarks of Dream
Pod 9, Inc. All Rights Reserved. Datacards may be photocopied for personal use.
I- D - - -
Copyright 02000 Dream Pod 9, Inc. Jovian Chronicles and Lightning Strike are trademarksof Dream
Pod 9 , Inc. All Rights Reserved. Datacards may be photocopled for personal use.
- - -- - I
Copyright 82000 Dream Pod 9, Inc. Jovian Chronicles and Lightning Strike are trademarks of Dream
Pod 9, Inc. All Rights Reserved. Datacards may be photocopied for personal use.
AITACKS ARC RANGE ACC. mm. m a
LaserTurrcs T C/15 +I 2E R1
sKlsL*ars .

40 I ACTIONS I
2 SIZE: 3

mmct.: 3/8/13, 3/9/13


e Combat (41.
h a h h 131. Cloak I21

i-TRONICS: I
SI= I FACING
MOVEMENT: I SKIU T H R E S W J V J
:ROOHI AVOIDANCE: I REAR AVOIDANCE:
ZERKS.
-

m- -- - -
Copyright 02000 Dream Pod 9. Inc. Jovian Chronlclesand Lightning Strike are trademarks of Dream
Pod 9 , Inc. All Rights Reserved.Datacards may be photocopled for personal use.
ffl
n
II:
Q
0
Qt-
Q
I- -- - - -
Copyright 02000 Dream Pod 9, Inc. Jovian Chronhcles and hghtning Strike are trademarks of Dream
Pod 9 , Inc. All Rights Reserved Datacards may be photocopied for personal use.
00109
- - -- D m
Copyright 82000 Dream Pod 9, Inc. Jovian Chronicles and Lightnmg Strike are trademarks of Dream
Pod 9 , Inc. All Rights Reserved. Datacards may be photocopied for personal use.
. x x . .......

I CREW LEVEL:
I rrnnu. . .. I .. ..
0 0 TURN
I ...

A Basic Unit: Wight ............................... 84 Combining Attacks .............................. 26


Ablative Armor ...................... Basic Unit: Wraith ............. Command Points ........................... 39-40
Ace Cost .............................. Basic Unit: Wraithsi .......... Command Unit: Fury ........................... 85
Ace Perks ......................................... 40 Basic Unit Wyvern ............................. 84 Command Unit: Hectar: ...................... 79
Aces ................................................ 40 Battle Arms ...................................... 71 Command Una: Pathfinder Command.... 79
Actions ............................................. 2 0
Advanced Fire Control ......................... 71
.
Battle the .........................................
Bays, Vehicle .....................................
52
72
Command Unit: Sakura .......................
Command Unit: Wyvarn Command ....... 85
90
Advanced Rules ................................... 7 Beam Cannon .................................... 70 Common Ships ..................
Aiming ....................................... Binders ............................................... 9 Concealed Sections ............
Anbinfantry [AI#] ....................... Blind Luck ......................................... 40 Content, Book ...................................... 7
AntihnissileSystem ..................... Boarding Actions ................................ 42 Cooperative Venusian Naval Administration
AntlShip [AS#) ................................. 64 Booster Pack ..................................... 71 see CVNA
Armor Piercing [AP] ........................... 64 C Core Game Concepts .......................... 12
Armor-Destroying (AD1 ........................ 64 Campaign Fleet Roster ........................ 59 Counters ............................................. 8
Assault Railgun .................................. 70 Campaign Points ................................ 55 CVNA Fleet List .................................. 91
Assembling the Fleet .......................... 50 Campaign Scenarios ........................... 56 CVNA ............................................... 87
Asteroids .......................................... 43 Campaign Stats ................................. 50 D
.
Attack Roll the ..................................
Attacking .........................................
25
P4
Campaign, Ending a ............................
Campaign, Playing the .........................
55
52
Damage Control .................................
Damage Procedure ............................
20
28
Aura of Command ..............................
Avoidance ........................................
40 .
Campaign the ...............................
Cargo Barges ....................................
7 , 50 Damage tn Spaceships ....................... 29
22 43 Damage to Standard Units .................. 2 9
B Cargo Points ............................... 51, 60 Damage Types ................................... 28
Basic Rules .............
Basic Scenario 1: The
........ 7
nario 48
.
Cargo Stealing ..................................
Carrier: Birmingham Attack Carrier ...... 8 2
51 .
Oatacard Spaceship ..........................
Datacard, Standard Unit .....................
11
ID
Basic Scenario 2: The Hot Flash Situation49 Carrier: Forge Patrol Carrier ................ 76 Datacards .................................. 94110
Basic Scenario 3: The St. Bernard Exercise49 Carrier: Intrepid Transport ................... 7 6 Debris Fields ..................................... 43
Basic Scenario 4: The Alamo EvenWalhy 49 Carrier: Tengu Escort Carrier ............... 8 2 Decoy Pod ......................................... 71
Carrier: Valiant Strike Carrier ............... 76 Deep Cloak ........................................ 61
Catastrophic Damage ......................... 31 Defenses, Special ............................... 28
Basic Unit: Brunnhilde ......................... 90 CEGA Navy Fleet List ........................... 86 Dice Rolling ....................................... 13
Dice .............................................. 8.13
Basic Unit: Guan Gung ........................ 89 Central Earth Government and Administra-
.
Different What's ................
Diogenes System ...............
Basic Unit: Kaminari ........................... 89 Drone Carriers .................................. 67
Basic Unit: Kobalt .............................. 84
Basic Unit: Lancer .............................. 78 Charmed Life ..................................... 40
Basic Unit: Minotaur ........................... 84 Clamping .......................................... 62 Drone Rack ...................................... 7 0
Basic Unit: Pathfinder ......................... 78 Class I Drones ................................... 67 Drones ............................................. 67
Basic Unit: Peacekeeper ..................... 78 Class I1 Drones .................................. 6 7 Drones, Launching ..............
Basic Unit: Pilum Lancer ..................... 78 Class Ill Drones .................................. 67 Dust Clouds ........................
Basic Unit: Retaliatnr ......................... 78 Claymores ........................... E
Basic Unit: Ryu Bonebreaker..... Cloak ................................. ECCM ............................................... 63
Basic Unit: Ryu .................................. 89 Close Combat Optimized ...................... 62 ECM ................................................. 62
Basic Unit: Siegfried ........................... 90 Close Combat Option, Expanded ........... 3 6 Electronic Counter Counter Measures .. see
Basic Unit: Syreen .............................. 84 Close Combat ...................... ECCM
Basic Unit: Tanuki .............................. 90 Combat ........................................... 21 Elkctronic Counter Measures ....... see ECM
Electronic Warfare ........................ 41.62
Elite Unit: Dragonstriker ...................... 85

.....
Elite Unt: Korikaze ............................. 90

OOLLL
I-
.
Copyright 02030 Dream Pod 9 Inc. Jovian Chronicles and Lightning Strike are trademarks of Dream
Pod 9,Inc. All Rights Reserved. Datacards may be photocopled for personal use.
___.
- .
. ___-_..
.. _ - ~ .
.

x111 Elite Unit: Stormrider ..........................


End Phase .........................................
79
16

Markers ...................

Miniatures ..............................

EW Rig ........................
Missiles. Light ................................... 70
.
Missiles Medium ............................... 70

.
Mlsslles. Ship ........................... Skill Level .......................................... 13
Modeling .................................. Skill Threshold. Drone ......................... 68
Morale. CEGA ...........................
Exosuit .............. Morale. CVNA ... ..................... 91
Expanded Activation Optlons ................. 34
Expanded Close Combat Option ............ 36 Movement and Actions. Drone ............. 69
Exoerience ........................................ 55 Movement ......................................... 17
Explosions ...........................
Exposed Fire Control .............
External Cargo ................................... 60
F
Factory Complexes ....

Fire Weapons .................................... 20

G
Game Turn, the .................................. 14
Grappling .......................................... 37
Group Definitions, CEGA ...................... 86
.
Group Definitions WAN ......................
Group Definitions, JAF ........................
91
80
Group ....................................... Standard Mode. Offense PDS ............... 66
H Standard Unit Datacard ...................... 10
Hardware Reference Table ................... 73 Standard Unit Repair .......................... 54
Hardware ...................................... 7.70 Stealing Cargo ................................... 51
HARM Missiles .................... Ping .......................... Stealth ......................... ........ 63
Playing Field ............... Stealthy [St)................... ........ 6 5
........ 5 2
HDF Ship: Senator Corvette ................. 8 8
HOF Unit: Er-la
HEAT-Resistant ........................ 71
R

I Regrouping ....................................... 54 Threshold .......................................... 13


Infantry ............................................. 42 Reinforced Systems ............................ 60 Thrust .............................................. 20
lnitlal Set-up ....................................... 14 Reinforcements ................................. 55 Toolkits ............................................. 71
I n h i a h Phase .................. Reload Threshold ............................... 67 Turn Sequence ................................... 14
11
Repair Bots .......................... v
Unit Types ......................................... 12
Intermediate Rules ............................... 7 V
Internal Cargo .................................... 60 Variable Unit Characteristics ................ 13
J Vehicle Bays ...................................... 72
Venus ............................................... 87
Venusian ........................................... 60
Jovian Confederation .......................... 75 Vernier Module .................................. 71
L W
Launch .................. ............... 7 2 Weapon Characteristics. Basic ............ 64
Weapons. Exo-Armor and Fighter ......... 70
Weapons. Fire ................................... 20

21 Scenario: Back Shot ........................... 58


Line Ship Alexander Destroyer 76 Scenario: Face of the Enemy ................ 57
Line Shio Athena Destrover
~ ~~
76 Scenario: Full Contact ......................... 58
Line Ship: Bricriu Corve& ................... 8 2 Scenario: Headhunter ......................... 57
Line Ship: Chieftain Escort Cruiser ........ 88 Scenario: Knock. Knock ....................... 56
Line Ship: Ch'in Drone Boat ................. 8 2 Scenario: Nobody Home ...................... 57
Line Ship: Constantinople MAV ............. 8 2 Scenario: Outnumbered ....................... 58
Line Ship: Corsair Frigate .................... 76
Line Ship: Hachiman Oesmyer ............ 8 2
Line Ship: Hydra A08 .......................... 82
Line Ship: lmperator Patrol Cruiser ....... 8 8
Line Ship: Javelin Missile Cruiser .......... 76
Line Ship: Thunderbolt Cruiser ............. 7 6 Sentry Pod ........................................ 70

.....
DOLL2 - I
Copyright 02000 Dream Pod 9, Inc. Jovian Chronicles and Lightning Strike are trademarks of Dream
Pod 9, Inc. All Rights Reserved. Datacardsmay be photocopied for personal use.

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