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{\*\generator Msftedit 5.41.21.2507;}\viewkind4\uc1\pard\sb29\sa29\qc\lang1023\f0\fs20\par
\f1\fs24 ===============================================================\par
\lang1041\b\f2\par
\pard\sb29\sa29\lang1033\ul\f3 ELEGY OF THE BATTLEFIELD\par
\pard\ulnone\b0\f4\par
A hundred years after the fall of common civilization, the Earth, riven by hundreds of years of war over its resources, is a dead, blasted figment of its former self. The oceans are tinted green by algae blanketing its surface for hundreds of miles, is a festering soup of death. Vast, desolate plains, strewn with of the remains of dead cities dot the continents. \par
\par
Humanity, a race of orphans, has fled for the stars.\par
\par
The remnants of humanity drifted through space in a massive decommissioned military spacecraft named the Persephone. Generations lived, died, and were reconstituted as nutrients on that long and dismal voyage. Five hundred years pass...\par
\par
Disaster strikes. Severe anomalies in the ancient warship's warp drive fling the Persephone into unknown quarters of the universe. With the centuries taking their toll on its frame, the craft starts breaking apart...\par
\par
Shot aimlessly through the depths of space, the remains of Persephone gently fade into existence in the shadow of a star...\par
\par
We called it Cronus, after greatest of titans. The gods were merciful that day.\par
\par
Humanity, lost and far from its mother planet, had found a new home. Around Cronus orbited twin blue planets, Earthlike in nature. It was the end of a long and weary age. \par
\par
Our ancestors drifted down in their dying spacecraft and set foot upon a new world.\par
\par
In four centuries time, the planet which we now call Proserpina in honor of the ship that brought us here has developed into a world that we as a race can be proud of. Technology and nature coexisted in harmony. Her sister planet, Eurydice remains a restricted area, untouched by human hands.\par
\par
We weren't the first on Proserpina. The planet possessed the traces of another previous civilization left in their empty cities and lifeless towns. Nothing remained alive. But their technology - which we adapted into ours, remained there. From the largest of these sites, designated Alpha Epsilon-11, we found out about them.\par
\par
They were a humanoid people, pacifistic and devoted to beauty and art. Their language was untranslatable, though they several visual sources that alluded to a certain calamity which befell the entire race and wiped them from the face of the planet. Clearly, what calamity these ancient people brought upon themselves was the product of some outside force, a sort of vastly alien, consuming consciousness that warped reality around it and produced weapons out of the flesh of the planet itself. This ancient race defended their people with massive, humanoid machines. With these machines' might, the war with the unknown invaders lasted long... But only long enough to encode these last images and warnings.  One day, in a final, desperate effort they died as one race. Their story ended there.\par
\par
As for the story of humanity...\par
\par
New nations arose on Proserpina, and along them factionalism and greed.\par
\par
Descendants of the ancient war machines walk among us, under the pretense of keeping the peace. Even more are being produced in our factories, destined for unknown battlefields. \par
\par
We were peaceful, but divided.\par
\par
Now, we risk losing peace as well.\par
\par
The Republic of Grunwald, stern defender of order, has started organizing its armies in response to the progressive Democratic States of Astraea's continued research into ancient military technology. Convinced of the inherent danger in the ruins and the vast knowledge contained within, Grunwald seeks to enforce the status quo and seal off the ruins to all. As we speak, they march.\par
\par
War might break out any day now...\par
\par
Everything has changed. And we pray for the mercy of the gods...\par
\par
\lang1023\f1 ===============================================================\f4\par
\lang1033\par
\b\f3 Introduction\par
\b0\f4\par
\ul\b G - ops: Elegy of the Battlefield\ulnone\b0  is a cinematic tabletop tactical skirmish RPG featuring battling mecha heavily inspired by a variety of sources, among them the video games Armored Core, Xenogears and Front Mission and shows like Armored Trooper Votoms, Macross and Mobile Suit Gundam. \lang1023\par
\lang1033\par
Players lead their small squad of pilots through missions, cooperating against a GM or against each other. Characters gain experience through combat and role playing objectives, enabling them to gain additional skills and resources in order to improve your squad. The system allows for high level of freedom in customizing pilots and their respective machines in order to suit one's preferred style of play.\par
\f5\par
\f4 Units are composed of the chosen combatants, represented by pilots and their personal machines drawn from your pool of resources. Pilots and machines possess  characteristics and skills which govern how well they fight.  These units, taken altogether and deployed onto the battlefield are grouped into a squad. Squads are composed of a commanding officer (CO) and the soldiers under his command. \par
\par
The CO unit is the core of the squad on the battlefield, a unique pilot character whom the player creates himself. Beneath him are the members of the squad, minor individuals who may develop over the course of the campaign and become full-fledged characters in their own right. Leading your squad to victory in the battlefield not only brings valuable experience and resources to your struggling squad allowing access to better skills, upgraded machines and deadlier weapons but also affects the greater storyline of the chosen campaign.\par
\par
\lang1023\f1 ===============================================================\f4\par
\par
\b\f3 What you will need:\par
\par
\b0\f4 1. Copy of these rules, which you are obviously reading right now.\par
\par
2. A place to battle, be it an online or actual tabletop. Ideally miniature wargamers would have a vinyl battlemap or terrain for this purpose. If you're cheap, use graph paper.\par
\par
2. Dice. The more in terms of quantity and variety, the better.\par
\par
3. Counters : for those with the budget and space, any suitable mecha miniatures can be used. The 1/400 Gundam collection series can be a good option, if slightly hard to find out of Asia. If you don't have miniatures, use paper or cardboard counters.\par
\par
4. Someone willing to arbitrate or GM : Arguably not needed, but impartial (heh) players will be a boon for cooperative campaigns.\par
\f3\par
\f1 ===============================================================\f3\par
\lang1033\f4\par
\pard\sb29\sa29\qj\b\f3 Important terms and concepts : Overview\par
\f6\par
\b0\f4 Within this set of rules, there will be a number of various terms that will crop up time and again.\par
\par
\b d6\b0  refers to your garden-variety six-sided dice available EVERYWHERE in the universe. 2d6 would denote rolling two dice, 3d6 three, and so on. d6 + 2 is roll a dice and add two, which would generate a number between 3 and 8. d3's would be its imaginary midget cousin, roll a d6 and divide the result by 2, rounding up. G - Ops uses only d6 and d3s. Simple!\lang1023\par
\lang1033\par
\b Pilots \b0 is a collective term used refer to the persons controlling the mecha on the battlefield; while the term \b machine\b0  is used to define the mecha themselves. \b Unit \b0 is the combination of pilot and machine as one playable unit on the battlefield.\lang1023\par
\lang1033\par
\b Movement units or MUs\b0  are the units of measurement on the tabletop battlefield. These are usually inches, hexes or squares. G - Ops is intended for grid-based maps, but it should be an easy task converting it for other purposes.\lang1023\par
\lang1033\par
The battle occurs in turns wherein the forces take turns attempting to accomplish their goals. Each side has a certain amount of units, bought by a pre-set \b Requisition Point \b0  total which represents a combination of various factors, be they your chosen faction's available resources or money. In campaign games, forces gain RP by accomplishing missions and keeping their units alive. RP can be spent on new pilots, machines, weapons or upgrades.\lang1023\par
\lang1033\par
\lang1023\f1 ===============================================================\f4\par
\b\f3 Introduction to Game Flow\par
\lang1033\b0\f4\par
Each turn has six phases, the \b Initiative, Tactical, Movement, Combat, Resolution and finally the Recover phase. \lang1023\b0\par
\lang1033\b\par
\b0 The \b initiative phase\b0  determines which of the sides involved in the battle moves first. The initiative roll is (Command Value + Lowest speed of all units in a side) + d6. The side with the highest initiative acts first in all phases of the battle.\lang1023\par
\lang1033\par
The \b tactical phase \b0 is where all sides in the battle roll a d6 to determine their \b Action Point (AP) \b0 total for the current turn. AP is a very useful resource that represents the time/tactical commands available to your units to perform actions above and beyond the ordinary. AP can be spent for additional attacks, defending against enemies, move through the battlefield faster, reroll failed checks and a host of other special abilities.\lang1023\par
\lang1033\par
The \b movement phase \b0 is where obviously, units traverse the battlefield and attempt to get to grips with the enemy. Arguably the most important phase of the game, astute tacticians will maximize the advantages granted by terrain to their force while minimizing their weaknesses. Units have a set amount of movement equal to their \b SPEED\b0  rating. Charging units are declared at the start of this phase and are moved first before everyone else.\lang1023\par
\lang1033\par
The \b combat phase \b0 is the phase where the majority of shooting and explosions occur. Players alternate activation of their units in declaring and resolving attacks. Ranged attacks come first, then melee attacks. That means getting in someone's face to cut them in half with a sword is a tactic best left to the desperate or Solus Gear Knights.\lang1023\par
\lang1033\par
The \b resolution phase \b0 is where leadership is checked and units perform other actions, such as advancing on the enemy, retreating or taking cover. Most maneuver actions cost AP.\lang1023\par
\lang1033\par
The \b recover phase \b0 is where you settle the fates of whichever unlucky souls got their machines blown up on them, or attempt to quell the nerves of your squad members whose courage gave way. \lang1023\par
\lang1033\par
After the recover phase, the next turn of the battle starts. Most battles last for six turns.\par
\par
\lang1023\f1 ===============================================================\f4\par
\lang1033\b\f3 Characteristics\b0 . \lang1023\f4\par
\pard\keep\lang1033 Every character/pilot in G - Ops has a set of characteristics that define how well can they accomplish their tasks. The higher the number, the better the character is at that certain task. Most rookies start with scores of 3 or 4 for these stats.\par
\pard\keep\qj\par
\pard These are:\par
\lang1023\par
\pard{\pntext\f8\'B7\tab}{\*\pn\pnlvlblt\pnf8\pnindent0{\pntxtb\'B7}}\fi-720\li1440\lang1033\b Piloting\par
{\pntext\f8\'B7\tab}Combat\par
{\pntext\f8\'B7\tab}Intelligence\par
{\pntext\f8\'B7\tab}Persona\par
{\pntext\f8\'B7\tab}Fortitude\par
\pard\lang1023\b0\par
\lang1033\b Piloting\b0  governs how expertly the character controls his machine. This stat affects how hard he is to hit, how well he maneuvers around difficult terrain, and other tasks that pertain to piloted movement. \lang1023\par
\par
\lang1033\b Combat\b0  dictates how well the character fights, either with ranged or melee weaponry. Having a high combat score ensures that your character hits more often and does more effective damage. \lang1023\par
\par
\lang1033\b Intelligence\b0  involves the mental capabilities of a character. A character with high Intelligence is able to learn more skills, gain experience faster and be more aware of his surroundings in combat.\lang1023\par
\par
\lang1033\b Persona\b0  is tied into a character's personal strength and charisma. Characters with high Persona are able to command well, influence his enemies and communicate effectively.\lang1023\par
\par
\lang1033\b Fortitude\b0  is a general measure of a character's fitness and endurance. High fortitude is essential to surviving the battlefields of Proserpina. Fortitude affects how well a character performs tests of strength, agility or endurance, how resilient the character is to injury and how quickly they recover from them.\lang1023\par
\lang1033\par
\lang1023\f1 ===============================================================\f4\par
\par
\b\f3 Machine Characteristics\par
\b0\f4\par
\lang1033 The machines driven to battle by the various factions on Proserpina have their own set of characteristics, namely:\par
\lang1023\par
\pard{\pntext\f8\'B7\tab}{\*\pn\pnlvlblt\pnf8\pnindent0{\pntxtb\'B7}}\fi-720\li1440\lang1033\b Structure\par
{\pntext\f8\'B7\tab}Strength\par
{\pntext\f8\'B7\tab}Armor\par
{\pntext\f8\'B7\tab}Mobility\par
{\pntext\f8\'B7\tab}Speed\par
{\pntext\f8\'B7\tab}Equipment Slots\par
\pard\lang1023\b0\par
\lang1033\b Structure\b0  is a general measure of how resilient the machine is with regards to damage. A machine can only take up to its structure in total Damage Points. Exceed that, and the machine automatically suffers a Disabling Hit result.\lang1023\par
\pard\keep\qj\lang1033\par
\pard\b Strength\b0  is a stat that deals with the sheer might of the machine, most often called upon in close combat situations. High strength allows the machine to deal more effective hits.\lang1023\par
\par
\lang1033\b Armor\b0  dictates the quality or extent of armored protection that the machine possesses. Punching through armor becomes a difficult task for weapons with low Strength.\lang1023\par
\par
\lang1033\b Mobility\b0  deals with agility and machine response. A highly mobile unit will have an easier time dodging enemy attacks and positioning itself on the battlefield.\lang1023\par
\par
\lang1033\b Speed\b0  is the raw speed of the machine, how quickly it responds and traverses the battlefield. A unit can move up to its Speed value in battlefield movement units, whether they be inches, hexes or squares.\lang1023\par
\par
\lang1033\b Equipment Slots\b0  define how much space the machine has for weapons and additional equipment.\lang1023\par
\lang1033\par
\lang1023\f1 ===============================================================\f4\par
\b\f3 Weapon Characteristics\par
\lang1033\b0\f4\par
Finally, we have the weapons being lugged around by our mecha. They possess the following stats (which are pretty much self-explanatory):\par
\par
\pard{\pntext\f8\'B7\tab}{\*\pn\pnlvlblt\pnf8\pnindent0{\pntxtb\'B7}}\fi-720\li1440\b Weapon Type\par
{\pntext\f8\'B7\tab}Size\par
{\pntext\f8\'B7\tab}Attack Power\par
{\pntext\f8\'B7\tab}Accuracy \par
{\pntext\f8\'B7\tab}Reloads\par
{\pntext\f8\'B7\tab}Special\par
\pard\b0\par
\b Weapon Type\b0  refers to what kind of weapon it is, quite logically. Weapons are grouped into four large categories: \b Hand-to-hand, Light Arms, Medium Arms and Heavy Arms. \b0  These categories are further subdivided into types like rifles, bazookas, shotguns, axes and swords.\par
\par
\b Size\b0  refers to the number of Equipment Slots the weapon takes up.\lang1023\par
\lang1033\par
\b Attack Power\b0  refers to the intrinsic destructive power of the weapon. Attack Power is commonly matched up against the machine stat Armor.\lang1023\par
\lang1033\par
\b Accuracy\b0  is how easy the weapon is to wield accurately.\lang1023\par
\lang1033\par
\b Reloads\b0  is a special value that roughly gauges the ammunition capacity of a certain weapon. \lang1023\par
\lang1033\par
\b Special\b0  lists down a weapon's special abilities and qualities.\lang1023\par
\lang1033\par
\lang1023\f1 ===============================================================\f4\par
\par
\b\f3 Combat Characteristics\par
\lang1033\b0\f4\par
There are a couple of other stats that will prove useful to note during gameplay. These are:\par
\par
\pard{\pntext\f8\'B7\tab}{\*\pn\pnlvlblt\pnf8\pnindent0{\pntxtb\'B7}}\fi-720\li1440\b Attack\par
{\pntext\f8\'B7\tab}Defense\par
{\pntext\f8\'B7\tab}Maneuver\par
\pard\b0\par
\b Attack (ATK) \b0 is a combination of the current weapon and pilot combat score (Pilot Combat + Weapon Accuracy). It is convenient to note down the ATK values of your units for each weapon beforehand.\lang1023\par
\lang1033\par
\b Defense (DEF) \b0 is the sum of (Pilot Piloting + Machine Mobility + 10). Again, it is convenient to note down a unit's DEF before battle.\lang1023\par
\lang1033\par
\b Maneuver (MAN) \b0 is the sum of (Pilot Piloting + Machine Mobility). This stat is usually called upon when moving away from engagement range or evading missiles.\lang1023\par
\lang1033\par
Now that all of the stats have been listed, we can discuss Characteristic tests.\par
\par
\b Characteristic tests\b0  are made by taking the Characteristic in question, and rolling a d6. If you roll below the characteristic, you succeed! A roll of 6 always fails, however.\lang1023\par
\lang1033\line\b Skill tests\b0  are a variation of Characteristic tests. Here, we add the Skill level (something to be discussed later) to the Characteristic of the person making the test. We roll two dice instead of one, again aiming to roll under the total value.\lang1023\par
\par
\f1 ===============================================================\f4\par
\par
\par
\pard\qc\ul\b\f3 BASIC RULES\par
\pard\ulnone\par
\par
The Game Turn\par
\par
\b0\f4 Having chosen the forces for each side, it is time to deploy unto the battlefield and start the battle.\par
\par
\b The standard game assumes a square area 32x32  MUs large. \b0 For the sake of simplicity the rules will refer to a square grid onwards. Set up the terrain on the board according to a mutually agreeable method.\par
\par
In a two-side game, each side deploys along one side of the battlefield. Set aside a rectangular area 10 x 4 MUs large. This is called the \b deployment area.\b0  \par
\par
Both sides roll a d6, comparing higher totals. The winner may elect to deploy first or second in the deployment area of his choice.\par
\par
Once deployment is complete, the first game turn can start.\par
\par
\f1 ===============================================================\f4\par
\par
\b\f3 Initiative Phase\par
\b0\f4\par
The initiative phase determines which of the sides has priority in command and acts first.\par
\par
Both sides have a \b leadership value\b0 . If there are no characters with the Leadership skill in a certain side, the default value is 3. The leadership value is added to the lowest speed value among all the machines in a side. The total is called the initiative value of a side.\par
\par
\b Both sides roll a d6, and add their initiative value. The higher total has initiative and will act first in battle. In case of a tie, roll again.\par
\b0\par
\f1 ===============================================================\f4\par
\lang1033\f0\fs20\par
\b\f3\fs24 Tactical Phase\par
\b0\f4\par
\b Both sides roll a d6 and note down the number. That is the side's Action Point total for the turn. \b0 The players then assign AP to each individual unit, starting with the side with initiative. This continues until all AP has been assigned to a unit. You may not save AP for later turns. Using counters such as beads or dice is ideal for noting how much AP a unit has.\lang1023\par
\lang1033\par
\lang1023\f1 ===============================================================\f4\par
\lang1033\par
\b\f3 Movement Phase\par
\b0\f4\par
\b Charging\par
\b0\par
\b The side with initiative declares any units who will be charging into close combat\b0 . The next sides follow suit. Charging is a special move action that requires that the target of the charge be in line of sight of the charger, and be within a distance of at most the charger's move distance plus two. For example, if a Kobold were to charge a Lightning, the Lightning would have to be within 6 MUs of the Kobold.\lang1023\par
\lang1033\par
Once all charges have been declared, move the chargers into contact with their targets. \b Charging units gain +1 Attack and Attack Power when resolving close combat attacks.\lang1023\b0\par
\lang1033\par
\b Movement\par
\b0\par
\b The side with initiative moves their units first\b0 . Units may move a number of squares up to their movement value. Once they have completed their movement, the player may decide the unit's final facing. After the side with initiative has finished movement, the next player moves his units. Units may move through spaces with friendly units on them, but never end up inside the same space. Units may never move through enemy units, except when flying.\lang1023\par
\lang1033\par
\b Running\par
\b0\par
A unit may spend 1 AP to run. Move the unit up to twice its normal speed value  Running units cannot do anything else during the rest of the turn,\par
\par
\b Engagement\par
\b0\par
\b A unit is engaged with the closest visible target in its LOS within 3 MU\b0 . This area is called the engagement zone. Attacks against units outside engagement suffers a penalty of -2. On a square grid, it can be thought of as a 3x3 MU square extending in front of a unit. Any enemy unit in this area is deemed as engaged by the unit. A unit cannot voluntarily leave the engagement zone of an enemy unit unless it succeeds at a \b Maneuver check; roll under (Pilot Maneuver + Machine Mobility) \b0 or is moving as part of a Retreat maneuver.\lang1023\par
\lang1033\par
\b Terrain\par
\b0\par
Certain types of terrain are more difficult to move through. In general, terrain can be classified into three main types:\par
\par
\pard{\pntext\f8\'B7\tab}{\*\pn\pnlvlblt\pnf8\pnindent0{\pntxtb\'B7}}\fi-720\li1440\b Rough terrain\par
{\pntext\f8\'B7\tab}Difficult terrain\par
{\pntext\f8\'B7\tab}Impassable terrain\par
\pard\par
Rough terrain\b0 , such as rocky ground, mud and light forests count as two MUs for the purposes of determining movement costs. A Kobold moving in light forests would be able to move a maximum of two spaces only.\lang1023\par
\lang1033\par
\b Difficult terrain\b0 , such as water, mountains and heavy forests count as 3 MUs for the purposes of determining movement costs. In this case, most units will be able to move two spaces at most.\lang1023\par
\lang1033\par
\b Impassable terrain \b0 counts areas with lava, pits or other dangerous or impassable surfaces. A unit may never move over impassable terrain unless flying.\lang1023\par
\lang1033\par
\lang1023\f1 ===============================================================\f4\par
\par
\b\f3 Combat Phase\par
\b0\par
\f4 Attacks are declared and resolved one-by-one unit-by-unit starting with the side with initiative. Attacking is accomplished through the following process.\par
\b\par
1. Choose attacker\par
2. Choose target\par
3. Resolve attack\par
\b0\par
\lang1033 Sides will alternate declaring and resolving attacks one at a time until all units have fired a weapon.\par
\lang1023\par
\b Choose attacker \b0 - Nominate a unit to attack. In most cases, unit can only attack once per turn barring any special rules it has.\par
\par
\b Choose target \b0 - Choose a target that is within Line of Sight of the attacker. Line of sight is a 90 degree arc which originates from the square the attacker occupies.\par
\par
\lang1033 A legal target should be within the LOS of the attacker. LOS or Line of Sight is defined as a 90 degree area that stretches in front of a unit. Most attacks in G - Ops have infinite range, but will suffer negative modifiers for distance.\par
\par
\ul\b Distance Modifiers\par
\ulnone\b0\par
\pard{\pntext\f8\'B7\tab}{\*\pn\pnlvlblt\pnf8\pnindent0{\pntxtb\'B7}}\fi-720\li720\b -1 if the range is more than 8 MU\par
{\pntext\f8\'B7\tab}-2 if the range is more than 12 MU\par
{\pntext\f8\'B7\tab}-4 if the range is more than 20 MU\b0\par
\pard\lang1023\par
\b Resolve attack \b0 - Resolving an attack has a number of steps, broken down as:\par
\par
\pard{\pntext\f8\'B7\tab}{\*\pn\pnlvlblt\pnf8\pnindent0{\pntxtb\'B7}}\fi-720\li1440\b Declare ammo burn\par
{\pntext\f8\'B7\tab}Roll attack dice\par
{\pntext\f8\'B7\tab}Parry\par
{\pntext\f8\'B7\tab}Check armor penetration\par
{\pntext\f8\'B7\tab}Defend\par
{\pntext\f8\'B7\tab}Deal damage\par
\pard\b0\par
\b Ammo Burn\par
\b0\par
A unit may spend 1 AP and deduct 1 from its RELOADS value to roll another \b Bullet dice \b0 (for a total of 4d6 attack dice) and gain a +1 bonus on its \b POW value\b0 .\par
\par
\b Roll attack dice\par
\b0\par
\lang1033 Roll two same-colored dice (usually white), and another of a different color . Collectively, these dice are known as \b attack dice \b0 and will determine if the attack hits or miss. The one odd dice (usually red or black) is known as the \b Bullet dice\b0 . As stated in the previous paragraph, spending AP and deducting 1 from your reloads value allows you to attack better, at the risk of running out of ammo.\lang1023\par
\lang1033\par
All units have an ATK value for each weapon. \b ATK value is (Pilot Combat + Weapon Accuracy).\lang1023\b0\par
\lang1033\par
The results of all three dice are added to the ATK value of the attacker, yielding a total value that is compared to the DEF of the target. \b DEF is calculated by (Pilot Maneuver + Machine Mobility + 10).\lang1023\b0\par
\lang1033\b\par
Cover\par
\par
\b0 Some areas of the battlefield may grant cover. Areas such as tall rocks, light forests and low barriers count as light cover. \b Shooting attacks against units that are in light cover suffer a -1 penalty. \b0 Heavy cover counts areas such as dense forests and deep water. In these areas, the aiming penalty is increased to -2.\lang1023\par
\lang1033\par
\b Parry\par
\b0\par
If the attack hits the opponent, he may elect to parry if he has a weapon capable of parrying by spending 1 AP. The opponent rolls 2d6, if he meets or exceeds the parry value on the weapon's profile, the attack is negated.\par
\par
\b Check Armor Penetration\par
\b0\par
Take the Bullet dice's result, and add it to the current weapon's Attack Power. The total attack power is known as the POW value. Compare it to the target's Armor value. If it meets or exceeds the number, the attack deals damage.\par
\par
\b Defend\par
\b0\par
Units being attacked may elect to spend 1 AP to defend or try to block attacks. \b Roll a d3 \b0 (d6, count 1,2 as 1 - 3, 4 as 2, and 5,6 as 3). \b Add it to your Armor value\b0 . If you manage to beat the attacker's POW, the shot has been blocked and the attack is negated.\lang1023\par
\lang1033\par
\b If your machine has a shield, add 1 to the value rolled, \b0 giving you a defense bonus of 2-4.\lang1023\par
\lang1033\par
\b Deal damage\par
\b0\par
Attacker rolls on the damage chart. Apply the effects on the target afterwards.\par
\par
\ul\b Damage Table\par
\ulnone\b0\par
2 \b NO EFFECT\lang1023\b0\par
\lang1033 3-4 \b Pilot Stunned\b0 : -1 action next turn\lang1023\par
\lang1033 5-7 \b Machine Damaged\b0 : 1 damage counter\lang1023\par
\lang1033 8-9 \b Knockdown\b0 : 1 damage counter, must spend next movement phase getting up\lang1023\par
\lang1033 10-12 \b Disabling Hit\lang1023\b0\par
\lang1033\b\par
If the target receives enough damage counters to exceed its structure points, the target is disabled, and must roll on the \ul disabling hit table\ulnone . A unit that has zero structure points is still active but suffers a -1 penalty to all dice rolls.\lang1023\b0\par
\lang1033\b\par
\par
\ul Disabling Hit Table\par
\ulnone\b0\par
1-2 \b Disabled\b0  - Target ceases to function, but the pilot is safe. Count the target as disabled and damaged.\lang1023\par
\lang1033 3-4 \b Minor Explosion\b0  - Part of target explodes. The pilot is safe on a 5 or 6. Count the target as wrecked.\lang1023\par
\lang1033 5 \b Major Explosion\b0  - Entire target unit explodes. Pilot is safe on a roll of 6, then 5 or 6. Count the target as destroyed.\lang1023\par
\lang1033 6 \b Spectacular Explosion\b0  - Target is annihilated by the attack. Pilot is killed. Count the target as destroyed.\lang1023\par
\lang1033\par
\b Melee Attacks\par
\b0\par
Melee attacks are resolved in the same manner, though they usually take place after all shooting attacks are dealt with. Comparatively, Melee attacks are deadlier but more risky for the attacker. Most melee weapons have their attack power denoted as a (+X) value. When resolving armor penetration, add together this value and the attacking machine's STRENGTH in order to find out the total POW of the attack.\par
\lang1023\par
\f1 ===============================================================\f4\par
\par
\lang1033 Example: \par
\par
\i\f7 The Grunwald side has two Kobolds, Alpha and Beta. Astraea has a Lightning and a Stormrider. In this example, Astraea has initiative.\par
\par
Astraea declares that the Stormrider will be attacking Alpha with its Particle Rifle. ,Alpha is within LOS, so the Stormrider will now resolve its attack.\par
\par
All units have an ATK value. ATK value is (Pilot Combat + Weapon Accuracy). In this case, the Stormrider has an ATK of (3 + 4) = 7.\par
\par
The result of all three dice is added to the ATK value of the attacker, yielding a total value that is compared to the DEF of the target. DEF is calculated by (Pilot Maneuver + Machine Mobility + 10). In this case, the Kobold has a DEF of 16.\par
\par
The Stormrider needs a 9 or better on the attack dice to hit. We roll, getting 4 and 2 on the white dice, and a 6 on the red Bullet dice. 12, which is enough to hit the Kobold.\par
\par
We must now see if the attack manages to punch through the Kobold's armor. The Particle Rifle has a STR of 6. Add the result of the Bullet dice to the attacker's STR, the result is compared to the target's ARMOR value.  We get 12. Kobolds have ARMOR 8, which means that the shot has hit and blasted through the Kobold's armor!\par
\par
If the Kobold had any AP, it could elect to spend this AP and try to block the shot. Our shot is POW 12 though, and the Kobold will only have a chance of blocking it if it had a shield and rolled a 5 or 6.\par
\par
The final step of resolution is to roll for damage effects on the damage table. Roll 2d6 and look up the results on the table\i0 .\lang1023\par
\lang1033\f4\par
\b Damage Table\par
\b0\par
2 \b NO EFFECT\lang1023\b0\par
\lang1033 3-4 \b Pilot Stunned\b0 : -1 action next turn\lang1023\par
\lang1033 5-7 \b Machine Damaged\b0 : 1 damage counter\lang1023\par
\lang1033 8-9 \b Knockdown\b0 : 1 damage counter, must spend next movement phase getting up\lang1023\par
\lang1033 10-12 \b Disabling Hit\lang1023\b0\par
\lang1033\i\par
rolling 2d6, we get a 7: Machine Damaged. The Kobold gets 1 Damage Counter, and will be disabled when it receives more Damage Counters than it has Structure.\par
\par
\lang1023\i0\f1 ===============================================================\f4\par
\lang1033\par
\b\f3 Resolution Phase\par
\b0\f4\par
The Resolution Phase is further divided into two phases:\par
\par
\pard{\pntext\f8\'B7\tab}{\*\pn\pnlvlblt\pnf8\pnindent0{\pntxtb\'B7}}\fi-720\li1440\b Leadership Phase\par
{\pntext\f8\'B7\tab}Maneuver Phase\par
\pard\b0\par
The \b Leadership Phase \b0 is where units who suffered heavy damage in the previous combat phase test if their courage holds. \b Each unit that took damage counters equal to their structure must make  a Leadership check \b0 (roll equal to or under Leadership value; Persona + Leadership level ; default 6). You may reroll this check once if the CO is within 4 MUs by spending 1 AP.\lang1023\par
\lang1033\par
\b If it is failed, the unit must immediately retreat backwards 2 MUs\b0 , if possible out of engagement range of any enemy units. It does not have to take a Maneuver check for this.\lang1023\par
\lang1033\par
If the unit starts its next turn in engagement range, test again at the start of the Tactical phase. If this check is failed, the unit turns around and must move back to its deployment area full speed. Units that run away in this manner are called \b fleeing units. \b0 Fleeing units cannot shoot, and must continue moving in this manner until they reach the deployment zone, are disabled, or are rallied.\lang1023\par
\lang1033\par
The \b Maneuver phase \b0 involves special tactical maneuvers accomplished by spending AP.\lang1023\par
\lang1033\par
First, any special abilities possessed by your units that take place in the Maneuver phase can be declared and resolved. As usual, the player with initiative goes first.\par
\par
Next, \b advance moves. \b0 Any unit may spend AP to immediately move directly forward 2 MUs.\lang1023\par
\lang1033\par
\b Retreat moves \b0 are accomplished exactly like retreat moves due to failed leadership. The unit can spend 1 AP to immediately move backwards 2 MUs.\lang1023\par
\lang1033\par
\lang1023\f1 ===============================================================\f4\par
\lang1033\par
\b\f3 Recover Phase\par
\b0\f4\par
Any special abilities that are used during the recover phase can be used here.\par
\par
In the Cinematic version of the rules, this is the phase where you determine the survival of any pilots from your side if their machines were destroyed in the preceding Combat phase.\par
\par
\b In both versions, the recover phase allows you to rally any fleeing units you have by making Leadership checks for each fleeing unit.\par
\b0\par
\lang1023\f1 ===============================================================\f4\par
\lang1033\i\par
\pard\qc\ul\b\i0\f3 Advanced Rules\par
\f4\par
\pard\par
\ulnone\f3 Personalities\par
\f4\par
\b0 On the battlefield, there exist individuals who rise above the common, who fight with legendary skill and lead their soldiers to victory against impossible odds. Your character, the Commanding Officer or CO.\par
\par
\b The CO is your personal representation in-game, in conventional terms he would be called a PC or Player Character\b0 . The squad of pilots he leads, is normally a squad of NPCs or Nonplayer Characters.\lang1023\par
\lang1033\par
The CO is an example of a named character, a major player in the realm of the game story. These named characters are known under the label of \b personalities.\b0  Most personalities are also pilots albeit with superior skill, but they have a number of extra abilities and characteristics that only they possess. These are:\lang1023\par
\lang1033\par
\pard{\pntext\f8\'B7\tab}{\*\pn\pnlvlblt\pnf8\pnindent0{\pntxtb\'B7}}\fi-720\li1440\b Personality Quirk\par
{\pntext\f8\'B7\tab}EX Points\par
{\pntext\f8\'B7\tab}Character Skills\par
{\pntext\f8\'B7\tab}SP Skills\par
\pard\b0\par
\b Personality Quirk \b0 is a randomly generated attribute that represents a distinct facet of your character's demeanor and temperament. This concept ties directly into...\lang1023\par
\lang1033\par
\b EX Points \b0 are a special resource to personalities that can be thought of as resembling action points, but a bit more powerful in practice. EX can be spent in the same manner as AP, but have many other abilities restricted to personalities, EX is earned by doing exceptional deeds on the battlefield, acting in accordance with your personality quirk in roleplaying, or as story awards,\lang1023\par
\lang1033\b\par
EX Point Abilities\par
\b0\par
\pard{\pntext\f8\'B7\tab}{\*\pn\pnlvlblt\pnf8\pnindent0{\pntxtb\'B7}}\fi-720\li1440 Count your next roll of the Bullet dice as having rolled a 6.\par
{\pntext\f8\'B7\tab}Move immediately at your move value +2, ignoring initiative order.\par
{\pntext\f8\'B7\tab}Ignore a result on the Critical Damage table that would kill your character. Your machine is still destroyed, but your character escapes with minor injuries.\par
{\pntext\f8\'B7\tab}Ignore initiative order in the Combat phase, essentially shooting or attacking in melee first.\par
\pard\par
\b Character Skills \b0 are specific abilities used to accomplish tasks both out and in of combat. Examples of these would be Stealth, Knowledge, Speech and specific combat skills such as Maneuver, Light Arms and Hand-to-hand. Initially, a personality chooses a number of skills equal to his Intelligence score. Those skills chosen now benefit from a bonus of +1 whenever they are rolled for.\lang1023\par
\lang1033\par
\b SP Skills \b0 are special abilities that allow personalities to "break the rules" to an extent. These skills would allow some personalities to strike melee attacks before enemies shoot, shoot twice with the same weapon, or dodge with inhuman skill.\lang1023\par
\lang1033\par
\b Creating your CO\par
\b0\par
The creation of a CO involves a number of simple steps.\par
\par
\pard{\pntext\f8\'B7\tab}{\*\pn\pnlvlblt\pnf8\pnindent0{\pntxtb\'B7}}\fi-720\li1440\b Select faction\par
{\pntext\f8\'B7\tab}Roll for characteristics\par
{\pntext\f8\'B7\tab}Assign points\par
{\pntext\f8\'B7\tab}Determine Personality Quirks\par
{\pntext\f8\'B7\tab}Choose Character Skills\par
{\pntext\f8\'B7\tab}Choose SP Skill\par
\pard\b0\par
Firstly, we need to select a faction whom the CO will fight for. In this initial outing of G-Ops, the two available factions are Astraea and Grunwald.\par
\par
The next step involves your character's base stats, which define how well your character performs in-game.\par
\par
\pard{\pntext\f8\'B7\tab}{\*\pn\pnlvlblt\pnf8\pnindent0{\pntxtb\'B7}}\fi-720\li1440\b\f8\tab\f4 Piloting\par
\f8{\pntext\f8\'B7\tab}\tab\f4 Combat\par
\f8{\pntext\f8\'B7\tab}\tab\f4 Intelligence\par
\f8{\pntext\f8\'B7\tab}\tab\f4 Persona\par
\f8{\pntext\f8\'B7\tab}\tab\f4 Fortitude\par
\pard\b0\par
Each stat starts at a base of 2. Roll 2d6, keep the highest number and add 2, yielding a number between 3 and 8. Distribute that many bonus points to your stats. Starting characters' stats cannot exceed 6, meaning you can distribute a maximum of 4 points to a chosen stat.\par
\par
Your EX point limit is your Intelligence or Persona, whichever is higher. Now, roll d66 twice and consult the Personality Chart. Choose one of the results. This result will be your Personality Quirk, thereby abbreviated as PQs. You gain EX points by acting in accordance with your PQs.\par
\par
Roll a d66 for your PQs (d66 is two d6's, with one designated as 10s and the other 1s)\par
\par
\lang1023\f1 ===============================================================\par
\lang1033\f4\par
\b\f3 Personality Chart\par
\b0\f4\par
\pard{\pntext\f8\'B7\tab}{\*\pn\pnlvlblt\pnf8\pnindent0{\pntxtb\'B7}}\fi-720\li720 11 - Childlike\par
{\pntext\f8\'B7\tab}12 - Grim\par
{\pntext\f8\'B7\tab}13 - Weird\par
{\pntext\f8\'B7\tab}14 - Jokester\par
{\pntext\f8\'B7\tab}15 - Depressed\par
{\pntext\f8\'B7\tab}16 - Innocent\par
\pard{\pntext\f8\'B7\tab}{\*\pn\pnlvlblt\pnf8\pnindent0{\pntxtb\'B7}}\fi-720\li720 21 - Geeky\par
{\pntext\f8\'B7\tab}22 - Cute\par
{\pntext\f8\'B7\tab}23 - Obsessed\par
{\pntext\f8\'B7\tab}24 - Moody\par
{\pntext\f8\'B7\tab}25 - Compulsive\par
{\pntext\f8\'B7\tab}26 - Whiny\par
{\pntext\f8\'B7\tab}31 - Good-natured\par
{\pntext\f8\'B7\tab}32 - Charismatic\par
{\pntext\f8\'B7\tab}33 - Withdrawn\par
{\pntext\f8\'B7\tab}34 - Hotheaded\par
{\pntext\f8\'B7\tab}35 - Traumatized\par
{\pntext\f8\'B7\tab}36 - Tsundere\par
{\pntext\f8\'B7\tab}41 - Unassuming\par
{\pntext\f8\'B7\tab}42 - Cowardly\par
{\pntext\f8\'B7\tab}43 - Perverted\par
{\pntext\f8\'B7\tab}44 - Artistic\par
{\pntext\f8\'B7\tab}45 - Delinquent\par
{\pntext\f8\'B7\tab}46 - Proud\par
{\pntext\f8\'B7\tab}51 - Slow-witted\par
{\pntext\f8\'B7\tab}52 - Annoying\par
{\pntext\f8\'B7\tab}53 - Ditzy\par
{\pntext\f8\'B7\tab}54 - Cheerful\par
{\pntext\f8\'B7\tab}55 - Intimidating\par
{\pntext\f8\'B7\tab}56 - Serious \par
{\pntext\f8\'B7\tab}61 - Laidback\par
{\pntext\f8\'B7\tab}62 - Jerkass\par
{\pntext\f8\'B7\tab}63 - Naive\par
{\pntext\f8\'B7\tab}64 - Code of Honor\par
{\pntext\f8\'B7\tab}65 - Clumsy\par
{\pntext\f8\'B7\tab}66 - Genius\par
\pard\par
\lang1023\f1 ===============================================================\par
\lang1033\f4\par
\par
Next, choose a number of Character Skills equal to your Intelligence score. Note these selections down on your character sheet.\par
\par
\lang1023\f1 ===============================================================\par
\b\f3 Character Skill List\par
\b0\f1\par
\b Fortitude Skills\par
\pard{\pntext\f8\'B7\tab}{\*\pn\pnlvlblt\pnf8\pnindent0{\pntxtb\'B7}}\fi-720\li720\lang1033\b0\f4 Athletics\par
{\pntext\f8\'B7\tab}Survival\par
{\pntext\f8\'B7\tab}Stealth\par
\pard\lang1023\par
\par
\b Intelligence Skills\par
\pard{\pntext\f8\'B7\tab}{\*\pn\pnlvlblt\pnf8\pnindent0{\pntxtb\'B7}}\fi-720\li720\lang1033\b0 Computer\par
{\pntext\f8\'B7\tab}Craft\par
{\pntext\f8\'B7\tab}Investigate\par
{\pntext\f8\'B7\tab}Knowledge\par
{\pntext\f8\'B7\tab}Profession\par
{\pntext\f8\'B7\tab}Medical\par
{\pntext\f8\'B7\tab}Observe\par
{\pntext\f8\'B7\tab}Repair\par
{\pntext\f8\'B7\tab}Speech\par
\pard\lang1023\par
\b Persona Skills\par
\pard{\pntext\f8\'B7\tab}{\*\pn\pnlvlblt\pnf8\pnindent0{\pntxtb\'B7}}\fi-720\li720\lang1033\b0 Bluff\par
{\pntext\f8\'B7\tab}Profession\par
{\pntext\f8\'B7\tab}Guts\par
{\pntext\f8\'B7\tab}Intuition\par
{\pntext\f8\'B7\tab}Leadership\par
{\pntext\f8\'B7\tab}Luck\par
\pard\lang1023\par
\b Combat Skills\lang1033\b0\par
\pard{\pntext\f8\'B7\tab}{\*\pn\pnlvlblt\pnf8\pnindent0{\pntxtb\'B7}}\fi-720\li720 Outmaneuver\par
{\pntext\f8\'B7\tab}Boost\par
{\pntext\f8\'B7\tab}Jump\par
{\pntext\f8\'B7\tab}Evade\par
{\pntext\f8\'B7\tab}Hand to hand\par
{\pntext\f8\'B7\tab}Medium Arms\par
{\pntext\f8\'B7\tab}Light Arms\par
{\pntext\f8\'B7\tab}Heavy Arms\lang1023\par
\pard\lang1033\par
\lang1023\f1 ===============================================================\par
\lang1033\f4\par
\par
Finally, choose an SP Skill from the list. Each SP Skill has its own limitations and restrictions, so make sure your character qualifies for it. As your character gains experience, you may gain additional SP Skills.\par
\par
\lang1023\f1 ===============================================================\par
\b\f3 SP Skill List\par
\b0\f1\par
\pard{\pntext\f8\'B7\tab}{\*\pn\pnlvlblt\pnf8\pnindent0{\pntxtb\'B7}}\fi-720\li720\lang1033\b\f4 Grapple\b0  - When charging or making a melee attack, you may elect to use this ability. You gain GRAPPLE.\par
\b{\pntext\f8\'B7\tab}Body Tackle \b0 - When charging or making a melee attack, you may elect to use this ability. Your unarmed attacks gain +1 damage and KINETIC.\par
\b{\pntext\f8\'B7\tab}Brawling\b0  - You may attack unarmed twice in close combat without spending AP.\par
\b{\pntext\f8\'B7\tab}Double Attack \b0 - Spend 1 AP, attack twice with a chosen melee weapon. The second attack suffers a -2 penalty to attack.\par
\b{\pntext\f8\'B7\tab}Deadly Charge \b0 - You roll an additional Bullet dice and add +d3 to your damage instead of the normal charge bonus.\par
\b{\pntext\f8\'B7\tab}Dual Shot \b0 - If you are wielding Light Arms, you may fire both without spending AP.\par
\b{\pntext\f8\'B7\tab}Triggerhappy\b0  - roll 2d6 when burning reloads, pick out the highest. Your burn damage bonus is increased to +2. Subtract 1 from your reloads value whenever you roll 1 or 2 on your bullet dice when attacking.\par
\b{\pntext\f8\'B7\tab}Precision \b0 - Ignore negative shot penalties from long range or cover.\par
\b{\pntext\f8\'B7\tab}Critical Shot \b0 - You may reroll enemy results on the Damage Table once. You must accept the second result even if it is worse.\par
\b{\pntext\f8\'B7\tab}Missile Barrage \b0 -  Enemy must reroll successful dodge checks. Your Reloads value is reduced by 1.\par
\b{\pntext\f8\'B7\tab}Itano Circus \b0 - Your MISSILE attacks gain MULTI 2.\par
\b{\pntext\f8\'B7\tab}Brace\b0  - If you are not in flight mode or running, you do not need to spend AP for HEAVY weapons.\par
\b{\pntext\f8\'B7\tab}Counterattack\b0  - Once per turn, spend 1 AP; instead of defending you may make a shooting or melee attack against a unit attacking you. Resolve your attack first.\par
\b{\pntext\f8\'B7\tab}Concentration\b0  - Once per turn, when an enemy targets you, spend 1 AP. Enemy rerolls successful hit rolls.\par
\b{\pntext\f8\'B7\tab}Combat Awareness \b0 - You may engage up to two enemies. You do not suffer the -2 penalty for attacking unengaged enemies.\par
\b{\pntext\f8\'B7\tab}Theme Music \b0 - Once per day in battle, in a Battle phase. Play your theme music. You cannot die this turn, and all your Bullet dice count as 6's until the song ends. \par
\b{\pntext\f8\'B7\tab}Tactical Genius \b0 - You may reroll the Tactical die once.\lang1023\par
\pard\f1\par
\f4\par
\f1 ===============================================================\lang1033\f4\par
\b\f3 Weapons\par
\par
\b0\f4 There are several categories of weapon in-game and a distinct number of them have special abilities.\par
\par
\b Weapon Categories\par
\b0\par
\b Light Arms\par
\b0\par
\pard{\pntext\f8\'B7\tab}{\*\pn\pnlvlblt\pnf8\pnindent0{\pntxtb\'B7}}\fi-720\li720\b Pistols\par
{\pntext\f8\'B7\tab}Light Shotguns\par
{\pntext\f8\'B7\tab}SMGs\par
\pard\b0\par
\b Medium Arms\par
\b0\par
\pard{\pntext\f8\'B7\tab}{\*\pn\pnlvlblt\pnf8\pnindent0{\pntxtb\'B7}}\fi-720\li1440\b Rifle\par
{\pntext\f8\'B7\tab}Machinegun\par
{\pntext\f8\'B7\tab}Shotgun\b0\par
\pard\li720\par
\pard\b Heavy Arms\par
\b0\par
\pard{\pntext\f8\'B7\tab}{\*\pn\pnlvlblt\pnf8\pnindent0{\pntxtb\'B7}}\fi-720\li1440\b Cannon\par
{\pntext\f8\'B7\tab}Missile\par
{\pntext\f8\'B7\tab}Rockets\par
{\pntext\f8\'B7\tab}Artillery\par
\pard\b0\par
\b Hand-to-hand\par
\b0\par
\pard{\pntext\f8\'B7\tab}{\*\pn\pnlvlblt\pnf8\pnindent0{\pntxtb\'B7}}\fi-720\li1440\b Sword\par
{\pntext\f8\'B7\tab}Spike\par
{\pntext\f8\'B7\tab}Axe\par
{\pntext\f8\'B7\tab}Spear\par
\pard\b0\par
\b Weapon Special Attributes\par
\par
\pard{\pntext\f8\'B7\tab}{\*\pn\pnlvlblt\pnf8\pnindent0{\pntxtb\'B7}}\fi-720\li1440 Burst\b0 : You may reroll the Bullet dice at short range\lang1023\par
\lang1033\b{\pntext\f8\'B7\tab}Cleave X\b0 : +X on damage rolls\lang1023\par
\lang1033\b{\pntext\f8\'B7\tab}Pierce (X): \b0 + X armor penetration\lang1023\par
\lang1033\b{\pntext\f8\'B7\tab}Kinetic\b0 : When in short range, Machine Damaged results are Knockdown results\lang1023\par
\lang1033\b{\pntext\f8\'B7\tab}Charged\b0 : Spend 1 AP to add another Bullet Dice to the damage roll\lang1023\par
\lang1033\b{\pntext\f8\'B7\tab}Multi (X): \b0 If a 6 is rolled on the bullet dice, X other targets adjacent to the original target and within firer's LOS are hit as well. \lang1023\par
\lang1033\b{\pntext\f8\'B7\tab}Rapid\b0 : Additional Bullet dice for the purposes of damage if a double is rolled on the white dice\lang1023\par
\lang1033\b{\pntext\f8\'B7\tab}Infight\b0 : +1 to attack and power at short range\lang1023\par
\lang1033\b{\pntext\f8\'B7\tab}Lock\b0 : Instead of making an attack roll, roll the Bullet dice. On a roll of 2+, enemy must succeed at a Maneuver check or else be hit.\lang1023\par
\lang1033\b{\pntext\f8\'B7\tab}Precise\b0 : Spend 1 AP to gain +2 to attack roll\lang1023\par
\lang1033\b{\pntext\f8\'B7\tab}Limited Ammo\b0 : This weapon deducts 1 from the Reloads value on a roll of 1, 2 or 3 instead of just 1.\lang1023\par
\lang1033\b{\pntext\f8\'B7\tab}Heavy\b0  : You must spend 1 AP or forgo movement to attack with this weapon this turn\lang1023\par
\lang1033\b{\pntext\f8\'B7\tab}Parry X (RM)\b0 : On a roll of x on 2d6, enemy attack is nullified. The letters after the number denote whether it is able to parry ranged or melee attacks.\lang1023\par
\lang1033\b{\pntext\f8\'B7\tab}First Strike\b0 : Strike first when resolving combat\lang1023\par
\lang1033\b{\pntext\f8\'B7\tab}Grapple\b0 : Enemies must roll 4+ on a d6 before making a Maneuver check in order to move out of Engagement Range\lang1023\par
\lang1033\b{\pntext\f8\'B7\tab}Distance\b0 : Cannot attack enemies within 2 MU\lang1023\par
\lang1033\b{\pntext\f8\'B7\tab}Artillery\b0 : This weapon does not require direct LOS and does not suffer penalties from cover. The target must be within the 90 degree front arc.\lang1023\par
\pard\lang1033\par
\lang1023\f1 ===============================================================\f4\par
\lang1033\par
\pard\qc\ul\b\f3 Forces on Proserpina\par
\par
\pard\lang1023\ulnone\b0\f1 ===============================================================\f4\par
\pard\qc\lang1033\ul\b\f3\par
\f4\par
\pard Grunwald Republic\par
\ulnone\b0\par
Grunwald Mobile Assault Corps\par
\par
================\par
RmST- 003 Kobold \par
================\par
General-purpose Assault Trooper\par
\par
Cost: 350 RP\par
\par
Structure: 3\par
Strength: 3\par
Armor: 8\par
Mobility: 4\par
Speed: 4\par
Equipment Slots: 3\par
\par
Assault Baton (1), SMG/Shotgun(1), Assault Shield(1), Heavy Machine Gun(2), Rocket Pack(1)\par
\par
The cyclopean countenance of the Kobold and its bulky, armored proportions are enduring symbols of the Grunwald Republic's unceasing vigilance and formidable might. \par
\par
Despite its age, the mass-produced Kobold is a worthy machine, able to lug around a formidable arsenal of weapons and supporting equipment to deploy in almost any situation. Parts and supplies are plentiful and durable. This enduring factor has seen the Kobold see action in not only Grunwald military formations but take its place in the armories of mercenary companies all over the system.\par
\par
The Kobold is armed primarily for close-quarters urban battles, carrying a combination of shotgun and submachine gun as befits Grunwald combat doctrine. Kobolds intended for close support carry the Heavy Machine Gun or shoulder-mounted Rocket Packs to deal with heavily armored opposition.\par
\par
=================\par
RmST- 005 Bergeist\par
=================\par
Heavy Armor Assault Trooper\par
\par
Cost: 500 RP\par
\par
Structure: 3\par
Strength: 4\par
Armor: 10\par
Mobility: 4\par
Speed: 4\par
Equipment Slots: 2\par
\par
Heavy Machine Gun (2), Bazooka(2), SMG/Shotgun(1), Cleave Hatchet(1), Assault Baton(1)\par
\par
A heavily-armored, upgraded variant of the Kobold, the Bergeist performs the role of close-assault and urban defense unit. The machine manages to carry a respectable amount of armor while being at least as agile and maneuverable as the regular Kobold at the cost of available space. The engine was upgraded to a larger capacity type, allowing it to strike mighty blows with its fists while the shoulder hardpoints are taken up by large armor plates. Regardless, the Bergeist has performed well in initial tests and will find a valuable role in conflicts to come.\par
\par
==============\par
GRST- 012 Jager\par
==============\par
Command-use Assault Trooper\par
\par
Cost: 1200 RP\par
\par
Structure: 5\par
Strength: 5\par
Armor: 10\par
Mobility: 5\par
Speed: 5\par
Equipment Slots: 3\par
\par
Assault Shield(1), Cleave Hatchet(1), Assault Baton(1),  Heavy Machine Gun(2), Blast Pike(2), SMG/Shotgun (1)\par
\par
The sleek Jager is a brand-new design far superior in performance to the venerable Kobold.  Fitted with high-performance verniers and an improved armor alloy, its high cost and lack of easily available parts restrict its usage to high ranking personnel and elite units. Able to mount almost every Grunwald weapon, the Jager is an efficient and deadly machine able to stand up to overwhelming odds in the right hands.\par
\par
\lang1023\f1 ===============================================================\lang1033\f9\par
\par
\f4 =====================================\par
GRUNWALD MOBILE ASSAULT CORPS ARMORY\par
=====================================\par
\par
=============\par
Melee Weapons\par
=============\par
\par
---------------\par
Assault Shield\par
---------------\par
\par
Protective spiked shield that features a grip allowing it to be used as a gauntlet to batter enemies into submission. \par
\par
Weapon Type:  Shield/Hand to Hand\par
Attack Power: +1\par
Accuracy: 2\par
Reloads: -\par
Special:\par
Kinetic\par
Parry 11 (RM)\par
\par
---------------\par
Blast Pike\par
---------------\par
\par
Long polearm with a manually-detonated explosive tip. Can blow apart enemy units from within, inflicting catastrophic damage. Requires reloading after every use.\par
\par
Weapon Type: Spear/Hand to hand\par
Attack Power: 6\par
Accuracy: 2\par
Reloads: 3\par
Special:\par
Kinetic\par
Cleave 2\par
\par
---------------\par
Cleave Hatchet\par
---------------\par
\par
Small but heavy axe able to cleave apart enemy armor with ease. \par
\par
Weapon Type: Axe/Hand to hand\par
Attack Power: +3\par
Accuracy: 2\par
Reloads: -\par
Special:\par
Cleave 1\par
\par
---------------\par
Assault Baton\par
---------------\par
\par
Long club with a flanged head that crushes the toughest enemy defenses.\par
\par
Weapon Type: Axe/ Hand to hand\par
Attack Power: +2\par
Accuracy: 3\par
Reloads: -\par
Special:\par
Kinetic\par
\par
---------------\par
Claw\par
---------------\par
Monomolecular-edged claws designed to rip apart enemy units. Cumbersome but extremely effective against all types of armor.\par
\par
Weapon Type: Claw/Hand to hand\par
Attack Power: +4\par
Accuracy: 4\par
Reloads: -\par
Special:\par
Grapple\par
Pierce 2\par
Heavy\par
\par
\par
============\par
Light Arms\par
============\par
\par
-----------------\par
Combat Shotgun\par
-----------------\par
\tab\par
Disperses high-heat ammunition around a considerable radius with deadly effect to lightly-armored foes. Effective at close range.\par
\par
Weapon Type: Shotgun/Light Arms\par
Attack Power: 3\par
Accuracy: 2\par
Reloads: 2\par
Special: \par
Infight\par
\par
---------------\par
Handheld SMG\par
---------------\par
\par
Rapid-firing portable submachinegun for use against light targets. Accurate and dependable.\par
\par
Weapon Type: Machine Gun/Light Arms\par
Attack Power: 3\par
Accuracy: 4\par
Reloads: 4\par
Special:\par
Burst\par
\par
============\par
Machine Guns\par
============\par
\par
----------------------\par
Heavy Machine Gun\par
----------------------\par
\par
A large, single-barreled autocannon that fires high caliber ammunition at a steady rate. Tears apart light targets and is effective against armor.\par
\par
Weapon Type: Machine Gun/Medium Arms\par
Attack Power: 5\par
Accuracy: 4\par
Reloads: 3\par
Special:\par
Rapid\par
Burst\par
\par
========\par
Cannons\par
========\par
\par
---------------\par
Heavy Bazooka\par
---------------\par
\par
Heavy weapon that fires large, solid explosive rounds. Devastating against enemy units, but has a slow rate of fire and heavy recoil. \par
\par
Weapon Type: Cannon/Heavy Arms\par
Attack Power: 7\par
Accuracy: 2\par
Reloads: 2\par
Special:\par
Kinetic\par
Pierce 2\par
Heavy\par
\par
----------------\par
Gatling Cannon\par
----------------\par
Fearsome weapon fitted with several rotary barrels. Howls with a distinctive noise and is able to rend apart targets with a hail of shells. Heavy, inefficient and inaccurate but effective nevertheless.\par
\par
Weapon Type: Machine Gun/Cannon/Heavy Arms\par
Attack Power: 5\par
Accuracy: 2\par
Reloads: 2\par
Special:\par
Burst\par
Rapid\par
Multi 3\par
\par
---------------\par
Rocket Pack\par
---------------\par
\par
Fires a salvo of armor-piercing explosive rockets, able to crack open tough defenses. Limited ammunition.\par
\par
Weapon Type: Cannon/ Heavy Arms\par
Attack Power: 6\par
Accuracy: 2\par
Reloads: 1\par
Special:\par
Burst\par
\par
------------------------------------\par
Artillery Cannon\par
------------------------------------\par
\par
Large-bore cannon for indirect fire. Formidable damage potential, but inaccurate. Fires solid concussion or airburst ordnance.\par
\par
Weapon Type: Artillery/ Heavy Arms\par
Attack Power: 7/5\par
Accuracy: 1\par
Reloads: 1\par
Special:\par
Artillery\par
Heavy\par
Multi 6\par
\par
\lang1023\f1 ===============================================================\par
\par
\lang1033\b\f9 Democratic States of Astraea\par
\b0\f4\par
\b\f9 Astraea Space Force\par
\b0\par
\cf1\f4  =================\par
ASF-O-002 Lightning\par
=================\par
Interceptor ORMA\par
\line Cost: 450\par
\par
Structure: 2\par
Strength: 3\par
Armor: 6\par
Mobility: 5/6\par
Speed: 5/8\par
Equipment Slots: 3\par
\par
Rail Rifle (1), Machine Gun(1), Missile Pack(1), Plasma Blade(1)\par
\par
Almost as fast as its namesake, the agile Lightning is a masterpiece of Astraean engineering. Equipped with a P3 drive system, the Lightning is able to transform into a high-mobility flight mode, extending its range and doubling as a rapid movement method. \par
\line Armed primarily with the armor-piercing Rail Rifle, the Lightning typically softens up opposition with its Missile Packs, showering enemy units with explosive warheads. If circumstances dictate, the Lightning is also capable of fighting in close combat with a custom-made Plasma Blade.\par
\par
=================\par
ASF-O-003 Stormrider\par
=================\par
Strike ORMA\par
\line Cost: 650\par
\par
Structure: 2\par
Strength: 3\par
Armor: 6\par
Mobility: 4/5\par
Speed: 5/8\par
Equipment Slots: 3\par
\par
Particle Rifle (2),  Missile Pack(1), Plasma Blade (1), Rail Rifle (1), Machine Gun(1),  Particle Shield (2), Bomb Dispenser (2)\par
\par
A heavily-armed attack variant of the Lightning, the Stormrider packs advanced sensor systems and additional hardpoints to mount weapons such as the Particle Rifle. \par
\par
*Link-fire = The Stormrider is equipped with an advanced FCS that allows it to fire two Missile Packs in the same turn.\par
\cf0\par
=================\par
ASF-K-005 Mercury\par
=================\par
Destroyer ORMA\par
\line Cost: 1400\par
\par
Structure: 2\par
Strength: 3\par
Armor: 8\par
Mobility: 6\par
Speed: 5/8\par
Equipment Slots: 3\par
\par
\cf1 Particle Rifle (2),  Missile Pack(1), Plasma Blade (1), Rail Rifle (1), Machine Gun(1),  Particle Shield (2)\par
\par
No info available yet.\par
\par
\cf0\lang1023\f1 ===============================================================\par
\lang1033\f4 =====================================\par
ASTRAEA SPACE FORCE ARMORY\par
=====================================\lang1023\f1\par
\cf1\lang1033\f4\par
\cf0 =============\par
Melee Weapons\par
=============\par
\par
------------------------------------------------------------------------\par
Plasma Blade "Shura"\par
------------------------------------------------------------------------\par
\par
Sword made of superheated plasma particles concealed in a magnetic field. Slashes apart opposition with little resistance.\par
\par
Weapon Type: Sword/ Weapon\par
Attack Power: +1\par
Accuracy: 4\par
Reloads: -\par
Special:\par
Pierce 2\par
\par
------------------------------------------------------------------------\par
Particle Shield "Pavise"\par
------------------------------------------------------------------------\par
\par
Protective device that deploys plasma particles to destroy incoming fire.\par
\par
Weapon Type: Hand-to-hand/ Shield\par
Attack Power: -\par
Accuracy: -\par
Special:\par
Reloads: -\par
Parry 11 RM\par
\par
===============\par
Light Arms\par
===============\par
\par
--------------------------------\par
Machine Gun\par
-------------------------------\par
\par
Medium-sized machinegun for high-speed engagements\par
\par
Weapon Type: Machine Gun/Light Arms\par
Attack Power: 4\par
Accuracy: 4\par
Reloads: 2\par
Special:\par
Burst\par
\cf1\par
==============\par
Medium Arms\par
==============\par
\par
\cf0 ------------------------------------------------------------------------\cf1\par
\cf0 Rail Rifle "Thunderbolt"\par
------------------------------------------------------------------------\par
\par
Uses magnetic fields to rapidly propel slugs at a high velocity. Low surface damage potential but effective against armor.\par
\par
Weapon Type: Rifle/ Light Arms\par
Attack Power: 4\par
Accuracy: 4\par
Reloads: 3\par
Special:\par
Precise\par
Pierce 1\par
\par
------------------------------------------------------------------------\par
Charged Particle Rifle "Prominence"\par
------------------------------------------------------------------------\par
\par
Deadly weapon that harnesses plasma particle energy. Fires a coherent particle beam at a target surface, superheating it and delivering excellent damage.\par
\par
Weapon Type: Rifle/ Medium Arms\par
Attack Power: 6\par
Accuracy: 4\par
Reloads: 2\par
Special:\par
Precise\par
Pierce 2\par
\par
============\par
HEAVY ARMS\par
============\par
\par
------------------------------------------------------------------------\par
Missile Pack "Hailstorm"\par
------------------------------------------------------------------------\par
\par
Fires high-heat homing missiles. Accurate and dependable.\par
\par
Weapon Type: Missile/ Heavy Arms\par
Attack Power: 4\par
Accuracy: 3\par
Reloads: 2\par
Special:\par
Rapid\par
Lock\par
\par
------------------------------------------------------------------------\par
Multi-missile "Cloudburst"\par
------------------------------------------------------------------------\par
\par
Fires multiple warheads which split into countless submunitions. Effective at blanketing an area with explosives.\par
\par
Weapon Type: Missile/ Heavy Arms\par
Attack Power: 3\par
Accuracy: 3\par
Reloads: 2\par
Special:\par
Lock\par
Multi 3\par
\par
\par
------------------------------------------------------------------------\par
Homing Particle Beam "Raiden"\par
------------------------------------------------------------------------\par
\par
Particle beam weapon which features a guidance system. Multiple particle beams unerringly seek out opponents.\par
\par
Weapon Type: Missile/ Heavy Arms\par
Attack Power: 6\par
Accuracy: 4\par
Reloads: 2\par
Special:\par
Lock\par
Pierce 2\par
Multi 2\par
Heavy\par
\par
\par
}
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